Adventures In Wonderland (1-4)

Last October our family started this fun series of children’s adventures. We had an ESL student we had hosted some time ago visiting for a few days, and it seemed like a great activity we could all enjoy.  We shared a review of Adventures in Wonderland #1: Chasing the White Rabbit at that time, and the kids loved it. So much so Kelly ran the second adventure the same night with only a quick scan of the PDF before playing. The third was played the next day.

Then a long time passed. Our former student returned to Japan. The kids begged and begged to find out what happened to the white rabbit. We played another fun kids adventure. And eventually a new chapter in the AIW series came out.

With Rugrat #3 old enough to not be napping, but young enough she can’t quite grasp everything that’s going on, we set her up as Kelly’s animal companion. She sat on Kelly’s lap, rolling her own set of dice randomly and chiming in to repeat what people said.

“Perfect summer day.”

Chasing the White Rabbit

Adventures in Wonderland #1

It had been a long time since we’d played, so we presented the rugrats with the idea of starting over. Rugrat #1 wasn’t too sure about it; he wanted to move on to the next part. We asked if he wanted a friend to come join us, and pointed out his friend might want to start at the beginning, and so it was agreed.

For those of you who aren’t familiar with the series, it starts like this: “On a lazy, do-nothing day the relaxed cloud-gazing of a group of young adventurers is interrupted by the mysterious appearance of a strange, teleporting white rabbit. What follows might be the oddest game of tag ever played, as the adventurers chase the white rabbit through a peculiar and colorful wood only to run afoul of an angry tree.”

This initial part is run much like a board game, introducing kids to their character sheets by way of skill challenges. Once players reach the end of the path they face off against the large tree, giving everyone a chance to test out their combat skills.

This first adventure is a great primer to games in general, not just roleplaying games. It gets the players used to rolling dice and moving their miniature across a board that is not unlike the board used to play Snakes and Ladders. Along the way, they will be introduced to Pathfinder RPG game terms, such as saving throw, attack roll, and skill check, as well as being introduced to the game’s central mechanic.

The rugrats remembered this from last time, and our 5-year-old barbarian grinned as he got the final blow (again).

When we finished this adventure, we asked the kids to summarize what happened.

Friend: “We landed on magic things.”

Rugrat #2: “I landed on a paw!”

Rugrat #1: “The tree picked up the rabbit.”

Down the Rabbit Hole

Adventures in Wonderland #2

“After chasing a white rabbit through the wood, a group of young adventurers find themselves falling down a peculiar rabbit hole! Can they puzzle their way out of the hole by feeding a hungry dictionary and playing the oddest game of peek-a-boo ever?”

Words for the Dictionary

Kelly and the kids were sucked in the rabbit hole and Rugrat #1’s friend looked a bit nervous. Then he asked if he could tie the rope in his inventory to an arrow, and attach that to the wall in case they started to fall. As written, there is no real threat here, but it was inspiring to see the problem-solving in action, so we had him roll it up. He looked so pleased when he succeeded.

And so we began the dictionary challenge. Friend recognized the weasel song the dictionary sings right away and bobbed his head along to the song. Rugrat #3 just continued to repeat what I said about the book.

Rugrat #3: “It flies out! It looks crazy.”

Rugrat #1, who loves to read, enjoyed this challenge immensely, and even Rugrat #2 confidently chimed in with a few words.

The part with the potion and the cake was a little more troublesome for the kids. Our rugrats have been lectured extensively to never consume anything that isn’t food and that we didn’t give them (there were a few too many cases of them chewing their nails, biting lego, and licking shopping cart handles). It took a bit of urging, and Kelly going first, for the kids to try the consumables, but in the end they did, and through the door they went, into the next adventure.

The second adventure is really fun and reinforces the idea that the players can use their imagination and their wits to overcome challenges. Clever players can likely make their way through this adventure never needing to roll dice. The module is also tame enough that even the most sensitive person will have no problem playing through it.

We don’t want to spoil all the surprises in this adventure, but once again we asked the kids for a summary of the journey so far.

Rugrat #1: “We met the diary!”

Friend: “We met the Peek-A-Boo!”

Rugrat #2: “We saw the book.”


The Dodo’s Race

Adventures in Wonderland #3

The third adventure has the players run the Dodo’s obstacle course. There are dragonflies, representing tally marks, following the characters around; anytime they were addressed, I had them respond by saying their names were all Mark. Rugrat #1 loves puns, and the idea of the dragonflies being called “Mark” was hilarious to him. When I said there were pictures of large dragonflies on the ground where they were meant to stand, and that their names were “Mark” as well, he looked amused.  When they started saying “Hey, I’m Mark” too, he broke into hysterics.

Honestly, this whole adventure had the kids in stitches once they figured out what was going on. At first the dodo’s strange way of speaking and constant misuse of words confused the kids, but once they figured it out, they just kept giggling.

Adventures in Wonderland #3: The Dodo’s Race has the PCs face off against some gelatinous blobs.  When we played the adventure the first time (in late 2016), Kelly made Jello jigglers; this time she opted for a bag of candy. The small pieces of coloured sugar stood in well for the opponents on the battle board, and the kids were able to eat them once the foe was defeated.  Needless to say, this was a hit with the kids.

By this point in the adventure path, the kids had the hang of some of the common RPG terminology and the dice, including which one was used for which purpose.

Kelly: “Roll your initiative.”

Rugrat #2: “Or your d20, whatever you want to call it!”

Rugrat #1 and his friend both wanted to heal Rugrat #2 when he got hurt. They started asking around the table who had the best heal and were super concerned, but thrilled they won the prize chest from the Dodo.

Friend: “Is the chest full of gummies?”


And this adventure’s summary?

Rugrat #1: “Hey, I’m Mark!”

Friend: “We wanted to eat jello. We saw jellyfish.”

The Dodo’s Race is another good installment in this series. It promotes team play, and reinforces that each character is going to have strengths and weaknesses, and that we work together to deal with situations as they arise. It also does a good job of giving the players choices. At no point are they forced to combat the various jellys, but they will make the subsequent tasks easier if they do. It’s a great mini-module for young players.


Message for the Duchess

Adventures in Wonderland #4This was new for the Rugrats, and for us, which brings us to the biggest disappointment of this series – it takes forever to be released. There is amazing art, fantastic maps, and a great story, but the huge gaps in release dates makes it difficult to keep the momentum going in any campaign, but especially one with kids.

The players made their way into the duchess’ home and eventually found their way to the ball pit where they were set upon by the snake-like baby mimics, who seemed to come out of nowhere.

Rugrat#2: “So it’s camouflaged in the balls?”

We rolled up initiative again, each time easier than the last as the kids were getting the hang of where to find the information. Rugrat #1 remained the best at adding the necessary numbers, but with a little encouragement, he gave his friend a chance to work on his own arithmetic helping out only when he or Rugrat #2 got stuck.

Friend: “I use snake attack! Snake attack! Oh wait, that’s sneak attack.”

We used the candies from the third adventure to represent the baby mimics, and once again, the kids were thrilled to defeat them. When the first one was destroyed (aka: eaten), the kids all chimed in saying it would be a great idea if each of them defeated a snake (and ate the corresponding candy). The thoughtfulness of that admittedly surprised Kelly and me who expected them to just fight over the candy. It also worked out really well that each child did take out their own snake, with a little help from Mama Witch who used a sleep hex on each of them. There was, of course, a bag of candy just in case the barbarian took out more than just his share.

We were running short on time at this point, so I truncated the search through some small tunnels and moved everyone along to the final encounter of the module (skipping the mirror ray encounter), which Rugrat #1 crushed due to his knowledge of the colours of the rainbow. The players then discovered the Duchess’ message around the neck of a cute stuffed bear. The bear is intended to be given to the characters as a reward, but the Duchess decided against giving it to them, since they opened her message without permission… whereupon the roguish friend decided to steal it from the narcoleptic woman, reasoning that it was okay because the game is just pretend. The party then moved on in the direction that the Duchess told them she saw the white rabbit move in, and the game ended.

A Message for the Duchess is a fun little mini-dungeon for new players to romp through. None of the challenges is too much for clever players.

What was your favorite part of the whole adventure?

Rugrat #2 & Friend: “Eating the gummies!”

Rugrat #3: “The bunny!”

Rugrat #1: “Hello, I’m Mark!”

I would highly recommend these adventures for new players. The way they gently increase the learning curve is excellent, acclimating the players to each mechanic as its introduced. On the whole, the only negative aspect of this mini campaign is that the modules are coming out slowly, and that the kids ask daily when the next one will be released.

What’s your favorite thing about playing Pathfinder?

Rugrat #2: “Being a character and all the stuff you can do, like sneaking!”

Rugrat #1: “The funny parts in the story, and the voices.”


Do you play any RPGs with kids in your life?

Have you checked out the Playground Adventures line of products before?

Let us know in the comments below!



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October 2017 Reviews

In case you missed some of our products the first go around, or you’ve been sitting on the fence about them, we’ll compile the monthly reviews of our products into one blog post each month.

The full reviews can be found with the products (linked to in the product name), and in some cases, on the reviewer’s own blog (linked to the reviewers name).

Continue reading October 2017 Reviews


5 and 5 for Starfinder RPG

Now that Paizo’s new hotness, the Starfinder Roleplaying Game has been out for a couple months and we’ve had a chance to read the rules and take them out for a spin in our new, ongoing, Way of the Worlds campaign, I’m ready to expound on my favourite and least favourite aspects of the system.

Without further ado, the awesome:

1. It’s pretty. It’s really pretty.  With nearly a decade of being a top dog in the RPG industry, Paizo knows how to make a good looking book. The Starfinder Core Rulebook  is well laid out and is full of gorgeous art, with only a couple of clunky pieces, and no terrible ones. In particular I love the look of the chapters dealing with the races and classes, as well as the gorgeous depictions of the weapons, and the pulp sci-fi fishbowl helmets the space goblins (we’ll talk about that name later) wear make me smile.

2. The Pact System. When I did my 5 and 5 of the Pathfinder RPG, the default setting of Golarion made it onto my list of things I don’t like, and I expected the same of Starfinder’s Pact System. I find actually the reverse is true; with an entire galaxy to play with, each world (be it a planet, moon, worldship, or other) has room to be strongly themed without feeling forced or stepping on the toes of other locations in the system. I enjoyed the setting portion of the book more than I thought I would and am anticipating the release of the Pact System book next year.

3. Character themes and universal archetypes. Starfinder replaces Pathfinder’s traits with themes which are more akin to Dungeons and Dragons 5th Edition’s backgrounds, albeit with a bit more mechanical weight. There are a decent number of themes in the core book, but these are easily expandable; I anticipate that the number will grow rapidly as Paizo releases new material.

Archetypes are now designed so they can be applied to any of the core classes, rather than being class specific as they are in Pathfinder. I like this change as it recognizes the fact that certain themes are fairly common, such as seafaring characters in a nautical campaign, and separate archetypes don’t need to be created for every class in the game to promote the theme.

4.  Familiar rules have been streamlined. The Starfinder rules framework is over seventeen years old, but Starfinder has found places to streamline and round off the edges to meet its idea of a sleek science fiction… sorry, science-FANTASY future. Iterative attacks have been removed in favor of a flat -4 penalty to each attack if a character wishes to attack twice in one round. Flat-footed armour class has been replaced with a much easier to apply flat-footed condition. Attacks of opportunity have fewer triggers. There are a ton of small changes and tweaks that largely smooth the familiar gameplay.

5. There is already plenty of support. While Paizo’s own support has been decent for such a young game, with an adventure, GM screen, pawns, and a free mini bestiary, there is already a respectable amount of third-party support from some of the bigger Pathfinder 3pp publishers such as Rogue Genius Games, Legendary Games, Fat Goblin Games, etc… I expect that the support from both the first and third parties will only grow, given the success this game has already achieved.

the moon


Give yourself to the dark side…


While there is certainly plenty to enjoy about Starfinder, I have an active compacter room full of complaints as well.

1.  Half the classes are lame. While the operative and soldier are clearly better versions of Pathfinder’s rogue and fighter, respectively (seriously, it feels like the design team looked at D&D 5e’s rogue and realized that the class is in fact supposed to be amazing), and the mechanic doesn’t offend me, the other classes fall flat.

The envoy, the class I was most looking forward to, is… not good. At all. Where I was hoping for a class that could awesomesauce its way through social situations using a new robust set of social rules, I got a cruddy bard that doesn’t even have magic to make up for the lack of facility present in the class chassis. Partly this is because there is no robust set of social mechanics, new or otherwise – there is Bluff, Diplomacy, and Intimidate, the three Charisma based skills extant since the dawn of D&D 3.0, and despite the name of the class, the envoy isn’t necessarily better at any of those skills than any other class. The envoy can’t use words as weapons to erode his opponent’s resolve (his opponent likely doesn’t have resolve, that resource is mostly reserved for PCs). The envoy can’t even decide to point at an enemy to say, “go get ‘im, guys,” while moving thirty feet and shooting at said enemy in the same round. The envoy, in short, is a sucky pile of suck that would have been better served as an operative specialization, or an archetype.

While the mystic and technomancer are probably fine in their roles, and I do appreciate that there are only six spell levels thus far, neither class is particularly compelling to me, and honestly, the magic in the setting feels more tacked on than integral, so I found myself wishing this was a pure sci-fi game. Further, technomancer just feels like a stupid name for what essentially amounts to a sorcerer (they deemed it necessary to call out the in-space nature of space goblins and space pirates, why not just call them space wizards?), as they don’t seem overly great at tech type stuff… nor are they better at creating EDM or breakdancing, so… what gives with the name?

Finally, the solarion is a very specific peg in the otherwise generic hole of Starfinder’s classes. While Starfinder’s Jedi stand-in feels like it was dreamed up by the band Muse, with their black hole and supernova inspired powers, in reality, most members of the class will struggle for at least four levels as the default character generation method for the game doesn’t supply enough points to make their Charisma high enough to be survivable (via resolve), while also making their Strength, or Dexterity high enough to hit things regularly. And don’t make the mistake of creating a ranged combatant out of a Solarion as I did, because the class’s “stellar revelations” either promote melee combat or the imposition of negative conditions that will have a low save DC due to your Charisma probably being low despite it being your primary ability….

Starfinder RPG cover2.  Stamina, Hit Points, and Resolve. Prior to release, I was excited to read about the system’s dual use of stamina and hit points to denote life force and survivability, and of the ability to spend resolve (a “new” mechanic… that is essentially Pathfinder’s optional hero points) after a ten minute rest (shades of D&D 5e’s short rest and hit dice mechanics) in order to refresh all of a character’s stamina. In reality, stamina and hit points are the same thing, with stamina being reduced first prior to hit points being affected. Do critical hits bypass stamina to damage hit points directly? No they don’t. If a character has full stamina and is “hit” with a weapon coated in an injury poison, does she have to make a saving throw to avoid the effects of the poison? Yes she does, despite the fiction that stamina represents energy level/fatigue and hit points represent blood and gristle, so the poisoned weapon didn’t hit her at all. As for resolve, while it’s great that it can be used to refresh stamina or get a character reduced to 0 hit points back on her feet, some classes also use it to power abilities, leaving players with the choice of doing something awesome and class specific, or surviving the next fight. I know how my players will choose every time.

3.  Combat… is still a slog. For all of its rules tweaks and adjustments, Starfinder combat is even longer and more drawn out, in my experience, than it is in Pathfinder. Primarily this is due to creatures having more hit points (most monsters and NPCs don’t have stamina) than equivalent Pathfinder monsters, and the fact that the ranged weapons favoured by my player do what I consider to be ridiculously little damage at low levels. I am not certain what issue the design team takes with adding a character’s Dexterity modifier to ranged damage, but I wish they could get over it. The Weapon Specialization every class gains at 3rd level adds character level to damage, excepting small arms and weapons with the operative property which add half character level to damage, and grenades, which add nothing, but given that my player favours small arms and grenades, the damage boost doesn’t help much. In addition, melee combat is still a boring game of rush in and stand still while moving no more than 5 feet in a round because moving out of a threatened square still provokes attacks of opportunity.

4.  Everyone rides the gear train! I really like that many weapons in Starfinder inflict an additional effect on a critical hit, and as noted above, I think the illustrations of the weapons are outstanding, but otherwise, I’m not in love with gear in the game. Weapons and Armour in Starfinder are each given a level; the higher a weapon’s level, the more damage it deals, the higher a suit of armour’s level, the more protection it offers. This isn’t a bad thing in and of itself, but I can’t name a sci-fi or fantasy novel I’ve read where the characters are constantly ditching their old stuff so they can pick up new stuff. This is likely just my issue, but I like the idea that a character can use the same weapon through their entire career, give it a name, build a legend around it… and Starfinder doesn’t let me do that without houseruling level based damage boosts.

5.  Where’s the beasts? Paizo’s copy for the Starfinder Core Rulebook states that it contains “all of the rules you need to play or run a game of Starfinder.” This is not true. The core rulebook does not have the rules to make monsters or NPCs, and as of this writing, the game’s bestiary has still not been released to retail. The Core Rulebook fails to even have an appendix with stats for basic creatures or animals; the only stat block in the book as far as I can tell, is the Space Goblin (really people… why isn’t it just a goblin?) Monark… which has a CR of 20… yeah, it’ll be a while before I throw that at anyone. Of all my complaints, I think this one is the most disappointing. Undoubtedly, all the monster and NPC creation rules will be evident in the Alien Archive, but really, they should be in the Core Rules.

Trust your feelings…

 From the complaints, you might think I really dislike the Starfinder Roleplaying Game, but that isn’t exactly true. There is a lot of game here, and a lot to like. Starfinder represents a further tightening of the Dungeons & Dragons 3.5 ruleset; the gameplay is familiar but has been constrained in a mostly appealing way, though I do feel that a lot more of the rules adjustments found in Pathfinder Unchained could have been adapted for the new system.

At the same time though, from its rules, to its classes, to its races (I really think its time to start calling these species, or even ethnicities instead of races…) Starfinder feels safe and uninspired. The game largely fails to move beyond the classic D&D trope of killing monsters and taking their stuff.

While you could use the system to play involved investigations, or roleplay heavy campaigns of intrigue and skullduggery, and I certainly will (Our Way of the Worlds campaign will be the subject of next week’s entry, for real!), these will be successful despite the system, not because of it.

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September 2017 Reviews

In case you missed some of our products the first go around, or you’ve been sitting on the fence about them, we’ll compile the monthly reviews of our products into one blog post each month.

The full reviews can be found with the products (linked to in the product name), and in some cases, on the reviewer’s own blog (linked to the reviewers name).

Continue reading September 2017 Reviews

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July 2017 Reviews

In case you missed some of our products the first go around, or you’ve been sitting on the fence about them, we’ll compile the monthly reviews of our products into one blog post each month.

The full reviews can be found with the products (linked to in the product name), and in some cases, on the reviewer’s own blog (linked to the reviewers name).

Continue reading July 2017 Reviews

letters from the flaming crab logo

Gnomes vs. Gremlins

Earlier this year J from Flaming Crab Games contacted us and asked us if one or both of us wanted to be a part of an upcoming Letter From the Flaming Crab.

gremlin gnome coverThe company describes them as “a monthly series of Pathfinder-compatible supplements. Each Letter focuses on exploring a different topic to give gamemasters and players new, exciting options that can be dropped into any campaign.”   

If you haven’t checked out this line of products, they are quirky and a lot of fun. Kelly has had the pleasure of working on several of them in the past (including Dinosaur Companions), and Ken had fun being a part of the team for World Tree.  Which meant the answer was an easy yes.


So What’s it About?

The product features two different races – gnomes and gremlins.

The easiest way to break down the writing was by race.  The gremlins (or Mogwai) were written by Margherita Tramontano, who has fifteen different credits to her name with an assortment of publishers, and the gnomes (or gyrenomes) were written by the team here at Dire Rugrat Publishing.

We are quite proud of our little gyrenomes, and while we won’t be giving away any big details (you’ll have to learn about these guys in the Letter!), they are a whole new take on gnomes.  Delighting in the thrill of creating technology, an area most of their fellow, more typical gnomes would dare not touch, these underground dwelling inventors would love to be left to their own devices and underground warren, but Margherita’s troublesome mogwai are proving to be a bit of a nuisance for these guys and gals!

We worked together on the malfunctions chart, which adds a whole bunch of fun when your players try to use a device that has been tampered with, or just wasn’t made quite right.  These two feuding races are fun in their own right, but by combining the two of them into one PDF, Flaming Crab Games has handed GMs the perfect setting, along with several notable NPCs from each community, to insert into their own campaign, or just use for a one off session.

In short (and we’re a bit biased here), J Gray has lead a capable team in creating a pretty fun little PDF….

And it’s available on DriveThruRPG!

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June 2017 Reviews

In case you missed some of our products the first go around, or you’ve been sitting on the fence about them, we’ll compile the monthly reviews of our products into one blog post each month.

The full reviews can be found with the products (linked to in the product name), and in some cases, on the reviewer’s own blog (linked to the reviewers name).

You can find previous review round ups here.

Continue reading June 2017 Reviews

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May 2017 Reviews

In case you missed some of our products the first go around, or you’ve been sitting on the fence about them, we’ll compile the monthly reviews of our products into one blog post each month.

The full reviews can be found with the products (linked to in the product name), and in some cases, on the reviewer’s own blog (linked to the reviewers name).

Continue reading May 2017 Reviews

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April 2017 Reviews

In case you missed some of our products the first go around, or you’ve been sitting on the fence about them, we’ll compile the monthly reviews of our products into one blog post each month.

The full reviews can be found with the products (linked to in the product name), and in some cases, on the reviewer’s own blog (linked to the reviewers name).

Continue reading April 2017 Reviews

For the Hive Image

For the Hive – a Review

For the Hive is an adventure for the Pathfinder Roleplaying Game, published by Playground Adventures for their “Fun & Facts” educational adventure line.

In this module, for four 2nd to 3rd level characters, the sprite Bzzercup approaches the PCs to help her liberate a fairy bee hive from Chuft, a pugwampi gremlin, and along the way, they learn a few things about real-world bees. By default, the adventure takes place in Playground Adventures’ village of Glavost, which has been showcased in several of their other adventures, though the village doesn’t play a prominent roll and the adventure could be transplanted to any other village or town with no fuss.

Details for Potential GMs Only

The adventure begins with a visit to the library where the adventurers meet up with apprentice wizard Owen who introduces them to the aforementioned Bzzercup. Once she has described her dilemma, the PCs need to solve the first problem: making themselves small enough to fit in a beehive. To accomplish this, there is a puzzle to solve which will net them a potion that allows them to “be the bug.” The puzzle comes with two levels of difficulty, which is nice for GMs with younger or less patient players.

When the young adventurers solve the puzzle and shrink themselves down (and get sprayed with bee pheromones), they must deal with the next challenge: crossing the yard to the hive. The yard is represented with a gorgeous full colour map (with a player friendly version at the back of the book), and allows the players to determine their route to the hive, with the chance for action during the journey, depending on the route chosen. Travel across the yard is well portrayed, with challenges appropriate to the PCs’ state. From an encounter with a now giant-seeming mantis, to escaping the “river” created by  a watering can, to evading a hazardous field of flying dandelion fluff, there are plenty of iconic Honey, I Shrunk the Kids moments.

Once the yard has been crossed, it’s time to get into the hive, but first the PCs must contend with Chuft’s minions, which take the form of origami paper wasps. The wasps are neat foes, and allow the players to unleash the full weight of their characters’ combat abilities without worrying about hurting anything. Defeating these foes lets the PCs enter the hive which is a linear five room dungeon, with a small challenge to overcome when transitioning from area to area. My comment about the linearity of the hive shouldn’t be taken as a complaint. This adventure is for children as young as four; the focused nature of the dungeon is appreciated.

At the end of the dungeon, the PCs meet face to face with Chuft and two or three paper wasps. I personally have a few reservations about pugwampis… I ran Legacy of Fire Part 1: Howl of the Carrion King for my regular group and the pugwampis bad luck aura caused men in their thirties to have tantrums… this adventure is for kids… fortunately, in play, the one pugwampi didn’t cause any emotional outbursts. Once Chuft is defeated, the adventure is over – save a bit of wrap-up.


For the Hive is a well written adventure that isn’t too taxing of a read and, as written, doesn’t look too taxing to run. The read-aloud text is copious and the challenges are varied; both do a good job of making the players feel like their characters have shrunk down to the size of insects. The combats tend to be against insects or constructs (that look like insects), so there isn’t too much worry on my part about the level of violence in the adventure.

Formally, the module is gorgeous, with thematically appropriate graphic design, beautiful maps, and nice artwork, all in full colour, though a printer friendly version would be nice for those that print their pdfs out.

There is an instance of layout weirdness regarding the puzzle mentioned above: the simpler version of the puzzle isn’t located where the text indicates it is, but rather three paragraphs later, which is confusing. I think it would make sense to box the puzzle text, which would dispel the confusion.

The adventure is stuffed with tidbits about bees, so teaching opportunities abound. If you are a parent looking for a nice adventure for your young kids, you would do well to pick this one up. Five Stars for For The Hive!