Undersea Sourcebook: Race & Class Guide

The Undersea Sourcebook: Race & Class Guide is here!

Undersea Sourcebook Race & Class Guide Cover

The Undersea Sourcebook series provides players and Dungeon Masters with everything they need to explore the crashing waves and the vast ocean depths below. In this, the first of the series, you’ll find races, classes, and backgrounds for creating characters suitable to an undersea or ocean-spanning campaign.

The Races of the Oceans, Coastlines, and Rivers chapter features detailed descriptions and game statistics for underwater fantasy staples like merfolk, the sealskin wearing selkie, warlike sahuagin, and undines, along with the river fey called naiads, whose description includes a deep sea variant. Atlanteans, the forgotten ancestors of humanity, are listed along with some of the fabulous inventions that ensured their survival during the great cataclysm that sunk their island home. You’ll also find the new spellborn race—creatures grown from arcane experiments—which are suitable to both land and sea campaigns, depending on the arcane mutations you choose. Coastal dwarves, ocean and lake dragonborn, sea elves, and fenwader halflings provide subraces for most of the races featured in the Player’s Handbook.Undersea Sourcebook Race & Class Guide Spread 1

The Class Options and Archetypes chapter includes new options for every core class. The Path of the Slayer barbarian primal path grants you boons for the risks, you take. The College of the Tamer bardic college use their music to tame savage beasts, while the Drowned Cleric archetype combines control over the sea with divine healing. A new Waves domain extends the cleric’s choice of domains. The Circle of the Sea druid circle grants you mastery over the waves and the creatures of the ocean. The Marine fighter archetype is a soldier of the sea—a great fit for a naval soldier, a viking, or any other type of sea raider. Elemental Disciplines of Water provide more options for a monk of the Way of Four Elements. The paladin gains the Oath of the Shark oath, for those knights who stand before the monsters of the depths to protect the people who live on the ocean’s shores. The Surf Sentry ranger archetype is a watcher and protector of oceans, while the Treasure Diver rogue scours shipwrecks and sunken cities for gold, and is adept and foiling the creatures that lurk below. The Aberrant Bloodline sorcerous origin draws power from alien creatures and strange aberrants of the ocean depths. The Leviathan warlock patron is a monster of the deep, which grants its followers monstrous abilities and gruesome mutations. The Weather Wizard arcane tradition focuses on the control of the natural elements to protect and drive ships on a magical wind, or to crush foes with terrible storms.

Rounding off the book are four new backgrounds, including the Experiment, Forlorn, Seachild, and Slave. This is followed by a short Spells chapter, which includes new spells introduced in some of the race and class entries within this volume, but which can be used by any spell caster, at your Dungeon Master’s discretion.

Undersea Sourcebook: Race & Class Guide is available on the Dungeon Masters Guild now.

All the Undersea News

We’ve created a dedicated page for all the latest news and product launch updates for the Undersea Sourcebook series. Bookmark the page and check back often.

Rodney Sloan
Rising Phoenix Games

Check out our store, subscribe to our newsletter for monthly updates, and visit us on our blog, our Facebook page and on Twitter.

Undersea Sourcebook — The Dockyards

The Undersea Sourcebook series provides players and Dungeon Masters with everything they need to explore the crashing waves and the vast ocean depths below.
Be sure to bookmark this page and check back often for release dates and product announcements. We’ll post it all here.

New Releases

Introducing the Undersea Sourcebook: Race & Class Guide. In this, the first of the series, you’ll find races, classes, and backgrounds for creating characters suitable to an undersea or ocean-spanning campaign.
 
Undersea Sourcebook Race & Class Guide
Undersea Sourcebook: Mutants & Mariners is a follow on book to the Race & Class Guide, and introduces the pirate class, College of Shanties bardic college, and the mutant hybrid race. Combine any race with one of the 30+ creatures listed to create your mutant character or NPC.
Undersea Sourcebook: Mutants & Mariners

Forthcoming Releases

Production of the next five books in the Undersea Sourcebook series is well underway:

Book 2 in the series, Undersea Sourcebook: Feats and Equipment, will include feats and items essential to underwater adventures, allowing you to round off your characters with setting appropriate abilities and gear.

Book 3, Undersea Sourcebook: Water Magic, is set to detail spells and magic items, and begins to bridge the gap between player options and Dungeon Master material.

Book 4 is entitled Undersea Sourcebook: Dungeon Master’s Guide, and explores running underwater and ocean campaigns in more depth. It will include advanced rules for ships, ship combat, advanced rules for underwater combat, and tools to help you run engaging adventures at sea and in the dark depths below.

Book 5 is the Undersea Sourcebook: Monster Manual, which includes new monsters to populate the ocean depths.

Book 6, Undersea Sourcebook: Ocean Adventures, will focus on ocean and underwater adventures and may include one or two adventures set within the oceans of Faerûn or the Elemental Plane of Water. You’ll also find maps of useful locations above and below the waves.

Photo credit: Ryan Loughlin

Playtest Releases

From time to time we release previews and playtesting material, which you can find below. Your feedback is invaluable, so please reach out to us if you have any thoughts on the content we’ve shared.

Tentacles of the Deep

Tentacles of the Deep introduces a new kind of monster for your Dungeons & Dragons game, the tentacle. Instead of a whole monster, challenge your heroes with its limbs alone.

Undersea Sourcebook - Tentacle of the DeepThese playtest rules are PWYW, so you can try them out and let us know if you like them with a small tip or in the comments on the product page.

Path of the Slayer

The Path of the Slayer barbarian primal path can be found in the Undersea Sourcebook: Race & Class Guide. An earlier version of the path is available on the blog for free.

Undersea Guides to the Core Rules

We took an in-depth look at each of the core rulebooks and how you can leverage their content in an undersea or ocean campaign. You can find those articles on the following pages:

The Undersea Sourcebook Guide to the Player’s Handbook

The Undersea Sourcebook Guide to the Dungeon Master’s Guide

The Undersea Sourcebook Guide to the Monster Manual

Rodney Sloan
Rising Phoenix Games

Check out our store, subscribe to our newsletter for monthly updates, and visit us on our blog, our Facebook page and on Twitter.

Patiently Persistent Petitioners — A MTG Mill Deck

In Magic: the Gathering, playing a mill deck offers you a unique advantage. Most players are not expecting you to go for their cards instead of their life total. A good mill deck relies on the ability to control the board and survive long enough to pull off a powerful mill combo. You can’t win by milling one or two cards a turn, you need to build up to the big mill that robs your opponent of the remainder of their deck.

Meet the Patient Petitioner.

I’ve been working on this deck since I started playing MTG Arena, and it’s been loads of fun to play. Played right, it can be tough to counter.

The Cards

4x Scrabbling Claws
2x Blink of an Eye
8x Persistent Petitioners
3x Thought Collapse
3x Verity Circle
3x Waterknot
3x Watertrap Weaver
2x Sleep
2x Patient Rebuilding
1x Weight of Memory
1x Zahid, Djinn of the Lamp
2x Mass Manipulation
24x Island
2x Reliquary Tower

Total: 60 Cards

The Strategy

There are three main goals of the deck: controlling the board, drawing cards, and milling the opponent.

Control

Sleep and Waterknot not only offer control, but synergize well with Verity Circle to give you card draw. Verity Circle offers an expensive control option on its own. Mass Manipulation is by far the most powerful control card in the deck. Play it when your opponent has their most powerful creatures on the board and they’re likely to give up then and there.

Draw

Patient Rebuilding is the backbone of the deck, drawing cards while thinning out your opponent’s deck. Scrabbling Claws is an excellent piece of tech for thinning pesky graveyards that contain resurrecting creatures or instants that power cards in play. It also offers limited card draw that effectively targets specific cards in the opponent’s graveyard. Ultimately, you’re looking to combo Sleep and Verity Circle with Reliquary Tower to fill your hand with Persistent Petitioners…

Mill

Four Persistent Petitioners, with their second ability, effectively mill a fifth of most decks, which, when combined with the whittling effects of Patient Rebuilding, Weight of Memory, and Thought Collapse should bring you to victory.

Of course, there are plenty of ways to tweak the deck. Do you have any suggestions for improvements? Let us know in the comments below.

Till next time, play good games!

Rodney Sloan
Rising Phoenix Games

Check out our store, subscribe to our newsletter for monthly updates, and visit us on our blog, our Facebook page and on Twitter. Or come play some HearthStone with me and chat about game design.

Wizards of the Coast, Magic: The Gathering, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. © 2009 Wizards. All Rights Reserved.

Anaximander’s Adventuring Studies Wants You!

There is a place where magic lives, were witches and warlocks study the arcane arts, and where adventure dwells behind every corner.

Welcome to Scarthey, the University of the Arcane!

Anaximander’s Adventuring Studies is a new adventure for 1st level characters, which takes them through three years at the school, through 3rd level. The adventure is written by Jeffrey Swank, a frequent collaborator at Paizo, and comes in at 75 pages.

Anaximanders Adventuring Studies Cover
Anaximander’s Adventuring Studies Cover

Here’s the back cover text:

We are only as strong as we are united, and only as weak as we are divided.
—Arcturius Anaximander

Anaximander’s Adventuring Studies is a Pathfinder Roleplaying Game adventure designed for a party of four 1st-level PCs. This adventure follows the players through three years as they attend the University of Scarthey and branch out into the institution’s new School of Adventuring Studies.

This adventure introduces and takes place in the lands around the University of Scarthey, as revealed in the campaign setting of Welcome to Scarthey published by Rising Phoenix Games, but can be played on a stand-alone basis in any city.

What’s Inside Anaximander’s Adventuring Studies

You’ll find maps of Scarthey, the Undervaults, and several adventure locations. Major NPCs are detailed in full, and there are certificates and handouts you can print for your players — yes, you can now get your Adventuring  Studies certification from the University of Scarthey. I think that’s a nice touch.

For the price, this is going to give you plenty of material to throw at your players and to inspire future adventures set in the Arcane University.

You can find the adventure on Drive Thru RPG.

Till next time, play good games!

Rodney Sloan
Rising Phoenix Games

Check out our store, subscribe to our newsletter for monthly updates, and visit us on our blog, our Facebook page and on Twitter. Or come play some HearthStone with me and chat about game design.

Undersea Fantasy Names, the Ultimate Guide

We’re busy putting the finishing touches on our first Undersea Sourcebook (that’s a big reveal),  which will be a player’s guide to undersea adventures in Dungeons & Dragons fifth edition (that’s two big reveals). The guide features loads of races, each with a list of names like in the Races chapter of the Player’s Handbook. Here are a few undersea fantasy names, to help you name your next underwater character.

Undersea Fantasy Names
Photo credit: Nsey Benajah

Merfolk Names

Merfolk parents choose names for their children that reflect the nature of the sea, invoke images of the ocean, or signify freedom or purpose. Merfolk also have a tribal name, which they’ll use when dealing with merfolk from another tribe. Merfolk rarely use their tribal name around other races, and then only if they have significant reason to do so. Even among friends, merfolk regard mentioning their tribal name as an unnecessary vanity.

Male Names: Adrian, Aegir, Aukai, Bellerophon, Calder, Celsion, Clarion, Dorian, Dover, Drake, Ezeel, Kai, Lachlan, Marlowe, Merrick, Oceanus, Poseider, Ridley, Rio, Tritonis, Zale, Zander

Female Names: Adrianna, Aeriel, Athena, Azure, Azurine, Coraline, Diana, Dione, Doriana, Echo, Eldoris, Fontanne, Galiana, Lana, Madison, Marinella, Nerio, Oceana, Pearl, Ria, Umiko, Undina, Ursula

Tribal Names: Aquillon, Deepfin, Gaion, Laviathon, Moontide, Moray, Nautilon, Neptune, Oceanor, Titanus, Waverider

Naiad Names

Naiads choose their own names when they come of age, and prefer names that are lyrical in nature. They have no clan or family names, though they may name themselves after the body of water they have recently bonded with, such as Khev of Dessarin and Loreley of Lac Dinneshere.

Male Names: Akdish, Bhom, Dakdoov, Dashion, Dhegor, Dhev, Dibam, Ebdordon, Embohz, Ghaaja, Jenjor, Khaav, Khajon, Khev, Memendev, Nagnesh, Naash, Omden, Shevshin, Vahz, Vanvin, Vor, Zekovion

Female Names: Ahni, Avya, BaIrafen, Basheena, Bura, Cerenya, Cini, Faadhi, Felfe, Ferrafin, Fifavi, Hamnaa, Laffuuna, Lidyh, Loreley, Lyrdu, Merdimy, Mirizan, Phibi, Rulfaya, Semfe, Welladuuna, Weni

Selkie Names

Selkies often adopt names similar to those of the people who live near to their colonies. As such, selkie names vary greatly from region to region, though they almost always prefer shorter names. Selkies have no clan or family names, and may refer to the region their family inhabits when introducing themselves, such as Runn of Boatscrape Cove, from Waterdeep.

Male Names: Albi, Coll, Conn, Bhim, Blake, Brenn, Brian, Bert, Des, Don, Dylan, Finn, Harper, Jock, Kay, Kel, Lloyd, Mort, Neal, Rhone, Rob, Runn, Ted

Female Names: Ada, Adele, Celeste, Ceridwen, Cordelia, Enid, Fiona, Gail, Gioga, Kay, Kaylen, Loreley, Lynn, Moon, Muriel, Myfanwy, Nadine, Ondine, Raine, Sapphira, Saraid, Thora, Ursilla, Varona

Make Your Own Undersea Fantasy Names

If you’re looking for more ideas for you own undersea fantasy names, I found loads of inspiration on fantasynamegenerators.com. Start there, find a name you like, then change it to suit your needs. Look for shorter, easier to pronounce names, since those are more memorable and far easier to use while roleplaying.

More Undersea Adventure

If you enjoyed this, you might enjoy the free monster preview available on the Dungeon Master’s Guild:

Till next time, play good games!

Rodney Sloan
Rising Phoenix Games

Check out our store, subscribe to our newsletter for monthly updates, and visit us on our blog, our Facebook page and on Twitter.

 

Path of the Slayer (Barbarian Primal Path)

Since pirates took over, I haven’t been allowed to blog much, but I managed to sneak this barbarian archetype past those black-hearted scoundrels. This archetype is compatible with the 5th edition SRD. If you like it, give it a play and let us know what you think in the comments below.

The line between bravery and stupidity may seem razor-thin to some, but to barbarians of the Path of the Slayer, bravado is a powerful tool for destroying even the most deadly monsters.

You may choose this primal path at 3rd level instead of another primal path, and gain its features at 3rd, 6th, 10th, and 14th level.

Fearless

At 3rd level when you choose this path, you become immune to fear and cannot be frightened.

Bravado

At 3rd level, while raging, if you are adjacent to an enemy that is larger than you and not adjacent to any of your allies, you gain a 1d6 Bravado die at the end of your turn. You may spend your Bravado die in the following ways:

Dodge. As a reaction, you can spend your Bravado die to roll it and add it to a saving throw.

Parry. You can, as a reaction, spend your Bravado die to roll it and add it to your armor class against one attack.

Dig Deep. You dig deep into your strength reserves and, as an action, spend up to two Bravado die. You heal hit points equal to the roll of the die.

Slaying Strike. You can spend any number of Bravado die before you make a melee attack roll. If you hit your target, roll the Bravado die and add it to your weapon’s damage roll.

You lose any unused Bravado die when your rage ends.

Your Bravado die changes when you reach certain levels in this barbarian primal path. The die becomes a d8 at 6th level, a d10 at 10th level, and a d12 at 14th level.

Belly Ripper

Starting at 6th level, when a creature at least two sizes larger than you attempts to hit you with a bite attack, you can, as a reaction, make a Dexterity saving throw. The DC for this saving throw depends on the creature’s CR, as given in the table below.

If you succeed at this saving throw, you jump through the creature’s jaws and down its gullet. On your following turns, while inside the creature, all your attacks have advantage and any hits are treated as critical hits. You gain Bravado dice and may spend them while inside the creature, even if you are not raging.

If you fail at the saving throw, and the creature successfully hits you with its bite attack, it automatically scores a critical hit against you, regardless of the number shown on the die.

While inside the creature, you cannot avoid any breath attacks it makes and you cannot breathe. If the creature is destroyed, you are able to cut yourself free on the following turn as an action. Creatures without a discernible mouth, such as most oozes, are immune to this ability.

Belly Ripper

CR Dexterity saving throw DC

0–3: 13

4: 14

5–7: 15

8–10: 16

11–12: 17

13–16: 18

17–20: 19

21–23: 20

24–26: 21

27–29: 22

30: 23

Slayer’s Armor

Beginning at 10th level, you gain proficiency with heavy armor and can rage while wearing heavy armor.

Goad

Starting at 14th level, when a Large or larger creature within 5 feet of you makes a melee weapon attack, you can use your reaction to make a melee weapon attack against that creature. If your attack hits, the creature’s next melee weapon attack is with disadvantage.

Did you like this primal path? Let us know below.

Till next time, play good games!

Rodney Sloan
Rising Phoenix Games

Check out our store, subscribe to our newsletter for monthly updates, and visit us on our blog, our Facebook page and on Twitter.

Companionable Darkness

Companionable Darkness, the third adventure in our Choose Your Destiny series, is here!

Written by Thomas Davis, the adventure sets you off on a journey as the minder for the aged wizard Kelim. Things soon start to unravel though, and you’ll have to work hard to save the day.

Our super spooky cover is super spooky!

Companionable Darkness is a solo adventure for a 1st—3rd level cleric or paladin, compatible with the fifth edition rules of the world’s oldest roleplaying game. This is our largest adventure yet, clocking in at 64 entries (including the intro and conclusion) over 45 pages, with new player options for the barbarian and bard classes. A successful run should take you around half an hour, if you don’t fall foul of the traps and monsters that lie in wait. The More Adventure section allows you to extend the game far beyond that, as you work to protect the caravan you’re travelling with from the many dangers on the road.

Companionable Darkness is also the first book we’re publishing with the help of our Patreon patrons, who apart from supporting us also helped with playtesting. It’s amazing to have the support of fans, to whom I’m truly grateful. We had solid input from a number of people, which you’ll see evident in the book.

Like our other solo adventures, Companionable Darkness is set in the world of Scarthey, but you don’t need to be familiar with the setting to play. This adventure continues on from Death Queen and Forest of Secrets, but you don’t need to have played those to enjoy this latest adventure, since a brief synopsis is provided.  

Archchancellor Gwydion Ambrosius has sent for you,
personally. He asks you to accompany a senior reader of
the University of Scarthey on a journey through dangerous
lands. Gwydion fears for the old wizard, whose frayed mind
has suffered through the study of dark arts. Can you protect
the wizard, your companions, and the wagon train you’re
travelling with, or will darkness consume you all?

Companionable Darkness is available on Drive Thru RPG, Paizo.com, the Open Gaming Store, and our very own web store. Subscribe to our Patreon to be the first to get the next adventure in the series.

Aurora’s Whole Realms Autumn Catalogue

Aurora’s Whole Realms Autumn Catalogue is the second seasonal guide we’ve published, casting true resurrection on Aurora’s Whole Realms Catalogue, that gem from 2nd edition D&D. Our take on the classic offers new items for fifth edition Dungeons & Dragons, with a focus on flavour and roleplaying rather than mechanics and usefulness in combat — you’re not likely to win a battle wielding mammoth ribs, after all.

The 50-page catalogue offers the following sections:

  • Another Word from Our Founder
  • Equipment Packs
  • Fall Fashion
  • Food and Drink
  • Games and Toys
  • Highharvestide Traveling Gear
  • Household Sundries
  • Minor Magical Marvels
  • Scents of Fall
  • Seasonal Delights
  • Highharvestide Tools
  • Cooking Corner

You won’t find anything to improve your character’s damage output, but you’ll find plenty of unique items to add some flavorful fun to your games set in Faerun or anywhere else.

You can find the Autumn Catalogue here, and the older Summer Catalogue here.

Till next time, play good games!

Rodney Sloan
Rising Phoenix Games

Check out our store, subscribe to our newsletter for monthly updates, and visit us on our blog, our Facebook page and on Twitter.

RPG Bundle is 66% Off. Just $12

We’ve put together a big RPG bundle of our games, adventures, monster books and setting books worth over $35. Now you can get all of it for only $12, which is an insane saving!

Welcome to Scarthey
Welcome to Scarthey, one of our top titles, is in the bundle.

Get the RPG Bundle on Drive Thru RPG

The bundle includes the following titles:

Welcome to Scarthey is your gateway to the University of the Arcane. You’ll find a detailed history of the University, a map of the grounds, a description of major faculty members and of the four houses. Your adventures in the magical world of arcane academia are about to begin.
Both a Pathfinder and D&D 5e compatible version is included in the bundle.

Bullet and Might, by Steelforge Games, are complete RPGs that deal with special ops warfare and fantasy adventures respectively.

Death Queen and Forest of Secrets are the first two of our Choose Your Destiny solo adventures for 5th edition D&D. We’ve got another in layout, by the way, so be sure to subscribe to our newsletter or Patreon for updates.

Mecha – A Field Guide, for Starfinder, is another best seller of ours. Ever wanted to drive a mech in your Starfinder games? Now you can.

Where Heroes Stand, for Pathfinder, is an adventure set in mythical Japan, which includes 6 pregenerated characters: “The peaceful village of Yamamura has had a good summer; the rice stores are full to bursting and even lord Honda looks pleased for once. So, as the momiji leaves turn to yellows and reds, the villagers gather for their annual autumn festival.”

Miniature Japanese Torii – Mini Monday, Ep 1

It’s Mini Monday, where I share customizing, scratch building, kit bashing, and miniature painting projects for your roleplaying table. This week I’ll show you how to build a miniature Japanese torii gate for Steampunk Musha, Legend of the Five Rings, or similar East Asian inspired settings.

Here she is, folks. This miniature Japanese torii can easily accommodate most Large sized D&D or Pathfinder figures in the center.

Miniature Japanese Torii
The base is 2 x 4 inches: perfect for using on a grid map.

Steampunk Musha – Shangti Factory Hub

This project is the first part of my Steampunk Musha terrain project that will consist of several factory pieces set in the mega city of Shangti. Since it’s steampunk, I figure this set will work well for both my Warhammer 40k games and for fantasy gaming, so this is a “two birds with one stone” type of deal.

The torii gate we’re making today is highly customizable, but is perfect for a Japanese themed game. You could use a similar technique to make gallows or other structures featuring a prominent wooden frame.



Getting Started

You’ll need balsa wood for this, but popsicle sticks will work well too. A sharp hobby knife, wood glue, and sandpaper will do all the heavy lifting, then you can paint and varnish the gate as you see fit when it’s done. I used hardboard for the base.

Prep

Make a paper template for the top piece of the gate (the kasagi and shimaki). Cut 3 of these. Cut 1 long crossbar (nuki), and 6 poles (to make the hashira). We’ll add more bits later, so keep any extra wood aside.

Miniature Japanese Torii

Torii Frame

Place 1 top section on top of 2 pillars. There’s no need to glue it yet, but you can if you like.

Miniature Japanese Torii

Glue the crossbar onto the pillars, with a small space between it and the top piece.

Miniature Japanese Torii

Connecting Things

Score lines on 2 more pillars under the crossbar, like so:

Miniature Japanese Torii

Then cut along the scored lines.

Miniature Japanese Torii

Glue the longer sections of pillar below the crossbar. Glue the short sections of the pillar over the top section. This forms the very center of your Japanese torii gate.

Miniature Japanese Torii

Don’t worry too much if the glue is causing all the pieces to float around. When you’re done you can move everything nicely into place, and sanding will clean it all up when we’re done.

Bulking Up the Top

Score lines to match the location of the pillars onto the second top piece.

Miniature Japanese Torii

Glue the pieces of the second top piece onto the first top piece. In the end, this gives the model more strength and bulk.

Miniature Japanese Torii

Finishing Up your Miniature Japanese Torii

Now glue on the last of the pillars and top piece. If your glue is still wet at this stage you can move things around, then put a heavy book on the gate and let it dry.  Miniature Japanese Torii

Next, add a small down piece between the top and the crossbar. Then cut 2 identical pieces to form the very top section of the tori. These will look like slightly curved french fries.

When it’s dry, use your hobby knife to make everything flush along the edges, then sand the model. An emery board (used for fingernails) works very well for this.

Miniature Japanese Torii
There are 25 ninjas hidden in this image. Really!

I base coated my model white, then painted the whole thing red. I washed it with a purple wash to pick up the natural wood texture of the balsa wood, and to age the model a bit.

For the base, I used hardwood covered in two grades of sand, the finest for the path. I painted and dry brushed this before adding flock. I varnished everything when I was done, because I like harder wearing gaming pieces.

Pro Tip: Suppliers of Shinto religious goods will often have miniature Japanese torii for sale. Personally, I prefer to make my own.

Till next time, play good games!

Rodney Sloan
Rising Phoenix Games

Check out our store, subscribe to our newsletter for monthly updates, and visit us on our blog, our Facebook page and on Twitter.

Free Swag and a Choose Your Destiny Play Test

Har har har, me hearties! We’ve got free swag for you. All you need to do is subscribe to our newsletter or back us on Patreon and you’ll get a free copy of Lunatic Labyrinth by next week Friday.

Lunatic Labyrinth Updated - Free Swag

Join Our Playtest

Right now, our Flaming Backers are enjoying a first look at our next Choose Your Destiny adventure called Companionable Darkness. If you back us now there’s still time for you to join in and try out the game before anyone else.

In the Works

Besides the next Choose Your Destiny book, we’re working on the next Aurora’s Catalogue, Nightscape: Red Terrors, and have a new Pathfinder adventure in layout. I’m also dabbling away at a solitaire wargame, which I hope to tell you about soon.

Our biggest project is the ocean-themed book we’re doing for the DMG, which I’ll dive into writing for again next week (and yes, I love puns). The book is already well over 10,000 words and covers a lot of ground.

Have an awesome 2019!

Make Good Games