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Legendary Vigilantes
Publisher: Legendary Games
by Thilo G. [Featured Reviewer]
Date Added: 05/11/2017 07:23:18

An Endzeitgeist.com review

This installment of Legendary Games' series of class-centric pdfs clocks in at 40 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial, 1 page ToC, 1 page SRD, 2 pages of introduction, 4 pages of advertisement, 1 page inside of back cover, 1 page back cover, leaving us with 27 pages of content, so let's take a look!

This review was moved up in my queue as an informal request via my patreon.

All right, we'll begin with new archetypes, the first of which would be the arsenal summoner, who gains proficiency with heavy armors and replaces vigilante specialization with anima union: The archetype begins play with a sentient weapon called "anima" (not the biggest fan of the nomenclature there), which must be a weapon properly sized for the character, acting as a magus' black blade, though it is not required to be a one-handed slashing weapon, rapier or swordcane. As such, the anima basics diverge from those of the black blade, with every odd level after 1st providing improvements. Anima weapons begin play at Int 10, Wis/Cha 6 and an ego-score of 3 and increase that up to Int 19, 15 Wis/Cha and 24 ego at 19th level. Anima weapons begin play knowing common and learn additional bonus languages later. Sense-wise, they act as though they had sight and hearing and may thus be affected by blindness and deafness. The anima uses the character's saving throws. In order to balance ranged weapons, two-handed weapons and the like, an anima's damage is overwritten: The weapon begins with 1d6 base damage and increases that up to 2d8 for Medium characters. Tables for Small and Large arsenal summoners have been included as well. Wielders gain the benefits of Alertness while wielding the anima weapon and wielders can telepathically communicate with the weapon. The weapon is immune t the broken condition and, starting at 1st level, the anima can 1/day as a full-round action teleport the anima weapon to them, usable +1/day at 5th level and every 5 levels thereafter, but only while in vigilante identity.

At 3rd level, an anima not currently in use can take on the look of a mundane object, though transformation into its normal form can still risk exposure for the vigilante. As a capstone, the anima may 1/week cast a maximized breath of life, potentially saving its wielder, but not when it's not within 5 ft. of the wielder. 2nd level yields the bonded armor ability - an armor that the character can instant summon to himself, though it is marked by an arcane mark, potentially allowing identification. The armor may be called Cha-mod times per day. Additionally, the armor receives a +1 enhancement bonus, which increases by +1 at 5th level and every 3 levels thereafter up to a maximum of +5 at 14th level. Such armor does not work for other creatures, btw., though destruction, mark-removal and similar stratagems exist to hamper the class feature. The arsenal summoner may also choose some exclusive vigilante talents, for an additional bonded armor, the weapon master handbook's advanced armor or weapon training, regular armor training and you can go iron man and fuse anima and bonded armor with one vigilante talent. Control over the exact form of a blade called forth via the anima's teleportation, bonded shields, calling a copy of the called weapon, exchange of enhancement bonus for special weapon qualities (with higher levels increasing the selection available) - nice. Using glamered versions in social identity and the like also are included here.

Instead of unshakeable and frightening appearance, the arsenal summoner gains an anima pool with Cha-mod, minimum 1, points These points can be expended as a swift action to provide a +1 bonus to weapon damage and atk, which increases by +1 for every 4 levels after 1st. The bonus lasts 1 minute and at 5th level, it can be used to grant the weapon temporarily a rather extensive selection of weapon special abilities. At 5th level, finally, the archetype replaces startling and stunning appearance with a pocket dimension to stash anima and bonded armor. The capstone allows the character to choose between armor or weapon mastery. Basically, this is a magus/fighter/vigilante-crossover-archetype with "god-weapon"-style gameplay. This hybrid-like theme is btw. something you'll notice in the other archetypes as well.

The next one would be the Beast Born, who loses vigilante specialization as well as dual identity. However, in place of that, the archetype gains a full strength animal companion - identity changing cannot be hastened by the archetype as a balancing measure, though, since yes, this companion may, at a touch, be changed into a harmless Tiny version of its self as a standard action- tiger to housecat, you get the idea. Reversal of this change can be done as a swift action, which means that the companion may be used to net the vigilante the required time to change to prevent exposure. Slightly confusing: The beast born, in the middle of the second paragraph of the ability, suddenly talks about "When transformed into an animal..." in the context of the vigilante identity. This ties in with the second ability - at 1st level, the beast born can change into a harmless form as a standard action at will, with 4th level yielding wild shape, with additional daily uses at 8th level and every 4 levels thereafter. Strong? Yes, however, the archetype also loses the 4th level vigilante talent...and those gained every 4 levels thereafter. As a capstone, the beast born gets free animal growth when going into animal form. I had two associations here: Manimal and He-Man. Make of that what you will. ;)

Next up would be the dynamic striker, who replaces martial weapon proficiency with Improved Unarmed Strike. Instead of the regular vigilante specialization, they choose to either be a brawler or a technician dynamic striker. Brawlers are treated as avenger vigilantes for BAB and talent purposes, while technicians gain studied combat, governed by Wis, but only in conjunction with gauntlets, unarmed strikes, etc. Dynamic strikers may choose from a selection of specialized martial arts talents and use their Wisdom modifier as key ability modifier for the purpose of determining saves, atks, etc. These include cross guard counter attacks, while others build upon the vicious impact ability - basically, the archetype contains two generally schools of fighting and the aforementioned two abilities, granted at 3rd level, respectively, represent the foundation of these fighting styles. Vicious impact nets a monk's unarmed damage progression, while cross guard nets a limited use, AoO-resource-based opposing roll counter mechanic, which, akin grit or panache, is recharged upon scoring critical hits. In short: One of the specializations focuses on a somewhat monk-y style, whereas the other represents a martial artist/investigator - the brainy fighter trope we know from anime et al. 5th level progresses this, featuring flurry and knockout blows, respectively. This sequence of abilities eliminates the whole appearance ability tree as well as unshakeable and also is represented in the archetype's capstone selection, which includes ignoring all DR and hardness or maximized damage for knockout blows, but of which are extremely potent.

The exposed vigilante does not receive dual identity, instead gaining +1 skill point per level and an additional social talent at 1st level, which also locks the vigilante out of a selection of social talents. Cool: The archetype does come with an engine-tweak that allows the vigilante to take it after being exposed, akin to what had befallen e.g. the Green Arrow in the comics. This may be a small engine tweaking archetype, but it's actually one of my favorites in the book. The Focused Hunter replaces 5th level's startling appearance with familiar terrain, basically a variant of favored terrain, of which an additional one is gained every 5 levels thereafter. 11th level yields HiPS (Hide in Plain Sight) in requiring no dim light in these terrains (which is very cheesable and borderline OP) and 17th level yields terrain master; these replace frightening, startling and stunning appearance.

The masked grappler would be the grappling specialist vigilante, losing proficiency with medium armor and martial weapons and beginning play with Improved Unarmed Strike and Improved Grapple, using class level as BAB -substitute when grappling, but losing the vigilante specialization. The archetype provides a pretty extensive selection of exclusive talents and using such a technique inflicts damage as per a grapple. What are submissions? Well, they are special such talents that impose a cumulative penalty on the foe in question, making them...well. Submit. They are locked into one such talent at first level and use Con as a governing key attribute instead of Charisma. It is a bit evident that editing here is a bit less precise than in the rest of the pdf: We have the archetype referred to as "masked wrestler" in a missed substitution, a lower caps "reflex" save etc. That being said, the options provided cover what you probably wanted from such an archetype: Anklelock? Check. Chokehold? Check. Death from Above via the VERY potent Frog Splash (double damage, grapple as swift action that pins AND bonus damage per 10 ft. fallen). That being said, I was a huge Undertaker fanboy as a child (and here in Germany, wrestling is VERY niche - none of my friends had even heard of those folks!) and I'm happy to see a sufficiently deadly piledriver, thankfully locked behind a high minimum level prerequisite. Also: Running dropkick is viable. 5th level yields a signature move specialization for a submission or technique, 11th level an iterative grapple for increased damage mechanic and 17th level the option to generate a finishing move, making one such technique/submission more potent. The capstone upgrades all moves to signature moves and also yields a second submission.

I like this archetype...but I think it doesn't have much to do with the vigilante. This is complaining at a high level, for sure, but the archetype feels like pretty much its own entity, which has been smashed on the vigilante chassis. With a bit of tweaking, it could have worked for pretty much every class out there...and the "masked" aspect falls a bit flat. Don't get me wrong, I really like the implementation of most aspects here (though I'll nerf some slightly), but the dual identity, which is particularly important in the luchador tradition, is pretty lost here. And Drop Dead Studios has a pretty impressive luchador base class that does offer a slightly more dynamic playstyle. So yeah, not bad, but I feel it could have used more significant ties to the base class.

Continuing the theme of hybrid-themed archetypes, the noble soul must be good and have both identities within one alignment step of one another. Much like the dynamic striker, this is an archetype that encapsulates two different iterations/traditions, though this time around, both are drawn from the paladin's bag of tricks: Those choosing the crusader specialization gain smite evil (1/day, +1/day at 4th level and every 4 levels thereafter), while those that walk the path of the healer instead receive the lay on hands class feature (usable 1/2 class level + Cha-mod times per day). Here, we do have better tie ins to the vigilante, btw. - aura of good is only active while in vigilante identity. The archetype does get an extensive selection of exclusive talents, though the interaction of the talents here can be a bit wonky: Unbound Smite makes all neutral foes count as evil for the purposes of smite. So far, so good. Focused smite, however, treats all evil foes as evil outsiders for the purpose of smite - does that mean that, with both talents, all neutral creatures can be targets of smite as though they were evil outsiders? I assume that's the basic combo here, but something in the back of my head, when comparing this combo to the other talents afforded to the archetype, tells me that it's slightly OP in comparison, even when locked behind level 10. Not to the point of being broken, but yeah. The talents also provide a divine bond mount and mercies and, starting at 4th level, paladin's spellcasting at the expense of that level (and all multiples of 4's) vigilante talents. The capstone provides an upgrade for lay on hands to act as a combo breath of life + heal or auto-confirming criticals when smiting. Ouch.

The outrageous lyricist loses medium armor proficiency and gains a bard's spellcasting in exchange for the vigilante talents gained at 4th level and every 4 levels after that. Instead of vigilante specialization, they gain bardic performance (countersong, fascinate, distraction and inspire courage), while 3rd level yields quick change with a 1-minute fascination effect for those watching that fail their Will-save. So that's how Sailor Moon etc. did it. ;) The talents include masterpieces and e.g. dirge of doom is codified as such a talent "black metal medley." (I'd have expected that to be doom metal medley, but yeah... ;P) An emo scream that ignores fear immunity (but immune creatures get a bonus to saves) is nice, but my engine-favorite would be the battle rap "lyrical duel"-style ability for demoralized foes to try to rebuttal the lyricist. Increased damage when flanking with allies is called mosh pit and the archetype can convert weapon damage into sonic damage. The capstone nets immunity for fear, fatigue, exhaustion and negative levels for all allies benefiting from the performance. Once again, a cool archetype, but one that could have used a tighter connection with the base class, as far as I'm concerned.

The sentai soldier archetype replaces vigilante specialization with burn, elemental focus and kinetic blast, but they can only accept up to Con-mod burn and don't take non-lethal damage from accepting burn. The archetype gets a transformation device that mirrors a magical child transformation in 5 rounds, potentially reduced to a standard action with quick change, immediate action via immediate change. Beyond this modification, we get the option to take an utility or infusion wild talent instead of a vigilante talent and the archetype also contains a variety of different talents: Battle Charge allows the character to spend a swift action to reduce the burn cost of the kinetic blade or fist infusion by 1, but not below 0. This can be further improved and the archetype can use these talents to gain composite blasts, elemental defense or metakinesis. 3rd level nets a fascination-inducing quick transformation and 4th level sentai soldiers that have accepted 1 burn or more gains an equal bonus to atk and damage with kinetic blasts, with the very necessary cap based on the class level. The archetype does lose 3 vigilante talents for that and at 5th level, the vigilante gains gather power - and yes, the archetype loses the appearance tree. 20th level yields access to metakinesis (twice).

All right so far, so good, but we get more than archetypes herein. A total of 8 social talents can be found, which includes the overdue Master Craftsman granting and modifying option to make the vigilante capable of creating gadgets, fixing a crucial hole in the rules. Improving attributes towards groups of creatures, discrediting those that seek to unmask the vigilantes via Bluff (not properly capitalized -like many skills in this section) and even some synergy with the superb Legendary Rogue's skill specializations can be found here. Unless I have miscounted, we get a total of 27 vigilante talents here as well - though not all of them are without issues. Adamantine Fist, for example, nets you the ability to ignore up to class level hardness with unarmed strikes, but at 11th level, they count as adamantine for the purposes of bypassing DR, which is frankly too soon when compared to other classes. Defy Pain lacks an important anti-abuse caveat: It converts damage to nonlethal damage for Cha-rounds (+1 daily use at 6th level and every 4 levels thereafter). In the hands of a build that's immune to nonlethal damage, that RAW translates to invulnerability. Broken and needs to die/be nerfed big time. On the plus-side, talent-based TWFing is a cool idea...but it's ONE talent for 3 feats - three potent feats, mind you. Regular, Improved and Greater TWF, unlocked at viable levels, with the higher ups automatically gained at higher levels. That is comparatively too much in my book.

Other talents net one Equipment Trick, +1 at 6th level and every 4 levels thereafter, which, while also granting more than one benefit, make sense; as does gaining Toughness and Great Fortitude in one package. Gaining a grit-pool, oddly governed by Charisma in a design-aesthetic deviation from the standard and deeds can also be done. Martially inclined vigilantes are the biggest winners here, though, as a whole tree of abilities focuses on both Whirlwind Attack and Vital Strike and making them both relevant for the purpose of the class. I like those, even though, depending on the type of game you're playing/your GM style, they may end up being rather strong. Iterative attacks with Spring Attack would be something I'd personally ban, mainly because the talent fails to specify whether the attack has to hit the same target or can be freely spread around - in combo with some other options, that can be nasty, particularly due to the explicitly stated synergy with the TWF-tree. All in all, a surprisingly mixed bag I am not as fond of as I expected.

The pdf also provides an array of feats that partially net upgrades to archetype specific abilities like bonded armor, the option to cross-specialize at lower potency (-4 levels) and thus gain internal talents you're usually locked out of - which is pretty cool. Identity specialization and, really amazing, Shared Identity as a teamwork effort, make sense and are big winners in my book. Similarly, gaining dual identity via a feat can be rather helpful for certain characters and the feat manages to prevent abuse. All in all, a nice feat-section.

The magic item section contains gloves that pair weapon enhancement bonuses, wraps to add special properties to unarmed attacks, Superman glasses that make you look mundane and a powerful combat scabbard.

The pdf also contains a 10-level PrC, the scion of the city (cue countless Arrow/Spirit-references) that needs 4 ranks in 2 skills, the renown social talent and a BAB of 3+. The PrC gets d8 HD, 6 + Int skills per level, 3/4 BAB-progression and 1/2 Ref- and Will-save progression. The PrC chooses a Scion City at first level, wherein all Knowledge checks are enhanced and they gain great renown in the city. Levels stack with those of the vigilante, though spellcasters must choose to retain either spellcasting progression or gaining vigilante talents at 3rd level and every 3 levels thereafter. 2nd level yields favored terrain as well as increased damage output with improvised weapons. 4th level yields incredible renown and 5th level HiPS in the city, which can be a bit early. 6th level yields loyal aid and followers as though via Leadership. 7th level yields gossip collector, while at 8th level the scion may gain renown in a community up to 50K folks instead of gaining a social talent. Additionally, celebrity discount is increased. 9th level nets Shared Identity for the scion's crew and, at 10th level, which is REALLY cool, they may modify a settlements properties - you know, corruption, crime, etc. and he may even generate advantages and disadvantages. I kinda wished the archetype got that one sooner, perhaps a scaling variant - fights between two scions for the properties of the city could have been pretty amazing. Still, overall a flavorful, really cool PrC.

The pdf concludes with Rashid Zill/Dark Star, a sentai soldier vigilante 10 of the tiefling race - once a selfish man, he had his love taken from him by a notorious serial killer he is now hunting down. All in all, a pretty cool character, complete with a detailed background story and even a boon for allied PCs.

Conclusion:

Editing and formatting are good, though not as tight as usual for Legendary Games - I noticed a couple of formatting hiccups and the like. Layout adheres to the series' two-column full-color standard and the artworks are a mix of previously used ones and a couple of new pieces, all in full color. The pdf comes fully bookmarked for your convenience.

N. Jolly delivers basically the "unlock" vigilante book here that provides all the hybrid-y unlocks you wanted. Druid-vigilante? Check. Pala-vigilante? Check. Monk-vigilante? Check. The execution of these archetypes is generally as precise as we've come to expect from the author and quite a few of them have some seriously evocative tricks. Now, at the same time, compared to Legendary Kineticists, they feel a bit less awe-inspiring. The arsenal summoner being the one archetype that really clicked with me. That being said, the exposed vigilante is gold. Still, in some of these hybrids, I felt like they could have used more unique features. Then again, both feat and social talents are pretty damn cool. The vigilante talent section, though, has been one I am not comfortable with and in my game, I'll probably disallow a lot here. Why? Well, from what I've heard, a lot of games tend to feature relatively static front-lines, where monsters and PCs trade full attacks. My home game is nothing like that and we have a lot of shifting front lines, movement, dynamic terrain and the like, which makes Spring Attack and Vital Strike significantly more powerful than in a game where trade full attacks is the default. I am cognizant that that is a peculiarity not shared among all tables, though I felt the need to mention that in such a context, the options here should get some careful GM oversight. Beyond these situationally slightly problematic ones, we also have a couple of options I consider too strong/power creep when compared to the options other classes receive.

I don't want to come off as overly negative and misrepresent this pdf, mind you. The matter of the fact remains that this has a great PrC and fills A LOT of rules-holes and allows for some seriously cool options. Vigilante players will certainly have a cool field day with this book and if you're looking for a way to play an all-vigilante group, this may very much deliver just that. (!!!) That alone will make this probably a must-own for many groups. Still, it feels a bit less mind-blowing and refined in some sections than what I've come to expect from N. Jolly's amazing offerings, which, ultimately, makes me settle for a final verdict of 4.5 stars, rounded down to 4.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Legendary Vigilantes
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The Northlands Series 5: The Hidden Huscarl Pathfinder Edition
Publisher: Frog God Games
by Thilo G. [Featured Reviewer]
Date Added: 05/11/2017 07:20:28

An Endzeitgeist.com review

The series "The Long Night of Winter" was conceived as supplemental material/optional tie-ins for the massive Northlands Saga, but each of the modules can be run as a stand-alone module as well. I backed the kickstarter for Northlands Saga back in the day, but otherwise was not involved in this project.

This module is intended for levels 8- 10 and is set in Frog God Games' Lost Lands campaign setting. It can be run in another context, but I'd honestly wouldn't recommend it this time around.

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

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So, the first thing you have to know is that this module does not take place in the Northlands - instead, it takes place in Frog God Games' epic and amazing hub-city Bard's Gate. Not long ago, the longship Sea Bear, captained by Tjorvi Thurgorson, nephew to legendary Hallbjorn Bolverkson (that name made me cringe a bit - son of the bolverk?) arrived - his boisterous nature got him in trouble with none other than Duloth, basically a mover and shaker/Kingpin-style figure in Bard's Gate - untouchable and exceedingly potent. Well, Duloth is not one to let an embarrassment slide...much less being pushed into the canals.

The consequences arrive swiftly: Tjorvi disappears and Rölnut, his second in command, demands him being found in 3 days...or else we'll have a bad, bad escalation on our hands. Whether the PCs are members of Tjorvi's crew or living in Bard's Gate (or both) - they have to find the missing captain. Fast. Even if it means crossing Duloth. Thus, the first part of the adventure is an investigation at the docks of Bard's Gate - which can slowly yield the proper rumors and, provided the PCs don't run afoul of an untimely death at Duloth's men's blades, it'll bring them in contact with what may be considered to be a conspiracy nut..only this time, he's right.

Justin Greenwood guides the PCs towards the entrance to the catacombs in the Old Temple District - and here, the dungeon-crawl begins, for the man who has taken Tjorvi is none other than a vampiric mobile fighter/assassin with horrific skin-masks, a nasty agent named Entrade with ties to the notorious Underguild of vampiric killers first featured in "Liches & Vampires" and updated in "Quests of Doom." Beyond ossuary golems and deadly traps, the berserking temperament of Torvi and trauma he has undergone at the hands of the vampiric torturer represents other challenges the PCs will need to overcome.

Conclusion:

Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to a nice two-column b/w-standard and the softcover I have has the glossy cover and high production values I expect from Frog God Games. The interior b/w-artwork is phenomenal, original and deserves the highest praise. Really cool: We not only get a b/w-map, we actually also get player-friendly version!! Big plus there!

Casey W. Christofferson delivers a solid little module and I, as a person, really enjoyed it. As a person.

As a reviewer, I am more torn on it. You see, more so than any other module or supplement by Frog God Games, this completely relies on the setting to carry it - in a way, it is fanservice for those who, like me, love the lost lands campaign setting.

The tie-in to the epic Bard's Gate tome is really cool. I loved the tie-in to the Underguild, all the connections with the metropolis...but if you take these away, you arrive at a pretty standard rescue mission with a small dungeon crawl...hat ultimately isn't that remarkable. When run as intended, in the Lost lands, with the HUGE Bard's Gate tome as support, this is amazing.

On its own, however, divorced from the flavor, nods and external local color and detail...it becomes significantly less impressive. Neither the investigation nor the dungeon are really remarkable, both are rather linear and since this was released before the Bard's Gate book, it doesn't make use of the book's great status-mechanics either.

Don't get me wrong, I'm all for such nods, tie-ins, for means of making a world fill "whole", concise, real - I love that. But here, it's doesn't sport that much amazing aspects beyond that. What remains is still good, but simply not as remarkable as I've come to expect from Frog God Games and their amazing modules. Try as I might, I can't rate this higher than 3.5 stars. If you're a fan of the Lost Lands, round up. If you don't care for Bard's Gate/don't have it/don't want to run this in the Lost lands, then round down instead. My final verdict will round up due to in dubio pro reo.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
The Northlands Series 5: The Hidden Huscarl Pathfinder Edition
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Staff of the Last Hill Chief
Publisher: MonkeyBlood Design
by Thilo G. [Featured Reviewer]
Date Added: 05/11/2017 07:19:03

An Endzeitgeist.com review

This brief system-neutral module clocks in at 8 pages, 1 page front cover, leaving us with 7 pages of content, so let's take a look!

So, how does the module achieve its system-neutral approach? Via symbols. The pdf utilizes several symbols to denote ceiling height, depth below surface of a given room, lighting, sounds, smells. The respective entries offer a first and second glance entry of information and combats are rated via sword-icons - one is easy, 5 is very hard. Loot is represented by gem-symbols. Skills, tasks and the like are represented by hand-symbols - again, one symbol indicates a very easy task, 5 a very hard one.

The basic presentation and inclusion of way to surface etc. adds a nice level of detail to the module and collates information for a region pretty smoothly, so kudos there. The map of the complex presented here (a cairn) is provided as a front- and a side-view version in b/w and is pretty detailed and rather well-made, considering the low price-point. However, if you're like me and a GM who wants key-less versions redacted for player use, then you'll be disappointed - none are provided.

And this is as far as I can go without going into SPOILERS. Potential players should jump to the conclusion.

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All right, only GMs around? Great! The staff known as Wyreaus was a symbol of leadership and he who holds it would also hold sway over the people - strife blossomed regarding the staff's ownership until a wise chief, one Skaeus Blackwyr, claimed the staff. When he died, the people buried the staff with him. The hill folk have since moved on, but now orcs are staging raids from this tomb, which is probably how the PCs are led to this place. As the PCs approach the cairn, they will have to deal with a Bear Owl and then with orcs, giant rats and finally, more orcs and an ogre. As the PCs explore the crude caverns, they will probably stumble over the entrance to the ancient chief's tomb, where a silty well is guarded by living statues. The spirit of Skaeus, tormented by the theft of the staff, still roams these halls, begs the PCs to take the staff with them...and summons his last ounce of strength to dislodge the staff from its hiding place in an adjacent room - swimming to the staff (underground river) will attract the attention of a giant crab, which acts as the boss. The pdf assumes that the PCs hand over the staff to gain their proper reward.

Conclusion:

Editing and formatting are good - apart from affect/effect-level glitches, I noticed nothing glaring. Layout adheres to a printer-friendly two-column b/w-standard and the pdf has no artworks. The cartography is excellent, as mentioned, but sports no player-friendly map versions. The pdf has no bookmarks, but at this length, that's still kinda okay.

Glynn Seal's little system-neutral module excels in the level of detail: I really like the emphasis on senses and first/second look differences in what can be perceived. The cartography is excellent, considering the PWYW-nature. The module itself is a painfully vanilla mini-crawl, though. It does not have much branching or choice or consequence to offer. I have seen pretty much all aspects here done better, even in briefer modules, so if you expect anything out of the ordinary, then look elsewhere. I you just need a classic scenario and can't be bothered to make one, then this certainly has appeal. That being said...you can actually find better ones out there that do have system-relevant information, sparing you that additional work-load...which leaves me in a bit of a pickle, for I can't fathom a scenario where I'd seriously get some use out of this. This is not bad, but even for PWYW, it is not the best of options out there. My final verdict can't go higher than 3.5 stars, rounded down to 3 - it's a harmless, inoffensive standard scenario with a nice level of detail.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
Staff of the Last Hill Chief
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Publisher Reply:
Many thanks for taking the time to review, I appreciate it! Some very useful feedback and I've learned a lot since releasing this adventure a few years ago. I'm tempted to release a revised version in the future which would address some of the shortcomings :)
Into the Pale Tower
Publisher: Storm Bunny Studios
by Thilo G. [Featured Reviewer]
Date Added: 05/10/2017 04:54:48

An Endzeitgeist.com review

This module for the amazing Rhûne campaign setting clocks in at 67 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving us with a massive 62 pages of adventure, so let's take a look!

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

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All right, only GMs around? Great! We begin this adventure with the PCs attending the public viewing of Clan Hammerfall's fabled hanging gardens -and they are gorgeously, lavishly mapped - see that drawing on the cover? It's actually part of an overview map featured in this module. It should also be noted that there are faction missions herein, which may require subtlety to pull off - you can discard or implement them as you see fit, though, without losing much. Finally, before we get into the nit and grit of the plot, it should be noted that the module features "Making it Mythic"-sidebars - i.e., you can run this as a module for characters gaining their tier etc. Now personally, I'm a fan of really hardcore modules, so I did not elect to go that route, but I figured I may as well mention it.

One more thing: Whereas The Ælven Agenda provided a 1st level module for Rhûne's anti-tech fractions, this one puts the characters within the context of the city-states of Vallinor, on the side of the technology advocates.

So, where was I? Oh yeah, hanging gardens. They're lavishly mapped...like pretty much EVERYTHING herein. The amount of maps is really, really impressive...but annoyingly, you won't find player-friendly versions of the gorgeous cartography - so while you do have the cool maps for everything, you, alas, also have the trap-icons on the maps...which meant that I had to, once again, draw maps. And my drawing skills suck. The absence of player-maps in a this thoroughly mapped module is baffling to me.

I know, the module...sorry. So, the PCs are gazing in amazement at the gorgeous hanging gardens (including alchemically potent berries!), when thugs disguised as anti-tech terrorists burst in...but those guys are just the distraction, as scuttlebombs try to drill into the superstructure, which means PCs will only have a brief window wherein they can herd innocents out of harm's way and disarm the constructs -10 rounds. And yep, that's the first encounter here! Now that is how you pull off a furious start! Oh, and guess what? Things don't really slow down: When Vitkarr Kellak shows up, he is immediately targeted by a deadly assassination attempt by Grey Navash - and the chase (complete with isometric map and DETAILED tactics) makes for a great continuation of the module. At the same time (see page X for map references makes for a jarring and pretty obvious, if not crippling, formal blunder - one that is repeated multiple times throughout the module, alas) - whether by stopping the mythic killer or failing to do so, the PCs will secure documents, this ends Act I - which so far has been a nonstop-accumulation of pure awesomeness.

Now having quite possibly a rather good relationship with Clan Hammerfell, the PCs are invited to meet Narfin, a representation of the clan: Again, a jarring glitch in the read-aloud text omits the blank spaces in the first sentence for "Securityintheaftermath" -cosmetic yes, but in such a module, it sticks out. Similarly annoying: The letters that supposedly should be on the chase map...aren't, even though the pdf says so. It is such hiccups that make this feel rushed.

After this debriefing (which is handled in exquisite detail), the PCs, either on their own or at the night-commander's request, will find themselves at the northern side of Union City, in the Festung (German for fortress, just fyi) Nar - here, the PCs are hired to follow the trail of the mysterious assailants and deduce their agenda - onwards to Northgard it is - and here would also be the place to introduce faction missions, should you choose to do so. The journey via the White Jarl to the place may btw. be spiced up with a nice, fully detailed, mapped and depicted travel encounter...and at northgard, we have a rather intriguing settlement and a lot amiss: Here, the cast of important characters offers a variety of side-quests: There would be a mine with runebound miners, vermin and a potentially powerful witch in the making awaiting the PC's ministrations. There would be a hill, where echoes of dread battles long past remain, attracting elemental spirits. Oh, and then there'd be the question of Hodur Blackshield, who has gone missing - the loner has become increasingly paranoid and littered the approach to his cabin with traps.

After reaching 2nd level and completing at least two of those side.missions, the PCs can finally meet Commander Drothgar, who is missing a rider from Fort Blitzkrieg (of course...sigh), aka Fort Bliss - the wilderness encounters (with read-aloud text and all) don't foreshadow anything pleasant and indeed, the Fort has been abandoned and only traps and a crazed Black Hand agent remain - and all trails lead, sooner or later, to the eponymous Pale Tower: Even approaching this dread place can generate hallucinations, paranoia or worse...and beyond the traps and lethal foes, the PCs will find a rift between world, directly to Niflæheim, can be found...and the lost soldiers, now fel bloodragers and Malgrith, servant of the Lord of Long Winter, make for the final fight - but even if the PCs triumph here, Malgrith's plans have brought a large host of barbarians here - when the PCs return, they find Northgard besieged and Commander Drothgar infected with the dread rage fever...and while the place still stands, the situation is dire...so the PCs return on board of the White Jarl...and further adventure looms on the horizon...

The pdf provides the stats for all new creatures featured herein, well-written hand-outs (though one is missing the GM-instruction section below) and a brief recap of the honor system.

Oh, and if you enjoyed this module - the arc continues in "The Rune of Hope"!

Conclusion:

Editing and formatting are okay - in an adventure this well-made, the numerous "see page X"-remnants felt jarring to me, as did the glitches here and there. Layout adheres to a crisp and aesthetically-pleasing b/w-style standard with a sepia tint that extends to the copious GORGEOUS original artworks and maps. Oh, the maps. I have rarely wished for a module to have proper player maps this much. We get these amazing, detailed maps, with height-differences and everything on them...and then never get to use them because all frickin' traps are on them! Because the assassin's hiding place is noted in big, fat letters. URGH. Worse and just as glaring: This pdf actually has NO BOOKMARKS. None. I kid you not. It's a HUGE comfort detriment and there, as per the writing of this, isn't even a print version I could refer you to instead.

Will Cooper, Jaye Sonia and Joshua Kitchens have crafted a PHENOMENAL adventure. I absolutely adore this module. It is glorious, evocative and FUN. Fast-paced, laced in mythology, with a significant array of terrain-features, themes, diverse challenges - this is, if you just look at the module, masterclass and very, very cool. It does a great job showcasing Rhûne's amazing aspects.

At the same time, this was an exercise in frustration for me - because I want to applaud the module, to praise it to the heavens...but can't. The lack of bookmarks and player-friendly maps are two big, big strikes against it and if you add the editing hiccups, we arrive at a package that still is a great module...but one with wholly unnecessary flaws. And mind you, all of them can easily and quickly be resolved, which I honestly hope will happen. For plot, encounter, diversity, etc.-wise, this deserves my highest praises. If you can look past the formal imperfections, you are guaranteed to be exquisitely entertained by this massive adventure. If you can look past its blemishes, then this is 5-star + seal-level awesomeness par excellence. Now, I did already give The Ælven Agenda some leeway, so I can't well do it again - and, in direct contrast, the lack of player-friendly maps hurts this module more than The Ælven Agenda.

I love this and it breaks my heart to do so, but considering all, I can't rate this higher than 4 stars. Note, though, that this is still very much a highly recommended, amazing module - it's just not nearly as GM-friendly as it's supposed to be.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Into the Pale Tower
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No Escape from New York
Publisher: Kort'thalis Publishing
by Thilo G. [Featured Reviewer]
Date Added: 05/10/2017 04:50:56

An Endzeitgeist.com review

This module/supplement from the Crimson Dragon Slayer-game clocks in at 24 pages, 1 page front cover, 1 page inside of front cover, 2 pages of editorial, 1 page Kort'thalis glyph, 1 page inside of back cover, 1 page back cover, leaving us with 17 pages of content, so let's take a look!

We begin with a page of advice on how to structure a CDS game and/or how to run this. The pdf does include conversion notes for traditional ACs and attack bonuses, making this more hackable than it would otherwise be. The pdf does include 3 tables that let you generate a dark secret for an ally, 12 prior events and a means to include a variety of nicknames to the character.

The scenario does begin on the standard CDS-homeworld Thule, with the PCs finding a hunk of scrap and a laser-toting skydrone - and a portal that brings the PCs to New York city - not any New York, mind you, but to a place that amounts to a retro-apocalypse, 80s style - a post-bomb, prior clean-up version reminiscent of Snake Plisskin's adventures, but with a healthy infusion of the weird. So yes, if you belong to the folks who enjoyed A-, B- and C-movies of that genre, you'll be in for a nostalgia-marathon. Similarly, if pop-culture references and the like annoy you, then, surprise, this may not be for you.

Now, this New York is dangerous - and it is perpetually shrouded in neon-based twilight, courtesy of the cataclysm and yes, you may be subject to neon light allergy if you're unlucky. 6 sample gangs. The themes and tropes are all represented: A robotic cabbie, a femme fatale (dubbed Hard Candy...which reminds me of a rather grisly torture-porn movie) and subterranean travel with 6 sample events, all included. Reptile aliens (out-of-towners), sub-human cannibals and a d8-table of sample prostitutes help generate the grimy, desolate feel of the post-apocalyptic metropolis. Bat-men riding giant bats and Steak-Sauce Sinatra, the big boss of the town, also come with full stats. or become the hired killers of the vampire prince of the city.

A little chart for randomly-generated opinions of dudes on the street can be found and the PCs may eat hot-dogs at Old Snake's, meet Blade-reference vampires in trenchcoats, receive an invitation from slasher-mimes, witness demon-zombies erupting from one of the worst movies of all time. Seedy bars and sudden eruptions of Lovecraftiana and yes, a crimson dragon, complement these sketches.

The pdf concludes with 3 new spells: Power Word: Anal Violation by Plague of Rats is just as puerile as you'd think it'd be. It's also very potent for second level and pretty opaque in how it's supposed to work - conversion to more rules-conscious OSR-games will be a mess here. Right from the Joker's arsenal, we have a homage on the one German song probably 80% of Americans know by hard - 99 Crimson Balloons generates the eponymous balloons, makes them float up and then erupt, dousing those below in demonic blood. Those doused take on demonic characteristics, gaining an additional attack and killing those nearby. The spell has a lot of issues: It does not specify whether the affected retain control over whom they attack; the spell specifies no range for the blood either. Reverse Curse lets you either offset a curse or add a minor curse to an object - cool!

Conclusion:

Editing and formatting are very good, I noticed no serious hiccups. Layout adheres to a relatively printer-friendly two-column b/w-standard and the pdf sports a lot really nice b/w-full-page artworks, all original! The pdf has no bookmarks, which constitutes a minor comfort-detriment.

Venger As'Nas Satanis' take on a retro-post-apocalyptic NYC is glorious if you're looking for a trip down nostalgia lane. This is a gleeful, unrepentant, somewhat sleazy stroll down memory lane that is amazing if you're inclined for the like. The references of classic tropes and twists on them are fun and based on a true appreciation of the source material, an honest, conscious appreciation of it. If you share it, this will be amazing for you. That being said, one might also criticize this pdf - not for its adhere to tropes and its twists on them, but for the presentation and lack of structure this pdf sports. I know next to nothing about this alternate New York City's power-structures, layout or the like - this very much represents more of a toolkit than an adventure, with hooks left and right, yes - but they remain just that. The individual components never really come together as a concise and holistic hole, never explain how this city's dystopia still, even remotely, works.

In short, to me, this worked for as long as I turned off my brain and didn't start questioning everything; as soon as I did, I felt like I had seen the man behind the curtain. In short, as much as the individual hooks are cool, as much as each aspect of this book is pretty neat, the totality does not really offer that much for me - this is an instance, where the whole is not greater than the sum of its parts, unlike in e.g. a similar scenario, Venger's Revelry in Torth. If the nostalgia and reference don't do it for you, you may find yourself feeling a similar way about this and be somewhat disappointed by the pdf. As a whole, this is a nice first step, a fun first look at a retro-post-apocalyptic campaign setting, but not more than that. If you're expecting a fully-fleshed out module or setting, this will not deliver.

How to rate this, then? Well, for me, personally, this didn't do much. As much as I love these retro-apocalypse movies and references, I lack the capacity for full-blown nostalgia and as such, the main draw of this pdf...is lost on me. For me, personally, this is a 3 star-file - decent, but frankly not that amazing. However, as a reviewer, I have to take into account that many of you will absolutely adore this pdf, courtesy of the nostalgia I don't really get - hence, my official final verdict will clock in at 3.5 stars...and since I have an in dubio pro reo policy, my final verdict will be rounded up.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
No Escape from New York
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Feats of Legend: 30 Fey Feats
Publisher: Total Party Kill Games
by Thilo G. [Featured Reviewer]
Date Added: 05/10/2017 04:47:51

An Endzeitgeist.com review

This installment of the Feats of Legend-series clocks in at 10 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, leaving us with 6 pages of content, so let's take a look at these feats!

It should be noted that many of these feats can be taken via Eldritch Heritage and fey bloodline as an alternate qualification means.

After a massive table summing up feats and prerequisites in alphabetical order, we dive right in, so, in bullet-points, here's what the feats do:

-Augmented Illusions: +2 CL for illusions

-Arrow Charm: Use Cha-mod instead of Dex-mod on ranged attack with bows and crossbows. Personally, I hate attribute substitution feats like this. They never made sense for me.

-Blood-Soaked Cap: 3/day as a standard action, soak a woolen cap in blood of a foe you brought below 0 hit points. If you do, you gain +2 to damage and fast healing 1 for one minute. You lose these bonuses if the cap is stolen. So, do you have to wear the cap? RAW you don't. Also, can someone hand me a kitten, please? (And yes, since that use may be intended for once, I won't take this into account re the final verdict.)

-Capricious Luck: As an immediate action, add +1d4-2 as a luck bonus to AC. Yes, this may yield a penalty. Interesting!

-Changelingraised: +2 to Disguise and Stealth, +4 if you have 10 ranks or more. Boring.

-Dreaming Jaunt: 1/day as an immediate action, move 1d10 x 10 feet in one direction. If you'd end up in a solid object, you instead show up in the nearest suitable square. Take the feat additional times for more daily uses. Using the feat does not provoke AoOs, but it probably should be codified as a conjuration [teleportation] effect.

-Erlking's Blessing: +4 to wild empathy, +1 step starting attitude for animals.

-Fae Sight: Darkvision works in magical darkness as well. Simple and nice.

-Faerie Godfather: 1/day summon faerie godfather as per planar binding - the fey may have a maximum of 12 HD. Cool one, balanced by minimum level.

-Faun's Fancy Tune: 3/day, as a swift action, use masterwork panpipes to increase the DC of the next bardic performance by +2. I assume this only works with wind instruments.

-Feyborn: Treats you as both normal type and fey, two types at once does not work RAW. +1 to Ref and Will-saves and 1/day dancing lights - which should specify it works as an SP.

-Feybane Fist: Unarmed strikes and natural attacks are treated as cold iron. Cool.

-First-World Blood: +1 to the DCs of illusions, +2 to Will-saves to resist illusions. If gnome, add +3/day uses of SPs instead.

-Flesh of the First World: Gain DR equal to character level /cold iron. Potent, but cool.

-Gift of the Tooth Fairy: Bite attack at +1 size, add full Str-mod to it.

-Gremlin's Luck: Has 4 variants: 2/day immediate action d20 reroll, take the lower roll; 2/day make an item within 60 feet have a 20% failure chance for 1 minute; 2/day decrease complexity of devices sabotaged with Disable Device one step for the purpose of duration; finally, +4 to CMB to trip attempts.

-Grig's Compulsion: +2 to the DC of compulsions, +2 to one Performance skill (Performance should be capitalized). Weird: if you have 10+ ranks in Diplomacy, you get +4 "instead" - pretty sure, that should apply to performance...or both bonuses should apply to Diplomacy.

-Jack's Grin: +2 to Intimidate checks to demoralize and when a target is shaken for 4+ rounds, you may instead frighten the target for 1 round.

-Knowledge of the Old Ways: +2 to Diplomacy with fey and their starting attitude is one step better. 10+ ranks in Diplomacy increase that to +4 instead and reduces the DC of requests made by a further 2.

-Mercurial Mind: Add Cha-mod to Will-saves versus enchantments and mind-affecting effects. Not a big fan of dual attributes to anything.

-Polluted Blood: +4 to Fort-saves to resist poison and diseases.

-Seelie Presence: Targets of your enchantment spells must make 2 successful saves to avoid their effects. OMG. OP and broken as hell. Also needs clarification: When getting saves to negate spells in effect, do the targets have to save twice as well?

-Speak with Nature: Suffer two points Charisma damage to gain the effects of commune with nature, limited to 100 feet per HD. I assume that's an SP.

-Strength of the Oaken Lords: As a swift action, gain +2 Strength and +1 natural AC, but also vulnerability to fire. Can be used Cha-mod times per day and lasts for 1 minute. Nitpick: Doesn't have the minimum 1 use caveat.

-Strong-Willed Charmer: +1 to the DC of charm spells, +2 to the Will-saves to resist charms and compulsions.

-Supernatural Metabolism: When receiving healing from ex, alchemical, extraordinary or supernatural sources, you may treat it as magical for Fey Foundling or Fast Healer.

-Tricky Shifter: +2 Dex and +4 Stealth when assuming animal form via wild shape.

-Unearthly Fortune: Suffer two points of Cha damage for +1d4 luck bonus to atk and skill checks for 1 minute. Lacks activation action.

-Unseelie Power: +1 to the DC and spell-level of spells versus non-chaotic targets.

-Unseelie Side: +2 to Intimidate and to the DC to intimidate you. Bonuses increase to +4 regarding fey. If you have 10 ranks in Intimidate, you increase that to +4 and +8, respectively.

Conclusion:

Editing and formatting are good - while a few feats could be a tad more precise and while there are a few hiccups in here, as a whole, this is rather solid. Layout adheres to a 2-column full-color standard with nice b/w-artworks. The pdf comes with full, nested bookmarks for each feat: Kudos for going the extra mile there!

Brian Berg, Neal Litherland and Simon Muñoz deliver a generally solid book of feats. There are quite a few filler feats in here, yes, and some are not really that interesting, but there are also some gems in this pdf that help even out the overall offering. While not impressive per se, it also does not deserve being called bad - hence, my final verdict will clock in at 2.5 stars, rounded up due to in dubio pro reo.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
Feats of Legend: 30 Fey Feats
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The Northlands Series 4: Oath of the Predator Pathfinder Edition
Publisher: Frog God Games
by Thilo G. [Featured Reviewer]
Date Added: 05/09/2017 04:04:07

An Endzeitgeist.com review

The series "The Long Night of Winter" was conceived as supplemental material/optional tie-ins for the massive Northlands Saga, but each of the modules can be run as a stand-alone module as well. I backed the kickstarter for Northlands Saga back in the day, but otherwise was not involved in this project.

This module is intended for levels 6- 8 and is set in Frog God Games' Lost Lands campaign setting. It can be run in another context/setting without any hassle and its raw content clocks in at 21 pages, if you take away the pdf's editorial, cover, etc..

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

...

..

.

One generation has passed since the final journey of Thorvald the Wanderer, since the fateful day, when he, alongside his long-term companion Ivar, ventured into the deep woods to eliminate the otherworldly darkness that was terrorizing the area. He did not make it out of the woods, though his friend Ivar did - Ivar became the jarl of the village that he named for his friend's sacrifice, Thorvald's Gift. A generation has passed and Ivar's son Bóthvarr has taken the mantle of the jarl - but the horrid darkness has returned. Blood-thirsty beasts are assaulting the settlement once again, the dread sceadugenga are back and have even dragged Ivar from his place - unless the PCs interfere, the hamlet is doomed.

Crafty PCs will smell that there is more afoot here and thus, we get a proper rumor table as well as a rather detailed summary for the hamlet, including NPCs, settlement statblock and copious amounts of read-aloud text - and if the PCs are really good, they may actually find a secret journal of Ivar (represented as a cool one-page handout!), in which he explains the truth: You see, he had been cursed, a lycanthrope seeking a cure - and when he went inside the wood, the dark influence at its heart, the Black oak, took hold of his senses and made him slay his companion. Wracked with guilt, he swore an oath to whatever deity would listen - and a trickster god did...but now, alas, the oath's catch has been triggered and the Black Oak once again grows in power.

Thus, in order to stop the influx of deadly creatures, the PCs will have to embark into the wilds...provided they can repel the assault that is bound to happen at night. The journey into the forest, while not particularly detailed, features random encounters and manages to evoke a rather dire atmosphere, as terrain is more dense, flight not an option and a seemingly immortal beast, Ivar, is tailing them. Here, resource-conservation is already a crucial strategy, for within the dark woods, there lies the tainted, gigantic oak, from which a blood-red sap is flowing. Thorvald's erstwhile companions (and himself) have been perverted in horrible ways and provide lethal foes for the PCs, as they wade into the red liquid to make their way from the roots into the heart of the gigantic tree - where a unique golem and the black heart of the place make for an evocative and dangerous puzzle boss fight in a truly glorious environment.

On their way back, there is only one thing left to do: Slay Ivar, who, full of sorrow, expects to find a warrior's death at the hands of the PCs (and represents yet another way beyond the hostiles) to explain the plot if the PCs botched the investigation - ending the module on a somber note resonating with the morality and pragmatism, but also the heroism of the northlands.

Conclusion:

Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to a nice two-column b/w-standard and the softcover I have has the glossy cover and high production values I expect from Frog God Games. The interior b/w-artwork is phenomenal, original and deserves the highest praise. Really cool: We not only get a b/w-map, we actually also get player-friendly version!! Big plus there!

James M. Spahn delivers big time here: While easily transported to other environments, this module breathes the spirit and atmosphere of the north. Direct and indirect storytelling weave a narrative of woe and loss, betrayal and redemption against the backdrop of a very challenging and incredibly evocative backdrop. The creatures encountered demand different strategies, reward smart PCs and the immortal hunter stalking the trail of the PCs can generate a sense of horror and allow the GM to challenge even the best of groups and adjust the difficulty of the module. This gets what makes the north tick and its visuals are glorious. It also never feels like it tries to do too much: The evocative environments are all depicted in lavish detail, never falling prey to trying to do too much within the page-count allotted, making this feel very well-rounded. In short, this is a glorious module, well worth 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
The Northlands Series 4: Oath of the Predator Pathfinder Edition
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Caster Prestige Archetype: Tattooed Mystic
Publisher: Purple Duck Games
by Thilo G. [Featured Reviewer]
Date Added: 05/09/2017 04:03:03

An Endzeitgeist.com review

This installment of the Caster Prestige Archetype-series clocks in at 8 pages, 1 page front cover, 1.75 pages of SRD, leaving us with about 5.25 pages of content, so let's take a look!

So, what are these? In case you are not familiar with the concept, a prestige archetype represents a way to not have to take a prestige class; after 3.X's flood, many players and GMs were justifiably tired of the concept...something that is also represented within the design of some PrCs out there. Worse in my opinion, the 3.X flood killed the "prestige"-aspect - the PrCs felt more like kits that could only be taken later, to use a 2nd edition analogue. PFRPG has partially inherited this issue - while there now are significantly more PrCs that emphasize "prestige", we still have ample of concepts that do not have to be represented by a PrC. The massive amount of excellent assassin-fixes out there would be just one example that not all PrCs should be PrCs. Enter this series.

Prestige Archetypes translate Prestige Classes and all their unique tricks into basically an archetype and combine that with a base class, moving everything around. The result, hence, is closer to a hybrid class than you'd expect and it has to be - after all, minimum PrC-level-requirements mean that PrC-options not necessarily cover all levels or are appropriate for every level. Thus, in each such pdf, we get basically a class that makes it possible to pursue a PrC from level 1, all the way to 20th level.

Something new for this series as opposed to the earlier ones: We begin with a massive list of alternate favored class options that cover the core races, advanced races, featured races and also extend to several of the unique and evocative Porphyran races like the Zendiqi. These alternate favored class options are generic in that they are not tied to a specific class, but that is not to say that they are boring - they tie in very well with the respective races, featuring, among other options, increased limited daily use racial abilities and the like. So yes, these can be considered to be a fun, balanced array that manages to tie in well with the racial concepts.

The prestige archetype this time around uses the wizard as a basis and thus, the prestige archetype receives d6 HD, 2 + Int skills per level, proficiency with simple weapons, full spellcasting progression of prepared spellcasting governed by Int and a 1/2 BAB-progression alongside good Will-save progression. However, unlike a regular wizard, the tattooed mystic puts his spells not in a spellbook, but within the drawings on his skin, necessitating a Spellcraft check to identify the like - and yes, rules for removing them are provided. The familiar can similarly become a tattoo to be carried by the mystic. 4th level yields Inscribe Mystic Tattoo (erroneously, but harmlessly incorrectly formatted as (Feat) and 8th level lets the mystic use his own ability score modifier etc. to set the DC of spell tattoos. 12th level halves the time for Craft (tattoos). 16th level increases the CL for spell tattoos by +1 and as a capstone, he may expend a spell slot or prepared spell of the same level or lower to prevent a used spell tattoo from being expended.

Now, the angle where player agenda comes into the fray would be the mystic tattoos, the first of which is gained at 2nd level, with additional ones gained every 4 levels thereafter - these pretty much represent what we know from the prestige class. I kinda wished that the prestige archetype provided more choice to represent the variety that a full class should offer.

The prestige archetype comes with notes for the use of the arcanist, druid, psychic, sacerdote, sorceror, witch classes. Beyond specific favored class bonuses for the core races, catfolk, dhampir, dragonblooded, erkunae, polkan and tieflings are covered regarding class-specific FCOs.

Conclusion:

Editing and formatting are very good, I noticed no glaring glitches. Layout adheres to a 2-column full-color standard with PDG's signature purple highlights and is pretty printer-friendly. Huge kudos: The pdf comes, in spite of its brevity, with full, nested bookmarks, making navigation extremely user-friendly!

Carl Cramér's tattooed mystic is a solid prestige archetype - it translates the prestige class well to the context of a full class, is precise and delivers exactly what it says on the tin. I wished it expanded the tattoo choices with new option, but you can't have everything, I guess. In the end, we get a well-made prestige archetype here - well worth a final verdict of 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Caster Prestige Archetype: Tattooed Mystic
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Mini-Dungeon #060: The Unquenched Thirst
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 05/09/2017 04:00:39

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.

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 is a wilderness sidetrek on an island known for stranding folks, where orc watering parties have turned undead, deadly rapids drag towards the cascade that hides a cave; enchanted water, a kawa akago,, the very rocks thirsting for blood - from leshies to all terrain features, the misery and death that has haunted this place is evident, sharply contrasting its dangerous nature with the per se pretty idyllic map for a relatively dark and interesting, if slightly unfocused cursed region.

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. This time around, we get not jpgs or player-friendly versions, which is a down-side, particularly considering how good this map is.

Michael Allen provides a region the PCs can happen upon that should be considered to be pretty fun, unconventional wilderness set-piece. The theme of nature as mystic, hostile, makes for a cool change of pace and I like very much how this works. personally, I think the leitmotif could be slightly stronger and focused, but I'm complaining at a high level here. My final verdict will clock in at 4.5 stars, rounded down for the purpose of this platform, but only by a tiny margin.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Mini-Dungeon #060: The Unquenched Thirst
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Letters from the Flaming Crab: The Household Magic Catalog
Publisher: Flaming Crab Games
by Thilo G. [Featured Reviewer]
Date Added: 05/08/2017 08:13:35

An Endzeitgeist.com review

This letter from the planes-hopping vessel UCS Flaming Crab, faithfully transcribed by J Gray, clocks in at 39 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with...35 pages of content? Woa, that is A LOT for the low asking price...so let's take a closer look at this pdf...

...and once we do, we'll realize that the title was not kidding: In the tradition of Aurora's (At this point, if you get this reference, you're part of the old guard...) or, more fittingly, the Sears catalog - for those of you not in the know (and my German readers), picture this like a Quelle or Neckermann catalog that peddles wares that can help in the household. However, here, this concept is framed by the alternate-earth "Ladies Paradise and Company of New York" company.

And from the get-go, you notice something that immediately sets this apart: J Gray's layout for this humble pdf sets it apart as one of the most concise and mighty layouts I have seen in ages; his passion for Castle Falkenstein and extensive historical knowledge immediately show upon opening this pdf: From art déco-style fonts to the artworks, which blend historic pictures with a knight-style variant of the classic "I want you" Uncle Sam poster, the aesthetic integrity of the pdf transcends the text itself. Speaking of the latter: Yes, this picture is on a page encouraging the purchase of war stamps!

In fact, the items presented actually go one step beyond: We have visual representations, a sales-pitch-like summary of the item's benefits and the proper rules-material required for the respective item, creating a thoroughly holistic illusion of a magical catalog. Furthermore, the choice of these items does help render this pdf a thoroughly unique experience, from the first to the last of them.

(As an aside, in case you're wondering - this review is based on V. 2.0 of the pdf.)

The armoire of elegance, for example, auto-prestidigitates and mends clothing put inside it! I'd SO get this one! Tired of bad food while adventuring? The breadboard of instant breakfast will conjure up new and exciting dishes each day and may even help cancel poisons! Alchemical tonics that increase Int and Wis when imbibed before sleeping, mirroring the often cocaine- or laudanum-laden potions of the age, can also be found! What about a magical alarm clock? Extending ladders? Or a wagon that faithfully follows the user to the destination in question? (And yes, its movement is affected by difficult terrain.) Perhaps your lawn is just not fancy - with the right and proper fluid, you can return vibrancy and life to your green (and plant creatures can benefit from a bit of healing). Similarly, quicker plant-growth! What about self-completing mowers, automatic brooms or the like?

Notice something? Yep, these items, just like in a catalog, are organized by area of application - and fret not, an extensive index has also been included, with prices intact for your convenience. Regarding kitchen-appliances, magic scent-negating candles, cloths that negate allergens (I'd so need those IRL...) poisons and diseases can also be found...and the allergen-angle actually provides some rather interesting narrative tricks an enterprising GM can use! The freshen spell can restore spoiled food to proper shape, while scales of recipes can destroy food...but also net you the ingredient list, which, once again, just begs to be used for an investigative game!

A lazing lounger can help with power naps and fortification versus fear and emotion aspects and the mantle of pride can be used to make sure that your guests appreciate your trophies...and you. Need music? The spirit ministrel may take care of that need while entertaining. Throwing pillows inflict no damage, but can render the target asleep on a failed save and the spell update decor makes sure you'll never again be left behind by a trend in the fancy salon-culture!

This, as you may have noticed, is incredibly concise and includes sweeteners to help end the nauseated condition, ever-warm bottles for the offspring (or those enjoying Glühwein/mulled wine with spices) - an automated puppet show, an enchanted nanny's latch, a toy chest that expels living creatures and allows for instant and precise access, toy soldiers (as a nitpick: The set is once called "Spielmann" and once "Spilemann" - the former is correct), pain-relieving ice that's hot provides relief from arthritis and pain-based effects. Jefferson-style desk chairs increase the Int of those sitting inside and helps keep one's privacy by making others leave the working mind alone. Quick-retrieving desks, spell-organization, cleansing feather tokens, conjuring forth birds to fetch objects, sun-sensitive curtains open automatically...and the whammy rug lets you generate static electricity you can fire in short-range jolts...and it's kid-proof to boot!

In a perfect consequence of the style of the pdf, we actually also get a fully detailed order blank as an amazing hand-out! As mentioned before, the index with items by category is really helpful: Spells list classes, alchemical items weight, Craft DC and price and magical items list their prices and auras, adding this perfect final flourish to the pdf.

Conclusion:

Editing and formatting are very good on both formal and rules-language levels - I noticed no serious hiccups. Layout is, as mentioned, absolutely inspired, creating a perfect illusion of a fantastic catalog. The artworks chosen, both classic and original, seamlessly fit in with this aesthetic, making the vision represented in this pdf absolutely inspirational. The pdf comes fully bookmarked for your convenience with detailed, nested bookmarks to the individual items and spells.

Alex Shanks-Abel, J Gray, Phoebe Harris, Kelly Pawlik and Kendra Leigh Speedling have created an inspiring tome here, but beyond the deserved praise for the authors and the layout herein, the editors/playtesters Alex Shanks-Abel, J Gray (who also acted as the dev), Jeffrey Swank and Lucus Palosaari deserve special acknowledgement. Why? Because, in spite of the different authors with varying levels of experience, the book actually has a unified narrative voice - it does not read or feel like a book written by x different folks - it reads like a delightfully fantastic catalog and has this distinct and hard to achieve aesthetic unity of visuals, text, tone and theme. In short, this is a perfect example of how to create a holistic, thoroughly inspired book that can act as a colossal hand-out if you want it to! Beyond the confines of Pathfinder-rules, allotopias of alternate earths, whether they be Castle Falkenstein or similar settings, can also benefit vastly from getting this book. The logic behind the objects, behind what you'd be able to make in a magical world, is impeccable, the illusion practically perfect. Oh, and you get A LOT of material for the more than fair price-point.

If utility magic and everyday magic, a magical society or the like are even remotely close to what you want, then this is a no-brainer. Granted, you won't find mind-blowing items here, but oh boy, they are COOL. They feel like actual magic to me. However, I maintain that this book also serves as excellent material for low or rare magic games! It makes sense that e.g. some wizards studying all day in their towers, some decadent civilization, would have such objects; in fact, if you've completely abolished vanilla magic in favor of a more fairy-tale-esque aesthetic, then these objects, focusing on utility, would work perfectly as well. Finally, if you need furnishing for the realms of fey or magical schools/academies, then this delivers in spades, bringing a sense of heart-warming wonder to the game, one that transcends what you'd usually expect. This pdf made me happy while reviewing it - because its execution is on par with the fantastic concept, because it has a vast array of uses and because its content will show up in other games of mine as well, regardless of rules-systems. Abuse-proof, hilarious, nigh-perfect, this is a prime example of a pdf that deserves 5 stars + seal of approval as well as being considered as a candidate for my Top Ten of 2016.

This shows passion, dedication and soul - it's a pdf where the creators obviously poured their heart's blood in it. Get this pdf. I guarantee you will not regret it!

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Letters from the Flaming Crab: The Household Magic Catalog
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The Northlands Series 3: The Drowned Maiden Pathfinder Edition
Publisher: Frog God Games
by Thilo G. [Featured Reviewer]
Date Added: 05/08/2017 08:12:01

An Endzeitgeist.com review

The series "The Long Night of Winter" was conceived as supplemental material/optional tie-ins for the massive Northlands Saga, but each of the modules can be run as a stand-alone module as well. I backed the kickstarter for Northlands Saga back in the day, but otherwise was not involved in this project.

This module is intended for levels 9- 11 and is set in the eponymous Northlands of Frog God Games' Lost Lands campaign setting. It does translate well to other fantasy campaign settings, though.

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

...

..

.

There are multiple ways to immortality - founding a great family; becoming a legend, being carried off on the wings of the valkyries to Valhalla - but there is one more way: To be chosen as the progenitor of deific offspring. This module's premise is hence that one of the PCs is approached by a naked lady, clad in only algae and sodden hair and her alfar asrai attendants - and the druidess by the name of Ethlass does bear intriguing news for a PCs of known bravery and renown: One PC has bee chosen as betrothed by a daughter of the goddess Rán and the Jötnar Ægir - none other than Kólga, most beautiful of the deity's offspring. As a sign of the deity's favor, the PC will gain a magical mask denoting him as a suitor and also the legendary face of Kólga, a mask that should make the PC rather inclined to seek out Ethlass' home.

Which is a perfect example of evocative fantasy - a castle of sand that can only be found by the chosen, as the waves forever destroy it with each swelling of the tides, so do legions of crabs reassemble it in a continuous struggle versus the elements. Once the PCs have arrived there, however, they'll probably be...well, surprised. You see, Ethlass has forgotten to mention that the PC in question is not the only suitor. Beyond the PCs, nasty Jarl Unnr and his men have arrived and his boisterous posturing may actually work as a delayed Intimidate - while this is not a standard use of the rules, it makes sense in the social context here - same goes for the Bluffs and Charms attempted by the over-ambitious witch-mother of a less than enthusiastic skald. Oh, and then there are the Bors Brothers, werebears in cognito...and a powerful, lanky giant-blooded ranger with his stone-giant entourage. After the PCs have interacted with these folks and generated alliances or become wary of some of these beings, things take a turn for the worse as Ethlass announces that only the worthy will proceed to the next step - and violence in a nasty free for all ensues, with the exact parameters depending on the PC's actions.

The witch may or may not escape to haunt the PCs later and the same goes for the skald and jarl - but ultimately, we have to hope that the PCs prevail: If they do, Ethlass reveals a rite that provides the aquatic subtype for a limited amount of time - and the Drowned Maiden's Pearl will guide the victorious PCs toward sunken Hjallos - once rewarded by Rán for its devotion by being sunk beneath the waves. It is on the way to this legendary place that the Jarl and survivors may make their final bid to defeat the PCs...but sooner or later, they will have to venture beneath the waves, where a single drop of blood may attract sharks...

En route, the PCs may find the carcass of a gigantic narwhal, punctured by deep coral, a powerful new material introduced here...and brykolokas guarding the place. Indeed, it seems like jealous forces are at work, as sunken Hjallos is further guarded by Deep One Godshuscarls and lethal eyes of the deep, which must be fought in a gigantic sanctum of Rán, as they guard the crystalline coral that houses Kólga.

When the deity finally arrives, her face is breath-taking...as are the others, for the somewhat scatterbrained deity has failed to assume a form more pleasing to puny mortals - so let's hope the PCs can manage to stall tactfully while regaining their composure in the face of something rather uncanny and alien...before the chosen one can be...coerced/persuaded to fulfill his duty, however, the festivities are interrupted by a rather lethal enemy. Turns out that the narwhale carcass was in fact a narwight, undead member of a highly intelligent and long gone race of sentient creatures - previously staked with deep coral. And yes, the module has multiple justifications for the whale to attack. In the furious battle, the roe of Kólga is destroyed, but in "only 100 years" it'll be her time again! And the decidedly alien goddess will be gone - but depending on how the PCs managed their interaction with her, they may have gained a supernatural edge or bane when traveling the oceans wide...though one that may well elicit shudders from the erstwhile chosen...

It should be noted that the narwight-rules provides are pretty cool and flavorful and that the creature's artwork is phenomenal.

Conclusion:

Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to a nice two-column b/w-standard and the softcover I have has the glossy cover and high production values I expect from Frog God Games. The interior b/w-artwork is phenomenal, original and deserves the highest praise. Really cool: We not only get b/w-maps, we actually also get player-friendly versions!! Big plus there!

Kevin Wright's "The Drowned Maiden" is a weird one: Theme-wise, it is situated somewhere between a myth from the North and a fairy tale for adults à la Hans-Christian Andersen. The atmosphere, let me make that abundantly clear, is amazing: This module conjures truly fantastic vistas forth from the mind's eye and the selection of adversaries and locales are evocative and phenomenal. That being said, I do have two minor issues with the module: Number 1 would be that, apart from the cast of suitors, the Northlands-theme is a bit subdued here, but that's mostly aesthetic. The second one would be a bit more important: We have this amazing second with first the potential of ship-combat and the half under the waves and both primarily use their set-ups as a backdrop: The ship-sequence could have used a tactical map and the underwater combats are very much reliant of the GM to make them shine in 3d-glory - I'd strongly suggest using Alluria Publishing's Cerulean Seas-rules for streams, movement, etc. there. In the hands of a good GM, this can be amazing and it still may be if the players are blown away by the great foe, hilarious reveal and glorious environment - but similarly, this aspect may fall slightly short of what it could have offered in that component. Hence, my final verdict can't go higher than 4.5 stars - if you're confident working a bit with additional rules, then this module can deliver in spades!

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
The Northlands Series 3: The Drowned Maiden Pathfinder Edition
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Hill Cantons Compendium II
Publisher: Hydra Cooperative
by Thilo G. [Featured Reviewer]
Date Added: 05/08/2017 08:10:24

An Endzeitgeist.com review

This pdf clocks in at 21 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 17 pages of content, so let's take a look!

Now, I assume that you've read my review of the Hill Cantons Cosmology, for there, I explained the general make-up of this rather intriguing fantasy setting. It should be noted that, while this pdf explains the concept of corelands, borderlands and weird, I still maintain that it's smart to read up on the former pdf before reading the two flavor pages that kick off this book: In these, both the city of Kezmarok and Marlinko, both with brief notes on surrounding areas and the like, are presented and brief one-sentence notes on the weird similarly can be found here, providing a nice overview to build upon...and acting as a smart teaser for the Hill Cantons modules, obviously. ;)

The first massive section of this pfg, however, would be devoted to a massive array of classes/races that represent the slightly gonzo/weird theme of the Hill Cantons, so let's take a look, shall we?

The first of these would be the Black Hobbit, called so because of the color of their souls. These guys are not nice and need Dex and Con 9, get d6 HD and cap at level 8 (134K XP). At second level, they get Agitation, which increases their Cha to 18 1/day when inciting others to mischief. They gain an additional daily use at 4th and 8th level. At 3rd level, they may manufacture bombs - one per week (2/week at 6th level) and 30 gp. These deal 1d8+1 in a 10-foot radius. Sooo. for how much do they sell? Can others use them or does only the black hobbit know how to use them?

Chaos monks may not be eligible for the monk class and sport either Int or Wis below 10. They have 1d3 HD and no maximum level - which contradicts their table, which caps at 8th level. at 80,001 XP. After 5th level, they need to defeat lower level chaos monks to advance. They get Dex to AC and a further +1 for each 2 levels and may only use bo and jo sticks, nun-chucks [sic!] (yes, the sic erat scriptum is part of the pdf and intentional!), clubs, man-catchers, bowie knives, sais, metal claws and throwing stars. "Chaos monks are rarely surprised (a 1 on a d8) and then only if spoken to by a member of the opposite gender." That made me laugh, yes - but it has no place in rules-language. So, can a medusa surprise them? At 2nd level, they may perform kicks for d5 damage, +1 per level attained. 3rd level, they can speak with fungi. At 4th level, they can flip over the back of their opponents while making a high-pitched scream. Okay, funny. What does that do? The ability also allows for the use of samurai swords...and now notes that chaos monks risk self-injury when using swords at lower levels - something that the weapon rules above failed to specify. Also: Do sais or bowie knives count as swords? Because RAW, they can't even use swords at those levels. At 6th level, chaos monks can cast Confusion once a day "not just on themselves but others." So, does that mean that the chaos monk is affected as well? Or not? No idea. 8th level yields the Five Point Palm Exploding Heart Technique. "It is unclear whether this has any real mechanical effect however." Is this funny? Hell yes. Does it hold up as rules-language or actually have a proper use at the table? NOPE.

Feral Dwarves need Con 9, have Str as prime requisite, d8 HD and cap at level 12 (660,001 XP). They can detect by concentration slopes, shifting walls, etc, may only wear armor up to chain and use feral weapons (spears etc. - all properly codified). They also gain, hilariously, +1 to hit versus deodands, due to racial animosity. They may also throw small boulders in combat, with +1 to hit and damage, 1d4 base damage and Str modifier added. Throws from a higher latitude (again, properly codified), gain a +2 bonus instead. Some feral dwarves use polished flint mallets for 1d4+1. These render targets unconscious on a natural 20 for 1d6 rounds. They also begin play with a 30% chance to forage food, +3% per level gained and may start fires in any environment 9th level feral dwarves attract followers. The race comes with an alternate starting package and fight and save on the same table as robo dwarves...though these don't have such a table either. I assume defaulting to dwarves as a standard there.

Robo-dwarves need Con 9 and use Con as prime requisite. They have d8 HD and cap at level 12 and 750,001 XP. With a silvery skin, they have an AC of 8 if not wearing other armor and don't eat or drink - though milk has intoxicating effects. Regular food is toxic to them and they need to consume lamp oil as well as gravel and bits of rock. They may not wear armor made mostly of organic material, can see in the dark up to 60 ft. and have a 2 in 6 chance to spot weak spots, subtle slopes, traps, hidden doors, etc, but need to commune with the stone by placing a hand on it.

Half-ogres need Str and Con of 14+, Cha or less than 9, have Str as prime requisite and d10 HD. They cap at level 9 (294,000 XP). They can carry more gear than comparable races and may see in the dark up to 60 feet and fight/save as fighters of the same level. The pantsless barbarian needs Con 11, which also doubles as prime requisite, gets d10 HD and caps at 12th level at 660,001 XP. These guys and gals believe that their privates need to be close to the sun and thus may not use armor better than chain and takes a -1 penalty to AC. They do get +1 to hit with the preferred tribal weapon and every other level, they can take +1 to a "LotFP-like d6 skill in either Tracking or Wilderness Survival." That...is kinda problematic, as it suddenly assumes that the referee uses LotFP's skills per the game, when the rest of the pdf made no such assumptions.

The mountebank would be a variant thief who needs Int, Dex and Cha 13, has Cha as prime requisite and 1d4 HD. The class goes the full 20 levels, capping out at 1,300,001 XP. They may use disguises like an assassin and gain the Sleight of Hand skill at pick pocket + 15% to switch out/manipulate objects and may only use thief magic items until 9th level, where they may also use illusionist items. Also at this level, the mountebank attracts 2d6 followers.

From levels 1 - 10, they get new con-man style abilities that rely on language and being understood: At first level, Flim Flam temporarily raises Cha to 18, while at 5th level, he can manufacture flash powder for 150 gp. While these have durations, we have a collation of item and class feature once again here and the flash powder's blindness has no duration. Quite a few referees I know will also be somewhat appalled by the lack of a daily cap of uses here: At third level, the mountebank gains charm person, at 4th hypnotism, etc. - and these have no daily cap. In theory, you could RAW run around and charm everything.

The war bear (yes, you read right!) needs Str 13 and Con 14, has Con as prime requisite, d10 HD and caps at level 8 and 147, 200 XP. War bears wear no armor and instead determine AC by level, starting at 6 and decreasing that to 3 at level 8. Dex bonus, if available, can be added. War bears gain +1 to hit and damage when using polearms and they are REALLY obsessive about the weapons, losing Wisdom if separated too long from a polearm. At 6th level, they can invent and name a polearm, which hits and damages at +2 in his paws and may injure creatures only affected by magical weapons. At level 8, provided he has a sufficient underground complex, he attracts a band of war bears. These guys save as dwarves and fight like fighters of their levels.

Finally, there would be White Wizards, who need Int and Wis 12, use Wis as prime requisite and get 1d4 HD. They cap at level 21 and 1, 696,001 XP and learn spells of up to 7th level. They save as magic-users and need spellbooks. They may only use simple non-edged weapons and may not wear armor, but may cast spells from cleric and druid spell lists, but these spells are treated as arcane, not divine. They may use druid and cleric as well as magic-user magic items, but may not use magic items that directly inflict damage. The pdf sports an optional rule that allows them to create cleric scrolls at 75 gp times spell level, taking 1 week per spell level to complete.

So, that would be the first half of the pdf. The second half presents an alternate and pretty amazing character creation system - and these tables represent one of the most extensive ones I have seen so far: You roll for birth order, parent occupation (which net an attribute die and starting gear)...and then, you roll again: Nobility, merchants, clergy - all have their own subtables. Then, you roll for significant events during childhood and adolescence, which once again nets attribute dice and further rolls for relatives, crimes, guardians, etc. Military service, virtues and vices, religious experiences, magical occurrences - there is a TON of tables here and the system actually yields a great background. Extra dice are added to the default 3d6 rolled for attributes in character creation - this obviously generates more potent characters than the default roll 3d6 method, but is tweaked easily enough - even as fluff-only, this is really amazing and holds up. That being said, I think the pdf should specify that the usual caps still apply - otherwise, you can end theoretically up with characters that have ludicrous attributes.

The pdf also has a page devoted to starting equipment generation, though, while okay, it is a bit rudimentary for my tastes. The pdf also provides a page of funnel (0-level) rules and the final page is devoted to attribute checks -roll under attribute, with the default task being 3d6. Decent, I guess, but not something that blew me away.

Conclusion:

Editing and formatting are pretty good on a formal level. On a rules-language level, the supplement could be more precise. Layout adheres to a 2-column b/w-standard and the pdf features a nice b/w-artwork beyond the cool full-color cover. The pdf has no bookmarks, which constitutes a comfort detriment. I got the softcover booklet, which btw. adheres to the standard letterpack/A4-size.

I love Chris Kutalik's humor and this is actually a nice read. However, as a rules-supplement, the humor gets in the way and makes the content needlessly opaque in several cases - as a rules-supplement, I do not consider this a success. I can hear the hissing and booing, but know what all good OSR-systems have in common? They may be rules-lite, but they are PRECISE. This is not precise, not even close. It suddenly talks about sub-systems in a class/race, lacks durations etc. and while it is imaginative, creative and hilarious, it is simply not a good rules-supplement, no matter how you try to spin it The first half of this pdf did nothing for me, apart from the admittedly amazing concepts. This booklet, for me, is remedied by its second half: While these tables and rules may not universally appeal to me, I adore the character creation tables and here, suddenly, the rules are significantly more precise. In fact, even before, the precision oscillates.

Now, would I get this in print again? Honestly...no. But it is worth checking out, considering the PWYW-nature of the pdf. This may not be for everyone, but chances are you can at least mine some nice ideas from the pdf. My final verdict will clock in at 3.5 stars, rounded up only due to the PWYW-status of the pdf.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Hill Cantons Compendium II
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Call to Arms: Horses and Mules
Publisher: Fat Goblin Games
by Thilo G. [Featured Reviewer]
Date Added: 05/08/2017 08:08:07

An Endzeitgeist.com review

This installment of the Call to Arms-series clocks in at a massive 86 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page advertisement, leaving us with a massive 81 pages of content, so let's take a look!

We begin with a brief flavor introduction, before we dive into the subject matter at hand, which, this time around, would be the hooved companions - we do get a discussion of the members of the equidae, discussing biology, psychology and the like. Pretty col: The pdf actually explains the way these beings communicate - what noises etc. mean. This is rather cool and also covers different colors and we do also cover mules...and when you'd want a mule or donkey. And yes, this does include zebroids and zebras. Different types of movement, from gallop to trot etc. is covered and a handy table lists movement by rounds

The pdf also covers diverse horse breeds, but misses a chance here to present minor variations of the stats like those featured in Raging Swan Press' "So what's the horse like, anyways?" - instead, we get full statblocks for destriers, dorian chargers, dorian mammoths, small donkey, eohippus, garrons, mules, ponies, different types of race horses, vanners and zebras. As a minor complaint no companion-stats are given for the respective horses, which, to me, constitutes a somewhat puzzling oversight, considering that the smallest horses feature notes on the benefits they'd convey as familiars.

The pdf also covers notes on the general intelligence of horses alongside a 10-entry strong table to randomly generate the personality of the horse in question. Of course, horses are living creatures and as such, caring and feeding and various afflictions a horse may suffer from are covered - though I do not get why the latter don't actually sport rules for the afflictions. If a horse gets rain rot, what are the rules-relevant consequences?

On the plus-side, the collection of skill uses, concisely presented, makes that aspect of the pdf pretty helpful and well-crafted and, following the tradition of the series, we collect relevant feats in one concise place: From Cavalry Formation to Involuntary Dismount. Wait, what? Yep, there also are new feats herein...but the quality of the rules material is inconsistent: "You can make a Ride check at difficulty 20 to avoid becoming Prone after a fall:"[sic!] - you can find the deviations from standard rules-language without me pointing them out, right?

Beyond these collected feats for riders, we also introduce and collect a variety of feats for the mounts in question. These make include allowing the ride to get a bonus on Handle Animal checks. Formatting here is not perfect, however - we have skills that are not capitalized, for example and there are cosmetic formal hiccups, like a "Special"-line not being bolded as well. Missing "spells" from "spells and effects" could be intentional as a deviation, but yeah.

Those options out of the way, we move towards the paladin's mount, which come with a sample celestial and similarly, the druid's animal companion can be found - it basically elaborates the basics and collects the relevant information. More interesting would be the animal companion archetypes herein: Charger and racer make for cool and very much required additions to the game; if anything, this pdf should have had more of these, which were pioneered in the animal archive! Sooo...why aren't there new ones? Speaking of cool: It's nice to see leadership and the subject of mount cohorts tackled in this book as well.

The pdf also features the hussar class, which receives d10 HD, 4 + Int skills per level, proficiency with light blades, lances and simple weapons as well as with light armor and shields, excluding tower shields. Chassis-wise, the class gets good BAB-progression and Ref-save progression and begins play with Mounted Combat, a mount (which may have racer or charger archetypes) and a so-called "line". These would be order-like abilities that expand the proficiencies of the class, net a bonus feat and grant one ability at 2nd, 8th and 15th level. These include better shooting while in the saddle in two of the 4 lines...and the lines are decent, if not perfect - there is, for example, a reference to a saving throw for a target, but no note on the DC...Nomenclature is also weird: "Mounted Flurry", for example, does nothing that you'd associate with flurries, instead granting a static +2 to atk and damage and an AC-bonus. Not impressed there.

Where I really get flustered is with the skirmish ability: Bonus damage whenever you charge +1d6, plus an additional 1d6 every three levels thereafter. Because we ALL know that the one thing mounted combat needed was MORE DAMAGE. WTF?? Worse, starting at 3rd level, mounted charges no longer provoke AoOs...which makes this class fail my basic balance criteria. While the bonus damage is not multiplied on a critical hit, neither is it precision damage. It's a charger-class that deals EVEN MORE damage than Pala, Cavalier, etc. - not getting near my game. There also are two archetypes for the class, the beast rider and the winged hussar - the latter being btw. not a rider of a flying mount, but a more heavily armored version....that does not get Mounted Combat as a bonus feat at first level. Yeah...well. That happened. The Musketeer gets a bit of gunslinging...but loses the mount, which is the whole point of the class. You get a subpar gunslinger, basically, one without deeds, but the archetype can "As a standard action she can focus herself to gain a number of benefits for 1 minute per hussar level." What benefits? The archetype never explains. The class has no raison d'être. Literally everything it does, gunslinger, cavalier, etc. do better.

After this serious crash in quality, we're thankfully back to a more pleasant chapter, one that deals with magical mounts: The consequences of awakened mounts, stats for equine carrion golems, cauchemars etc can be found, making this chapter pretty helpful, if you're looking for a collection of these creatures, this delivers and also has some new ones - farasi bahari or uisge, for example. Unfortunately, the statblocks do sport glitches here - e.g. deflection bonuses to AC missing from incorporeal ghost horses. Weird: Nuckelavee and Mari Llwyd are included as cursed horses, even though both do not actually curse their rider. Why is e.g. the regular nightmare not included here? No idea. A CR 4/MR 1 mythic pegasus and a CR 11/MR 5 variant sleipnir can be found, though the latter has discrepancies in the presentation of the stats as well and the pegasus...lacks any cool mythic ability. The pdf also introduces "The First Horses" - a regular one, the first pegasus, the first sleipnir - alas, the statblocks are a mess., The first horse nets 30K Xp for a CR 5/MR 2 critter with 4 HD and a whopping 54 hit points. "The first horse has been around since the dawn of time and likely always will be." Yeah, right. In a world where a 10th level character has to sneeze at it to kill it. This concept is so cool, but the execution is really flawed.

Conclusion:

Editing and formatting, on a formal level, are very good. On a rules-level, they are NOT. At least not in the cases where the pdf does not quote other material. Layout adheres to Fat Goblin Games' nice and aesthetically pleasing 2-column full-color standard and the pdf features a lot, nice and thematically fitting stock art. The pdf has bookmarks, though some of them have titles like "_9p51zdtdf180" - while all proper bookmarks are below the array of these broken ones, it's still irritating to see.

Jennifer R. Povey did a lot of research here and when the book talks about real world facts, about myths and the details, this is actually a fun supplement, The collection of material from other sources is also commendable. However, I am utterly baffled by the inclusion of the hussar class, which has no reason to exist. Particularly when the topic of animal companion archetypes could seriously use more options! Now, usually, a book in the Call to Arms series does two things: For one, they collect the previously released material. But more importantly, they also add new material, new engines, cool stuff. They usually expand the subject matter, making the pdfs grow above their compilation angle.

This is not such a book. In fact, it frustratingly felt like it was aware of its shortcomings...and shrugged. We get all those notes on afflictions for horses...and no rules to supplement them? In what world does that make sense?? We acknowledge all those magical creatures...and don't really expand on what they mean within the context of the world. We mention breeds, but get no specific rules repercussions for them. In short: This book touches on all those tantalizing, cool concepts and then shrugs and gives you a seriously bad class and more statblocks...which have grievous glitches and/or have been compiled from other sources. I feel a bit like a bully, but there's no way around this: This is one of the weakest Call to Arms-books I have read. It shows effort, passion even, yes - but the craftsmanship leaves a lot to be desired. I also really wished that it featured its sources as superscript notes like previous installments of the series. Try as I might, I can't go higher than 2.5 stars, rounded down for this one.

Endzeitgeist out.



Rating:
[2 of 5 Stars!]
Call to Arms: Horses and Mules
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Ecofront
Publisher: R. Talsorian Games Inc.
by Thilo G. [Featured Reviewer]
Date Added: 05/05/2017 03:27:00

An Endzeitgeist.com review

This sourcebook for Cybergeneration clocks in at 82 pages, 1 page front cover, 2 pages of index, 1 page back cover, leaving us with 78 pages of content, so let's take a look!

I received this book as a gift for the purpose of a prioritized review by one of my patreons.

So, the state of the world is not a rosy one in Cybergeneration and this book, well it details the ecological front of the struggle of the youth. It also, partially in hindsight, hits close to home. Global warming runs rampant and while industrial pollution seemingly is less nasty in our world than it is here, it still remains a problem. At least, we don't yet have acid rains from Minnesota to New Jersey and Michigan, Illinois and Ohio still have life apart from humans. Still, the uncomfortable feeling remains that the dystopian state of the world depicted herein has a couple of years left to reach this desolate state...

As is the wont in the genre, in particularly considering the theme of Cybergeneration, we have a struggle of the juves versus the man, versus the corporations, which are even more super-villainous evil and remorseless than those we actually have in our world...and that's saying something if you're even remotely interested in the subject matter. So, how did this more escalated exploitation of our world has affected the groups in this dark allotopia? Well, boy scouts have basically become an extended arm of the government and other interest groups, sadly mirroring the recent controversies that have even reached me back in Germany. Girl scouts, alas, are no better in this world. The Cousteau Society has, ostensibly, more influence and radical arms, while ironically, Greenpeace has splinter groups and remains, at least pro-forma, non-corporate. Sierra Club and Nature Conservancy have managed to secure lands and yes, the eurocorp biotechnica may actually make for a devil you could potentially ally yourself with.

Now, obviously, there are several forms of actions that are explained and detailed, from hayduking in the L. A. metroplex area to reclaiming nature, using waste as weapon etc., the pdf offers several interesting ideas - all with "the bad guys" and "the good guys" as a reminder of Cybergeneration's more traditional, comic-book-like stance of good and evil as opposed to most cyberpunk worlds. The actions, in short, can provide for a nice selection of different hooks and angles an enterprising GM can develop.

Very important for the effort and a potential campaign focus introduced in this book would be the care and maintenance of J-Parks - from Jurassic Park, obviously. The chapter begins with an annotated article/opinion piece that depicts the stance of most folk on these institutions and, surprise, they don't like them. The pdf provides a comprehensive and easy to grasp step by step guide to generate your own J-park, including suggested skill-uses and the like...but at the same time, this chapter, to me felt flat of its own potential - while running costs etc. are covered, ultimately, the customization options for the park as presented leave something to be desired - at 3 pages, it doesn't come close to how rewarding such base management can and should be.

After a brief recap of the impact of the dread Carbon Plague, we take a look at two new yogangs, the first of which would be the NeoPioneers, who seemingly combine Wild West romanticism with survivalism, making them a highly individualistic and somewhat conservative entity, represented also by their yogang skill Frontier Guerilla, which combines infiltration, weapon-use and survivalism and is governed by INT. As before, we get information on yogang, slang, etc. - the format of presentation is the same as in the core book.

Beastieboys (and girls) would be what would happen if caring for all life and a really dedicated approach to all life would meet with advanced genetic engineering...and we have a yogang that's into the recreation of extinct species (or potentially new ones!) in a weird blend of naiveté, radical ideology and wide-eyed ecological excitement. The yogang skill, daktari, employs both EMP and INT - EMP for handling animals, INT for the cerebral aspects of genesplicing etc. As such, home incubation sets and genesplicers are included in the new item section and similarly, species-purchases are covered - for example secuity-cybercats. Much like before, these shopping-section are represented visually, simulating windowshopping From VWs (Volkswalkers - that made me chuckle!) to body harnesses, there is some seriously nice gear to be found here.

There also would be a whole new type of mutation to spring from the mutating carbon plague - the Scouts. These guys basically are tinman/bolter hybrids, who look relatively normal - with a crucial difference: These guys can extrude hexite formations that are called probes, linked with a thin wire to their bodies - most of the time, these probes thake the shape of spider-like beings and can be used for, bingo, scouting. These guys begin with the Probe Ops TECH skill at +1 and are highly customizable: Oozing, swimming, flying, multiple senses and special skills are all included - the longer the range, the harder it'll be to perceive details properly. Leashes of these probes have 10 SDP, with quadruple effect of armor piercing attacks, but none via crushing attacks. Scouts have 2 probe spaces per point of BODY and these are evenly divided over the 4 limbs. Additionally spaces used increase the SDP and they may be divided - as a whole, these guys feel like better balanced surveillance riggers to me, to draw a Shadowrun analogue - more vulnerable and less prone to sitting in heavily armored fortresses.

In the thematically fitting and well-written next section, we cover the interaction of hexite armor and high-velocity impacts, scooping up samples via probes or realistic scout sculpting. Similarly, alchemical forgery, building guns into probes and other such tricks are covered.

The next chapter, unsurprisingly, considering the focus of this book, deals with animals -Animal Handling, based on EMP, deals with...you got it. Animal Sense Bonus would be an animal's equivalent of Combat Sense for all but initiative. Identify denotes the ability to discern friendlies and Loyalty is similarly self-explanatory. Training animals by difficulty and a wide selection of stats help here as well, though the scan is not perfect - we have white lines showing up on these pages, denoting potential creases in the book used to scan this.

And that ends the player-section and moves to the GM-part, which includes clarifications, the missing price for the codegun as well as the sample adventure "Where the Wild Things are", which takes up the second half of the book. In order to talk about that one, I'll have to go deep into SPOILER territory, so potential players should jump to the conclusion.

...

..

.

All right, only GMs around? Great! We begin pretty much in medias res, as the yogangers witness the desperate flight of two yogangers being assassinated by corpsec - the PCs can get a package the poor folks managed to get rid off before security arrived...and yes, the bodies will be looted by the uncaring crowd. Still, this can be a bit of an issue for careful groups: The package obviously contained something that got those folks killed big time. Yes, it's a trope for the PCs to get it - but depending on player experience, they may suspect that they bit off more than they could chew. On the plus-side, from the bike's path to the corpses and vicinity, the module provides exquisite details, making the whole investigation aspect surprisingly easy for the GM to run. Oh, and one of the yogangers survived...so a trip to the hospital, past security, is next up. The PCs, ultimately come upon a kitten doomed to die...who has been modified to be a scanner, scrambling its brain beyond saving. Yes. I get it. 80s and such. It still is a cheap, cheap ploy and potentially frustrating for the players - why shouldn't they have a cool scanner-kitty? The module specifies explicitly that they can't save the kitten by any means, which is just cheap and to me, infuriating and needlessly cruel and dark, particularly when playing with kids. Not a fan.

Anyway, via blatant emotional manipulation, the PCs are thus motivated further (as if that was necessary...) to get to the bottom of the mystery - and the trail leads to the Larson Park raiders, contact with the Eden Cabal and then focuses on the raid of a lab (with EXQUISITE detail regarding security, maps, counter-measures and read-aloud text) and recovery of a gene-splicer (which takes on a slightly uncomfortable turn, considering the violent attacks on labs in the meanwhile since the book's release) - from here on, several clues point towards Death Valley - where contact with NeoPioneers will provide the means to find the final part of the module - and here, things take a turn for the horrific. Know those "secret labs"-horror movies where something went horribly wrong? Well, we have basically one of the best renditions of that trope I have ever seen: An AI, strange and creative mutants, a claustrophobic atmosphere...and finally, the PCs may clear up an interesting mystery, have a hint of a potential source for the Carbon Plague and made a lot new allies - provided they can get out of the whole scenario alive and not be arrested by the adults, obviously. The final section of the adventure is amazing, evocative and fun.

Conclusion:

Editing and formatting are very good, I noticed no glaring glitches. Layout adheres to a nice two-column b/w-standard and the book sports a ton of cool b/w-artwork. The electronic version leaves a lot to be desired, though: The scan-glitches can be found throughout the book and while they don't obscure crucial parts, they are jarring to see. Worse, this massive book's pdf not only clocks in at over 30 MB, it also has NO BOOKMARKS. For a book of this size, that's a big no-go and comfort-detriment.

Edward Bolme & David Ackerman's Ecofront is a product of its time, sure, but many aspects of it remain surprisingly topical, though public awareness of ecological problems has once again waned, as media manipulation, economy and the issues of globalization took center stage in our consciousness. The first half of the book, as a whole, has aged rather well, though some 80s themes would need updating today. The scout represents an overdue addition to the roster, though system-immanently, its inclusion can generate waiting players while he scouts ahead. Still, nothing short of the issues deckers and riggers tend to generate due to the limitations of probes.

There are, alas, some aspects of the book that fall short of what I expected. Number one would be the barebones and lackluster J-park base-building section, which really needed more material and customization options - it feels like an afterthought. Number two is the start of the module. Don't get me wrong: I absolutely ADORE the attention to detail, breadth and scope of it; I LOVE the final area and the wealth of information provided for the GM. The maps don't hurt either. But how it starts is a blatant and transparent emotional manipulation.

Why did this infuriate me so? Well, for one, Cybergeneration's central premise is "good kids vs. bad corporations" - we already know that corps are evil. The module starts off with a frickin' assassination! If that's not enough to draw the PCs in, then what is? We know who the bad guys are. And then you introduce a kitten, just to kill it off? Seriously, that's a level of grimdark misery REGARDLESS OF WHAT THE PCS DO that so won't fit with how Cybergeneration tries to differentiate itself from other cyberpunk games. That is not only railroading, it is railroading coupled with the worst kind of emotional manipulation. Now, here's the thing: I like dark, but it has to be executed well. I'm not screaming "But what of the kids?", mind you - I think that kids can stand A LOT more than what our often disgustingly sugar-coated TV-program and books provide - I am very much confident that kids can grow from confrontation with horrid and dark themes. Heck, as a kid, I loved my Howard, Batman animated series, Last Unicorn and all those delightfully dark children's movies. My favorite Disney song as a kid was Hellfire from the Hunchback of Notre-dame.

But no-win scenarios of pure misery in a game? That's bad adventure-writing and contrivance, regardless of whether your audience consists of kids, adults or both. It also is PAINFULLY obvious, so obvious that even kids got it and were annoyed in my test-run. Finally, it subverts the tone of Cybergeneration, undermines what, to me, makes up its unique selling proposition. More infuriating would be, that, from a purely analytical point of view, this needless tragedy is utterly superfluous. The inevitable death of the kitten is literally, just a plot-point, a means to propel the plot forward and engage players, when, to me, it did the opposite, it sank the complete first 2/3rds of the module, only barely coming back from it in the finale - which is also dark, yes, but here, the tone works and is not reliant on what boils down to cruel plot-fiat.

Yes, I know. It's one point. But it's a big one for me. Still, as a whole, that would not sink the book for me - there is a lot to love here. But the lack of bookmarks and minor scan-glitches add a further level of frustration. I like a lot here, but I also finished this book underwhelmed by other aspects. In the end, to me, this represents a mixed bag. Hence, my final verdict will clock in at 3 stars.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
Ecofront
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The Northlands Series 2: The Raid Pathfinder Edition
Publisher: Frog God Games
by Thilo G. [Featured Reviewer]
Date Added: 05/05/2017 03:22:52

An Endzeitgeist.com review

The series "The Long Night of Winter" was conceived as supplemental material/optional tie-ins for the massive Northlands Saga, but each of the modules can be run as a stand-alone module as well. I backed the kickstarter for Northlands Saga back in the day, but otherwise was not involved in this project.

This module is intended for levels 6- 8 and is set in the eponymous Northlands of Frog God Games' Lost Lands campaign setting. It does translate well to other fantasy campaign settings, though.

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

...

..

.

Going on raids is a crucial part of the viking lifestyle and now, the skald Ake the Lost has returned to the North, last survivor of the proud fleet of Ulf Greymane. The PCs witness the skald's tale, which is a massive almost-1-page exposition-dump, at the local Thing-assembly. As a minor issue here: The skald's trauma makes him kinda come off as not particularly dignified -which is intentional, yes. Still, I couldn't help but feel that the presentation of the story could have been handled more dynamically. Anyway, Ulf's fleet has been vanquished - the Southrons he tried to raid, the Santherans, in their warm, turquoise waters, have seemingly struck an alliance with a kraken!

The PCs are hired by a cowardly, but prosperous landowner, one Fretr Bondason, to accompany him on his Vindurbrottingr to the shores of these folks as part of a retributive fleet. The epic-length journey to these faraway shores is completely glossed over - so, if you're like me and don't simply skip ahead over months of travel, keep those wilderness supplements ready, for the module does not cover the journey at all - which does take away the epic achievement On the plus-side, like the previous "The Long Night of Winter"-module, this is steeped in the lore and culture - though it here mostly pertains the presentation for the GM and how the PCs perceive the world.

As Santhera's secluded bay slowly comes into the sights of the PCs, they'll witness something epic - namely their fleet being attacked by berserking kraken. Yes, plural. They will fight mere tentacles of the epic beasts as their own foes (which is fine by me - in fact, it's how I handle really big critters in my home game as well) -what I'm not that happy with, though, would be that the PCs don't get a chance to pilot the vessel to safety or other meaningful decisions - the combat here could be so epic and amazing and it may play out as such, but the module per se does not make a lot of use of its glorious set-up, at least rules-wise.

Provided the PCs don't get annihilated, they'll make landfall, a few lone survivors, stranded on the shores of a hostile nation - and immediately find themselves struggling to reach a Santheran guard post - the few soldiers there may be easy to deal with, but more forces are approaching - glorious death seems inevitable...until the PCs find a secret tunnel, which leads under the bay, past chthonic traps, into the sunken ruins of the culture that is responsible for the shape of the Santheran island: Under a crystal glass dome, horribly mutated spellcasters are using an ancient artifact below the seas to cloud the mighty minds of the kraken in mating frenzies. And yes, these dread casters sport rules-relevant, twisted mutations, making them fit perfectly with the obvious Sword & Sorcery tropes evoked - in fact, during the combat with these masterminds, the lighthouse ruins below the sea may be torn from the sea, raised up by air pressure and the like, providing a sufficiently epic finale with the threat of death seeming certain.

Speaking of death. Guess who is not amused by being manipulated? Bingo. Turns out that clouding the minds of some of the most deadly beings to come from the monster manual can backfire horribly...if the PCs do their job, they thus won't have to worry about Santherans ever again...

Conclusion:

Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to a nice two-column b/w-standard and the softcover I have has the glossy cover and high production values I expect from Frog God Games. The interior b/w-artwork is phenomenal, original and deserves the highest praise. Really cool: We not only get b/w-maps, we actually also get player-friendly versions!! Big plus there!

Jeff Provine's "The Raid" breathes the spirit of classic Sword & Sorcery - it feels like a classic Conan the Barbarian comic: Overwhelming odds, tentacled monsters, ancient, sunken ruins, degenerate magicians - this has all the ingredients that make me smile. At the same time, it does feel very minimalist and suffers from the 16-page page-count more than "Winter's Teeth" - from the glossed-over journey to the landing, there are aspects which feel hurried: I'd have expected some exploration/interrogation/Stealth action on Santheran soil to lead the PCs to the hideout of the mages. As written, it can feel a bit linear and like author's contrivance. Similarly, the epic doom of the fleet demands more detail, as far as I'm concerned. Granted, a capable GM can easily insert these in the module, but I still found myself thinking that this module tries to cram a bit too much into its pages. I also think that this...doesn't really feel like a viking raid, that the Northlands theme could be more pronounced...but all of that should be considered to be minor complaints. If you're looking for a great, if a bit linear sword and sorcery module, then this delivers in spades. My final verdict will clock in at 4.5 stars, rounded down for the purpose of this platform.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
The Northlands Series 2: The Raid Pathfinder Edition
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