Mini Reviews: Raptors, Sweet Tooth, Hollywood

Mini Reviews

Raptors, Hollywood, Sweet Tooth

Raptors

A Book by C.J. Valin and Jaime Castle

Jaime Castle was a Co-Author of one of my favorite fantasy series, The Buried Goddess Saga, which prompted me to look into his other books. I found this short series, co-written with C. J. Valin, free on Audible; score!

Raptors is currently a three book series; it’s an exciting super hero story following The Red Kite- I mean, Red Raptor, the Side-Kick (don’t tell him I said that) to one of the biggest names in Super-Hero-ing, the Black Harrier.

Red Raptor, AKA Sawyer, struggles to juggle his heroic life, high school studies, and his developing social life, but it gets a bit more difficult when his superhero mentor goes missing and he’s the only one who can rescue him.

Sidekick is a thrilling adventure with just the right amounts of high school drama, super villain shenanigans, heroic fights, and a dash of romance.

The audiobook was performed by Jack Meloche. His performance was perfect for the role and suited the main protagonist quite well.

Sweet Tooth

A Netflix series based on a comic by Jeff Lemire

This show took me by surprise. Sweet Tooth had me full of anxiety and anticipation; it would make me giggle, then it would rip my heart out and stomp it into the purple flowers.

And I absolutely I loved it.

Sweet Tooth follows Gus, a boy born with the ears and antlers of a deer. He, and other animal kids known as Hybrids, appeared at the same time as a strange virus that wiped out a large portion of humanity.

Gus, nicknamed Sweet Tooth by Big Man, meets a Big Man, nicknamed Big Man, and together they set off on a journey to Colorado. Meanwhile, Aimee fights to protect the lives of as many hybrids as she can find, while Dr. Singh battles a morale struggle in his search for a cure for the virus.

This is a very well written show with great acting. It has a lot of heart-wrenching moments that had me sniffling and trying to discreetly dry my eyes while no one was looking.

Highly recommended; especially if you enjoy post-virus-apocalyptic stories.

Hollywood

A Netflix series set in 1940’s Hollywood

Hollywood is a surprisingly light-hearted show, considering it’s about the first black leading actress in a film. Loosely based on a true story, Hollywood follows all the work and hardships involved in producing and filming the first movie written by a homosexual black man, and starring a black female actor. It is an absolutely beautiful example of why representation in media is so important. This is another highly recommended series and I am really hoping for a second season.

Six Sentence Story: Remnant

Six Sentence Story: Remnant

A Writing prompt by: GirlieOnTheEdge

In continuation of Last Week’s Six Sentence Story

Shay was ecstatic when the knock came; three short knocks, three long knocks, three short knocks, Rio’s ‘secret’ knock to say ‘the coast is clear, let me in.’ 

He had rushed from the other room, leapt over the couch, and was reaching for the lock when he heard Rio speaking; “Shay, don’t open the door Shay, It’s not me, they got me, don’t open the door.”

Shay stared at the door for several minutes, his hand still on the lock, as he listened to Rio repeat himself over and over, trying to protect Shay even in death; “Don’t open the door Shay, don’t even let me know you’re there, just hide, don’t open the door.”

They weren’t really dead, though Shay was sure they wished they were; the parasite disconnected their brains from their bodies, allowing them to see, to hear, and to speak, but they had no control over their bodies at all and could only watch in horror at the things they were forced to do against their will.

Shay backed away from the door as he felt the panic set upon him, felt his breaths come in short bursts, the burning tears forming in his eyes; he fled to his room, locked the door, and curled into a ball in a corner of his closet before he allowed the sobbing to begin.

At least one good thing came from this; it was now confirmed that the Remnant parasite could access the host’s memories – but then, maybe that wasn’t a good thing either.

This is my contribution to the Six Sentence Story prompt from GirlieOnTheEdge. The word this week was: Remnant.

I have been toying with ideas on unique names for what to call… them… and this weeks prompt was a great choice.

EmVee 3.4

EmVee

The EmVee

Chapter 3 Part 4 of The EmVee

Lawrence looked at Luda with a smug smile when his hand touched the wall. He waited for amazement to fill the other’s eyes when the wall vanished and became a window into another realm, ringed with blue flames. But Luda’s face did not change; it did not light up with amazement and wonder, or shrink away in terror. They expressed only anticipation with a hint of confusion. He turned away from Luda and examined the wall, discovering that the only reason Luda was in shock and awe was that nothing had happened.

The wall did not magically transform into a wild portal; it just remained a wall.

Lawrence’s smile vanished. He pulled his hand away, then reached out and touched the wall again, putting more intent behind it. Again, nothing happened. Lawrence tried a third time, adding the verbal component of “open!” and let his hand linger against the wall, trying to will it to obey.

Luda waited.

Lawrence waited.

The wall did not comply.

Wow,’ Luda signed, quirking an eyebrow. ‘Amazing.’

Lawrence frowned and stepped back. He glared at the circles carved into the stone, confusion obvious on his face. He had teleported hundreds, if not thousands or times through this very wall and it had always been the same dramatic glowing handprint that expanded into a fire ringed doorway; but this time it did absolutely nothing.

“I- I don’t understand?” Lawrence raised his hand to the wall for one last attempt but nothing new happened; the wall remained a wall and Luda remained unimpressed. He moved his hand over his left breast and activated the game menu. Luda watched as Lawrence suddenly began swiping his hand through the air like he was wiping away imaginary cobwebs, as his eyes darted about like they were searching for invisible flies. Lawrence felt safe opening his game menu specifically because it was not visible to anyone but himself; also because he did so reflexively and did so without bothering to consider the possible outcome. 

Lawrence swiped through several menus trying to find an error code for why he couldn’t interact with the portal. Another player had exited the basement just before he and Luda had gone down, so he knew the portal itself was functioning as recently as a minute ago. He found no notices of downtime in the forum, no travel limitations for the area, and no reports for glitches or bugs.

With the usual suspects out of the way, Lawrence glanced back toward Luda, who was dragging their fingers over the stone wall in the corner. Lawrence considered them for a moment, then opened his party menu. When he gave Luda the medallion, he had taken the liberty of adding them to his party as well. From that moment on until he disbanded the group, they would share experience points and rewards, plus they would receive a bonus to gold and experience acquisition. However, while there were bonuses to joining a group, there were also a few faults.

“Shit,” Lawrence finally said as he looked at Luda’s name on the party list. A red ‘INVALID’ was posted beside them. “You don’t have the HUB unlocked. I can’t teleport us there.”

Notes from Lohengrin 005

2021 JUN 05

Travel Notes by Lohengrin Van Asche VII

Part Five

New Clothes, New Hat, New Traveling Alchemy Kit; New Lohengrin Mildred Sherrinford Coriander Van Asche III.

Maybe I should shorten that; New Loh. New Miles? Corry?

Dread.

No, just Loh… Loh is fine.

I did not get much rest last night. Fortunately, I had managed to get a few hours of sleep before the whole… ordeal… so I am rested enough for the day. I left early, as soon as I saw the sunrise, and went shopping. I know, I know, there is nothing ‘new’ about me going shopping, but I need to acquire a few new things to put my new image together. First thing first, I picked up an Alchemy kit. I do know alchemy, it comes up a LOT in the Sir Locke Adventures, and I have been using a few minor mixtures to help me sleep during my adventure… but, I know a lot more than just sleeping spells, and it’s about time I show these people what I can do; it’s about time I make use of everything I know.

I also custom ordered a leather bracelet with the letters “WWNJD” stamped into it. What Would Narniana Jones Do?

I wasn’t at the… Brothel… when everyone else woke, but I was informed that Durell bought everyone breakfast. The group discussed the day’s plans, then went to the (temple?) to purchase healing potions. I met them as they were heading back.

Durell filled me in on what was intended for the day. It seems he had a contact in Middleton, and that contact was, at the time, imprisoned. The group, minus Murfria and Bobalberry who opted to wait in town, left for the Keep. Durell requested to see the prisoner and the guards were happy to oblige. I waited outside to avoid ‘intimidating’ the contact… so… Durell took the giant, George, and the laughing man, Thorne. Durell returned a bit later, offered to pay the guards for the release of their prisoner, then returned again with a very filthy-looking individual.

Old Lohengrin may have commented on the lady’s appearance, but not Loh. I bit my tongue and stayed with the group.

Everyone did their own shopping while waiting for the disg-… the lady to wash up. Once everyone was ready, Durell’s new friend shared what they knew about the dungeon we were looking for. It seems we were quite nearby. The lady led us all south down the road we’d just traveled, to the adventurer’s guild in the neighboring town. We planned to use an invisibility spell on everyone so that we may sneak off into the woods unseen by the locals, and that is what we did. Before long, we were off into the woods searching for an entrance.

After a brief journey, Durell’s friend stopped and pointed at a hillside. She indicated that the entrance was buried right there. George and Bobalberry dug it out. Before long, an opening is found and the entire group is heading inside. Tom led the way, checking for any traps beneath the leaves. His methods were unconventional, not like anything I’ve ever read about, but he has real-world experience; I trust him.

A tapestry hid a wooden wall, boarding up the entry. George used his head – and smashed into the wall, but the wall didn’t budge. He tried a few more times, but the wall remained unmoved. Then George, Tom, and Murfria all began prying boards loose until the entry is clear. Tom led the way and almost immediately found a trap… by falling into it. George reached the edge of the pit before I could. He triggered the hidden doors, and I wedged one side open so it wouldn’t close again. I almost wish I hadn’t as inside was Tom climbing the wall and a massive swarm of skeletal rats.

Lohengrin would have screamed… Loh stood fast and offered Tom a hand. Even when the rats swarmed over the edge and began to bite, I did not waver. Tom, however, lost his grip and fell back into the pit. He stopped moving. 

Murfria dove between George and me, throwing one end of a rope to George. Fortunately, George caught the rope before Murfria hit the ground. Murfria force-fed Tom a healing potion, then George and I pulled them both backup. George then stomped the rats into a fine powder. 

Tom and I fixed the trap closed so we could all walk across it. On the other side, I found two more pit traps. Tom didn’t notice them, but he did just die recently so he might be a bit distracted.

Everyone crossed the pit without error as we checked the door for traps. George removed the large bar across the door and everyone stood back as he swung open. We found a long corridor inside. Tom and I went ahead. This corridor had a LOT of arrow traps, but they were all triggered by the door on the other end. Tom disabled the mechanism and opened the door, then slammed it shut again when a howling skull screamed at him. I’m not sure what happened for a few minutes after that, I lost all hearing and was a bit disoriented. 

George and Tom teamed up to kill the flying skull. 

The room beyond was massive, with stairs leading into a sunken section, then up the other side to a series of pillars. Shortly after we all entered, there was a loud clang in the hall behind us; I assumed that was the door slamming shut, and I later found I was right. Immediately after the sound, a cold mist started rising from below. I tried to charge down the stairs, but instead of finding myself at the bottom of the steps, I found myself back at the top. A few others tried the stairs and found themselves in the same situation; back at the top.

I asked Murfria for her rope, intending to jump over the edge and climbing down since the stairs were broken. I asked George to hold the other end, and just as he took it, Murfria grabbed the other end and leaped over the edge. She landed safely on the floor and went to check on a glowing pedestal at the center of the room. When she got near, she suddenly began screaming and came running back up the stairs.

George ran down the other flight of stairs and charged for the pedestal, as Tom climbed over the wall, avoiding the stairs. I tried the stairs again but just wound up at the top. George tried to break the pedestal but was unsuccessful. Durell cast a Breeze spell, centered on George, to clear his view so that he could inspect the pedestal. Three glowing orbs floated past George, and they seemed to reveal hidden objects; like a golden disk at the base of the pedestal. When George pressed on the disk, all the pain George and Murfria felt suddenly stopped. The mist, however, kept coming.

The mist eventually reached the ceiling, and no one died… so we concluded it probably wasn’t deadly, just obscuring.

As everyone is working their way down the magical stairs, George and Tom climb the stairs on the other end of the room towards the pedestal and a painting. George falls into another pit trap, but he was really big at the time since Thorne cast enlarge on him when he was still fighting the pedestal. I imagine that helped? Maybe he didn’t fall so far.

Everyone gets together to pull George out of the hole. 

We continue to investigate the room and find that we are trapped. There are massive gates on either end of the room, to the left and right, there is a stairway leading down, and a painting at the back of the room that is casting a freezing spell so no one can get near it without suffering the extreme cold.

Tom fired an arrow with a rope at the painting, and it passed right through! It seems there is a hidden room back there, but we can’t get close enough without freezing to death.

The gates are locked, and with some work and inspection, we discover that the locks are fake so we can’t pick them and open the gates.

As we’re investigating, we hear voices behind one of the gates, talking about how fun it is going to be when the gates open, and how… we will find out in the morning; then the locks on the gates start ticking, like a timer.

We prepare ourselves for the gate to fly open and unleash whatever hell it separates us from. I decided to try and secure an escape route in case things get too rough, and check on the door by the stairs down. They’re trapped with folding stairs that turn into a slide, so I disable the trigger and check the door, which is also trapped. Again, I disable the mechanism, then call Tom to see if he can pick the lock. He does, and again, I wish we hadn’t. The door is shoved open, slamming against Tom and me, and revealing a room full of undead with glowing green eyes.

We close the door.

We need the help of George to push the door closed again so Tom and secure the lock. We decide that we are truly trapped.

The voices behind the door suggest that the gate isn’t going to open until tomorrow morning, so until then, we are free to rest and investigate the room. We decide to rest for the night and tackle whatever the morning has in store for us. We try to rest in the corridor so we can keep a closed door between us and everything else, but the large door at the other end attacks us when we enter, so we’re forced to sleep at the top of the weird, magic stairs.

I volunteered to take first and second watches so I can run through my old journal and find some of my notes on alchemy. Tomorrow, I will show them what I’m truly capable of.

Six Sentence Story: Quarter

Six Sentence Story: Quarter

A Writing prompt by: GirlieOnTheEdge

“Heading to the store, be right back,” were the last words Shay heard from Rio.

It was three months ago to the day, a full quarter of the year, when Rio left on a supply run. 

He had joked about it like they always did; supply runs were pretty routine by then, considering the two of them had been running them every week ever since…

Rio never returned, and despite searching, Shay never found any signs of him or where he may have gone. 

There was no indication that Rio had ever made it to the abandoned, stripped bare grocery store, and Shay had to assume the worst; Rio was probably dead, or worse.

Rio could be one of them now.

This is my contribution to the Six Sentence Story prompt from GirlieOnTheEdge. The word this week was: Quarter.

EmVee 3.3

EmVee

The EmVee

Chapter 3 Part 3 of The EmVee

“We don’t have a lot of time,” Lawrence explained as he led Luda down the stairs to the basement of the inn, after Luda spent several minutes apologizing for threatening him. 

“I don’t have time to share some things with you delicately, so I need to give you a crash course. Your world is only one of many in a massive expanse of dimensions.” Lawrence left out the part about the world also being a fictional, digital creation of humanity for the amusement of people like himself. “The places I am about to take you will have things you would never conceive of in your wildest dreams. Your eyes will be opened to experiences and sights you would never believe if you weren’t seeing them for yourself.”

Lawrence watched Luda carefully, reading their expressions as he gauged their reaction to all this news. Luda did not seem thoroughly impressed by anything Lawrence had to say. In fact, Lawrence wasn’t certain Luda had heard anything he had said. Luda was, instead, mesmerized by the stone walls of their stairwell, and the echo of their footsteps in the narrow corridor. Every detail of the world around them seemed to catch Luda’s interest; everything except the words coming out of Lawrence’s mouth. The connection to the A.I. was flooding them with new and heightened senses.

I have never been down here‘ Luda signed at Lawrence when they noticed he was looking. ‘I have seen many people come and go from here and have never thought to come down here myself.’

“Yeah… yeah, that’s real amazing, Luda,” Lawrence said. He reached out to take Luda by the shoulder and direct them toward the portal. “I know you’re going to see and notice a lot of things you’ve never noticed before, but please try and focus. I have a lot to share with you and not a lot of time to share it. Are you familiar with the act of teleportation?”

Luda noded.

The high mages teach it to their disciples to allow them to travel from one end of the realm to the other in the blink of an eye.

“Yes, yes, exactly that!” Lawrence said. “I am one of those high mages, Luda. I am capable of teleporting over vast distances, and even between dimensions. I am going to be taking you to another of these dimensions and I need you to stay focused, and stay with me. Some of the places we are going are very dangerous.” As Lawrence spoke, he opened the door at the end of the basement hall and lead Luda into a large room. Luda followed him across the room to where a series of large circles were carved into a stone wall.

“Brace yourself,” Lawrence said as he rested his hand on the wall. “Things are about to get weird.”

Map of Lochinvar

Map of Lochinvar

Map of Lochinvar

Purchased at Cod’s General Goods in Mic, this map of The Kingdom of Lochinvar was drawn by Cod’s son, a traveling cartographer.


Map of Lochinvar

Created using Azgaar’s Fantasy Map Generator

The Journey:

The Crew landed in Dockside and traveled North to Mic where they met Luda.

From Mic, the Crew traveled to Feygorest, then moved on to Sallen with a very brief stop in Abaloop.

Following their adventures in Sallen, the Crew traveled to Kissy, then West to meet Delwyn Rheins. 

Following the meeting, the Crew traveled back to Kissy, then took a ship to Faymond, then around to an unmarked island in the North.

Finally, the Crew returned to Kissy, then crossed to the Capital City of Lochinvar.

Six Sentence Story: Presence

Six Sentence Story: Presence

A Writing prompt by: GirlieOnTheEdge

I AM HERE

The letters were thirty feet tall, red, and repeated on each side of the building, visible from anywhere in the city. If anyone were still alive in the city, they would know there was someone there, someone still alive and safe in the upper floors. If anyone had seen it, if anyone else was even still alive within the city, they hadn’t made their presence known. He wished that someone out there would send a signal, that one day someone would knock on the door. All he wanted was to know that he wasn’t alone, that he wasn’t the last person on the planet; but with each passing week that seemed more and more unlikely.

This is my contribution to the Six Sentence Story prompt from GirlieOnTheEdge. I am excited to participate in these prompts again since I have been absent for quite a while. I can’t wait for next week, I look forward to rejoining this writing community! Thank you, GirlieOnTheEdge, for continuing with these prompts.

Dads VS Zombies

Dads VS Zombies

Dads VS series book 1

John, Chris, and Erik are already having a bad night; they hate bowling but the HOA requires it, they’ve started a fight with another bowling team, they’re too drunk to drive home so they have to walk instead, and to top it off, there are zombies suddenly.

Dads VS Zombies follows 3 dads trying to reunite with their families after a Zombie outbreak.  The world went to crap overnight while they were out drinking and bowling, oblivious to the outbreak of undead. When they return home, they discover their families have been evacuated and now they have to go find them… while trying not to kill each other in the process.

Dads VS Zombies was a fun, light-hearted story… right up until it wasn’t.  The humor is abundant, but there are a few moments and scenes that really hit the emotion button pretty hard. I found myself on several occasions staring at my speakers (it was an Audiobook) quietly muttering “oh no” as a few revelations came to light. 

What I liked:
As with all of Benjamin Wallace’s books, the action in Dads VS Zombies is very well written. It keeps me at the edge of my seat (which is not a good quality while driving, I suppose) and gets my heart racing. There are a few “oh shit!” moments; some that are thrilling, and a few that are heartbreaking.

What I disliked:
John! Oh my hecking goodness I wanted to punch that man in the face so hard! Every time I think he’s redeeming himself and changing his outlook, he goes and, spoiler alert, does something f*$%@3 stupid again. I couldn’t figure out why the other two would associate with him. 


5/5

Author: Benjamin Wallace

Narrator: Phil Thron

Genre: Comedy, Horror

Audible: here

Narrator: 5/5
Phil Thron is not completely unknown to me; he is the narrator of the Space Team series by Barry J. Hutcherson, and with the sheer number of characters and various alien dialects, that is not an easy series to voice. I have never been disappointed by a Phil Thron performance. He has a non-invasive reading voice, and a big bag of character voices to pull from. I would place him in my top 5 right now, up there with Luke Daniels and Jonathan Sleep.

The 7th Continent

The 7th Continent

A Board Game by Serious Poulp
Minor Spoilers (In images)

The year is 1907. The Titanic hasn’t yet had its fateful maiden voyage. In fact, the Titanic won’t even begin construction for another 2 years. Currently, the Titanic is just an idea; a fundraising project. The Titanic also has nothing to do with this game… At all… Probably… I don’t know because I haven’t played every possible card yet, and there are a LOT of cards (like, 800 of them) to explore. Forget about the Titanic! There are more important things afoot!

A new continent has been discovered and you are one of the explorers explorerering it… whether you want to or not. This isn’t your first time on this continent, you’ve explorerered it before, and last time you came down with a serious case of Curses. You didn’t know this immediately; no, the curse waited until you were home, sound asleep in bed to send you a few fever-dreams and make you aware of its presence. Next thing you know, you’re back on the continent, deep in the brush trying to figure out how to cure yourself.

Welcome back to the 7th Continent.

Number of players: 1 – 4
Ages: 14+
Time to play: 10 minutes and up
Genre: Cooperative adventure/exploration/survival

Designed by Serious Poulp, the 7th Continent is a unique board game unlike any other I have ever played. It’s essentially a choose-your-own-adventure board game set in the open world of the 7th Continent. You start off in one small area, one tile, with very little idea of where you are and what you’re doing. The clue card will give you a hint as to what your goal is, but you’re going to need to play a little before the clue makes much sense. From your starting position, you can follow any of the orange arrows towards a new section of the continent, but before you can draw that terrain card you must flip the cloud-backed exploration card and follow the text. Sometimes you’ll simply stumble across an item that will assist you in your adventures, but you’re just as likely to have to battle crabs, brave a forest fire, or, heck, maybe stumble across the Titanic; I don’t know, as I said, there are a LOT of cards!

It’s important to pay attention to the Terrain cards as they’re more than just beautiful artwork, they’re also clues as to what you can find. Footprints can be an indication of nearby prey, while certain cards will offer extra resources if specific items appear on your terrain card. There are also hidden numbers literally hidden in the terrain! When you find them you can draw the corresponding card and find new secrets.

So, how do you play it?
“I don’t know! Stop asking me!” -is what I said when we sat down for our first playthrough (which I will be sharing soon). This game seems extremely complex and difficult to comprehend, but it’s not as bad as it initially seems; it’s just overwhelming and different. One of the more difficult aspects of the 7th Continent that really threw us off was the lack of an end goal; we really did not know what we were trying to accomplish with the game. I tried to find the answers in a few forums online but all the highest-ranked answers essentially stated “just play the game, it will become clear.” 

Oddly enough, “just play the game” was the most helpful advice we could ask for. The instructions explain the mechanics of the game, and the meaning of all the symbols, but the game itself is the best teacher of how to play it. Once you start playing the 7th Continent, the game will tell you what you’re supposed to be doing and how to do it. Everything is explained in the text of the card, along with clear instructions on what to do when an action is accomplished, or how you will suffer if the action is failed.

We had a LOT of fun playing this (once we figured out what we were supposed to do). It’s nice having a game where we all HAVE to work together to accomplish a singular goal; we either all win together, or we all die together. Mostly, you die together.

The 7th Continent has a real thrill to it as you watch your action deck, which is essentially your life force, dwindle with every step, every hunt, every crossing of a river, and you have to really start evaluating your choices and actions to determine if they are cost-efficient or necessary. Every action has an energy cost, which is the number of cards you draw from the deck, and a success requirement, which is marked by the number of stars on the cards you drew. Every action is a gamble as you try to determine how many cards you’re willing to sacrifice in order to accomplish your goal. In most cases, you can draw as many cards as you want to, but every card gets you closer to death. Once the action deck runs out, you have to reshuffle it and continue, but once this happens the game can end at literally any moment as the four Curse cards now mean instant death!!

Fortunately, the 7th Continent also offers a few ways to help you get through your terrible, terrible ordeal; you can craft items to reduce the number of cards you must draw to complete an action or to increase your chances of success. You can hunt to shuffle bonus cards into your action deck from your discard pile in order to extend your life expectancy. You can discard cards from your hand to activate character skills. 

Our first playthrough lasted only 6 hours; we didn’t understand a lot of the mechanics of the game, such as hunting, so we ran through our action deck quite rapidly. Once you get the hang of the game and begin to understand how it’s just as much about survival as it is about exploration, the 7th Continent can easily last 10 hours or more. Some folks have mentioned games lasting in the 20s of hours… this is why the save feature is really cool.

Did I mention the Save feature yet? No? Well, I should have, because it’s an amazing feature of this game.

Instead of making all of your imaginary friends sit around for 24 hours straight trying to cure the curse, you can play for 90 minutes, or whatever your heart desires, then pack the game up in a few seconds to be played later. It really does only take a few seconds! You stack the cards from your hand behind your character card, with durability markers in front of item cards, stack all the characters in order, set the terrain card on top, mark the action and discard piles, toss everything else behind the “The Past” divider, and ta-da! The game is saved. You can now come back whenever you’re ready to continue; set-up only takes a minute.