Adventures in Board Games!

My kids love games. Board games, d20 games, video games. All kinds. So, it should come as no surprise that this Christmas my tree was packed full of games. My kids were lucky enough to get a Nintendo Switch from their uncle this year, so both my son and daughter spent the first few days trying out their new video games. Let’s Go Eevee is a huge hit, as is Super Mario Odyssey. But, when we had some free time together as a family, my kids gravitated right to the new board games. My daughter got quite a few. The Hatchimals Eggventure GameBananagrams, and Bunny Kingdom (plus a new d20 game we’ll talk about another time!). And my son got two: Jumanji  and Dinosaur Island.

We spent a few days this week opening up the new games, learning how to play them — which is technically me learning how to play them and then teaching them to everyone else — and taking each one for a whirl.

Hatchimals Eggventure Game was quick to learn, which should come as no surprise. I assumed it was another one of those generic board games where you just move around the track that happens to be plastered with pictures of the latest popular kids show. Surprisingly, that wasn’t the exactly case. It was a simple kids game plastered with pictures of Hatchimals, the popular kids toy. But it was also a little more complex than just moving around the board. It involved hatching eggs, which you did by matching cards in your hand to eggs on the board. Cards and eggs were colour coded by which ‘nest’ they could hatch at, and when you landed on the proper nest you revealed one of the appropriate eggs to everyone. If it matched yours you hatched it, and if it didn’t you put it back. First to hatch their eggs wins. It was sort of like a mix between go fish, memory, and a generic kids board game. Not exactly a thrilling gameplay experience, but my daughter adored it and it only cost me a few dollars at the local Giant Tiger (which is a Canadian discount store). It’s simple enough that we can teach it to her cousins and they can play it together. Well worth the money. My son had the worst luck, though! Every single time he had a chance to blindly choose an egg, and had a fifty-fifty chance to get the right one, he got the wrong egg, The entire game. Haha. Poor kid.

Bananagrams was much more fun for everyone. For those of you who’ve never played this delightful little word game, it’s essentially a bunch of letter tiles that you put in the middle of the table. You get a bunch of them, and it’s your job to make words out of the tiles. You have to connect the words to one another by shared letters, either horizontally or vertically. It’s like each player at the table plays their own personal game of scrabble. You race to see who uses up their tiles first, then shout ‘Banana’ when you’ve done so. Everyone checks it for spelling errors, and then you start over for another round. You can also swap letters you’ve got with ones on the table if you want to, which is pretty much what my son did the whole time. Haha. Anyway, it’s a fun little game that’s great for kids of all ages. Mine are quite young, so they had no hope of beating me, but they had fun trying to make their own words and came up with some pretty good ones in the end. As an added bonus its one of those small, compact games that’s great for bringing out to family gatherings, a friend’s house, a road trip, or (in our case) the laundromat. It’s pricier than I expected it to be, though, but I was lucky enough to pick it up on sale.

Kids Games.JPG

Jumanji  was hell! Don’t get me wrong, I love the game. I was the perfect age for the original Jumanji when it came out, and owned the board game as well as the movie on VHS. I remember my brother and I got a kick out of using the decoder to read the rhyming cards from the movie. I can still rattle some off of the top of my head, actually. “At night they fly, you’d better run, these winged things are not much fun.” There’s a few more, now that I think about it. In fact, I probably remember more of them than I should…

My son isn’t partial to the original Jumanji  movie, but when he watched the reboot with Dwayne Johnson and Jack Black in it this past year (Jumanji: Welcome To The Jungle ) he LOVED it. Obsessively loved it. He even started writing his own Jumanji stories. Never finished any, of course. He’s both impatient and lazy, which isn’t exactly conducive to finishing the things he starts, but he enjoyed it. So, he was absurdly excited to get a copy of the board game for Christmas. It’s got a nifty little wooden case/board (just like in the original movie), plenty of dice, and is fast paced. Unfortunately, the first time we played it was when my niece and nephew were over. Now, I’m not sure if any of you have had the joy of teaching a new board game to four antsy and overly excited children between the ages of two and seven before, but wow! It was brutal! Haha. As an added complication there were multiple sets of dice — one for each player — and the game pieces were slightly too big for the spaces on the board, so I spent the entire game guiding play, stopping children from consuming game pieces, looking for missing dice, reminding toddlers not to move pieces that aren’t theirs, reading cards, referencing rules, and trying to figure out which of the children happened to have stolen the toy rhino that was supposed to be on the board. It was absolute chaos! Luckily I have the standard Mom superpowers: eyes in the back of my head, extra invisible arms, and limitless patience. In the end we got through it and the kids all had a ton of fun. Definitely not a game to play with all of them again, though. I’ll reach for the generic ‘race around the board’ game plastered with popular cartoon characters next time. But, when it’s just me and my kids, we’re more than happy to enter the jungles of Jumanji. Although, my son insists it would be much more fun as a virtual reality video game. Haha.

Which brings me to the actual point of this blog. Two of the games we picked up weren’t geared at young kids at all. They were aimed at an older audience. And honestly? Both were awesome!

First up? Bunny Kingdom.

Bunny Kingdom is a pricey game that we picked up for my daughter months ago when we found it in the local game store, Game Knight Games and Cool Stuff. Yes, that’s the store’s actual name. It was far out of our budget for an impulse purchase, but my daughter REALLY LOVES RABBITS. Seriously. I’m not sure I can actually emphasize that enough. But, just know: she really loves rabbits. She’s got quite a few rabbit board games already, but none that are games that my husband will sit and play with her. So, when we saw it at the store we figured, why not? I suppose I could have gotten it cheaper off of Amazon, but when we have the chance we always prefer to shop locally. Anyway, we figured that even if my husband hated the game, it was covered in adorable images of rabbitfolk making farms and kingdoms so my daughter would love it.

Luckily, our hunch was right and it turned out to be a lot of fun.

Bunny Kingdom is a board game for 2-4 players. It’s intended for players ages 12 and up, but my kids are only seven and eight and they didn’t have any trouble getting the hang of the game. It’s published by IELLO, features bright and colourful art by Paul Mafayon, and was designed by Richard Garfield (the creator of Magic: The Gathering, King of Tokyo, and Keyforge: Call of The Archons , to name a few). Bunny Kingdom was a nominee for 2018 Origins Awards Best Family Game, and 2017 Cardboard Republic Striker Laurel awards. The box is nice looking and solid, and the board inside looks great. It’s essentially a large map with a 10×10 grid overtop, and a scoreboard on the side. Many of the Bunny Kingdom Boxspaces on the map feature settlements and resources that players can claim. Settlements contain castles, while resources allow you to collect wood, carrots, and fish. Unfortunately, our board had suffered damage in two places despite having a seemingly undamaged box. Not what you want to see when you’ve paid a good chunk of change for a new board game!

Each player has a pile of tiny rabbit tokens they can use to claim their territory on the board, and act as their token on the scoreboard. In addition to the player tokens and board, this game comes with three different sized castles (level 1, 2, and 3), corner markers to denote special upgrades and camps that you can add onto spaces, and a massive deck of cards. Seriously massive! You’ll have to split it into a few piles just to shuffle it. The art throughout the board, cards, and box is consistently wonderful. It’s bright, colourful, and cartoony in all the best ways. My daughter repeatedly shrieked in glee, exclaimed “AUW! CUTIES!”, and hugged cards to her chest, so it’s clearly a winner in her opinion! Haha.

The premise of the game is simple. Your great Bunny King has ordered you to lead your clan of rabbits in gathering resources, claiming some land, and establishing new settlements. The rabbit with the most prosperous fief — determined by having the most golden carrots — wins.

So how do you play? For starters, you select your rabbit colour, place one of them on the 0 on the scoreboard, and deal out ten cards to each player. You draft cards from the hand, selecting two you want to keep for yourself, then pass the rest on to the next player. You play some of the card types and set the others aside for later. Then you proceed with the draft. This continues until there are no more cards in hand. Cards can do a few things, but the most important ones are labelled with a letter and a number — coordinates referring to a space on the board. If you select a card like this you get to place a rabbit token there and claim the space as your own. Other cards include camps (which let you claim any unclaimed space until someone claims it with the proper card), settlements (which let you build castles of various levels on your claimed territory), sky towers (which let you connect two distant parts of your fief), resources (which let you collect resources like wood, mushrooms, and iron from your land), treasures (which give you golden carrots), and missions (which give you bonus golden carrots at the end of the game as long as you meet the requirements stated on the card). After the cards are drafted you enter the ‘Build Phase.’ This is when you play all of the castle cards, camps, sky towers, and resources you’ve drafted. After this you earn points (golden carrots) for how prosperous your fiefs are, which is based on number of ‘towers’ on the castles within your connected territories, and the different types of resources they can create. Once points are tallied you’ve reach an end of a round. Then you deal out another ten cards to each player and begin another draft. The game ends after four rounds of gameplay. Then you reveal the treasures and missions you’ve acquired, gaining extra golden carrots for them as appropriate. The winner is the rabbit with the most golden carrots (the highest score).

Our first game took us about an hour to play, but all the other games took up around 40 minutes, which is about how long the game is expected to run. Because the game always lasts four rounds, you can expect this to be a pretty consistent time. Which is really nice!

Bunny KingdomBunny Kingdom is a relatively fast paced game that involves some strategy, but doesn’t take up an entire afternoon or a whole day just to play it. Selecting the proper territory is important. You want to grow the size of your fiefs and ensure they connect, but you also want to establish cities and ensure there’s a variety of resources within it’s borders. Knowing which to go for at which times is both a matter of chance, and practise. After playing a round you’ll figure out what’s most important to you. Claiming any territory that already has a castle on it is sound, as is claiming any cards that let you establish resources — or luxury resources — in territories of your choosing. In the first two rounds you won’t earn many golden carrots from your fiefs, but if you build it properly you’ll make a lot in the last two rounds. Treasures are nice, but they offer a small one time payout. Not always worth it. Missions offer a bigger payout, but are sometimes difficult to achieve. They require you invest time in accomplishing them. For example, a mission that promises you one golden carrot per territory you own that can produce wood is nice. But, if you focus on that too much you won’t have a variety of resources available in your fiefs. And it’s variety that earns you golden carrots.

My daughter caught onto the game right away, and had great fun building her kingdoms. She, myself, and my husband all did pretty well. Some games she lagged behind the adults, but others she did just as well or better. Luck played a bit of a factor. So did my daughter’s habit of occasionally selecting cards just because they’re cute. Haha. My son, however, decided that building fiefs takes too much work. Instead he spent the entire first game only taking treasures and missions. We all thought he was crazy! Turns out in the end he went from 0 golden carrots all the way to 147 golden carrots. More than enough to score him a win against my husband’s 116. We were shocked, to say the least. Apparently, taking all the treasures and not bothering with that whole kingdom thing is a decent strategy — as long as you’re the only one who tries it. If too many players go this route it won’t lead to victory.

So, when we played our follow up games, we worked on our kingdoms, took some snazzy treasures and missions, and my son — once again — took every treasure and mission he could get his hands on. This time we thought we had him on the ropes! …And he won again.

*face palm*

I guess we should have taken even more of those treasures… Haha.

Aside from this flaw it was a great game. Of course, it was a rather large flaw. Why should the one person who didn’t bother to even try building a kingdom win a kingdom building game?!? But, we had a lot of fun anyway. Overall, we all thought it was a blast! It’s definitely going to see regular play.

But, our favourite game of the holidays had nothing to do with cute fluffy rabbits. Instead, it featured people-eating dinosaurs! Yes!

Dinosaur Island is a game we picked up for my son because he LOVES Jurassic Park and Jurassic World (and Jurassic World: Fallen Kingdom ). And this game? Pretty much that. You research the genetic code of dinosaurs, create them, and put them in your very own dinosaur theme park. If you don’t have enough security they escape and eat some of your patrons. Which is bad for business, obviously! Haha. In the end, the player with the most successful park wins. The game is designed by Jonathan Gilmour and Brian Lewis, and released by Pandasaurus Games.

Dinosaur Island BoxWe found it on the shelf at another local game shop, Fusion Gaming, and nearly gagged at the price tag. And then we read the box. My husband traded in some Magic cards for the game, and we brought it home for my son for Christmas. It’s a heavy square box packed full of stuff. There’s lots of boards, pieces, dice, cards, and pop-outs of all kinds in this game, which is frankly a little bewildering at first. But, once you’ve got everything popped out and sorted into the many little storage baggies the game comes with (thank goodness!) you can open up the rulebook and try to figure out what the heck you’re supposed to do. Which is hard! Haha. I had to flip back and forth between the first few pages of the rulebook to set everything up — some pages were telling me how to set up the game, and others were telling me the names of types of pieces. All very important! Once I had everything properly set up — which took me around twenty minutes — I finally flipped the page on the rulebook and started to actually read how to play. It didn’t take too long to read, and there were some very useful gameplay examples for each step that helped me figure things out. But, it was still quite complicated. I had to read and reread each step and its example a few times while referencing the board and the list of piece names. Once I figured out a step I moved on, and then by the time I hit the end of a phase description I went back and read that whole phase over again. Anyway, by the time I finished making sense of the rulebook I was confident I understood how the game worked and could teach it to my family, but that I would still need to reference the rulebook for details on most of the gameplay choices the first time we played through. And I was right! I referenced that rulebook constantly during the first game and still made quite a few mistakes. I used it a lot during the second game (so that we find and correct our mistakes from the first play through), and then in the third and fourth game I only had to reference it a few times to double check a rule or a cost for something we hadn’t come across much yet.

In summary, it was hard to learn. This is a bit of a problem since the game is listed as ages eight and up. Eight! In my opinion, this game is too complex for eight year olds. They can play if they’re joining in with the grown ups or teenagers — like mine did — but its not the kind of game you could give to some eight year olds and expect them to be able to learn and play properly. Twelve and up would be more accurate.

That said, the game was awesome.

Everyone had a blast and, surprisingly, my daughter and husband loved it most of all. In fact, they were both the driving factor in us playing it so many times over the last few days. Which is huge! My daughter is always ready to play a board game, but my husband? Not so much. This is particularly surprising when you take into account how long this game takes to play. It says it takes an hour and a half to two hours to play through, but it took us over three on our first run through (and we played the ‘short game’). Further run throughs also took around three hours each, although the second time we played a ‘medium game’ and the third we played a ‘long game’ with three people instead of four. Definitely a time investment!

Dinosaur Island Game Set Up

So what is Dinosaur Island, and how do you play?

The point of Dinosaur Island is to create the most successful park. Your park’s success is measured in Victory Points, which are most often earned by having guests survive their trip to your park. You can also earn Victory Points by creating dinosaurs and by building some attractions. A number of guests visit your park each turn based on your parks Excitement level, which is also influenced by the number and grandeur of the dinosaurs you have created, and by some attractions. But, getting people to your park isn’t all that matters. You also have to have attractions for them to visit. They’ll visit your dinosaurs, of course, but only so many visitors can view a paddock at a time, so you’ll also want to create other attractions. Things like restaurants and rides for the guests to visit. Another factor you need to take into account is danger. You can have a lot of dinosaurs and a huge excitement level, but if you haven’t invested enough in security then your guests will get eaten by dinosaurs. And dead guests don’t earn you Victory Points!

It’s a complex game that involves multiple phases, each of which allows you to make decisions regarding how you choose to run your park. We didn’t find a single obvious method for best increasing your Victory Points. Which is great! You have a lot of choices to make, and all of them are helpful in different ways. Usually you’ll need to change your priorities from round to round to do well in this game. There was a lot of fun strategy and planning involved, which even got my daughter taking the time to sit, think, plan, count, and envision a few stages and turns ahead. Fun planning, too. Not boring. We all really enjoyed this games layered complexity.

So what are these phases?

Dinosaur Island 2Phase One is the Research Phase, which will utilize a shared board that will be in the middle of the table. On it you’ll find dice (which usually show DNA in various types, amounts, and a threat level), dinosaur cards, and some other open spaces. During this phase each player will take turns selecting how you want your three scientists to prioritize their research. They can select one of the dinosaur cards in order to learn the DNA recipe for that dinosaur, they can select a DNA dice in order to collect that kind of DNA, they can work to increase your cold storage (which is the maximum levels of each type of DNA you can hold), or they can refrain from doing research and instead become an extra worker for the third phase. All of these options are really important. Dinosaurs raise excitement levels which in turn draw in guests, but they each cost different kinds of DNA. Collecting DNA to create them is important. Of course, your cold storage starts off small, so you’ll want to increase it as you play.

Phase Two is the Market Phase, which will utilize a shared board that will be in the middle of the table. On it you’ll find a variety of DNA, lab upgrades and park attractions you can purchase, and specialist workers you can hire. During this phase each player takes a turn selecting what they want to purchase, until each player has bought two things.

Phase Three is the Worker Phase, which will utilize a personal board which will be in front of you. On it you’ll find your DNA Cold Storage and your current levels of DNA, your current threat level, your current security level, as well as your current lab facilities and upgrades. During this phase you place your workers (typically you have four) on your board to accomplish certain tasks. Tasks can include refining DNA from one type to another advanced type, creating dinosaurs, increasing security measures, increasing paddock capacity, and raising capital. In addition, some lab upgrades will give you more options, or allow you to perform tasks with less workers invested in them, or at a financial discount. Once everyone has placed their personal workers (which happens all at the same time) you tell your fellow players what your workers are doing and apply it.

Dinosaur IslandPhase Four is the Park Phase, which will utilize a personal board which will be in front of you. On it you’ll find you park, your current dinosaurs and paddock capacities, your attractions, and the number of guests which can visit each location. During the Park Phase you count up your Excitement which determines how many guests visit your park, receive income from entry fees (except for those pesky hooligans who sneak inside!), place guests at attractions, calculate threat against your security, see if any dinosaurs escape, have dinosaurs devour guests, and finally count up how many surviving guests you retain, which will grant you Victory Points.

Phase Five is the Cleanup Phase, which is when you tidy up the boards and prepare them for the next round. It’s also when you determine the next round’s turn order. Whoever has the most Victory Points goes last, while the least goes first. And then its onto the next round, with Phase One.

There’s a lot more to this game than we’ve mentioned. Plot Twist Cards help make every game different, and objective cards determine the goals you need to accomplish in order to end the game. These goals are sorted by game length, so if you want a short game you select objectives at random from the short game deck, while a long game will require cards drawn from the long game deck.

We absolutely loved this game. So much, in fact, that my husband is considering buying my son the expansion for his birthday gift. The expansion, called Dinosaur Island: Totally Liquid, allows for a fifth player to join in the fun, features water dinosaurs, more DNA dice, new attractions, and more. Super cool!

All in all, we’re thrilled with our new games.

Think you know of a game we’ll love? Let us know in the comments! I’d love to hear it!

GAME ON!

Jessica

 

Our Favourite Things of 2018

To celebrate the New Year we’re taking one last look back at our favourite things of 2018! So what made the cut? Read on and see!

Favourite d20 Bestiary: Alien Archive
(for more information check out this blog post)

Favourite Dungeons and Dragons Book: Dungeons and Dragons: Guildmaster’s Guide to Ravnica
(Dungeons and Dragons meets Magic: The Gathering!!)

Favourite Pathfinder Book: Ultimate Wilderness
(for more information check out this blog post)

Favourite Starfinder Book: Pact Worlds
(for more information check out this blog post)

Favourite d20 Book (Other): Realms of Atrothia: Legacy Races Revisited
(for more information check out this blog post)

Favourite d20 Adventure: Skitter Shot
(for more information check out this blog post)

Favourite d20 Campaign: Return of the Runelords Adventure Path
(for more information check out this blog post and be on the look out for another blog post early this year)

Favourite Pathfinder Society Scenario: #9-10: Signs in Senghor
(for more information check out this blog post as well as this one)

Favourite Starfinder Society Scenario: #1-14: Star Sugar Heartlove!!!
(for more information check out this blog post)

Favourite Kid’s Game: Tails of Equestria: The Storytelling Game
(for more information be on the lookout for a new blog post later this month!)

Favourite Board Game: Dinosaur Island
(for more information check out this blog post)

Favourite Family Movie: Spider-Man: Into the Spider-verse
(now playing in a theatre near you!)

Favourite Movie: Ready Player One
(if you haven’t seen this movie or read this book yet, you REALLY SHOULD!)

Favourite Upcoming Kickstarter: Realms of Atrothia: Primary Expansion
(Kickstarter coming in February 2019!)

I can’t wait to see what 2019 brings!

Jessica

3… 2… 1… HAPPY NEW YEAR!

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HAPPY NEW YEAR!

My family and I want to wish each and every one of you a wonderful, amazing, SPECTACULAR, New Year.

I mean that. Truly.

We wish you all the best in the coming year, and every day afterwards.

Thank you for visiting d20 Diaries. And thank you for sharing this past year with us. I hope you join us for another one.

Jessica
(and family!)

Dragon Dice Tree - NEW YEAR.jpeg

Happy Anniversary!

One year ago today d20 Diaries was born.

Just one year.

It’s been a whirlwind! d20 Diaries has become something bigger and grander than I could have ever imagined. I’ve clocked an impressive 150 posts, gathered fans throughout the world, and our page views increase every month. The future’s looking bright!

I’ve said it before and I’ll say it again: we’re still new around here. d20 Diaries is still in it’s infancy. There’s plenty more features we hope to add in the future, and more stories we hope to share. There’s a pile of articles waiting to be fleshed out, and many, many more adventures to be had.

So today I’m sending out a heartfelt thank you to each and every one of you! Thank you for visiting my blog today. I appreciate it more than you know!

Here’s to another year! I hope you stick around for the ride.

Jessica

d20diairies.com

Happy Holidays!

Snow is falling, lights are twinkling, there’s a chill in the air, and a pile of torn up gift wrap all over my floor. My kids are running around the house testing out new toys, reading new books, playing new video games, and shrieking in glee over the letter Santa left them last night.

It’s Christmas morning.

Some people say this is a magic time of year. A time for reaching out to loved ones and old friends. A time for reflection. For gratefulness. For spreading joy and cheer. For some people it’s a time of faith and prayers. For others it’s just another day. For me it’s always been about family.

It’s that one time of year we always make the time to visit our extended family, even though we don’t really have the time. It’s the time we share meals, and hugs, and showers gifts on the kids. It’s the time to say ‘I love you,’ and to tell your friends and family how much you appreciate them.

And so, in spirit of the holidays, we here at d20diaries would like to take the time to say to each and every one of you: thank you.

Thank you for your time and your attention. Thank you for your feedback and kind words. Thank you, thank you, and a thousand more times, thank you. It means the world to us that so many of you choose to spend some of your precious time with us.

Merry Christmas! Happy Hanukah! Happy Kwanzaa! Happy Yule! Happy Holidays! And if you’re currently celebrating a holiday I haven’t mentioned, then happy that, too!

We wish you all the best today, tomorrow, and every day afterwards.

Best wishes,

Jessica
(and family!)

Holiday Dragon

Alien Archive 2

For my birthday yesterday my family gifted me a wonderful book I’ve been itching to get my hands on: Starfinder Alien Archive 2! And what better way to celebrate than to share it with all of you? So today we’re taking a deep dive into the latest Alien Archive! Ready?

Let’s go!

Starfinder Alien Archive 2
Starfinder Alien Archive 2

Alien Archive 2 is an awesome supplement book for the Starfinder Roleplaying Game. This book has a hardcover, and is 159 pages in length. It’s got an American cover price of $39.99, which means that if you’re Canadian (like myself), you’re looking at a cost of around forty-five to fifty dollars for the book online, or up to sixty in your local game store. It’s currently on sale for around $32 Canadian on that handy link I posted, so I highly recommend picking it up cheap while you can.

At it’s core, Alien Archive 2 is a book of monsters. You’ll find a ton of creatures to fight and ally with inside this book, as well as some new player races. The book is easy to use, adaptable, and well organized. It also has some new character options, like new spells, equipment, and feats, scattered amongst the monster entries.

The Alien Archive features lovely cover art by Remko Troost which depicts a glitch gremlin, a mi-go, and a trox. The inside front and back covers feature an image of the Pact Worlds. After that we come to the table of contents. Alien Archive 2 has sixty-five distinct monster entries inside it, many of which have more than one stat block or variation of that creature, making the actual number of foes inside larger than it seems (around one hundred and twenty-six by my count). Of these, sixteen are playable as character races. There are also three starships, and twenty-six template grafts.

Combatant
Combatant

After the table of contents we reach the introduction. This is where we learn how the races are oriented, and how to read a stat block. While most of this is basic information that only a player new to d20 games will need to read, some of the information is quite important. Of course, all of this will be business as usual for owners of the first Alien Archive.

Expert
Expert

Each of the stat blocks inside the Alien Archive is sorted into one of  three categories: combatants (which excels in physical combat), experts (who are most effective with skills), and spellcasters (who rely on spells or spell-like abilities). These categories are represented by an icon in the left margin. These images are easy to distinguish and provide a quick and easy way for GMs to realize the role each monster plays in combat, which makes it super easy to find the type of creatures your looking for, or to quickly discern a creature’s tactics.

Spellcaster
Spellcaster

There’s also a few interesting things to note about the stat blocks themselves. Very few of the creatures inside have Resolve Points and none have Stamina Points. A creatures ability scores aren’t listed, instead, their stats show their ability modifiers. This is a simple change that will make it easier for GMs — especially new GMs — to handle unexpected situations (like unlisted skill checks) in combat. Not all of a creatures feats are listed in their entry. Instead, only feats that grant new combat options will be shown. Feats that grant static bonuses (like improved initiative, or skill focus) are already factored into the stat block and will not be listed anywhere at all. This really streamlines the stat blocks, and makes it easier to find important information fast. Similarly, not all of a creature or NPCs spells will be listed in a stat block. Instead, it only features their most powerful spellcasting options.

PZO7105
Starfinder Alien Archive

Every one of the bestiary entries in this book is two side-by-side pages long. These entries include information on the creature, where they’re found, their use throughout the Pact Worlds, and their society — if they have one. Many of the entries include more than one stat block on a theme. For example, the Forman entry gives us stats for a CR 7 taskmaster, along with a CR 10 myrmarch. Similarly, the akata entry features the both the akata and the void zombie, which are controlled by its parasitic offspring. Some entries include many stat-blocks (such as the herd animals, predators, and dinosaurs) or include simple grafts that can be added to a featured creature to make it into other versions (such as metallic and outer dragons). Many of the archive entries introduce new gear, rules, or consumables. My personal favourites include the arquand horns found on the arquand gazelle’s entry, the glass skin of the glass serpent, and the apocalypse solarian weapon crystals from the living apocalypse.

Alien Archive 2 - Glass Serpent -Armor
Armour made from a Glass Serpent

After this we come to the meat of the book: the aliens archive itself. There are a ton of cool creatures in this book, and even some that I wasn’t sure I’d like on first perusal, I ended up really enjoying. Some of my favourites you should check out include the squox, a CR 1/3 or 1 creature which is utterly adorable and makes a fabulous pet. I also adored the adaptable entries on dinosaurs, herd animals, and predators, each of which comes with a sample stat block for a creature of each size, followed by simple rules for how to make an innumerable combination of custom creatures of those types. It’s simple, incredibly useful, and has awesome art. LOVE IT. Glitch gremlins were a fun low level challenge I also really enjoyed, as were the akatas, which I’m thrilled to see included. For a great high-level challenge check out the calecor and the living apocalypse.

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Starfinder: Alien Archive Pawn Box

Mixed amongst the monster entries are sixteen playable races. Each entry features two different CR stat blocks representative of their race, a bunch of interesting information on their societies and home worlds, and a side bar which include the rules for playing them as a race. Although many of these were ‘humanoid shaped’, with arms and hands or some sort, there were some which were not, most notably the mollusk-like embri, and the  silicon-based quorlu. This was just awesome to see, and I really enjoyed it! Some of the races and monsters from old Golarion were up for selection, including aasimar, tieflings, ghorans, hobgoblins, orcs, and trox,  but many were brand new. I honestly loved a TON of these races, but my favourite new additions are damai, osharu, pahtra, and the wolf-like vlaka.

Curious about the playable races available in this book? Well, look no further! The Alien Archive includes:

  • Aasimar: celestial blooded humanoids you’ll find under ‘planar scion’
  • Bolida: armoured burrowing arthropods with a wide array of senses
  • Damai: pale, scrappy humanoids forced to hide underground from the colossi they share their world with
  • Embri: masked, mollusk like aberrations with a rigid social order secretly controlled by the forces of hell
  • Ghoran: delicious plant beings from Golarion who have terraformed their own planet-paradise and genetically split into two subraces: oaklings and saplings
  • Hobgoblin: tall, war-mongering, militaristic humanoids with faces similar in appearance to goblins
  • Kanabo: a red-skinned oni, which is a type of evil spirit given a physical form
  • Orc: strong humanoids conditioned as slave labour by the drow of Apostae
  • Osharu: slug-like creatures that view religion and science as intertwined
  • Pahtra: asexual cat-like humanoids that adore music and battle
  • Phentomite: agile humanoids acclimated to thin atmospheres and high altitudes that live on a broken planet
  • Quorlu: silicon based quadrupeds with tentacle arms and eyestalks capable of digging through earth and stone
  • Tiefling: fiendish blooded humanoids you’ll find under ‘planar scion’
  • Trox: large, chitinous, gentle humanoids that have been magically transformed since their time on Golarion
  • Uplifted Bear: intelligent, bipedal bears that you’ll find under ‘bear’
  • Vlaka: wolf-life humanoids from a dying world often born deaf or blind

Past the statistics for all those snazzy new aliens we come to the Appendixes, of which there are eleven. Appendix One contains two pages of creature subtype grafts and Appendix Two contains two and a half pages of environmental grafts. Appendix Three contains rules for the polymorphing creatures. This section is around seven pages long and frankly, feels quite complicated to me. Definitely not something my kids could use. Appendix Four contains all of the universal creature special abilities. Appendix Five, Six, and Seven are very short, sorting the creatures in the Alien Archive 2 by CR, type, and  terrain. Appendix Eight lists the template grafts and the pages they can be found on, while Appendix Nine lists the new character options and gear and the pages they can be found on.  Appendix Ten contains a chart of average vital statistics for all playable races from Alien Archive, Alien Archive 2, and for the Legacy Races from the Starfinder Core Rulebook. Finally, Appendix Eleven is a list of the playable races and their page numbers.

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Starfinder Roleplaying Game: Core Rulebook

That’s it. We’ve come to the end of the Alien Archive 2.

And what did I think?

In short: I loved it. Alien Archive 2 is packed full of a wide array of monsters and cool races. Many of the stat blocks are highly adaptable, there’s plenty of new templates and grafts that help with monster creation, summon spells, and polymorph. There’s content in here for players and GMs. I’m supremely happy to own Alien Archive 2, and highly recommend it to fans of Starfinder!

Want a sneak peek at some of the playable races? Check out the image below! Got a favourite creature from Alien Archive 2? let me know in the comments!

Until next time,

Jessica

 

Wayfinder Authors Announced!

This morning brings a bunch of huge smiles to the faces around my house as Wayfinder Fanzine announces the authors whose articles will be published in their upcoming magazine: Wayfinder 19.

Wayfinder is full of fan-created content for the Pathfinder Roleplaying Game, and is a free download on Paizo’s website. Over the years they’ve made an astounding 18 issues of Wayfinder, as well as a Bestiary! Nearly every issue has a theme, with this latest one being Fey and the First World. But, the next one coming up really breaks the mold! In fact, it’s not Pathfinder at all. It’s the Starfinder Roleplaying Game! This coming Wayfinder fanzine focuses on Absalom Station.

As some of you may have heard my kids and I all submitted articles to this coming issue and are proud to say we all had something accepted! My kids are literally screaming in glee and jumping up and down. I’m so proud of them. What a huge achievement for a pair of young kids.

And yes, my daughter’s involves rabbits. She’s desperately hoping hers gets some adorable artwork. Haha.

There’s a long time to wait before Wayfinder 19 releases. Art has to be made and edits have to happen, not to mention the ton of other work that the folks over at Wayfinder have to get done. It’s such a huge undertaking, and I know that my family is always happy to see the results. We adore the Wayfinder fanzine.

So join me in congratulating my kids and all the other authors whose pieces will be showcased in this next issue.

And more importantly, we’d like to offer a huge thank you to the people who work hard every year to make the Wayfinder fanzine a thing of beauty, creativity, and awesome gaming material. They should be beyond proud.

Jessica


For a full listing of which authors works were accepted, check out the announcement here.

A Whirlwind Week!

Whoooo! It’s been a busy week.

My kids had their school holiday concert this week. They were supremely excited for it. My daughter’s been practising her holiday songs and dancing around every day since they first started practising two months ago. She would give me a mischievous smile every time I saw her practising, then shut the door in my face. Haha. Anyway, the concert was a lot of fun. They sang Hanukah, Kwanza, Christmas, and holiday songs, and had a ton of fun. I had my niece and nephew with me for both shows (they do an afternoon and an evening show) which I suppose might make some people nervous. What two and four year old want to sit nice through a concert, never mind the same one twice? But they’re usually pretty good for me, and I bring them with me every year, so they were pretty excited to see their cousins put on a show for them. They had a lot of fun and were actually really, really good. Which was nice. I got to enjoy the show too, haha. I parked my niece in her stroller at the edge of an aisle so she could see, but other parents kept getting up and standing in front of her and blocking her view. I suppose they figured she was ‘just a baby’ and wouldn’t mind. Ha! She’s two and at that age where she’s using new words every day. So, every time someone purposely stood in front of her she’d shake her little fist and exclaim, “HEY! CAN’T SEE! YOU! GO! I CAN’T SEE!”

So many parents jumped and looked around shocked to see it was this tiny, cute little chubby toddler giving them a scolding. Some moved, some ignored her, some scowled at her, some jumped a foot like we were on some gag show, but either way I had a laugh. She’s adorable. Haha.

Later in the show Santa made an appearance and went through the crowd greeting kids so my niece and nephew were just AMAZED. “SANTA! ITS SANTA! LOOK AUNTIE! SANTA!!” My kids up on stage were pretty excited about it to. Apparently Santa had made a few visits to their rehearsal ahead of time to say he was coming and greet all the kids. My daughter explained to me later that night that someone from her class had written him an email to invite him to the concert, so OF COURSE he came. It was cute.


Last night we went to a fancy gala for my husband’s work. Princess Auto is celebrating its 85th year in business. Not only that, it’s a small Winnipeg-based, family owned, Canadian business that stretches from coast to coast. Many of you won’t have ever heard of Princess Auto before, but let me start by saying: no, they don’t sell cars. Haha. They were originally an auto wrecking business based on Princess Street here in Winnipeg, but as the years went on their owners were always adapting to the current and future retail market. They got into army surplus at the end of the war, mail order catalogs, and later stores. They kept changing with the times and now they have 43 stores across Canada and are opening one more that I know of this year, with a few more in 2019. They sell products in all kinds of categories: hand tools, outdoor, farm, trailer, driveline, hydraulics, and surplus (where you can find good deals on just a bunch of.. stuff. Haha). Where I live people either have never heard of Princess Auto, or LOVE IT. Like, OBSESSIVELY love it. Their customers are absurdly loyal. I suppose it’s mostly due to their ethos. Princess Auto has made it their mission, and always has, to treat their customers and employees with kindness and respect. They’re one of those businesses where the regulars come in and hang out all day, chatting and visiting and browsing. Staff probably knows them by name, what they do for a living, and about their family. Like at an independent coffee shop, or your local gaming store. A little community where everyone’s welcome. I’m just some employees wife, and I’ve had the pleasure of meeting the owners, CEO, and all kinds of other wonderful people plenty of times. A lot of customers bring in gifts for the staff and store, just because. I have some smoked fish and pepperoni sticks made by some happy customers sitting in my fridge right now.

Anyway, the folks over at Princess Auto are super nice, and they always throw a great party, so it’s one of those work get-togethers that is always fun to go to. For the 85th Anniversary Gala they hosted a big dinner and dance, with a live brass band, free food and drinks, prizes, gifts for everyone, and (very important) free cab vouchers to get home. There were staff in from all over the country, and guests of honour from the early days of Princess Auto. It was a lot of fun.

My kids went for a sleepover to my Mom’s house for the evening, so I’m sitting in my living room as I type this with a hot cup of tea and… silence. There’s just the tap of the keyboard as I type, a distant drip in my sink — I really should get up and turn that off — and my husband’s snoring from the other side of the apartment. It’s so… still.

I’m not used to that. Being still.

Even when my kids are at school I’m watching other young children and trying to stop them from tearing my modest apartment apart. Life is never quiet for me. And certainly never still.

It’s weird. But nice. Give me another few hours and I’ll miss my kids. Haha. But, for now, it’s the first quiet break I’ve had in a long time.


Later this week it’s my birthday. I’ll be turning… (pardon me while I count) … 33! Yes, I literally had to count. Honestly, once I turned 18 (which is the year you’re an adult where I live in Canada) I just stopped counting. I’m an adult! That’s all I need to know. Haha. I don’t do much for my birthday. I’m not one of those people who has a big party, or even family over really. I usually just take a day off from babysitting and spend the day with my husband. My birthday wishes? Same as always! Hugs from my kids, a day free from chores and cooking, and a slurpee for a treat.

I’m a fan of the simple things. Haha.

Not sure what I’ll be doing this year. Taking my kids to school. Probably cleaning my house and cooking. Haha. But, my husband booked the day off (he’s a sweetheart), so maybe I’ll make him do all my chores for me.

Hey! A girl can dream!

So, from me and mine to you and yours, here’s wishing you all happy birthdays throughout the year. I value every one of you that comes by to visit our little corner of the internet.

A thousand thanks!


In other news, PaizoCon registration has officially begun!

PaizoCon will be held at the DoubleTree by Hilton hotel in SeaTac, Washington over Memorial Day weekend (which is May 24–27). I may admit that I’m a little jealous of all you folks who are going to attend. Haha. At PaizoCon you can meet your favorite Paizo artists, authors, designers, developers, editors, and personalities. You can also play games at the Pathfinder and Starfinder Society organized play tables, attend panels and workshops, get some snazzy sneak-peeks, and (of course) buy stuff! This PaizoCon will also mark the relaunch of the Pathfinder Adventure Card Game (which has been getting an overhaul) and their new Adventure Path: Curse of the Crimson Throne. The Starfinder team  apparently has some secrets to share, and Pathfinder Second Edition is sure to be a hot topic, as well.

The Guests of Honor for PaizoCon 2019 are Liane Merciel (author Pathfinder Tales: Hellknight), Wayne Reynolds (freelance illustrator whose work includes every Pathfinder RPG hardcover release and the Pathfinder Iconics), and The Glass Cannon Podcast (weekly live-play podcasters who play Pathfinder and Starfinder. I’ve previously written about them here.).

Curious about pricing? Look no further!

  • 4-Day Badges are $75.00
  • 4-Day Kid’s Badges are $40.00
  • PaizoCon Preview Banquet Tickets are $45.00 and include an exclusive commemorative item available only to attendees at the Preview Banquet and through auctions or prizes at select charity events.
  • Purchasing a 4-Day Badge (regular) and a Preview Banquet ticket together are $110 ($10 savings)

For more information on PaizoCon 2019 and to register head over to PaizoCon.com. Want to learn more about the special guests? Check out LianeMerciel.com, WayneReynolds.com, and GlassCannonPodcast.com.


In other news, Wayfinder is announcing their accepted authors this week. Wayfinder is a free Paizo magazine written by fans, for fans, which features a ton of new content for the Pathfinder RPG. The issues are always a free download on Paizo’s website, and are always a treat to read. Usually they follow a theme and this year it’s not about Pathfinder at all! It’s about Starfinder! Absalom Station to be exact. They’ve been accepting entries from fans since the summer, and reading through them for another two months, and now this weekend they’re supposed to announce everyone who’s articles and submissions they’re going to use. My kids each created a creature for Wayfinder this year, and I submitted a Weal and Woe article and two themes. We’re all excited to see if any of us made the cut. My kids, particularly, are on the edge of their seats. It’s adorable. We’ve got our fingers crossed.

Wish us luck!


Finally, I want to talk about Pathfinder Friday. This past week’s episode was AWESOME! Erik Mona, Chief Creative Officer and Publisher of Paizo, was on the show and was an amazing guest. Erik has been with the team at Paizo the whole time. From back in the Dungeon and Dragon Magazine days, when Pathfinder wasn’t even born yet. This marked his first time on the show since they got they’re snazzy, comfy set for the twitch stream, and wow! They should really get him on more often!

Erik shared a ton of information with us about the Starstone! From behind the scenes inspirations, to the history and lore of the Starstone, how it arrived on Golarion, it’s effect on the world, its powers, and how you can use it. Just a ton of interesting information. Some of it was even new to me (exciting!).

For those of you who don’t know, the Starstone is part of a giant meteorite that was called down from outer space by some ticked off aboleths in order to put those uppity humans back in their place. The meteorite was slowed and detoxified by two Azlanti gods, Acavna and Amazden, which prevented much of the devastation that could have been caused at the expense of their lives. But, the impact still shook up the world. Civilzations ended, the sun was blocked from the sky, the terrain was literally reshaped, some races fled to different locations, which even created new races. In short, it was a BIG DEAL. A long time later a survivor by the name of Aroden found the stone, raised it up from the oceans, created the isle of Kortos, became a god, and made a city for his worshippers called Absalom. Thanks Aroden! When you interact with the Starstone you undergo a series of phantasmagoric visions and experiences that is different for everyone. This is known as the Test of the Starstone, and it sort of pits yourself against yourself. This inner test determines if you’re worthy to be a god, and if so, what you’ll be god of. If you pass you can become a living god, which is sort of like a demigod and is the most available method for ordinary people to become divine. Some people managed (Norgorber, Iomedae, and Cayden Cailean), while many more died in the attempt. Around the Startsone Aroden built a temple and filled it with dangerous tests, traps, and guardians.

“The first part of the Test of the Starstone, the dungeon part, tests your character sheet, but the second part tests your character,” said Erik Mona.

The Starstone is an artifact which had a huge historical impact on Golarion, it’s people, and the Pathfinder Campaign Setting as a whole. It even has a role to play in the Starfinder universe. Which is why this episode was such a neat one to get to see. Because, despite its importance, the Starstone isn’t really something that Pathfinder has focused on. It set the stage for the game and the world, but then it’s been sort of… idle. Nothing’s really happened with it lately, in and out of game. This is something that they hope to remedy in Pathfinder Second Edition. Erik explained that they’re going to do the Test of the Starstone one day, but the question is when and how. Is it better served as an Adventure Path or a high level deluxe adventure? He also mentioned that the team at Paizo is putting in a lot of thought into some central themes which may have been neglected over the last few years. This includes Absalom (which only PFS has focused on), Aroden, the Starstone, and much more.

If you haven’t seen the most recent Pathfinder Friday episode, I highly suggest you give it a watch. You can watch it and other previous episodes on Paizo’s Twitch stream, as well as on youtube. Although, I highly recommend watching it on Twitch so you can see the Q&A portion of the episode as well.

Enjoy!

Have a great week everyone,

Jessica

Review: Against the Aeon Throne: The Reach of Empire!

Today we’re going to take an in depth look at Against the Aeon Throne: The Reach of Empire! So hop aboard and get ready to visit the Vast!

Against the Aeon Throne is a three part Starfinder Adventure Path that begins with Part One: The Reach of Empire by Ron Lundeen, continues with Part Two: Escape from Prison Moon by Eleanor Ferron, and concludes with Part Three: The Rune Drive Gambit by Larry Wilhelm. All together these three adventures should take your characters from level one through to level six. You can check out our previous articles on Against the Aeon Throne here: Against the Aeon Throne and Preparing to Rebel.

StarfinderCover
Against the Aeon Throne is an Adventure Path for the Starfinder Roleplaying Game. To play you’ll need a copy of the Starfinder Core Rulebook.

Against the Aeon Throne is a shorter campaign that most. Typically six books in length, this Adventure Path is only three. I think it’s a great change that will allow the folks at Starfinder to tell shorter, more personal stories. In addition, this three part length makes it easier to purchase and play through an entire adventure path. Also? It’s awesome for gift giving and the budget conscious! Six books is a huge investment, but three? Well, that’s a lot more manageable for those of us without much extra cash laying around.

So what exactly is Against the Aeon Throne: The Reach of Empire all about? In short, your characters will play as a team of allies or coworkers who run a ship together. The how and why of your meeting, and what kind of crew you are is entirely up to your players. Want to be a bunch of socialites on vacation? Go for it! A grizzled team of mercenaries? Sure! A ship of colonists ready to set down roots in a new home? Perfect! Or perhaps some criminals on the lam? Sounds good! Whatever you and your fellow players decide, your ship has been contracted by AbadarCorp to make a delivery of supplies to the fledgling colony of Madelon’s Landing on the planet Nakondis way out in the Vast. Upon making the delivery they’ll receive 4,000 credits as payment from the leader of the colony, a lashunta priest of Abadar by the name of Madelon Kesi. For GMs who want to go off script a bit, it’s incredibly easy to change the hiring organization from AbadarCorp to any other corporation or group you desire. Irrelevant of who hires you, your contact for payment will remain the same.

Of course, cash isn’t the only reason your ship is heading to Nakondis. In addition, all of your characters are friends (or at least had passing contact in the past) with an android known as Cedona who recently retired to the colony of Madelon’s Landing. How and why they each know Cedona is up to your players, but there’s also an awesome list of eleven different suggestions related to the different themes that are provided in the book.

As for your ship? Your players get to make it themselves before play. Awesome! For groups who don’t want to spend the time crafting their own ship, they’re welcome to select any premade tier 1 starship. Whatever ship they choose to create, this bad boy will be with your players throughout the campaign and they’ll have plenty of opportunities to improve it as they progress.

Like any good adventure, stuff happens! And The Reach of Empire is no different! When they reach Nakondis they discover something has gone terribly wrong on Madelon’s Landing! It’s clearly been taken over by some invading force! (Spoiler Alert: It’s the Azlanti Star Empire). But, before the group has a chance to investigate they’re attacked by drones! They’ll have to fight off the drones, find a safe place to land, and make their way on foot to Madelon’s Landing to figure out what’s going on, save the colonists, and oust the invaders!

But, before we get into that too much, let’s take a look at the book itself.

Against the Aeon Throne Reach of the Empire Ron Lundeen
Starfinder Adventure Path: Against the Aeon Throne: Book One: The Reach of Empire

Starfinder Adventure Path 7: Against the Aeon Throne: Part 1: The Reach of Empire is a softcover adventure written by Ron Lundeen that is 63 pages in length. It’s intended to take players from level 1 to level 3. The adventure itself is around 35 pages long, and split into three main parts: Nakondis Under Siege, in which the players fight or sneak their way through the wilds of Nakondis to Madelon’s Landing; Rebels of Madelon’s Landing, in which the players liberate Madelon’s Landing; and History Unearthed, in which the players head out to explore an ancient crashed starship where the remaining invaders are holed up. After the adventure there’s a seven page primer on Madelon’s Landing and the surrounding region, which is incredibly important for GMs. There’s also a new theme: the colonist. Past this there are four pages of information on new ship upgrades, systems, and weapons common to the Azlanti Star Empire, and four further pages of ship statistics and details. The Alien Archives are eight pages in length, followed by the Codex of Worlds, which is one page of information on the planet of Nakondis. Lastly, the inside front and back covers feature information and a layout for a tier two starship: the Vanguard Voidsweeper!

Before we continue with a more in depth look at the book, let me point out: there will be SPOILERS. Not huge ones. But spoilers none the less.

You have been warned.

For starters, I love the look of this book. I like the colours and the layout. The text inside is easy to read (which isn’t always the case in an Adventure Path). The cover art is wonderful. It showcases a major enemy in this book, Lieutenant Sharu of the Aeon Guard, as drawn by Anna Christenson. Behind her is an awesome image of Iseph (the iconic android operative) and Raia (the iconic lashunta technomancer) running through the streets of Madelon’s Landing as they fight off drones from the Azlanti Star Empire. Super cool!

The ship showcased on the inside covers is a Vanguard Voidsweeper. This tier two medium explorer starship is destined to be the final enemy the PCs face in this adventure. All in all, it’s a fast, maneuverable little ship, that packs some serious firepower. The art for the exterior looks a lot more generic than I expected — particularly when you take into account all the other awesome Azlanti ship artwork found later in this book. That said, it is a mass produced ship, so it’s not surprising. The map layout is simple, but useful. Much more streamlined than a lot of the ship layouts I’ve seen. I rather like it.

After that we hop right into the adventure itself. This adventure starts with a bang, and doesn’t let up. It’s action packed and exciting the whole way through. I really, truly, loved it.

As previously mentioned, The Reach of Empire begins when the players reach Nakondis only to be attacked by automated drones! The resulting starship battle should lead to your players defeating the drones, only to have them explode! Unfortunately this leaves very little information that the PCs can salvage from the wreck. What can they learn? That the drones were automated and belongs to the Azlanti Star Empire. For those of you who don’t know: that’s BAD news. In short, the Azlanti Star Empire is a massive militarized Star Empire that has a whopping three solar systems under their thumb. They think they’re the greatest beings in the galaxy, and everyone else is fit only to be their slaves. And all those planets out there? Well, clearly they should belong to the Azlanti Star Empire. Cause they’re the best and all.

Yeah, they’re giant, pompous, jerks. Great villains for the PCs to clash with, but an overwhelming opponent. Let me be clear: this adventure path does not send your PCs off to take down the entire Azlanti Star Empire. It’s much smaller in scale than that. And frankly? I love it. It lends a sense of suspense to the series and makes it feel like you’re playing real people in a living breathing world universe doing what they can, rather than heroes so powerful they change the whole world universe. It’s a wonderful change of pace and scope. It’s got a very Firefly feel to it. (And Star Wars too, obviously).

After defeating the drones your players will need to attempt to contact Madelon’s Landing, only to find that it’s under occupation by the Azlanti Star Empire! Soldiers patrol the streets, the landing zone is occupied by a strange building, and there’s a massive space cannon mounted on one of the buildings that could clearly shoot your ship down if you went too close. With no idea what’s going on, the players need to find and select a new landing site. Once they’re safely on the ground they need to set out for Madelon’s Landing on foot to find out what’s actually going on. Along the way they’ll travel through the permanently misty jungles of Nakondis, deal with hazardous wildlife (the delightful hobgar!), battle enemy soldiers from the Aeon Guard, and save a colonist who managed to escape. From this man, Jellik Fulson, they’ll finally get an understanding of just how bad things have gotten in Madelon’s Landing and what’s going on. Jellik begs the PCs for aid and happens to know a secret way back into the colony. If they’ll go with him he’ll bring them to a woman who he thinks will give them a place to hide. From there they’ll be able to gather information on the troop movements, make targeted strikes against the Aeon Guard, and do what they can to give the invaders a hard time, and the colonists more freedom.

Which brings us to part two of the adventure: Rebels of Madelon’s Landing. This is both the longest and the most fluid section of the adventure. In addition to the adventure text, GMs will need to make heavy use of the primer on Madelon’s Landing found later in the book. Basically, Jellik and the woman he brought them to — a junker named Aibretta Fulson (Jellik’s ex-wife) — can give the PCs information on the enemy forces, and ideas for what sorts of secret missions they could accomplish to weaken their hold on the colony, and give the colonists more freedom. These ideas run the gamut from freeing trapped hobgars and unleashing them upon the town, to ensuring everyone has enough water to survive, and ambushing patrols. As the PCs sneak around Madelon’s Landing and subtly strike back they’ll meet other colonists, who can in turn become allies and give the PCs more support, intel, and suggestions. However, their actions don’t go unnoticed. Depending how much of a splash they make the Aeon Guard takes notice and retaliates. This also leads to other events that the PCs will have to intervene in — or not. It’s a great, dynamic part of the adventure, which is filled with enough mini-missions and events to keep the game exciting and interesting. As an added bonus, such missions are short enough you can accomplish one or two each play session (at least). Of course, the Aeon Guard is incredibly powerful, so stomping through the town centre and having a giant throw down is a tactic sure to get your players killed. However, that shouldn’t be a problem. The adventure itself does an excellent job of setting this up as a time to use guerrilla tactics, and subtly. Blatantly calling out the villains all at once is unlikely to be a plan your players seriously consider. Only after the town itself is secure will they be able to enter the Aeon Guard’s base of operations, take down the remaining soldiers, and free the prisoners. Finally, Madelon’s Landing is free!

Against the Aeon Throne Escape from the Prison Moon Eleanor Ferron
Starfinder Adventure Path: Against the Aeon Throne: Book Two: Escape from the Prison Moon

Or are they?

Within the Azlanti base it becomes clear that they didn’t come to Nakondis just to annex some tiny colony. They came for something else. Something hidden in the nearby jungle…  To truly free Nakondis your PCs need to travel to the mysterious site and ambush the remaining Aeon Guard!

Which brings us to part three: History Unearthed. The PCs travel to the mysterious site through the jungle (there’s multiple modes of transportation to choose from), and discover that the Azlanti are exploring an ancient crashed starship. An AZLANTI ship. As they explore the wreck they’ll come to realize that the starship was in possession of an experimental starship drive theoretically much, much faster than Drift Travel. If the Azlanti Star Empire got their hands on this ancient engine and found out how to reverse engineer it the entirely of existence would be at their fingertips. They could conquer the Veskarium or the Pact Worlds! Heck, they could conquer both. Also, they’ll come to realize that their friend, Cedona, was one of the first colonists to explore this wreck and discover the experimental engine. To make matters worse? Not only is the engine already gone, but so is Cedona. The Aeon Guard has already moved them both off world for further examination and interrogation.

Final Battle Mark Molnar
Illustrated by Mark Molnar. Art courtesy of Paizo Inc.

By the end of this chapter the PCs will defeat the rest of the Aeon Guard on Nakondis, and know that they need to get back the experimental drive, and their friend, before its too late. Unfortunately, there’s one last obstacle to face before the PCs can zip off into the stars after the Aeon Guard. An enemy ship is approaching Madelon’s Landing! And it’s about to open fire! The PCs need to race back to the colony and take on the Azlanti ship, Barazad (the Vanguard Voidsweeper featuring on the inner covers), before it blows the colony sky high!

Hopefully they succeed…

Robot David Melvin Against Aeon Throne
Illustrated by David Melvin. Art courtesy of Paizo Inc.

Which brings us to the end of The Reach of the Empire! It’s an exciting, fun adventure, which I thoroughly enjoyed. EXTREMELY enjoyed. It’s just… a ton of fun.

But, that’s not the end of Against the Aeon Throne, or the book. Up next, as previously mentioned, is the super useful primer on Madelon’s Landing. GMs will need to make extensive use of this primer to flesh out the rest of the town, and run the entire middle segment of the adventure. In addition, PCs who go off exploring on foot to get to the crashed starship will also make use of the information on the surrounding regions, which the GM will need to brush up on. Overall it’s an interesting, fun little town to adventure in. I rather enjoyed it. Plus it’s got lovely maps!

The colonist theme included in this book is pretty nifty. It grants a bonus to Constitution, while the theme knowledge makes survival a class skill and reduces the DC to identify average creatures using Life Sciences. Super useful. Later abilities allow you to protect more people than normal when finding shelter from weather, or feed more people than normal when living off the land. My favourite ability allows you to reroll a Fortitude saving throw made against disease, poison, or severe weather once a day.

Up next is a rather long chapter on the ships of the Azlanti Star Empire and their abilities. Now, I enjoy a good starship battle, but the ships themselves aren’t exactly the most interesting part of the game for me. I’m just not a person who’s into vehicles of any kind. That said, even I think this chapter was COOL. There’s a lot of neat abilities, systems, and weapons introduced, including stasis tubes, aeon stone based technology, drones (which give the undervalued Science Officer something cool to do!), autodestruct mechanisms, and — my personal favourite — hybrid starship weapons that allow you to control them with Mysticism. AWESOME. As for the ships themselves? They’ve got gorgeous artwork. I particularly like the Vanguard Comet, and the absurdly large Sovereign Vindicator.

The Alien Archive is up next, which is always one of my favourite sections of an Adventure Path. It contains seven new creatures, one of which is a playable race. and three of which are featured in the adventure itself. The creatures include: Carrion Dreg, a CR 4 undead monstrosity which has never looked grosser; Endiffian, which is a playable race of shapeshifters; Hobgar, a CR 1/3 blue monkey-like creature capable of shooting electricity that the PCs will come to know VERY well in this adventure (they’re awesome!); Mucilaginous Cloud, a huge CR 5 ooze; Azlanti Adjutant Robot, a CR 3 enemy they’ll face in the crashed starship; Synapse Worm, a small CR 2 vermin that tries to stun you before devouring you alive; and Thermatrod, a CR 3 creature that looks like a mix between a gorilla and an earth elemental, and vomits up lava. Cool! Personally, I like the hobgar and the synapse worm best.

Against the Aeon Throne The Rune Drive Gambit
Starfinder Adventure Path: Against the Aeon Throne: Book Three: The Rune Drive Gambit

Finally, there’s a short, one page Codex of Worlds entry on the planet of Nakondis. Despite its short length, the information contained therein is incredibly important to this adventure. It’s a must read for GMs.

And that’s it!

Against the Aeon Throne: Part One: The Reach of Empire has come to an end. I LOVED it. Seriously. Without a doubt I give it five out of five stars.

So where does it go from here?

Against the Aeon Throne: Part Two: Escape from the Prison Moon is written by Eleanor Ferron and intended for level three characters. In it, the PCs are deputized by the Steward (a galactic police force of the Pact Worlds) to secretly travel to the Azlanti Star Empire, rescue Cedona, retrieve the experimental Rune Drive, and get the heck out! They travel to the Azlanti Star Empire, visit an independent space station called Outpost Zed, and learn all they can of the prison moon Gulta that Cedona’s being held on. Then they’ll need to get there, get inside, free Cedona (and likely other prisoners), and flee the area. Awesome!
EDIT: You can read our review: Review: Against the Aeon Throne: Escape from the Prison Moon.

Against the Aeon Throne: Part Three: The Rune Drive Gambit is written by Larry Wilhelm and intended for level five characters. In it, the PCs head to a secret Azlanti science station in an asteroid where the Rune Drive is being held. They’ll need to get inside, infiltrate or fight their way to the Rune Drive, and learn what the heck it is. Then they’ll need to find a way to steal it. Along the way they’ll fight Aeon Guard soldiers, rescue captive scientists, and face off against the man responsible for sending troops to Nakondis in the first place! Awesome!
EDIT: You can read our review: Review: Against the Aeon Throne: The Rune Drive Gambit.

I can’t wait to get a chance to play Against the Aeon Throne with my family!

I hope you enjoyed taking an in depth look at the first volume as much as I did!

Until next time,

Jessica

 

Sunburst Games

Earlier this week I mentioned that I was working on a special project with my brother called Realms of Atrothia by Sunburst Games. Today, I’m thrilled to bring you more information!

Sunburst-Games-LogoSunburst Games is an independent Tabletop RPG company focused on Pathfinder Compatible content for the next generation. It’s founder is a bold, enthusiastic guy near and dear to my heart: my brother, Kris Leonard. In addition to independent work, Kris is a Freelance Author who has written two Pathfinder Society Scenarios: #6-13: Of Kirin and Kraken, and #9-10: Signs in Senghor, and has contributed to the newly released Pathfinder Campaign Setting: Construct Handbook. He’s a bombastic GM, a rules guru, and a creator of exciting content and original adventures. Sunburst Games is proud to have him as our Founder and Lead Developer!

OUR STORY

Sunburst Games began with a simple vision: Continue a legacy. For over 35 years, Tabletop RPGs have inspired us to be something more than ourselves, to be heroes, villains, and sometimes even a little bit of both. They have forged friendships, made unforgettable memories, and even allowed the most timid among us to feel the freedom of being an outspoken, confident bard, or an unrelenting barbarian. Sunburst Games is proud to continue on this legacy, inspiring a whole new generation with limitless imagination.

OUR VISION

Sunburst Games was established to ensure the legacy of d20 compatible RPGs, such as the 1st edition of the Pathfinder Roleplaying Game can continue on for years to come. We aim to create original, exciting, and inspired products of only the highest quality, with stunning artwork, well-balanced character options, and unforgettable stories. Our first product, Realms of Atrothia: Legacy Races Revisited, will be available as a digital (.pdf) download! After this we’ll be releasing  Realms of Atrothia: Primary Expansion which will be both a digital (.pdf) and a hard cover release. (Kickstarter on NOW!) With a successful launch, Sunburst Games will also release additional products to the line, including Realms of Atrothia: Bestiary, Realms of Atrothia: NPC Codex, and the first official full length Realms of Atrothia Campaign: Legacies of Corberus, an original adventure taking Players from 1st to 25th level!

OUR TEAM

Sunburst Games is more than a person. It’s a team. So when Kris wanted someone to help breathe life into his creations, and to enrich his world, he called me. And who am I? Well, we’ve talked about that before. Perhaps, ‘why would he call me’ is a better question.  Short answer: he’s seen my work. I agreed to do some freelance work for Sunburst Games without hesitation, because I knew it would be something special. Something great. Something I’d be proud to be a part of.

And I am.

But that’s not all! We’ve teamed up with the amazing artist Rigrena, to bring the Realms of Atrothia to life!

Rigrena’s interest for games began when she made her first D&D character at the age of 10, which affected her artistic journey and inspired her to become a digital artist and an illustrator. Following her passions for gaming and art, she has been working in the gaming industry as a concept and 2D artist for almost 6 years. Thanks to her vibrant personality she brings a unique flair to the art she creates. Her work is absolutely gorgeous. You can follow Rigrena on Art Station, DeviantArt, and Twitter.

As for Sunburst Games? Check us out at sunburstgames.com or support us on Patreon!

Be sure to join us later this week when I share details on Sunburst Games current projects: Realms of Atrothia: Primary Expansion, and Realms of Atrothia: Legacy Races Revisited.

See you then!

Jessica


UPDATE: Realms of Atrothia: Legacy Races Revisited is now available!! You can pick it up from these fine sources:

Help Realms of Atrothia: Primary Expansion a reality by supporting their Kickstarter!


Sophias anguish Rigrena.png
Enjoy this sneak peek of some of the amazing art featured in Realms of Atrothia by the wonderful artist Rigrena!