We are officially in Distorted Reflection spoiler season, and this set looks so good! The mechanics look sound, but as a collector, I am a huge fan of the style and world building. I will be following and collection spoilers as they release, so stay tuned for that!
The set comes out on July 25, so make sure you put in preorders if you still can. Always support your LGS, but you can always help me out and buy from TCG Player through my affiliate links. You can also support me by signing up with my newest sponsor, NordVPN (if you happen to need the service). Without further ado, here are the spoilers:
With Distorted Reflection just around the corner, lets check out the starter decks. Let’s take a look at our boy, Ciel, Mirage’s Grave, the Fire/Umbra Guardian deck! The deck releases on July 25th with an MSRP of $14.99. Make sure you always support your LGS, but you can always grab your Ciel, Mirage’s Grave Starter Deck on TCG Player through my affiliate link. It really helps me out if you do.
The List
Material Deck Spirit of Fire x 1 Ciel, Loyal Valet x 1 Ciel, Omenbringer x 1 Ciel, Mirage’s Grave x 1 Bauble of Abundance x 1 Grande Aiguille x 1 Bulwark Sword x 1 Leporine Masque x 1 Life Essence Amulet x 1 Tariff Ring x 1 Manxome Armoire x 1 Grande Sonnerie
Main Deck Coy Bauclier x 3 Sablier Guard x 3 Stalwart Shielmate x 4 Vigil Rampart x 3 Whimsy’s Warden x 4 Conflagrant Sentinel x 4 Torch Marshal x 3 Heavy Swing x 4 Lamentation’s Toll x 2 Flamme Sorcel x 4 Tempered Steel x 3 Idle Thoughts x 4 Martial Guard x 2 Overpowering Defense x 2 Ombreux Chavalier x 4 Sinistre Stab x 3 Umbra Sight x 3 Reverse Affliction x 2 Nocturne’s Oblivion x 2 Devotion’s Price x 1
The Broken Palaceis book two of the Shades of Path adventure designed to take players from level 4 to 6.
The players venture deeper into the broken palace on their search for Lady Nalushae, but find themselves trapped in an ancient cellblock. Now, they must venture into its dark, dank, vampire infested prison for a way out. With their supplies dwindling and threats around every corner, players must learn to be resourceful. Can they make their supplies last long enough to save the world? Can they navigate the complex tensions between the three vampire factions that rule the Underheaven? What secrets will they uncover? What treasures will they find?
Impressions
The cover art is an immediately draws the eyes. I love the use of red. I love Naulusha’s design and how her pose strikes commands attention. I love the image of what I can assume are player characters struggling against a vampire. This series is supposed to be a darker, more horror oriented type of adventure, and the cover does a good job at setting the appropriate mood. The art throughout the book is equal as striking, and I enjoy flipping through it, just to look at the art. If you like vampires, undead, and horror, the book has some very good looking flavor and some fantastic flavor to go with it.
Now the overarching meta story is solid. I enjoyed reading the different bits of lore, and the warring factions are interesting. Most importantly, the book gives players many ways to solve the story. It doesn’t have to all be fighting, but it can be if that’s the kind of table you have. The dungeon design is fine. It has some neat encounters I will definitely borrow, and it builds a good amount of tension and urgency.
One thing to note about this adventure is that there is a survival mechanic that you will need to manage. Players will need to keep track of their food and water supplies to survive. The game does streamline the mechanic so it doesn’t feel like work without taking away any of the tension, but GMs are free to get as hardcore with their mechanics as they want. You can play without this mechanic, but I felt like it took away a lot of the urgency and tension. I like how there is this pressure to save the world from eternal darkness, the desire to explore this tomb of an advanced civilization, and the ever present threat of dying from starvation along with all the other threats that lurk in the shadows.
Overall, the adventure is fine. I enjoyed the flavor and lore, and there are some very cool encounters and monsters to play with. It was a fun path to explore, but I think my table is a bit too casual to take advantage of the survival mechanics. The survival mechanics are easy to manage, but we would often forget to keep track and that definitely took away from the tension. We still had fun, which I’d argue makes the adventure worth trying, but there are definitely some decisions my players wouldn’t have made if we were keeping better track. There is also the danger of being too hardcore about the survival mechanics. If the survival mechanics is that if it takes away from the story or fun, you’re doing too much.
Honestly, if you like vampires and don’t mind the survival mechanics, this is a solid horror campaign. It has a cool creepy setting filled with neat monsters and encounters and I am very interested to see what comes next.
I do want to take the moment to commend Paizo for the quality of their books. Everything I’ve gotten so far has been printed to a very high standard. Everything is clear, vibrant, and the books feel durable. I spilled all of my coffee on this book, and while I don’t recommend anyone try it themselves, I was surprised by how good it cleaned up. There is some warping and some staining, but the book looks good, and is still very usable.
Paizo sent me the first book of the Shades of Blood adventure path, Thirst for Blood to review for my blog. While I am very grateful for the opportunity, this will be my honest opinion of the resource book. I will also be using Amazon affiliate links where possible, but you can always buy Thirst for Blood directly from the Paizo store.
Shades of Blood: The Hook
Where the once great Alzanti empire stood, now sits fragmented remains scattered across islands and at the bottom of the ocean. The Alzanti once held dominion with its advanced technology, now its scraps are sold as oddities. Its been years since its collapse, and more of the lost empires secrets have began to surface. Unfortunately, not all of them are good.
At the bottom of the ocean, hidden behind a labyrinth of traps and stone, sits a prison for the empires most dangerous foes. Among these is an ancient vampire by the name of Nizca Irocol. Nizca was so powerful that the only way to stop her was to keep her in a state of perpetual stasis. Unfortunately, the Earthfall has shaken the force that kept Nizca locked away.
Newly freed, Nizca seeks to reunite with her long lost lover. To do this, she plans to use ancient Alzanti technology to put the world into perpetual darkness, and releasing a prison full of blood thirsty creatures into the world to sow chaos.
As fate would have it, a group of eager adventures have been hired in a nearby town to investigate the sudden anomaly. What will they uncover? What treasures will they find? Do they have what it takes to save the world, or will it fall to vampires?
What is Shades of Blood?
Thirst for Bloodis the first leg of the Shades of Blood saga. It takes players from levels 1-3, and acts as an introduction to the world, game, and characters. The players will arrive to the town of Talmandor’s Bounty, where they have been hired to aid a local astronomer. Everything erupts into chaos as the sky turns to black and an army of blood thirsty creatures starts attacking the city. The adventures now find themselves investigating this sudden chaotic outburst. Players will need to travel to a nearby island, and begin their delve through this fascinating mystery.
Impressions
If you are planning on running this adventure, you are going to need the GM Core. The adventure path doesn’t include any of the rules, or all of the stat blocks. There is also a free player’s guide to help players prep for the campaign. I’ll drop the file below for your convenience, but you can pick it up on the official Paizo site.
Thirst for Bloodis a solid start to the adventure. It has a few alternate modes of play (not everything is solved by combat), and it does a good job at getting players involved with the world. The early missions of the game has players interacting with NPCs as they complete chores around the starting city, and slowly introduces the games many mechanics. This is a very beginner friendly resource, and a good way to get into Pathfinder.
My only concern with the first chapter is that players need to be willing to roleplay to make some of the chores fun. I do appreciate that the game sets up ample opportunities for players to grow comfortable with their characters through the many social interactions. While chapter one does a great job at helping break the ice, some of the quests can be boring depending on the roleplay.
The rest of the adventure is a solid dungeon delve with fantastic flavor baked throughout. The book introduces fun enemies for players to fight, and provides a neat mystery for them to solve. I’m sure your players will find clever ways to skip around, but there are some cool ideas that I will be using in other campaigns. Overall, if you’re into a strait forward delve, this is a great place to start.
The book itself is very cool. I love the art, and the book is printed with the high quality standard I’ve come to expect from Paizo. I am a little bummed that it doesn’t include all of the stat blocks, but I guess it is fair that they assume players will at least a GM Core handy.
Aside from my issues with the first chapter, this is a solid resource. If you like vampires and dungeon crawlers, this a cool book to own. I personally enjoy reading about all the adventure’s lore, but there are also a few stat blocks I will be borrowing for future campaigns.
You can pick up the Thirst for Blood adventure path for $29.99 from Paizo and Amazon.
Universus sent the Critical Role: Heroes of Exandria clash decks, the Grog playmat, and a few packs to cover on my blog. While I am very grateful, these will be my honest opinions of the set. I will be using TCG Player affiliate links where possible, but make sure you always support your LGS.
What is Critical Role: Heroes of Exandria?
As of writing this, Heroes of Exandria was Universus’ last set. Universus is a unique card game that sort of feels like a fighting game. If you’ve never tried it, you should at least get a couple decks to try them out. The game uses various popular IPs as flavor, and the mechanics are sound. Now Heroes of Exandria is a very good looking collaboration done with popular IP, Critical Role. The set includes 8 Chrome rares, which you’re going to want to collect, and some very good looking art if you’re a fan of the series. What makes Heroes of Exandria unique is the inclusion of unique boss cards for an even more unique PVE experience.
PVE Boss Cards and Rules
Heroes of Exandria introduced PVE rules to shake up the hobby. There are 6 bosses to defeat, each with a unique ruleset and flavor. I am a little bummed the cards are included as a randomized boxtopper, but its nice of them to provide the rules and proxies online for free. Make sure you go to the official site for the complete rule breakdown, but I’ll leave the images of the cards bellow. The Briarwoods is definitely my favorite, but the all the cards look pretty cool.
The Chrome Rares
I love the art in this set, and the chrome rares are no exception. As a collector, I definitely want to go broke chasing these serialized beauties. As a fan of the series, I can only appreciate the amount of flavor that went into each and every card. Since I lack the luck to pull any of these cards, here is what they look for to get you hyped:
Ultra Rare Alt Art
Heroes of Exandria definitely has some of my favorite art of the card game. Even the commons in this set look good, but I really like the IP so there is some clear bias. That said, the Ultra Rare Alt Art cards are the reason to buy into this set because they are just beautiful. I love the use of color, the character design, and the amount of flavor that goes into each and every card. I don’t want this post to be too long, so I pain painstakingly chose a few of my favorites, but maybe I’ll do a post with all of them in the future. You can find the entire visual card list on the official Universus site as well.
Character Alt Art
The character alts for this game is simply amazing. Hell, the regular version of the characters in this set are worth collection. I’ve always been a fan of how Universus handles their character cards, but they’ve truly outdone themselves with Critical Role. I love the retro fantasy vibe of the artstyle, and if they are anything like the Attack on Titan Alt arts, they are going to shine on any table. Again, because I don’t want this post to get too long, here are some of my favorite:
The Clash Decks
I did receive the sets two clash decks for free and have the deck lists available for both Percy and Beau. If you’re new to the card game, clash decks are Universus beginner product. They are basic decks aimed to help beginners learn the fundamental mechanics of the game. If you’re trying to get into the competitive scene, this product isn’t worth it. You aren’t going to find any meta defining cards, and they avoid the games more complex mechanics. These decks are designed for people who have never played a TCG.
That said, I had a lot of fun with the Heroes of Exandria decks. They are a lot better than the Attack on Titan clash decks, but you’re still not getting anything you can take to locals. The decks feel pretty balanced, although I preferred the Percy deck because the character art is cooler, and his abilities came up more often. If you’re just trying to play some casual Universus, or trying to teach someone the game, this is a fantastic product to add to your collection. Collectors are also going to want to pick these up because the character art is very cool.
My Impressions
Heroes of Exandria is easily my favorite Universus set, but I am strictly speaking as a collector. I enjoy playing the game, but I play very casually and can’t speak on how it fits in the current meta. That said, if you are a fan of Critical Role, there is a lot of value in this set in both art and flavor. I very much enjoy all the little details and references that is seen throughout the set, and the cards look great in person. Unfortunately, the print line on the foils still exists, and it drives me crazy. Its not bad enough where I wouldn’t buy the set, but I can’t ignore that it happens.
Either way, you can pick up all your Critical Role: Heroes of Exandria product from TCG Player using my affiliate link, but please make sure you support your LGS first.
Universus sent me a few packs and a playmat to cover their game. While I am very grateful for the opportunity, I won’t let sway my opinions. I will be doing pack opening and a review of the playmat so stay tuned for that. I will also be using my TCG Player affiliate links throughout the article, but always support your LGS first.
Attack on Titan: Apocalypse
Universus has just released their newest expansion, Attack on Titan: Apocalypse, and I already see a few cards I want for my collection. If you haven’t had chance to play Universus, it is definitely worth trying once. The game has a unique flow and flavor, and it includes some very recognizable IPs. I recommend picking up a couple clash decks to get a feel for what to expect. I had a lot of fun with the Solo Leveling deck, but you can always pick your flavor.
Apocalypse is introducing 180 new cards to finish off the Attack on Titan saga. Players are going to want to chase the six serialized chrome cards with special art from the creator of the anime, but there are some neat cards I wouldn’t mind cracking.
Chrome Rares
The serialized chrome rares, and I am sad I will never get to see one in real life. The art on these look so good, and you know there are going to shine on the table (even the flimsy plastic ones). I can only hope they don’t have the foil lines that seems to be common issue across the thread. I don’t mind it too much on regular foils, but I would expect the serialized cards to be perfect. Either way, good luck finding your copy! I’m aiming for Erin, but will settle for any.
Armin Arlert, Power of the ColossusEren Yeager, UsurperLevi Ackerman, Vengeance-DrivenMikasa Ackerman, Hizuru’s HopeReiner Braun, Marley’s ShieldBeast Titan, Finale
Ultra Rares
The problem with the attack on titan set, at least from a collectors perspective, is the manga art doesn’t grab the attention like other games. At least the common ones anyway. After seeing them in my binder and seeing the whole story, the game grew on me. What this game does have going for it are its ultra rares and alt arts. The unique art for the Attack on Titan cards are incredible, especially in person. Some have a very nice texture to them. I am a huge fan of the use of color. Here are some of my favorites from the Apocalypse set:
Ultra Rare Alt Arts
It is a shame that the images for the alt art cards do not do them justice. I have pulled a couple from the Attack on Titan alt art cards, and they are amazing. I am a huge fan of the texture and the hand drawn feel. They are definitely worth chasing. Here are my favorites from Apocalypse, but that doesn’t mean you shouldn’t go hunting for everything else!
Character Alt Art
This is where the set disappointing a bit. While there are some alt cards I wouldn’t mind pulling, there are some that I would be sad if I did. Maybe they look better in person, but I prefer the Heroes of Exandria alt cards better. That said, here are my favorites Apocalypse alt art cards:
Secret Rares
The secret rare design is my absolute favorite part of the Attack on Titan cards. They have such a unique style and presentation, and they look so good in person. I do have a couple, and while they aren’t going to buy me a house, they are my favorite parts of my collection. I don’t think Apocalypse has the strongest collection of secret rares, but it does have a few pieces I want for my collection.
Impressions
I only play casually and mostly just collect. I do get the cards for free, but I don’t let that sway my opinion. Apocalypse doesn’t excite me as much as Heroes of Exandria did, at least the art doesn’t. I think the manga art is fine, but it doesn’t have the same pop the comic book style of Heroes of Exandria. As a casual player, there are some cards I want to add to a couple of my decks. That said, I need to open a few more packs and watch how the meta shifts to form a better idea on the set.
If you want to pick up Universus Attack on Titan: Apocalypse, always ask your LGS, but TCG Player has what you need if that isn’t an option.
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 Shadowsis 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 Shadowsis 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 DriveThruRPG if you don’t care about physical media.
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 Zerois 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 RPGmodule 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.
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.
Universus just released their Heroes of Exandria set and that means we got theBeauregard 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
Swift ChangeSubdual TechniqueStrong WindupRadiant VisageMystic RecoveryMartial ProwessEverlight’s GraceCombat EvaluationA Day for RelaxingSpireling FetchStaff CrackPredators PounceHeavy KickGreat-Axe ChopFurious ChargeQuest BoardPeerless Footwork (Foil)Shoulder Toss (Foil)