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Purple Mountain: Temple of the Locust Lord (DCC)
Publisher: Purple Duck Games
by Thilo G. [Featured Reviewer]
Date Added: 09/18/2017 03:50:41

An Endzeitgeist.com review

This conversion of the first installment of Purple Duck's Purple Mountain dungeon is 33 pages long, 1 page front cover, 1 page editorial/patreons-thank you, 2 pages SRD, leaving 29 pages of content for the first level of the dungeon. It should be noted that, like most of the recent Purple Duck games-supplements, the pdf is formatted for digest-booklet size, A5 or about 6’’ by 9’’, which means that, if you print this out, you should be able to fit up to 4 pages on a sheet of paper,

Okay, while Purple Mountain is a mega-dungeon, rest assured that you don’t need to commit to the entirety of the series – this module (and its follow-ups) very much works as a stand-alone adventure and the pdf even provides some guidance for use as both stand-alone module or as part of a mega-dungeon.

Which brings me to another issue that DCC judges will undoubtedly want to have answered: Does this “get” DCC? After all, the system has some seriously different paradigms when compared to both PFRPG and 5e and this module, originally, was published for PFRPG. Let me get that out of the way from the get-go: Yes. For example, the eponymous locust lord, at best something to oppose in PFRPG, has become a patron in this conversion, complete with invoke patron table. (But no unique spellburn or patron taint options, alas.)

Similarly, the PFRPG-version did sport the iconic wayfinder as one object featured – and since DCC has a different aesthetic paradigm when it comes to handing out magic items, it has been purged…but at the same time, if you did actually want the item, you can still find it – fully converted to DCC in the appendices! That’s going the extra mile – big kudos. If you’re like me and have been an ardent follower of PDG’s excellent DCC-offerings, you’ll know the map of the module. It has been used before in the excellent Through the Cotillion of Hours – which, as an aside, was for me one of the moments where DCC-system’s unique aesthetics were perfectly captured.

Structurally, the module is easy to run, to say the least – not only does it sport notes on general dungeon properties like doors, illumination-levels etc., but also notes exits, etc. Similarly, when the pacing begins to lag, you may draw on one of several specific random encounters, which, unsurprisingly, include a variety of magical creepy-crawlies and insectoid threats. Beyond these specific ones, general random encounters can also be found.

That being said, the following review contains SPOILERS, potential players might want to jump to the conclusion.

Still here?

All right.

The temple of the locust lord is actually the fortress of manamites under the command of dread Iraksed, once a man, now a collection of squirming worms under his robe. The manamites depicted herein are not simply mites with a prefix latched on – scorpion-riding mini-knights and the plentiful insectoid threats should provide plenty of chances for uppity PCs to perish. The unique form of Iraksed also makes him, just fyi., a perfect recurring villain – he can reform from a single escaped worm…ouch! The horde of vermin under the command of the manamites and their dread master are not limited to oversized versions of common insects or ones with a bit of supernatural flair – the throach, a dread combination of scorpion and cockroach (full-color artwork provided!), which is just as mean-tempered as it is ugly, represents one deadly adversary…and a demon is stalking the halls as well…

But intrepid adventurers can also find some goodies here – provided they are smart and thorough: You never know what a tank of mealworms may hide…. Have I mentioned the magical pools, which may, for weal or woe, change the fortune of the PCs? (Oh, and greedy PCs may find out that giant amoebas can look deceptively like such pools…) Beyond these, it should be noted that the PCs better should have means to deal with traps. And they should keep their eyes peeled. There is one particularly obvious, but dastardly trap – a massive garbage disposal/grinder…which, unfortunately, for the PCs if you’re planning on using this as a mega-dungeon, also constitutes the only way further down…talk about going into the grinder…

Conclusion:

Editing and formatting are good, I only noticed some very minor glitches, like a “two” that should be a “to” and the like. Layout adheres to a printer-friendly one-column standard with purple highlights. The full-color artworks deserve special note: The pdf sports multiple really nice interior artworks of the monsters by Matt Morrow. (Cover artist is Jacob Blackmon.) The pdf comes with excessive, nested bookmarks and is really easy to navigate. The cartography does its job, but I was a bit bummed that we don’t get a player-friendly, key-less version of it – in an age where many folks play VTTs (and reviewers like yours truly suck at drawing maps), I would have really appreciated having one.

Mark Gedak did not simply have his module converted to DCC. It’s not that easy. Okay, it could be that easy, but you wouldn’t do DCC justice. Instead of converting just the mechanics and slapping a new label on the module, Daniel J. Bishop has gone above and beyond in his conversion efforts. This is, in short, a very well-made translation of the module; to the point where I actually consider it to be superior to its PFRPG-iteration: It feels more dangerous, rawer and more primordial and the challenges herein should test the mettle of adventurers in a fun way. All in all, not much to complain about, apart from the lack of a player’s map and wanting a bit more on the patron. Still, if this is what we can expect from the series, then color me stoked. My final verdict will clock in at 4.5 stars, rounded up by a tiny margin for going the extra mile in the conversion.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Purple Mountain: Temple of the Locust Lord (DCC)
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Everyman Minis: Deific Passengers
Publisher: Rogue Genius Games
by Thilo G. [Featured Reviewer]
Date Added: 09/15/2017 03:55:37

An Endzeitgeist.com review

This Everyman Mini clocks in at 9 pages, 1 page front cover, 1 page editorial, 1 page advertisement, 3.5 pages of SRD, leaving us with 2.5 pages of content, so let’s take a look!

All righty, first things first: You need Paranormal Adventures to use this pdf. The content herein represents an expansion for the Vessel class – think of these guys basically as the equivalent of the Demons and Angels from the Supernatural TV Series, with more control for the person hosting them. The class basically represents beings that are possessed by so-called passengers.

A big and intentional hole in the portfolio of the class, at least as far as I’m concerned, is addressed herein. The original vessel class does not have an option to be possessed by a deity as a passenger spirit – considering the diverging levels of omniscience/omnipotence of deities throughout different campaign settings, this makes sense: Direct involvement in the realms of mortals may break a core tenet of your campaign…or, if you’re favoring less powerful divinities that take direct action, it may just be what you wanted.

The alignment of a deity passenger (passenger “statblocks”, i.e. their presentation, is btw. explained) must match that of the vessel (deities are picky) and they are associated with all of the domains of the deity in question. That can be problematic in very low-powered games– deities provide more associated domains than the default 3 that regular passengers offer, representing an upgrade regarding flexibility when choosing the Omen that grants access to one; since omens may not be taken multiple times unless otherwise noted, you can’t just gain domain upon domain, though – you just have a broader selection available, so yeah, this gets a pass in most contexts. The DR is bypassed by the opposed alignment – as a minor complaint, the rules do not specify whether only one alignment axis is relevant here or both: There do exist a couple of DRs that require two axes to bypass. I assume that’s not the case here, but yeah.

Grace boon-wise, the deity passenger gets divine resilience at 3rd level, gaining resistances depending on the deity’s alignment (one is chosen; two more are gained at 6th level and 12th increases one to 10, with level 15 increasing the others to 10 as well); we also gain a +1 bonus to saving throws versus specific effects based on the chosen domain, which increases by +1 at 6th level and every 3 levels thereafter, capping at +5 at 15th level. Almost a whole page is devoted to listing these by domain and the benefits cover a wide breadth of options: Luck, for example, grants the bonus to saves versus curses and hexes; magic fortifies versus spells, SPs and effects generated by dragons and magical beasts, travel helps versus teleportation and effects that cause Strength damage and also applies to CMD versus being involuntarily moved…honestly, this is impressive. Considering that the bonus is pretty much a vanilla, passive ability, it is rather impressive to note the creative applications here. Kudos!

6th level nets domain as a bonus omen – and no, if you have it already, you don’t get two. 12th level, however, does indeed grant a second domain, including that domain’s divine resilience bonus.

Also at 6th level, when using grace to cast domain spells, CL and DC are increased by +1, which upgrades to +2 at 15th level. 9th level yields Believer’s Boon as a bonus feat, using grace to activate it. 15th level provides reliable passenger’s jaunt to plane shift to the deity’s plane and may carry additional targets with him sans additional grace expenditure. 18th level provides outsider apotheosis as well as the option to cast 6th level or lower cleric spells by spending half the spell’s level in grace and expending a vessel spell slot of the spell’s level.

Conclusion:

Editing and formatting are top-notch, I noticed no hiccups. Layout adheres to Everyman gaming’s nice two-column standard with a white background – it is, thus, printer-friendly. The artwork in full-color is neat and the pdf has no bookmarks, but needs none at this length.

I was very happy that the deity option was not included in Paranormal Adventures. It has serious ramifications on the way in which a game world’s cosmology and logic works. That being said, I am just as happy that Matt Morris provided this wide-open, yet surprisingly well-balanced optional expansion in this Everyman Mini. This little pdf actually inspired me far more than I expected when I double-clicked on it to open it. After I had read the brief write-up, a whole campaign had taken shape in my mind: Picture a world, where the divine war threatened to tear asunder the fabric of creation. Faced with mutually assured annihilation and very much limited in potency and knowledge, the deities agreed on having their pawns, mortal godkings and leaders fight on their behalf, channeling them, seeking to establish dominance sans destroying all of reality. Thus rose nations, empires, under the guidance of divine lords, with dynasties of vessels groomed for rulership…but what when one empire’s the deity chooses another? What when ALL deities forsaken their dynasties in favor of new blood? How will the established rulers react when upstarts with a divine mandate arise and armies clash?? When the war of propaganda and intrigue boils, fighting for the souls of nations?

I’m sorry. I was somewhat spirited away there, but more so than the vessel class previously managed to do, this passenger and its interaction with the base-class actually inspired me! This is a prime example of the amazing things that can be done with small minis, a prime example of a great idea, contained in a deceptively brief, incredibly concise little file. This is glorious – not for all campaigns due to the effects on cosmology…but I can count the times I was this inspired by such a small pdf on one hand. This is excellence. 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Everyman Minis: Deific Passengers
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Town Backdrop: Dulwich
Publisher: Raging Swan Press
by Thilo G. [Featured Reviewer]
Date Added: 09/15/2017 03:54:12

An Endzeitgeist.com review

This town backdrop clocks in at 14 pages, 1 page front cover, 2 pages of advertisement, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 8 pages of content, so let’s take a look!

In the Duchy of Ashlar, near the infamous (and superbly-written) Gloamhold, there looms a great salt marsh, and above it, there is the bustling, booming trade town of Dulwich, which is anything but dull.

Sorry. I just couldn’t help myself. Bad puns from reviewers aside, Dulwich exists in interesting times for the duchy: A veritable torrent of lumber from the forest helps keep the coffers of its citizens full, and if the machinations of mayor Wido Gall, one of the major players seeking to establish control over the village of Longbridge (one of the finest villages in the classic Village Backdrop series). It should also be noted that the town is situated rather close to the Shunned Valley, where an excellent beginner’s adventure released by Raging Swan Press takes place.

But even if you don’t have Longbridge or seek to use the Duchy and its excellent associated pieces of content, rest assured that Dulwich has a lot to offer: This is fully operational as a stand-alone supplement. You see, the town’s merchants have been trying to wrest control from the mayor – so far, without much success. However, all this may change with the recent death of high priest Taistro Rintala. His successor, the young priestess Vuokko Laiten may well be the tip of the tongue that changes the balance of power in the town; this becomes even more peculiar when the adventurers unearth the machinations of the deceased high priest…

Now, as always in these settlement supplements, we do get settlement properties for the PFRPG-iterations, though this time around, a couple of plusses (before Economy, Lore and Law) are missing, alongside the +5 before the danger modifier. These represent mostly cosmetic hiccups, but yeah. PCs that do their legwork may unearth town lore of Dulwich and the pdf does feature a total of 6 rumors the PCs may unearth when keeping their ears to the street. A big plus: We do get a properly codified marketplace section that mentions locally-sourced, adventuring-relevant items that may be purchased.

Now, this would not be a Raging Swan Press supplement without providing delicious dressing to add local color and flair – from the nomenclature and dressing habits of the townsfolk to the local industry and law enforcement (which is, obviously, also involved in the ongoing power struggle), the pdf offers quite an array of interesting details that practically write adventures themselves. This notion is carried further by the brief, fluff-only write-ups of the townsfolk, which not only include the obvious power-players, but also e.g. the head of a local cat burglar ring or a mysterious street performer. As befitting of a place with an increased likelihood of having adventurers return (or stay longer!), the town is supplement with a 2d8-table of events, ranging from funeral processions to blacksmiths demonstrating their goods to more outré examples, like the guardsmen passing by with a woman wearing a metallic mask in command, who drag a bedraggled merchant to the keep in chains…well, if that’s not intriguing… 11 sample sites and places of interest in the town are provided in further detail: From the goals of the masked woman in question to the temple/court to the guild hall, the main sites and concentrations of power are covered – but so are the back-dealings that are less obvious: Beautiful femme fatale jewelers who may make a grab for power, a library, various taverns and inns (with costs and notes for food and drinks!) to the marketplace, the locales come with plenty of interesting angles.

Speaking of which: Unlike pretty much every such town I’ve seen in RPGs, this does not shortchange the importance of guilds, which should put a smile on the faces of quite a few scholars out there: The 3 most powerful guilds (blacksmiths, Potters, wool) receive their own page. It should be noted that the lumber guild, the most powerful of them all, has its own entry in the notable sites.

There’s another aspect to this pdf that I really adore. You see, beyond Tommi Salama’s absolutely gorgeous b/w-map of the town, the pdf also comes with explanations of street names and what can be found in the respective streets, painting pictures of the local environments far more precisely than enumerations of multiple house-descriptions could. Globetrotters who have visited many a stories town will probably also agree with me that this represents a very cool way to add a sense of historicity to the place.

Conclusion:

Editing and formatting are very good, though not perfect. Layout adheres to Raging Swan Press’ elegant two-column b/w-standard and the pdf sports nice b/w-artwork. The cartography by Tommi Salama is gorgeous and in b/w. The pdf comes in two versions, one optimized for screen-use and one to be printed out – kudos!

Let’s start with the elephant in the room: Yes, this town backdrop is shorter than previous installments. It is my contention, though, that courtesy of John Bennett’s expert penmanship, it may actually be better off for it. You see, towns occupy an in-between spot, design-wise: In a village, you can flesh out everything in detail; in a city, you need to be open, but also have the advantage of having more possibilities, design-wise. A town that is too open, though, becomes anonymous and like a bad example for city-design; it can’t offer the same wide-open potential. At the same time, a town that is too lavish in its details runs the risk of becoming stifling, of becoming too much to micro-manage for the GM. This pdf, then, manages to succeed this balancing-act in a rather formidable way.

Dulwich is at once open enough to allow a Gm to easily plug-in material, and specific enough to constitute a detailed home with its own flair for the PCs. The writing also manages to elicit an atmosphere that is pretty unique, as far as fantasy is concerned: This may just be me, but with the power-struggle ongoing, covert machinations and the power of guilds, this inevitably painted the fantasy equivalent of a Roaring 20s boomtown gangster epos for me, with slight touches of noir – all firmly situated in a Greyhawkish fantastic context, mind you. This effect is very subtle, mind you – you won’t have gunslingers running around the streets or the like; this is traditional fantasy, after all! But it should be taken as testament for the rather nuanced writing that this notion sprang to mind in the first place.

In short: I actually had FUN reading this supplement and consider Dulwich to be a great place: Its metanarratives can span multiple returns or escalate immediately; there is ample adventuring potential and if you also take the Duchy of Ashlar as a whole into account, you’ll be able to further escalate the potential plots and options this offers.

While the forgotten plusses in the village-stats annoyed me, they are not enough to tarnish this great, evocative town. My final verdict will clock in at 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Town Backdrop: Dulwich
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Town Backdrop: Dulwich (SNE)
Publisher: Raging Swan Press
by Thilo G. [Featured Reviewer]
Date Added: 09/15/2017 03:52:54

An Endzeitgeist.com review

This town backdrop clocks in at 14 pages, 1 page front cover, 2 pages of advertisement, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 8 pages of content, so let’s take a look!

In the Duchy of Ashlar, near the infamous (and superbly-written) Gloamhold, there looms a great salt marsh, and above it, there is the bustling, booming trade town of Dulwich, which is anything but dull.

Sorry. I just couldn’t help myself. Bad puns from reviewers aside, Dulwich exists in interesting times for the duchy: A veritable torrent of lumber from the forest helps keep the coffers of its citizens full, and if the machinations of mayor Wido Gall, one of the major players seeking to establish control over the village of Longbridge (one of the finest villages in the classic Village Backdrop series). It should also be noted that the town is situated rather close to the Shunned Valley (as per the writing of this review, only available in PFRPG), where an excellent beginner’s adventure released by Raging Swan Press takes place.

But even if you don’t have Longbridge or seek to use the Duchy and its excellent associated pieces of content, rest assured that Dulwich has a lot to offer: This is fully operational as a stand-alone supplement. You see, the town’s merchants have been trying to wrest control from the mayor – so far, without much success. However, all this may change with the recent death of high priest Taistro Rintala. His successor, the young priestess Vuokko Laiten may well be the tip of the tongue that changes the balance of power in the town; this becomes even more peculiar when the adventurers unearth the machinations of the deceased high priest…

The system neutral iteration of this supplement does not sport, obviously, the settlement stats, but it also gets rid of the marketplace, which constitutes of a minor bummer for me – some dressing/hooks/weird items in its stead would have been nice. PCs that do their legwork may unearth town lore of Dulwich and the pdf does feature a total of 6 rumors the PCs may unearth when keeping their ears to the street.

Now, this would not be a Raging Swan Press supplement without providing delicious dressing to add local color and flair – from the nomenclature and dressing habits of the townsfolk to the local industry and law enforcement (which is, obviously, also involved in the ongoing power struggle), the pdf offers quite an array of interesting details that practically write adventures themselves. This notion is carried further by the brief, fluff-only write-ups of the townsfolk, which not only include the obvious power-players, but also e.g. the head of a local cat burglar ring or a mysterious street performer. It should be noted for absolute purists, that these fluff-only write-ups do properly note the thief class, but instead of “magic-user”, the notes refer to wizards and clerics. Personally, I don’t mind that, but since one of my readers complained about me not mentioning that once…well, there you have it.

As befitting of a place with an increased likelihood of having adventurers return (or stay longer!), the town is supplement with a 2d8-table of events, ranging from funeral processions to blacksmiths demonstrating their goods to more outré examples, like the guardsmen passing by with a woman wearing a metallic mask in command, who drag a bedraggled merchant to the keep in chains…well, if that’s not intriguing… 11 sample sites and places of interest in the town are provided in further detail: From the goals of the masked woman in question to the temple/court to the guild hall, the main sites and concentrations of power are covered – but so are the back-dealings that are less obvious: Beautiful femme fatale jewelers who may make a grab for power, a library, various taverns and inns (with costs and notes for food and drinks!) to the marketplace, the locales come with plenty of interesting angles.

Speaking of which: Unlike pretty much every such town I’ve seen in RPGs, this does not shortchange the importance of guilds, which should put a smile on the faces of quite a few scholars out there: The 3 most powerful guilds (blacksmiths, Potters, wool) receive their own page. It should be noted that the lumber guild, the most powerful of them all, has its own entry in the notable sites.

There’s another aspect to this pdf that I really adore. You see, beyond Tommi Salama’s absolutely gorgeous b/w-map of the town, the pdf also comes with explanations of street names and what can be found in the respective streets, painting pictures of the local environments far more precisely than enumerations of multiple house-descriptions could. Globetrotters who have visited many a stories town will probably also agree with me that this represents a very cool way to add a sense of historicity to the place.

Conclusion:

Editing and formatting are very good. Layout adheres to Raging Swan Press’ elegant two-column b/w-standard and the pdf sports nice b/w-artwork. The cartography by Tommi Salama is gorgeous and in b/w. The pdf comes in two versions, one optimized for screen-use and one to be printed out – kudos!

Let’s start with the elephant in the room: Yes, this town backdrop is shorter than previous installments. It is my contention, though, that courtesy of John Bennett’s expert penmanship, it may actually be better off for it. You see, towns occupy an in-between spot, design-wise: In a village, you can flesh out everything in detail; in a city, you need to be open, but also have the advantage of having more possibilities, design-wise. A town that is too open, though, becomes anonymous and like a bad example for city-design; it can’t offer the same wide-open potential. At the same time, a town that is too lavish in its details runs the risk of becoming stifling, of becoming too much to micro-manage for the GM. This pdf, then, manages to succeed this balancing-act in a rather formidable way.

Dulwich is at once open enough to allow a Gm to easily plug-in material, and specific enough to constitute a detailed home with its own flair for the PCs. The writing also manages to elicit an atmosphere that is pretty unique, as far as fantasy is concerned: This may just be me, but with the power-struggle ongoing, covert machinations and the power of guilds, this inevitably painted the fantasy equivalent of a Roaring 20s boomtown gangster epos for me, with slight touches of noir – all firmly situated in a Greyhawkish fantastic context, mind you. This effect is very subtle, mind you – you won’t have gangsters running around the streets or the like; this is traditional fantasy, after all! But it should be taken as testament for the rather nuanced writing that this notion sprang to mind in the first place.

In short: I actually had FUN reading this supplement and consider Dulwich to be a great place: Its metanarratives can span multiple returns or escalate immediately; there is ample adventuring potential and if you also take the Duchy of Ashlar as a whole into account, you’ll be able to further escalate the potential plots and options this offers.

The system neutral version does not have the minor settlement statblock hiccups, but loses its marketplace, which evens, as a whole, things out as far as I’m concerned. Still, considering how much I enjoyed this, my final verdict will clock in at 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Town Backdrop: Dulwich (SNE)
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Publisher Reply:
Thank you for this review, and for the reviews of the other versions. They are much appreciated!
Town Backdrop: Dulwich (5e)
Publisher: Raging Swan Press
by Thilo G. [Featured Reviewer]
Date Added: 09/15/2017 03:50:19

An Endzeitgeist.com review

This town backdrop clocks in at 14 pages, 1 page front cover, 2 pages of advertisement, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 8 pages of content, so let’s take a look!

In the Duchy of Ashlar, near the infamous (and superbly-written) Gloamhold, there looms a great salt marsh, and above it, there is the bustling, booming trade town of Dulwich, which is anything but dull.

Sorry. I just couldn’t help myself. Bad puns from reviewers aside, Dulwich exists in interesting times for the duchy: A veritable torrent of lumber from the forest helps keep the coffers of its citizens full, and if the machinations of mayor Wido Gall, one of the major players seeking to establish control over the village of Longbridge (one of the finest villages in the classic Village Backdrop series). It should also be noted that the town is situated rather close to the Shunned Valley, where an excellent beginner’s adventure released by Raging Swan Press takes place – though this module, as per the writing of this review, has not yet been converted to 5e.

But even if you don’t have Longbridge or seek to use the Duchy and its excellent associated pieces of content, rest assured that Dulwich has a lot to offer: This is fully operational as a stand-alone supplement. You see, the town’s merchants have been trying to wrest control from the mayor – so far, without much success. However, all this may change with the recent death of high priest Taistro Rintala. His successor, the young priestess Vuokko Laiten may well be the tip of the tongue that changes the balance of power in the town; this becomes even more peculiar when the adventurers unearth the machinations of the deceased high priest…

Now, the 5e-version does not have settlement stats and thus, also no missing plusses there, but much to my chagrin, the marketplace section of adventuring-relevant goods to be purchased has been eliminated as well – understandable in the system neutral version, but less so in the 5e-iteration. PCs that do their legwork may unearth town lore of Dulwich and the pdf does feature a total of 6 rumors the PCs may unearth when keeping their ears to the street.

Now, this would not be a Raging Swan Press supplement without providing delicious dressing to add local color and flair – from the nomenclature and dressing habits of the townsfolk to the local industry and law enforcement (which is, obviously, also involved in the ongoing power struggle), the pdf offers quite an array of interesting details that practically write adventures themselves. This notion is carried further by the brief, fluff-only write-ups of the townsfolk, which not only include the obvious power-players, but also e.g. the head of a local cat burglar ring or a mysterious street performer. The 5e-version of these folks sports references to the relevant statblocks – no conversion relics.

As befitting of a place with an increased likelihood of having adventurers return (or stay longer!), the town is supplement with a 2d8-table of events, ranging from funeral processions to blacksmiths demonstrating their goods to more outré examples, like the guardsmen passing by with a woman wearing a metallic mask in command, who drag a bedraggled merchant to the keep in chains…well, if that’s not intriguing… 11 sample sites and places of interest in the town are provided in further detail: From the goals of the masked woman in question to the temple/court to the guild hall, the main sites and concentrations of power are covered – but so are the back-dealings that are less obvious: Beautiful femme fatale jewelers who may make a grab for power, a library, various taverns and inns (with costs and notes for food and drinks!) to the marketplace, the locales come with plenty of interesting angles.

Speaking of which: Unlike pretty much every such town I’ve seen in RPGs, this does not shortchange the importance of guilds, which should put a smile on the faces of quite a few scholars out there: The 3 most powerful guilds (blacksmiths, Potters, wool) receive their own page. It should be noted that the lumber guild, the most powerful of them all, has its own entry in the notable sites.

There’s another aspect to this pdf that I really adore. You see, beyond Tommi Salama’s absolutely gorgeous b/w-map of the town, the pdf also comes with explanations of street names and what can be found in the respective streets, painting pictures of the local environments far more precisely than enumerations of multiple house-descriptions could. Globetrotters who have visited many a stories town will probably also agree with me that this represents a very cool way to add a sense of historicity to the place.

Conclusion:

Editing and formatting are very good. Layout adheres to Raging Swan Press’ elegant two-column b/w-standard and the pdf sports nice b/w-artwork. The cartography by Tommi Salama is gorgeous and in b/w. The pdf comes in two versions, one optimized for screen-use and one to be printed out – kudos!

Let’s start with the elephant in the room: Yes, this town backdrop is shorter than previous installments. It is my contention, though, that courtesy of John Bennett’s expert penmanship, it may actually be better off for it. You see, towns occupy an in-between spot, design-wise: In a village, you can flesh out everything in detail; in a city, you need to be open, but also have the advantage of having more possibilities, design-wise. A town that is too open, though, becomes anonymous and like a bad example for city-design; it can’t offer the same wide-open potential. At the same time, a town that is too lavish in its details runs the risk of becoming stifling, of becoming too much to micro-manage for the GM. This pdf, then, manages to succeed this balancing-act in a rather formidable way.

Dulwich is at once open enough to allow a Gm to easily plug-in material, and specific enough to constitute a detailed home with its own flair for the PCs. The writing also manages to elicit an atmosphere that is pretty unique, as far as fantasy is concerned: This may just be me, but with the power-struggle ongoing, covert machinations and the power of guilds, this inevitably painted the fantasy equivalent of a Roaring 20s boomtown gangster epos for me, with slight touches of noir – all firmly situated in a Greyhawkish fantastic context, mind you. This effect is very subtle, mind you – you won’t have gangsters running around the streets or the like; this is traditional fantasy, after all! But it should be taken as testament for the rather nuanced writing that this notion sprang to mind in the first place.

In short: I actually had FUN reading this supplement and consider Dulwich to be a great place: Its metanarratives can span multiple returns or escalate immediately; there is ample adventuring potential and if you also take the Duchy of Ashlar as a whole into account, you’ll be able to further escalate the potential plots and options this offers.

The 5e-version of this town, as a whole, is just as compelling as the PFRPG and system-neutral iterations, but personally, the lack of a marketplace sans replacement annoyed me a bit. Hence, my final verdict will “only” clock in at 5 stars.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Town Backdrop: Dulwich (5e)
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5E Mini-Dungeon #055: Chrome Devils of the Swamp
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 09/15/2017 03:49:03

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. Big plus: This mini-dungeon comes with a key-less .tif player map as well as a high-res GM map for VTT-use – kudos!

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!

A fiery comet has fallen into the nearby swamp and rumors abound regarding the strange devils that have ventured forth from its insides. Indeed, within the swamp, the dungeon is composed of a strange alloy, sports an eerie glow...yep, this very much would be a crashed space-ship, with several kind of robots serving as the opposition to be faced by the PCs. Here is something cool: Doors improperly forced open, droids destroyed - all matter, for the AI that is the BB"E"G can result in enemies coming close.

Better yet: While the PFRPG version had some issues in the rules-details, the 5E-conversion remedies these and goes above and beyond: We have robots that are reskins, modified monsters with different traits and proper rules-challenges – this complex works as intended and does so in a fantastic manner that is simply better than the original.

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 decent, and the inclusion of a key-less map and VTT-capable options is a big plus for me.

Stefanos "The Netlich" Patelis's science-fantasy crawl, in its original version, had all the makings of pure awesome and couldn’t realize them fully; in 5e, whoever has done the conversion, went above and beyond to make the module as amazing as it should be. This is, hands down, one of the best modules in the whole series – if you even remotely like science-fantasy, get this gem!! My final verdict will be 5 stars + seal of approval for this gem.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
5E Mini-Dungeon #055: Chrome Devils of the Swamp
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Liber Xpansion (PFRPG)
Publisher: Amora Game
by Thilo G. [Featured Reviewer]
Date Added: 09/14/2017 07:41:29

An Endzeitgeist.com review

This massive expansion for Amora Game’s critically-acclaimed and criminally-underrated Liber Influxus Communis“-tome clocks in at a massive 98 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial, 1 page ToC, 1 page thank you, 2 pages of SRD, leaving us with 91 pages of content, so let’s take a look, shall we?

This was a long time coming and the heartfelt dedication in the front of the book to a friend who has passed, Ryan Warrick Cramer, makes for a touching beginning before we take a look at 2 new classes presented in the first chapter.

The first of which would be the adventurer, who gains d8 HD, 6 + Int skills per level, proficiency with simple and martial weapons and light & medium armors and shields as well as ¾ BAB-progression. The saves of the class are determined at 1st level – may be chosen as good saves and the class also gets to choose 2 + Int-mod skills to add to the list of class skills. They also choose a so-called apprentice skill from Craft and Profession skills available (the skill references have not been properly capitalized) – At 8th level, the adventurer may always take 10 in that skill. At 12th level, the adventurer may always take 20 when using her apprentice skill. 16th level yields bonuses for chosen Profession apprentice skills or automatic masterworks for adventurers that chose Craft – oh, and actually quick non-magical crafting. Instead of using Diplomacy, they may also use the apprentice skill for bargaining at this level.

3rd level yields uncanny dodge, 9th level improved uncanny dodge and 5th level yields solo tactics. At 13th level, the adventurer may 1/day change a rolled 1 on a d20 into a 20 – I assume that is sans action required/as part of the roll, but it would be nice to have that specified. 17th level eliminates the ability score penalties incurred by old age.

You have probably guessed it: Yes, the adventurer is defined by more than these: The class sports several signature abilities, the first of which would be guild training: The adventurer chooses one of 5 different adventurer guilds, a choice that can later not be reversed. The guild chosen determines what is considered to be a Guild Feat for the class as well as the abilities gained by the class. The first of these would be the adventuring guild, who may, as a swift action, grant herself a luck bonus to a variety of rolls 4 + Charisma modifier times per day, which can be maintained as a free action and increases in potency at 5th level and every 6 levels thereafter. Assassins may choose non-combat feats as Guild feats and receive +1d6 sneak attack, increasing that by +1d6 every three levels thereafter. Explorers are very front-heavy, gaining +10 ft. movement rate as well as swim and climb speeds equal to the movement rate, which is too dippable for my tastes. The Herculean guild gets a very restrictive Guild feat list, but increases HD to 10 (does this include 1st level?) and receives an adrenaline rush – basically a more flexible variant of rage that allows for the increase of +4 to a physical ability score, which can be freely divided in increments of +2, with progression of rounds available being adhering once again to a scaling formula. Finally, the woodsman guild gets the ranger traps and associated feats as well as skirmish, which provides a scaling dodge bonus after moving and at 3rd level and every 3 levels thereafter, a scaling damage-boost during rounds he is moving.

Beyond these, the guilds do influence the available talents for the class, which are called advanced guild trainings. Additional advanced guild trainings are gained every 3 levels after 4th and run a wide variety of options. Not all of them are perfectly, executed, though – the option to get a SP with scaling daily uses does not differentiate between spell-lists, for example, and spell-list strength does diverge a bit. Another training deals with called shots and, while good enough, reduction of penalties as the one granted by the talent is usually phrased slightly differently. That being said, these represent mostly cosmetic hiccups – on the plus-side, we have fast stealth, increased speed while mounted, increased initiative while mounted (ouch in mythic gameplay). Interesting: Using Escape Artist instead of Acrobatics to avoid AoOs and for every 5 ranks, he automatically avoids an attack – while very strong, it is limited enough to make it an interesting offering and tying it to ranks prevents abuse…so yeah, nice one! That being said, there is one general talent that is broke: Scrap it. Without requiring an action, you can interpose your shield between an attack – it absorbs ALL damage from the attack, becoming broken. A second use destroys the shield. While the talent states explicitly that the damage thus caused cannot be repaired, this still needs some serious limitation. Get a bucketload of bucklers, end up basically invincible as long as you can take up new shields. Not cool.

Among the guild-specific options, we have evasion, 1/day immediate action use of a standard action, shield allies from Ref-based effects and the like. Assassins can select bleeding attacks, death attacks, HiPS…you get the idea. Explorers are a bit wonky, introducing in one ability the Piloting skill (not how that works…) and skill boosts. Herculean adventurers get limited daily-use instant knockout hits, upgrades for adrenaline rush and the like. Balancing and formatting here is wonky – levels instead of class levels, a talent that adds “1d8 + STR”[sic!] damage to bull rushes– there are some serious hiccups here, some of which influence the integrity of the rules…which is REALLY weird, for at the same time, e.g. an option to mitigate adrenaline rush’s cooldown is presented precisely. Finally, woodsmen get favorite terrain, camouflage and a skirmish upgrade with a d12-table of conditions you can randomly cause – these range from feeble to save-or-suck…and frankly, I think the ability should have been cut up into a tree or offer some scaling for the ability, with the more potent options unlocking later. The guilds btw. also determine the capstone the class gets.

Finally, it should be noted that 2nd level yields best guess, a means to determine a ton of information via Survival.

The second class presented herein would be the gun adept hybrid class, a blend of Bard/magus and gunslinger, who gains d8 HD, proficiency with simple and martial weapons and firearms as well as light armor and does not incur spell failure while in light armor. The class gains spontaneous Charisma-based arcane spellcasting of up to 6th level, drawing spells from the bard’s list, ¾ BAB-progression and good Ref-saves. The class receives Gunsmith at 1st level and uses the gun thus gained as a focus, which allows the class to eschew components with a price of 100 gp or less, but as a kind of bonded object, casting without it is problematic. The arcane gun can be used to fire spells, not unlike my own etherslinger’s design – there are limits here in place, making only spells that require an attack roll (oddly listing cone and line spells in the same line as the attack structure, which is a bit weird since these usually are opposed by a saving throw) and adds the gun’s enhancement bonus as a bonus to spell DC. There is a mitigating risk to this power, though: When channeling a spell through the gun thus and you roll a 1 on the attack roll or a target succeeds a save with a natural 20, the gun becomes broken.

2nd level yields nimble, which increases in power every 4 levels thereafter, with 3rd level netting the option to channel spell levels into bullets, increasing the damage output of the gun by +1d6 per level. sigh Because slingers needed damage boosts. Also weird “magic damage” – considering the plethora of damage types available in PFRPG, this make-belief type is weird to see. And no, this was not for the purpose of DR interaction, for the ability precisely notes the interaction with that component. However, rune bullets do cost +1 gp and etching them while adventuring strains the eyes, providing a penalty to ranged atk. Alchemical bullets cannot be made into rune bullets and firing rune bullets via guns other than the arcane gun increases the misfire rate by 3. 4th level provides the option to have multiple arcane guns – if he instead specializes on one gun, the gun adept gains an x3 multiplier for spell critical, which is very, very potent.

Starting at 5th level and every 3 levels thereafter, the gun adept gets an RBE – a rune bullet effect. There are three categories: Bullet effects add e.g. alignment effects, energy damage, etc. As a minor gripe: The deafening effect of thunder bullets – does the aura center on the target of the bullet or the gun adept? Trick shots provide the utility tricks – counterspell shots, for example – some nice tricks here including soft crowd control with creature drawing/pulling! Thirdly, there are so-called “whiskey” tricks, which affect the gun adept. Contained in this section would be bayonet charges that add a second firing attack to the charge…which is a bit weird, in that it does not precisely codify how firing the gun and charging/AoOs etc. interact. From named bullets to pistol-whipping, there are so interesting options here.

Starting at 7th level, fighter feats may be chosen as bonus feats, with 12th level providing another one. 9th level allows for the imbuing of a spell in a rune bullet, causing a “duel[sic!] effect” – there are some more typos here and the ability isn’t, alas, as concise as I’d like it to be. The bonus damage caused by rune bullets in such a case is reduced, at least until 19th level.

15th level provides an AoO for the gun adept whenever a spell within reach (should be RANGE) of the gun is cast; this is executed after the spell’s “complete” – whatever that means. I get what this is supposed to do, but RAW, it does not work. 20th level provides auto-crit for arcane gun, spells and rune bullets (WTF) and an increased critical multiplier. Double WTF. Even for 20th level, that’s overkill. At the same time, the rune bullet crafting process is depicted in surprising detail, so kudos.

All in all, the gun adept makes for a take on the trope that almost gets it right – the ideas, chassis etc. are cool, but the damage-escalation is BRUTAL and it does not help that the class fails to limit the spells that can be channeled through the gun to class spells. A good rules-editor fixing some aspects of this could have made it into one of the best gunslinger-options, but RAW it is, pardon the bad pun, a pretty raw offering. …yeah, will punch myself for this one later.

Anyways, that’s it for the first chapter of the book – hereafter, we dive into archetypes and class options, starting with Michael Sayre’s great Battle Lord. The Dual Specialist would be a meaningful engine-tweak, which loses divine aura, dual command and some combat drills in favor of being able to gain training benefits from a specialty he did not choose. Warchiefs would be a Cha-based chaotic variant of the class – instead of associating bonus feats with combat drills, he employs rage powers to grant to allies – who, alas, may not execute Dex and Int-based skills while the drill is active. Dual command is moved to 16th level and 8th instead yields a +4 morale bonus to Strength and +2 to Will-saves for allies affected by drills – however, no three-fold command. The archetype also gains a variant capstone…and is really cool, potent and mechanically PRECISE. The final archetype for the class would be the zealot, who is Wisdom-based and exchanges 4th and 16th level’s combat drills for channel energy, with 5th level providing Channel Smite and 16th level adding negative effects to channel smite. Meaningful, fun engine-tweak – and once again, precise and well-made.

The Conduit gets a full-blown alternate class version, the siphon, who, instead of absorbing magic, basically acts as an absorbing battery for psionics. As a minor complaint here – last time I checked, there was no psionic damage type. The rays they can fire from absorbed energy increase their ranges, with higher levels providing means to expend siphoned power points to activate unique talents – Pretty cool: These get unique displays, enhancing the flavor component here. I am, as a whole, pretty excited by this variant – and in a really cool twist, 10th level provides an important choice that radically alters how the class plays – either the base engine is retained, or the class changes how it works by gaining access to the option to absorb latent energy of nearby psionics – as a whole, an impressive variant that includes proper rules-language for interaction with psionic items etc. There are some minor hiccups on an editing point, with e.g. “longer” missing from “no ages or requires sleep…”

Metamorphs get a variety of new evolutions that include integrated blasters for construct phenotypes, blood drain, energy drain, jinxs, gliding, powerful leaps, with e.g. jinx building on exceptional luck. An upgrade for sores should imho have a cool-down or cap to prevent the spamming of poisonous spores. Nice, on the other hand – some Technology Guide support here! A new feat lets you expend vitality surges to temporarily gain an evolution worth 1 point per 5 levels (should probably be metamorph levels). The Bionicist archetype would btw. be the dedicated Technology Guide option for the class. The blob is cooler – an ooze metamorph, who gains basically fortification-style abilities and the higher level option to spawn oozelings – basically damaging terrain that can, at higher levels, be used for short-range teleportation. Doopelmorphs would be, in case you were wondering, metamorphs that focus on doppelganger-style human impersonation. Ever-changing metamorphs may change their forms daily, but has less evolution points. Necromorphs replace vitality surge with the option to gain a temporary hit point pool in addition to other temporary hit points, explicitly stacking – this is extremely cheesable, effectively doubling your hit points. While the temporary hit points are not tied to damage, but to positive hit points reduced, this only means you’ll need more kittens to suck dry when recharging your shield…and the temp hit point maximum thus gained is btw. = maximum hit points. Yeah, not gonna happen in my game.

The mnemonic section begins with a bit of errata (which not in the base book?) and comes with two archetypes. The first would be the Dan Tien, who uses Int instead of Str to determine unarmed strike damage output. Instead of the signature memory theft and wipe, the class gains the option to enter into a battle trance that provides a means to increase damage and atk as well as threat range (RAW stacks with other effects, which is something I don’t tend to enjoy) – the ability does not add the benefit to crit confirmations and instead rewards multiple critical hits with stacking untyped bonuses. I’d be complaining much louder here, if the trance had no succinct cap per day. Instead of photographic reflexes, we get an ability intended to mimic other attacks, which becomes problematic with attack-like abilities, natural attacks and the like. The class also gets a thought strike-based parry, defensive roll, etc. Solid, as a whole, though it did not blow me away. The second archetype, the sensei, replaces photographic reflexes with the ability to impart copied moves to allies – the wording that the ability is basically renamed here and that the uses still are used as resource could have been a bit clearer here. When using retraining rules, the sensei can also be really quick and helpful as a kind of omni-teacher.

Mystics gets new talents, both increased ranges and advanced talents that e.g. include flame-based propulsion. The class, alas, hasn’t aged too well, with the release of the kineticist since then…The dual energy tricks available here are okay, though. The extensionist is a basic engine tweak and sports a couple of sentences, where the structure seems to be wonky. “she must decided[sic!]” and the like. The Musha-Chie archetype is a psionic mystic, basically a psychic warrior crossover, who gets to use ki as power points, among other things. Not bad, but also not the most impressive of crossover options.

The pauper class was the weakest in the original LIC, and this book does help a bit, providing three proper guiding means to determine the gain of hope and despair with concise paths. The absolver archetype can gain despair by listening to sorrow or hope when delivering motivational speeches – this is pretty roleplaying-based, but yeah. On a more annoying note: assumption of sins fails to specify whether it is powered by hope or despair. Cool: They can transfer negative conditions and later provide atonements, for example. The conduit of futures is weird, being able to share their hope and despair abilities with nearby allies. While the rules-language is okay, it could be more precise here. Mastermind paupers are despair specialists, rationalists get emotion and logic pools (though not much beyond that is done with the cool concept) and taleweavers have pretty much free control of whether to gain hope or despair…which begs to question why to use the base class in the first place.

The survivor gets new tactics to add in surprise rounds or poach some adventurer tricks. The contender archetype loses the safe passage options to ally aiding. He also gains the option to substitute a scaling damage for unarmed strikes or grapples – though the formatting here is not as it should be, sporting cosmetic deviations. The archetype may use safe passage uses to suspend a scaling array of negative conditions…and unfortunately taps into the somewhat problematic herculean adventurer abilities, while also gaining a few new tricks to choose from.

The synergist begins with an errata (again –should be in the base book) as well as two archetypes: The echo declares a member of her cast as foil and chooses success or failure, basing synergy points on the performance of that foil, with higher levels providing more foils. Instead of complementary skills, nearby ability score modifiers of allies may be used and when multiple members of the cast roll the same number for a skill check or attack roll, the echo gains a bonus – which is pretty creative! All in all, one of the more interesting archetypes herein. Vagarist casts gain bonuses when failing as a whole, penalties when succeeding as a whole, comparing total combat performance. Via schadenfreude, they may base synergy on failures of foes in a surprisingly complex, interesting engine-tweak, which also extends to vagaries and subsequent abilities – once again, a rather interesting option that changes how the class works in a meaningful manner. The umbra’s missing smoke demiplane has been reproduced herein as well.

The warloghe class gains new taboos to provide some spellcasting – I assume for the choice made to enter a binding pact, since the spellcasting option already has spell access (and the binding pact option can use it…) There is a pretty cool option to animate terrain to provide creepy distractions that can be directed and even cause damage…it has a DC sans noting for what and is “damaging (1d6 hit points)” –that is not rules-language. Similar issues extend to poltergeist hurling of objects, which fail to specify if the attack roll required is ranged or melee. 3 twisted spirits are provided: The bhuta, who gets summon nature’s ally SPs and wild shape (boring), the poltergeist, which grants thematic spell options and shadow, which is the most complex of the 3, granting a shadow companion and providing an array of pretty interesting options. The class also comes with the twisted husk archetype, who gains basically a nasty, possessed armor and slightly increased martial prowess – a rather nice archetype, as a whole, though it loses the spirit binding options.

The new warsmith designs have some cool visuals: What about making nails etc. glow red hot? Yeah, cool…but the pdf fails to clarify the action economy of the design – the ability-group does not have a default, using attacks, skill uses, etc. as reference and basis for active abilities in the original…unfortunately, not the only design suffering from this. That being said: While such hiccups annoy the heck out of me, at the same time, this gets killing folks with the shrapnel of sundered weapons (!!!), in conjunction with edifice recognition, right. Highly complex operation and it works. Even has the anti-abuse caveat. Anatomist warsmiths get sneak attack as well as some field healing style abilities and sports solid, non-magical healing. Gunsmiths replace edifice recognition and Improved Sunder with an experimental firearm and learn to modify the firearm to have a larger capacity, operate recoilless, fire rune bullets. The ironclad takes plates and connects them to his body, getting armor-rules right there. No idea what this “bashing damage” the archetype references is supposed to be, though. The new designs complement the archetype with alloyed skin, an enchantable arm that can be used as both shield and weapon at once…Runesmiths have one unbolded ability that should be bolded – it states that the archetype uses Wisdom as governing attribute. The archetype also gains runes which may be learned in lieu of designs. The runes are interesting and well-presented as a whole.

If you haven’t noticed by now – no, we do not get new demiurge options, alas.

The book does contain several options for non-LIC-classes – the armiger magus provides minor boosts via the inscription of his crest and also gets a nice arcane heraldry ability – flavorful, but I wish it did something more interesting with its idea of using the special mark that denotes the weaponry. Battle sapper rangers are pretty damn cool, gaining the ability to place satchels of explosives that have been tightly and concisely defined, representing the trope rather well. Like it! Battle Sorceror…wait. Sound familiar? Yep, the book contains the archetypes from the Prepare for War Basic Training Manual, though not all of them.

I’m not going to go through all of these in detail once more. Ironskin slayers get d4 sneak attacks, but may target creatures benefiting from concealment with sneak and they basically represent heavy armor-wearing slayers that retain some mobility. The qigong ninja is pretty self-explanatory. Sleep peddler witches are locked into dreaming as patron and get a pretty OP ability: At-will standard action sleep – which also provides healing for willing targets if they sleep long enough. Problem – this is clearly supposed to be a hex, but not designated as such – hence activation and range are opaque. Basically a better slumber hex. Yeah, not sold.

The book also provides a massive array of new feats for extra class feature uses, etc. Some are pretty strong – like Follow Through, which nets you an AoO against another foe upon missing with an attack. Meditation feats from Amora Game’s stand-alone releases have also been included here. Alas, their rules language hasn’t been cleaned up.

The last chapter is devoted to prestige classes, collecting several previously released options like the beast hunter, breaker, centurion, meta adept, tavern brawler, toxicologist. There are new 10-level PrCs herein, but considering the epic length this review already sports, I’ll be pretty brief

The forged is basically a construct-apotheosis guy. He is decent, though e.g. “bashing” damage and similar hiccups can be found – and I’ve seen this done before in a variety of more flexible ways. Ki Scions are pretty solid elemental monks. Long Gunners can be utterly OP, treating their sniper shots as an automatic critical threat. It also scales up critical multiplier insanely high – x6 at level 10. OP and ridiculous damage-escalation. Finally, the wild shot is basically a pistol specialist. The section also suffers from more editing glitches and instances of improper declinations and the like.

Conclusion:

Editing and formatting are the issues of this book, at least in significant sections. As the work of many authors, the different skill-levels and rules-language precision of the authors become very much evident when reading this book. There are some aspects, where highly complex abilities work precisely and to the point…and then, something simple is botched. This may also be due to inconsistent rules-editing, perhaps focusing only on the complicated parts. I don’t know and I frankly haven’t seen this before. "Inconsistent" is probably the best way to describe this. There is no way past noticing that this is a serious detriment for the book. Layout adheres to a nice 2-column full-color standard and the pdf sports solid pieces of full-color stock art. Big minus in the comfort department – the pdf has NO BOOKMARKS. For a book of this size, that is a jarring, jarring downside.

Greg LaRose, Adam Boucher, Andrew Boucher, Brian Moran, Christie Hollie, Ismael Alvarez, Justin Ragan, Kevin Bond, Ryan Bond, Michael Sayre, Morgan Boehringer, Sasha Hall and Wojciech Gruchala’s Liber Xpansion is a book I waited for with baited breath. In fact, one reason you haven’t seen this review sooner was that I was hoping for at least the bookmarks to be included. Or for another editing pass.

…damn. I LOVE the Liber Influxus Communis. I so wanted to love this as well. When I saw the “Ultimate Psionics Compatible”-logo on this book, my mind went BOOM! The possibilities! Tactician/battlelord-crossovers! Dread or cryptic mnemonics! Marksman battlelords! Oh, and all the untapped potential of LIC’s classes! Hybrid-y options for standard classes, expansions…there is a whole, vast world of untapped potential in these cool engines.

Some of the options in this book manage to reach these lofty expectations, providing nice, new material in the precision I wanted to see. The bad news is that the pdf doesn’t reach these levels of quality and coolness too often. While the LIC pretty much blew me away all the time, this book mostly felt like “only” a good expansion…when it worked. The inclusion of the previously-released material is nice, but I frankly wished these files had received another editing pass on both a rules- and proofing-level.

The good news here is that, generally, the material works – you won’t have to guess (often) how something is supposed to work and the adventurer class, while not perfect and with its own hiccups, can be considered to be mostly solid…but much like the gun adept and the rest of the book, it feels like…it almost got it right. This, to me, feels like a marathon, where you falter on the final stretch. As a rules-dev, I can literally see what it’d take to make this whole book be a good, perhaps even a very good offering. It is so damn close it breaks my heart. If you’re feeling up to the task, try your hand – it’s not an expensive book for the page-count, after all.

Still, this is a very flawed book…only, it’s not consistently flawed. Some parts of it are. The typos, proofing hiccups, rules-glitches, they are not persistent or constant, but they accumulate. On the other hand, we have some gems, even some innovation herein – though not even close to the extent that the LIC provided these. The whole book, ultimately, falls short of its vast promise.

…that being said, I have a responsibility to my readers and I can’t just close my eyes to the copious amounts of lack that define formal aspects of the book.

The lack of further refinement for the previously-released, compiled material, the lack of bookmarks for a book of this size, the lack of precise and unifying rules-language editing (you can’t tell me that “+ STR” in a text doesn’t stick out like a sore thumb; or that copy-replacing “bashing damage” for “bludgeoning damage” is a big deal) – there, the book falters.

This review breaks my heart. The adventurer on its own would be a 3.5 or 4-star class as is, it has all the makings of a 5-star-class if its few hiccups get cleaned up. Similarly, there are options herein worthy of 4 or 5 stars…but also a lot that simply does not live up to this level.

Do yourself a favor and get Liber Influxus Communis. It is a great, creative book full of cool, advanced classes by some of the most talented 3pp-designers. From Survivor to Demiurge, there is something for everyone, for those that prefer simple classes to those that enjoy super-complex monsters. It is inspired in all the right ways and I really cherish my print copy.

As for this book, I can’t unanimously recommend it – if you really liked the LIC and feel up to the task of doing some tinkering, you may get some cool stuff out of this…but I can’t rate this higher than 2.5 stars…and frankly, I should round down. However, there are some pieces of content herein that simply do not deserve this – it is for these gems that I will round up.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
Liber Xpansion (PFRPG)
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5E Mini-Dungeon #054: Uneasy Rests the Crown'd Head
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 09/14/2017 07:39:17

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. Big plus: This mini-dungeon comes with a key-less .tif player map as well as a high-res GM map for VTT-use – kudos!

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 direct sequel of "Ne'er Trust the White Wolf's Tameness", but works perfectly as a standalone offering. The PCs venture down into a sinkhole, only to find an air membrane on water that can cling to the PCs, providing 60 minutes of air... -1 minute per round of strenuous activity, so they should better manage their precious air supplies......oh, and the less minutes remain, the more is their visibility impeded, which adds a really cool tactical option to the whole proceedings!

Now, the PCs can engage in plentiful 3D-combat here, as the complex is new and intended to be nothing less than the start of a new aboleth outpost, created by two brethren of this loathsome race. These critters, alas, have not been hyperlinked, but that as an aside – aquatic treants and the like make for interesting and very lethal foes. From a breach to the elemental plane of water and its guardian to other watery foes, traps, merrows and finally, the potentially maddening battle against the bosses, this is a diverse, challenging and extremely evocative mini-dungeon.

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 solid, and the inclusion of a key-less map and VTT-capable options is a big plus for me.

Stephen Yeardley's excursion to the realms below the waves here is fantastic: It provides the means for interesting and rarely faced foes in a thoroughly fantastic environment. The air/vision mechanic is well worth scavenging and could carry a whole mega-adventure complex...in fact, that's what I'll use it for! It is impressive how much flavor and coolness the author has once again squeezed out of these precious few words - and how much fun. That being said, while I adore many choices herein, the module does lose a bit of its strong flavor in the conversion (no idea who did it), which is why this will “only” get 5 stars – well worth checking out if you’re looking for a challenge!

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
5E Mini-Dungeon #054: Uneasy Rests the Crown'd Head
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5E Mini-Dungeon #053: Ne'er Trust The White Wolf's Tameness
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 09/14/2017 07:37:44

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. Big plus: This mini-dungeon comes with a key-less .tif player map as well as a high-res GM map for VTT-use – kudos!

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 mini-dungeon can be run as a sequel to "Look not with Thine Eyes, but Thine Mind", but works just as well on its own. The PCs continue their descent into the bowels of the earth, teleporting into a lethal trap, where multiple, deadly guardians must be bested to escape the "Wolf's Eyes" - a kind of guarded teleport trap. “Everything is ceramic”, the module states – which is cool. I’m less enamored with “relevant check DC 10” – looks like a conversion relic to me.

Free of this challenging gauntlet of rooms and its powerful golems and swarms, the PCs have to make their way through the lethal traps of "the wolf's jaw" - and from here on out, things only get more foreboding, as remnants of horrific fates, 4 random encounters you may or may not use, and a terribly injured group of adventurers speak of worse things awaiting in "the wolf's mind" - a part of the complex where the way leads further below. The 5E-version also comes with a rather cool creature, the Iron Lector – neat!

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 decent, and the inclusion of a key-less map and VTT-capable options is a big plus for me.

Stephen Yeardley sports a nice quasi-puzzle, some challenging traps and foes and a thematically concise and interesting mini-dungeon here. No complaints, well worth getting - 5 stars, and the 5E-bonus critter makes for a cool added bonus. Once again, I cannot comment on who has done the conversion here.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
5E Mini-Dungeon #053: Ne'er Trust The White Wolf's Tameness
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5E Mini-Dungeon #052: Look Not With Thine Eyes But Thine Mind
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 09/14/2017 07:36:00

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. Big plus: This mini-dungeon comes with a key-less .tif player map as well as a high-res GM map for VTT-use – kudos!

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 mini-dungeon can be played as a sequel to "There are more Things in the Planes and the Earth", but it works perfectly fine on its own as well. After having braved the weird complex and witnessed an elder thing talking to Formians, the PCs now explore a complex where the insectoid creatures represent the none-too-pleasant opposition - random events are provided as well, 4 to be more precise, Wait, Formians? Yep – stats for warriors and workers of the classic critters are provided – kudos, though the formian’s Stinger is one off regarding its damage-value.

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 decent, and the inclusion of a key-less map and VTT-capable options is a big plus for me. Really annoying glitch: The text on page #2 is half transparent, making it a strain on the eyes.

Stephen Yeardley's latest installments of this sequence of loosely connected mini-dungeons has a diverse and fun array of foes, a neat atmosphere and generally makes for a cool exploration. That being said, the strange layout glitch on page #2 is less than pleasant to read through. The 5E-conversion, otherwise, has been handled well, though I can’t comment on who did it. My final verdict will clock in at 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
5E Mini-Dungeon #052: Look Not With Thine Eyes But Thine Mind
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Letters from the Flaming Crab: Monster Circus
Publisher: Flaming Crab Games
by Thilo G. [Featured Reviewer]
Date Added: 09/13/2017 06:17:05

An Endzeitgeist.com review

This installment of Flaming Crab Games delightfully gonzo series clocks in at 19 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 15 pages of content, so let’s take a look!

As always in the series, we begin with an eponymous letter from our favorite planes- and dimension-hopping vessel, the UCS Flaming Crab, continuing the charming and well-written meta-narrative that leads us to the topic at hand, which would be Argent & Midnight’s Circus Esoterica and Extravaganza of the Strange. This time, however, Gale and Jilius, the writers of this letter and latest members of the crew, actually also provide a second letter – and we get full stats for the friendly harpy sorceress and her harpy unchained rogue (pack rat) half-sister – as well as an absolutely STUNNING full-color, full-page artwork for the two: Kudos to artists Allen Morris and André Karwath!

Now, this circus, colloquially called Monster Circus, does have, obviously, a menagerie – here, we can find Humongous the owlbear, deathmaw the nasty-tempered manticore, flintbeak the cockatrice and also Crusty and Rusty, the rust monster…and the rust-removal monster! Yep, you heard me! One of the various mini-modules/encounters presented in conjunction with the circus deals with this unique and amazing little critter. I know that many an adventuring group will want one of these as a pet…

The astute reader may have noticed that some of these monsters mentioned above are intelligent…well, yeah, but with a ringmaster like the fully-statted Mr. Smiley, a goblin celebrity lich, there is a good reason why e.g. deathmaw doesn’t maul audiences. And his right-hand man Mr. Nick, a doppelganger expert can help cover up…issues as well. Cool, btw.: Mr. Smiley subsists on a unique diet, if you will: His phylactery sustains the lich in a rather devious manner. How? Well, I’m not going to spoil that!

Among the sights, there would also be Hugo Howl, the werewolf conductor, who guides his 12-headed singing hydra (stats provided) in a unique variation of throat-singing. One of the encounters proposed deals with this constellation: Hugo was fancied by a newcomer to the circus family, a vampire, and tried to resist her advance with garlic. Alas, that made him very enticing for his hydra, who ate him. The vampire was promptly disposed of, but now, no one can coax the hydra to sing! In order to help the circus, the PCs can investigate Hugo’s wagon and solve a nice, rather easy puzzle (or brute-force it, if that’s how you roll). Cool sidequest!

Beyond these folks, there is the living tapestry, whose prophecies can provide help for future encounters; Guk the troll and the bugbear Kursha, herself the tamer, make for interesting beings to meet…and finally, there are the Flying lashley twins – choker acrobats! These two unfortunately have some larcenous tendencies that may need to be reined in, as depicted in another sidetrek presented.

Nice, btw.: The pdf does come with a brief glossary of circus terms.

Conclusion:

Editing and formatting are very good, I noticed no glaring issues beyond e.g. the level of the rust-removal monster being once called rust monster. Cosmetic stuff. Layout adheres to Flaming Crab Games’ two-column full-color standard and the pdf sports some amazing pieces of full-color and b/w-artwork. The pdf comes fully bookmarked for your convenience.

Jeff Lee and Alex Shanks-Abel deliver an impressive set-piece to insert into your campaign. The circus and its colorful, weird inhabitants and their stats make for a fun and diverse backdrop to adventure in. The pre-made encounters and playful tone help differentiate the pdf from similar offerings, making it a really fun, evocative backdrop to include in your game. Writing-quality-wise, this is absolutely top-notch and brims with creativity. On the downside, I really would have loved to get a map of the circus and/or the respective wagons – while the lack of a map doesn’t really hurt the pdf, it also represents my one minor complaint against an otherwise truly excellent, fun little offering. Hence my final verdict will clock in at 5 stars, just short of my seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Letters from the Flaming Crab: Monster Circus
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Everyman Minis: Mysteries of Passion
Publisher: Rogue Genius Games
by Thilo G. [Featured Reviewer]
Date Added: 09/13/2017 06:15:16

An Endzeitgeist.com review

This Everyman Mini clocks in at 7 pages, 1 page front cover, 1 page editorial, 1 page advertisement, 2 pages of SRD, leaving us with 2 pages of content, so let’s take a look!

All righty, we begin this Everyman Mini with a brief introduction and a new 8th level spell, which would be symbol of debauchery: This duplicates symbol of death, but instead affects the targets with reckless infatuation, treating creatures that they have healthy relationships as objects of desire, attempting to stay as close to as many of them as possible, using their actions to engage in consenting and relaxing activities. These are so taxing that they potentially prevent the regaining of spells. Tastefully handled! Big kudos!

Now the main body of the pdf, obviously, is taken up by the new oracle mystery passion, which nets Bluff, handle Animals and Sense Motive as class skills. The bonus spells gained range from charm person to mantle of calm, matchmaker and later nets the new spell as well as waves of ecstasy and overwhelming presence.

Now, revelation-wise, we have life link from the life mystery, as well as punitive transformation – the latter, however, is incorrectly credited to the nature mystery, when it is a revelation of the waves mystery instead. Beyond these previously used revelations, we also have a couple of new options: Awesome Beauty acts as a fascination-inducing aura that prevents targets, sanctuary-style from potentially attacking you if they could be attracted to you. Cool: Via an exchanging of gifts, you can bond souls together, allowing them to sense the direction of their partner and giving you an idea of the subject’s emotional and health auras. You can also send telepathic messages to the subject, duplicating sending (which is not properly italicized). One question: Does the message reach both participants or just one? Desire sight instantly nets you the 3rd round knowledge of detect desires of all targets within 100 ft., making the oracle a fearsome foe in social contexts! With another revelation, you get Conceal Spell and add Disguise and Sleight of Hand to your class skills, with later levels providing Improved Conceal Spell and forcing witnesses of Conceal Spell that could be attracted to you to roll twice.

Another revelation nets you the option to add mercy effects to cure spells or cruelties to inflict spells, with higher levels yielding more cruelties/mercies. You can also add bard spells to your array and another revelation lets you add Charisma modifier instead of Dex to AC and CMD. Finally, we have scaling save bonuses versus charms and compulsions that increase to encompass immunity. The final revelation is an augmented outsider apotheosis that lets you still be returned to life as normal. You also gain immunity to age effects and a constant greater age resistance as well as at-will threefold aspect, with bonus types changed depending on whether you cast cure or inflict spells and sans penalties. Additionally, you may designate Charisma modifier targets that are in a romantic or platonic relationship, granting them the benefits of the final revelation, minus the DR. Cool!

Conclusion:

Editing and formatting are very good on a formal and rules-language level, though I did notice minor glitches. Layout adheres to Everyman Gaming’s two-column standard with a white background, making this relatively printer-friendly. The pdf sports a nice full-color artwork and has no bookmarks, but needs none at this length.

Margherita Tramontano’s mystery is pretty much amazing – I really, really enjoyed this one and I love how it represents in a tasteful manner one of the most amazing forces that exist – love, passion and what they entail, concisely represented with viable and even culturally sensible options. I can see a community really benefitting from the gift-exchange tradition supervised by the oracle, for example. It’s a beautiful tradition that imho can serve as a great narrative tool to explain a healthy community. That being said, the minor hiccups do drag this down a bit, if not by much – hence, my final verdict will clock in at 4.5 stars, rounded down for the purpose of this platform. If you don’t mind these minor hiccups, consider this a must-own recommendation instead – as a person, I really…loved this! …sorry, couldn’t help myself. ;)

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Everyman Minis: Mysteries of Passion
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5E Mini-Dungeon #051: There Are More Things in the Planes and the Earth
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 09/13/2017 06:13:15

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. Big plus: This mini-dungeon comes with a key-less .tif player map as well as a high-res GM map for VTT-use – kudos!

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 can be used as a sequel to the previous mini-dungeon "When goblins die, no comets are seen", though it can also be used on its own. The very entrance to this complex is dangerous, potentially beginning with short-term madness, establishing a sense of foreboding dread that the complex then manages to expand - from traps with insanity mist to cairnwights and gray oozes, the caverns contain some nasty tricks; and yes, burrowing can actually yield treasure...if you know where to look. Moreover, some nonmagical, but potent equipment with unique properties can be found, a big plus for me!

Pretty cool: The mini-dungeon contains 2 nice little random events to keep up the pressure….and in 5E it comes with the full stats for the elder thing, a neat challenge 5 critter – big plus here!

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 decent, and the inclusion of a key-less map and VTT-capable options is a big plus for me.

Stephen Yeardley's exploration of these realms below is interesting and the challenges and obstacles faced are fun and create an interesting mini-dungeon, well worth a final verdict of 4.5 stars; the conversion goes the extra mile with the cool monster and items – which is why I will round up for this one. Well done, whoever handled this one!

Endzietgeist out.



Rating:
[5 of 5 Stars!]
5E Mini-Dungeon #051: There Are More Things in the Planes and the Earth
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5E Mini-Dungeon #050: When Goblins Die, No Comets are Seen
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 09/13/2017 06:11:21

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. Big plus: This mini-dungeon comes with a key-less .tif player map as well as a high-res GM map for VTT-use – kudos!

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 mini-dungeon can be run as a sequel to "Doubt not that stars are fire", but can also stand on its own. After delving into the coldfire-infested tunnels in the previous module, the party dives into the dark, where they'll encounter the remains of a goblin tribe, with the first combat found being a clash between a ghost and a goblin-sized wightfor some rather weird start...and the tunnels also contain horribly weakened goblins, statues pulsing in harsh, fear-causing light…

…and the pdf actually includes the stats for a greater insect swarm monster – nice!

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, and the inclusion of a key-less map and VTT-capable options is a big plus for me.

Stephen Yeardley's take on exploring these weird tunnels has been radically changed and converted to 5E – the execution is lethal, but damn cool and leaves not much to be desired, working imho actually better than the PFRPG-version. My final verdict will be 4.5 stars, rounded up for the purpose of this platform.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
5E Mini-Dungeon #050: When Goblins Die, No Comets are Seen
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5E Mini-Dungeon #049: Doubt Not That Stars Are Fire
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 09/13/2017 06:09:52

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. Big plus: This mini-dungeon comes with a key-less .tif player map as well as a high-res GM map for VTT-use – kudos!

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!

All right! This can be used as a sequel to the "Pit your Wits" mini-dungeon, but works well on its own: Following a mutated goblin attack, the PCs have to go down the pit, the walls aglow with coldfire...and worse, there is a deadly substance...and this coldfire substance has mutated the local goblins into goberrations - a variant nothic...and being too close to the substance is really painful. Dried coldfire can result in a similarly horrible mutation for careless PCs and within this place, raging rubble, gibbering mouthers and worse await...but there indeed is a way down...but do the PCs dare continue?

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, and the inclusion of a key-less map and VTT-capable options is a big plus for me.

Stephen Yeardley shows what an awesome atmosphere you can generate with a few monster reskins and some deadly terrain. This is a deceptively hard little mini-dungeon and makes great use of the environments. That being said, the conversion suffers from a serious inconsistency: Where the previous module reskinned all notions of the impact being caused by a starship, this one is littered with references to starfuel. Sure, easy enough to remedy, but something that imho should have been caught. I also noticed a formatting for environmental damage, which was slightly inconsistent, so the 5E-version “only” gets a final verdict of 4 stars. (And sorry to the conversion specialist – the pdf doesn’t state who did the work here!)

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
5E Mini-Dungeon #049: Doubt Not That Stars Are Fire
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