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Ultimate NPC Deck
by Michael T. [Verified Purchaser] Date Added: 04/15/2016 16:04:06

It's okay for what it is, the art is good, but for my money there are way, way, way too many "gonzo" characters. An otter pirate? When am I EVER going to use that? More importantly how could I EVER use that MORE than once!

So while there are 68 cards (and one blank - what the heck am I going to do with a blank), I'll be lucky if I can use 30 of them.

If you're okay with each of these guys being usable only once, you might like this. Otherwise, there's not a lot of 'normal' NPCs here.



Rating:
[2 of 5 Stars!]
Ultimate NPC Deck
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Classes of NeoExodus: Machinesmith (PFRPG)
by Elexious C. [Verified Purchaser] Date Added: 04/06/2016 16:34:07

The Machinesmith is a fun class. Really all you need in a magi-tech artificer is right here and covers a lot of bases that I could think of and that I desired to play.

It does hit on a few pet peeves. It gains 'prototypes' of six levels that function like spells and it makes me have to explain why this class gets technology and others don't. Balance-wise it makes sense that a mechanic class only has technology that functions for itself the same way that a caster cant grant the ability to cast spells to someone else (wands and scrolls withstanding) but with Paizo's Technology guide it became easy to dismiss what the machinesmith does as personal magitech and leave it at that. There are some points in the font however where its hard to tell where a list of selectable options ends and a new class feature ends but that only required one double take. Also this class feels like it doesn't have a real place outside of campaign that uses high technology in general.

With my nitpicking out of the way, the class itself is balanced, fun and has a lot of options. Whatever you want out of an artificer this class has it. There are also some feats to support it, some archetypes a prestige class and spells that are also compatable with other spell lists.

If you got the print copy like I did you'll be surprised to see two extra goodies. There are the Fleshwraith and Host classes. The Fleshwraith is less machinesmith and more bioengineer. it seems to be missing it's hit die though but I assume it's a d8. The Host, also missing it's hit die, is a symbiote possessed class that gains eidolon evolutions as mutations from the creature living inside him.

Overall the product gives a lot of bang for the buck and the hit die and font problems aside it is my second favorite engineering class. Its easy to understand and varied in it's execution and a lot of fun to play so I'm giving it five stars.



Rating:
[5 of 5 Stars!]
Classes of NeoExodus: Machinesmith (PFRPG)
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Monsters of NeoExodus: Dragons (PFRPG)
by Thilo G. [Featured Reviewer] Date Added: 04/05/2016 03:50:48

An Endzeitgeist.com review

This monster book clocks in at 34 pages, 1 page front cover, 1 page editorial/SRD, 2 pages of advertisement, leaving us with a massive 30 pages of content, so let's take a look!

Ah, dragons! Who doesn't love them? They're the apex-predators, the big, nasty super-killer creatures and there is no adversary as iconic out there. Suffice to say, I've read a lot of dragon-variants over the years and I very much loathed the "everything needs to be a half-dragon"-trend in the dying days of 3.X - the tendency cheapened dragons in my opinion and took away from their impact. I've also been pretty vocal about my preference for dragons to be smart adversaries that should be played and presented as such...but that's just my take on the concept.

More important for the purpose of this review would be another component: Both in official bestiaries and in supplements pertaining dragons, I've noticed a tendency towards cop-outs or, if you like, less thorough presentation: Dragons, traditionally, sport a massive table that lets you customize them by age category; in the better installments, we also get sample builds for some different age categories. This, at least in my opinion, in important - it further emphasizes the iconic place these magnificent beasts have in our games and sets them apart - basically, a dragon is already a customizable threat, an entry already covers diverse variants for different CRs. Now this does take up space, sure -but know what? It's a significant part of draconic identity as far as their status as monsters is concerned. This pdf begins by doing this honored tradition justice with the required tables and summary of dragon senses, no breath and similar fun abilities -yes, including starflight.

The respective entries for the dragons themselves sported in this book provide 3 different sample builds, for the young, adult and ancient age category, respectively and each dragon gets a thoroughly AWESOME, truly evocative mugshot - I'm not kidding when I'm saying that these are absolutely gorgeous. Obviously, the respective dragons also sport individual tables that denote ability-progressions over the respective age categories. The cool thing, at least in my book, is that this book does not simply add more chromatics or metallics to the fray - instead, we are introduced to two categories of the dragons with multiple subtypes. The first of these categories would by conflict dragons, and they are nasty. No, really.

Take the first kind and look at the name - In clear letters, one reads "Armageddon Dragon." Yeah, these guys are not playing around - with a starvation aura that fatigues creatures, SPs that include cup of dust, waves of exhaustion and many more and a slashing/dehydration-based breath weapons, these creatures' abilities make pretty clear that they are about the ruination of...everything. More unique still would be the fury dragon - while an acidic breath weapon may seem pretty conventional, these dread beings are plague carriers have an aura that increases the potency of diseases (and makes them more virulent) and they can incubate an insanity-causing berserker-disease. Oh, and they pretty much look like a horrid blending of insects and dragons, with a CR 6 parasite swarm being provided as well. Why? Because they can disgorge increasing amounts of these nasty, lamprey-like worms! Disgusting and glorious!

The holocaust dragon would be the necromancy-themed of these nasty dragons - with an aura that weakens the living and strengthens the undead, a negative energy-based breath weapon (that alas, does not heal undead) and a limited ability to throw disgorged souls at his foes (dealing negative levels AND reanimating present corpses...) as well as the soul devouring abilities of these beasts make clear that they are not to be trifled with. Now wrath dragons would be basically the big, nasty and rather unsubtle destroy-em-all type of grinders - beyond a berserker-rage-including aura and additional fire damage, they can breathe burning shrapnel (which doubles as caltrops), eat most metals easily (ignore 10 hardness) and combine bites with lower-strength breath weapons for truly apocalyptic damage. Oh, and what about a limited breath of molten metal or retributive damage versus weapons that strike these beasts? Yes, pretty awesome!

The second class of dragons introduced here are stellar dragons - where conflict dragons are predisposed to an unraveling, an end, stellar dragons strive to maintain balance and existence - though that does NOT mean they're necessarily nice: Alignment-wise, they are LN or CG and take the VERY large picture into account - which means that yes, they may sacrifice a kingdom or even world to maintain balance and defeat a greater evil. Their abilities are no less unique, mind you: The first of these dragon types would be the gravity dragon: With a slowing presence, gravity-increasing breath and particularly brutal melee attacks, they are intriguing. As a minor complaint - their natural attacks increase as though they were one age category older, but no progression for dragons beyond great wyrm is given, which is a small oversight. One easily rectified, granted, but still. They can also create massive singularities a limited amount of times per day - with devastating effects.

The Nebula dragons can cause cold damage as well as radiation exposure with their breaths and they do receive a nice, defensive concealment-granting cloud of particles and may unleash a magic-suppression cloud a limited amount of times per day. Pulsar dragons can dazzle those nearby and suppress darkness-based magic completely. Oh, and they have laser breath that may not be effective versus all creatures...but it can pass through e.g. walls of force. Additionally, they may use their breath weapon in pulsing blasts, customizing the damage output of each blast according to his needs. The final stellar dragon herein would be the supernova dragon, whose very presence heats metal and hampers cold creatures. His breath incinerates all that fall before him and he may use is breath in a massive radius around him - said breath is btw. a combination of fire and electricity and yes, their SPs are deadly.

This is not, however, where this pdf ends - instead, we are introduced to the two dragon lords - masters of all conflict/stellar dragonkind. Conflict dragons revere the CR 25 monstrosity called Eschaton. If the name was not ample clue, yes, this basically takes the mythic beast from revelations and codifies it not as a metaphor, but as a full-blown engine of annihilation. Whenever one of the 7 heads of eschaton is destroyed, it regenerates a new head associated with whatever destroyed the head, growing stronger...or more versatile. An aberrant head grown can breathe a cone of devastating, mutating slime; a mechanical head has teeth of adamantine and breathes poisonous steam...and a spectral head increases the reach of this engine of destruction to the incorporeal. Oh, and if you're like me and consider that not enough yet...well, there is a mythic version: CR 30/MR 10.

This beast...is so beautiful. An aura that staggers AND has a 50/50-chance of inflicinting murderous command or terrible remorse. Nigh indestructible. Mythic power to make the breath linger or rip open reality to gate in tentacley doom - awesome.

The adversary of this all-destroying master of annihilation would be the infinity dragon Ananta, CR 25. Encompassing both male and female, this dual-headed dragon (you can see the picture on the cover) has devastating sonic and cold breaths and is quicker when undertaking starflight journeys. The combined blast of the dragon's breath weapons can destroy just about anything utterly...oh, and ananta can exist in two places at once, treating either as her location for attacks, reach, etc. Similarly to Eschaton, we do btw. receive a truly awe-inspiring mythic version of this steward of the multiverse - at CR 30/MR 10, this iteration of the mighty infinity dragon can create creatures to fight from the dust of the foes vanquished by Ananta. Similarly, the multi-existence ability and a benevolent, exceedingly powerful music of the spheres complement an awesome, unique take on the mighty dragon lord.

Conclusion:

Editing and formatting are very good - beyond minor hiccups, I noticed no significant glitches. Layout adheres to LPJ design's gorgeous two-column full-color standard and a smaller version is provided in case you want to use this on mobile devices. The artwork is absolutely staggering and excellent - both the mugshots of the dragons and the two full-body renditions of the dragon lords are gorgeous. The pdf comes fully bookmarked for your convenience.

Jeff Lee delivers here - the dragons presented in this book utilize unique, evocative mechanics, have cool, unique themes that set the apart and the superb artwork further emphasizes that - seriously, one glance and you'll want to use these asap! The pure imaginative potential of these dragons is impressive indeed and the book, as such a steal for its price-point, particularly if you're like me and enjoy truly devastating adversaries to challenge your players. My final verdict will clock in at 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Monsters of NeoExodus: Dragons (PFRPG)
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Obsidian Apocalypse: Sinful & Vile Feats (PFRGP)
by Thilo G. [Featured Reviewer] Date Added: 04/04/2016 03:58:02

An Endzeitgeist.com review

This collection of dastardly feats clocks in at 19 pages, 1 page front cover, 1 page editorial/SRD, leaving us with 17 pages of content, so let's take a look!

Okay, before I go into this pdf, let me state that loudly and clearly - this is a book of feats, yes...but it is a book full of Clinton J. Boomer-feats. This sets this pdf pretty much apart from every feat-pdf you'll ever seen...why? Well, we all know how feats work, right? Basically, they are short pieces of crunch that provide a rules-option, for the most part a relative generic, wide-open one that makes a character better at something or adds an option to the character's arsenal or makes it viable. Mr. Boomer's approach to feats is completely different, beginning with flavor-text - most of his feats sport a whole paragraph of flavor-text before going on to present the prerequisites. But guess what? Said prereqs are actually pretty hard to fulfill - when one takes a look at Bright-Burning Tempter, for example, one notices that the feat requires class levels as antipaladin AND of the wishcrafter ifrit sorceror archetype, a rather uncommon option.

So yes, there are feats intended to make less viable options that make for cool character concepts more viable. The second thing a newcomer to his design-approach would note is that the benefits...are complex. As in "I can literally list a huge amount of archetypes that do less" level of complexity.

To take the aforementioned feat as an example: When a creature benefits from your wishbound arcana, it is thereafter declared as a "supplicant" - said targets may be healed via touch of corruption as though they were undead and you may spend 2 uses of it to remove a variety of different negative conditions. In a twist, this does not remove disease or addiction - just the effects. Additionally, when you use wishbound arcana, you may expend a number of daily uses of touch of corruption, capping at sorceror level, to evoke one of two or both of the following effects: Effect 1: You may apply a metamagic feat to the spell cast, requiring expenditure of touch of corruption equal to the amount of spell level increases the metamagic feat would apply. The second effect makes the power you bestow addictive, prompting the supplicant to save versus a scaling DC to not fall prey to your power's addictive qualities. Additional expenditure of touch of corruption uses increases the potency of said addiction.

That was one feat. You'll notice 3 peculiarities here - a) this does more than a simple archetype, b) is incredibly cool and evocative and c)...is arguably pretty strong, as it basically unlocks paladin mercy-style tricks for the antipaladin class. Via a follow-up-feat, you can use touch of corruption as a free or immediate action to gain the benefits of e.g. air walk/water walk, bypass fire resistance (but not immunity - immune targets instead get half damage), destroy unattended objects, lace flaming burst on all attacks, king's castle or elemental body II (fire elemental only) for 1 round and you may expend 2 uses to provide the benefits until the end of your next round. Oh, and the supplicant needs to be able to ask for the respective benefits. This feat is aptly called Answer to Apocalyptic Desires and it should pretty much highlight something to consider - these feats are powerful; specific and complex, but very powerful.

Now this is pretty much what makes Obsidian Apocalypse the perfect fit for this kind of design - after all, most "regular" folks have either been killed or corrupted...and these feats very much make clear how the forces of darkness could win.

Another feat herein, Devil's Gate, allows you to expend ki in the dark/dim lighting to summon eidolon/lesser eidolon surge as a SP, with higher levels allowing for progressively higher expenditures of ki for more powerful SPs. There is also a similar feat that substitutes grit for that, which is slightly more problematic, considering that grit is a refreshing resource as opposed to ki. Both feats have btw. in common that they don't have a prerequisites-line. While it's rather apparent that one should have both eidolon and the respective pool, the nitpicker in me still would have wanted a line à la "eidolon class feature, ki/grit pool class feature."

Elemental Adeptness is also interesting - it locks your Elemental Fist into a given element, but grants you a revelation associated with the given energy type (oracle class level = character level) and allows you to, as a standard action, expend spell-level ki or grit points to cast mystery-spells, though they are treated as SPs, get a scaling save DC and they are governed by Wisdom.

Another feat basically takes the skinwalker-theme - you can wildshape into a disgusting proto-beast (at decreased duration - only 10 minutes per level) and fluidly switch between forms - including swarm forms, though these make you exceedingly vulnerable versus AoE-effects. Oh, and yes, animals and vermin shy away from your abominable form. There is also a feat that ties Bloodrager to Charisma, making the class work better with the undead, while Sense of the Shrike allows you to know when your name/title is uttered - the more often the target has spoken your name, the easier you can sniff out the fool who dared to speak your name.

It should be noted that the pdf blends Boomer's design rather well with the unique options of Obsidian Apocalypse - the genesai-race, for example, can extend greatly the use of shattersoul blade, expending it for alternate, defensive purposes. Several other feats follow similarly complex rules-operations, codifying spells as castable via class resources, extending spell-lists.

There is also a feat called Terrifying Blow that lets you utilize natural attacks as Awesome Blows, in spite of not fulfilling the prerequisites for the latter and while the feat provides synergy with the Awesome Blow-feat, the potency of the maneuver and the minimal prereqs here mean that this is rather nasty - even before the added AoE shaken-effect accompanying the attacks. On the plus-side, however, it should be noted that a vast amount of synergy between other feats and this makes the mechanics here solid. Insane gunslingers (or swashbucklers) worshipping the elder gods can inflict damage upon themselves (to hasten activation action) and expend grit/panache to temporarily gain the tarrasque's carapace...and yes, the damage cannot be mitigated.

It should also be noted that the Burning Necropolis provides a feat tree, which, when combined, in text exceeds two pages - and they are intriguing, for prereqs contain exposures to various environmental hazards and the feats add necropolis tokens you can expend to increase the potency of your summon monster spells...oh, and the final feat lets you call forth a fully statted golden-clad legion of skeletons (using the mob rules)...and it can be remotely detonated.

What about a mantra of madness that allows you to use Linguistics as an immediate action to negate attacks or touch attacks by substituting it for AC? Yes, these feats are powerful...but oh so well-written. No, I haven't even touched upon e.g. the feat that makes undead gunslingers basically revenants and lets them rejuvenate for as long as they have grit...including the return of their weaponry...

The pdf also contains the Singer of Praise, a bard archetype, who gets a cleric's Ref- and Will-save progression, 4+Int skills per level (and a decreased class skill-list), but replaces bardic knowledge with access to a mystery (but no revelations, though they can be gained via Extra Revelation). The archetype may only inspire allies sharing their faith (or are within one step of the alignment axis) via bardic music. 2nd level provides a domain, subdomain or inquisition instead of versatile performance, while well-versed only applies to creatures opposed to the patron deity. 5th level provides channel energy at -4 levels instead of lore master and 10th level unlocks a sorceror bloodline, adding bonus spells, treating sorceror levels for bloodline powers as -6. This archetype is very complex, considering the amount of moving parts - so yes, depending on the amount of resources you use, it can become problematic. However, it doesn't have to be.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to LPJ Design's two-column full-color standard for Obsidian Apocalypse-pdfs and the pdf comes with gorgeous full color artworks. The pdf is fully bookmarked and a second, smaller version intended for mobile use is provided in the deal.

Okay, so why did I ramble on for about half the review on the design philosophy behind these feats? Well, because I need you to understand that these feats are not balanced against your average standard feat - what we have here are essentially character concepts in feat form, narrative options. Unlike most feats, the material contained herein, sans exceptions, is so evocative and unique, it made me really want to create characters FOR the feats, not the other way round - prior to reading this, I wasn't aware I needed a wishcrafter antipaladin villain - now I certainly KNOW I need one of these guys in my rogue's gallery! Much like the feats Clinton has crafted for Legendary Games' Legendary Villains-series, these feats are pure, evocative brilliance....and should not find their way into the hands of players unless you're gunning for a truly high-powered campaign or need them to make a character concept work. (Alternatively, these make for great story-rewards...) One can also see Jeff Lee's talented design in these pages.

Here's the thing, though: This approach to feat-design fits perfectly with Obsidian Apocalypse's brutal, high-powered and twisted setting - the last heroes and villains, the sheer epic scope of their conflict...it works with the setting exceedingly well and complements it in a delightfulyl wicked wayx - even among master Boomer's feats, some of these stand out by virtue of their imagery and awesome themes. If the title wasn't ample clue for you: These feats are intended for the bad guys out there and at best, provide morally questionable power and yes, they stumble here and there regarding the precise implementation of prerequisites...but they also manage to juggle extremely complex concepts sans stumbling.

Let me reiterate this: I am going to rate this according to its intent -as a feat-toolkit to craft truly astounding villains or high-powered anti-heroes. And, oh boy does this do its job - usually, reviewing feats is a rather tedious, none-too-exciting process. While reading this book, however, I thoroughly enjoyed myself...and when it was done, I immediately felt the urge to craft some unique adversaries. A single feat herein can inspire a whole cadre of villains - and that is, pardon the horrible pun, a feat indeed. As a GM toolkit, this is pure awesomeness, the astounding concepts and overall execution mitigating the minor issues this has. So what's my final verdict?

Well, I can't rate this the full 5 stars...but this is the first feat-pdf in ages that really blew me away. Hence, my final verdict will clock in at 4.5 stars, rounded up and I'll add my seal of approval to it. Seriously, if you're looking for complex, inspired and extremely flavorful design and a crunch-book that is actually a good read, get this! Beware when using this for PCs, though.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Obsidian Apocalypse: Sinful & Vile Feats (PFRGP)
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Crisis of the World Eater Prequel: A Warning Too Late (PFRPG)
by A customer [Verified Purchaser] Date Added: 01/08/2016 23:00:05

This one succeeds on all counts-it successfully blends elements of high fantasy, superhero tropes, and science fantasy, serves as a set-up for events to follow, and is an entertaining mini-adventure in its' own right. While a bit linear (as might be expected in a scenario of this length), ambitious GMs could certainly expand on the options given inside. Though I'd normally give this one a four star rating, the spectacular cover artwork puts it over the top.



Rating:
[5 of 5 Stars!]
Crisis of the World Eater Prequel: A Warning Too Late (PFRPG)
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Crisis of the World Eater Prequel: A Warning Too Late (PFRPG)
by Marshall G. [Verified Purchaser] Date Added: 01/01/2016 21:56:37

This looks to be a very intriguing start to a very intriguing campaign. I can't wait for the Kickstarter, coming on Leap Day this year. I've read through this prequel, and it has definitely whetted my appetite for more. I'll wait to actually run it until the full campaign is closer to available, but on a read through it definitely promises some great play.



Rating:
[5 of 5 Stars!]
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Crisis of the World Eater Prequel: A Warning Too Late (PFRPG)
by Thilo G. [Featured Reviewer] Date Added: 11/30/2015 04:38:24

An Endzeitgeist.com review

This prequel for the unprecedented Crisis of the World-Eater-saga clocks in at 14 pages, 1 page front cover, 1 page editorial, 1 page advertisement,1 page SRD, 1 page back cover, leaving us with 9 pages of content, so let's take a look!

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

...

..

.

All across the world, an uncanny psychic scream echoes through the minds of the minds of the world, driving many individuals to suicide - and the trail leads to the irradiated Kray Wasteland, officially a hostile area broken by the impact of a meteorite. Major Marco Dempompa send the PCs into this wasteland - and it is here, the PCs find something they did not expect: Beyond the deadly gangs that inhabit the wasteland, the PCs unearth a strange, star-shaped complex - for from it, the scream was sent forth. They are not alone in their discovery, though - it is here that a secret super-soldier program was launched and three of these changed beings now have returned: The apathy-field generating arcanist Synapse, the unbreakable Colossus like berserker Vault and the Magneto-style elven storm sorceress Ozone.

Finally, beyond the locked down central section, the deadly quicksilver/flash-like Black Silver and the cabalists of the Onyx Cabal remain - and here, the PCs find the broken figure depicted on the cover, the chronicler - who has regained his strength to emit the scream...to warn the world of the approach of Saitan, the deliverer of Omega...before falling back into hibernation. I should btw. mention that the bosses/super-soldiers of this module, like bosses in Metal Gear Solid or superheroes/villains sport unique abilities that render them significantly more interesting than the sum of their builds.

It is with a sense of doom impending, paranoia versus the world's nations and a player-friendly map of the complex that we end this first taste of the dread things to come...

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a printer-friendly, elegant 2-column full-color standard established in the surprisingly awesome "Chronicle of the Gatekeepers"-campaign serial, though with minor modification. The pdf's artwork is original and absolutely stunning and the cartography is just as awesome. The pdf comes fully bookmarked for your convenience.

This brief module by Michael McCarthy, Jeff Lee and Louis Porter Jr. delivers in its promise - it makes me excited for "Crisis of the World-Eater" - even more so than I was before - the evocative backdrop suffused with exceedingly cool bosses renders this a great little module. Oh, and this one is "Pay What You Want" - which means there is literally no reason why you shouldn't check out this cool little module. Personally, I do believe that it is worth a tip/compensation for the obvious care that went into it for the unique bosses alone. Seeing how this is PWYW, I can't see a reason why this should not be considered to be 5 stars + seal of approval - an intriguing, first glimpse at the vast things to come.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
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Chronicle of the Gatekeepers Omega: Dawn of a Thousand Wars (PFRPG)
by Thilo G. [Featured Reviewer] Date Added: 11/27/2015 05:45:06

An Endzeitgeist.com review

The final adventure in the Chronicle of the Gatekeepers Campaign Serial clocks in at 22 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 18 pages of content, so let's take a look, shall we?

Now if you want to know what happens if the PCs did not play all the sidetrek and thus have not yet reached the required 4th level of this module...well, the book already hints at what to expect from "Crisis of the World-Eater," as a handy sidebox provides suggested fluff-only adversaries from diverse worlds to be inserted after the first encounter of the module: Whether drow from AAW Games' Aventyr, Puppeteer-ridden humanoids from Dreamscarred Press' Third Dawn, leather-clad ladies from Legendary Games' Hypercorps 2099, goblin firestarters from Rogue Genius Games' Veranthea or ghouls from LPJ Design's Obsidian Apocalypse - there is some serious diversity here regarding the suggested adversaries to bridge the XP-gap.

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

...

..

.

All right, still here? Great! Atlantis folly and hubris are well-documented in the myths we weave o earth - struck down by a cataclysm of deific proportions, the Atlanteans drew back from the worlds and their nexus gateways - until recently, when the Deltans, former colonists, re-established contact to save their home world from the forces of Entropy. Bringing Atlantean weapons to bear, the inexorable advance was slowed, but not stopped. Where Atlantis fell into fatalism, the vespans didn't - and thus, Sodan took control of the legendary city and sent forth legions to scour the worlds for something to save Delta. He found what he was looking for on NeoEoxdus, in the guise of the rather unpleasant animancer Pushae, whom the PCs hunted back in module alpha. Thanks to the work done in the previous sidetreks, the PCs and their mentor Large-Biter can finally narrow down the activity of the Vespan's to one particular gateway - and beyond that lies the answer to their questions - stepping through the portal with the nexus key (or not, if you want to reiterate the cool portal activation in "Speaking the Same Language", the PCs arrive in the buffer - where a Comozant Wyrd awaits - and after this line of defense, there lies Atlantis.

The beautifully mapped (player-friendly, btw.) city then constitutes the backdrop for the PC's further investigations - and if visitors from hundreds of worlds were not ample clue, then the Vespan patrols will be: They better be low key. Alas, unfortunately news travels fast, even in Atlantis - hence, the module tracks PC notoriety, with certain special encounters happening upon PCs crossing a certain threshold. It should be noted that multiple skills and degrees of success are featured here for a pretty fine-grained investigation, particularly for a module of this one's brevity - bravo! Indeed, finding Pushae may go both ways - with either the PCs finding the animancer or him coming after them - still, exploring the wondrous vista while laying low does have its appeal in either way. Sooner or later, the PCs will have to venture forth to Old Atlantis and the soul crucible there. And exploring the place does reveal some terrible truths: Beyond the scrupulous guards and assistants, traps and people stripped of their souls do not bode well as the PCs explore this fully mapped mini-dungeon (including a player-friendly version, just fyi!) - and finally, the PCs will be face to face with Pushae inside his Soul Crucible. Interesting here: Pushae is a powerful foe, but as a researcher convinced of the necessity of his work, he is thankfully underprepared for the PCs.

The module does not end here, though: As Pushae's own soul is consumed by his crucible, Sodan and his vespans enter the building, telepathically contact the PCs...and make clear that they just literally stuck their faces in the wasp's nest: From here on out, the PCs will be hard-pressed to run...fast...and hopefully, to the artillery range...to sink Atlantis! As legions of vespans assault the PCs, they'll have high-powered atlantean siege-weaponry at their disposal to mow down scores of attacking foes while the Obliteration cannon charges - 10 rounds. Believe me when I'm saying that 10 rounds can be a nail-biting experience. It should be noted that this encounter is not run as a siege-weapon combat, but rather as a mini-game - a welcome change of pace in this instance...and yes, notoriety also features in how quick Sodan can muster his troupes...

Soon after Atlantis' hull is breached, its final defense mechanism kicks in - and the city warps to NeoExodus, stranding on the planet! Let's hope that the PCs can escape in the chaos...but this is not yet the end of either the story of the pdf: 12 hook allow for further customization and the pdf ends with a brief gazetteer of Atlantis, fully depicted Atlantean siege engines (like miniguns and tesla lances) as well as magic items and stats for the no-longer fully human CR 6 Atlanteans and the powers - which includes a domination aura that does look a bit like Khaynite tricks to me...but we'll see.

Conclusion:

Editing and formatting are very good, I noticed no glaring glitches (apart from one instance mentioning "Hypernet 2099", which should be "Hypercorps 2099"...); the pdf's layout adheres to LPJ Design's beautiful 2-column full-color standard and the pdf's artworks are pretty gorgeous, as is the cartography. The book comes with a second, more printer-friendly version. The pdf comes fully bookmarked for your convenience.

Michael McCarthy and Louis Porter Jr. had me curious, but ultimately skeptical regarding the end of the "Chronicle of the Gatekeepers"-serial - I wasn't sure whether the omega-adventure could live up to the hype and anticipation generated by the previous modules, particularly after the more down-to-earth sidetreks. Then I saw the page-count and my heart just dropped. I couldn't conceive the module living up to its ambitious premise and title in so few pages. Well, I'm glad to report that the omega adventure of "Chronicle of the Gatekeepers" is a fast-paced, exciting action-romp par excellence: Partway infiltration/espionage, partway full-blown action-movie escalation, this trip to the legendary city is not only well-structured, it is downright cinematic and bombastic in its concepts and settings - most AP-ending adventures do not manage to evoke such a palpable sense of high stakes. At the same time, the module does have one "flaw", if you will: Due to its brevity, the legendary city explored in this book does not get that much space to shine, when it, by concept alone, could have carried an epic 100+ page plot of a mega-adventure. Oh well, GMs can add to this unique location, so if you're like me and excited for this...well, there you go.

The furious finale, with its alteration and reveal of one damn cool addition to NeoExodus' metaplot made me conclude this module with a palpable sense of gravitas and foreboding, but also with a lot of excitement and anticipation for the world-spanning "Crisis of the World-Eater." Oh, and the unique finale's mini-game is, in the hands of a capable GM something players will keep talking about for years to come. Beyond being a very good module, this also constitutes, in my opinion, Michael McCarthy's best module so far and a worthy conclusion of a series that saw me skeptical and managed to win me over via the diverse, unique challenges offered - in short, a final module for the serial well worth a final verdict of 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Chronicle of the Gatekeepers Omega: Dawn of a Thousand Wars (PFRPG)
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Chronicle of the Gatekeepers Sidetrek: Speaking the Same Language (PFRGP)
by Thilo G. [Featured Reviewer] Date Added: 11/25/2015 05:22:16

An Endzeitgeist.com review

This installment of the chronicle of the gatekeepers campaign serial clocks in at 10 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page back cover, 1/2 page advertisement, leaving us with 5.5 pages of content, so let's take a look!

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

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Okay, only GMs around? There is something odd, about similarities between worlds when you think about it: From dominant races to linguistic similarities, there are parallels in spite of vastly diverging cultures. I mean, oddly, PCs had not much acclimation issues on NeoExodus, right? Well, Large-Biter needs the PCs to verify something - namely whether the activation of the Nexus Gateway that brought them here was a fluke - and hey, if they're stranded on the other side, at least they're home, right? Pretty neat: If the PCs have played In His Bad Books, they'll have an easier time activating the portal - which, btw., turns out to be a Stargate-esque task of activating different dials to properly calibrate the portal.

Calibration is a tricky business and actually a fun, old-school-ish puzzle that rewards PCs for thinking about how the device works...and yes, they may, for a brief second, open a gate to a sun and be slightly toasted by the experience (they should thank the creators of these gates for the failsafes...). Other failures like the void or other worlds may pit the PCs versus proteans or vespans, but at home, they will meet a local monk...and prymidian bards: These beings from NeoExodus are exceedingly gifted polyglots and have determined on the PC's home planet, that the similarities in languages and cultures are highly unlikely - so much so, that a common influence has to be assumed. Just as they're about to discuss this further, something emerges from the gateway - a creature that WILL require the assistance of the NPCs...or a quick escape, for a Hound of Tindalos has tracked the PCs here - and even with their allies, the PCs will be hard-pressed defeating this creature. That being said, escape back to NeoExodus is an option - though it might waste the portal, requiring another way home at some point...

Conclusion:

Editing and formatting are very good. Layout adheres to LPJ Design's elegant 2-column full-color standard for the series and the module comes fully bookmarked and in a second, slightly more printer and mobile phone-friendly version.

Michael McCarthy and Louis Porter Jr.'s Speaking the Same Language is an inspiring sidetrek: Much like the previous installment, it has a unique, creative central premise, here the activation of the gateway. This premise of gate activation alone is imho worth the asking price and can easily be scavenged for similar planar portals and gateways. The emphasis on intelligence-gathering and some truly intriguing repercussions from the knowledge gained also render this brief module more fun that one would expect from its brevity. Finally, the extremely challenging final encounter is a nice reminder of the things that lurk out there and the fact that sometimes, escape may be the smartest move. All in all, a damn cool sidetrek and well worth 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Chronicle of the Gatekeepers Sidetrek: Speaking the Same Language (PFRGP)
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Chronicle of the Gatekeepers Sidetrek: Not of the Same Mind (PFRPG)
by Thilo G. [Featured Reviewer] Date Added: 11/24/2015 03:58:47

An Endzeitgeist.com review

This installment of the chronicle of the gatekeepers campaign serial clocks in at 10 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 6 pages of content, so let's take a look!

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

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..

.

All right, only GMs around? One of the most unique races of NeoExodus would be the Cavians - rat-like humanoids that are all psychics...and that differ radically from any other race by one crucial fact: The race sports a hivemind, which renders them unique and alien in an uncanny way. Large-Biter has news - a group of cavian monks is nearby and may prove vital intelligence on the Vespan's work and the flare of activity of the Nexus gateways. It should soon dawn upon the PCs that there are some racial tensions here - indeed, even before they venture forth towards the Cavians, they'll be confronted by villagers warning them in no undue terms - tensions are flaring and, indeed, this module is about the two disparate groups.

The module tracks every little interaction between both groups, so here's the deal: Teryth's natives are pretty hostile towards the Cavians and thus, each interaction, each wrong word, may provide a mob point; the interaction with the Cavians may yield Diplomacy points alongside information and the PCs better take heed - upon their return to Teryth from the trip to the Cavians, the local populace seems awfully interested in the details of the Cavian's strength, numbers, etc. - and yes, here the PCs better ought to remain unspecific. Now the cool thing here is the following: The points ultimately determine how the final showdown between the two groups turns out - and there are a lot of different, fine-grained results here, with the non-bloodshed ideal case being pretty hard to achieve...but not impossible.

The module also sports one cavian magic item, just fyi.

Conclusion:

Editing and formatting are very good. Layout adheres to LPJ Design's elegant 2-column full-color standard for the series and the module comes fully bookmarked and in a second, slightly more printer and mobile phone-friendly version.

Michael McCarthy and Louis Porter Jr. provide one extremely elegant sidetrek here: Focusing on Diplomacy, this humble little module offers a welcome change of pace from the usual adventuring fare, with interesting supplemental rules that render running this one pretty easy. Additionally, this module rewards Diplomacy and bring heroic (i.e. not kill-happy) - it's ideal solution is that no one gets hurt. More importantly, while there are ample skill-checks here, many of the actions and actual points the PCs get depend on roleplaying as opposed to simply rolling a die - a fact that further improves this already cool set-up. I am seriously impressed by this cool, little sidetrek - it is different in all the right ways, fun and a great chance for actual roleplaying to shine. Barring any proper complaints, I can wholeheartedly endorse this fun, uncommon sidetrek, since it exemplifies what you can accomplish with even limited space. My final verdict will clock in at 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Chronicle of the Gatekeepers Sidetrek:  Not of the Same Mind (PFRPG)
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Chronicle of the Gatekeepers Sidetrek: To Not Serve Man (PFRPG)
by Thilo G. [Featured Reviewer] Date Added: 11/19/2015 03:11:00

An Endzeitgeist.com review

This installment of the chronicle of the gatekeepers campaign serial clocks in at 11 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page back cover, 1/2 page advertisement, leaving us with 6.5 pages of content, so let's take a look!

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

...

..

.

Among the races of NeoExodus, few have as bad a reputation as the ominously-named Calibans - the white-skinned creatures can consume their foes to take their strength into them and as such, do not have a particularly nice reputation. Civilization does what civilization does, though - ultimately, it is superior to less developed societies and as such, by now a significant array of these humanoids have become more enlightened, more civilized. These beings are known as the kalisan and the module begins with one of these people arriving in Teryth with dire news: Branded an outcast and expelled from the caliban tribe to which she once belonged, a caliban named Koorka, now turned kalisan, brings news of a vast amount of calibans preparing to raze Teryth to the ground. Unfortunately for her, she lands in prison for her troubles and it'll be up to the PCs to make the populace see - the caliban hunters and their hounds on the heels of Koorka lend further credence to the veracity of her claims.

In any way, time is of the essence: Getting the mayor on their side, the support of the church and springing free Koorka are all valid actions, all with their own consequences - and ultimately, the number of casualties the assault will have depends on the PCs - they will have to stand their ground against the assault of the calibans. After driving back the attack, Koorka is free to go and leaves with warnings of the Vespans... The pdf comes with full stats of calibans and their dogs, a magical, bite-attack-granting item and stats of the caliban bola.

Conclusion:

Editing and formatting are very good. Layout adheres to LPJ Design's elegant 2-column full-color standard for the series and the module comes fully bookmarked and in a second, slightly more printer and mobile phone-friendly version.

Michael McCarthy and Louis Porter Jr.'s "Not to Serve Man" has a somewhat interesting twist regarding its name. Over all, I enjoyed the simple basic set-up of this sidetrek and its climax is sure interesting. At the same time, this module is slightly more conventional than most siege scenarios I know: The PCs stand their ground against the waves of the foes and that's basically it - casualties depend on their actions, sure, but unlike other installments in the series, there is less distinction regarding the rewards gained than in other sidetreks and during the siege, there is not much variety in the tasks - just kill the foes, done. No infiltration, no sudden eruptions from underground, no disgusting, plagued meat flinging catapults... Ultimately, this is a good, fun sidetrek, but one that falls slightly short of the best installments of the series. My final verdict will thus clock in at 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Chronicle of the Gatekeepers Sidetrek: To Not Serve Man (PFRPG)
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Chronicle of the Gatekeepers Sidetrek: In His Bad Books (PFRPG)
by Thilo G. [Featured Reviewer] Date Added: 11/17/2015 04:27:05

An Endzeitgeist.com review

This installment of the chronicle of the gatekeepers campaign serial clocks in at 12 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page back cover, 1/2 page advertisement, leaving us with 7.5 pages of content, so let's take a look!

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

...

..

.

All right, only GMs around? Great! Just because you're a creepy, poisonous scorpion-person doesn't mean you don't have feelings, right? Large-Biter, the sassori-contact of the PCs as they investigate the incursion of the Vesparans into NeoExodus, has a past - and this time around, it's a delicate matter. You see, the sassori's former adventuring companions split after he confessed his love to the Cynean (crystal-person, for NeoExodus-newbies) conjuror of his group. Yep, the cynean is a man, so we have a queer romance backdrop here - personally, that is something I enjoy to see. And no, this is not something particularly dominant or the central theme here, but still - nice to see some diversity here.

Anyways, the Cynean Raxe has his own issues, as will become readily apparent upon the PCs finding his cottage, built around a dormant Nexus Gateway: There is a stone pedestal outside, and in it, you can see A BARBED DEVIL. Yep, CR 11. No, the PCs should NOT try to kill him...or...well, they kind of should. You see, when the Nexus Gateway flared to life, Raxe summoned the creature, but had it locked in the circle. Unfortunately for him, he lost the book containing the means to dispel the devil to clumsiness and the machinations of a nasty imp and has been locked inside his safe room ever since. (Which btw. is the only component along the access tunnel to it not mapped.)

The PC's task is clear - Stop the annoying imp and get the formula book...or find the well-hidden dispel-roll buried in the garden (taking anti-detection spells into account - kudos!!) and get rid of the devil. Sure, they could also haggle with it OR destroy it from afar with the proper strategy (it's what my PCs did), but at this level, all such options are potentially dangerous. Raxe is thankful for being freed from this predicament and has a nice ritual to open Nexus Gateways to share alongside a warning (and yes, if they elect to kill him instead, there is an alternative to get the info), thus leaving this sidetrek with a crucial piece of information and some interesting insight into their employer's past. A new magic item is also included.

Conclusion:

Editing and formatting are very good, though at one time, the GM-only part of the text refers to the devil as a demon...yeah, I know, nitpickery...Layout adheres to LPJ Design's elegant 2-column full-color standard for the series and the module comes fully bookmarked and in a second, slightly more printer and mobile phone-friendly version. Tommi Salama's map of the cottage is glorious and the added inclusion of a player-friendly map is much appreciated.

Set-up-wise, this is probably the most boring of the CotGK-sidetreks I've read so far, but it played as the most interesting: First of all, we have CHOICE and player-agenda: This is a mini-sidebox that very much leaves how to handle it up to the players. There are ample choices to deal with the threat in various ways and variations of the two major approaches to handle the issue. It's also a good module in that it emphasizes a sense of caution and shows the PCs that not every threat can be defeated by brawns alone. Yes, the backdrop may not be particularly exciting, but the playing-quality of this one is high - it's basically a big puzzle-encounter that can be solved in various ways - and for that, I really like it! My final verdict will clock in at 4.5 stars, rounded up to 5.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Chronicle of the Gatekeepers Sidetrek: In His Bad Books (PFRPG)
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Chronicle of the Gatekeepers Sidetrek: What Comes Before the First (PFRPG)
by Thilo G. [Featured Reviewer] Date Added: 11/13/2015 05:54:16

An Endzeitgeist.com review

This sidetrek of the Chronicle of the Gatekeepers campaign serial clocks in at 11 pages, 1 page front cover, 1 page editorial, 1 page back cover, 1 page SRD, leaving us with 7 pages of content, so let's take a look!

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

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..

.

Everyone on exodus knows the tale of how the Kaga won freedom from oppression from the First Ones - though the exposition the PCs receive here is decidedly muddied. The strange question now crossing the minds of quite a few individuals is this: What if those nebulous Gatekeepers were there before the First Ones? Thus, the PCs are sent forth by Large-Biter, asking them to return to the corpselands the PCs passed in the Alpha-adventure to explore an ancient tomb, which may contain hints on the age predating the First Ones.

And indeed, there is something odd regarding this tomb, with all insignia and murals being done in dark ink, hinting towards a type of creature that can see in the dark...and yes, in spite of darkvision's usual limitations. The complex and its inscriptions continue to mention the strange name Oten - and treasures like magical mummified, female hands and several traps continue to evoke a sense of exploring a complex from a bygone age - mood-wise, this is indeed a well-crafted tomb that allows solid deductions on the somewhat Egyptian belief-system that was once featured here - which should also explain why Oten, amidst a scene of spectral revelers, constitutes the final mummy-boss of this dungeon - though, to access him, one must first solve a simple, yet interesting puzzle. The true treasure, though, would be knowledge - in Oten's burial chamber he lords over humans, while negotiating with a brown-skinned giant that looms over insectoid servitors - it seems like the gatekeepers indeed have had contact with this ancient civilization.

Conclusion:

Editing and formatting are pretty good, I noticed no glaring issues. Layout adheres to the gorgeous 2-column full-color standard of the series. The pdf comes fully bookmarked for your convenience and in two versions - one being more printer-friendly. Cartography by Tommi Salama is, as always, nice,, though the somewhat bare-bones map of the dungeon isn't his most refined work. Great bonus: The map comes with a player-friendly version - kudos for including this!

Michael McCarthy and Louis Porter Jr. deliver a very atmospheric mini-dungeon-crawl here: The strange culture depicted here and its indirect storytelling is compelling, unique and managed to capture well the wonder of archeology and the inclusion of a puzzle related to the culture that is explored is a great addition, especially considering the limited space in which this pdf operates.

At the same time, though, I couldn't help but feel like this could have been so much more: Where is the confounding hallway, the shifting room, the truly nasty death trap? The dungeon, alas, is basically a corridor (winding and with traps and one either left or right-first-choice, granted, but still...) that offers no real choice or sequential variation. The puzzle does save this one from being too linear, but a slightly more interesting make-up (perhaps with slightly more unique traps/hazards/haunts) could have made this full-blown awesome. Now mind you, for such a short module, it still captures more mood and atmosphere than many books of a larger size - and as such, my final verdict will clock in at 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Chronicle of the Gatekeepers Sidetrek: What Comes Before the First (PFRPG)
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Chronicle of the Gatekeepers Sidetrek: A Chill Wind (PFRPG)
by Thilo G. [Featured Reviewer] Date Added: 11/12/2015 03:07:24

An Endzeitgeist.com review

This sidetrek of the Chronicle of the Gatekeepers campaign serial clocks in at 11 pages, 1 page front cover, 1 page editorial, 1 page back cover, 1 page SRD, 1/2 page advertisement, leaving us with 6.5 pages of content, so let's take a look!

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

...

..

.

All right, still here? Large-biter sends the PCs forth to survey an odd, magical weather phenomenon - the frost-line. north of it, the earth is frozen, while south of it, temperate temperatures reign. The odd thing here being that the line moves from day to day. Large-biter assumes that the abundance of nexus gateways may have something to do with this strange phenomenon - the frost line is closer than usual and the PCs are to survey its effects. En route, the PCs can meet a feline champion, one P'tan simply known as "Captain" (EDIT: Yes, facebook cleared that up - the guy is called Captain - that's his name...) - the P'tan is serving the Sanguine Covenant and is here to protect the populace from the Necryos, degenerate frosty vampire-like creatures that travel with the frost-line...and make sure the PCs are not working with the Vesparans. As a friendly ally, there'll be an option for a nonlethal sparring match with the captain (nonlethal and rewarding characters who elected to learn to deal nonlethal damage...) and we also get a new P'tan magic item here.

Over the next couple of days, the PCs will be continuously harried by the degenerate Necryos (full stats provided) - who even will attempt to lure the PCs directly into a yellow musk creeper and its vesparan slaves...and attack in ever-increasing waves until they're vanquished. After some friendly duels (and favors in the future), it's time to take a look at how the PCs fared regarding the suveillance of the frost-line - the more auccessfull checks they made, the more precise the gleaned information will be.

Conclusion:

Editing and formatting are pretty good, though annoyingly, the pdf sports several "See page @@"-notes where the proper page-number for the necryos hasn't been filled in. Layout adheres to LPJr Design's two-column full-color standard for the series and the pdf comes with a second version that is more printer-friendly - nice! the pdf has a neat full-color artwork of the necryos. The pdf comes fully bookmarked for your convenience, in spite of its brevity - kudos!

Michael McCarthy and Louis Porter Jr. deliver a cool premise here - the frost-line is an unique, imaginative phenomenon and surveying it is a GREAT premise - seriously, it's fresh, unique and fun. That being said, I really wished the module did more with this unique phenomenon - sudden movements of the line, unique hazards, some proper, nasty wilderness survival with quickly changing sweeps of the line...this module can be made absolutely awesome with some minor adjustments/additions of hazards...without them, we still have a solid, if a bit redundant array of combats versus the cool (pun intended) necryos. If this book focused a bit more on its unique premise over combats, this could have been excellent - as provided, it is a solid module with a great scenery - and hence, my final verdict will clock in at 3.5 stars, rounded up by a margin to 4.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Chronicle of the Gatekeepers Sidetrek: A Chill Wind (PFRPG)
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Image Portfolio Platinum Edition 28: Jack Holliday
by Todd C. [Verified Purchaser] Date Added: 10/23/2015 12:28:16

It's as if Jack knew what I needed before I even started writing it. Very high quality, professional looking illustrations that fit my needs perfectly.



Rating:
[5 of 5 Stars!]
Image Portfolio Platinum Edition 28: Jack Holliday
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