Total Reroll: Episode 52 – Red Bones (S2)

Welcome back to Season 2 of Total Reroll, our Dungeons and Dragons podcast! Adam has been playing some some good old fashioned D&D with some friends in London, except it isn’t old fashioned because it’s 5th edition. After finishing ‘Hoard of the Dragon Queen’, we’ve moved on with the same characters to ‘Rise of Tiamat’, the second part of the Tyranny of Dragons storyline. You can find a mega-post of all of the Season 1 content here.

The gang set off to help Eldo’s clan, only to find the town elders kidnapped by a malevolent force… which Eldo just pushed off a cliff. Now the bone dragon he’s working with has just risen up to face us. Cue the battle music.

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Map of the hilltop. Path in the top right is where we came in. Black shape to the right is a shrine. Red circles are standing stones, red square is the stone slab. Green Xs are trees. Blue pond and waterfall heads over the edge of a 100ft cliff, which is also on all sides.


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Our intro and outro music is ‘Acid Splash’ by Rich Thomson, and our “adverts” are provided by Anthony Walsh.

Enjoy!

The Lost Lighthouse Plays: T.I.M.E Stories Part 1

And that’s my final thought on the game…wait, something’s wrong. I know what’s happened; we’ve jumped in at the wrong point of the run. Let’s spend some Time Units and jump back to the beginning of the article.

*Various 80’s Sci-Fi noises*

T.I.M.E Stories rematerialized within our local game stores in 2015, published by Space Cowboys and Asmodee. A game notoriously difficult to write about as SO much relies on the story and not letting the cat out the bag. So I’m going to write one article now, 3 runs into the game, with no spoilers and one after our time agents have solved the mystery WITH spoilers

So this piece will focus on how I feel about the mechanics, aesthetics and general play style of the game but will give away none the important story hooks.

As I previously stated our play group has only got half way through 3 “runs” into the mission supplied with the base game, so my opinions may change in the next article after we’ve finished. So take them with a pinch of salt.

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Look at how cool those component slots are!

Upon looking at the contents of the box, you know this is a different game. I’m a huge fan of RPGs and from what I’d heard of the game that would help. The components are fascinating; the pieces that represent the players are huge! It feels as if the designers looked at standard games components and went “our game’s completely different, let’s not have standard components”. One thing I really enjoy about the box design is that you can essentially “save” your game progress ready for your next session. The board itself is a blank canvas which is perfect considering the idea of the game.
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I feel I’m getting ahead of myself. If you haven’t heard about T.I.M.E Stories, you and between 1-3 other players take on the roles of agents sent back to some time in history, ours or otherwise, to correct something that has gone wrong. Problem is, time travel takes a lot of energy and it’s not long till you’re ripped back to the future. Every trip is called a run, and every time you try to do something during a run it costs Time Units (TU). Once you’ve spent an allowed amount of TU during a run you have to start again from the beginning. But hopefully you’ll bring along some memories and items from your previous run(s).

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I played as Mademoiselle Doume. Bitter as hell, and twice as tough!

You each pick a different person for your agent to inhabit while they have slipped back through time. Some are better at conversations, some are better at smashing heads! Classic RPG style. It really benefits your party to take a mix.
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Your “view” during the game is a panorama, which changes per location you go to, of the area you are occupying. This could be a roof or a cave etc. you can move your agents around the panorama to interact or talk to various people. Some times for better or for the worse as you are occasionally drawn into fights. The dice mechanics are really simple, though the rule book sometimes isn’t as clear as it could be. As you travel to different locations, you slowly start to piece together the mystery you are there to solve. Then, inevitably, you run out of TU and have to start again. I believe you are meant to get quicker with each run as you know where things are and who you can ignore.
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The artwork is a true highlight. The mission in the core box looks beautiful. It really has that American Horror Story vibe to it. I’d even advise putting on some creepy music while playing.

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Time Units run out much quicker than you'd hope!

So I and my crew are 2.5 runs into a game. It’s a completely new experience for us; it has such a unique playstyle. I really enjoyed reading out the cards and the look on people’s faces when, as a team, you’ve made a bad move, or the joy when you’ve solved something. I’d advise a “no phone at the table” rule as it can really break the vibe of the game if people aren’t paying attention, it also doesn’t help as you need to remember things people have said to you from previous encounters. I can’t give a full opinion yet as I’ve not finished the first mission but the “re-run” style mechanic is looking to be a blessing and a curse at the same time. On occasions it’s really nail biting trying to get stuff done before your run ends, other times it just gets a bit tedious redoing the same things 3 or 4 times. I’m hoping once we have finished the first mission that opinion will have changed.

Overall, at this moment in time, I’d say T.I.M.E Stories is still worth picking up, it’s so unique in its play style and really gets the players immersed in the story. The fact each expansion just “plugs in” to the game board is really cool.

So until my final review, get in your time pods and secure yourselves, for time travel can be a little bumpy!

Gary

The Lost Lighthouse: The Weekly Rapture 53 – Biscuit Munchers (Holiday Special 2015)

Welcome back to The Weekly Rapture, brought to you by The Lost Lighthouse.

This week was our holiday special, which meant that we recorded in the same room for once! We spent a lot of it drinking and eating biscuits, but found some time to talk about a couple of the trailers we missed due to technical issues a couple of weeks ago, namely the Independence Day: Resurgence  and Star Trek: Beyond trailers.

We had two main talking points. For the first, we went through our top 3 films, TV shows and games of the year, with Gary going for tabletop gaming and Adam video games. (I think this was what Gary was talking about?

Our second talking point was Star Wars Episode VII: The Force Awakens. We did go into full on SPOILER mode on this one, so if you haven’t seen the film yet please make sure you turn off before then! We put in a warning klaxon, but we start the discussion 42 minutes into the podcast, and it’s the last thing we talk about.

Gary in 60 seconds was ”A Very Murray Christmas’, with Adam attempting to figure out who this Netflix Christmas special was made for and why.

[audio http://welcometorapture.podbean.com/mf/play/g46c8a/WR53.mp3]
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Happy New Year!

Total Reroll: Episode 23.5 – Season One Review

Welcome back to Total Reroll, our Dungeons and Dragons podcast! Adam has been playing some some good old fashioned D&D with some friends in London, except it isn’t old fashioned because it’s 5th edition. Our DM Ian has been running us through the ‘Hoard of the Dragon Queen’ storyline, and we picked up a few sessions in with our first episode (we decided to record a bit late, but you can check out some of the previous sessions in Adam’s write ups that start here).

This week we take a quick breather after our season one finale spectacular, and look back on the first season of Total Reroll. Ian the DM, Adam (Red) and Stuart (Carnicula) ramble on about how things have gone, and our overall thoughts on Hoard of the Dragon Queen as an adventure and how well it played. We’ll be back in two weeks time for the start of Season Two and the next section of the Tyranny of Dragons storyline – Rise of Tiamat.


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Intro and outro music was ‘Welcome to the Knife Party’ by TeknoAXE

The Lost Lighthouse Reviews: Fury Of Dracula

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Moonlight flickers between the rushing trees, an owl hoots, you hear an eerie sound, not too dissimilar to a coffin lid opening. He’s back! The Count has arisen for a 3rd edition of Fury Of Dracula!

Now, this game has a lot of fans and I’m not just talking about this edition. Previously made by Games Workshop, Fantasy Flight Games has picked up the license for Fury Of Dracula since the 2nd edition. Copies were selling for such escalated prices on eBay, that it seemed impossible for the standard gamer to get a copy. Then FFG announced the 3rd edition release! I was excited, as pretty much every avenue of board game media said this is a “must have” in our collection.

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Sadly I couldn’t afford Fury Of Dracula for Halloween but as the long, windy, nights draw in, pretty much every night is scary!

I won’t go into the differences between this edition and the others as that’s the past and this incarnation is very much the present.

Before the rules, let’s talk about components. Fury Of Dracula is refreshingly light on components compared to most FFG games. All are good quality but it’s nice to not take half an hour setting up before even explaining the rules to people. The Dracula miniature himself makes me giggle as he looks a little bit like a vampire cosplayer that has been caught on the wrong end of a man hunt. The board art is amazing but I fine the colour palette a little drab.

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He appears from the shadows!

Up to 4 people are Hunters, while 1 person takes the role of Dracula. The hunters win if they find, and kill, Dracula and Dracula wins if he elevates the influence track to 13. The rules are pretty simple once you get going, but can be a bit difficult to get your head round to start with. The hunters take 2 actions during their turn, one during the day and one at night. These action can be simple things like moving or reserving a ticket to searching a city for the count himself. Dracula has a bit more to think about, he has to try and move from city to city, unseen, hoping the hunters don’t pick up his trail!

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A cheeky visit to Amsterdam!

The trail is where the excitement takes place in Fury Of Dracula. Everytime Dracula moves he places a facedown location card on the trail, which slides along the trail every time he moves. He also gets to place an encounter card on that location card, which could be an event that delays the hunters if they find that location, it could be a vampire Dracula has left there to try and kill them, or something in between. There’s a lot of options for Dracula and his encounters. If the Hunters move to a space where Dracula has been, Dracula has to reveal the location card and choose to reveal the encounter card or not, as it maybe a card he wants to mature (more on that later). Once the hunters find a location he has been to they can start to work out where Dracula maybe now and start a more focused hunt. 

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Dracula wins the game by gaining influence. He does this by ether biting a hunter in combat, maturing an encounter card, or defeating a hunter in combat. Maturing an encouter card means that it didn’t get discovered by the time it slides of the end of the trail.

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Combat in the game is nice and simple, it takes a few goes to get used to it but it’s good. In a nutshell, the hunters and Dracula have their own combat cards that they play face down and then flip at the same time, if the symbols match then the hunters card takes effect, but if they do not, Dracula’s card takes effect. Dracula is tough but if he gets set upon by 2 or more Hunters then he needs to escape asap! I know this from experience!

Now a thing to consider is that FFG also make Letters From Whitechapel, another great hidden movement game. With a few less rules Whitechapel is a smoother game overall but I much prefer the setting and mechanics of Fury of Dracula as it’s not just a game of hide and seek.

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I really like Fury Of Dracula, being the Count is so much fun, all be it nail biting at times. When the hunters are talking about cities no where near you, you are laughing but then when they have you trapped and they don’t even realise, you’re sitting there in a cold sweat! I’d say it works best as a 5 player, as then it’s 4 hunters deciding by themselves where to move rather than one or two people controling all the pieces. If you haven’t got a hidden movement game in your collection, make sure this is it!

Gary

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P.s A tip if you’re ever Dracula, wear a cape, it’s the best and never travel by sea, it’s the worse!

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Don't travel by see, trust me, just don't.

The Lost Lighthouse Reviews: Hey, That’s My Fish!

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I’ll start this review by confessing that I love penguins, plain and simple. I also love being able to screw my friends over in board games, less so when it happens to me but I guess that’s one of the rules of being “a bit of a git”.

After seeing the box art for Hey, that’s my fish!, I knew I’d enjoy it. I’d also heard a lot of good things about it before picking it up.

With a rule book (sheet) shorter than most fast food menus, you’ll be able to get straight into the fishy fun. The only downside I find to the game, and it’s really minor, is setting it up. You have to set up lots of small tiles, but if the whole group gets involved, it’s really no issue.
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So, in a nutshell, the aim of the 2-4 player game is to collect more fish than your opponents. Each player moves one of their penguins at a time, in a straight line and then collects the tile they started on. Your penguin can not pass through any other penguin during his move but that’s pretty much the only restriction. Tiles will have 1, 2 or 3 fish on them.
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In the beginning it seems a bit tame, but after a few turns you’ll start to notice the play area disappearing as you collect tiles. We quickly spotted that you can try to isolate other people’s penguins and leave their penguins adrift, it’s a bit mean but quite funny none the less.
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Hey, that’s my fish! fits nicely into the “pre-game” slot, it’s great as a nice warm up to a bigger games or for friends that are new to board gaming. Not taking anything away from it, as it really is a great game and you may well fill an evening playing it lots and lots. We managed to get a couple games in around half an hour and really enjoyed them. The small amount of game space needed is also refreshing! Proving that a game doesn’t need to be big to be good. I can see this being great to play with the kids as well.

With Christmas coming up, and landing in at around £10, I can see this being a great stocking filler for all board game enthusiasts.

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I love this penguin. You will have the same expression when one of your penguins gets isolated!

I’d highly recommended Hey that’s my fish to pretty much anyone. With it’s low cost to high fun ratio, I can’t see anyone being disappointed. So treat yourself to an early present and pa-pa-pick….(Gary was forcefully removed before finishing this awful joke).

You can find your local retailer for Hey, That’s My fish by using this link.

Gary.

Total Reroll: Episode 20 – The Hunting Lodge

Welcome back to Total Reroll, our Dungeons and Dragons podcast! Adam has been playing some some good old fashioned D&D with some friends in London, except it isn’t old fashioned because it’s 5th edition. Our DM Ian has been running us through the ‘Hoard of the Dragon Queen’ storyline, and we picked up a few sessions in with our first episode (we decided to record a bit late, but you can check out some of the previous sessions in Adam’s write ups that start here).

After dispatching a patrol of trolls and ambush drakes with uncharacteristic competency, the gang heads towards the Hunting Lodge to find out where they’ve been taking all of their gold for the ritual to raise the five headed dragon god Tiamat. No surprises are expected.


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Intro and outro music was ‘Welcome to the Knife Party’ by TeknoAXE

The Lost Lighthouse Reviews: Timeline Inventions

When were rubbish bags invented? I’ll tell you, 1950. I don’t know how I know this very random fact, but never the less, I do. I don’t know how I knew it when I won my first game of Timeline: Inventions, but I did. It wasn’t even a guess, I knew it. I feel I’ve skipped ahead some what, in the voice of Bo Selecta Craig David, can I get a rewind!

The aim of Timeline: Inventions is simple. Each player has a certain amount of double-sided cards. One side has a picture and name of an invention, and the other side is the same but has the date also. Players lay their cards date side down.  Then one card is drawn from the remaining pile, and placed it the centre of the board, date side up . This is our starting point for the timeline. The first player chooses one of their inventions and decide wether or not it came before or after that first card. If they think before they place it to the left of the start card, if they think after they place it to the right. Then they flip their card, if they are correct (yay!) the card stays where it is, if they are wrong, it gets discarded and they have to draw a new one (boo!). Then the second player goes, but they now the timeline has, possibly, two cards on it. So does it go before, after, or in between these dates! As the game progresses the timeline gets bigger and it’s harder to place cards as the dates get closer together. The first person to have no cards in their hand wins.

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The group I played with enjoyed Timeline: Inventions. It seems to fit well into that “pre big game, game” slot. The aim is very direct and there’s no real tactics to speak of, but because it’s quite a short game, it ends while it’s still interesting. The price point is good as well, barely more expensive than a cinema ticket, and for that you also get a really nice tin to house it.

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The art work style is also really cool, and also the choice of “inventions”. Having “RPG games” and a Doors song come up were nice treats.
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While no game is perfect, an issue I do have is that one of the dates that’s printed is wrong. It didn’t ruin the game what so ever, and in fact made for a good discussion afterwards.

Another plus is that there are five versions of Timeline! So you can take your pick of what you think your group would like. Timeline is available at Waterstones for £12.99 or you can pick all five versions up from Amazon.

I would recommend Timeline: Inventions if you’re looking for a quick, fun game to start your evening and also who knows, you might learn a thing or two. Like, when rubbish bags were invented!

Gary.

A sample copy was supplied for this review.

The 5 Best Tapletop Games to Introduce People to the Hobby

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We’ve got a new contributor in the form of Jonathan! He’s Kit’s brother. Like Kit, but also not at all like Kit. Because that is not how brothers work.

Mornin’ all, I’m not Kit. Instead, I’m his brother Jonathan, the younger, slightly sillier version. Now, we don’t know much about each other, but I hope you won’t be alienated if I say that I like fun. Do you like fun? It is pretty fun. That’s why I like tabletop games, as they are basically little engines that produce fun, and I like to play them with as many people as possible. Today, we’re going to look at the best games to introduce people to the hobby. Maybe you want to give them a go, but don’t know where to start. Or maybe you are sick to death with playing Articulate with your in-laws. As I said, I don’t know you either.

Let’s be clear, these games aren’t my favourites. Instead, they are easy to pick up, instantly engaging and fun to lose. After all, nothing will put someone quicker off the hobby than losing painfully at something they don’t understand.
5) Monikers

Monikers

“But Jonathan, this isn’t even a board game?!”

I know, dear reader, but if you can get people to have fun with pieces of card or paper, getting them around a board will be so much easier.

Monikers takes the good bits of Articulate, but doesn’t have you playing with cards 20 years out of date. It starts off very similarly, teams taking it in turn to have one member trying to describe the thing on the card without saying anything on the card, with the others trying to guess what the hell they’re on about. So far, so ordinary.

Second round, same cards, this time you only get one word. Starting to sound more interesting? Third round, you can make gestures, but no words. Round four, you go behind the sofa and describe your card with nothing but facial expressions. Round five, back behind the sofa, but now you can mime with anything except your head. This would be impossible, if you hadn’t built up in jokes and familiarity with the cards beforehand.

There are a set of cards you can buy, which I hear work very well. I, however, feel that this game is at its best when you choose your own things to guess. Let each player write down five things, perhaps in categories, and use these as your cards. This makes every game of it different, taking on unique flavours due to the people playing it.  That said, if you feel your group isn’t too creative, or you don’t have time to produce your own, the cards linked below are cheap and of high quality.

Now, as you may imagine, this is a silly game, and requires people to be willing to make a fool of themselves. I still remember trying to communicate Madagascar using nothing but my head. Ah, good times.

Monikers can be found here

 

4) The Resistance: Avalon

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Be honest, you think you’d be a brilliant evil genius, don’t you? Perhaps it’s just me. Regardless, The Resistance: Avalon gives you the opportunity to be just that. You and your group will be noble Knights of the Round Table. Unfortunately, some of you are secretly evil, and are trying to corrupt Camelot. Each round, you’ll vote on which members of the group should go on quests, then the quest goers will secretly vote on whether or not they want the quest to succeed. If one votes to fail, then the quest fails. Over the course of five quests, once three go to either good or evil, that team wins.

A couple of additional touches make this spicy curry of intrigue even spicier. On the side of good is Merlin, who knows who the secret evil people are. To balance things out, at the end of the game, if the forces of evil can guess who Merlin is, they win, even if they didn’t corrupt enough quests. Ooh, such secrecy, such possibilities for deception.

This game needs to be played with people who won’t hold grudges. Occasionally, the rules can get a little complex for first time players, so you’ll need to have studied that rulebook, ready to field any questions. The game excels, however, because people don’t spend ages staring at a board. Instead, they are looking at each other, using intuition and logic, those wonderful things we all possess, to suss out each other’s motives.

Not convinced yet? I’ll tell you one story, from early in my Avalon days. A friend was playing for her first time, and she was nervous. She haltingly asked who Merlin might be, and I replied by slyly winking whilst stating Merlin would never reveal himself. She nodded, and a bond was built between us. We voted together, we swayed things our way. The final quest came, and we got our people on the quest.

Only, I wasn’t Merlin. I was evil. I had gone full Machiavelli, and tricked my friend into trusting me. My betrayal was beautiful, and yours will be too.

The Resistance: Avalon doesn’t have a designated website page, but I’m sure you’ll be able to find it quickly if you want it.

 

3) Pandemic

pandemic

Pandemic brings something to the table nothing else on this list does. It is a co-operative game, with all players on one side, fighting the board. This makes it ideal for groups who you fear may get a little too rowdy if they’re set against each other.

You play a team of doctors and scientists, trying to prevent four deadly diseases from wiping out humanity. On your turn, you do your best to stop the spread of these diseases and research their cures. If you come up with a cure for each disease, you win! If you run out of turns, you lose. If too many places suffer an outbreak, you lose.  If you run out of disease cubes to play, you lose. In other words, you’re all going to have to pull together to get through this.

When you pull off an awesome manoeuvre, playing just the right card at just the right time, you feel incredible. The games best feature is how each player will have at least a couple of moments when they get to save the day. When your group becomes a team, chaining together moves to pull off a complex set of actions that save the earth, you’ll feel pretty great. Furthermore, it is very easy to modify the difficulty of the game, making sure that any group will have a fair shot.

The one thing you’ll need to make sure of is that no one becomes a mini-dictator, telling people what to do on their turn and browbeating them into subservience. The other thing to be aware of is that after numerous plays, you risk ‘solving the puzzle’, and realising what the optimal plays are. The expansions do a good job of mitigating this, but beware, dear reader, for one day you may need to shell out for them as well, to recapture Pandemic’s wonderfulness.

Pandemic can be found here.

 

2) Codenames

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Codenames is probably the single tensest game I’ve played. It is also a thankfully quick one, otherwise I suspect my head would’ve exploded from sheer stress the first time I played it.

It is also a simple word game with incredibly simple rules. 25 words will be placed out on a table, with players split into two teams. One player on each team is the ‘spymaster’, knowing which cards are secretly their colour, the enemy’s colour, a turn ending innocent bystander, or the fatal assassin card, which results in an instant loss if it gets picked. To communicate which ones should be picked by their teammates, they get to say one word and one number each round. The word will hopefully hint towards some of the ones they want their teammates to pick, with the number an indication of how many to go for this round.

That’s it. A simple, fun game, that is incredibly easy to understand, but rather tricky to master. It is great for those you suspect will be reluctant to try anything too unusual. It may not work so well for those who aren’t too wordy or strong on lateral thinking, but its swiftness and its tension make it a great way to fill 15 minutes.

Codenames can be found here

 

1) Dixit

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Without a shadow of a doubt, Dixit is the best game to introduce people to the hobby. Just show them the cards, and they are hooked. In Dixit, you are rabbits, running around a field, dreaming. Trust me, it is great.

On your turn, you choose one of the frankly beautiful cards in your hand, and play it facedown, providing a word or phrase to describe it. Each other player chooses a card in their hand that could match your description, and adds it to the pile. These are then shuffled and revealed, with everyone else voting for which card they think is yours. If they get it right, or trick someone into voting for theirs instead, they score points. You score points if people get it right as well, but you get nothing if everyone or no one gets it right. That way, you want some people to guess correctly, but not everyone.

dixit2That is the whole game. Playing this game is far more fun than winning or losing it, making it ideal for first time players. You’ll probably need to be the one keeping track of the scores, as I’ve seen people occasionally get muddled with it. This game shows people just how much more a board game can be than what they’re used to. And seriously, look at this card with a bag on it.

Is it not glorious? How could you not want to play a game with something as wonderful as that in it?

Now that we’ve got to know each other a little bit, I’ll be honest with you. I’m tired of Dixit. One day, you will be too. But the first time you play it, you’ll have a brilliant time. The second time too. It’ll take you a long time to get sick of it, and that first time brilliance is exactly what you need in an introductory game. Play it, dear reader, and make others play it too.

Dixit can be found here.

 

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Now, there were other great games that didn’t make it into the list. Some were left off because they were too complex, others because they were too similar to things already on the list. Let me know if you feel any absences are travesties of justice. Trust me with these five though, and you’ll be a bringer of joy to your loved ones. In time, you’ll get to introduce them to more complex games, and you’ll never have to play Monopoly again.

Jonathan

Check out The Nomadic Lighthouse, Jonathan’s own site totally in keeping with the ‘lighthouse’ theme.

 

 

 

Total Reroll: Episode 14 – The Minotaur’s Secret

Welcome back to Total Reroll, our Dungeons and Dragons podcast! Adam has been playing some some good old fashioned D&D with some friends in London, except it isn’t old fashioned because it’s 5th edition. Our DM Ian has been running us through the ‘Hoard of the Dragon Queen’ storyline, and we picked up a few sessions in with our first episode (we decided to record a bit late, but you can check out some of the previous sessions in Adam’s write ups that start here).

After resurrecting Artin and Eldo (sort of) last week, the gang heads to The Minotaur’s Secret restaurant to meet up with the Harpers, the group they’ve been working with to thwart the dragon cult. Also they fight sea monsters.


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Intro and outro music was ‘Welcome to the Knife Party’ by TeknoAXE