Tag Archives: fantasy

Honest Review of Amerzone – The Explorer’s Legacy

Disclaimer

I was sent a free copy of Amerzone – The Explorer’s Legacy to review for my blog. While I am very grateful for the opportunity, I won’t let it sway my opinions. This will be my honest review.

Shameless Self-Promotions

If you’re looking for a way to upgrade your aesthetic, check out my latest reviews for the Epomaker TH85, Epomaker HE68 Mag or the KiiBoom Moonshadow V2. Check out my latest review of the Fifine M9 Microphone System. I’ve also started a web novel that I update every two weeks.

What is Amerzone?

Amerzone – The Explorer’s Legacy is an interactive fiction puzzle game coming to Xbox, PlayStation and PC on April 24.

You are a young reporter on your latest investigation. An old explorer you’ve befriended over the years has left you with instructions to an adventure of a lifetime. You find yourself on a trip to South America where you must venture into the Amerzone and return the egg of an ancient bird. Solve puzzles, collect clues, and survive the dangers of the Amerzone. What will your adventure uncover? Will this be the story you’ve been waiting for?

Review

Amerzone – The Explorer’s Legacy is the adventure book you didn’t know you needed. If you’ve played the original, this is a fantastic remaster. The graphics look great, and the game plays fine. I didn’t experience any major performance issues. The gameplay is what you’d expect from a a point-and-click game. Players move through parts of the world, exploring and collecting clues to progress through the story. The game design makes exploration enjoyable, but the story is the reason why you play this game.

Amerzone’s story holds up after all these years, and update to visuals is sure to find its modern audience. The story is a solid adventure with nice pacing, great world building and flavor. The voice acting is fantastic, and it was real easy to immerse myself in the story. The puzzles make the game the engaging experience that it is. The puzzles are creative and interesting, but some may require a hint or two. Make sure you explore and click on everything!

This is a solid piece of interactive fiction that I recommend to anyone looking for a chill game with a good story and solid flavor. It is a lot of clicking, but the story makes it all worth it. I think the price is a little too steep for the type of game, but this might just be the new normal.

You can preorder Amerzone – The Explorer’s Legacy for Xbox, PlayStation and PC for $39.99. There is a Steam Demo available you can check out in the meantime.

The Last Apprentice: Chapter 5 – The King Appears

Mila and Sadbay stand at the entrance of the part. The smog seems thickest here. They can make out flickers of campfires around them as shadows of people move around them. The air is stale here, with a lingering stench of rot that sticks to the skin. It all makes Mila’s head hurt. Her heart pounds, almost breaking through her chest. She clutches at the gun in her pocket. The handle has grown warm with her touch. She takes a deep breath, “Well?”

Sad Boy turns to her. “Stay close, and don’t talk to anyone. Whatever you were, where ever you came from, it don’t matter in there.”

Mila looks over her guide. His dress is not much better than the dregs who walk around her, but his demeanor exudes genuine confidence. “And there is no other way?”

Sad Boy sighs, “There is, but you’re being difficult.”

Mila examines the path. Old dirty tents line up against the outside of the gate. Small groups cluster around open flames. Most look tired or lost, others sleep soundly under the glow of the flame.

A shanty town stretches from beyond the gate. Houses clustered together, creating an interesting web of makeshift paths. The shabby buildings are small and held together with different colored metals, plastics, and other discarded materials big enough to build houses. Stacks of smoke spill over rooftops. Probably from the many fires keeping its denizens warm.

The roads are narrow and dark except for a few street lamps that flicker yellow sickly light over the town. The road winds through the part incoherently. The groupings of people get thicker the farther they get from the entrance. People will come up to them. Some sell obsolete electronics, others a random collection of clothes and accessories. Young kids come selling cheap toys and candy.

“Just ignore them,” Sad Boy says from his place in front of her.

The houses start to look nicer the deeper they get. They walk down a street of stands, each with its unique collection of items neatly displayed on old rusted tables.

“That’s all stolen shit,” Sad Boy says as they pass the eager salespeople hawking their various items.

After about 20 minutes of walking, the pair find themselves alone in the town. Barrels still burned the fuel but no one sat around to receive its warmth. The windows were dark and empty, and the few people on the road hurried away in other directions.

“Fuck..” Sad Boy lets out. He pulls a half-smoked cigarette from his picket. “You still got the gun right?”

Mila squeezes at the handle reflexively. “Wh..why?”

“We’re gunna need it…” his voice trails off as he stops “Give it here”

Mila moves to give him the gun and stops. “I rather not.”

Sad Boy continues to scan the darkness around them. “Look we don’t have time to play these games. Give me the gun!” He snaps in an audible whisper.

Before she can answer, a gruff voice reaches from the shadows. “Well, ain’t this somethin. This is indeed a special day. The great Sad Boy himself has blessed us with his presence, and he brought us a little present.”

Two large men with large clubs and stern faces come into view. Behind them, four tired-looking men follow, each holding up a silver ornate throne. The seat was lined with cushy velvet. The metal looks freshly polished, with strange shapes carved around it. There are skulls across the top of the seat and at the end of the armrests. Over the seat, a lone golden lantern swings with each step.

On the seat is a broad man with an amused look on his face. He has a wild beard with matching matted hair. A golden crown adorned with random jewels weighs down the top of his head. He wears a large wool coat that comes down to his knees, with matching gloves. One of his hard plays with the skull at the end of the arm rust, and the other swishes at the wine glass in his hand. He takes a drink of the dark red liquid and smiles. “What y’all to my humble kingdom?”

Sad Boy turns to walk in the other direction, but four large heavily armed men have since appeared to block their escape. “Oh you know,” he turns back “just passing through.”

The king clasps his hands and loudly proclaims, “Well let me at least be a proper host and show y’all a lil hospitality.”

“We’re in a bit of a hurry, but we can take a rain check.” The large men start moving towards the pair.

“I promise I won’t take much of your time,” he flashes a sinister smile. The men continue closing in on the pair. Mila’s hand begins to clam up as they squeeze at the handle.

“Hand me the thing…” Sad Boy whispers almost inaudibly.

Mila pulls out the gun and points it at the King. Her hands shake under the weight of it. Sad Boy is stunned for a moment, but finds his words “Y’all are fucked now! My sister is crazy, and a lot less forgiving than I am!”

The group of men surrounding her stop at the sight of the gun. The king jumps in his seat but then begins to smile. “I don’t think she even knows how to use the thing,” he says as a cocky smirk creeps across his face.

“Take another step and I bet you’ll find out.”

The king jumps from his throne and moves his hand to stop his men. He smiles. “Let’s find out then,” He takes a step towards them.

The world goes silent. Mila looks at the man in front of her. His gown glows under the light of the lantern. She watches as he fiddles with one of his rings. There is a ring on each of his fingers, each with a different gemstone. His smirk grows. “I guess I was right.” He snaps his fingers and the large men move towards the pair.

Mila can feel the heart about to break through her chest. She can feel the air running out around her. She can feel her journey ending with each step they take. She closes her eyes as her finger squeezes at the trigger, but instead of the deafening explosion she expected, she only hears a click. The click bounces off the walls in a desperate echo that stops everyone in place. The world freezes for another second before the King’s booming laughter fills the awkward silence left behind. “This whole time you were comin round here waving an empty gun?” He shakes his head before turning towards his thrown. “Bring them to me alive. I’m going to need to sort this out personally.”

Before Mila can react, she feels a sharp heavy pain on the side of her head as the world around her turns completely black. She can hear Sad Boy’s unintelligible mumbling before completely blacking out on the street.

Is Morkull Ragast’s Rage a Good Metroidvania?

Disclaimer

I was sent a free copy of Morkull Ragast’s Rage to review for my blog. While I am very grateful for the opportunity. I won’t it sway my opinions. This will be my honest review.

Shameless Self-Promotions

If you’re looking for a way to upgrade your aesthetic, check out my latest reviews for the Epomaker TH85, Epomaker HE68 Mag or the KiiBoom Moonshadow V2. Check out my latest review of the Fifine M9 Microphone System. I’ve also started a web novel that I update every two weeks.

What is Morkull Ragast’s Rage?

Morkull Ragast’s Rage is a metroidvania out now on Steam, Xbox, PlayStation, and the Nintendo Switch for $17.99..

Morkull Ragast’s Rage is a powerful demon locked away in a video game. The only way to get out is to play the game, and win. Fight your way through a game as it is being made. Make your way through this digital dungeon, fight off scores of enemies, and reprogram a bit of the code along the way. Can you beat the game and let Morkul out? Is it a good idea to get set him free?

Review

If you’ve played any other metroidvania game, you’ve played Morkull Ragast’s Rage. You fight your way through a dungeon, unlocking new abilities along the way. The only difference is the game has a stylized flavor that is fun, but doesn’t do enough to hide the fact that the game isn’t very fun. Morkull Ragast’s Rage isn’t a bad game, it just doesn’t do enough to stand out against the rest of the genre. Had this been my introduction to the genre it would have fared a little better, but its not. When it comes to Metroidvania, you have better options.

The biggest issue I have with the game is that the combat is boring. Movement, combos, and the parry system all feel stiff. The enemies look cool, but they aren’t fun to fight. The grind feels bad, and I found very little reason to keep making it. I had little reason to keep coming back, especially considering how I have better options sitting in my library.

I appreciate the humor of the story. There are fun wall breaks and the flavor and artstyle are interesting. Unfortunately, they don’t do enough to distract from the fact that the game isn’t all that impressive. If you’re looking for a metroidvania game, there are better options. If you like the look and flavor of the game, I would wait for a sale because it still feels like a demo. There is a demo available, but I don’t think it fares any better.

You can pick up Morkull Ragast’s Rage on Steam, Xbox, PlayStation, and the Nintendo Switch for $17.99.

The Last Apprentice: Chapter 4 – A Stranger in a Strange City

Mila looks up at the man from her place on the floor. Her vision is blurred from the tears, her ears thump with each heartbeat. A mysterious liquid begins to soak through her jeans. Sad Boy looks down at the Mila with a sly smile. The city continues to move around them as they stand still for what seems like hours.

The cold liquid breaks her trans. The shock slowly begins to fade. She pushes his hand out of the way. “I’m fine.”

Sad Boy crouches so their eyes are at level with each other. She can see his bloodshot eyes and dilated pupils, even in this low light. “This ain’t like whatever nice ass apartment you came from. You won’t last a fucking day on your own. Those two runts aren’t even close to what worst this city has to offer. But if you stick with me, I can get you where you need to go. If you got the money.” He looks her up and down. His smile fades. “You got money right?”

Mila’s arm was still read around where the bruit grabbed her. Her skin still stung. The man in front of her smelled of stale cigars. She tries to swallow some of the shock and almost chokes. In her bravest, toughest voice she replies, “How do I know you won’t try to rob me.”

Sad Boy smiles. “You don’t.” He hands her the gun he had been stashing in his jeans. “But you can shoot me if I try.” The gun shines, even in this dim light. She reaches for the gun, but he pulls it away. “You have to answer my question first.”

“I have money.” Sad Boy hands her the gun. It feels heavy in her hand. She wraps her hand around the handle and is surprised at how well it fits. The danger of the power she holds excites and scares her.

Sad Boy stands. “So you coming or what,” again extending his hand at a distracted Mila.

Mila puts the gun in her bag. She picks up her item and stands on her own. “Where are we goin.”

“You hungry? We can go grab a bite and talk terms. I know a safe bar down the street.”

Mila wasn’t hungry, but a place where she could properly sit was better than this. “Fine. Lead the way.”

Sad Boy smiles. “Come on then!” Sad Boy makes his trek out of the alley, maneuvering expertly around the trash. They exit into a busy street, but no one seems to take notice. She follows him through crowds of people. “They call me Sad Boy,” he shouts over the crowd.

“Mila”

“What brings you to our delightful piece of paradise Mila?”

“I’m looking for someone,” she replies without thinking.

“We’ll you’re in luck. There is nothing in this city I can’t find. Who are you looking for.”

“Let’s just get to your bar first.”

“Well, it’s a hell of a place to be looking for someone. Especially for someone of you pedigre.”

“What are you talking about?”

“You’re clothes, your look, you scream privilege.”

Mila looks down at her outfit. Her clothes were dirtier than usual. The strange-colored liquid left reaches up her leg. Her hair was messier than usual, matted with dried sweat and possibly more of the mysterious liquid. She smelled like rotten garbage and while some people actively avoided it, most people didn’t seem to notice.

“Well not now,” Sad Boy corrects himself. “But you clothes aren’t made from the same synthetic garbage they use down here and your teeth are clean.”

Mila’s hand moves to her mouth. When was the last time she brushed her teeth? “How much farther?”

Sad Boy stops at the entrance of another alley. “Just through here!” He disappears through the alley.

Mila looks after him. There is a bright neon glow at the other end. She stops at the mouth of the alley. “I’m not doing any more fucking alleys.”

Sad Boy stops with a jolt and turns to Mila. “But it’s right fucking there!” He points at the other end in a feeble attempt to prove his point.

Mila shakes her head. “I’m not going through another alley. I’ll find someone else if you don’t agree to my terms.

“But it..you haven..” Sad Boy notices the tinge of fright that lingers beneath Mila’s stare. He growls in frustration. “FUCK! Fine! Follow me. But this costs extra.” He exits the alley and continues walking down the street.

The smoke starts to get deeper the farther they walk. Small camps and fires have been built between each entrance. They walk over dirty people who smoke at metal pipes, oblivious to the world that walks around them. They walk past a group in a heated argument that ends in blows. Half-naked men and women call from windows and doorways, soliciting clients. A woman walks up and locks her arm with Mila. “You looking for some company sweetheart?” She was a slender woman. Smaller than Mila with raven black hair. She wore an old revealing swimsuit. Her breasts heaved as she followed closely. She smelled of stale cigarettes and cheap liquor.

“Fuck off Minxie, she’s my client.”

“No reason we can’t share Sad Boy. Greed aint a good look for you.”

Sad Boy turns around. “I said fuck off Minx. I’m conducting busy.”

“Well look at who thinks they all important and shit.” Minxie moves closer to Mila till her lips almost touch her ear. She whispers, “I’ll be here for you if you ever change your mind baby. I’ll show you a better time than this fool.” She lets go and walks to the other stranger. He doesn’t take long to accept her offer.

They continue their trek through the redlight district. “It’s not my business what you do, and if that’s what you’re looking for, I won’t stop you, but we need to discuss our business first.”

“How much farther?”

“We’ll we would have already been there already, but you wanted to go the long way.”

“But how much longer?” Mila asks, nervously looking for an escape.

“Well…it depends.”

Mila grows more annoyed with each additional cryptic answer. “Depends on what?” she asks with a stern voice.

“Depends on how fast we can get through that.” Sad Boy points at a large rusting metal gate. Across the top, a sign says “Central Park” in faded letters. But this was no park. Behind the remains of a crumbling stone wall was a sea of tents and makeshift wooden houses. A shanty town that stretches for what seems miles. Sitting across the face of the wall are men, women, and children who star out into the void, lost behind their glazed eyes. There are groups of people who pace slowly around them with a similar glazed stare.

“Zombies?”

Sad Boy shakes his dead. “Drugs.”

“Lovely.”

Review of Urban Shadows: The Urban Fantasy RPG

Disclaimer

I was sent a free copy of the Urban Shadows 2E core book to review for my blog. While I am very grateful for the opportunity, I won’t let it sway my opinions. This will be my honest review. I will also be using my amazon affiliate links when possible. Always support your LGS, but using my link helps me out!

What is Urban Shadows?

Urban Shadows is an award winning TTRPG that just received its second edition.

In large metropolitan cities, a supernatural society operates in the shadows. Unbeknownst to the average citizen, there is an ever presence conflict between four warring factions as they try to gain dominion over the city. The balance of power is in a state of constant flux, and the political landscape of the city is forever shifting. Fate, chance, or whatever you want to call it has brought you into the this world, and it is up to you to find your place within it. Make deals, earn and pay off your social debts, and climb your way up the ladder. Who will you become? How will you shape the cities narrative? How will you let the city shape you?

The Gist of It

This is a massive book, but the gist is this:

In Urban Shandows, players navigate the complex social network of the supernatural society of a major city. They must broker deals, climb the social ladder, and most importantly, operate in the shadows.

Whatever the city, there are four factions that fight over its dominion: Mortalis, Night, Power, and Wild.

Mortalis are the humans that find themselves in the world, either by chance or by choice. Some hunt the monsters that roam the night. Others smuggle supernatural items to sell for a profit. Others play with the idea of giving up their humanity to join this world permanently.

Power is full of the people who can wield the magic of this world. It is full of the wizards, oracles, and immortals who seek to gain more power from this world.

Night is the faction of people who have been transformed into a supernatural creature of the night, and must wrestle with this new found identity. These are the vampires, werewolves, and ghosts of the city and the smaller sects that form within them.

Wild is the faction that lives on the fringes of society that wield powerful ancient magics that rival the other factions. These are the faeries, demons, and constructs that roam the city’s shadows.

The important thing is that these factions have an established hierarchy, and the players must find their place within it. The faction a player starts with, doesn’t have to be the one they end in. They don’t even have to be the same character, there is a mechanic that allows players to retire. Climbing is not easy, and it isn’t black and white. While players can fight their way through the city for territory, there are more diplomatic approaches that might prove more efficient. Trying to change an outcome with emotion or persuasion instead of fists is just as viable, if not more. The city is always moving and changing, and players need to adapt to keep up. Whether they can shake up the foundation of the city is up to a few actions and a couple dice roles. Within those four factions are 12 unique classes for players to choose from. Each class feels unique and gives players abilities to help them navigate their social mobility. There is a lot of flavor in this game, and while you can adjust your narrative to fit your vision, the book has a lot of valuable helpful examples to get a newer Master of Ceremony (game master) started.

What sets the game apart is the focus on urban fiction, which takes players to the streets of their favorite cities at any time in history. Want to start in the present and time skip to a time of calamity? Go for it! The landscape may be in constant flux, but the narrative belongs to the city.

The Book

Review

Urban Shadows is a very good resource for any new game master, even if you don’t plan on running the game itself. The amount of resource, examples, and detail that make this book the hefty beast that it is can easily be translated into other systems. The book spells out every mechanic and feature in a way that is easy to read and understand, and is filled some very cool art to break up the information.

The game is powered by the apocalypse system, and the system is easy to learn and teach. This is important, especially for newer players who just want to hop into the game and not worry about intricate nuances. The game has its complexity, but I feel like there was less time spent arguing about rules, and more time enjoying the world and story for what it is.

Character creation is easy with the class system, and every class feels balanced and unique. More testing is required of course, but it all felt fine for the bit that was done. I like that the game doesn’t have to revolve around combat (it can), and how creative solutions to problems can be. The death and retirement system is interesting. The on death abilities each class has makes death sting a little less, and I like that players can retire a character if they just want to try something new.

What is important to note about the system is that it is going to be a bit more roleplay heavy. Yes dice rolls will sway the narrative, but you are going to have to ask for favors, or gather clues, or broker deals in a way that is limited by your social standing. For people who are more interested in the political side of roleplay, this is a great choice with lots of room for good story telling.

If you enjoy physical media, the book is a fantastic addition to any collection. Its a good quality book with some great illustrations. As far as resource books go, you’ll have everything you need to run a good campaign. There are helpful examples, tables, and a couple cities. There is an appendix with a bunch of charts and tables for the GM that needs to create an meaningful encounter on the fly.

I’ve read a few different resource books and nothing comes close to how detailed this book is. For veteran game masters, it is a little over kill. But for those just starting out in the space, it doesn’t get any better. When I started my journey, I did hours of research. A lot of what I’ve learned is packaged neatly in this book, and while there is lot a GM will learn through practice, its a great place to start.

Urban Shadows is a little too RP heavy for my table, but we had fun running it. We enjoyed how easy everything was to pick up, and the flavor is sound. I ran my games in San Francisco because that is the city I know best, but the borrowed a couple of the examples in the books to fill its underworld. I really enjoyed the shift to Urban Fantasy. We play a lot of high fantasy with the occasional scifi story, and it was nice to explore a modern city with modern problems and a supernatural element. I’d absolutely come back to the system if prompted because there is a lot of room for good story telling, and some very epic moments.

Urban Shadows is a solid TTRPG. If you like werewolves and vampires and mitigating the intricacies of social advancement, I don’t think you can find anything better than Urban Shadows.

You can pick up Urban Shadows and related products on the official Magpie store, and on DriveThru RPG if you don’t care about physical media.

I ran Session Zero of my Mutant: Year Zero Campaign

Disclaimer

I was sent a free copy of Mutant: Year Zero core rulebook to review for my blog. While I am very grateful for the opportunity, I won’t let it sway my opinions. These will be my honest impressions of the game.

What is Mutant: Year Zero

Mutant: Year Zero is an RPG about surviving the end of the world. After humanity has been descimated by plague and war. Those left on this dying planet have developed strange mutations and must fight to survive. Factions have formed, some creating new life on the ruins of the old cities, others roam the Zone in search of survival. You are one of the lucky few to venture into this rotting landscape in search of a new way to survive. What secrets will you uncover? What stories will create?

Why Session Zero?

After taking a short break for life events, our play group got back together for a new campaign, and a new system. We were all excited to be back together, and even more excited to start our new adventure. I’ve learned the importance of hosting a Session Zero before the start of a new campaign over my short life as a game master. Session Zero is the space where the group can talk about rules and expectations (because we all have the right to a safe space to roleplay), and create our characters.

I like to have my players create their characters together because we’re a play group of busy dads, and I don’t want to give them homework. Since I am always jumping between systems and platforms, my players always have questions, and it is nice to have a space where we can learn things together. It also helps break the ice as they start planning their characters. Some players come with ideas and building takes seconds, others will take their time to do it during the session. We have fun talking about different mechanics and characteristics.

After we create our characters, I like to slowly introduce mechanics. I give them a space to Roleplay to help them get into the space, I through some checks and a bit of combat to give them a taste of what is to come. Depending on how long the planning session takes, I try not overwhelm my players with too much content on the first day.

I used to skip session zero and go strait into the first game. I’ve learned that having that space where we can jokes around, answer questions, and build our characters gets us ready for the upcoming adventure and gets us started on a strong note.

Impressions

Setting up for our Mutant campaign was easy. The book lays the character creation process clearly, and using the official Alchemy RPG module made things even easier. Most of my players created their character from scratch, but one of my players edited one of the premade characters. How balanced each method is yet to be seen. The most exciting part of character creation is rolling for the mutation. Mutations are random and permanent in this game, and that first gamble of the game shapes a players identity. At least it did at my table.

I very much appreciate how each player focused on a different part of the book. One was more interested in the lore, another the mechanics, and together we were able to answer most questions. I found the more we talked about the game, the more excited we grew. My players are itching to use their mutations and explore this new world, and I can’t wait to run it for them.

I am running the included Path to Eden adventure, and so far, I’m hooked. The lore is interesting, and I like that it gives me the freedom to create the adventure I want between the meta narrative its left for me. I will need to do a bit more digging, but so far, we are happy with the system. Stay tuned to see if that changes.

You can pick up the Mutant: Year Zero Core Rulebook on the official Free League Publishing website.

Ruins of Sybaroum 5e: Adventure Compendium – Complete Review

Introduction

I ran the Ruins of Sybaroum 5e recently at my table. It’s been a while since I’ve ran 5e and we wanted to make our return. Ruins of Symbaroum offered a different enough setting and flavor that we made our plunge and start with the Adventure Compendium. I did buy this book with my own money, and ran it using the official Alchemy RPG module (also purchased with my own money). This review will be on both the game and the module. You can pick up a copy of the Adventure Compendium on the official Free League Publishing site or your favorite game store. You can also pick it up through my Amazon Affiliate link. It really helps me out. I’ll be leaving affiliate links where I can.

What is Ruins of Sybaroum 5e: Adventure Compendium?

The adventure compendium is a 5e compatible adventure that takes players from levels 1-8. If you’re planning to run any of the other pre-written adventures in this series, or are a new DM, this is the place to start.

The Adventure Compendium is a collection of adventures that lets players not only explore the world of Symbaroum, but get a taste of the different types of adventures. There are witch hunts, murder mysteries, escort missions, and a few other neat surprises. You will need access to at least the OGL ruleset, but it doesn’t hurt to have a Gamemaster’s Guide. Things like the Ruins of Symbaroum Core Setting Book, Player’s Guide, and Beastiary are nice to have, but you can run this game with just the OGL.

The Module

Alchemy RPG is a VTT that focuses on enhancing Theater of the Mind campaigns. It can be used to run combat and it has tools to run battle maps, but the modules main job is to set the mood with its cool visuals and atmospheric soundscape.

The Adventure Compendium Module is fine, but it is incomplete. Buying other modules will make prep easier, but hombrewing what you need isn’t hard, just time consuming. If this is your first VTT, buying into it isn’t going to be a problem. It is reasonably priced with a clean UI that is simple and easy to use. As far as substance goes, the visuals for the module are cool, but not the real reason you’re buying the game. You can always supplement the module with your own content for free. I found the font too small to read, and I don’t like that you can’t move or resize any of the windows. It be nice to be able to move the notes around to move characters.

Combat in this module works fine. If you like to use maps, the experience feels a bit lacking. Resizing maps feels a bit clunky (but better than Roll20) and the maps included with the module aren’t very optimized. They work well enough if you ever need to run something quick, but Foundry VTT does it better. If you don’t care about maps, it’s great. Setting up the encounter is easy, and every chapter is neatly divided so you only get the stat blocks you need. I don’t think the included visuals and sounds did much to enhance combat, but setting up your own scenes with music and visuals is easy and quick.

Alchemy is a solid VTT for those who want to focus on the story and don’t care much about combat. It is free to try (with a few limitations), but you can start with the module if you want to support the publisher and want the convenience the module provides. You can run the game without the module, but it is a little time consuming.

The Book

If you’re a new Gamemaster with new players looking for a darker grittier adventure, the Adventure Compendium is a great place to start. The book has solid pacing and a good variety of actives to get things started.

The world of Symbaroum is very unforgiving and will wipe a careless party. GMs can always tweek and change an adventure to fit their table, but the adventure is supposed to be harsh. Monsters are supposed to be strong, resources are supposed to be scarce, and the danger is supposed to be feel real. Games like these seem to have more meaningful moments of epic heroism, but the table needs to be in the mood for it. Changing survival mechanics and re-balancing combat is always fine, but it takes away a bit of the spirit of the campaign. As it turns out, we weren’t really in the mood for a more serious campaign and we couldn’t form that connection. Lowering the difficulty to allow room for shenanigans made it not as good.

But, just because the game didn’t fit the flavor of our campaign, it doesn’t mean it won’t fit yours. The Adventure Compendium does a fantastic job at being an intro product, and with a good amount of difficulty to keep things grim. It does feel like it is geared towards newer GMs and players (it could be a lot harder) and that is perfectly fine. The stories it tells are also fine, but not a real reason to buy this book. If you want to explore the world of Symbaroum and don’t need the crutch, you can try starting with the setting book instead. I’ll be doing a full review at some point so stay tuned.

The Last Apprentice – Chapter 3: Welcome to Old Town

Mila lies motionless surrounded by piles of trash. A rat scurries around her, but she doesn’t notice. Minutes go by before her senses begin their return. First, the sounds of the city pierce the silence of her shock until it becomes a deafening cacophony of noise. Then the smells of the alley make their assault. An overpowering aroma of rott assaults her senses and sends her puking. She reaches for support and finds none. A yellow liquid evacuates her stomach and mixes with a mysterious mixture of liquids leaking from somewhere within the pile.

“Get the fuck out of here!” A disembodied voice shouts from somewhere above her. The sound of a heavy object lands nearby with a heavy thud. The threat is enough to raise her from her shock. It takes all her strength to get to her feet. She picks up her bag, clutches at her spellbook, and makes her shaky retreat from the alley. Her feet feel heavy as she maneuvers over the piles of trash.

She falls a few times, but eventually, she exits into a busy street. A dense crowd moves in both directions, their voices merging in an incoherent babble. The buildings disappear into the dense cloud of smog above them. The face of each building is covered in neon signs and digital billboards advertising casinos, brothels, and other vices.

Mila joins the current. Her hands shake. Her eyes dart between oddities. This was nothing like home. Half-naked men and women call from doorways and windows. “Comon mami, I’ll take care of you.” She steps over dazed junkies who stare blankly into space, and others who seem lifeless behind their VR headsets. She walks around makeshift campfires of men and women who glare at her with hostile intent. “I got what you need!” A man posted by one of the lamplight yells as he flashes a strange vile.

Her heart begins to race. People bump up against her as they move around her. The smoke chokes her. She gasps for air but nothing seems to fill her lungs. She panics and runs for the nearest ally. She finds a space away from the madness to catch her breath. The noise carries into the alley, but at least she has room to breathe. She sits up against a wall. The cool feel of the wall relaxes her. The darkness around her relaxes her. She breathes deeply. Even the putrid smell of the alley relaxes her.

“Looks like we got a fresh one,” a raspy voice reaches from the darkness.

Another voice giggles. Two figures emerge from the shadows. One is a slender rat-faced man with long greasy hair. His skin is covered with acne and scars. His clothes fit baggy on his slender body and he walks in a hunch. A beast of a man walks behind him. He sports the same greasy haircut but walks with a confident sway. He seems to barely fit the alley, and even at this distance, he towers over Mila. The two stop a few feet away. Mila clutches at her book.

“You’re new here so I’ll fill you in on how things work her.” The slender one continues. He flashes a yellow smile. “This is our turf and you are here illegally.” He takes a step forward. His musk is stale. Mila tries to back away, but the wall blocks her exit. Her heart races.

“Please…” she lets out.

“Hey, we’re reasonable guys. Just give us your stuff, and we’ll leave.”

“But..” She begins to protest, but the words fail to come.

The slender man crouches to where he is slightly above her. His smell is worse than the ally. He flashes his yellowed crooked teeth. “We can do this the easy way, or the hard way mija. We’re leaving with your stuff.” The giant cracks his knuckles above them. Milla lets go of the bag as the rat-faced man takes it. His free hand points at the book. “That too.”

Mila clutches it tightly, bringing it close to her. “I can’t…” she makes out.

His hand grabs at her. It feels bony and his skin scratches at her. “That’s not how this works.” His fingers grip her wrists tightly and pull at her violently. Tears begin to swell in her eyes as she tries to pull away. Her foot flies instinctively at the man, pushing him away with a sudden kick. She turns to run down the alley, but a powerful hand comes down on her before she can take her first step. The giant lifts her. She struggles uselessly under his grip. The rat-faced man scrambles to his feet. He appears flustered. “Now you’ve done it!”

“You’re done Rata! Scurry back to your hole.” A third voice reaches from the shadow. Another slender finger emerges behind it. He wears a plain white baseball cap and his black shirt and jeans are a few sizes too big. His right arm is black with ink of a tattoo depicting a skeleton. It wraps around his forearm. Another tattoo reaches across his neck at his chin.

“Fuck off Sad Boy. This doesn’t concern you.”

“Business with my client concerns me plenty.” Sad Boy stands at the end of the alley.

“We found her first, her stuffs ours!” The slender man protests.

“That’s not what my friend heard,” Sad Boy rebukes, lifting his shirt to reveal the polished handle of a revolver. A small silver cross hangs from a chain attached to the bottom.

Rata looks at the gun pensively for a moment before letting out a frustrated growl. “Fine. Lets go.” The pair turn to leave.

“The bag stays,” Sad Boy adds. Rata tosses it violently at the wall without looking back.

Sad Boy goes over to pick up the bag. Mila watches him from her place on the ground. “You good?” He asks as he reaches down to give her a hand. Mila eyes his hand suspiciously. “If I wanted to hurt you, I would have done it by now.” He helps Mila to her feet. “Can you talk?”

“I can talk..” Mila replies, almost in a whisper.

“Good, this makes things a little easier.” He smiles. “I am here to provide you with an invaluable service. For a small fee, I will be your guide, protector, and mentor and help you to become a respectable member of old town…” he pauses and eyes her up and down. “You have money right?”

Mila nods remembering the envelope her grandmother handed her before pushing her into this nightmare.

“Perfect!” He clasps his hands loudly. “Welcome to Old Town!”

Universus TCG: Heroes of Exandria: Beau Starter Deck List

Introduction

Universus just released their Heroes of Exandria set and that means we got the Beauregard Starter deck list! Always support your LGS, but you can pick up your copy on TCG Player or GameNerdz using my affiliate links.

Decklist

Beauregard Lionett, Looking for a Brawl

4 x Swift Change
3 x Subdual Technique
3 x Strong Windup
4 x Radiant Visage
4 x Mystic Recovery
4 x Martial Prowess
4 x Everlight’s Grace
3 x Combat Evaluation
4 x A Day for Relaxing
2 x Spireling Fetch
3 x Upward Disarming Swing
4 x Staff Crack
2 x Predators Pounce
4 x Heavy Kick
2 x Great-Axe Chop
4 x Furious Charge
2 x Quest Board
2 x Peerless Footwork (Foil)
2 x Shoulder Toss (Foil)

Visual List

Drakantos Beta Announcement and a few Key updates

Shameless Self-Promotions

If you’re looking for a way to upgrade your aesthetic, check out the new Epomaker HE75 Mag or the KiiBoom Moonshadow V2. Check out my latest review of the Fifine M9 Microphone System. I’ve also started a web novel that I update weekly.

Introduction

It has been a while since I’ve posted about Drakantos, but after reading the latest dev log, I had to post something. I’ll be summarizing the bits of the log that were most interesting to me, so make sure you check out the official post for all the details. Make sure you add Drakantos to your wishlist!

Yuki Gameplay Teaser

I was planning on playing support when this game finally releases, but all of the teased DPS rolls look like a lot of fun. Yuki is no exception and if you’re looking for a high mobility champion and don’t mind listening the voice, Yuki is going to be a beast.

The Delay

The game has been delayed, but for good reason. The original morphing into something different because the devs seem to be listening to the community. Make sure you join the official Discord to join the conversation. Lets cover a few of the changes that I am most excited about.

Customization

The original plan for customization were the skins players can get from the cash shop or the battle pass. I know the idea of monetization is going to raise some flags, but the devs need to get paid. We can only hope it isn’t predatory. Customization will still be limited the set skins, but players are allowed a few small tweeks to create a unique look. Players will be able to change the dye of items and characters, and even change hairstyles and armor pieces. How much a character can be customized is yet to be seen, but it is a nice feature for those who enjoy the fashion side of MMOs.

Open World

Drakantos was originally supposed to be a dungeon crawler MMO, one with a central hub and dungeons and content for players to queue for. The devs have decided to expand their world and allow players to explore what the new world has to offer. I assume there will be limitations because it is still a mobile game, but I am all for running around the world, questing, and finding treasure.

Artifacts and Trophies

The system I am most excited for is the artifact system. Artifacts are items players collect throughout their journey that give characters unique active abilities. This gives players a way to customize their character and shake up the combat. I am sure there will be a meta for this after a while, but it will be interesting to see what they come up. I’ll be gunning for the wackiest build I can find.

The artifact system has the potential of being a very cool system. Ideally, assuming the balance is there, players will have to switch between artifacts depending on the activity. I just hope the grind isn’t bad for unlocking multiple artifacts. This is a great way to shake up a season between character releases, and a quick way to shake up the meta when necessary. We’ll have to see what they do with it, but I am hopeful.

Mini Bosses

I love the art for this game, and these mini bosses are no exception. This game has a ton of flavor and I can’t wait to explore all of it.

Pets and Mounts

The more art I see for pets and mounts, the more excited I become for the system. There are a few I wouldn’t mind chasing, especially the mimic pet! I know this won’t be for everyone, but it is cool to see some variety.

Emotes

What is finished?

Looks like a few of the systems are done, which means we are one step closer to a playable version.

  • Loot Tables
  • Quest logs
  • Databook – Lore and Locations
  • Bestiary
  • Achievements

Beta Announcement!

In the best news we’ve gotten all year, the closed beta is planned for sometime in July. That means we will finally get to play the game, and I for one can’t wait! Make sure you are following the official Discord to stay up to date on the news on signups. Don’t forget to add Drakantos to your wishlist!