Review: Endless Quest

I have always loved ‘Choose Your Own Adventure’ books. Whenever I see one that my kids might like I let them give it a look-see or check it out from the library. Both of my kids enjoy them, particularly the ‘You Choose: Scooby-Doo‘ series. There’s plenty of others they’ve read. Choose your own adventure style books featuring SupermanBatman, the Justice LeagueLEGO® Batman, and even Pokemon (ReaderActive). And, of course, my son’s tried the official ‘Choose Your Own Adventure’ books. My daughter’s too young to read them, and my son could, but he just doesn’t like reading small letters.

So this past holiday season when I realized that Dungeons and Dragons had put out a series of choose your own adventure style kids novels, I immediately looked them up online, put them on hold at my local bookstore, and took a trip out to pick them up. I stood there in the bookstore, opened them up, and was… IMPRESSED! They’re really high quality, with lots of cool artwork and a bigger sized font my son will be happy with. So I brought them home, wrapped them up, and that was that. When my son opened them he was amazed. Absolutely thrilled. He started reading them almost right away.

blog endless quest spreadAfter about ten minutes he stopped and said: “Mom, I just died. Actually DIED! This is… This is… This book is dangerous! Poisoned mushrooms killed me!”

I laughed and he went on reading.

“Okay, now I got squished by a giant!”

Which got me thinking. Death was a pretty common occurrence in the ‘Choose Your Own Adventure’ series of books I read as a kid. So was failure. But in the ‘choose your own’ books my kids have read? Not a thing that happens. Batman doesn’t die. Superman doesn’t die. Scooby-Doo doesn’t die (okay, once Fred dies). Ash obviously doesn’t die, either. Not every ending is a ‘win’ — although most are —  but losing isn’t quite so final.

I watched my son for a while, curious if he would get frustrated and put the books down.

He didn’t.

He read them, read them again, and read them a few more times. Then he moved onto a different one. In the weeks since he’s read them all a lot. Finally, just yesterday, he let me pick them up and give them a read myself. Now, I’m a bit of a completionist when it comes to this style of book. I read through the way I want to, then go back and try out the different options, then go back further and do the same again, and again, until I’ve got to experience most (if not all) of the book within a day or so.

And you know what I’ve come to realize?

My son makes horrible decisions! Hahaha. It’s not that there’s no way to ‘win,’ because there is. There’s plenty of ways to lose but survive, as well. But my son? Nope! He dies every time.

Curious, my daughter gave one a try. It was ‘Into the Jungle,’ one of the books that has a lot of ways to die, a lot of ways to survive, but I hadn’t yet found the ‘perfect ending’ where you live and achieve all your objectives. So, there was my daughter, sitting there and reading the book aloud. It took her a while, since the books are a bit above her reading level. But an hour or so later she smiled, put down the book, and said: “That was good.” I sat down beside her to see how her story had ended. Much to my surprise she had found the ‘perfect ending.’ Hahaha. My son was so jealous! Heck, I was jealous!

We’ve had a ton of fun with these books. So, today we’re shining a light on them and spreading the word!

blig endless quest spread 2Endless Quest is a series of four ‘choose your own adventure’ style novels aimed at middle-grade readers (eight to twelve year olds, although my kids are six and seven years old and both enjoyed them). Written by Matt Forbeck, each official Dungeons and Dragons book casts you in the role of a different class. Endless Quest: To Catch a Thief lets your kids (or you!) be a female halfling rogue, Endless Quest: Into the Jungle casts you in the role of a male dwarf cleric, Endless Quest: Escape the Underdark lets you play as a male human fighter, and Endless Quest: Big Trouble lets you play as an female elf wizard. While reading the book your character’s gender has no bearing on perspective or story. It’s invisible, honestly. Only the image on the front reveals your gender. Which is awesome! Both of my kids immediately assumed the character was just like them, irrelevant of the cover image, slipping into the role without hesitation.

Each softcover book is exactly 122 pages long. Most of the pages are filled completely with text and images (no wasted pages here!), and both of my kids found the font size comfortable. All of the books contain a lot of awesome artwork. Some images are in full colour — typically locations or a main character/villain — while the rest are in sepia tones. You’ll find images of allies, enemies, items, equipment, maps, scenery, and locations. Some of the images are even tactical maps, which everyone in the house enjoyed examining. Two of the images  are on the gory side (a zombie with his insides hanging out from ‘Into the Jungle‘, and a grotesque female hill giant devouring hunks of questionable pink meat from ‘Big Trouble‘). Each of the books follows a different kind of story, features different main characters with unique motivations and personality traits, involves different situations and enemies, and takes place in vastly different locations. You’ll get to visit actual places from the Dungeons & Dragons campaign setting, both on a large and small scale, which fans of D&D will love. Each book also has cameos from known D&D personalities (including Elminster, Volo, and Xanathar, to name a few). The decisions you get to make are important. Common choices include deciding which way to go, how you choose to deal with other characters, and how you react to situations. Each of the books has ways to ‘win,’ to happily survive but fail, to survive but fail horribly, and to die. The number of these outcomes varies between each book, with the most deadly having about half of its endings fatal. None of the deaths are graphic, and many are suggested more than described. Some of the endings are quite abrupt, and if you make poor decisions right from the start your story could be over in only a few pages. But, that’s to be expected in books of this kind. My biggest complaint? Names! A lot of characters and places have difficult to pronounce names which the vast majority of kids will just skip over instead of bothering to sound out. Some of them I even stumbled over on first glance. For my kids? Those words are just Sli-jibberjabber or Nya-somethingsomething. Also? Battle is nearly always fatal. Fair! But, at the same time, battle is a big part of RPGs, and some of these characters — the cleric and the fighter particularly — seem like they should be capable combatants.  That they die so easily and so often in a fight is a little jarring. For me, anyway. My kids didn’t mind too much.

It should also be noted that these books very often intersect with other D&D books and products. Two books directly mention Volo’s Guide to Monsters and one mentions the kids book Dungeonology (also penned in lore by the infamous Volo). Characters and events from some of the other books also connect to major campaigns, as noted below. My kids and I thought this was awesome! But, not all parents will. Particuarly if it makes your kids want those (pricy) books. Haha.

So what exactly are these books?

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Take on the role of a dwarf cleric in Endless Quest: Into the Jungle by Matt Forbeck.

My son’s favourite book was ‘Into the Jungle,’ which lets you play as a male dwarf cleric of the god Clangeddin Silverbeard, the dwarven god of honourable battle.  Your character was given a mission by the Harpers, to track down an ex-member of their order by the name of Artus Cimber and retrieve a powerful magical ring that is in his possession, the Ring of Winter. In the wrong hands this ring could bring about an eternal winter, and the Harpers want the ring to remain in their possession. Artus has disappeared in the jungles of Chult, and its up to you to track him down, retrieve the ring, and bring it back. This was the most deadly of the books, with only one ‘perfect ending’ (which my daughter discovered on her first try), a heavy amount of ‘survive but fail’ (only two of which have a happy tone), and a whole lot of fatal endings. Despite its lethality, both of my kids adored it. There’s a pair of lovable characters you can befriend (Qawasha the druid and Kupalué the friendly vegepygmy), a wide variety of exciting locations to explore (from dinosaur races to ancient ruins), tons of cool enemies to encounter (including a stone golem, froghemoth, zombie tyrannosaurs rex, green hag, and the witch Nanny Pu’Pu), and a variety of interesting races to interact with (like pterafolk, grungs, aarakocra, and goblins). Famous cameos include Volo, the Harpers, Artus Cimber, and the Red Wizards of Thay. The majority of the book deals with the hazards of the jungle, and the undead which are rampant throughout it — particularly zombies. My son’s favourite part of the book was the variety of cool places you visit, and a timely rescue from stone golems by an aarakocra (eagle-people). My daughter’s favourite part was when she read the book for the second time and was killed by eating a tasty (but poisonous) dinner with a tribe of adorable grungs (humanoid poisonous tree-frogs). My favourite part? Your side-kicks! Qawasha and Kupalué are wonderful guides and great fun. As an added bonus, certain circumstances can make them turn against you, which gives your decisions extra weight. There’s also a series of lovely interactions with the witch Nanny Pu’Pu which will force you to choose between your morals and survival. Your character will then have to deal with the ramifications of that decision. Awesome! The downsides? I found that the main character doubts his faith a lot. He’s he’s in a bad situation he often wonders why his god is displeased with him or has abandoned him. Now, I’m not saying it’s not alright to have a crisis of faith, but he has them a LOT, which is a strange character trait to give a devoted cleric. My other complaint? As previously mentioned, if you get into a fight chances are you lose. Which is unfortunate when you’re playing a cleric who gets to fight against undead and worships a god of honourable battle. That’s not to say he never wins a fight — cause he does. It just doesn’t often happen. I’m totally fine with him dying against a stone golem, or a froghemoth, or a swarm of pterafolk who drop him to his death. But against a few zombies? Or a few goblin and some zombies? It makes him feel a little lame. Overall, we all really enjoyed ‘Into the Jungle.’ My kids loved it most and both give it a rating of “Awesome,” while I really enjoyed it. The characters and events in this book are tightly intertwined with the Tomb of Annihilation campaign and Board Game. Artus Cimber also appears in the books Realms of Valor: The Family Business, and The Ring of Winter (which I can’t seem to find available online, but I could find as an audio book).

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Take on the role of a human fighter in Endless Quest: Escape the Underdark by Matt Forbeck.

The second most-deadly of the Endless Quest books is ‘Escape the Underdark.’ In this book you play as a male human fighter who is captured by drow. You begin the book by waking up in a prison cell (classic!) alongside a motley crew of other prisoners. It’s up to you to escape or die trying! But, as you’ll soon learn, escaping isn’t the hardest part. Getting back to the surface alive is. Depending on your choices you’ll get to face off against a wide variety of underground hazards and enemies. Much to my surprise the fighter can make a lot of allies. In addition to the other prisoners you start the book alongside, you can befriend myconids, and ally with an opportunistic kuo-toa, duergar, a dangerous red dragon, and even an intelligent gelatinous cube named Glabbagool. My favourite of your allies are a pair of quirky goblins named Spiderbait and Yuk Yuk. They were both adorable and hilarious. I love them! The locations you visit are surprisingly varied, including cities, underground lakes, and even a crevasse filled with spider webs that acts as a kind of highway for adventuresome locals. In addition to the prison located in Velkynvelve, which is where you start the book, you can travel to the famous drow city of Menzoberranzan and the duergar city of Gracklstugh.  Although Menzoberranzan has no happy endings, visiting the duergar can lead to a variety of adventure, some of which can lead to back to the surface. There’s plenty of foes for you to face off against, although nearly every single fight you get yourself into will end in death (even more so than the cleric) which is an odd choice since your playing as a FIGHTER. You’ll need to rely on your wits more than your fists. The most terrifying foe you encounter? Demogorgon. Yup! The demon lord himself! Yikes! Despite its lethality, this was my favourite of the Endless Quest books. The large cast of characters is a lot of fun to interact with and, if I’m being honest, I’ve always been a sucker for drow. It also has some of the most satisfying endings out of the Endless Quest books. Even some of the deaths and failures where you never escape the Underdark are surprisingly satisfying. It was great fun. This book, its overarching events, and its characters are intertwined with the D&D campaign Out of the Abyss and the Rage of Demons storyline.

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Take on the role of a halfling rogue in Endless Quest: To Catch a Thief by Matt Forbeck.

Next up is ‘To Catch a Thief‘ which places you in the role of a female halfling rogue who picks the wrong pocket! After being caught by Lord Laeral Silverhand, the Open Hand of Waterdeep and a contingent of the City Watch you’ll need to use to wits to escape jail time. This will lead you to either trying to flee or taking on a dangerous task for Lord Silverhand. Recently her pet griffin was stolen by the Thieve’s Guild and she wants you to retrieve it for her. Sound easy? Not so! The Thieve’s Guild is incredibly powerful and far-reaching. It’s leader, The Xanathar, is a powerful beholder. Not someone to trifle with! Stuck in an impossible situation, its your wits, adaptability, and shifting allegiances that will see you out of this whole. That and fleeing! Running away is a common ending in this one, and you often have the chance to abandon your mission — whatever it may be at the moment — and skip town. Which is awesome, actually! Very in character for a rogue. I also really enjoyed that you have plenty of chances to change sides, trick, and betray someone. This book takes place in both the city of Waterdeep, and the underground city of Skullport. You get to visit some famous places, and interact with a few well-known characters. You may also get to disguise yourself as some famous characters including Marune the  Masked, and the infamous Drizzt Do’Urden. Surprisingly, the wily rogue manages to survive most of the fights you can get into, and dies rarely. Most often she survives by fleeing, but sometimes finds herself beholden to one faction or another. Likely for life. It’s probably that however you ‘win’ this book you’ll make enemies, meaning even victory can be dangerous. By far the most satisfying endings involve rescuing the griffon, which lets you take on the role of hero. But that’s not necessary. Not everyone wants to tangle with a beholder, after all. Another wonderful ending involves saving a group of slaves from their bugbear kidnappers and leaving town with them. Other than a beholder, bugbears slavers, and bandits and thieves of all kinds, you can also face off against pirates, assassins, thugs, guards, a demilich, and even start a bar brawl!  Lots of danger in this one! All in all, my kids liked this book least (although they still enjoyed it a lot) due to the lack of scenery changes. You’re in a city and you might move to another city. Not much in the way of far-flung and exotic locations, here. However, it was my second favourite of the Endless Quest books. I thought it was lots of fun. Waterdeep, Undermountain, and Skullport are the main locations in a variety of adventures, including Waterdeep: Dragon HeistWaterdeep: Dungeon of the Mad Mage, and Tales From the Yawning Portal.

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Take on the role of an elf wizard in Endless Quest: Big Trouble by Matt Forbeck.

Finally, we have ‘Big Trouble.’ This is both the least lethal, but the saddest of the books. In it you take on the role of a female elf wizard whose home is attacked by an army of hill giants. During the attack you’re told to take your younger brother and flee, though whether you listen to that sound advice is entirely up to you. Although its possible you get out with your brother, it’s most likely you end up alone. Lost and worried about your family you set out on a quest to find them and bring them home. Along the way you (very likely) meet up with a cloud giant wizard named Zephyros who travels around in a flying tower and is a friend of your parents. With his help you can choose to track down either your father, or your mother and brother. Both choices lead you on a variety of adventures to some far flung locations. The quest for your father can take you to the Eye of the All-Father in the frozen north and pit you against bandits, giants, a blue dragon, and a dragon cult. The quest for your mother and brother will lead you to Grudd Haug, a hill giant settlement where they have been taken prisoner by the disgusting Guh, a female hill giant that believes if she is the fattest hill giant her gods will give her their blessings. She’s gross. There’s plenty of ways for things to go awry on your journey, and a surprisingly large number of ways you can rescue some of your family. However, there are no endings where you can rescue everyone. You might save your brother, or your mother, or your father, or your mother and brother — or no one — but you can never save them all. That means that even the happy endings are bittersweet. Surprisingly, this determined wizard gets into a lot of fights throughout the book, and can even take down (or help take down) some very powerful enemies with low-level magic. She proves that even the young and inexperienced can make a difference. This was a really wonderful, welcome change from the previous books, which often end with you dying in such circumstances. It was also really unexpected. Some important locations you can visit in this book include Ardeep Forest, the Eye of the All-Father, and Grudd Haug, and some famous characters include Harshnag, Claugiyliamatar, Zephyros, and the infamous wizard Elminster! Events and characters in this book directly intersect with the Storm King’s Thunder campaign. Some of the characters can also be found in the old Heroes’ Lorebook, and the old City of Splendors: Waterdeep. Elminster, of course, can be found in a LOT. It was a lot of fun!

Both my kids and I really enjoyed the Endless Quests books. I highly recommend them for any kids who have an interest in fantasy novels, adventure novels, choose your own adventures, or tabletop RPGs. They’re engaging, variable, and a ton of fun. Fans of D&D will particularly enjoy all the famous places you can visit and people you can meet. Best of all? Each one is very different.

Well done, Matt Forbeck! My family is sending you a round of applause for writing these delightful kids novels!

As for everyone else? I hope some of you have the chance to share these books with the kids in your life. They’re great fun and well-worth the money.

Jessica.

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Shackled City: Part Three: Jzadirune

Wow, it has been AGES since we’ve have a chance to write a new campaign update! Fear not, fellow readers, our campaigns haven’t come to an unfortunate end. They’re trekking along slowly, in between school, work, and everyday life. So where are we heading today?

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The Shackled City Adventure Path is a 3.5 Dungeons and Dragons Adventure originally printed in Dungeon Magazine by Paizo Publishing.

Cauldron, home of the The Shackled City Adventure Path!

When we last left off our heroic musicians were investigating a series of missing person cases which recently culminated in the abduction of four children from a local orphanage. Fate led to our characters taking the rescue of these people upon themselves! If none of this sounds familiar you can read this blog post first, which details our characters, or continue on with this article to jump right into the action! You can also check out our previous adventures in Shackled City: Part One and Shackled City: Part Two: A Mystery!

The Shackled City Adventure Path is available for purchase in its entirety here. The first volume, Life’s Bazaar, is available for purchase here.


The Heroes

Our eccentric heroes are all members of ‘Dinorabbit,’ a musical band that changes its name frequently and was most previously known as ‘Boople Snoot.’ The band’s lead singer and song-writer is Falco Rhiavadi, a foppish noble bastard of mixed Tien descent whose father was devoured by a dragon when he was just a boy. A well-groomed, handsome man with an easy smile and a winning personality, Falco’s a black sheep among his family. Mechanically Falco is an oracle of life whose familiar is a jealous and demanding thrush named Ruby. Falco is played by my husband.

Mick Frimfrocket is a gnome with dark blue skin, bright pink hair that stands straight up on his head, and light blue eyes with flecks of red around his pupils. He’s energetic, bold, and loves nothing more than a good laugh! Mick acts as the band’s pianist and creative director. He’s the driving force behind the bands constant name changes, and over-the-top performances. Mick was born in Jzadirune but was brought to the city of Cauldron to escape the Vanishing. Orphaned by the mysterious events and with few memories of those early years, Mick was raised in the Lantern Street Orphanage — the very same orphanage that recently had four children kidnpapped right from their beds! Determined to save those little scamps, Mick was very excited to take up this missing person’s case and follow it to its conclusion — particularly when he realized that it led to his one-time home. Mechanically Mick is a monk / bard (prankster) who attacks with wild kicks while playing his piano in battle. He’s played by my seven-year old son.

Rabbity Castalle is a rabbitfolk waitress who works at the Tipped Tankard Tavern. A dancer and singer for the band Dinorabbit, Rabbity also has a pet panther named Panthy. She’s lucky, nimble, and quick, but a little skittish. One of her co-workers is one of the people who was recently abducted, so she’s very keen to solve this mystery and return him home. Rabbity is a hydrokineticist played by my six-year old daughter, using the rabbitfolk race. Rabbitfolk are a Pathfinder Compatible race created by my daughter (with some help) which will soon be published in the upcoming Realms of Atrothia: Primary Expansion by Sunburst Games (Kickstarter coming in February!)

The final member of our party is Aeris Caldyra, a local locksmith who was cajoled by her roommate, Rabbity, to join the band as a percussionist and set designer. With few friends to call her own, Aeris relented to the rabbitfolk’s request and is the least talented member of the band. The last worshipper of Alseta in Cauldron, with more than a few secrets and regrets, Aeris is a suli bloodrager with a chip on her shoulder. Always one to lend a hand, like her Grandfather Marzio once would have done, Aeris is determined to rescue the missing citizens of Cauldron. Aeris is my character for the Shackled City Adventure Path.

Although that’s the last of our PCs, that’s not the last of our party. The members of Dinorabbit are also travelling with two NPCs: Patch, the half-orc janitor, and Keygan Ghelve, a local locksmith.

Patch is a big, stuttering, fool who works at the Lantern Street Orphanage — the very same place he was raised. Patch recently got recruited to the Last Laugh Thieve’s Guild and was asked to watch over an orphan named Terrem. Unfortunately, Terrem was kidnapped on the very evening that Patch went out to meet with with the guild. Distraught over the boy’s disappearance, Patch was pressured by Falco and Mick into helping them rescue the kids. And so, the poor one-eyed janitor finds himself heading into danger.

Keygan Ghelve is a gnome locksmith and competitor of Aeris’. He’s also the reason people are going missing! Months ago strange creatures came up from Keygan’s basement — which leads to the abandoned gnomish enclave of Jzadirune — and kidnapped his rat familiar! They forced Keygan to forge them a set of skeleton keys that can open the locks he’d installed in Cauldron, and a list of all his customers. In the months since, skulks and dark creepers have used his home as a way station, heading out into the city, abducting people from their homes, and dragging them back underground through his basement. Keygan feel guilty, but he’s more worried over his rat than anything! The members of Dinorabbit followed clues that led to Keygan’s shop and discovered his role in the abductions. Although Aeris wanted to turn him in to the guard, the Falco and Mick insisted he come with them if he wanted to save his rat. He’d need to help rescue the kidnapped citizens of Cauldron and undo the damage he’s facilitated.

Aeris decided that after that she’d still have him arrested. She’s a stickler for the rules. …Usually.

And so our eclectic team of musicians, janitors, and locksmiths, descends through hidden passageways into the long-abandoned gnomish enclave of Jzadirune, on the trail of subterranean kidnappers!

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The team!

Aeris and Falco led the way, with Mick, Rabbity, and Panthy travelling in the middle of the group. Patch and Keygan took up the rear, while the cowardly locksmith strongly debating running away when no one was looking.

They stepped foot into Jzadirune and explored a strange room where they heard birds chirping, gnomes laughing, and felt a breeze blowing on their skin. Massive masks hung on the walls. As they moved into to illusion-draped room to look around they discovered two strange doors –- like giant gears that roll into the walls, these were the ‘Doors with Teeth’ divinations had led them to! (See the riddle for more information). My children were thrilled! Beyond thrilled. They had obsessed over that riddle for days. But, seeing a glimmer of light coming from the cracks around one of the doors, Aeris and Mick went to peek inside, while Falco moved deeper into the room.

Suddenly the masks on the wall began to sing, welcoming them to Jzadirune and warning them against pilfering. Although my kids loved it, and asked me to sing the song to them over and over and over, it wasn’t so great for their characters. The illusory song caused the figures beyond the lit door to notice the heroes. Quickly camouflaging themselves, the skulks vanished. They lay in wait to ambush the PCs, but after only one round of battle they ran off, deeper into Jzadirune through makeshift, rough tunnels that had been drilled through the walls.

Our heroes gave chase, engaging in a series of skirmishes against a pair of skulks. Eventually they came to a room with a strange mechanical construct in it, clearly the source of the roughly drilled tunnels. There a dark creeper ordered the construct to attack the intruders, in gnome. Mick laughed and told it to stop. The pair argued and bickered, giving the construct contrary orders until the creeper gave up and fled. Mick was thrilled with his new, neat, half-broken construct, and the group was off again, charging blindly through the tunnels, deeper into Jzadirune.

One battle into this place and they were already super lost! Haha.

Our explorations continued over a whopping eight play sessions and over fifteen hours of gameplay! That’s a LOT, particularly when you take into account that half of our party is children under eight years old. I find that my kids are easily bored by long encounter-heavy dungeons, so I did my best to make it interesting. I combined multiple similar battles into one encounter, turning them into dynamic, constantly moving skirmishes. Other encounters we skipped completely, removing many of the extra enemies that served no immediate story purpose, like vermin. Those encounters that remained were a lot of fun, typically taking place in the most exciting and dynamic of Jzadirune’s rooms. Favourite locations included the previously mentioned giggling masks room, the theatre where you can watch illusory plays, the throne room where you could interact with an illusory gnomish king and learn hints as to what befell Jzadirune, and the underground forest. Since my son’s character spent his early years living in Jzadirune, I made sure to give him plenty of information and history he could discover. No empty room was just empty, there were hints to the room’s purpose and inhabitants, memories he might distantly recall, and places he’s been. His favourite discoveries included a door that had his family’s name on it, and a bedroom that contained a child’s bed and a long-discarded stuffed animal he’s pretty sure was once his. Finally, we played up the personalities and interactions of the NPCs Keygan and Patch, which everyone really enjoyed. Even Aeris was happy to see Keygan reunited with his beloved rat familiar, Starbrow.

My kids had a great time uncovering the mystery of Jzadirune and determining what caused it to become abandoned. And, while my daughter is happy that we’re finally leaving that spooky place behind, my son is a little sad about it. He’s decided that Mick Frimfrocket will reclaim this place once its done. He has big plans to clean it up, make it safe, and use it as a home and base of operations. Maybe he’ll even turn it into an orphanage. Whatever he decides to do, he’s loath to hide the signs of its previous inhabitants. He wants to keep every mural, nameplate, and bed. Preserve every memory he can of the gnomes who once lived and died here. It’s all he has left of his family.

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The map of Jzadirune and my son’s new construct.

In the end our characters discovered that Jzadirune was laid low by a curse that affected their magical objects, causing their users to vanish completely. Those few gnomes who survived the terrifying experience were children. The kidnappers had been using Jzadirune’s ruins as a base of operations, digging tunnels with old broken constructs through the walls to avoid traps and complex doors. And, although they battled the skulks and their dark creeper minions, my players never found any signs of the kidnapped citizens of Cauldron. What they did find was a door. The door led to a platform that, with the flick of a switch, descended down a shaft into the darkness. When the doors opened they found themselves someplace else. Someplace new. A place of dwarven construction, made from malachite.

My son and daughter gasped in shock!

“MOM! MOM! The riddle! The riddle says something about that mal-kite! We are almost there!”

My son read the riddle a few more times and double checked the notes that he keeps in his detective’s notebook (which is a copy of Detective Murdoch’s notebook from Murdoch Mysteries). “Hmmm… Yup! Those kidnappers must have been working for a duergar! He’s the true culprit!”

My daughter clapped her hands in glee. “Yes! We are almost there! I have to save my good friend Griffin who I work with! He was supposed to be married! His girlfriend is so sad she cries everyday! We must hurry! He could DIE!” She says the word ‘die’ with such drama. It’s adorable.

“And think of the children!” I joked.

My kids nodded. “YEAH! THE CHILDREN!” They were not joking. In fact, they were very, very, serious.

But, by then the weekend was over. It was time to get ready for bed, and prepare for the next week of school. The children would have to wait. But, you can bet that we’ll be playing again next weekend, when we begin our exploration of the Malachite Fortress.

Thanks for joining us, everyone! I hope you enjoyed getting to hear a bit about our crazy adventures. We’ll see you again soon!

Jessica

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Life’s Bazaar is the first adventure in the Shackled City Adventure Path.

Behind the Screen

The Shackled City Adventure Path is a difficult to get your hands on adventure path published in eleven separate Dungeon Magazines, or available in hardcover from Amazon here or from Paizo Publishing’s website here. The first adventure, Life’s Bazaar is available in Dungeon Magazine Number 97 from Paizo Publishing’s website here.

The shaman and the bloodrager classes, as well as the bloodrager archetype spelleater, can all be found in the Advanced Class Guide. The urban bloodrager archetype can be found in Heroes of the Streets. The Kineticist class can be found in Occult Adventures. The monk and bard are base classes found in the Pathfinder Roleplaying Game: Core Rulebook (or in a convenient travel-sized edition: Core Rulebook (Pocket Edition)  while the prankster archetype for bards can be found in the Advanced Race Guide.

 

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.

the sun - burning archipelago - entrance - dawnshore
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

starfinder dawn of flame adventure path fire starters
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

 

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!

StarfinderCover
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!

GAME ON!

Jessica