Enter the Darklands

Another Friday has come and gone which means another episode of Pathfinder Friday! This week host Dan Tharp welcomed James Jacobs to the show to chat about the Darklands.

“We’re going to kick of 2019 and just blow the doors off the whole show,” Dan insisted James said.

James has been hard at work lately creating monsters for the upcoming Bestiary, and seemed happy to take a break to chat. The episode passed in a flash and, as always happens when James is on the show, I learned something new. (Multiple somethings, if I’m being honest! Haha).

So what are the Darklands?

“The Darklands are basically the underworld of our setting,” James Jacobs explained. “A new campaign setting that basically  lives downstairs from the one that we do most of our settings in.”

The Darklands are separated into three main sections. Nar’Voth, the region closest to the surface, is home to duergar, troglodytes, and derro (among others). Below that is Sekamina, home to the drow. Orv, the deepest layer, consists of massive magical caverns called Vaults, which were created long ago by the Vault Keepers. James explained that these Vault Keepers were actually a type of earth elemental called a xiomorn. Each of the Vaults of Orv is home to its own ecosystems and some are even large enough to hold entire nations. Orv is the perhaps the most mysterious of the layers of the Darklands, and a personal favourite of mine.

James took us on a tour of the Darklands, describing many important locations and their inhabitants. I particularly enjoyed hearing about the aboleths of the Sightless Sea and the spiralling current known as the Braid that they use to travel to the oceans on Golarion’s surface, the drow of Zirnakaynin, and the ancient serpentfolk empire that once stretched across all of Sekamina. James also talked about the origins of the drow and the derro, common themes among Darklands cultures, the caligni, and some of the more benevolent creatures you can find underground. He discussed some of the works that inspired and influenced his underground creations. Much to my surprise, James shared some wonderful information about Rovagug with viewers, and taught us a lesson about the Elemental Planes. It was awesome!

Perhaps my favourite quote of the episode happened near the end, when James summed up the Darklands in one sentence, calling it…

“The giantest of giant dungeons.”

I love it.

Want to learn more about the Darklands? Most of the published information on the Darklands can be found in Pathfinder Chronicles: Into the Darklands by James Jacobs and Greg Vaughan and Pathfinder Campaign Setting: Darklands Revisited by Thurston Hillman. Pathfinder Adventure Path 16: Endless Night (Second Darkness book 4 of 6)Pathfinder Adventure Path 18: Descent into Midnight (Second Darkness book 6 of 6), and the new module Pathfinder Module: Cradle of Night, are also great resources, while Pathfinder Player Companion: Heroes of the Darklands can help players from the surface world survive the Darklands.

Pathfinder Friday streams live on Paizo’s twitch channel every Friday at 4 p.m. PST. You can also watch already aired episodes on their Twitch stream, or watch partial episodes on their youtube channel. Be sure to tune in next week when James Jacobs discusses the Varisian city of Magnimar, and the week after when the iconic rogue Merisiel will (tentatively) take centre stage.

I can’t wait!



Starfinder Wednesday Tackles the Vanguard!

Wednesday night on Starfinder Wednesday Dan and the gang over at Paizo talked about the Character Operations Manual Playtest, where you can take three new Starfinder classes for a test drive. This week was the final of three episodes streaming over the past month that took an in depth look at these three classes: the biohacker, the witchwarper, and the vanguard. So which was up last?

The vanguard!

Host Dan Tharp welcomed special guests Owen K.C. Stephens and Joe Pasini to the show. Joe wrote the vanguard. Although this was his first time on the show he seemed comfortable and did a great job! Really enjoyable to watch!

Want to get in on the game? All you need is the Starfinder Core Rulebook! Want more races or enemies? Pick up Starfinder Alien Archive and Alien Archive 2. Want more gear? Check out Starfinder Armory. Want to learn more about the worlds of Starfinder? Pick up Starfinder Pact Worlds.

To kick things off Dan asked Owen and Joe about the Starfinder Operations Manual Playtest. How has it been going? What sort of feedback have they been getting? What’s good and bad and so on. Owen admitted that it is both productive and frustrating. Obviously when you put creative content out there that you think is great and ask people to find it’s flaws and problem areas, they’re going to do that. And find flaws the playtesters have! Haha. But, in a good way. All these problems that have been identified are areas the team is excited to tackle and improve upon. Most exciting, Owen said that even the negative feedback has still been positive. Turns out fans really like the concepts of the three character classes — the biohacker, the witchwarper, and the vanguard — and are excited to see them in play. All in all, the folks at Paizo appreciate the time everyone has spent on this playtest and look forward to hearing more from us.

As an outsider, it sounds like they have some polishing and tweaking to do, but nothing too major.

For those of you who haven’t provided feedback to Paizo’s messageboards or surveys yet, you’ve still got time. The Starfinder Operations Manual Playtest closes on January 16th. Be sure to get your responses in by then!

From there the conversation shifted onto the vanguard. This was Joe Pasini’s first time developing a class, and I think he did a really great job. But, when asked his thoughts on writing classes he laughed and replied “Can’t say I recommend it.”

Hahaha! Awesome.

The gang clarified that writing classes is among the hardest things you can do in a d20 game, as this is the primary way in which the players are going to interact with your game. They have to be great, so your game can shine. Writing and developing them can be stressful.

The vanguard is mechanically different than anything they’ve done before, so they want it to play differently. It should feel different than a soldier and a solarian (which are the two nearest comparable classes), but it should still be as effective. Vanguard’s don’t do as much damage as those other full BAB combatants, but they target EAC, so they nearly always hit their enemies. But, at its core, its the vanguards resilience that makes them special.

Joe explained that when they were creating ideas for new classes, very early on they decided they wanted a constitution based tank type of character. It was Joe who suggested tying that to the idea of entropy. Further meetings helped focus the class down to its inspirations and final concept. And that’s when Joe got to step in, stare at some blank paper, and try to make it work.

In the end, vanguards became a class that stand strong on the front lines, protect their companions, take hits and become empowered because of them. They don’t mind getting hit, because it lets them use their abilities more effectively. They’re a class that’s just really cool and different. Both tactically and mechanically.

During the interview, Joe explained that one of the things he’s most excited for about the vanguard is how it can create a lot of different kinds of characters. It’s inspiration was very broad — including Captain America, the Juggernaut, the Terminator, David Dunn (from the film Unbreakable), and many more. All these kinds of characters and more can be expressed as vanguards. Later in the episode, spurred on by viewer questions, they even chatted about barathu and contemplative vanguards. (Which are awesome!)

Now, like the other playtest classes, vanguard is not without its flaws. Owen has pointed out that from playtest feedback they’ve discovered that vanguards sometimes have trouble getting into combat and could use a method to speed themselves up. In addition, they have nothing to spend their entropy points on at first level. Owen and Joe mused about creating a way to use entropy points to gain a speed burst (either short or long term) in order to fill both design gaps.

Yes, please!

Much to my surprise and excitement, a creation of my daughter’s was mentioned in the episode, as well as her desire for animal companions. While we were watching she squealed in glee so loud we had to rewatch the mention just to hear what they said about her. And then she asked us to rewatch it some more. Haha. It made her night! Scratch that. It made her month. Probably longer.

“I was reading through [Starfinder Wednesday Fan Club message board] and saw someone posted that their daughter has a rabbit companion that they have strapped to their hoverdrone that follows them around. I thought that was so cool,” said Joe Pasini.

“That’s so awesome,” Dan Tharp agreed.

“And they’re asking about animal companion rules and I think that that would be cool. Some kind of alien companion rules.”

Surprisingly, Owen lavished praise on the idea in a way that insinuated they might already have such a thing in the works — or at least planned for the future. Here’s hoping it comes out with the Player Operations Manual! Haha. But, alas! Owen would offer no further spoilers!

Right near the end Joe brought up my daughter’s drone-wearing rabbit again, saying he’d like to hear more about it. Not just the rabbit, but cool concepts and ideas that are different. He explained that he loves that all the new classes are Starfinder classes. They’re not Pathfinder classes ported over to the new game. They’re different and unique, and they allow players to tell new kinds of stories.

And he’s right.

They’re varied and wonderful, and adaptable. They allow us to make something cool, while forcing us to think a little deeper. Not just the new classes. All of the Starfinder classes.

I really enjoyed last night’s episode. If you haven’t watched it yet, I highly recommend you do. Joe and Owen were great guests, and they offered wonderful insight into making not only the vanguard, but classes as a whole. Just wonderful stuff! Starfinder Wednesday streams live on Paizo’s twitch channel every Wednesday at 4 p.m. PST. You can also watch already aired episodes on their Twitch stream, or watch partial episodes on their youtube channel. For more information on the Character Operations Manual Playest and to download the new classes check out StarfinderPlaytest.com.

critical hit deck skittermander taylor fischer
Skittermanders are a delightful race that love to help! You can find statistics for playing skittermanders in Starfinder: Alien Archive, play as a crew of skittermanders in the free adventure Skitter Shot, and see plenty of skittermander artwork in the new Starfinder Critical Hit Deck, featuring art by Taylor Fischer.

Before we sign off, my seven year old daughter would like to share some information about her now famous (at least in her opinion) drone-wearing rabbit.

“Hugs is a skittermander with fluffy pink and brown fur and a happy smile. She loves people and animals, even if they are ugly or maybe mean bad guys. And she loves making friends. She’s a mechanic, and an ace pilot, and she has a pet rabbit named Bun-Bun. To keep Bun-Bun safe Hugs made a hoverdrone which Bun-Bun wears like a backpack! It looks like Bun-Bun is a tiny pilot flying the hoverdrone and firing its weapons! Haha! But, Hugs controls the hover drone with her own AI, like all drones, and Bun-Bun is just along for the ride. Luckily, Bun-Bun really likes flying. Right now Hugs is teaching Bun-Bun to be her co-pilot! She has trained her to click a button on command. Hugs shouts:

“Bun-Bun! Do the thing!”

And Bun-Bun clicks a button. But, Bun-Bun can’t tell the buttons apart or anything, so he never clicks the right one! He always messes it up and its always very funny! But, Hugs thinks he is a great co-pilot. He just needs some more practise!”

Thanks for joining us today!

All the best,

Jessica (and family!)


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!




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!


3… 2… 1… 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.

(and family!)

Dragon Dice Tree - NEW YEAR.jpeg

Starfinder Society Scenarios: It Rests Beneath and Honorbound Emissaries!

Today we’re going to take a look at the two most recent Starfinder Society Scenarios that are currently available for purchase, and let you know we thought. Although you’ll find references to events in each that I liked or disliked, and comments about specific characters, these scenarios are not explored in detail. It’s not my intention to spoil the events in these scenarios, or give summaries and full reviews, but to share my opinions and provide recommendations. That said, if you want to avoid even minor spoilers I recommend you check out a different article. Whether you intend to use them in home games of the Starfinder Roleplaying Game, sanctioned scenarios for use with the Starfinder Society Organized Play, or just want to read a nifty new adventure, we’ve got you covered! So sit back, and get ready to explore the Pact Worlds!

1-28 It Rests Beneath
Starfinder Society Scenario #1-28: It Rests Beneath by Jason Tondro.

Starfinder Society Scenario #1-28: It Rests Beneath is a Tier 1-4 adventure written by Jason Tondro. It takes place on the planet Vabaimus, a Near Space world home to a variety of ecosystems and rich mineral deposits. It’s dominant native species is a sloth-like race that is approaching sentience. On Vabaimus you will help out a small Starfinder research facility. This scenario features the Faction (Wayfinders), and Vehicle tags. It does not contain starship combat. It utilizes content from the Starfinder Core RulebookStarfinder Armory, and Starfinder Alien Archive . It makes use of Pathfinder Flip-Mat: Hill CountryPathfinder Flip-Mat: Twisted Caverns, and Starfinder Flip-Mat: Asteroid. In addition, you’ll also want a relatively featureless map, like Pathfinder Flip Mat: Basic Terrain Multi-Pack or Pathfinder Flip-Mat: Dragon’s Lair, for any unmapped encounters. If you’ve got any vehicle-related boons now is the time to slot them. Similarly, if your character happens to own their own vehicle, definitely bring it along!

It Rests Beneath features only one recurring character: Fitch, leader of the Wayfinders faction, an her mischievous grandchildren. It introduces a few new characters: Dr. Mora Motressi, leader of a Starfinder research facility on Vabaimus; her daughter, Little Mina; and Bud, a cuddly sloth-like being that’s both the good doctor’s pet and the most advanced native species on the planet. This scenario begins on the Master of Stars, the largest ship in the Starfinder fleet. It’s currently docked in Absalom Station’s Armada and has been undergoing repairs since the start of Starfinder Society Organized Play. From there it swiftly transitions to Vabaimus, where the rest of the scenario takes place. There PCs will need to assist the science team in performing a survey of a strange landmass. Nearly 85,000 square miles in size, with no water or plant-life, this calcified plateau is of great interest to Dr. Motressi and her team. She asks you to travel across the plateau to three specific locations, set up some specialized towers you brought with you, and calibrate surveying equipment atop of each one. Each tower has its own challenges, hazards, and enemies to contend with. There’s multiple vehicles your PCs can choose from, and the towers can be tackled in any order. There’s a simple vehicle handout that will be useful for both players and GMs, which is a nice touch. I love how flavourful the new creatures and environmental hazards are. A lot of thought has gone into ensuring they fit into their ecosystem — which is particularly important when players are surveying an environment. Also, I particularly enjoyed the mystery of the old kasathan ship.

I do have  one nitpick. Page three is missing half of a sentence at the end of the first section, which I assume should read something along the lines of ‘up to help,’ ‘up to lend a hand,’ or something else similar. It’s not a hindrance to the scenario. You can still get the gist of what it’s supposed to be saying, but it was jarring enough that it caused me to look around in confusion for a half a minute, to make sure I hadn’t missed anything. A minor distraction in an otherwise enjoyable read.

Overall, I loved I this scenario! The premise is different from any that have come before. It was engaging all the way through, with a wonderful array of social interactions, skill-based encounters, hazards, and combat. The enemies and hazards were all well-thought out. The NPCs were properly engaging and ‘real.’ And, best of all, your PCs have to make an important decision regarding the future of this planet. Really top notch! Although it didn’t blow my mind, like some other amazing Starfinder adventures, it was an… understated awesome. I give it 5 out of 5 stars.

1-29 Honorbound Emissaries
Starfinder Society #1-29: Honorbound Emissaries by Jenny Jarzabski.

Starfinder Society #1-29: Honorbound Emissaries is a Tier 7-10 adventure written by Jenny Jarzabski. Yup, you heard that right! Tier 7-10! The first of its kind! It takes place primarily on Saaruq-5, a planet in the Vast that’s part of a multiplanetary federation called the Kreiholm Freehold.  This scenario features the Faction (Second Seekers [Luwazi Elsebo]) tag, and does not involve Starship combat. It continues the ongoing Scoured Stars storyline, and is a direct sequel to the events of Starfinder Society #1-99: The Scoured Stars Invasion. Although playing these previous adventures isn’t necessary, I highly suggest you do. Everything will make more sense, have more importance, and be more engaging if you have.  It features NPCs from some previous scenarios (Starfinder Society Scenario #1-04: Cries from the Drift, Starfinder Society Scenario #1-05: The First Mandate, and Starfinder Society Scenario #1-11: In Pursuit of the Scoured Past). In addition, there are multiple instances where PCs who have played previous scenarios involving the jinsul have an advantage (Starfinder Society Scenario #1–13: On the Trail of History, Starfinder Society Scenario #1–99: The Scoured Stars Invasion, or Starfinder Society Scenario #1–23: Return to Sender). Finally, it should also be noted that this scenario helps lay the foundations for further scenarios, as well as the next interactive special. Important stuff! If you’ve got characters who have played any of the above-mentioned scenarios, I highly suggest bringing them. And, if you’ve got the Honorbound Allies boon, now’s the time to slot it!

Honorbound Emissaries utilizes Pathfinder Map Pack: Starship DecksStarfinder Flip-Mat: Hospital , and a custom half-page map. It contains content from the Starfinder Core RulebookStarfinder Alien ArchiveStarfinder Alien Archive 2, and Starfinder Armory. In addition to containing important events, this scenario has a lot of important NPCs. It features First Seeker Luwazi Elsebo, Iteration-177 (who was previously in Starfinder Society Scenario #1-05: The First Mandate and Starfinder Society Scenario #1-11: In Pursuit of the Scoured Past), Captain Yuluzak (who was previously in Starfinder Society Scenario #1-04: Cries from the Drift), and mentioned (but unfortunately doesn’t feature) the gruff vesk pawnbroker Julzakama (who was previously in Starfinder Quest: Into the Unknown and Starfinder Society Scenario #1-10: The Half-Alive Streets). Captain Yuluzak has his own artwork this time around, and it is awesome! All of these NPCs were well-represented, and I’m happy to see them back. Honorbound Emissaries also introduces a ton of new NPCs to interact with, many of which have names, personalities, and quirks. I particularly enjoyed the crew of Honorbound.

The opening premise for this mission is… convoluted. Captain Yuluzak, who runs a salvager, discovered a starship wreck, took what was valuable and returned to Absalom Station. Some objects he kept, and others he sold to a pawnbroker named Julzakama. Juzakama recognized one of the objects as an important piece of art and contacted some people he thought would buy it. One of those people, Iteration-177, recognized the object as belonging to a culture that was once a part of the Scoured Stars Trinary System, so he contacted Luwazi Elsebo. Luwazi had the object brought to her, along with a team of Starfinders, Iteration-177, and Captain Yuluzak himself. Luwazi tasks the PCs with travelling aboard Captain Yuluzak’s ship to investigate the original wreck. There they’ll  determine the ship’s origins, and travel there to investigate and (hopefully) make some new allies.

Jinsul Graey Erb
A jinsul. Illustrated by Graey Erb. Art courtesy of Paizo Inc.

This scenario was big with a capital ‘B.’ It involves the Scoured Stars storyline, the jinsul, a new solar system full of inhabited planets, three new races (nelentu, syngathrix, and thyr), people to save, important decisions to make, a massive starship battle, and combat on… well we’ll leave that part secret for now. Haha. To say this scenario is bold is an understatement! The entire hospital section of this scenario was particularly well handled, as were the NPC interactions found throughout. And the setting for the final battle? Epic! Your PCs are sure to come away from that fight feeling like badass action heroes. It’s going to be a ton of fun to play.  On the downside, everything in this scenario is overly convenient in a rather heavy-handed way. Now, I’ve no problem with a ‘railroad,’ particularly in short adventures like Society Scenarios, but in Honorbound Emissaries you always arrive in the exact right place at the exact right time in order to avoid something troublesome. Heck, you even travel through a massive space battle and don’t get attacked by either side. At all! In fact, you even manage to approach the planet and land without a single threat or altercation. It’s like you’re invisible. Which brings me to me second down-side: starship combat. This scenario should have had one. Getting to witness an epic starship war and not engage in it at all is kind of a let down. And how fun would it have been to help out the crew of the Honorbound? Now, I get why it’s not in here. This scenario has more than enough encounters to engage in, and they’re all cool. But, it would have been nice to at least see the ship you’re on come under attack. Or mention the bumpy ride as the pilot has to take evasive maneuvers. Something.

…But that final battle! Wow! Haha.

sfs 1-13 - on the trail of history - jinsul ship
A jinsul ship. Originally depicted in SFS #1-13: On the Trail of History. Art courtesy of Paizo Inc.

Overall, I really enjoyed this scenario. It’s bold, daring, and casts your players into situations much bigger than themselves. PCs get to do some heroic things, some absurd things, and   some absurdly heroic things, all of which is going to be a blast! It’s rounded out by some really solid social interactions with a large cast of quirky characters. This is truly one of those scenarios that players will talk about for a long time afterwards, simply because they want to brag about their character’s exploits. Five years some now I’m sure some players will still look back on it fondly and say “Wow, remember when my Starfinder character did THAT? THAT was cool.”

Which is cool!

I give this scenario 5 out of 5 stars.

Thanks for joining us today!

I wish you happy holidays, plenty of natural 20s, and all the best in the upcoming year!


Pathfinder Second Edition: Forging the Future!

We haven’t talked about Pathfinder Second Edition in a while. Neither have the folks over at Paizo. Or, at least, not publicly. That’s because the Development Team has been hard at work sifting through survey data, making changes to the game, and generally working their asses off to make Pathfinder Second Edition the best RPG that it can be.

But, this past Pathfinder Friday on Paizo’s twitch stream, we finally got some news! Jason Bulmahn, Director of Game Design, sat down with Host and Marketing Manager Dan Tharp to talk about the future of Pathfinder.

His first topic of conversation?


Feedback surveys on the PF2 Playtest are going to be open until December 31st at midnight. That’s right! You’ve still got time to give them your feedback, answer their questions, and give Paizo the data they need to continue improving the next version of Pathfinder. Be sure to get your surveys done before the New Year!

But, even though they’re still accepting feedback, and sifting through our responses, the development team is already working on improving the game, and revising everything. Word is they’re halfway done editing the book, with another quarter that they hope to get done over the holidays. (Yes, they brought home more work). The whole development team deserves a huge round of applause. Keep up the good work! (And take a breather while you’re at it!).

Now, as I mentioned, they’re still accepting feedback, and they still testing and retesting everything they can. They’ve made some changes, but they’re not done yet — not by a long shot! In addition, some of the things they’ve changed are likely to change again. But they’re making progress. And Jason decided to share some of that progress with us.

The Top Five Things That You Can Look Forward To for Pathfinder Second Edition!

#5 – Polish and Flavour. Jason admitted that a lot of the Pathfinder Playtest Rulebook was technically sound, but dry. It lacked pizazz! They intend to change that. The development team is trying their best to inject as much flavour into the rulebook as they can! Thank goodness! Haha. Sneak peeks Jason mentioned included calling the various rogue specializations a ‘Rogue’s Racket’ and that Wizards get to create their own graduate thesis to represent their specialization in magic. Awesome! I can’t wait to see what else they bring to the table.

#4 Jason rewrote Chapter 1. This new introduction to the game is said to be an engaging narrative which is meant to be as entertaining and easy to understand as possible. It even includes a sample build and an example of play. Awesome!

#3 – GM Resources. The folks at Paizo are trying to make GMing as easy as possible. The table of DCs, which were overly complicated, are now streamlined into a simple chart. Conditions are undergoing some changes, as well. Some were removed, others were changed, and they even added a new one: Doomed! Essentially, Doomed lowers your dying threshold. This is a condition players will want to get rid of ASAP!

#2 – Resonance. They got rid of it completely. Pardon me while I dance in glee.

#1 – Proficiency. Although the system makes sense and was met with positive feedback, many players said that they didn’t feel like the numbers involved allowed for enough variance between the proficiencies, so they’re being changed! Untrained will remain +0 (and does not add your level), Trained skills will be at +2 plus level, Expert at +4 plus level, Master +6 plus level, and Legendary +8 plus level. Here’s hoping they’ve got the math right this time around!

Other mentioned changes include allowing the three different alignments for paladins, making spellcasters and spells more powerful, adding ‘Fail Forward’ rules (which is when even on a failed roll your PCs progress, but with some kind of penalty or downside caused by their failure), and more! I don’t know about you, but I’m exciting to see what Pathfinder Second Edition will become!


Assorted Dice Rainbow

Alternate Realities and a Vision of the Past!

Well, last night’s Starfinder Wednesday pre-recorded episode was an absolute delight! But, before we get into that, lets take a peek at what happened the week before. (Admittedly, the holidays have left me a little behind!).

Last week on Starfinder Wednesday Dan and the gang over at Paizo talked about the Character Operations Manual Playtest, where you can take three new Starfinder classes for a test drive. This week was the second of three episodes streaming over the next month that will take an in depth look at these three classes: the biohacker, the witchwarper, and the vanguard. So which is up second?

Want to play Starfinder? All you need to get started is the Starfinder Core Rulebook!

The witchwarper!

Host Dan Tharp welcomed special guests Amanda Hamon Kunz and Owen K.C. Stephens. Amanda wrote the first draft of the witchwarper and, although it was a team effort, this class has her personal touch all over it!

So what is the witchwarper? For starters, it’s based around the ‘Infinite Worlds’ theory, which posits that there are an unlimited number of realities where different decisions made by its intelligent life-forms has led to alternate realities slightly different than our own. The witchwarper can see into these alternate realities and temporarily bring aspects of them into our own reality. By drawing on these other worlds they can change circumstances to their benefit, affecting themselves, their allies, their enemies, and their surroundings. Mechanically, this means that they can alter the battlefield, provide buffs and debuffs, and casts spells. As they grow in power, they gain new ways to use their powers on the world around them. They have the same number of spells per day and spells known as mystics and technomancers, and their spell list will be comparable in length when the final version is released.

Also on the topic of magic, it was revealed that there are going to be plenty of new spells released in the upcoming Character Operations Manual. Some spells will be available for all casting classes, others will be available for only two of the three, and a fair amount will be class specific. I can’t wait to see what the folks at Paizo have up their sleeves!

Finally, Amanda and Owen announced that the Starfinder Beginner Box is now available for Preorder. It’s scheduled to be released in April 2019.

Which brings us to today!

The most recent episode of Starfinder Wednesday wasn’t about the future. It was about the past. Host Dan Tharp welcomed special guests Owen K.C. Stephens and Robert G. McCreary onto the show to discuss the history of the Starfinder Roleplaying Game! They started with a talk about it’s origins. Many of us will think back to Pathfinder’s sci-fantasy products as the basis for Starfinder. Places like Numeria (which is fully detailed in Numeria, Land of Fallen Stars), and adventures like the Iron Gods Adventure Path, and the Second Darkness Adventure Path. Golarion’s original solar system was described in Pathfinder Adventure Path 14: Children of the Void (Second Darkness book 2 of 6), and then further expanded into Pathfinder Campaign Setting: Distant Worlds.

But, when asked about the origins of Starfinder, both Owen and Robert agreed that it went back way, way further. To the ages of Pulp Fiction, and to the classic Dungeons and Dragons adventure Expedition to the Barrier Peaks. They emphasized that combining science fiction and fantasy is not new. People have been doing it long before them. And, of course, there’s plenty of other influences from science fiction we could all name.

For more information on the Starfinder campaign setting, check out Starfinder: Pact Worlds!

Although there was lots of other interesting topics discussed, I particularly enjoyed hearing about the early days of planning, when they were trying to decide if making a Science Fantasy game even made sense, or if it could be approximated within Pathfinder itself. Was Starfinder a separate entity influenced by Pathfinder? Or was is Pathfinder taken into space? What would make those concepts different? And if they did create Starfinder as its own entity, would it be in a whole new universe? Or would Golarion’s Solar System still fit? How could they even make that work?

What would it look and feel like?

I also really enjoyed getting to hear about the balance they decided to aim for, and how they went about it. What would they carry forward from Pathfinder and what would they create new? What races and monsters, and places would stay the same? What was the right balance between updated and entirely new content? And how could they make old races and places fit in with their new universe?

How did Starfinder become what we know it as today?

There was also some great conversation about the core concepts of Starfinder and how they came to be. Things like cosmology, the Pact Worlds, the Drift, The Gap, and Absalom Station.

Really great stuff! If you haven’t given it a watch yet, I highly suggest you do! Also, you’ll get to see Owen accidentally (or perhaps purposely) mention Alien Archive 3, which is in the works! Robert ended on a more detailed but equally tantalizing  note, mentioning that they’re hoping to create more content that has to do the Near Space, the Vast, and the places you might find in it. Awesome!

Want to learn more about the witchwarper? Download your free copy of the Character Operations Manual Playtest PDF on Paizo’s website right now! You can also tune into Paizo’s twitch channel on Wednesday at 4:00 p.m. PST for ‘Starfinder Wednesday.’ Next week’s show is going to focus on the Vanguard! It’s sure to be a great show!

Until next time,



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.



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.


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

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