Overcooked 2 Review [Pixelkin]

Read the full review at Pixelkin

It’s not uncommon to shout “just sautée the damn mushrooms already!” at your family members when playing Overcooked 2. The delightfully chaotic cooking simulator returns with more cooperative mayhem as players quickly work together to fulfill culinary orders while avoiding kitchen hazards.

The sequel offers a few new features but ultimately the same experience. Thankfully it’s still a winning recipe.

Read the full review at Pixelkin

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D&D 5E “Storm King’s Thunder” Epilogue & Recap

We say farewell to Storm King’s Thunder in our massive recap episode.

Streamed, recorded and uploaded every week. Subscribe for our weekly adventures. Join us live on Fridays at 7pm Pacific/10pm Eastern!

Previously on “Storm King’s Thunder”

This is it, my very last Storm King’s Thunder recap.

As with previous recap sessions, we had fun revisiting and reminiscing our full 16-month campaign map by map, as well as revealing some fun stats I had been tracking (our epilogue was actually at the end of our final session last week).

  • Total Sessions: 65
  • Calendar Length: March 2017 – August 2018
  • Total Time: 175.5 hours
  • Average Session Length: 2 hours, 40 minutes
  • Number of Times We Fell Unconscious (0 hp): 12
  • Most Unconscious: Tie – TIM (5), Korinn (5)
  • Total Wild Magic Surge Rolls: 20 (~1 every 3 sessions)
  • Total Amount of Inspiration Earned: 79 (~1 every 4 sessions per person, though no Inspiration was earned in the first 8 sessions).
  • Number of Sessions with No Combat: 7

For a summarized, at-a-glance recap of our entire campaign, I’ve broken down all the major events, organized by level, below.

Level 1

  • We arrive in Nightstone to find it destroyed, abandoned, and taken over by goblins.
  • We defeat all the goblins, meet Kella and learn about inbound Zhentarim.
  • Find a Harper code book with leads to Bryn Shander.

Level 2

  • Ambush the first wave of Zhentarim, meet the remaining town guards.
  • Defend against the second, much larger wave of Zhentarim, saved when Felgolos shows up to chase them off.

d&d

Level 3

  • Cross the goblin-infested forest to reach the Dripping Caves to rescue the townsfolk.
  • Defeat the goblin leader, but make friends with Snigbat and spare the goblin babies.
  • Escort the townsfolk back to Nightstone.

Level 4

  • Meet Zephyros outside Nightstone, who offers to take us to Bryn Shander.
  • Fend off an attack of air cultists, then convince an dwarven army to stand down.
  • Attacked by Iymrith (though we didn’t know it at the time). Zephyros goes out in a blaze of glory, dumping us a few miles outside Bryn Shander.
  • Hunted by Yetis, then hunting them in turn.

d&d

  • Arrive in Bryn Shander, meet a large number of friendly faces.
  • Survive an assassination attempt by Zhentarim.
  • Defend the town against a siege of Frost Giants who are looking for Artus Cimber and the Ring of Winter.
  • Get a ton of new quests.

Level 5

  • Solve some local problems around the icy Ten Towns region.
  • Continue to follow up with Harpers, travel to Hundelstone, then on to Mirabar.
  • Survive a road ambush by Zhentarim agents.
  • Arrive in Xantharl’s Keep. Scout out the Zhentarim outpost nearby.
  • Stealthily assault the Zentarim Outpost, completely cleaning it out.

Level 6

  • Begin the lengthy journey to Everlund.
  • In Triboar we witness the aftermath of a Fire Giant attack.
  • Escort refugees to Yartar.
  • Met a nobleman on the road who was afflicted with aboleth poison.
  • In Yartar we followup with the nobleman, leading to a gambling boathouse called the Grand Dame.
  • Uncover a plot with an aboleth kidnapping nobles and trying to supplant them.
  • Defeat the aboleth in the sewers beneath Yartar.

D&D

  • We arrive in Everlund, get teleport access.
  • We battle some fire giants nearby and rescue Snigbat.
  • Return stolen money to a local Hippogriff breeder in Hawk’s Nest. We get hippogriffs!
  • Teleport to Neverwinter to attend the Roaringhorn Gala.
  • Assault the Feral Hound tavern and capture the Weevil, who feeds us information.

Level 7

  • New main quest update: gather Giant relics from various sites.
  • First is the Grandfather Tree, where we navigate a ghostly maze underground.
  • Next is Beorunna’s Well, which is massive pit, home to a tribe of barbarians.
  • Meet a group of dragonslayers who are hunting Felgolos. Turn on them and agree to help Felgolos.
  • Take a detour east with Felgolos to the desert.

d&d

  • Sneak our way to blue dragon hordes. Make them angry and fight them off, actually killing them.
  • At Morgur’s Mound we meet friendly frost giant Harshnag.

Level 8

  • Survive automated defenses at Raven Rock.
  • We hop on an airship sent by an ancient red dragon, Klauth.
  • Meet with Klauth. All glory to Klauth!
  • The airship drops us off at Great Worm Cavern.
  • Solve a war between white and blue dragonborn.
  • Make it to the Temple of the All-Father, find Harshnag captured at the entrance. A big battle with frost and stone giants ensues.

d&d

  • Make it inside and gather more pieces, leading to more battles, traps, and puzzles.
  • Finally get an audience with the oracle. Need to get to the Maelstrom. Need Conch from another giant boss to get there.
  • We pick cloud giants, since the oracle tells us they’re currently torturing our friend Felgolos!
  • Upon leaving Iymrith shows up. Harshnag sacrifices himself so we can escape via Klauth’s airship.

Level 9

  • Klauth tells us more about TIM. We journey to his old cabin, learn more truths and fight more stuff.
  • The cabin happens to be near Goldenfields, so we follow up on a very old side quest from Bryn Shander, recruiting a giant slayer and helping defeat a full on siege of hill giants and ogres.
  • We learned about an island base that the K society was using. We kill everyone and everything.

d&D

Level 10

  • Take our hippogriffs to Lyn Armaal, the flying cloud giant castle.
  • Use combinations of stealth, disguise, and mind control (suggestion), to effectively rescue Felgolos without fighting a single giant!
  • Convince the cloud giant leader to simply hand over the conch.
  • Before teleporting to the Maelstrom, we go after the Weevil, who had recently escaped and was hiding out in Everlund.
  • Sneak our way inside and minimize threats until a final battle with the Weevil. Finally kill his ass.
  • We teleport to the Maelstrom.
  • TIM randomly finds shortcut that lead to other areas of the dungeon, including a massive treasure room, and the backdoor to the throne room. Avoid the entire dungeon!

d&d

  • We stealthily get a private audience with the princess, get next clue.
  • Return to Yartar and the Grand Dame. Clean it out rather violently, learn location of Hekaton, and the Sculptor’s Tower.
  • Assault the Sculptor’s Tower. Kill everything.

Level 11

  • Team up with Felgolos to cross the ocean.
  • Find the Morkoth and attack a ship full of pirates and cultists head-on.
  • Rescue King Hekaton and teleport out of there before the kraken himself can tear the ship (and us) apart.
  • Learn the true nature of our villain, and realize she was there in the Maelstrom.

D&D

  • Return to the Maelstrom to find Iymrith holding the sceptor, storm giants dead, and Serissa incapacitated.
  • She escapes. We rest up, locate her lair, get giant growth potions, and go after her.
  • We teleport to Iymirth’s Lair and charge with our new giant bodies, dodging boulders and fighting gargoyles.
  • Make it underground, defeat some Yuan-Ti and tescue Harshnag. He’s alive!
  • Fight the ancient blue dragon, and defeat her once and for all. GG!

Epilogue

Kazin: Kazin extradites Attalia and returns to the Mind-Zei monastery to rebuild it. He also keeps an eye on Slarkrethel the kraken.

 

Bryseis: Bryseis goes to Waterdeep to find her expansion of the family gambling business already underway, and partnered with Miri. Bryseis runs the Waterdeep branch, and subtly continues her own Zhentarim operations.

 

Korinn: Becomes the sole leader of the blue dragonborn tribe. Gets to work rebuilding their entire society after Iymrith’s devastating influence.

 

T.I.M.: Wielding both Dawn Guard and Dawn Strike brings back many of TIM’s memories as a holy warrior. He also learns of other lost warforged wandering around, aimless after Iyrmith’s defeat, and gives them a purpose with Lathander.

 

Halfred: Halfred returns home to his shire, which has to rebuild after a stone giant siege. Halfred officially becomes the new Wombat-man and teams up with Harshnag for future adventures.

 

 

 

 

Streamed, recorded and uploaded every week. Subscribe for our weekly adventures. Join us live on Fridays at 7pm Pacific/10pm Eastern!

Roll20 Review: The Reaper’s Right Hand (War for the Crown 5)

Our heroes are transported to Axis, the Plane of Law, where they must uncover the disappearance of Taldor’s ascended emperor.

A press review copy of the module was provided. Find more Roll20 Reviews on my website and YouTube channel.

The Reaper’s Right Hand” is the fifth module in the War for the Crown Adventure Path, designed for PCs of 13th level. At this level adventures really need to ramp up the scope and challenge rating of what the PCs are facing.

The module does a brilliant job of upping the stakes by depositing our heroes into Axis, the plane of law, as they must search for the missing ascended emperor while dealing with a diverse cast of extra-dimensional beings and troublemakers.

Continue reading “Roll20 Review: The Reaper’s Right Hand (War for the Crown 5)”

Gaming Backlog Final Thoughts – Uncharted 4: A Thief’s End

Nathan Drake’s first official outing on PlayStation 4 was easily his best.

Adventuring through my backlog of games, one game at a time. 

Developer: Naughty Dog
Publisher: Sony Computer Entertainment
Release Date: May 10, 2016
Played On: PlayStation 4

gaming backlogPlaying every Uncharted game (+ The Last of Us) within the last few months has been a fascinating exercise. It’s a deep dive into a single developer’s strengths, weaknesses, and passion throughout two generations of consoles. And no where is the leap more pronounced than with Uncharted 4: A Thief’s End.

It would have been easy (well, easier) to drudge out Nathan Drake for yet another globe-trotting adventure of light-hearted hi-jinks, death-defying action, and mustache-twirling villains. In some ways Uncharted 4 doesn’t rock the franchise boat too much. Yet it’s also an emotionally satisfying end to a larger-than-life character, providing a rich story with a hefty amount of character growth, while also improving every aspect of a series that defies fossilization. Continue reading “Gaming Backlog Final Thoughts – Uncharted 4: A Thief’s End”

Disney Villainous Review [Pixelkin]

Read the full Review at Pixelkin

A good villain usually makes for a good story, and one of Disney’s strengths throughout every era was its memorable cast of villains. Some, like Maleficent, have even become more popular than their heroic rivals. Yet we’ve never seen a tabletop game that focuses solely on the darker side of the Disney universe, until now.

Disney Villainous is an elegantly constructed, asymmetrical card game where you play as one of six classic Disney villains. Each villain has their own deck of cards, player board, and goals, all of which reflect their sinister machinations in each film. Being bad never felt so good.

Read the full Review at Pixelkin

How Hero-U Avoided Disaster and Recaptured 90s Adventure [PC Gamer]

Read the full article at PC Gamer

Six years, two Kickstarter campaigns, and one home equity loan later, Hero-U: Rogue to Redemption has finally been released. “A year after the first Kickstarter we were approached by an outside investor,” says Corey Cole, part of the husband-wife team behind Hero-U. “We would’ve gotten half a million in additional funding. The problem was they wanted 50% of the game’s sales for life. At the time we felt it was too much to give up. Had we looked into our crystal ball in 2015 or 2017, we would’ve jumped on that.”

I spoke to both Corey and Lori Cole about the lengthy, yet passionate development of Hero-U, an adventure-RPG modeled after the 1990s Sierra series that once made them design icons: Quest for Glory.

Read the full article at PC Gamer