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5E Mini-Dungeon #034: Mysteries of the Endless Maze
by Thilo G. [Featured Reviewer] Date Added: 08/21/2017 05:07:12

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Unlike most 5E Mini-Dungeons, this one does not come with VTT-maps or player-friendly iterations, which is a bit of a bummer.

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

This is a ready to use portal-maze, but one with a twist: Upon entering one of the segments, you roll 1d4; on a 1, the segment's challenge is a riddle; #2 is a trap (4 of which are presented), #3 is a random monster (6 of which are available) and if a riddle is solved, the PCs can get one of 4 prizes. The riddles presented are brief, but not the lame old classics you will have seen before...unless you're really, really into riddles. If a segment of the maze has been completed, its portals activate. Critters defeated carry keystones and ultimately, these can be used to access the vault, where the nasty boss of the complex is awaiting alongside the sizable treasure. As a minor complaint, only the defeat of monsters will actually net keystones, which could have been handled slightly more flexibly. As a minor nitpick, I did notice a line of text missing blank spaces.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf, but there is no key-less version of the map to print out and hand to your players. The pdf does sport one nice piece of original full-color art - kudos!

Justin Andrew Mason's Mysteries of the Endless Maze is an amazing little puzzle-dungeon; it is not one of the annoying mazes that just frustrates players and has a smooth, nice progression rate, at least in my game it had. That being said, one minor nitpick is that you should carefully read how the dungeon works; due to the limited word-count available, its precise functions require a slight bit more observation on part of the GM. Not that it's opaque, mind you. The dungeon also has a nice replay value and whether as a maze in Sigil, as a sub-level, as the BBEG effing with the players - the complex has a ton of uses and can be inserted literally at any time and any place.

Kyle Crider's conversion to 5E manages to retain the cool nature of this dungeon and the foes are chosen well - though the massive loot the PCs can gain may be a bit overkill for the more conservative 5E-GMs out there...but that is cut down easily enough.

All in all, a well-crafted mini-dungeon worth of a final verdict of 4.5 stars, rounded up for the purpose of this platform.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
5E Mini-Dungeon #034: Mysteries of the Endless Maze
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5E Mini-Dungeon #033: The Legacy of Theft
by Thilo G. [Featured Reviewer] Date Added: 08/17/2017 03:56:53

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Unlike most 5E Mini-Dungeons, this one does not come with VTT-maps or player-friendly iterations, which is a bit of a bummer.

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

When recent construction of an inn revealed the presence of a presumably abandoned complex, the owners of the inn to be constructed, Edwyn and Jackson Cairn decided to explore the complex. Dumb idea. It's been 3 days and now it's up to the PCs to find out what happened. The PCs get into a long corridor with decayed doors; 8 to be more precise. While footpaths can be seen in the dust, there seems to be no discernible pattern. Beyond nasty traps and doors slamming shut, the complex presented may look dull on the map, but it isn't - it manages to evoke a concise, creepy atmosphere supplemented well by the traps – kudos for Kyle Crider providing damage type variants here for some traps.

In the original version, a crypt thing and its teleportation tricks provided some challenge; in 5e, a shield guardian trying to get its amulet is what It’s all about as far as danger is concerned.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf, but there is no key-less version of the map to print out and hand to your players. The pdf does sport one nice piece of original full-color art - kudos!

Michael Smith's "Legacy of Theft" is well-presented, manages to evoke a nice atmosphere and is, as a whole, a truly useful mini-dungeon. Its set-up lets you put it frankly just about everywhere, making is very easy to use without any hassle; whether as a dungeon-sub-level, a rescue mission or below any structure, it requires no set-up. As a whole, the module is mostly about exploration and can be run as a nice rogue-solo-adventure or as a means to let these guys shine. The conversion by Kyle Crider is nice, though it loses the disorientation angle. Still, as a whole, a nice offering – well worth 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
5E Mini-Dungeon #033: The Legacy of Theft
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5E Mini-Dungeon #032: Howling Halls
by Thilo G. [Featured Reviewer] Date Added: 08/14/2017 04:22:02

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Unlike most 5E Mini-Dungeons, this one does not come with VTT-maps or player-friendly iterations, which is a bit of a bummer.

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

The Howling Halls can easily be inserted into the context of a grander dungeon and generally represents a hauntingly cold crypt-complex, which makes neat use of the environmental rules. Beyond a couple of nice traps, the theme, obviously, would be undead regarding the enemies contained herein and the exploration yields keys with script that can be used to open the central rooms of the crypts and battle the progressively harder guardians of this place - finally wresting a magical key labeled "peace" from the final crypt - but for what purpose remains up to the GM to decide. The big plusses here would be Kyle Crider managing to translate the material really well to 5E - including a rather potentially deadly cold that haunts these halls and tactically interesting monster-choices.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf, but there is no key-less version of the map to print out and hand to your players. The pdf does sport one nice piece of original full-color art - kudos! Everything's properly hyperlinked, just fyi!

Jonathan Ely's Howling Halls is a nice insert into a bigger dungeon complex. With two tower-like structures, the howling halls can easily be used by an enterprising GM as a kind of suture to connect two unrelated dungeon-levels and the challenges per se are nice, the content solid. The dungeon, in short, does what it's supposed to do and provides a fun, cool diversion and leaves an interesting hook for the GM in the player's hands. At the same time, it is just that - it does what it sets out to do well. For what it tries to be, this is a solid hub/sidetrek and it actually works better in the 5E-version, as far as I'm concerned - the halls are a bit more interesting, a bit more deadly. Hence, my final verdict will clock in at 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
5E Mini-Dungeon #032: Howling Halls
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Underworld Races & Classes
by Customer Name Withheld [Verified Purchaser] Date Added: 08/04/2017 14:05:22

Creating several npcs to send against my group. Have read through it several times already and love it. Cannot wait to see the hard copy from backing it on kickstarter. Each race is unique with their own back story. Well worth the money



Rating:
[5 of 5 Stars!]
Underworld Races & Classes
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Adventure Chronicle #2
by John C. [Verified Purchaser] Date Added: 07/28/2017 17:24:47

Very entertaining, i enjoyed it immensely. Looking forward to other issues



Rating:
[4 of 5 Stars!]
Adventure Chronicle #2
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Adventure Chronicle #1
by John C. [Verified Purchaser] Date Added: 07/28/2017 17:22:42

IT WAS VERY ENTERTAINING, A LOT OF REALLY GREAT DUNGEONEERING OPTIONS



Rating:
[4 of 5 Stars!]
Adventure Chronicle #1
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5E Mini-Dungeon #031: Dwarven Dread
by Thilo G. [Featured Reviewer] Date Added: 07/16/2017 07:29:52

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Unlike most 5E Mini-Dungeons, this one does not come with VTT-maps or player-friendly iterations, which is a bit of a bummer.

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

It can always get worse. This simple premise is represented in many an experience, many a module - and here, it is represented by the duergar.

Evil and loathsome though they may be, they generally at least are sane. Well, Argyle the Betrayer has gone off the deep end after encounter the mage Angree, who turned the cave wizard into a kind of mad savior of a duergar cult - it is up to the PCs to stamp out the cult and stop the madness from spreading. As a minor note, the pdf does sport a whole line where the blank spaces are missing.

The dungeon presented here provides a sufficient diversity regarding its challenges, with a small, nice random encounter table adding dynamics, read-aloud rune-inscriptions adding fluff and environmental challenges adding an additional dimension to the encounters. The hyperlinks in the conversion work as intended and the pdf offers some nice traps, with the respective NPCs and elementals making for solid adversary choices. The big loot here is btw. a stone of controlling earth elementals.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf, but there is no key-less version of the map to print out and hand to your players. The pdf does sport one nice piece of original full-color art - kudos!

Michael Smith's "Dwarven Dread" is a solid addition to the Mini-dungeon line. While it is not as creative as the best of them, it provides an easy to insert dwarven-themed side-trek that features sufficient diversity in the challenges provided to make this a solid, fun romp. The conversion penned by Kyle Crider is solid and while I wished it featured a short-hand adding some unique properties to the BBEG (mage in 5E as opposed to a derro), I do like how the new monster selection still retains a general leitmotif. 3.5 stars, rounded up.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
5E Mini-Dungeon #031: Dwarven Dread
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5E Mini-Dungeon #030: The Burning Tree of Coilltean Grove
by Thilo G. [Featured Reviewer] Date Added: 07/15/2017 14:13:05

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Unlike most 5E Mini-Dungeons, this one does not come with VTT-maps or player-friendly iterations, which is a bit of a bummer.

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

While travelling inside a large forest, the PCs happen upon a sight most peculiar - Coilltean Grove. While this grove of the dryad Flùràlainn would be a most intriguing find in the dullest of times, right now, it is the place of a rarely seen phenomena: The tree is ablaze, the dryad in panic - and beyond that, two tribes of sprites are engaging in all-out warfare, fighting with uncharacteristic ferocity. In order to quell the bloodshed among the fey, the PCs will have to help the dryad, deduce the culprit and source beyond the apparent insanity of the fey and put an end to said threat, for an all out great encounter/module. Kudos, btw.: Kyle Crider went all out in this conversion, with tactics for the BBEG!

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf, but there is no key-less version of the map to print out and hand to your players. The pdf does sport one nice piece of original full-color art - kudos! The map of this one deserves special mention - it is surprisingly high-quality and evocative for the format - though GMs should not show it to the players, since the map contains a SPOILER pertaining what's going on.

Justin Andrew Mason's mini-dungeon here is simply awesome - beyond the obvious roleplaying potential for roleplaying and the unique, cool backdrop of what happens here, the mini-dungeon can have intriguing repercussions indeed. The set-up is intriguing, the map great - there is simply not much beyond nitpickery to complain about. Kyle Crider has managed to convert it really well to 5E, losing nothing of its appeal - though, to nitpick, massive penalties or bonuses to Charisma (Persuasion) when interacting with sprites in the aftermath of the module feel a bit un-5e-y o me, but that is a purely aesthetic complaint.

This is a great use of the format and well worth a final verdict of 5 stars.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
5E Mini-Dungeon #030: The Burning Tree of Coilltean Grove
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Mini-Dungeon #058: The Palace of Ahmad Sahir
by Carl C. [Verified Purchaser] Date Added: 07/14/2017 15:42:25

This scenario is a series of interconnected fights. There is a plot, but it doesn't really come into action. There are no motivations given and no basis for interactions other than fighting.



Rating:
[3 of 5 Stars!]
Mini-Dungeon #058: The Palace of Ahmad Sahir
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5E Mini-Dungeon #029: Heart of the Sacred Dawn
by Thilo G. [Featured Reviewer] Date Added: 07/07/2017 05:13:28

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Unlike most 5E Mini-Dungeons, this one does not come with VTT-maps or player-friendly iterations, which is a bit of a bummer.

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

In ages long gone, the lord of dragons Tenebrash was vanquished by the order of sacred dawn with the help of an ancient relic, the lucespel. Now, evil has returned to the lands of mortals and it is up to the heroes to find and secure the lucespel within the confines of the now ruined temple-keep of the order of sacred dawn. The deity once in command of the artifact remains purposefully obscure and can be considered to be a great placeholder for deities from Saranrae to Latander or Arden.

Within these sacred halls, only the mightiest of heroes have a chance to prove their mettle - to do so, they must defeat exceedingly powerful knights turned to planetars. The ruins also sport a task that requires the PCs to collect certain words, which prove to be the answer to a simple riddle. When solved an ancient black dragon still stands between the PCs and triumph...oh, and that one downright sadistic trap...that, RAW, is even triggered when the correct key has been taken, which may be an oversight. 3 x Power Word: Kill should not be triggered when the correct key is used. Similarly, that should be a trap or at least something like an avoidable terrain hazard, as the pdf has a tough option for legendary rogues to bypass some components. Beyond these secured portals, the artifact beckons - though its exact powers are left for the GM to decide.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf, but there is no key-less version of the map to print out and hand to your players. The pdf does sport one nice piece of original full-color art - kudos!

Justin Andrew Mason's Heart of the Sacred Dawn is a mini-dungeon we can really use. Why? Simple: We don't have a lot of quality high-level material. The added requirements of high-level gameplay are tough to master and conversely, this pdf doesn't have the space to provide elaborate notes on the certainty of teleportation et al. That being said, the challenges are flavorful and diverse, with the kill-trap's trigger in either case being my one true structural gripe beyond wishing that the exploration required some more uses of high-level tricks and abilities. Apart from the combat challenges and overkill-kinda-trap, the module could be handled by lower level PCs as well. Kyle Crider's conversion does lose a bit of the awesomeness of PFRPG's highly templated boss - some unique legendary actions would have been nice here.

How to rate this? Well, while not perfect, this constitutes a fun diversion for high-level PCs and in the hand of a good GM, this can be a pretty cool insertion. Hence, my final verdict will clock in at 3.5 stars, rounded down for the purpose of this platform.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
5E Mini-Dungeon #029: Heart of the Sacred Dawn
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5E Mini-Dungeon #028: Throne of the Dwellers in Dreams
by Thilo G. [Featured Reviewer] Date Added: 06/29/2017 10:26:56

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Unlike most 5E Mini-Dungeons, this one does not come with VTT-maps or player-friendly iterations, which is a bit of a bummer.

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right! The PCs are contacted by artificer Vythis Targain, who hires the PCs to investigate an ancient tomb complex. Inside the complex, the PCs can find a weird throne - and have already entered the realm of dreams, where a puzzle based on gems (unfortunately, trial and error) awaits. I like the puzzle, I loathe the lack of options to find out how it works.

In the complex where invisible stalkers, a spirit naga and a vrock must be defeated, the PCs can unearth dream rods - one ruby, one sapphire and an emerald...and if they solve aforementioned puzzle, they can escape the dreams and use these rods to insert them into sarcophagi in the first room, where they were teleported first into dreams, resulting in a challenging final encounter versus wraiths.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf, but there is no key-less version of the map to print out and hand to your players. The pdf does sport one nice piece of original full-color art - kudos!

Justin Andrew Mason's mini-dungeon is one I really wanted to like - I love the inclusion of a brief puzzle and the pdf manages to instill a sense of antiquity in spite of its brevity and breathes the spirit of sword and sorcery - though the pdf loses its leitmotif in Kyle Crider's conversion. 5E does not have the same array of unique´, thematically-linked critters and it shows here. At the same time, I did like how the rods to be found were codified as proper magic items. With 2 ioun stones and 3 rods, some conservative GMs may consider this to be a bit loot-rich, though. However, trial and error puzzles are unpleasant, particularly when the codified rooms by rods would have made for a great way to provide subtle, logical hints. As provided, the mini-dungeon instead, as much as I like it, feels more opaque than it should be. My final verdict will hence clock in at 3 stars.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
5E Mini-Dungeon #028: Throne of the Dwellers in Dreams
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5E Mini-Dungeon #027: Kaltenheim
by Thilo G. [Featured Reviewer] Date Added: 06/28/2017 04:57:22

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Unlike most 5E Mini-Dungeons, this one does not come with VTT-maps or player-friendly iterations, which is a bit of a bummer.

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

In the frigid north, rumors abound that a massive raider has begun striking at nomads wandering the snowline: Dubbed Koloss and accompanied by an oni, this boogeyman has recently called an NPC of importance - and now it's time to put him in his place for once and for all. The trail leads to a complex of frigid, natural caves, which contain not only multiple, powerful yetis (reskinned hill giants) and subarctic shriekers acting as a natural alert-system.

More important for the module, the little pdf sports intriguing terrain features beyond the shriekers and they serve another function: The dread Koloss turns out to be an frost giant accompanied by his aforementioned oni buddy and the PCs will be challenged by these adversaries...but if they manage to out-stealth them, they may actually catch them unaware! Have I mentioned the elemental nodes associated with arctic water?

Conclusion:

Editing and formatting are very good, I noticed no significant glitches apart from a minor typo. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf, but there is no key-less version of the map to print out and hand to your players. The pdf does sport one nice piece of original full-color art - kudos!

Jonathan Ely's Kaltenheim has a very distinct flavor that makes it unique and interesting - it rewards capable PCs and sports a cool (pardon the pun) boss.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
5E Mini-Dungeon #027: Kaltenheim
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5E Mini-Dungeon #026: Sanctuary of Exsanguination
by Thilo G. [Featured Reviewer] Date Added: 06/22/2017 07:50:43

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Unlike most 5E Mini-Dungeons, this one does not come with VTT-maps or player-friendly iterations, which is a bit of a bummer.

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right! When the witch-priestess Segolia established a temple in a frontier town, she proceeded to demand sacrifices of orcs and similar raiding humanoids - which was no problem for as long as the place remained a frontier's town...but progress being what it is, the raiders have been bested and the witch continues to demand sacrifice. Now people have gone missing - so the PCs are tasked to investigate Segolia's temple.

While the guards provide ingress to the PCs, they do so at the request of their witch-priestess and she is pretty much not making any pretentions - the temple sports a deadly stone guardian and undead as well as two portals the PCs need to pass to reach Segolia - on the way there, further adversaries remove any doubts of Segolia's evil nature. The adversaries utilize the terrain to their own benefits and Segolia, ultimately, turns out to be a vampire spawn.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf, but there is no key-less version of the map to print out and hand to your players. The pdf does sport one nice piece of original full-color art - kudos!

Michael Smith's sanctuary is a solid, rather magic-heavy little mini-dungeon and sports some cool potential for encounters as well as a solid final boss. At the same time, the rooms themselves felt a bit less versatile or interesting to me. The module does lose a bit of its old appeal in Kyle Crider's conversion, as the original penaggalan boss has been converted into a vanilla vampire. On the plus-side, skill-uses are pretty versatile this time around. In the end, we have a solid module, well worth 3.5 stars, though I can't bring myself to round up here.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
5E Mini-Dungeon #026: Sanctuary of Exsanguination
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5E Mini-Dungeon #025: The Phase Spider Lair
by Thilo G. [Featured Reviewer] Date Added: 06/20/2017 07:20:59

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Unlike most 5E Mini-Dungeons, this one does not come with VTT-maps or player-friendly iterations, which is a bit of a bummer.

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

It should be noted that this mini-dungeon was kinda first created for 5E -in PFRPG the module originally pitted the PCs against chokers.

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

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..

.

Still here?

All right!

The mountain town of Kraga has seen many changes over the course of its existence - what once was a dwarven town is now a border settlement and the canals of the settlement now run through the strange, lost settlement. A string of disappearances brought the PCs into this complex...and indeed, we have a strong leitmotif here, namely that of arachnid foes, with phase spiders, ettercaps and the like...and basilisks also can be found here. Skill-wise, PCs should try to avoid coming in contact with the sewer plague...and the worst encounter here can be avoided by smart PCs. Loot-wise, a cloak of elvenkind represents the most potent item herein.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf, but there is no key-less version of the map to print out and hand to your players. The pdf does sport one nice piece of b/w-art - kudos!

Jonathan Ely's phase spider lair is a fun, no-frills module with a nice leitmotif. It's not a spectacular offering, but it does its job relatively well. The conversion does a decent job as well. My final verdict will clock in at 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
5E Mini-Dungeon #025: The Phase Spider Lair
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5E Mini-Dungeon #024: The Lapis Maiden of Serena Hortum
by Thilo G. [Featured Reviewer] Date Added: 06/19/2017 07:47:31

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Unlike most 5E Mini-Dungeons, this one does not come with VTT-maps or player-friendly iterations, which is a bit of a bummer.

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

The desert village of Serena Hortum is the backdrop of this module, with a local named Nadia looking for her missing sister - a beauty named Alucia. The trail leads to the estate of a merchant (a mage) called Bodigar - though, inside, the PCs are in for a nasty surprise: Bodigar has indeed abducted Alucia and his mansion does show enough indication of his depravities - the worst of which would be the statues in the garden, which also feature fair Alucia, transformed into stone by his pet basilisks. Bringing the vile merchant to justice will be an interesting task indeed!

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf, but there is no key-less version of the map to print out and hand to your players. The pdf does sport one nice piece of b/w-art - kudos!

Justin Andrew Mason's Mini-Dungeon is compelling - either as straight-forward hack and slay or as an infiltration, this one offers a nice story, a cool backdrop, diverse challenges and even a bit of social interaction, this is a great example of what can be done with a straight-forward, smart application of the limiting mini-dungeon-formula. Kyle Crider's conversion of the module is generally interesting and solid, though I wished it made more use of 5e's simple and easy to modify Stealth mechanics, but that may just be me. My final verdict will clock in at 4.5 stars, rounded up due to in dubio pro reo.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
5E Mini-Dungeon #024: The Lapis Maiden of Serena Hortum
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