Starfinder Society Scenarios: Survivor’s Salvation and Treading History’s Folly

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!

Starfinder Society Scenario #1-30: Survivor’s Salvation is a Tier 1-4 adventure written by Kiel Howell. It takes place on Absalom Station, beginning in the Downlow District, then travelling to the Lorespire Complex (home of the Starfinder Society), and down to the Spike. This scenario does not contain starship combat.  It features the Faction (Exo-Guardians) tag, and continues the ongoing Scoured Stars storyline, particularly the events of Scenario #1‑99: The Scoured Stars Invasion. Although playing #1-99 before this scenario is not necessary, doing so will lend more emotional weight to the events of this scenario. Survivor’s Salvation uses two custom half-page maps, and no flip-mats. In addition to the Starfinder Core Rulebook, this scenario features content from the Alien ArchiveAlien Archive 2Armory, and Pact Worlds. All necessary stat blocks are included in the scenario itself. If you happen to have any characters who are doctors, psychologists, healers, or particularly caring or empathic I highly recommend you bring them. This is a great scenario to role-play such characters. On the other hand, if you’ve got particularly blood-thirsty, insensitive, or mean PCs, I recommend you let them sit this one out, and bring a different character. This scenario touches on serious themes such as mental health, PTSD, and depression, so if you’re uncomfortable with such topics, you might want to give this scenario a pass. Finally, it should be noted that my kids (who are nearly seven and eight years old) would be freaked out by the final villain in this scenario. You have been warned! Haha.

Survivor’s Salvation begins in a warehouse that serves at the Exo-Guardians base of operations, which Starfinders who have played #1-01: The Commencement or #1-04: Cries from the Drift will recognize. There your players will have a brief chat with Zigvigix, leader of the Exo-Guardians. Ziggy informs the party that Hurondo, a high-ranking shobhad Starfinder who retired after being rescued from the Scoured Stars system, recently went missing. Hurondo runs a medical facility within the Lorespire Complex called Respite, which offers support and services to Starfinders who have suffered trauma. His disappearance has Ziggy worried, so they want you to investigate. At Ziggy’s request you can check out Respite, interview Hurondo’s co-workers and patients, and try to track the big fellow down. Because this is a mystery I won’t reveal too much more abut the plot than that. I will say that more than one life hangs in the balance. No pressure! Other than Zigvigix this scenario has no recurring characters. New characters of import introduced include Hurondo, Jiwalla Zarvim (a ysoki who works at Respite), Petine, Bygones-B, Quadrant-2, Orghuun, and Bargai (a deaf vlaka who I really enjoyed).

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Bargai, a deaf vlaka from Starfinder Society Scenario #1-30: Survivor’s Salvation. Illustrated by Nicolas Espinoza. Art courtesy of Paizo Inc.

Mental health is a touchy subject for some, and I thought this scenario did a wonderful job of shining a light on trauma, depression, post-traumatic stress, and other mental health issues, along with the stigma that can be associated with them, without being insensitive or preachy. You have plenty of opportunities as players to offer support to, gain insight from, and empathize with the various side characters throughout this scenario, all while fulfilling your mission objectives. In fact, the opening series of social encounters at and around Respite turned out to be one of my very favourite parts of the scenario. I also really enjoyed the tense social interactions with Bargai. The true villains of this scenario were exceptionally well-utilized, and I can’t wait to see what further events they could later be linked to. The final battle is quite dynamic, but to retain the element of surprise we won’t go into any more detail that that. Overall, I loved this scenario. It had a ton of engaging social interactions, interesting enemies, and a dynamic final encounter. It’s one of those scenarios where your actions clearly matter. I give it five out of five stars.

Starfinder Society Scenario #1-31: Treading History’s Folly is a Tier 3-6 adventure written by Vanessa Hoskins. It takes place on Kukanou-2b, a hot, toxic, shattered moon in the Vast that orbits the gas giant Kukanou. You’ll definitely need to use your armour’s environmental seals for this mission, so if you’re using a character who doesn’t have armour, buy some. This scenario features the Faction (Second Seekers [Jadnura]) tag and does not contain starship combat. It continues the ongoing Scoured Stars storyline — particularly Scenarios #1-11: In Pursuit of the Scoured Past, #1-13: On the Trail of History, #1-17: Reclaiming the Tome-Lost Tear, #1-23: Return to Sender, #1-99: The Scoured Stars Invasion, and #1-29: Honorbound Emissaries — although it does so in a completely different way than Survivor’s Salvation. It features a minor encounter that has ties to Scenario #1-24: Siege of Enlightenment and will have further connections to the upcoming Scenario #1-37: Siege of Civility. If you have any characters who have played Siege of Enlightenment I recommend bringing them along, but not at the expense of characters with ties to the Scoured Stars. Finally, characters who have the ‘Abysshead Download’ boon from Scenario #1-06: Night in Nightarch will need to endure an unfortunate surprise (which I enjoyed!). Treading History’s Folly makes use of Pathfinder Flip-Mat: Cavernous Lair and Pathfinder Flip-Mat Classics: Village Square.  In addition to the Starfinder Core Rulebook it contains content from the Alien Archive and Armory. It’s only recurring characters are First Seeker Jadnura (who was previously featured in Scenario #1-99: The Scoured Stars Invasion and #1-26: Truth of the Seeker) and Iteration-177 (who was previously featuring in Scenario #1-05: The First Mandate, #1-11: In Pursuit of the Scoured Stars, and #1-29: Honorbound Emissaries).

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The symbol of Kadrical. Illustration by Graey Erb. Art courtesy of Paizo Inc.

Treading History’s Folly begins when the PCs accept a secret mission on behalf of First Seeker Jadnura. Wracked with guilt over his past decisions, which lead to many agents losing their lives in the Scoured Stars Incident, Jadnura is searching for meaning. He wants a team of reliable agents to visit the location where he originally found the Tear that lead him to discovering the Scoured Stars trinity system. Your PCs mission it to investigate the site and see if he missed anything that could have fortold the danger the system posed. It’s a fun adventure that features a few interesting social interactions, and plenty of traps, hazards, and enemies. My favourite part was the exploration of Xaharee. It’s a really cool, atmospheric location, that gives clever PCs the chance to learn a LOT about the Scoured Stars trinary system and the Tears. Although some of this information can be gleaned from previous scenarios, a lot of the information is brand new. Very cool! There’s also a surprisingly touching player hand-out, which I always enjoy. This scenario’s chronicle features two easy to acquire boons and some nice thematic gear for both sub-tiers. One of the boons is another segment of the mysterious ‘Journey to the Scoured Stars’ boon which doesn’t do anything right now but promises to do something in the future. The second boon is a really useful limited use ally boon. Overall, I really enjoyed this scenario. It was unique, atmospheric, and enlightening, I give it four out of five stars.

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An earth elemental haunted by the mentrasi from Starfinder Society Scenario #1-31: Treading History’s Folly. Illustration by Graey Erb. Art courtesy of Paizo Inc.

Thanks for joining me today. I hope you come to love these two solid Starfinder Society Scenarios as much I do. Be sure to come back later this week when we take a peek at the two newest Pathfinder Society Scenarios.

Jessica

 

Pathfinder Adventure Card Game: Revamped!

pathfinder adventure card game core set
Sneak peek of the upcoming Pathfinder Adventure Card Game: Core Set! Awesome!

Exciting news from Paizo this week as more spoilers and sneak peeks for the Pathfinder Adventure Card Game were shared with the world.

For those of you who don’t know, the Pathfinder Adventure Card Game is a cooperative strategy card game that allows 1 to 6 players to take on the role of heroes and pits them against monsters, traps, henchmen, and villains. Players will also have the opportunity to discover treasure, magical spells, divine blessings, and allies, as they struggle to complete their goals. “Each player has a unique character composed of a deck of cards and a set of stats. Roleplayers will find the stats very familiar—characters have classes such as fighter, wizard, and rogue, as well as numbers that define strength, dexterity, intelligence, etc.” Over time you’ll customize your deck and character, either by earning new rewards, or by buying Character Add-On Decks (there’s a whopping twenty-seven of these, by my count!). To begin play you need one of the Base Sets, each of which includes the first chapter of an adventure path and all the cards you need to play it. Once you’re done the Base Set you can continue with follow up Adventure Decks, which continue the story for yours characters. Base Sets currently include Rise of the Runelords (along with it’s five Adventure Deck expansions: The Skinsaw MurdersThe Hook Mountain MassacreFortress of the Stone GiantsSins of the Saviors Deck, and Spires of Xin-Shalast), Skull and Shackles (along with it’s five Adventure Deck expansions: Raiders of the Fever Sea, Tempest Rising, Island of Empty EyesThe Price of Infamy, and From Hell’s Heart), Mummy’s Mask (along with it’s five Adventure Deck expansions: Empty GravesShifting SandsSecrets of the SphinxThe Slave Trenches of Hakotep, and Pyramid of The Sky Pharaoh), and Wrath of the Righteous (along with it’s five Adventure Deck expansions: Sword of ValorDemon’s HeresyThe Midnight IslesHerald of the Ivory Labyrinth, and City of Locusts).

But, there’s changes coming to the Pathfinder Adventure Card Game! Lots of changes!

Last year it was announced that the Pathfinder Adventure Card Game was getting revamped. Not rebooted, mind you. All of your old cards will still work with new ones. But, updated.

Why?

In short, they want to make the game better, faster, and smarter. When asked what challenges the game faces, Mike Selinker explained the following issues:

  • “The game is a bit too slow in all phases: how long it took to set up, how long it took to take a turn, how long it took to tear down. We looked for solutions that sped up everything, even if we gained just a few seconds here or there.”
  • “For a game set in one of the most expansive fantasy worlds ever made, we gave you too little story. The opportunity we had to tell stories was mostly limited to tiny boxes on the backs of cards, and conveyed very little of the depth the orignal storytellers had given us.”
  • “Though we tell many different stories, the game often gives off a feeling of sameness.”
  • “Groups of players get varying experiences by group size. A solo character is less likely to run out of time and more likely to die; the reverse is true for large groups. While that’s fine, giving people the ability to toggle those variables seemed smart.”
  • “Many cards have complicated text. We’ve piled template upon template, sometimes requiring three or four powers on a card before we started making it interesting. Certain card types like armors and spells got burdened in ways we never envisioned.”
  • “Some sets were easy and some were hard, but regardless there was no way to control difficulty. If you wanted to make the game harder, you were on your own. We will benefit from giving players controls for this.”
  • “For a cooperative card game, the game is often not interactive enough. When you want to help your friend, the game generally tells you that you can’t unless you have a card that does so. It’s a co-op game, so it should feel more cooperative.”

They’ve come up with a lot of ways to solve these problems and over the last few months they’ve shared some of the results with us. Further changes and details will continue to be released up until the release of the Core Set this summer. So what do we know so far?

The game boxes will be smaller. The Core Set will measure 9″ x 12″ with Adventure Paths measuring 7.5″ × 9″. That’s a huge improvement!

The story your players go through in each game will be focused on more, and made much more clear. Personally, I’m thrilled for this change, as it’s the rich stories and worlds which drew me to Pathfinder in the first place. Inspired by the exciting stories of the Pathfinder Adventure Card Game Guild, they’re getting rid of Adventure Path, Adventure, and Scenario cards, and creating a storybook instead, which will have much more story and content. Each scenario will have a two-page spread in the 5.5″ x 8.5″ storybook. For the Core Set this storybook will be 24 pages long. Curious what this would look like? Check below!

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An unfinished sample of Scenario 0 from the Core Set Dragon’s Demand Adventure Path. Image courtesy of Paizo Inc.
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A finished sample of Scenario 1C from the Core Set Dragon’s Demand Adventure Path. Image released during PaizoCon 2019, courtesy of Paizo Inc.

There’s also going to be a variety of ways for you to change the difficulty and length of your games — which is awesome! As a player with young kids, this is a must have for everyone to enjoy the game. Shockingly, my kids don’t like dying all the time. Haha. To aid with this you’ll have the ability to use small, medium, and large locations, and you’ll be allowed to add or remove cards from the Blessings Deck, which is now going to be called the Hourglass. They’ve also added Wild Cards, which can alter scenarios and affect difficulty.

This past week they unveiled some further changes which highlight how they’re streamlining and simplifying the game, it’s text, and its rules. This would make it easier to understand, play, and would fix up any known rules quibbles and difficulties. Simple, right? Not so! That’s a ton of work and much easier than it sounds! Haha. New key words have been added to the game which allowed them to get rid of a lot of repetitive and confusing text that appeared on the cards. Reload, Local, Distant, Hour, Hourglass, and Vault are among some of the new terms. But, you can bet there’s plenty more where that came from. Other terms, like Basic and Elite, were removed from the game. The rulebook will contain a glossary, for ease of reference, and some notes on how to use cards from generation one that feature removed terms.

Want a sneak peek at some of the new cards? Below are some examples of what Paizo has shared with the public so far.

Looking good!

So, how is this going to affect the actual products we’re buying? For starters, all you need to play is the new Core Set.

pathfinder adventure card game core set

The core set contains 440 cards and is based on the mega-module Dragon’s Demand, an adventure that sees your players stranded in a small town called Belhaim. Shortly after arriving an old tower in town collapses, some kobold corpses turn up, and the town wizard goes missing. In time they’ll see there’s more going on here than meets the eye, and face off against a legendary dragon who was supposedly killed long ago. The Core Set allows 1-4 players to play. It contains 12 character pawns of the Iconic Classes (the eleven Core Iconics, plus Fumbus the new Iconic Alchemist), a set of dice, tokens for tracking scourges, a quick start guide, a rulebook, and the storybook for running the Dragon’s Demand Adventure Path. In addition to the cards needed for Dragon’s Demand, the Core Set also contains “a modular core for infinite scenarios that allows you to control the difficulty and speed of play.” Colour me intrigued!

In addition, they’ll continue to release Adventure Paths. To play, you mix the cards from the Adventure Path in with the Core Set, and you’re good to go. Want to play a different Adventure Path? Just mix the Core Set with a different Adventure Path. This will even work with the previous Adventure Path releases, like Rise of the Runelords. As an added bonus, this allows you to play with a fifth and sixth player (if you so choose). And the first Adventure Path they’re releasing? Curse of the Crimson Throne, which is one of my very favourite Adventure Paths. So exciting!

pathfinder adventure card game - curse of the crimson throne

This one Adventure Path release contains the entirety of the Curse of the Crimson Throne Adventure Path. Yup! No more multiple expansions needed. Just this one box and the Core Set. Awesome! It contains 550 cards, a 48-page storybook, and four new character pawns (Hakon the skald, Kess the brawler, Quinn the investigator, and Varian Jeggare the wizard). It’s going to be awesome!

Want to read more about the changes? Click on the following links to read the full spoilers on Paizo’s website: Designing the Next Pathfinder ACG, Injecting Story into the Pathfinder ACG, Varying Challenge in Pathfinder ACG, and Rethinking Complexity in Pathfinder ACG: Part One. More details will be released in the coming months.

Can’t wait to get your hands on the Core Set and Curse of the Crimson Throne? Neither can I! Preorders are expected in May 2019.


UPDATE: The Pathfinder Adventure Card Game is OUT! You can also download a free copy of the rules from Paizo here! Want to buy a copy? Check out the links below!

Pathfinder Adventure Card Game: Core Set

Pathfinder Adventure Card Game: Core Set (direct from Paizo)

Pathfinder Adventure Card Game: Curse of the Crimson Throne Adventure Path

Pathfinder Adventure Card Game: Curse of the Crimson Throne Adventure Path (direct from Paizo)

Free RPG Day 2019 Products Announced!

Exciting news from Paizo as their upcoming releases for Free RPG Day 2019 have just been announced!

Established in 2007, Free RPG Day works with participating hobby game retailers and RPG publishers to bring new and exclusive RPG products and adventures into the hands of gamers worldwide. Fans can grab brand new material for a variety of RPGS for free by stopping by their local participating game and hobby shop.

Last year my family had a ton of fun with Free RPG Day, particularly with Paizo’s two releases: Skitter Shot, a first level Starfinder adventure featuring a crew of excitable skittermanders, and We Be 5uper Goblins, a hilarious sixth level Pathfinder adventure featuring some infamous goblin heroes on their most epic and amazing adventure yet! For those of you who missed FREE RPG Day 2018, both modules are available as a free download on Paizo’s website, or as a physical copy for five dollars.

This year Free RPG Day will be held on June 15, 2019, with Paizo’s free downloads of the PDFs being available on July 1, 2019. So what are they bringing to the table this year?

For starters, our skittermander heroes from Skitter Shot are set to continue their adventures in Skitter Crash! Written by Jason Keeley, this is a third level Starfinder module that sees our skittermander heroes crash their ship on a mysterious swampy planet after a run in with space pirates and an interstellar cyclone! They’ll need to find their ship, deal with the space pirates, and (of course!) make some nu-friends! It sounds like a blast! I’m absurdly excited for this!

skitter crash - free rpg day 2019

Their second release is called We Be Heroes and will be a Pathfinder Playtest adventure, using the final version of the Playtest rules. This adventure will not grant Playtest Points, but will instead provide players with a chronicle they can apply to a second edition Pathfinder Society character once the new edition is released. We Be Heroes is a first level adventure written by Brian Duckwitz which continues the tradition of the super popular We Be Goblins series (We Be Goblins!, We Be Goblins Too!, We Be Goblins Free!, We B4 Goblins!, and We Be 5uper Goblins!). However, this adventure features a whole new team of goblin adventurers who are set to take on the minions of the Whispering Tyrant! (And zombie pigs?!) Driven by hunger and the orders of their chief, the goblins of the Crookedtoes tribe are tasked with finding out why all the animals in the forest have fled the region, and what happened to the tribe’s best scout. They get to meet up with some heroic knights, explore a wrecked farmhouse, and… be heroes! I’m excited to give this one a read.

we be heroes? free rpg day 2019

For more information on Free RPG Day, check out the official website! They’ll have more information up in the coming months. Got any stories about previous Free RPG Days you want to share? Let us know in the comments!

Jessica

We Be (Good) Goblins
My daughter’s reaction when she realized goblins would be a playable races in Pathfinder Second Edition. Guess her dreams just came true!

PaizoCon 2019: Event Submission, Volunteers, and Updates

As the month wears on PaizoCon is creeping closer. Registration to attend PaizoCon began just over a month ago and this past week event submission began.

PaizoCon 2019 will be held at the DoubleTree by Hilton hotel in SeaTac, Washington over Memorial Day weekend (which is May 24–27). 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, seminars, 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 of 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).

In addition to the wonderful events that Paizo employees are going to host, everyone else out there — fans, artists, authors, gamers, third party publishers and so on — are all welcome to host their own events! This is an opportunity to host a seminar, run a game, or just book a table. Whoever you are and whatever you’re hoping to do, now is the time to sign up! By signing up in advance you allow the team running PaizoCon to ensure they have time and space available for you. This also allows PaizoCon attendees to sign up for your events in advance (Very important!).

For more information on how to submit an event for PaizoCon 2019 you can click this handy link that will take you to the appropriate part of Paizo’s website! Event submission closes on March 1st.

Curious about pricing to buy tickets to PaizoCon 2019? 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 related news, the Organized Play Foundation (OPF) has put out the call for volunteers for some of the year’s most popular conventions. So if you’re going to PaizoCon, Origins, Gen Con, UK Games Expo or PAX Unplugged and want to volunteer to lend a hand, now is the time to sign up! Paizo is looking for volunteers for Pathfinder Society Roleplaying Guild, Pathfinder Society Adventure Card Guild, Pathfinder Society Academy, Starfinder Society, and Pathfinder Society version 2. Volunteers are rewarded with some awesome swag, although what you receive will vary based on which convention you’re volunteering for, and how much of your time you volunteer. To register as a volunteer head on over to the OPF Convention Volunteer Page and fill out the appropriate questionnaires.

Have fun, everyone!

Jessica

Pathfinder, Studying, Paizo
Image courtesy of Paizo Inc.

Starfinder Playtest Comes to a Close

Well, that’s it! Today’s the day! The Starfinder Character Operations Manual Playtest officially comes to a close. It’s time to put down the dice and wave goodbye to the biohacker, the vanguard, and the witchwarper.

I don’t know about you, but my family had a blast testing out these classes. My husband created a brakim vanguard that he really enjoyed, I fell in love with the biohacker class, and both of my kids adored the witchwarper! Sure, the classes had some flaws. Vanguard, for example, had no abilities it could use with its ‘entropy points’ at first level, and I personally found the witchwarper’s ‘infinite worlds’ ability underpowered. But all of those things we discovered, complained about, praised, and gave feedback for will now be used by the folks over at Paizo to shake up these classes, and make some improvements. I can’t wait to see what they become!

The Starfinder Character Operations Manual will release in late 2019 and will contain not only these three new classes, but new character options of all kinds! That’s right! Abilities, feats, spells, and everything in between. It’s going to be awesome!

Got any stories to share about your experience with the Starfinder Playtest? I’d love to hear it!

Jessica

Dawn of Flame Adventure Path

Today we’re leaving our chilly Manitoba winter behind and turning up the heat! Gaze into the future with us as we check out the upcoming Starfinder Adventure Path: Dawn of Flame!

Dawn of Flame is a six part Adventure Path for the Starfinder Roleplaying Game which is currently available for pre-order. The first volume, Starfinder Adventure Path 13: Fire Starters (Dawn of Flame 1 of 6), comes out in February and is written by James L. Sutter. The entire campaign takes place around, on, and IN the Pact World’s sun, with a focus on the Burning Archipelago and the sun’s interior. The campaign should take characters from levels 1 all the way through to levels 12 or 13. In a recent interview on Starfinder Wednesday, Chris Simms explained that this Adventure Path is not as dark as the previous ones — putting it in direct contrast to the previous Starfinder Adventure Path, Signal of Screams (which begins with The Diaspora Strain). Much lighter in tone, Dawn of Flame is intended to get back to the heart of Starfinder — that space opera science fantasy mix of fun. This adventure path is full of mystery, surprises, and interesting discoveries. The further you delve into the mystery, the deeper into the sun you’ll travel, making your physical journey a mirror of your intellectual discoveries.

Which is awesome! As a mother of mystery-loving kids, I’m thrilled that this is a campaign my whole family can get excited about.

The Sun? How can I adventure there?!

A-ha! Good question! In a lot of ways the sun of the Pact Worlds is just like ours. It’s an incandescent ball of burning gas and plasma, with intense pressure and heat. Not very hospitable! But, because Starfinder is a science fantasy game, magic has allowed the folks over at Paizo to do a lot of cool things! The Pact Worlds sun has mystical connections (and magical portals) to both the Plane of Fire and the Positive Energy Plane. Plenty of strange beings live within the depths of the sun, such as the starship-sized flame whales that can be seen swimming and breaching through the sun’s plasma. Outsiders from the Elemental Plane of Fire are also known to live within the sun, including sentient beings such as efreet, and azers.

Upon the surface of the sun floats a settlement called the Burning Archipelago. Multiple districts make up this Pact Worlds Protectorate, each of which is contained within it’s own magical ‘bubble’ of unknown origin. These mysterious bubbles keep the neighbourhoods within protected from the harmful effects of the sun, and provide artificial environments that allow many forms of life to thrive. Although all of these bubbles are connected to one another via magical tunnels, only one bubble allows access from outside the Burning Archipelago. This entrance was originally discovered by devotees of Sarenrae (goddess of the sun) who noticed the mysteriously abandoned bubble settlements and attempted to fly as close to them as they could. Miraculously, they stumbled upon the entrance and claimed the settlement for their own. To this day the Church of Sarenrae has influence over most of the Burning Archipelago, including the only entrance. In the time since its founding, many people have come to the Burning Archipelago, including corporations, scientists, beings from the Plane of Fire, and citizens of the Pact Worlds. Each district has become home to different groups, communities, and industries, and serves different purposes. Each has its own security force, with the Sarenite Dawn Patrol, and the Pact Worlds Stewards acting as other over-arching police forces. Neighbourhoods of the Burning Archipelago include Asanatown, Chroma, Corona, Dawnshore, Fireside, Stellacuna, and Verdeon. The sun has many structures and life forms for its citizens to marvel over and study, and plenty of mysteries to unravel. For more information on the Pact Worlds Sun and its many secrets you can check out Starfinder: Pact Worlds.

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Entrance to the Burning Archipelago, as seen in Starfinder: Pact Worlds

Dawn of Flame

At its core, Dawn of Flame is about mystery and discovery. About unravelling secrets, and going places no one has gone before. Your characters will discover new settlements and people, strange creatures, and powerful enemies. After uncovering the machinations of a semi-divine being they’ll need to work fast to protect the sun from extraplanar conquest! The fate of the Pact Worlds Sun in is their hands!

Fire Starters

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Starfinder Adventure Path 13: Fire Starters (Dawn of Flame 1 of 6)

The Dawn of Flame Adventure Path begins in the Burning Archipelago, and involves Far Portal — a structure that, like the Burning Archipelago itself, is far older and more technologically advanced than anything in the Pact Worlds. It’s creator and purpose is a mystery, but it’s function is not. Far Portal is a magical portal to a particularly inhospitable region of the Plane of Fire. It hovers nearby, within sight of the Burning Archipelago, but rarely sees use. Although intrepid and foolhardy explorers sometimes enter it, none have ever returned. What’s more, nothing has come out of it. Ever. Until now! A ship flies out of Far Portal, chased by an astoundingly big flame whale. The portal soon disappears INTO the sun, and a massive psychic disturbance wracks the populace. These life-changing events lead our PCs to accept work for a local scientist, in an effort to help her figure out what’s going on. PCs will need to travel into Asanatown, a lashunta enclave in the Burning Archipelago, to contact another scientist who can help. Unfortunately, the psychic burst has hit the telepathic citizens of Asanatown hard. Tensions boil over, and chaos erupts in the district. Finding that scientist? Yeah, that’s the easy part…

Starfinder Adventure Path 13: Fire Starters (Dawn of Flame 1 of 6) is written by James L. Sutter and is intended for 1st-level characters. In addition to the adventure itself, this volume contains detailed information on the district of Asanatown (written by Jason Tondro) and the Church of Sarenrae and its worshippers (written by Patrick Brennan), including some new equipment common to her worshippers. The Alien Archive entries focus on extraplanar creatures, including ifrits and proteans, and is written by Leo Glass, Owen K.C. Stephens, and James L. Sutter. The Codex of Worlds introduces us to a “beautiful resort planet” with connections to the Plane of Water, and is written by Lacy Pellazar. Finally, the ship that will be showcased is a Sarenite vessel designed by Jason Keeley.

Soldiers of Brass

starfinder sadventure path dawn of flame soldiers of brass
Starfinder Adventure Path 14: Soldiers of Brass (Dawn of Flame 2 of 6)

Starfinder Adventure Path 14: Soldiers of Brass (Dawn of Flame 2 of 6) is written by Crystal Frasier and is intended for characters around level 3. By now your PCs work for the Deep Cultures Institute, which is a scientific corporation of dubious reputation that believes there are not only ancient archeological sites to discover within the sun, but living breathing people and cultures. Intent on unraveling the mysterious psychic burst that came from the Sun’s depths, they’ve turned to outside help to aid them. But, when important data is stolen from DCI your PCs will have to track down the thieves, retrieve the data, and figure out why they wanted it in the first place.

This adventure will take your players through Stellacuna, the district that is home to the Deep Cultures institute and other centres of learning, and Corona, a dangerous district that is home to many denizens of the Plane of Fire, and the infamous market known as the Brass Bazaar. Although no further information is currently available as to the other articles in this book, I imagine we’ll be treated to an in depth article on the district of Corona.

Brass Bazaar
The Brass Bazaar

Sun Divers

Sun Divers
Starfinder Adventure Path 15: Sun Divers (Dawn of Flame 3 of 6)

Starfinder Adventure Path #15: Sun Divers (Dawn of Flame 3 of 6) is written by Joe Pasini and is intended for 5th-level characters. During this part of the adventure path your characters will have discovered proof of a settlement within the sun’s depths, and have the coordinates to get there. The problem? A ship! Your PCs will need to track down the creators of an experimental ship known as a Sun Diver, and retrieve it from the shady folks who have it now. In addition to getting to explore the Verdeon district of the Burning Archipelago, they’ll get to take their  awesome new ship (that looks a lot like a pinecone!) beneath the surface of the sun, and explore an undiscovered city!

Further content in this volume includes an article on Noma (the newly discovered bubble-city) and on organized crime. Alien Archive entries are said to include creatures that live within the sun. Although the planet examined in the Codex of Worlds is still a mystery, the ship that will be detailed is going to be the Sun Diver.

The Blind City

Starfinder Adventure Path #16: The Blind City (Dawn of Flame 4 of 6) is written by Ron Lundeen and is intended for 7th-level characters. Your PCs time in the bubble-city of Noma has led to further discoveries, including an ancient magical tablet. Bringing the tablet back to the Burning Archipelago for translation causes a clash with the cult of Azathoth. If they’re lucky, your players will beat back the cultists and discover the coordinates to another mysterious location within the sun, known as Ezorod. The discoveries they make in this lightless (yes, you read that right: LIGHTLESS), foul dungeon will change their lives forever, and finally place the PCs on the trail of Dawn of Flame’s major villain.

Further content in this volume includes an article on various cults found in the Pact Worlds, and a bunch of new and weird techonological and magical equipment. The Alien Archives include new creatures from throughout the multiverse. Information on the Codex of Worlds and ship details have yet to be revealed.

Solar Strike

Starfinder Adventure Path #17: Solar Strike (Dawn of Flame 5 of 6) is written by Mark Moreland and intended for 9th-level characters. It begins with the PCs receiving a distress call from the peaceful citizens of settlement deep within the sun who are under attack by efreet invaders from the Plane of Fire. Your PCs will need to dive back below the surface of the sun to liberate the city of Kahlannal from their conquerers! Unfortunately, this isn’t an isolated incident. It’s the start of an invasion…

Further content in this volume includes an article on the bubble-city of Kahlannal, and an article on the cultures of the Pact Worlds sun and other stars throughout the galaxy. Content of the Alien Archives, Codex of Worlds, and ships has yet to be announced.

Assault on the Crucible 

Starfinder Adventure Path #18: Assault on the Crucible (Dawn of Flame 6 of 6) is written by Jason Tondro and is intended for 11th-level characters. It is the final volume in the Dawn of Flame Adventure Path and should bring your PCs to level 12 or 13. In it, the efreet army, acting at the behest of a semi-divine being from the Plane of Fire known as Malikah, launches an assault on the Burning Archipelago from the depths of the Sun! Aware of this coming attack your PCs will have have to defend the city, bring the fight to the enemy at their hidden base, close the portals to the Plane of Fire, and return Far Portal to its home on the surface of the sun! Epic stuff!

Further content in this volume includes an article on continuing the Dawn of Flame Adventure Path past the story’s conclusion, and an article on Starfinder’s version of the Plane of Fire. The Alien Archive is said to contain creatures from the sun, the Plane of Fire, and elsewhere in the galaxy. Details on the Codex of Worlds and ship details have yet to be revealed.

An Ending

And with that we come to the end of the Dawn of Flame Adventure Path. Or rather, we come to the beginning. Next month the first volume of Dawn of Flame will be in our hands and we’ll get to create characters that can embark on this epic quest of discovery. Turns out the fate of the entire Pact Worlds hangs the in balance. No pressure! When asked if he had any further thoughts and themes that he wants Starfinder fans to come away from Dawn of Flame with, Chris Simms had this to say:

“There’s no place you can’t go.”

And he’s right! Starfinder is a game that allows us to go anywhere, explore anything, and become something greater than ourselves. It’s a world of advanced technology, alien species, and powerful magic. This fusion of big, bold ideas has led to a truly wonderful game. If you haven’t given it a try, I highly suggest you do!

Want more information on the Dawn of Flame Adventure Path, or to see awesome artwork from Fire Starters? Check out this past week’s episode of Starfinder Wednesday, featuring host Dan Tharp and special guest Chris Simms!

Enjoy!

Jessica


UPDATE: Check out the recently released Dawn of Flame Trailer!

January New Releases

January’s here, which means there’s a whole slew of new d20 products coming out.

Dungeons and Dragons doesn’t have any new releases coming out this month (as far as I know), but last month brought us the Waterdeep: Dungeon of the Mad Mage adventure which brings PCs from levels 5-20, as well as the Guildmasters’ Guide to Ravnica which brings the wonder of Magic: The Gathering to D&D.


Pathfinder released plenty of wonderful products last month, including Pathfinder Campaign Setting: Faiths of GolarionPathfinder Module: Cradle of Night, and Pathfinder Adventure Path 137: The City Outside of Time (Return of the Runelords 5 of 6). None of which I own (sadly) so they’re still on my wish list. Haha. This month Pathfinder fans can expect to see the much anticipated finale of the Return of the Runelords Adventure Path with Pathfinder Adventure Path 138: Rise of New Thassilon. Exciting stuff! There’s also Pathfinder Player Companion: Wilderness Origins  coming out, which is sure to be a solid addition to the Player Companion line. Two new pocket editions are coming out: Ultimate Campaign Pocket Edition and Ultimate Intrigue Pocket Edition. Pathfinder Society Scenarios for this month are #10-12: Breath of the Dragonskull (a Tier 1-5 scenario written by Michael Sayre) and #10-13: Fragments of Antiquity (a Tier 5-9 scenario written by Sam Polak). Finally, Pathfinder Flip-Mat: Tavern Multi-Pack comes out later this month.


Starfinder only has a few releases coming out in January. Starfinder Flip-Mat: Jungle World is a really nice looking map. The Against the Aeon Throne Pawn Collection is finally here, which I’ve been itching to get my hands on! And the Signal of Screams Adventure Path comes to a thrilling conclusion this month with Starfinder Adventure Path 12: Heart of Night (Signal of Screams 3 of 3). Starfinder Society Scenarios for this month are #1-30: Survivor’s Salvation (a Tier 1-4 scenario written by Kiel Howell) and #1-31: Treading History’s Folly (a Tier 3-6 scenario written by Vanessa Hoskins). Last month brought us the Starfinder Critical Hit Deck featuring adorable illustrations of skittermanders, which I’ve yet to get my hands on. If you own it, I’d love to hear what you thought in the comments.


It looks to be an exciting month!

Know of another new d20 product you want to recommend we check out? Let me know in the comments!

Jessica

Tails of Equestria: The Storytelling Game

Quite a few months ago a fellow gamer recommended my family give Tails of Equestria: Storytelling Game a try. I looked into the game, and told my daughter and son all about it. They were extremely excited. The problem?

Finding it.

Although I was able to find a copy of the rulebook on some American and European retailers websites, I could not find this RPG in Canada. None of the local game shops had it, Amazon had only German language copies in stock, and Indigo was sold out completely. We’ve been keeping our eyes open in the months since and, although I did see a copy turn up once or twice, it was never for long (or affordable!).

And then Christmas came. My daughter, in a stroke of brilliance, asked our only relatives that live in the States for My Little Pony: Tails of Equestria: Storytelling Game for Christmas. She typed out the title of the book she needed to play, and then all of the other supplement books she wanted, and assured me that YES, she would definitely be happy with a big pile of books as a Christmas gift, and YES, she was sure that’s what she wanted.

Grandma and Grandpa came to the rescue. This past Christmas my daughter opened up not one, but three RPG books. My Little Pony: Tails of Equestria: Storytelling Game (which is the Core Rulebook and essentially all you need to play), Tails of Equestria: The Festival of Lights (which is a published adventure), and Tails of Equestria: The Storytelling Game Starter Set (which contains an adventure, dice, and all kinds of accessories).

My daughter was thrilled. So was my son. And honestly? So was I. I had heard wonderful things about this game and, although it wouldn’t become my favourite game anytime soon, it looked like a ton of fun. Definitely something my kids would enjoy.

After squealing in glee and obsessing over some of the cool pictures inside she put down the books and moved on with the rest of the holidays. She tried out new toys and video games. We learned how to play our new board games. And at the end of that first weekend after Christmas she held up her books and gave me a big grin.

“Will you read this with me now, Momma?”

I was about to head out for a trip to the laundromat, so it wasn’t exactly the ideal time. But, I’ve never been one to say no to a kid with a book, so I put aside all the work I was going to bring with me and packed up my kids and our hardcover book instead. Clothes in the wash and water bottle in hand — reading an entire RPG core rulebook aloud is thirsty work! — we settled in to learn a new d20 game together.

my litte pony tails of equestria storytelling game

The book is bright, colourful, and engaging. It’s simple to understand but doesn’t talk down to you. It is perfectly written for its audience. Seriously. My daughter is in grade one and not only did she follow along with everything I was reading to her (and pay attention!), she understood the game and its rules immediately. I never had to stop and explain anything further than the book already had. I never had to give her an easy example to illustrate a rule. Nothing. She listened and understood. My son, who is only a year older than her, could have read the entire book by himself and understood it. In fact, my daughter probably could have read it herself too, but that’s not typical for kids her age (both of my kids are very strong readers). We weren’t done the rulebook by the time we were done at the laundromat, but after we got home my daughter sat down beside me on the couch and we finished it. Cover to cover in few hours. She was practically bouncing in excitement.

“Can we make our characters now?”

So we printed off some fancy character sheets, called over my son, and got creating! The entire process took us around an hour, which included drawing and colouring our ponies. Follow-up ponies we made took much less. About fifteen minutes from start to finish.

We were ready to play!

…sort of. We still had to convince my husband to make a character so he could join in on the game. Haha. I’ll share more details about our first gameplay experience in an upcoming blog post later this month, but for now, we’re going to talk about the rulebook itself. Interested? Read on!

Tails of Equestria: Storytelling Game is an easy to understand pen and paper roleplaying game featuring the world and characters of the hit TV show My Little Pony: Friendship is Magic. The game is aimed at children, but is definitely fun for the whole family. A hardcover book 151 pages in length, this tome is packed full of artwork, and is written in an easy to read font (and font size). Licensed by Hasbro, published by River Horse Games (in Europe) and Shinobi 7 (in the USA and Canada), and written by Alessio Cavatore, Dylan Owen, and Jack Caesar, this book’s suggested retail price is 25 pounds, 30 Euros, 35 American dollars, or 40 Canadian dollars. Of course, that cost will vary a lot depending where you pick it up. I found forty five is more typical online in Canada (if you manage to find a copy in stock at all). The book is sturdy and well made — a must have for kids books! The front cover features an image of the three iconic Tails of Equestria ponies navigating the wilds with a castle in the background. Firebrand, the iconic unicorn takes the lead, with Thrilly Filly the pegasus flying above, and Strong Oak the armoured earth pony alert at the back of the group. My kids love the art, which is drawn by Amy Mebberson, but its the back of the book that really shines for me.

I remember when I was in junior high there was a Chapters nearby that I went to constantly. On one visit I passed by the Dungeons & Dragons Player’s Handbook and stopped in my tracks. I picked it up and flipped through it. I knew in my gut I wanted it, but I had no idea what it was. None. Eventually I put it back and moved on. Every visit afterwards I passed by that book and picked it up. But I never bought it. Not until many years later when someone actually explained to me what the heck D&D was. By then the book store wasn’t even open anymore. I would have liked to buy it from there. But this? This book doesn’t have that problem. Right there on the back cover it explains what this book is, how you use it, and what it’s for. It’s written in simple language that any kid or parent (or grandparent!) can understand. It’s simple, clear, and concise. I love it.

Seriously.

I love it so much I’m going to let you read it for yourself.

What is this book?

Hey there! So I imagine you’ve picked up this book knowing a little bit about My Little Pony: Friendship is Magic. You’ve probably had a quick flick through the book and are wondering exactly what it is.

This book is a manual for a storytelling game, which allows you and your friends to create your very own pony characters to explore the amazing and magical world of Equestria — will you be a dynamic adventurer like Daring Do or a bold treasure hunter like Rarity?

Wait, wait, wait! You said this is a game, but this is clearly a book!

You’re right, but it’s actually both a book and a game. This book contains rules and a story. Rules that will tell you how to make a strong, clever, or charming pony. A story that you and your friends will enjoy, where the choices you make will change the story itself until you are telling the story as much as the book or the GM.

GM… what is that?

A GM (gamemaster) is a player at the table, but instead of playing as a pony, he or she will play as a storyteller, impersonating all of the ponies you meet, the beasts you face, and the challenges you have to overcome. Think of the GM as a narrator in a movie — it is his or her role to tell the players exactly what is happening in the story and what the outcomes of their actions are, depending on their choices.

Cool! How do I win?

Winning a storytelling game is very easy; you just need to have fun! Tails of Equestria is not about getting to the end of the board or having the most points, but all about having fantastical adventures and using the magic of friendship to overcome any obstacle that stands in your way, You and your friends, including the GM, are all on the same team — as long as everypony is having fun, everybody wins!

So open up Tails of Equestria and be prepared to enter a world of magic and friendship.”

See what I mean? Simple, approachable, and understandable. This isn’t just a book for RPG gamers. In fact, most of the kids who pick up this book won’t have played a pen and paper RPG at all. This is a book that can guide kids to becoming RPG gamers in a way that’s fun, cool, and tailored to them. It’s really well done.

Tails of Equestria: Storytelling Game is split into fourteen sections: twelve chapters, an adventure module, and the appendix. The chapters are each colour coded, which makes the book super easy to navigate and has the added bonus of making it look like a pleasant rainbow. Even better, the chapters are well ordered. One naturally progresses into the other in a way that just makes sense. It’s perfect.

The book starts off by explaining what a roleplaying game is, how to play them, what you need to play, what kind of dice the game uses, and some other supplemental material that some people like to use but isn’t mandatory. It mentions other Tails of Equestria products (like dice sets, gaming screens, and ‘tokens of friendship’), but also offers free solutions. It suggests using beads, buttons, and other small objects as ‘tokens of friendship’ and recommends free dice rolling apps. It also has dice charts in the back of the book so that all you need to do is flip to the proper chart, close your eyes, and point, to figure out what you’ve rolled. Offering these free alternative options in a way that makes it seem normal and acceptable is really important. Parents don’t want to be shelling out a ton of money after already having paid for a rulebook. Also, kids who do use buttons and the dice chart don’t need to feel like they’re left out or ‘making due.’ It makes it clear that you don’t need fancy supplies. You just need this one book. There’s also a short section intended for parents, which explains some of the benefits of roleplaying games.

Tails of Equestria: The Storytelling Game then moves on to character creation, which takes up the majority of the book. The first thing you need is a character sheet. One is provided in the back of the book, which you can photocopy. You can also go here to download a variety of character sheets for free. They have blank sheets and ones with male and female ponies, pegasus, and unicorns pre-outlined. My whole family loves those ones, so I highly suggest you give them a gander. Once you’ve got your pony sheet ready you need to choose your pony type.

my litte pony tails of equestria the storytelling game character sheet

Players can choose to be an earth pony, pegasus, or unicorn. Earth ponies are hardy and strong. They gain the stout heart trait, which allows them to really push themselves to accomplish a physical task once a day. They also have higher Stamina (which is your hp) than the other pony types. Pegasus and Unicorns are less hardy than earth ponies, but have special abilities of their own. Unicorns can use magic. They begin the game with telekinesis and can make their horns glow. As they level up you can select more magical powers with them (if you want) such as force fields, stun rays, and teleportation. Pegasus can fly and walk on clouds. As they level up you can even learn to control the weather. There is a fourth type of pony in My Little Pony, the alicorn, but it’s off limits to players. Although kids will likely be a bit sad about that, the book explains quite clearly why, which was more than enough reason for my kids. After all, only Princesses of Equestria can be alicorns, and those thrones are all currently taken.

Once you know what kind of pony you want to use you write down your level, which is one. Then you select your Element of Harmony. This doesn’t have a mechanical effect. It acts more like a a guide to help you and your fellow players know what personality trait your character is most tied to. The Elements of Harmony are generosity, honesty, kindness, laughter, loyalty, and magic (which is a balance of all of the others). Once you’ve chosen your Element of Harmony you allocate your statistics.

Before we get into that, though, let me give you a little context about how this game works. Every pony has three main statistics: Body, Mind, and Charm. Each of these statistics will have a dice type associated with it. In this game your lowest statistic and traits will use a d4, but will increase as you level up, moving on to a d6, d8, d10, and so on. Low dice are bad, and high dice are good. Simple.

If you come across an obstacle — things like kicking down a door, untying a knot, or climbing a cliff — this is called a Test. Your GM selects the Test’s difficulty from a simple chart. Then the players roll a dice for the stat most applicable. Kicking down a door or climbing a cliff would be a Body check, discovering a clue or solving a riddle would be a Mind check, and making friends or telling a joke would be a Charm check. If you beat the DC you pass and if you’re under the DC you fail.

If you happen to have a skill that could also apply to whatever you’re trying to do, like bucking to kick down a door, or keen knowledge (geography) to find your way in the wilds, you get to roll that dice also and keep the better result. For example, if a pony with a Body d4 and Bucking d6 wants to kick down a door, they roll both a d4 and a d6, then they choose which die result they want to keep.

If you’re making a check against a different pony or an opponent, this is instead a Challenge. Examples of this include a baking competition, a race, or a debate. In this case the ponies and opponents involved roll the appropriate dice and the highest outcome is the winner.

Battles are a special type of challenge called a Scuffle. This works just like a regular challenge, except that the loser loses an amount of Stamina equal to the score rolled by the winner. So, if a pegasus and a timberwolf get into a scuffle, they each roll a Body check. If either of them has an additional trait that would be useful they roll that as well and keep the better of their rolls. If the pegasus rolled a 4 and the timber wolf rolled a 6, the timberwolf has won the round and the pegasus loses six Stamina. When you start the game your ponies will have either 10 or 12 Stamina, so battles tend to pass quick. Its a fun and simple way to handle combat. However, it should be noted that scuffles aren’t a major part of Tails of Equestria. Its much more likely ponies will avoid combat with clever roleplaying, creative thinking, and teamwork.

There’s a bit more to rolling than that. Rolling a 1 results in an automatic fail and is called Bad Luck. Beating a Test by double its difficulty is called an Amazing Success, and means something wonderful happens. Rolling maximum on your dice is called an Exploding Hoof and allows you to immediately roll on a dice one step higher (from d4, to d6, to d8, and so on). If you roll higher than your previous roll you can use the higher result, otherwise you keep your previous die roll. And if you roll maximum again? You go up another dice step and keep going. These all turned out to be fun additions to the game. My kids particularly enjoyed the Exploding Hooves. Haha.

Now that we’ve got the basics covered we can jump back into character creation.

All ponies begin with a d6 in Charm (which is your social statistic). Then you get to allocate a d4 and a d6 to the other two stats, which are Body (the physical trait) and Mind (your mental stat). Smart and clever ponies will want to put their d6 into Mind and their d4 into Body, while tough or nimble ponies will want to put the d6 into Body and the d4 into Mind. Earth ponies are a special exception and instead count their Body as one dice type higher, meaning an earth pony’s starting statistics will either be Body (d8), Mind (d4), Charm (d6) for strong ponies, or Body (d6), Mind (d6), Charm (d6) for brainy ponies.

Once you’ve chosen your statistics you calculate your Stamina. This acts as your hp, and is the sum of your Body and Mind stats. This means that pegasus and unicorns will have 10 Stamina to start with, while earth ponies will have 12. Failing Tests, Challenges, and Scuffles can lower your Stamina, as can lack of sleep or a poor diet. You can recover Stamina by resting, eating a good meal, or using Ponybalm (which is like a healing potion).

Now its time to select your Talents, which are sort of feats, special abilities, and skills all rolled into one. Each pony type starts with their own Talent. Earth ponies have Stout Heart (d6), pegasus have Fly (d6), and unicorns have Telekinesis (d6). At level one you also get to select one other Talent from a list, which is tied to your Cutie Mark and is your specialty. This Talent should be a huge part of your character and shape their outlook, personality, name, and so on. There’s a decent sized list of Talents to choose from, many of which have an unlimited number of subtypes. Keen Knowledge, for example, is knowing a lot about a specific topic, but what topic is entirely up to you. Similarly, Creative Flair is something creative that you’re particularly good at, such as baking, comedy, or painting, and Special Skill is something physical that you’re talented in, like bucking, gymnastics, or sneaking. Other Talents are more specific. Healing Touch, which was my personal favourite, allows you to heal an ally, while the Stare allows you to fascinate or command someone to do something. Finally, some talents can only be taken by a specific type of pony. Only unicorns can use magic, for example, and only pegasus can fly. Although the list is nice and allows for a lot of variance between characters, I found myself wishing it was a little longer. Fortunately it’s mentioned that players hoping to create something not on the list can do so with approval from their GM. Although my family has made a few ponies already, we haven’t had the need to do this yet. So far the written Talents have been more than enough.

Whichever Talent you select at level one begins at a d6. Throughout the game you’ll have the chance to upgrade the dice types of your various Talents, and learn more. Any Talents learned later begin as d4s though, so choose wisely.

Once you’ve decided on your Talents you get to pick out a Quirk, which is a character flaw. Again, there’s a decent array of options and, again, I found myself wishing there were more. Fortunately, some of them can be incredibly varied. Fear, for example, is a fear of a specific thing (like spiders or heights). Allergies and Oooohhh… Shiny! are equally variable. The others, such as asthma, blunt, messy, and overconfident are much more specific. Again, as with Talents, players have the freedom to create their own Quirks with GM approval. So why would your pony want a flaw, anyway? Quirks will influence your character’s personality and make them unique. It gives kids something fun and often comical to role-play, and teaches us that no one is perfect. But it has an in game effect as well. Every time your ponies face their fears they get rewarded by the GM. My kids loved this and really embraced their ponies Quirks. It turned out to be a lot of fun.

By now your pony is nearly complete. You’ll need to design their Cutie Mark, draw your pony, and give them a name. Some of the ponies my family created included Soothing Heart the over-prepared earth pony mother, Flying Recall the mystery solving pegasus with a sixth sense for trouble, Bunna the stuffed animal seamstress unicorn who can talk to animals, Nugget the unicorn artist who hopes to draw every magical creature in existence, and Thunderhoof the kung-fu fighting earth pony who wants to be an action star. All in all, this game allows you to make unique ponies with only a short amount of work. It’s a fun, streamlined process that everyone enjoyed.

What’s left? Gear. Now, most ponies don’t need to pick up any gear to start. But some, such as adventuresome ponies or those who have a goal or job in mind, will want to spend some of their money — called Bits — on gear before they begin the game. There’s a solid list of equipment you can purchase in the game, with enough variability that nearly all characters should find the things they need (or a similar item whose cost they can use). Whether you decide to spend your bits or not, each pony begins with 400 bits. In between adventures your ponies can earn 200 bits per month plus or minus d20 bits, as determined by the GM. All in all we found that bits and gear were a nice and important addition, but not integral to gameplay.

Finally, players determine how many ‘Tokens of Friendship’ they begin the game with. These are special crystals (or beads, buttons, and so on) which you can use to reroll dice, automatically pass a failed roll, or slightly change the storyline (depending on how many you spend). You begin the game with Tokens of Friendship equal to the number of people you are playing with (including the GM). You also gain more at each level up. If you decide to use your tokens to help out someone else, you reduce the cost of spending Tokens of Friendship. In very rare circumstances, players and characters who are particularly kind can also be gifted a bonus Token of Friendship by the GM. We found that this was a really fun aspect of gameplay that everyone got into the spirit of.

As you adventure your characters will learn and grow. Tails of Equestria does away with experience points, instead allowing ponies to level up after every adventure — or in between sessions if an adventure is particularly long. When a pony gains a level they increase one of their Statistics (Body, Mind, or Charm) by one die type (a d4 becomes a d6, a d6 becomes a d8, and so on). If they choose to increase Body or Mind this also creases their Stamina accordingly. For every Talent that you used in the previous adventure you increase it by one die type as well. Then you either select one Talent you didn’t have a chance to use and increase it by one die type, or you select a new Talent to gain at d4. Finally, your characters gain a number of Tokens of Friendship equal to the number of players (including the GM) who participated in the last adventure. very rarely you can select a new Quirk if you want, but it has to be for something that happened during your adventure, and each pony should do this only once or twice. For example, if your earth pony fell in a pit full of snakes and you role-played them being horrified by the events they might take the Quirk fear (snakes). This approach is simple and easy to understand, but you’ll soon see your PCs all branching off in different directions the more they level up.

With character creation and the basics of the game out of the way, Tails of Equestria: The Storytelling Game goes on to further explain gameplay for players and GMs. Which should bring us to the end.

Only it’s not the end!

This book also comes with an adventure for first level characters called The Pet Predicament. I cannot express how happy I was to discover this. Particularly after I read it! It is honestly the perfect start adventure for this game. And, it’s not a short or cheap adventure, either! It’s forty pages in length if you count the stat blocks it comes with. It took my family two sessions to play through, though my kids were so engrossed they wanted to play it in one. But, alas! It was bedtime. Haha.

my litte pony tails of equestria the storytelling game in game

In a practical sense, this adventure is incredibly important. It provides a first adventure for players to use, and teaches them how a game should be run by example. For experienced players it also serves to alter our preconceptions about RPGs, and really shake things up. That’s because Tails of Equestria isn’t the same kind of RPG as Pathfinder or D&D. It downplays battle, and really encourages players to use creative thinking, kindness, teamwork, and roleplaying to overcome obstacles. This game requires a different mindset than other RPGs. Happily it’s a mindset that kids and young players will naturally settle into and flourish. I honestly cannot be happier with how this game played.

So what is the Pet Predicament? I mentioned it was the perfect starter adventure for this game and I meant it. It’s well written, engaging, and fun. There’s plenty of opportunity for Scuffles, but just as many chances for players to completely avoid Scuffles with Tests an Challenges. It features the Mane Six (main characters) from My Little Pony: Friendship is Magic as initial NPCs, and leaves the PCs as their pet-sitters. Any kids who has seen the show will be absolutely thrilled at this turn of events. Getting to meet such famous characters is enough to make many kids squeal in glee, and finding themselves the caretakers of all six of their pets? I’ve never met a kid who doesn’t love animals! Both my son and daughter got super into this adventure. They did their best to take care of the animals, feed them their favourite things, pamper and play with them, and so on. Unfortunately for your pet-sitters, not all of the pets are well behaved. Fluttershy’s rabbit, Angel, is a menace (as fans of the show will know!). My daughter, who adores rabbits, had a ton of fun dealing with the fluffy little terror. But, like all good adventures, something goes wrong. And this time? There’s definitely a rabbit to blame! The pets soon get lost in the dangerous and spooky Everfree Forest, and its up to your PCs to rescue all the pets, brings them back to Fluttershy’s cottage, and clean up. Their adventures will present them with all kinds of obstacles, Tests, and Challenges. Rescuing each pet will take creative thinking and teamwork. How each task is accomplished is incredibly open ended, which really allows your group of PCs to use their own unique approach to get things done. I’ll refrain for spoiling any more of the adventure, but I will say that it’s a delight to read, GM, and play. Everyone in my family had a blast (including my husband).  The ending also had my kids hooked, as it leads directly into the Tails of Equestria: The Curse of the Statuettes adventure (although the book also encourages kids to create their own adventure with the cliff hanger ending as an opening plot hook).

In the end, my entire family loved Tails of Equestria: The Storytelling Game. It’s fun, fast-paced, and simple, but offers everyone at the table plenty of opportunities to role-play and work together. I had a blast sharing this game with my kids. And my kids? They couldn’t be happier. In fact, my daughter is sitting in her bed with a little notebook and her rabbit pen creating another character as we speak.

Absolutely a wonderful game.

 Jessica

 

Starfinder Alien Archive 3 Announced

Starfinder recently announced Alien Archive 3!

Like previous Alien Archives this book is going to contain over a hundred aliens for allying with or fighting against, as well as over a dozen which can be used as player races. Starmetal dragons, living holograms, ‘body-snatching flayer leeches’ and irokirois from Osoro have all been confirmed to be in the book. Playable alien races include an intelligent swarm of tiny insects and a bioluminescent cephalopod.

alien archive 3 temp coverAs an added bonus Alien Archive 3 is going to contain some other player options and gear, which is a nice change of pace. Best of all? Rule for pets, mounts, and combatant creature companions! My daughters dreams have just come true. Haha.

Pre-order for Alien Archive 3 is scheduled to begin in August 2019.

Other exciting upcoming Starfinder products include the Dawn of Flame Adventure Path which is scheduled to begin with Starfinder Adventure Path 13: Fire Starters in February, followed by #14: Soldiers of Brass (Dawn of Flame 2 of 6) in March, #15: Sun Divers in April, #16: The Blind City in May, #17: Solar Strike in June, and finally #18: Assault on the Crucible in July. The highly anticipated Starfinder Beginner Box is coming out in April 2019. Finally, the newly announced Attack of the Swarm Adventure Path is scheduled to begin with Adventure Path #19: Fate of the Fifth in August. There’s some awesome pawn collections coming out as well, with the Against the Aeon Throne Pawn Collection coming out this month, the Alien Archive 2 Pawn Box out in February, the Signal of Screams Pawn Collection out in April, and the Tech Terrain Pawn Collection coming out in August.

This is going to be one exciting year!

Jessica

 

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!

Jessica