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Knowledge Illuminates
Publisher: GM Games
by Thilo G. [Featured Reviewer]
Date Added: 03/23/2018 09:19:45

An Endzeitgeist.com review

The freshman offering by Tim Shorts clocks in at 28 pages, 1 page front cover, 1 page editorial/ToC, 1 page advertisement, 1 page back cover, leaving us with 24 pages, laid out in 6’’ by 9’’, which means you can fit up to 24 pages on a given sheet of paper when printing this out – provided your eyes are good enough, that is.

Now, the rule-set employed here is Sword & Wizardry, the pdf assumes silver standard and the pdf assumes a skill challenge-like system more in line with new school gaming – d20 + character level + attribute bonus – simple and concise.

The pdf includes a few pieces of supplemental content: The plant blood drop can add a d8 to healing potions, but sports, oddly, no market value. Also sans market value: The new item arrow of fireball, which inflicts 1d6 damage in a 10 ft.-radius upon impact. The new spell, ward of living death, is a 5th level cleric spell that allows you to set a permanent trap (or until it’s triggered): If a creature violates the ward, it is transformed into a ghoul over a day. NO SAVE. Any living creature can be affected, which makes for a ton of questions – what about slimes, for example? Do the ghouls gain sentience? What if e.g. a dragon passes through? The spell also fails to specify which kind of “assistance” can be sued to reverse the transformation. Basically, a plot device, not a spell. Rules are not precise here. The module also introduces a new undead servitor creature, the Tvorn, who can teleport up to 40 ft. and still attack – and they get an ominous “back attack bonus” when porting behind an opponent. Pretty sure that should refer to the thief’s backstab ability and as such, should specify the level of power of the backstab.

The pdf sports, in a nice help for the referee, a 3-page table that lists XP-rewards.

All right, this is as far as I can go without diving into SPOILERS. Potential players should jump ahead to the conclusion.

..

.

All night, only referees around? Great! So, the module requires a series of assumptions to work as written, all of which are ultimately cumbersome and detract from the appeal of the module. The first of these is that the module assumes the existence of a Harper-like global organization of good folks that stood vigilant against extraplanar intrusions. The so-called Porters of Gideon, now deemed outlaws and exiled, every known member executed. Introducing a recently vanquished global organization for the sake of background story – not the best move here. Secondly, the adventure assumes the existence of Viz, a form of condensed that allows for the casting of spells sans components or a spell slot, completely delimiting spellcasting. Yeah, not getting near my game.

The module has basically two sections: Section one is a fully mapped mini-hexcrawl with 7 locales of interest and focuses on finding a reclusive wizard’s workshop – the man is called Tergul. (Or Tergal – the names herein are pretty inconsistent.) The locations of interest in the hexcrawl include a giant skeleton, a pond that nets 3d6 (!!) pebbles of Viz and a few bandits. The dungeon that is the workshop is interesting in that Tergul was a recluse, but not evil – hence, we have an 11-room mini-dungeon that sports an annoying, warning magic mouth, and the remnants of the tragedy: You see, Tergul found a box, which serves as a gateway to a pocket-dimension of a potent demon; he opened the box and the usual bad stuff ensued. While Porters attempted to close it, they failed and were killed by the demon, who retreated back home. He locked the box once more, grieved for his slain acolytes, cursed his goddess and hid away from the demon’s minions. It is in the aftermath of these happenings that the PCs stumble into a complex, which, while not bad, falls seriously short of being remarkable in any way. The complex, compared to Tim Shorts’ later works, is bland, sports standard monsters and obstacles…and frankly, I can’t really come up with a good reason to run this. It’s not exactly bad per se, but it is painfully unremarkable.

Conclusion:

Editing and formatting are not good – neither in the formal, nor in the rules-language category. Layout adheres to a printer-friendly 1-column b/w-standard and the pdf sports a couple of decent b/w-artworks. Cartography is b/w and solid, but does not come with key-less, player-friendly versions – particularly jarring for the hexcrawl map. The pdf has no bookmarks, which constitutes a comfort-detriment.

Tim Shorts has improved significantly over the years. Knowledge Illuminates, unfortunately, is a very weak adventure, hampered by bad formatting, by requiring more lore adjustments from the referee than required and by, on a rules level, subverting a pretty basic tenet of how magic works. All in all, that would be a sensible thing to ask for, if this book actually warranted the work. For that, alas, it is too unremarkable. On the plus-side, the author offers this for a PWYW-download, but frankly, I’d strongly suggest getting any of his other works, including the free mini-manors – you’ll get infinitely more fun out of them. In spite of this being a freshman offering and PWYW, I can’t go higher than 2 stars on this one.

Endzeitgeist out.



Rating:
[2 of 5 Stars!]
Knowledge Illuminates
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(5E) Heir & Back Again
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 03/23/2018 08:59:35

An Endzeitgeist.com review

This adventure clocks in at 64 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, 1 page back cover, leaving us with 60 pages of content, so let’s take a look!

This review was moved up in my reviewing queue as a prioritized review at the request of my patreons.

Okay, so first things first: This module is intended for four characters – in fact, 4 specific characters. While they may be replaced, this will take a bit of time and the most sensible way of running this is as a 1st level module or as a stand-alone adventure.

The pregenerated characters, all of whom come with their own full-color artworks, sport detailed backgrounds and full-color artworks alongside their stats. The character would by Joylene Crumb, an adolescent human ranger girl, who grew up as the adopted daughter of peasants. There would be Talulla, a pooka druid trickster exiled from her fairy village for a prank gone wrong. There is Bjorn Bearson, a werebear barbarian, and finally, there is Fergus MacDougal, the talking cat. Who is actually a dwarven sorcerer. All of the pregens come with a read-aloud description as well as a background notes with flaws and the like.

Now, it should be noted that this adventure can be run as a 1-on-1 game, with one GM and one player; in such a case, Joylene is the PC, for the story revolves mainly around her. If the nature of the NPCs did not drive this home – the pdf has a very strong fairy-tale-esque aesthetic and as such, is suitable for kids as well as adults. In fact, I think that this works rather well as an adventure for kids, courtesy of a feature that sets this apart.

You see, Joylene begins play with a potent artifact, the amulet of unwound time. She’ll need it.

In case the cover was not ample indicator of what to expect herein, this adventure is a homage to the classic King’s Quest-series of Sierra-point-and-click-adventures. If you have played these, you’ll know that there are a TON of ways to die in a weird and comedic manner, and this pdf emphasizes and embraces that aspect. It also tells the GM and players to embrace this – the amulet acts as basically the save/reload function here.

Another aspect that sets this apart from any other roleplaying adventure would be the fact that it emphasizes puzzles over rules – in fact, it is very much possible to run this adventure purely on a narrative basis: All major aspects of the module are based on finding items, combining them, etc. and thus, while often tied to rules, can theoretically be run without rolling a single die. This module emphasizes puzzles over rolling the bones, much like the beloved point-and-click adventures.

But won’t the items become confusing? No, for the organization of the adventure is REALLY interesting: Quest items are always bolded – additionally, the GM gets them color-coded: Items that are freely available, are printed in green; those that need to be found, contingent on an ability or the like, are blue and those that need to be traded/given are printed in purple. Here’s a cool thing about that: The module sports a MASSIVE appendix, in which each item’s location is noted, alongside the respective color, how it can be got and the descriptive text. Oh, and an artwork. If you print these out, you can hand out the artworks to the players! The quest item table makes managing this aspect really simple.

Alternatively, you can always get the item card deck, which provides a player-friendly card for each of the items used in the adventure – not required, but a handy prop that cuts down on your prep-time. (As an aside – particularly when playing with kids, this can help immensely!) EDIT: As of now, the deck has increased in usefulness, as it now also contains the lavishly-illustrated locations, meaning that every place herein gets a mini-handout! That's HUGE!

There is another aspect to this adventure that is extremely helpful for the GM: The location-spread. The Map of the Duchy of Sapphire is depicted in lavish artworks – one is provided for each of the “screens” that the PCs can explore, and the GM gets handy, color-coded arrows pointing from location to location, allowing you to have an easy overview of how to get from place to place. In fact, this is the time where I’d like to comment on how ridiculously easy navigation is – you click on an image of a locale and the internal hyperlinking brings you right to the place; same goes for the items, btw. These link to the item list. Each of the individual locations also has a list of items attained and items used, with the respective locations noted.

Even better, the respective locations themselves link back to the overview-spread, allowing for a really easy to use and comfortable GMing experience. The organization is really smart here, as the top of each page also lists the respective connections to other screens – one click and you’ll be there. This level of comfort really helps you maintain the upper hand while running this adventure.

Now, I am going to deviate from my usual format a bit here – since the main draw of this adventure are the puzzles, talking you through the module would make no sense – I’d SPOIL even more than usual. Instead, I’d like to comment a bit on the design aesthetics – much like in King’s Quest, the primary antagonist would be an evil wizard, here, Vaclav. He and pretty much all combats herein, though, are changed by the quest item use – they are actually required to best Vaclav, considering his power. That being said, it is possible to make the fight against him utterly and completely contingent on narrative means – i.e., based solely on these items. That would be one use of the adventure, and, if played as such, a capable GM can use either the PFRPG or the 5e-version and play this as what amounts to, a system neutral pen & paper point and click adventure. This is possible, if not the intended use of the adventure.

However, even though the obvious inspiration of this adventure would be King’s Quest, it actually plays, when tackled as written, for like a point and click adventure/RPG-hybrid, like e.g. the amazing Quest for Glory-series. The roleplaying elements in such a case add a degree of tension and uncertainty to the proceedings that make this module much more interesting, so yeah, running it WITH the RPG-components actually enhances the game. Much like early point and click adventures required often a degree of player skill (and luck), the use of this adventure as intended simulates this uncertainty via the rolling of the dice. It should also be mentioned that the presence of a roleplaying system as a backdrop can further help stumped players – and while there are no dead ends per default, this further helps mitigate potential player frustration for “being stuck,” providing a synergy of the best of both worlds in that regard.

There is another aspect to this module that warrants mentioning: When I, back in the day, started GMing, I noticed a sort of choice-paralysis by the players; conditioned by videogames and other forms of media, the sudden delimitation of options that pen & paper games provide felt almost overwhelming, and it took some serious getting used to for them. In a way, this module can ease new players into that: Yes, they can opt for combat and combat-related options in a couple of instances, but using items, ultimately, is the smarter move. This is a big, big plus in my book – we ultimately emphasize brains over brawn here and the module is better off for it.

This design philosophy and the aforementioned, child-friendliness, is btw. also a component that is reflected in the XP-aesthetics – solving puzzles and dealing with adversaries in a non-violent manner is worth more than trying to brute-force combat with them. This teaches the players that using their brains tops trying to kill everything, which is a big plus, ethics-wise.

The module also consequently rewards exploration: There are quite a few “optional” areas or somewhat branching paths that the PCs may find, with e.g. a fairy village, a magic waterfall, a poisoned pond, troll-guarded suspension bridges and nomadic camps all providing means to progress, to attain the tools that can help best Vaclav. Indeed, a particular item, the royal signet ring, is one of the determining factors for the 6 endings that can be found herein. And yes, whether or not the PCs subdue or kill the evil wizard makes a difference. As for scope – a total of 21 main locations can be found and most groups should get between 2 – 4 full playing sessions out of this adventure. You can brute force faster progression, obviously, but yeah.

Conclusion:

Editing and formatting are top-notch in the 5e-version – I noticed no serious glitches. Layout deserves special mention – the pdf adheres to a 2-column full-color standard and the module has a TON of original, full-color artworks for items, characters and locations. More importantly, the internal hyperlinking and color-coding of links and items makes the module really user-friendly. The pdf comes fully bookmarked for your convenience.

A little tangent here: Time and again, I have been praised in my professional life for being able to think in uncommon ways, for thinking outside the box and coming up with creative solutions. I am 100% certain that my love for point-and-click adventures as a child has something to do with that; if you don’t just try to combine everything with each other, you have to think – cleverly and outside of your own comfort zone. They also help develop logic, language and abstract-thinking skills. There is a lot of overlap there with RPGs, who also teach math skills and creative thinking, etc. Notice something? Yeah, this is, in my opinion, a natural fit that can help ease kids into the hobby.

That is not to say that adults can’t enjoy this, mind you – this may be cute, but it’s not cutesy. It is child-friendly, but not childish. It treats the players respectfully. In particularly adults who have had some experience with the classic games will probably experience one nostalgic event after another.

So is this good? Well, in my opinion, it is excellent. I do bemoan the lack of full-page versions of the gorgeous adventure-screens, but the new and expanded card deck somewhat remedies that. That is about the only thing I did not like about this adventure. Yes, it requires that you and the players wholeheartedly buy into the premise, but when you do, you’ll be rewarded with a playing experience unlike anyone I’ve had with roleplaying games.

This module by Jonathan G. Nelson, with additional content by Serena Nelson (EDIT: It has MASSIVE contributions from Jensen Toperzer - mea maxima culpa for not stating that earlier!!), in short, is genuinely innovative and a really fun experience. As a huge fan of adventure/RPG-hybrids, a genre that lies horribly vacant in PC-gaming, this scratched a really powerful itch of mine, and did so in a heartwarming and fun way. I really, really hope that this is the first of many such adventures – my final verdict will clock in at 5 stars + seal of approval. In contrast to the PFRPG-version, the 5e-version feels a bit more refined and is, system-immanently, a bit more conductive to the playing experience, so get this one if you have the luxury of choosing which one to play. The expanded card deck makes for a really great prop as well and can be used to further enhance the experience.

Oh, and conversely, this is a candidate for my Top Ten of 2018. If you even remotely like the idea, check this out asap!

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
(5E) Heir & Back Again
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Heir & Back Again
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 03/23/2018 08:58:23

An Endzeitgeist.com review

This adventure clocks in at 63 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, 1 page back cover, leaving us with 59 pages of content, so let’s take a look!

This review was moved up in my reviewing queue as a prioritized review at the request of my patreons.

Okay, so first things first: This module is intended for four characters – in fact, 4 specific characters. While they may be replaced, this will take a bit of time and the most sensible way of running this is as a 1st level module or as a stand-alone adventure.

The pregenerated characters, all of whom come with their own full-color artworks, sport detailed backgrounds and full-color artworks alongside their stats. The character would by Joylene Crumb, a an adolescent human aristocrat girl, who grew up as the adopted daughter of peasants. There would be Talulla, a pooka druid trickster exiled from her fairy village for a prank gone wrong. There is Bjorn Bearson, a werebear (stats for both forms provided) and finally, there is Fergus MacDougal, the talking cat. Who is actually a dwarven sorcerer. All of the pregens come with a read-aloud description as well.

Now, it should be noted that this adventure can be run as a 1-on-1 game, with one GM and one player; in such a case, Joylene is the PC, for the story revolves mainly around her. If the nature of the NPCs did not drive this home – the pdf has a very strong fairy-tale-esque aesthetic and as such, is suitable for kids as well as adults. In fact, I think that this works rather well as an adventure for kids, courtesy of a feature that sets this apart.

You see, Joylene begins play with a potent artifact, the amulet of unwound time. She’ll need it.

In case the cover was not ample indicator of what to expect herein, this adventure is a homage to the classic King’s Quest-series of Sierra-point-and-click-adventures. If you have played these, you’ll know that there are a TON of ways to die in a weird and comedic manner, and this pdf emphasizes and embraces that aspect. It also tells the GM and players to embrace this – the amulet acts as basically the save/reload function here.

Another aspect that sets this apart from any other roleplaying adventure would be the fact that it emphasizes puzzles over rules – in fact, it is very much possible to run this adventure purely on a narrative basis: All major aspects of the module are based on finding items, combining them, etc. and thus, while often tied to rules, can theoretically be run without rolling a single die. This module emphasizes puzzles over rolling the bones, much like the beloved point-and-click adventures.

But won’t the items become confusing? No, for the organization of the adventure is REALLY interesting: Quest items are always bolded – additionally, the GM gets them color-coded: Items that are freely available, are printed in green; those that need to be found, contingent on an ability or the like, are blue and those that need to be traded/given are printed in purple. Here’s a cool thing about that: The module sports a MASSIVE appendix, in which each item’s location is noted, alongside the respective color, how it can be got and the descriptive text. Oh, and an artwork. If you print these out, you can hand out the artworks to the players! The quest item table makes managing this aspect really simple.

Alternatively, you can always get the item card deck, which provides a player-friendly card for each of the items used in the adventure – not required, but a handy prop that cuts down on your prep-time. (As an aside – particularly when playing with kids, this can help immensely!) EDIT: As of now, the deck has increased in usefulness, as it now also contains the lavishly-illustrated locations, meaning that every place herein gets a mini-handout! That's HUGE!

There is another aspect to this adventure that is extremely helpful for the GM: The location-spread. The Map of the Duchy of Sapphire is depicted in lavish artworks – one is provided for each of the “screens” that the PCs can explore, and the Gm gets handy, color-coded arrows pointing from location to location, allowing you to have an easy overview of how to get from place to place. In fact, this is the time where I’d like to comment on how ridiculously easy navigation is – you click on an image of a locale and the internal hyperlinking brings you right to the place; same goes for the items, btw. These link to the item list. Each of the individual locations also has a list of items attained and items used, with the respective locations noted.

Even better, the respective locations themselves link back to the overview-spread, allowing for a really easy to use and comfortable GMing experience. The organization is really smart here, as the top of each page also lists the respective connections to other screens – one click and you’ll be there. This level of comfort really helps you maintain the upper hand while running this adventure.

Now, I am going to deviate from my usual format a bit here – since the main draw of this adventure are the puzzles, talking you through the module would make no sense – I’d SPOIL even more than usual. Instead, I’d like to comment a bit on the design aesthetics – much like in King’s Quest, the primary antagonist would be an evil wizard, here, Vaclav. He and pretty much all combats herein, though, are changed by the quest item use – they are actually required to best Vaclav, considering his power. That being said, it is possible to make the fight against him utterly and completely contingent on narrative means – i.e., based solely on these items. That would be one use of the adventure, and, if played as such, a capable GM can use either the PFRPG or the 5e-version and play this as what amounts to, a system neutral pen & paper point and click adventure. This is possible, if not the intended use of the adventure.

However, even though the obvious inspiration of this adventure would be King’s Quest, it actually plays, when tackled as written, for like a point and click adventure/RPG-hybrid, like e.g. the amazing Quest for Glory-series. The roleplaying elements in such a case add a degree of tension and uncertainty to the proceedings that make this module much more interesting, so yeah, running it WITH the RPG-components actually enhances the game. Much like early point and click adventures required often a degree of player skill (and luck), the use of this adventure as intended simulates this uncertainty via the rolling of the dice. It should also be mentioned that the presence of a roleplaying system as a backdrop can further help stumped players – and while there are no dead ends per default, this further helps mitigate potential player frustration for “being stuck,” providing a synergy of the best of both worlds in that regard.

There is another aspect to this module that warrants mentioning: When I, back in the day, started GMing, I noticed a sort of choice-paralysis by the players; conditioned by videogames and other forms of media, the sudden delimitation of options that pen & paper games provide felt almost overwhelming, and it took some serious getting used to for them. In a way, this module can ease new players into that: Yes, they can opt for combat and combat-related options in a couple of instances, but using items, ultimately, is the smarter move. This is a big, big plus in my book – we ultimately emphasize brains over brawn here and the module is better off for it.

This design philosophy and the aforementioned child-friendliness, is btw. also a component that is reflected in the XP-aesthetics – solving puzzles and dealing with adversaries in a non-violent manner is worth more than trying to brute-force combat with them. This teaches the players that using their brains tops trying to kill everything, which is a big plus, ethics-wise.

The module also consequently rewards exploration: There are quite a few “optional” areas or somewhat branching paths that the PCs may find, with e.g. a fairy village, a magic waterfall, a poisoned pond, troll-guarded suspension bridges and nomadic camps all providing means to progress, to attain the tools that can help best Vaclav. Indeed, a particular item, the royal signet ring, is one of the determining factors for the 6 endings that can be found herein. And yes, whether or not the PCs subdue or kill the evil wizard makes a difference. As for scope – a total of 21 main locations can be found and most groups should get between 2 – 4 full playing sessions out of this adventure. You can brute force faster progression, obviously, but yeah.

Conclusion:

Editing and formatting are very good – while I noticed a few minor hiccups, nothing grievous hampered my enjoyment of the pdf. A reference to “Wisdom (Perception)” here and a wrongly colored link there, but, again, these are scarce. Layout deserves special mention – the pdf adheres to a 2-column full-color standard and the module has a TON of original, full-color artworks for items, characters and locations. I strongly suggest getting the expanded deck of props for maximum impact. More importantly, the internal hyperlinking and color-coding of links and items makes the module really user-friendly. The pdf comes fully bookmarked for your convenience.

A little tangent here: Time and again, I have been praised in my professional life for being able to think in uncommon ways, for thinking outside the box and coming up with creative solutions. I am 100% certain that my love for point-and-click adventures as a child has something to do with that; if you don’t just try to combine everything with each other, you have to think – cleverly and outside of your own comfort zone. They also help develop logic, language and abstract-thinking skills. There is a lot of overlap there with RPGs, who also teach math skills and creative thinking, etc. Notice something? Yeah, this is, in my opinion, a natural fit that can help ease kids into the hobby.

That is not to say that adults can’t enjoy this, mind you – this may be cute, but it’s not cutesy. It is child-friendly, but not childish. It treats the players respectfully. In particularly adults who have had some experience with the classic games will probably experience one nostalgic event after another.

So is this good? Well, in my opinion, it is excellent. I do bemoan the lack of full-page versions of the gorgeous adventure-screens, but the expanded deck really helps here and makes for a great way to highlight the neat artwork. The adventure requires that you and the players embrace the premise, but when you do, you’ll be rewarded with a playing experience unlike anyone I’ve had with roleplaying games.

This module by Jonathan G. Nelson, with additional content by Serena Nelson (EDIT: It has MASSIVE contributions from Jensen Toperzer - mea maxima culpa for not stating that earlier!!), in short, is genuinely innovative and a really fun experience. As a huge fan of adventure/RPG-hybrids, a genre that lies horribly vacant in PC-gaming, this scratched a really powerful itch of mine, and did so in a heartwarming and fun way. I really, really hope that this is the first of many such adventures – my final verdict will clock in at 4.5 stars, rounded up, with my seal of approval added. If you even remotely like the idea, check this out asap! If you have the luxury of choice, I’d consider the 5e-version to be slightly more refined and system-immanently, better suited for the playing experience this offers. As an aside: If you get this with the new and expanded card deck added, consider the verdict to clock in at +0.5 stars.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Heir & Back Again
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vs. Stranger Stuff: Send in the Clowns Special Edition
Publisher: Fat Goblin Games
by Thilo G. [Featured Reviewer]
Date Added: 03/21/2018 07:37:45

An Endzeitgeist.com review

This supplement for Vs. Stranger Stuff clocks in at 54 pages, 1 page front cover, 1 page editorial, 1 page ToC, 2 pages of advertisements, 1 page of back cover, 1 page SRD, leaving us with 47 pages of content, so let’s take a look, shall we?

This review was requested as a prioritized review by one of my patreons.

Okay, so, if you’ve been following my tackling of the VsM-Engine-based supplements released by Fat Goblin Games, you’ll notice that I really love the Vs. Stranger Stuff Season 2-book; I think it is a really elegant, detailed game that is fun to play and fits its niche perfectly. Now, this supplement is, in a way, a stroll down memory lane – it represents, in essence, a kind of V.1.5 of the base system, with more supplemental material etc. That means, this actually has everything you need to run the game.

As I’ve explained the peculiarities of VsM-based games 4 times by now, I assume you’re familiar with them, in particular Vs. Stranger Stuff Season 2. Now, this review, and let me state that from the get—go, will be based on the utility of this book in conjunction with Season 2’s cool rulebook. This may not be 100% fair to the book, but it is the question that customers want answered, and so I’m going to provide that. As a Season 1 supplement, this is retroactively designated as EASY mode for the context of Season 2 gameplay, and this is my testing baseline.

All right, got that? Great!

So, we begin with an intro, one that lists appropriate inspirations for horror-themed clowns; the next three pages are devoted to a basic character-generation-section for the Kids (i.e. the PCs) – this obviously does not reach, by a long shot, the details we get in the Season 2-book, but it suffices to make characters and includes even a few good/bad gimmicks, which are here still called “Stuff.” (As an aside: Whoever deiced to rename them did a good job!) Two more pages explain the basics of fighting and there we go – at this point, only a total of 6 pages has been devoted to information that has become obsolete due to Season 2’s release.

Now, how does the GM-section fare? Well, we begin with an overview of locations that may matter to the PCs and we get notes on dying and hazards as well as a suggested Hard Mode and a bit of guidance regarding advancement and rewards – now, if you think that the GM-section is made redundant by the release of Season 2 as well, then you’d actually be wrong – there is value that holds up rather well to be found here: For one, we get 11 suggested plot lines that you can develop – all of which, obviously, are clown-themed to some extent.

Now, in a really cool section that I absolutely adored, we get a brief list of clown lingo: Do you know what a Charivari is? What “Galop” means in context? Well, you will after reading this supplement. I love it when RPG-supplements convey knowledge like this. After this, we dive into some detailed discussions of clown types and also a couple of clown antics that you can use to flesh out your clowns. Now, the book goes beyond that – we also get a nice, hand-drawn map of a standard neighborhood house and a full-color map of the town of Crestview Hills. Beyond that, we get a color-book-style map of a sample town, which you can color or have your players color – particularly when playing with kids, this can be pretty amazing. There is a full-color puppet-pal on one page that the GM can print out, cut up and assemble…and we get a page of 4 human faces with disturbing smiles – just paint clown faces on them… So yeah, the supplemental material is extensive and goes above and beyond of what one usually expects to see – kudos.

The lion’s share of the book, though, would be devoted to three adventures, the first of which would be Ben Dowell’s “Creepy Clowns.” Now, in order to discuss these, I need to go into SPOILER-territory. Potential players should jump ahead to the conclusion.

..

.

All right, only GMs around? Great! So, fall is approaching and, in a time-honored tradition., older kids, bullies and pricks have decided that it’s fun to do the horror clown and frighten the young ones – so that’s the backdrop. The module then proceeds to do something structurally interesting: Taking a cue from RPG-classics like the original Ravenloft module, the adventure has a randomization effect: The module has the players draw cards in the beginning – the suits then determine the structure of certain aspects of the game, hooks, etc.. We begin with an encounter with a clown-painted bully, and after that, the Kids will, after school, notice absurdly large footprints – following them, they may well witness a clown goon, recruiting one of these bullies, transforming them! Beyond the combat, there may well be an epidemic if the kids don’t stop it! And indeed, the local carnival may well be the source, with no less than 4 radically different scenarios, including 3 different boss stats, waiting for them! Really cool little adventure. Huge plus for the replay value! This makes for an excellent convention game that doesn’t become boring for the GM after running it twice. The module also comes with a nice good gimmick as a reward.

The second adventure would be “The Case of Cap’n Freezie” – which comes with a really spooky photograph of an ice-cream truck that managed to send a shiver down my spine. Since the summer’s start, several kids have gone missing, and the legend of the spooky truck have begun circulating. As is often the case in such genre-fiction, the police is, oddly, twiddling its thumbs…so the kids need to investigate the case! This one is directly tied into the Crestview Hill backdrop, but can be easily adapted to pretty much any other town. The tale is actually rather tragic – Joey Prescott’s family owns the junkyard and is known for its “get rich”-schemes, one of which was the eponymous Cap’n Freezie-ice-cream truck. Joey, as a teen, was forced to dress up as a clown and drive around, hawking ice from the truck. Alas, children are cruel, and so he was jumped, beaten p, and locked into the truck. The adolescent culprits figured he’d be found in time. He wasn’t. Half-dead and disfigured by severe hypothermia, Joey was committed first to a hospital, then to an asylum. It took 20 long years, but he has snapped out of catatonia- and he’s out for revenge. After all, his erstwhile tormentors now have kids of their own… And indeed, the kids will notice the van prowling the streets…and, if they’re brave, they may well piece together the evidence and put a stop to the Capt’n before too many kids perish in the refrigerated hell the madman is creating… Nice: Depending on the actions of the kids, different types of good gimmicks may be earned.

The third adventure herein would be “Silhouette of a Clown” by Ismael Alvarez, takes place in Slim River, and pertains a legend of a scary clown that manifests at 3 AM. Slim River is very close to Crestview Hills, but does require some time getting there – and if you can use the scary railroad bridge, you’ll be there quicker…It’s a little thing, really, but it’s something I found I could relate to, and I suspect I’m not alone there. Slim River is also a tiny village – and as such, the finger-pointing has already begun. Having experienced the “fun” of rural hypocrisy for much of my childhood, that would be once more something I considered to be interesting. The clown is creepy, with black, empty eye-sockets – it’s known as Kuzo, manifests, speaks and then lunges, but the Kids always manage to evade it sans waking their parents. The sightings also seem to cluster once a decade. In case you haven’t noticed – this one is, theme-wise, closest to IT. There is a difference, though: You see, Kuzo was actually an immigrant, ostracized from the close-knit community – and he drowned in the river. Now, a curse of death looms over twins, promising death for one if the river is not appeased…and as one of them is rushed to the hospital, the other is possessed by Kuzo! How do the PCs deal with the possessed clown? Well, that is the question – he may well drown if lured to the river; if gotten into the church, he similarly will fall…but the module can end, either way, on a rather somber note, one that can see the PCs get both good and bad gimmicks, and which may make the surviving twin rather creepy. Or, you know, you could put a spin on the theme, as the pdf suggests: Perhaps Kuzo was actually trying to protect the town from dark river spirits, which is an interesting twist that could be used to make the module’s replay value higher for the GM.

The pdf also contains some sample NPC stats, clown special attacks and a list of all collated creepy clown statblocks.

Conclusion:

Editing and formatting are very good, I noticed no serious hiccups on a formal or rules-language level. Layout adheres to an 8.5’’ by 8.5’’ two-column full-color standard and the pdf sports some nice full-color artworks. The pdf comes fully bookmarked for your convenience. The cartography is full-color and nice.

I was positively surprised by this book by Ben Dowell, Ismael Alvarez, Rick Hershey and Lucus Palosaari. For one, the modules don’t become redundant – while the modules all sport the clown-theme, the y are vastly different in theme and topic covered. From the mundane slasher-flick to the 80s-grotesque/weird to the ghost story, the modules cover a nice variety of tropes and all of them feature a neat angle. Now, the rules-aspect, obviously, is not as relevant as it once was, but once you take the massive bonus content into account, you’ll realize that this holds up surprisingly well. The adventures may not reinvent the wheel, but they all are interesting in some form, and the book shows that the authors really cared here. I am particularly partial to the replay value of the first adventure, the visuals of module #2 and the alternate, tragic identity of the BBEG in module #3 – so yeah, each of the adventures has something strong going for them. Hence, my final verdict will clock in at 4.5 stars, rounded up for the purpose of this platform.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
vs. Stranger Stuff: Send in the Clowns Special Edition
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Village Backdrop: Lady Cross
Publisher: Raging Swan Press
by Thilo G. [Featured Reviewer]
Date Added: 03/21/2018 07:36:22

An Endzeitgeist.com review

This installment of Raging Swan Press‘ cult-series clocks in at 13 pages, 1 page front cover, 1 page editorial, 2 pages of advertisement, 1 page of SRD, 1 page back cover, leaving us with 7 pages of content, so let’s take a look!

Lady Cross is a village that falls squarely into the terrain of “basically an adventure” – just throw PCs into the mix, watch them interact with the locale, and slowly unearth the metaplot, for a classic, Shakespearian tragedy has marked the locale, providing a very easy metaplot for the GM to develop as a downtime adventuring site.

Situated in rough moorlands, with harsh northern winds, the village has a distinct Islay/Highlands-theme, which is generally something I enjoy and, as a fan of a good whiskey, can appreciate; indeed, with the soil is poor, Lady Cross sports no less than 6 different wells, which help emphasize the distilling and brewing as the primary resource of the settlement. It should be noted that, courtesy of the soil, the brew of choice here would be gins, not whiskey, though. Tea shops and fortified walls, visible in Tommi Salama’s excellent map, make the village seem rather safe, idyllic even.

Indeed, in the PFRPG version’s settlement statblock, the village has a danger value of +0, making it a per se relatively safe place…most of the time. At the same time, the shadow of the tragedy looms and represents a ticking timebomb of sorts.

Now, as always for the series, we do get notes for the marketplace section as well as 6 rumours. The pdf contains notes on the villager appearance and dressing habits as well as nomenclature, and PCs that do their legwork can unearth some lore. The pdf also provides information on the booming gin production and local law enforcement and the local customs, which sport a somewhat pagan tint, centering on the “Sorrow Tree” and the equinoxes.

Now, this supplement, structurally, follows the evolved form of Village Backdrops, providing a massive 20-entry table of local color events and dressing to make the village come to life. This also is mirrored in the fluff-only write-ups of the 2 NPCs, who come with a brief read-aloud description and mannerisms and personality. The read-aloud sections also extend to the write-ups for the nine notable locations. The village has an expanded sidebar, courtesy of its focus on beverages, which was something I enjoyed. Objects available for purchase are noted in their respective locations and the village has some additional adventuring potential:

The wells bespeak a system of tunnels, now mainly boarded up hastily and left forgotten, and a killer is stalking the village. Combined with the strong “main plot” of the village, this allows the village to act as a pretty efficient set-up for adventuring.

Conclusion:

Editing and formatting re very good. I noticed no serious glitches on a formal or rules-relevant level. Layout adheres to Raging Swan Press’ two-column b/w-standard and the pdf comes with really nice, original b/w-artworks and the cartography by maestro Salama is amazing, as always. The pdf comes fully bookmarked and in two versions – one optimized for screen use and one optimized for the printer.

This is the first file by Robert Manson I’ve read and I confess to being positively surprised. The village has a strong identity and angle that I enjoy; the fact that it basically is an adventure waiting to happen, that it can be run as a backdrop, has a dungeon-angle and one for investigation, as well as a nice complicating factor, makes this structurally well-executed. That being said, this time around, the nature of the main antagonist and focus of the storyline inherent in the setting, feels like it falls short of what it could do, courtesy of its relatively rules-lite nature. This settlement practically screams for haunts, hazards and a more fitting representation for the main antagonist herein – the creature chosen is as vanilla as can be and thus presents a detriment for the PFRPG-version, considering the alternatives the system offers. Hence, my final verdict will clock in at 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Village Backdrop: Lady Cross
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Creator Reply:
Thanks very much for the review, Thilo! I'm glad you liked Lady Cross!
Village Backdrop: Lady Cross (5e)
Publisher: Raging Swan Press
by Thilo G. [Featured Reviewer]
Date Added: 03/21/2018 07:34:29

An Endzeitgeist.com review

This installment of Raging Swan Press‘ cult-series clocks in at 13 pages, 1 page front cover, 1 page editorial, 2 pages of advertisement, 1 page of SRD, 1 page back cover, leaving us with 7 pages of content, so let’s take a look!

Lady Cross is a village that falls squarely into the terrain of “basically an adventure” – just throw PCs into the mix, watch them interact with the locale, and slowly unearth the metaplot, for a classic, Shakespearian tragedy has marked the locale, providing a very easy metaplot for the GM to develop as a downtime adventuring site.

Situated in rough moorlands, with harsh northern winds, the village has a distinct Islay/Highlands-theme, which is generally something I enjoy and, as a fan of a good whiskey, can appreciate; indeed, with the soil is poor, Lady Cross sports no less than 6 different wells, which help emphasize the distilling and brewing as the primary resource of the settlement. It should be noted that, courtesy of the soil, the brew of choice here would be gins, not whiskey, though. Tea shops and fortified walls, visible in Tommi Salama’s excellent map, make the village seem rather safe, idyllic even.

Indeed, the village turns out to be a rather safe place…most of the time. At the same time, the shadow of the tragedy hinted at looms prominently over the village and represents a ticking timebomb of sorts.

Now, as always for the series, we do get notes for the marketplace section as well as 6 rumours. The pdf contains notes on the villager appearance and dressing habits as well as nomenclature, and PCs that do their legwork can unearth some lore. The pdf also provides information on the booming gin production and local law enforcement and the local customs, which sport a somewhat pagan tint, centering on the “Sorrow Tree” and the equinoxes.

Now, this supplement, structurally, follows the evolved form of Village Backdrops, providing a massive 20-entry table of local color events and dressing to make the village come to life. This also is mirrored in the fluff-only write-ups of the 2 NPCs, who come with a brief read-aloud description and mannerisms and personality. They have btw. been assigned proper 5e default statblocks. The read-aloud sections also extend to the write-ups for the nine notable locations. The village has an expanded sidebar, courtesy of its focus on beverages, which was something I enjoyed. Objects available for purchase are noted in their respective locations and the village has some additional adventuring potential:

The wells bespeak a system of tunnels, now mainly boarded up hastily and left forgotten, and a killer is stalking the village. Combined with the strong “main plot” of the village, this allows the village to act as a pretty efficient set-up for adventuring.

Conclusion:

Editing and formatting re very good. I noticed no serious glitches on a formal or rules-relevant level. Layout adheres to Raging Swan Press’ two-column b/w-standard and the pdf comes with really nice, original b/w-artworks and the cartography by maestro Salama is amazing, as always. The pdf comes fully bookmarked and in two versions – one optimized for screen use and one optimized for the printer.

This is the first file by Robert Manson I’ve read and I confess to being positively surprised. The village has a strong identity and angle that I enjoy; the fact that it basically is an adventure waiting to happen, that it can be run as a backdrop, has a dungeon-angle and one for investigation, as well as a nice complicating factor, makes this structurally well-executed. That being said, this time around, the nature of the main antagonist and focus of the storyline inherent in the setting, feels like it falls short of what it could do, courtesy of its relatively rules-lite nature. This settlement practically screams for legendary or lair actions associated with the respective locales - the creature chosen is pretty vanilla and while 5e does not have the same amount of creatures (yet) as PFRPG, I still feel like the tragedy would have made for a great way to customize the challenge here. Hence, my final verdict will clock in at 4 stars for the 5e version as well.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Village Backdrop: Lady Cross (5e)
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Creator Reply:
Thanks very much for the review, Thilo! I'm glad you liked Lady Cross!
Village Backdrop: Lady Cross (SNE)
Publisher: Raging Swan Press
by Thilo G. [Featured Reviewer]
Date Added: 03/21/2018 07:31:14

An Endzeitgeist.com review

This installment of Raging Swan Press‘ cult-series clocks in at 13 pages, 1 page front cover, 1 page editorial, 2 pages of advertisement, 1 page of SRD, 1 page back cover, leaving us with 7 pages of content, so let’s take a look!

Lady Cross is a village that falls squarely into the terrain of “basically an adventure” – just throw PCs into the mix, watch them interact with the locale, and slowly unearth the metaplot, for a classic, Shakespearian tragedy has marked the locale, providing a very easy metaplot for the GM to develop as a downtime adventuring site.

Situated in rough moorlands, with harsh northern winds, the village has a distinct Islay/Highlands-theme, which is generally something I enjoy and, as a fan of a good whiskey, can appreciate; indeed, with the soil is poor, Lady Cross sports no less than 6 different wells, which help emphasize the distilling and brewing as the primary resource of the settlement. It should be noted that, courtesy of the soil, the brew of choice here would be gins, not whiskey, though. Tea shops and fortified walls, visible in Tommi Salama’s excellent map, make the village seem rather safe, idyllic even.

Indeed, the village turns out to be a rather safe place…most of the time. At the same time, the shadow of the tragedy hinted at looms prominently over the village and represents a ticking timebomb of sorts.

Now, as always for the series, we do get notes for the marketplace section as well as 6 rumours. The pdf contains notes on the villager appearance and dressing habits as well as nomenclature, and PCs that do their legwork can unearth some lore. The pdf also provides information on the booming gin production and local law enforcement and the local customs, which sport a somewhat pagan tint, centering on the “Sorrow Tree” and the equinoxes.

Now, this supplement, structurally, follows the evolved form of Village Backdrops, providing a massive 20-entry table of local color events and dressing to make the village come to life. This also is mirrored in the fluff-only write-ups of the 2 NPCs, who come with a brief read-aloud description and mannerisms and personality. They have btw. been assigned proper old-school class designations. The read-aloud sections also extend to the write-ups for the nine notable locations. The village has an expanded sidebar, courtesy of its focus on beverages, which was something I enjoyed. Objects available for purchase are noted in their respective locations and the village has some additional adventuring potential:

The wells bespeak a system of tunnels, now mainly boarded up hastily and left forgotten, and a killer is stalking the village. Combined with the strong “main plot” of the village, this allows the village to act as a pretty efficient set-up for adventuring.

Conclusion:

Editing and formatting re very good. I noticed no serious glitches on a formal or rules-relevant level. Layout adheres to Raging Swan Press’ two-column b/w-standard and the pdf comes with really nice, original b/w-artworks and the cartography by maestro Salama is amazing, as always. The pdf comes fully bookmarked and in two versions – one optimized for screen use and one optimized for the printer.

This is the first file by Robert Manson I’ve read and I confess to being positively surprised. The village has a strong identity and angle that I enjoy; the fact that it basically is an adventure waiting to happen, that it can be run as a backdrop, has a dungeon-angle and one for investigation, as well as a nice complicating factor, makes this structurally well-executed. Now, while I did complain about the rather vanilla nature of the adversaries in the PFRPG and 5e version, I could field, in theory, the same complaint against the system neutral version – the OSR-games out there sport a ton of more interesting creatures. However, this is designated as the system neutral version and as such, complaining about wanting a deeper or more interesting rules-component would not be fair in the least. As such, the pdf works imho best in its system neutral version, as there is no system-immanent shortcoming in representation to complain about. Hence, my final verdict for this version will clock in at 5 stars.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Village Backdrop: Lady Cross (SNE)
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Creator Reply:
Thanks very much for the review, Thilo! I'm glad you liked Lady Cross!
Wrath of the River King for 5th Edition
Publisher: Kobold Press
by Thilo G. [Featured Reviewer]
Date Added: 03/20/2018 05:05:56

An Endzeitgeist.com review

This module clocks in at 70 pages, 1 page front cover, 1 page editorial, 1 page backer-thanks/introduction, 1 page ToC, 2/3 of a page SRD, 1 page back cover, leaving us with 64 1/3 pages, so let's take a look!

This is an adventure-review and as such, it contains SPOILERS. Potential players should jump to the conclusion.

...

..

.

Okay, so before we begin: This is one of the modules that perfectly encapsulates what sets Midgard apart from your run-of-the-mill fantasy setting, for its begin in the small village of Riverbend is steeped in the feudal structures that should be inherent in all fantasy worlds.

Let me elaborate: The miller in ancient times doubled as a taxman of sorts and was directly put in charge by the respective lords: There was no free choice of where to go, etc. and you had to pay miler and lord when having your grain processed. It is thus that the stereotype of the greedy miller came into being. An edge of the sinister had always stuck to the profession in a fairy tale-context, one perfectly exemplified by Ottfried Preußler's "Krabat", building on the classic Wendish legend. Not only does the book perfectly highlight the horrors of love and war and poverty, its use of mystical numbers and general plotline have influenced magical traditions in my own games for ages. It is, in short, glorious and if your German is serviceable, I'd strongly recommend the folk-rock cd "Zaubererbruder" by ASP, a poetic and really catchy version of the tale that has some really smashing tunes like "Denn ich bin Dein Meister" ("For I am your master") or a brilliant portrayal of a duel of polymorphing cat and mouse - literally! For more electronically-minded folks out there – Stillste Stund’ – Mühle mahlt.

I digress, back to Riverbend: The miller here, as often, was the target of not an undue amount of jealousy...and worse, he actually had an elven wife! (Note: In Midgard, elves are VERY rare and considered to be closer to fey than regular mortals, making them feel more mythological.) The elven wife of miller Froderick has vanished, alongside with his millstone and people are pretty sure he has murdered her...after all, someone who consorts with fey is prone to be suspicious, particularly if he's also the miller! The presence of the fantastic is making itself felt in town, with the omnipresent fey (exemplified as bugbears and forest imps) making the area dangerous...oh, and guess what: poor Froderick is facing the gallows if the PCs don't help him. Indeed, investigation of Riverbend may yield the PCs some interesting information: For one, a band of satyrs with a talking bear have taken refuge at the local inn, much to the panic of the local population. Getting them out will require a complex skill-check-interaction...which brings me to one of my favorite parts in the module, at least from a design perspective.

You see, this was originally released for D&D 4th edition and while I loathe that system, its skill challenge mechanic is interesting: Basically, you set a complex task in front of the party and allow the respective PCs to accumulate success and failures based on skill-use. Let me make up an example to illustrate the concept: A tree blocks a trade road. The mage may use Strength (Athletics) to use brutal force to attempt to move it; the ranger uses Wisdom (Survival) to discern the best ways to hack it apart, the druid use Animal Handling to make the horses draw the tree away. Sure, you could depict that in sequence, but the beauty of complex skill challenges lies in the variety of options and the teamwork aspect inherent in besting them. Regarding the satyrs, there are a ton of DCs for different venues of roleplaying to attempt to make them leave, often differentiating between different strategies – a smartly PLAYED character will face a lower DC than one whose players goes “whatever, I roll skill xyz” – this, organically, fosters teamwork as well as roleplaying. Success and failure are contingent on amassing successes as a group before accruing a certain amount of failures. The system is ridiculously easy to understand and I sometimes wish that particularly deadly traps used such a system more often, instead of relying on one roll. So yeah, the inclusion and proper conversion of these skill challenges is a big plus for me and I can't figure out any drawback to their inclusion – I am very happy that the conversion to 5e managed to translate them as well.

Beyond the satyrs, there is a flaxen-eyed kid in the mill - who is very nervous and claims that it belongs to him. The PCs don't yet know that...but this boy is Froderick's son. Ellesandra, his missing wife, was pregnant and raised the boy in the Summerlands, where time follows different laws....a magical place which can, just fyi, be accessed by the mill pond...which also explains the presence of a rather potent sidhe knight and his squire there, and they're not pleasant beings.

Speaking of not pleasant: The module makes an excellent display of highlighting the strange and capricious nature of fey, while staying true to the myths: If the PCs take a look at the accounts of Froderick, they may well find out that there is something missing. Confronted with this discrepancy, the strange coincidences may make suddenly sense, as Froderick confesses to having had an enchanted millstone that he had to grind each day in order to keep his wife's love. Oh, and his wife was gifted to him by a fairy lord, to whom he was sending the missing tribute. But he vehemently denies being the shape that was seen attempting to drown his wife. (On an aside: Morally compromised, but well-meaning man, young and gorgeous wife that is only kept entranced with him, courtesy of his toil...you can see some nice social commentary here...yep, the like has even existed back in the times quoted by fairy tales...)

It seems that the PCs will have to dive deeper into the matter at hand and brave the mill pond if they want to get to the bottom of this mystery...literally here, for the tithe collector of the fairy, one nasty hag (who also, coincidentally, knew about the miller skimping on the due amount and who is the culprit of the attempted drowning) has sunk the mill stone in the mill pond...so the PCs will have to dive down...and there, finally, brave a kind of mini-game, if you will, as you're diving into the river - getting to shore in the lands of the fey will be not an easy task and may cost them some items, at least temporarily – once more, something I applaud. I am actually one of the GMs who likes destroying PC items and the like...but I digress. Once the PCs have managed to reach shore, things turn very much wondrous, as the Summerlands feel, without a doubt, like a realm both wondrous and magickal, as PCs get a chance to encounter eel hounds, witness the dance of moths, deal with frog-riding goblins...and save Elessandra from a fey bandit. The elven lady is willing to fill the PCs in on her marriage being arranged, and consequently, that the woman has no intention of ever returning to the realms of mortals. Her wedding ring makes for a somber way of hopefully getting the miller off the gallows, but while the GM may elect for this encounter to just happen, it is very much at this point that the linearity you'd expect from a module like this...completely vanishes.

Sure, there are aspects that can be presented in a certain sequence, but, at this point, any remotely capable GM and group can either go in sequence through the specific dressings and NPC/monster-encounters, sure - but the goal itself and how they achieve it will depend in a very nice emphasis of player-choice highly upon the interaction with the mythologically-resonant cast of character: You see, with the miller not delivering the proper tribute, Riverbent is actually bound to become part of the Summerlands unless the deal with the fey lord can be renegotiated and the River King's wrath quelled. Oh, and even if the PCs just want to run...well, they may have access to a means to escape, unreliable though it may be.

Thing is: Fey are elitist. And cold. And alien. And they seem to have taken a liking to some of the feudal structures seen among the mortals - thus, the PCs will definitely need to make some allies with powerful entities...and the entities being fey, well, let's just say that strings will be attached, new roleplaying potential generated as the PCs make their impact known among the noble fey. In fact, the PCs may even claim a title, encounter the dragon Tatzel and there would be the Birch Queen's magnificent and unearthly fair to visit. An evil lord of verminous butterflies, scorched treants and similarly wild beings allow for plenty of deadly encounters...or corresponding opportunities for roleplaying opportunities with some of the most interesting creatures to interact with in a while.

In order to save Riverbent, the PCs not only have to reach the source of the river and gain access to the court of the river king, they will also need to make a case for the claim of Lord Flax on the lands being spurious...and negotiating with a personified force of nature is not an undertaking to be taken lightly or disrespectfully. Fey are capricious, though, and the hag may well demand for a duel...oh, and in order to return to the mortal world, the PCs will have to defend the fairy-realm version of the mill from the forces of Flax in a furious siege...and, much like real-world fairy tales, this ends with a melancholy and bittersweet note, for Flax is truly Froderick's son, the humble kid the PCs saw before, grown quickly and prematurely, providing a somber tone to contrast with the wondrous and impressive nature of the summerlands. When mortals tangle with the fey, sorrow will be the toll for the wonders witnessed.

We conclude the adventure with stats for the courtiers of the river king.

Conclusion:

Editing and formatting are very good. I have noticed a couple of minor hiccups, but nothing grievous. Layout adheres to a gorgeous two-column full-color standard. The pdf sports several unique and beautiful full-color artworks and the pdf version comes fully bookmarked for your convenience. The cartography is glorious full color, and the maps for the encounters are really nice, but very small. It is a pity that, much like the PFRPG-version, we get no full-page versions of the maps. Furthermore, we get no player-friendly versions of the maps sans keys, which sucks. So no, if you’re planning on doing this with VTT or with printed-out maps, you’ll have some serious work on your hand. At this point, several publishers provide layered and even multiple player-friendly versions of the maps. I don’t get this needlessly annoying inconvenience.

Wolfgang Baur's Wrath of the River King, back in the day, was a blind spot in my Midgard collection – since it originally was only made for 4th edition, it took several years until the PFRPG-conversion allowed me to complete my collection. When I finally got my hands on this book, I was surprised to see its relative brevity... but don't be fooled: There is a metric TON of gaming to be had from this module. I'd be seriously surprised if any group can finish this book in anything below 6 full-day sessions unless they skip everything: This book not only manages to create an ambiance wondrous and miraculous, it also, much like the excellent "Courts of the Shadow Fey", truly GETS fey. (As an aside – here’s to hoping for a 5e-version of that fantastic masterpiece as well!)

This module is very much is all about the wondrous fey that are in tune with nature; this pdf pits the PCs against an alien and intriguing incarnation of the capricious forces of nature, in all their wonder and destructive, alien, uncaring splendor. From the small dressing bits to the NPCs and environments, the module oozes flavor from every single word and manages to be extremely concise while doing so. There is much more gaming in this module than in several modules of twice that size.

Better yet: The 5e-conversion by Robert Fairbanks and Thomas M. Reid manages to retain all the aspects I loved about the PFRPG-version, managing to expertly translate them to 5e. This adventure belongs in the hall of fame of the precious few modules that truly manage the feat to tap into the wonder and feeling of fairy tales and translate it to the medium of roleplaying games, only being paralleled by the amazing Courts of the Shadow Fey and AAW Games' superb Snow White for PFRPG. (Both of which have decent chances of showing up for 5e at some point, so keep your fingers crossed!)

This is a true gem that basically demands a place of honor on your shelf next to these classics. The adventure manages to cram an insane amount of crunchy bits in its page-count, it also manages to perfectly evoke the sense of the fantastic. This should be considered to be one of the modules that need to be experienced by anyone who even halfway enjoys the world of Midgard, a module that I'd consider core-canon and brilliant.

Particularly the beauty of the ending and its resonance of classic tropes is genius and an emotional note only few modules manage to hit. Now, the PFRPG-version of this module managed to score a honorable mention on my Top Ten of 2016, missing a spot only due to the lack of player-friendly maps. I have a policy of different iterations of a supplement only qualifying once for a Top Ten entry, so instead of being a candidate for my Top Ten of 2018, this should be considered to share the Honorable Mention spot of its PFRPG-version. This is an outstanding adventure and well worth getting. My final verdict will clock in at 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Wrath of the River King for 5th Edition
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The Flayed King
Publisher: GM Games
by Thilo G. [Featured Reviewer]
Date Added: 03/20/2018 05:03:56

An Endzeitgeist.com review

This FREE mini-adventure clocks in at 14 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial, 2 pages of SRD, 1 page advertisement, leaving us with 8 pages of content, so let’s take a look!

This adventure contains slightly mature themes. Nothing grievous, but if you’re really easily offended, you may want to look elsewhere. Personally, I consider this to be pretty much PG 13. The module assumes S&W rules and should best suit a party of 4 of about 3rd – 4th level characters; depending on player-expertise, lower level PCs may survive.

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

..

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All right, still here? Only referees around? Great! So, this module depicts a small dungeon, situated in Tullius Well. Slightly unfortunate regarding formatting of information: We have regular text, which can act as efficient and nice read-aloud text, if you choose to run the module as such; rules-relevant sections are printed in italics, which makes the discerning of spells etc. harder than it probably should be. Anyways, the well has no rules to climb down and conceals a small complex of 6 rooms – 7, really. A big plus here: There are reliefs in the doors and pressing the right ones can open a door. In a really nice twist, the first room may actually stump PCs a bit – footfalls echo. You see, the floor conceals a sealed hidden room and falling into it after demolishing it may put the PCs into a bind, as 6 draugr have been sealed here, wearing funerary necklaces for funds in the world thereafter. Here, a key may be gained by the lucky survivors.

Bypassing the complex lock, the PCs can walk a room of petroglyph-covered limestone walls, where finding a depiction of a 6-breasted boar as the correct glyph to progress. Once they do, though, the PCs will have to defeat Goreth, guardian of the Flayed King. Living to tell the tale of the combat against the undead champion might yield the minor artifact Ring or Raraek. The artifact’s exact properties are utterly opaque and subject to GM interpretation, alas. In the end, the PCs will find the grisly sight that you can see on the cover – the Flayed King, still alive and in pain, his skin nailed to the floor, petroglyphs etched into his flesh. The king can answer one question before remaining silent for a year; he is immortal…and freeing him may put the PCs at odds with the very deities themselves…

Conclusion:

Editing and formatting are per se good – on a rules-language level, I’d have preferred hard guidelines to free the king or for the artifact, though. Layout adheres to a 1-column b/w-standard and is optimized for 6’’ by 9’’. The pdf sports two surprisingly cool b/w-artworks by Jim Magnusson – huge kudos for them. The artwork of the flayed king, reproduced herein, is fantastic and warrants downloading this. Cartography is b/w, functional and the pdf does not provide a key-less version, but the map provided does not display the secret room, so you can at least cut it up and hand it to the players. The pdf does not sport any bookmarks, which constitutes a minor comfort detriment, but not a grievous one at this length.

Tim Shorts’ second Mini-manor is a solid, unpretentious little adventure. I really like the old-school mentality that makes the interaction with doors and dungeon less contingent on rolls and rather on roleplaying. The atmosphere of the small complex is nice, with particularly the flayed king having some serious panache regarding visuals etc. That being said, this falls a bit flat when compared to the exceedingly impressive “Faces Without Screams” and its innovative premise and twists, feeling more like a typical, old-school sidequest. As a commercial module, I would rate this at 3 stars – a solid offering, but nothing to truly write home about. However, this module is actually FREE.

As in: $0.00 price-tag. That is amazing and frankly, the art alone warrants downloading this. Personally, I think the flayed king would warrant a bigger complex, to add to the gravitas of the situation, but yeah. The FREE nature of this pdf adds +0.5 stars to my final verdict, and since I have an in dubio pro reo policy, my official verdict will round up. A solid little adventure and, for free, one worth taking a look at.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
The Flayed King
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Deep Magic: Elven High Magic for 5th Edition
Publisher: Kobold Press
by Thilo G. [Featured Reviewer]
Date Added: 03/20/2018 05:01:07

An Endzeitgeist.com review

This installment of Kobold Press‘ Deep Magic-series clocks in at 11 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, leaving us with 7 pages of content, so let’s take a look!

So, as the name implies, this school of magic is only available for elves and shadow fey – mainly due to both secrecy and a requirement of hundreds of years of study – as such, it is intended to be rare, which is something that GMs should bear in mind, We begin with a new magic tradition to represent it, which grants the ritual savant feature at 2nd level, which halves the time and gold requires to copy a high magic spell into the spellbook. Also at 2nd level, the tradition grants Ritual Focus. You can spend up to 10 minutes to create a ritual focus, which may be used for one of 3 different effects: 1) You can cast a ritual version of a spell sans the casting time increase. 2) You can expend a spell slot one or more levels higher to cast the ritual version, if any, of the spell. The ritual thus takes effect at the expended spell slot’s level instead of the minimum. 3) Some spells of high magic have an additional effect assigned to the ritual focus. The limitation here would be that the ritual focus can’t be used again until you have completed a short or long rest.

Now, as a nitpick here, this slightly confused me at first, since the ability stated that it “creates a ritual focus” – if we argue in favor of a creation of some sort of physical entity, then we could create, in theory, a ton of ritual foci, each of which can only be used once per rest interval – now that would obviously be way OP, but it is not the intent of the feature. As far as I could glean, this behaves very much like e.g. a psionic focus in 3.5/PFRPG, i.e. it represents not a physical focus, but an internal one – and as such, you’re limited to one in total, as opposed to one per use or unlimited ones. While this represents no big issue per se, the rules-language could have been a bit tighter here.

At 6th level, we get the Bound Magic feature, which lets you select a ritual that targets an area. You cast the ritual using the ritual focus as well and expend herbs worth 200 gp per spell level. As a consequence, the ritual’s duration becomes a year and a day. You can also make the effect permanent by casting the ritual for 30 days. The feature also increases your number of ritual focus expenditures per rest-interval to 2. Okay, we have a few snafus here: The expenditure of the ritual focus here, does it provide the benefits of the base ritual focus feature as well, or does the feature’s use of the ritual focus count as consuming it on its own? If it does not grant the benefits of the base ritual focus feature, can you expend two ritual foci to combine the effects of the ritual focus feature with bound magic and make an improved version of the ritual spell last that long? Regarding the option to make the spell permanent, do the subsequent casts of the spell required to make it permanent once more require the expenditure of ritual focus and/or the herbs? I really like where this is going and what it attempts, but the precise functionality of the rules here require some serious clarification.

10th level yields Ritual Master: This allows you to copy any spell with the ritual tag, regardless of class spell list, into your spell book, but their spell level may not exceed ½ your wizard level. These spells may only be cast as rituals, unless learned by other means – nice catch there! 14th level unlocks High Magic, which makes ritual spells you cast behave as one spell level higher than the slot actually used. Kudos here: This allows for combination with Ritual Focus’ spell-level increase. Good catch! The feature also expands your number of ritual foci per rest interval to 3.

The pdf proceeds to provide a total of 17 new spells associated with the high elven magic, all of which sport an additional benefit for ritual focus expenditure. Minor aesthetic complaint: The “Ritual Focus” and At Higher Levels”-lines at the bottom of each spell description should be italicized in addition to being bolded. At 1st level, we get two new spells, both of which are available for bard and wizard, with extract foyson also available for warlock and druid. This spell is really cool, as it lets you extract, permanently, the nutritional value from food into a flour-like powder – by expending the ritual focus, you instead make delicious, elven bread. Now, this spell actually has some seriously cool tricks included, once you stop and think about it: Why are people starving, even though they’re eating? You can tell a seriously nefarious tale here. The spell for bards and wizards only would be guest of honor, which nets a +1d4 bonus to Charisma (Persuasion) checks for the duration; the ritual focus lets you expand the duration of the spell to a day. If you’re playing with Midgard’s status rules, you also increase that value by +2. (Nice!)

Among the 2nd level-spells, we find 5 spells: Sorcerers, warlocks and wizards can learn the black swan strike, which generates a 5-ft.-cube of swirling black feathers. The swirling feathers decrease the illumination levels by one step within 20 ft. The cube inflicts 2d8 force damage, Dexterity to halve, +1d8 per spell level when cast at higher levels. Now here’s the deal: By expending the ritual focus, you can actually move the cube, up to 15 ft. per round as a bonus action, but must remain near you. This is a good example of a well-balanced spell: While its damage type is better than e.g. flaming sphere, and its damage dice are bigger (2d8 vs. 2d6), it also has half the range of the sphere, doesn’t ignite stuff and requires a class feature expenditure to gain movement, and then requires you remaining in the vicinity. I’d allow this spell in my game. Now, the three arcane classes as well as the bard may also learn the new heartache spell, which has a range of 30 feet and forces a target to suffer the agonies of heartache – which translates to 5d6 psychic damage, Charisma save halves. Using a higher spell slot allows you to target additional targets, and using the ritual focus makes the target suffer the incapacitated condition for 1 round on a failed save. Considering the low range and using dissonant whispers as a base-line, this makes sense – no complaints.

Shadows brought to light is available for bards, clerics, paladins, warlocks and wizards and causes the target’s shadow to come to life and reveal one scandalous secret of the target – you get to choose whether the shadow whispers to you only or speaks in a twisted voice of the target aloud. The target gets -2 to Charisma-based checks versus anyone hearing that secret for the remainder of the day. The ritual focus expenditure upgrades that to disadvantage as well as a status decrease for the remainder of the day; furthermore, at the day’s end, the target saves again – on a failure, the status loss is permanent. Love this one! There are two spells available for druid, ranger and wizard, one of which would be vine trestle, which lets you go all Jack and the Beanstalk, allowing you to grow a vine that can carry 600 pounds of weight, with a range of 30 ft., which, I assume, also is the length of the vine, which is not otherwise specified in the spell. Damage threshold and AC as well as climbing the vine are covered though. Higher levels make it carry more and tougher, while ritual focus expenditure makes it permanent.

The second spell would be clearing the field and is damn cool: You eliminate all obscuring plant life that would hamper movement or obscure targets within 40 ft. Plant creatures are not affected and the plant life returns after the spell ends. If you expend the ritual focus, plant creatures must succeed a Con-save or be reduced. Higher level spell slots increase the duration. There is one 3rd level spell, once more available to druid, ranger and wizard – that would be song of the forest. This spell attunes you to the natural world, allowing you to picture clearly the sounds and origins thereof of e.g. rustling leaves etc. in the vicinity, granting you tremorsense 10 ft. as well as advantage on Wisdom (Perception) checks relying on sound. It generally only works in natural terrain and the ritual focus may be used to upgrade the sense gained to blindsight 30 ft.

The pdf has 1 4th-level spell, namely shadowy retribution, which is available for cleric, warlock, sorcerer and wizard. This one requires filling a cup with your blood, pronouncing an oath of vengeance. Once reduced to 0 hit points, blood pours from your mouth, forming a shadow that attacks the target that reduced you to 0 hit points. Higher spell slots allow for more shadows to manifest and if you expend ritual focus while casting this, you get to call a frickin’ banshee instead. (Cool!) Additional undead from the at-higher level feature remain shadows, though. The 5th level spell would be tongue tied, available for bard, cleric, wizard and warlock: With a range of 30 ft., you can cause a target who fails his Wisdom-save to suffer from disadvantage on Cha-based checks requiring speech. Additionally, casting spells requires a Con-check versus your spell-save DC; on a failure, the action, but not the spell slot of the attempted spell casting is lost. If you expend the ritual focus, the target also takes 2d6 psychic damage whenever it tries to speak. I am pretty sure that the spell should require a Constitution saving throw, not a Constitution check, to cast a spell, analogue to the base concentration rules.

At 6th level, we get encroaching shadows, which is a potent area-control spell – 150 ft. range, it affects an area of 200 ft. on a side and 50 ft. high, dropping illumination by one step. Nonmagical spells can’t increase the illumination and magic that causes light automatically fails if its level is below the spells. Spells that have “shadow” in their name or create darkness/shadow effects have their effect in the area increased as though they were cast at one level higher. At higher levels and via ritual focus expenditure both provide means to increase the duration, with the latter preventing dispelling. Okay, I like this one, but it has a few rough edges: The spell enhances shadow-spells in the area, but only in the area – when they move out of the area, does the spell effect revert to its actual spell level? If so, then the interaction with spell effects can become somewhat weird. It would be more elegant to have the spell simply behave at +1 spell level when it’s cast in the area, regardless of whether its effects move out of it or not. The second gripe I have here pertains the area of effect – I am pretty sure that the spell should specify that it is a cylinder….or should it be a cube or sphere? Not 100% sure.

7th level provides celebration for bard and the three arcane classes, which creates a 30-ft. radius party zone – intelligent targets that enter it have a compulsion to party, procrastinate and miss appointments, etc., partying instead. A Wis-save negates and those that succeed may freely enter or leave the fête. At higher levels, we get increased duration, while ritual focus expenditure requires saves on subsequent rounds from those that resist it.

At 8th level, we get 3 spells, the first of which would be bloom, available for cleric, druid and wizard: You plant a silver acorn and change the land within one mile to the fertile terrain that you wanted – resting in this area also maximizes the hit points for HD expended in short rests. The mighty spell also has its counterpart, desolation, which instead strips the land of fertility and life, halving hit points regained from short rests. Both can be made permanent with ritual focus expenditure. Harsh light of summer’s glare is a really cool spell: Creatures that can see you within 90 ft. are affected, regardless o whether they avert their gaze or wear a blindfold – on a failed Con-save, the targets are blinded; if they have darkvision, they are also stunned. For ritual focus expenditure, you charm them instead of blinding them. Really cool!

We close the pdf with 2 9th-level spells, the first of which would be afflict line, available for clerics, warlocks and wizards. You do not need a clear path to your target or see it, just have it in the 1-mile range of the spell. On a failed Wisdom save, the target is cursed with disadvantage on ability checks and saves with a chosen ability score. Additionally, the firstborn offspring inherits the curse; if the firstborn is dead, the next in line inherits it. Offspring get a save to resist the curse as well. For ritual focus expenditure, you make the curse truly hereditary. Nasty! The second spell would be only for wizards, cosmic alignment. You choose a Comprehension of the Starry Sky (see Illumination magic) and cast spells as if under its effects for 24 hours. Instead of insight expenditure, you expend ritual focus instead. The spell must be cast outside AND is immediately obvious to anyone WITHIN 100 MILES.

Conclusion:

Editing and formatting on a formal level are very good – apart from the minor formatting hiccup of missed italicizations, I only noticed a bracket not properly closed. As far as rules-language goes, we have a bit of another situation here: While the pdf, as a whole, is precise regarding many components, the base engine of the ritual focus, the very foundation of what makes this pdf cool, could use some elaboration regarding its intricacies. A couple of spell effects also could be slightly tighter. Layout adheres to Kobold Press’ nice two-column full-color standard and the pdf contains amazing, full-color artwork. The pdf comes with based bookmarks for chapter-headers.

I really like where Greg marks’ elven high magic is going. It is potent and flavorful and has a strong thematic tie with both elves and the beloved shadow fey. The ritual focus is an elegant mechanic that almost works perfectly…but just almost. It is a sad truth that the base engine, as presented here, requires some GM-interpretation. That being said, if you’re willing to do that, you’ll get a really cool supplement. The spells per se are really cool as well, though I did find myself wishing that we’d bet some fodder for sorcerers and warlocks as well – RAW, only wizards get the ritual focus engine, which makes the spells less interesting for other classes. Still, as a whole, I considered this to be an interesting pdf. I’d love to recommend it more highly, but with the flaws in the central component of the engine I can’t go higher than 3.5 stars, rounded down for the purpose of this platform.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
Deep Magic: Elven High Magic for 5th Edition
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Heir & Back Again -- Deck of Cards
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 03/19/2018 05:01:11

An Endzeitgeist.com review

This is basically a card-deck, which sports one card per Quest Item featured in the Heir and Back Again homage to the classic point and click adventure games.

It's first part contains 29 cards that represent the Quest Items that can be found in the pdf, with the back sporting a fairy tale castle and the logo, and the front sporting the artwork of the item, as well as a brief description.

The deal also comes with an archive, which contains the respective artworks in high-res jpgs.

Do you absolutely need this supplement for these item-cards? No, but it makes for a nice prop for the game, particularly when playing the module with kids.

However, as of right now, there is more to the deck!

Now here is an amazing thing and proof that AAW Games cares and listens: The deck has been expanded and now provides a second set of cards, one that depicts the lavishly-illustrated locations! These cards have a different back, allowing for easy identification. Oh, and they can be used to represent the locations at the table. Huge plus!

So yeah, this expanded deck has greatly increased its value, courtesy of the nice location artwork cards. Hence, the final verdict is adjusted as well, to 5 stars.

Publishers: This is how it's done!

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Heir & Back Again -- Deck of Cards
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Legendary Hybrids: Yakuza
Publisher: Legendary Games
by Thilo G. [Featured Reviewer]
Date Added: 03/19/2018 04:57:10

An Endzeitgeist.com review

This Hybrid Class clocks in at 26 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page ToC, 2 pages of introduction, 1 page back cover, leaving us with 19 pages of content, which, as always for Legendary Games, are chock-full with text – so yeah, there’s more content herein that the page-count might lead you to believe,

All right, so the yakuza is a hybrid of the unchained monk…Wait. It’s NOT? WTF? So yeah, the yakuza’s parent classes are actually something completely different: Cavalier and ninja. I know, right?

So, the yakuza gets ¾ BAB-progression, good Ref- and Will-saves and d8 HD as well as 6 + Int skills per level. Proficiency-wise, we get proficiency with simple weapons, kama, katana, kusarigama (HECK YEAH!), kyoketsu shoge, nunchaku, sai, shortbow, short sword, shuriken, siangham and wakizashi as well as light armor, but not shields. The class begins play with a teamwork feat, for which he must meet the prerequisites. As a standard action, the yakuza can grant this feat to all allies within 30 ft that can see and hear the yakuza. This feat is retained for 3 rounds + 1 round for every 2 class levels the yakuza possesses. These allies don’t have to meet the prerequisites. This ability may be used 1/day, + an additional time per day at 5th level and every 5 levels thereafter and is treated as the tactician class feature for the purpose of prerequisites and archetypes, etc. Additionally, all members of the yakuza gang are treated as having the teamwork feat for the purpose of determining bonuses granted by the yakuza’s teamwork feats. 9th level and 18th level provide more choices here regarding feats and improve action economy and allow for the sharing, in the latter case, of more teamwork feats at once.

Now, pretty cool: The Yakuza begins play with a contact and gains an additional one at 3rd level and every 3 levels thereafter. They also get +2 to Diplomacy to procure services from contacts. If the contact is part of the same yakuza gang, the Trust level will be increased by 1. However, violating the tenets of the gang will result in a general reduction of Trust level by 1, by 2 for members of the respective gang. Gang? Yep, the equivalent of the cavalier’s orders is chosen at 1st level. Adherence to a gang’s ideals and what constitutes a violation thereof is within the realms of GM interpretation and changing gangs first strips you of the former gang’s abilities and requires a process of re-dedication.

The pdf provides a total of 5 such sample gangs. Each gang modifies the character by granting a boost to sneak attack and skills at first level; the skill boosts provide their benefit to one use of a given skill, like e.g. influencing a creature’s attitude. Formula-wise, the bonuses granted are +1/3 class level, minimum +1. Beyond those, 2nd, 8th and 15th level provide gang abilities. What do the gangs do? The black rain gang grants a +2 bonus to atk versus foes that are unaware of the presence of the character (or consider him an ally) when sneak attacking; 2nd level is treated as having concealment versus such targets and 8th level allows for a Cha-governed, supernatural, ki-powered suggestion. 15th level allows for the maximizing of sneak attack damage when attacking unaware or friendly targets.

The blood tong gains a +2 bonus versus foes that damaged him; skill-boost is applied to brokering a deal. The 2nd level ability nets a bonus versus targets that broke an oath with the yakuza or the blood tong. 8th level nets the option to use ki to make a deal a blood pact, which bestows a curse upon those that dare break it. The 15th level option allows the yakuza to shift obligations of blood oaths to other characters and treats the blood oath as geas/quest. The dragon lords chooses a ranger’s favored enemy and applies a +2 atk to sneak attacks versus that type. Skill-boost-wise, we get the bonus to Bluff non-dragon lord yakuza. 2nd level allows for aid another as a swift action and 8th level has something cool: 1/day when using aid another, the aided character also gets a move action. This may be used an additional time at 12th level and every 4 levels thereafter, 15th level allows for the expenditure of two uses of this ability to grant a standard action.

The Jade Triad gets the sneak boost versus demoralized foes, the skill boost to demoralize targets. 2nd level allows for swift action demoralizing when hitting a target with a sneak attack. 8th level upgrades demoralization to cause the target to be frightened 1/day. For ki expenditure, he may even bypass fear immunity. 12th level and every 4 levels thereafter yield another daily use. The 15th level ability allows for sneak attack damage dice rerolls versus demoralized targets: All that come up as 1 may be rerolled once. For 1 ki expenditure, the dice that come up as 1s and 2s may be rerolled, and they may be rerolled until they all come up as 3+. Finally, the white tigers gain their sneak boost versus targets threatened by more allies and apply their skill boost to shift attitudes of friends and foes via Diplomacy. 2nd level provides a 5-ft.-speed reduction (I assume, all movement rates are affected) accompanying sneak attack, for Cha-mod rounds, min 1. 8th and 16th level increase that speed reduction by 5 ft., respectively. 8th level provides the ability to expend a point of ki when successfully sneak attacking a target; if the yakuza does, the target may not use withdraw or 5-ft-steps for Cha-mod rounds, min 1. The 15th level ability allows for the expenditure of ki when damaging a foe with sneak attack, setting their speed to 0 and inflicting the staggered condition on a failed Ref-save. Minor complaint here – no save DC is given. While it is pretty obvious that the DC should be 10 + ½ class level + Cha-mod, analogue to other gang abilities, that can be a bit confusing at first.

2nd level nets a ki pool equal to ½ class level + Cha-mod. This nets them two hadou techniques: By spending 1 ki point, the yakuza can grant himself a +1d6 bonus on a skill check or save, or to atk versus a target who is denied Dex-mod to AC or flanked. Additionally, for spending one ki, the yakuza can grant himself an additional 5-foot-step of a +20 ft. speed enhancement for 1 round. Finally, 1 ki may be spent to grant the yakuza the option to open/close a door or draw/sheathe a weapon when using Sleight of Hand to conceal. These are activated as a swift action. Minor complaint: The save boost probably should have been activated as an immediate action instead; otherwise, it’s pretty useless. Cool: The ability covers interaction with other ki-based classes. 2nd level also yields sneak attack, which increases in die-pool-size by +1d6 every 3 levels after 2nd.

At 3rd level, the yakuza gains no trace who not only provide a bonus to Disguise and opposed Stealth checks, it also makes tracking them, particularly if they lay low, increasingly harder. This level also nets home turf, , which means that he treats all urban terrain as favored terrain, gaining Knowledge (local) instead of Knowledge (geography), boost-wise. The bonus begins at +2 and improved by +2 every 5 levels thereafter. Cool: The yakuza is not automatically familiar with a new city – it takes a bit of studying, represented rather well in the engine. He may only have one home turf, though. Even cooler: The bonus actually is not simply passive: The yakuza actually may use ki in such familiar terrains to increase his AC and is not impeded by crowds! REALLY cool representation of the concept.

4th level yields uncanny dodge and 7th level, improved uncanny dodge. 4th level and every 4 levels thereafter yield a ninja trick, with 12th level unlocking master tricks. At 5th level, the yakuza gains the right to wear the elaborate tattoos that we associate with the concept. These provide a +1 moral bonus to saves versus fear effects for all allies within 30 ft., which increases to +2 for gang members and further scales up by +1 every 5 levels thereafter. Additionally, the yakuza gains Dazzling Display, with a +2 to Intimidate versus targets that can see his tattoos. This bonus similarly scales. 6th level nets Black marketer, which nets Black Market Dealings as a bonus feat. Any team lead by the yakuza gets +2 to all Cha-based social skills (Bluff, Diplomacy, Intimidate) related to black markets. 10th level yields uncanny flanker, treating class level as 4 higher for the purpose of determining flanking capabilities regarding improved uncanny dodge. Additionally, the yakuza may spend 1 point of ki as a swift action to determine any adjacent square as her position for setting up flanking positions. COOL!

At 11th level, we get druglord, basically providing poison use and gets +1/2 class level to Craft checks to make drugs and poisons as well as +4 to saves to resist poison, drugs and alcohol, including recovery from intoxication or addiction. Knowingly ingesting a poison, the yakuza can delay the onset of its effects via ki expenditure. “Sure, this wine is totally not laced with black lotus. See, I’ll take the first sip…” Damn cool. Additionally, via ki, the yakuza can combine poisons and drugs, though such combined materials are short-lived, preventing the creation of ridiculous mega-drugs/poisons. Well done.

At 13th level, gambler nets the option to spend ki to roll twice when gambling (or guessing riddles). Also, whenever the yakuza rolls a natural 1, he can expend 1 ki for a reroll with +1d6 luck bonus – but if the reroll is still a failure, he takes -1 to all d20-rolls and can’t use the ability for 1 minute. Nice one. 19th level eliminates the autofail of atk, saves and some skill checks on a natural 1 and the capstone prevents dying from old age as well as providing immunity to death effects, diseases and poisons. Any accrued age-related penalties may be suppressed via ki expenditure. Cool one!

Now, I already mentioned one of the new feats herein, Black Market Dealings: This one nets +4 to Diplomacy to access it and eliminates the gp-cost to do so as well as the consequences for failing to the check by 10 or more. Additionally, and that is pretty damn cool, you can attempt to find merchants with deeper pockets by increasing the access DC, with a settlement’s crime modifier as a bonus. I really liked this and its concise rules. Mind Trick lets you select one Dex-based class skill, which may then be used as governed by Cha, ignoring armor check penalty for it. Additionally, when using aid another with the skill, you add Cha-mod to the boost granted, which can be brutal, but fits. Overflowing Ki makes you count as always having at least 1 ki for the purpose of abilities that require that you have at least 1 point. Additionally, you can meditate for 1 hour to regain 1 point of ki. The class also comes with favored class options for the core races as well as aasimar, catfolk, dhampir, drow, fetchling, goblin, hobgoblin, ifrit, kobold, orc, oread, ratfolk, sylph, tengu, tuefling and undine. In an uncharacteristic glitch, three favored class options lack their numerical values: Orc and half-orc deal “+ damage on sneak attacks”, which probably should be +1; goblins and humans get “+ of a ninja trick”, which probably should be 1/6, analogue to the rogue FCO.

A total of 8 different archetypes are included in the pdf: The Absent bansho replaces the teamwork sharing and contacts features with the vigilante’s dual identity and seamless guise; the teamwork sharing abilities are delayed to 5th and 13th level and yakuza-levels are treated as 4 lower for the purpose of these benefits. To make up for this, the gang abilities are replaces with a vigilante talent at 2nd, 8th and 15th level, assuming the stalker specialization. The flying tiger does not gain light armor proficiency and replaces the teamwork sharing with Improved Unarmed Strike and monk-like damage scaling. They also begin play with Tiger Style and get Tiger Claws at 4th, Tiger Pounce at 8th level, replacing the ninja tricks at these levels. Contacts are delayed to 6th level and are treated as -5 levels. Instead of 2nd level’s sneak attack, the character gains rain of star, +1 attack in a full-attack, +2 attacks at 11th level; for +1 ki, another attack may be added, though all such attacks must be executed with shuriken. Sneak attack is delayed to 4th level and gained at -2 yakuza levels and 3rd level yields slow fall and 6th level, high jump. Starting at 12th level, the character may choose style feats or monk bonus feats instead of ninja tricks. Instead of uncanny dodge, we get evasion at 4th level and 7th level nets swoop, which is really cool: As a sift or immediate action, you can spend 1 ki during a jump or fall to turn up to 90 degrees and move ½ slow fall distance in any direction, including up. Yes, it’s double-jumping/swooshing as seen in Wuxia-media, games like Devil May Cry, etc. Love it. Also: This movement has a dodge bonus to AC based on Cha associated with it...or you may forfeit the bonus, to end the changed movement with an unarmed strike.

At 10th level, this ability can be further enhanced and allows you to drag foes –love this part of the engine. 11th level nets improved evasion and 13th level nets flight for class level minutes per day, with the option to increase duration via ki-expenditure. And yes, sports proper interaction with the swooping ricks. A real winner here. Love this archetype.

The gun runner is proficient with all firearms, excluding siege engines and replaces contracts with Gunsmithing. 2nd level nets Amateur Gunslinger as a bonus feat, using ki as a grit-substitute. While he has at least 1 ki, he gains + Dex-mod to damage with firearms, capping, thankfully, at yakuza level, though. 2nd level increases reload speed by one step, stacking with Rapid Reload (note here – it would have been convenient to get the actions listed, but that is only the slightest comfort detriment); 8th level lets you spend a ki point to double the first range increment of a firearm wielded for Cha-mod rounds. I assume the action to be swift here, in line with other swift action ability uses, though the Su may point otherwise. Clarification would be neat here. 15th level upgrades this to also adding +Cha-mod damage, but only until the next round.

The junk pirate loses light armor proficiency and delays contacts gained to 6th level, treating his class level as 5 lower for it. However, they gain +2 to Sleight of Hand to conceal small objects, as well as to Bluff, Diplomacy, Intimidate, Linguistics and Profession checks to come off as a regular businessman. At 3rd level, they can spend 1 ki to force targets to roll at basically disadvantage (taking the worse result) when opposing these skills with Perception or Sense Motive, with a Cha-governed Will-save to negate. No trace is replaces with scaling skill boosts to Swim as well as Climb and Acrobatics atop a ship and in aquatic terrain. Home turf is replaced with favored terrain (aquatic) and the ninja tricks are replaced with deep sea pirate tricks. 4th level nets a familiar at ½ level, which also helps prevent being flanked while in the vicinity. 7th level nets the option to cut sneak attack damage in half for a free reposition as well as the option to move to a square thus freed as a swift action, sans AoO and in addition to other movement, mind you. Instead of gambling, we get ki-based curses, which improve at 15th level.

The pack rat is only proficient with simple weapons and light armor and gets either Catch off-Guard or Throw Anything at first weapon. He replaces the gang-based ability with a scaling crazy-prepared ability – 100 gp per class level. While the ability has a maximum item value and weight caveat, it does not have a no-specific-items caveat, which is a somewhat annoying oversight. The archetype also is treated as +4 Str for the purpose of carrying capacity if he properly packs his stuff and gains +4 to Sleight of Hand to conceal small objects. 3rd level allows the character to attempt Profession untrained, as well as getting +1 to trained Craft and Profession checks. Also at 3rd level, we get the option to use ki to feint as a response to being attacked by a higher CR foe; on a success, the foe must save or deem the pack rat harmless, focusing on other targets. A target thus bluffed can be attacked by the packrat as though flat-footed for one round. Nice: The ability has a caveat to avoid spamming it or use the trick on those that witness it, with a hex-like cooldown. 4th level nets a pack animal animal companion or familiar. No trace is delayed to 6th level and 7th level nets the gang war teamwork sharing ability, but only pertaining the companion. 11th level lets the archetype use dirty tricks in conjunction with improvised weaponry or unarmed strikes versus targets that are denied Dex mod.

The serpent chemist loses proficiency with light armor and delays contacts to 6th level, but gains druglord at 1st level. 3rd level nets swift poisoner. The archetype gets poison-related tricks to choose from, including some SPs in conjunction with drugs/poison or select some alchemical extracts. 9th level has an Int-governed option to create more doses, with Master Alchemist synergy provided as well. 10th level nets DC increases based on sneak attack damage dice foregoing as well as ki-based swift action poisoning. 11th level nets the option to use ki to reroll saves versus alcohol, poison or drugs immediately, taking the better result, which may also, as a full-round action, be extended to an ally. Minor complaint: The ability has no range and it probably should – 30 ft. or adjacent. The ability also allows the chemist to mitigate ability score drain and damage an ally has suffered from such toxins. 13th level allows for super-fast toxin creation.

The tattooed one replaces contacts with better Intimidate versus non-yakuza, better Diplomacy for yakuza. Additionally, fear effect DCs are increased by 1- 2nd level allows the yakuza to use prestidigitation at-will via his magical tattoos and higher levels net ki-based illusions, with 10th level and higher unlocking shadow illusions. These are btw. considered to be parts of the gang. Sneak attack is delayed to 4th level and 3rd level allows the tattoos to dance to fascinate targets, with ki to power the ability and 8th and 13th level improving the action economy of the ability. 8th level allows for the use of ki to double the range. Instead of uncanny dodge, we get the option to shake off nauseated, sickened, fatigued and exhausted conditions on subsequent rounds or halve the duration of save-less conditions. The conditions to which this applies are expanded by dazed, frightened, shaken and stunned at 7th level. Instead of black marketeer, the archetype can mark targets with tattoos, duplicate some cantrips and use ki for tattoo-based unseen servants. 9th level provides more ki-powered SP-like tattoo-animation.

Finally, the triad enforcer gets Enforcer at 1st level and replaces home turf and no trace with a samurai’s resolve. Cool: They can use their own resolve or ki to break that of other creatures! They can also cause Wis-damage (save to negate) with demoralizations, but for a cost of ki. Gang war is delayed to 5th level and 6th level nets a bonus to Bluff and Intimidate. Cool: This one has honor point system synergy, taking only half the penalty for dishonorable actions. 7th level nets dirty fighting, which helps with improvised weapons and CMB-checks as well as allowing the character to forego critical bonus damage for debuff effects. 11th level lets you add, as a swift action, another attack when reducing a target to 0 hp, at +character level damage. 13th level nets fear immunity as wellas the option to spend ki to affect creatures usually immune to fear, but only if they are no more than one size larger than the enforcer.

Finally, the pdf sports a detailed and lavishly-illustrated sample NPC, Shinsuke Tatsu a CR 7 tattooed one yakuza, whose story ties in with the deadly NPC from Legendary Villains: Vigilantes. It should be noted that the name of the character’s lost lover is Yoshi, which usually denotes a male in Japanese. Personally, I applaud the integration of a well-rounded, gay badass here. It should be noted that the NPC comes with a full boon-write-up as well, ending the pdf on a high note.

Conclusion:

Editing and formatting are very good for the main class; the supplemental material sports a few more glitches in the details than usual for Legendary games, though – none of them are grievous, but they slightly tarnish this otherwise inspired book. Layout adheres to Legendary Games’ two-column full-color standard. Weird: The pdf has no bookmarks, which constitutes a comfort detriment. The full-color artworks are a blend of artworks LG has used before and the new, cool class piece.

Okay, so first things first: I frickin’ LOVE Jason Nelson and N. Jolly’s Yakuza. This is a hybrid class done right. It plays differently from both of its parent classes; the abilities do an AMAZING job of reflecting the flavor of the yakuza and the tropes associated with them. The archetypes, even the engine-tweaks, are all meaningful modifications of the chassis and the abilities of the class manage to marry fluff and crunch in precise and flavorful ways. If only all hybrid classes were this good…

Now, the base class is great and expertly balanced – it should not provide issues in even low-powered, gritty games and I adore the vast majority of this pdf…but unfortunately, the minor hiccups here and there do need to be represented in some way in the final verdict. Hence, I will rate this as 5 stars, but omit my seal of approval. If the minor gripes I noted don’t faze you, then get this hybrid asap!

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Legendary Hybrids: Yakuza
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Mini-Dungeon #062: What the Dickens
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 03/16/2018 07:53:58

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. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map, in both GM and player-friendly versions!

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, a helpful tool in the GM’s arsenal. 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!

Okay, so in a masterstroke of the old adage of „opportunity creates thieves“, a young pick-pocket named Dodger managed to steal an amulet. Problem #1): The target is a marais rakshasa. Problem #2): The amulet is actually a raktavarna raksaha. The evil outsiders, alas, have failed to reclaim the “amulet” and as such, they have set up a mini thieves’ guild, a coaching service for aspiring criminals of sorts, one that obviously resonates with the Dickensian overtones that you expected from the title. This is, once you think about it, rather hilarious, and indeed, when the pdf notes how one of the rakshasa in disguise looks after his “little wascals”, of the mighty marais disguised as a bawdy cockney gal, you’ll be hard-pressed to swallow your inevitable chuckle.

The adventure itself begins when the rakshasa asks the PCs to “stop the thief” – actually, she finally noticed dodger and attacked him, but he managed to escape. Provided the PCs survive catching up with Dodger, they’ll have to deal with “Nancy” – and after that, the adventure flips and has Dodger recruit the PCs to free his fellow young thieves from the new “guild.” Infiltrating the guild and stopping the evil outsiders will not be an easy job.

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 nice. Huge plus: We get a GM AND a Player-version of the area in which this takes place, providing full VTT-friendly compatibility.

This is an utterly delightful, hilarious example of an excellent mini-dungeon; full of literary allusions, as seen through the lens of gaming, this is challenging, hilarious, challenging and utterly amazing, ranking as one of the best mini-dungeons in the whole line. It is baffling how much flavor is crammed into these 2 pages. Oh, and it’s been written by none other than Richard Develyn, you know, the man who writes the 4 Dollar Dungeons; the brilliant author whose modules regularly manage to get the first spot on my Top Ten lists. (Yes, you should absolutely own all of his modules; apart from his first one, they’re all masterpieces in one way or another.) Yeah, once you realize that, you probably won’t be surprised by how good this is. 5 stars + seal of approval, given without any hesitation.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Mini-Dungeon #062: What the Dickens
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5E Mini-Dungeon #062: What the Dickens
Publisher: AAW Games
by Thilo G. [Featured Reviewer]
Date Added: 03/16/2018 07:51:32

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a 5E-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. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map, in both GM and player-friendly versions!

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, a helpful tool in the GM’s arsenal. 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!

Okay, so in a masterstroke of the old adage of „opportunity creates thieves“, a young pick-pocket named Dodger managed to steal a ring. Problem #1): The target is a rakshasa. Problem #2): The amulet is actually a ring of djinni summoning. The evil outsider is not alone, and, alas, they have failed to reclaim the ring and as such, they have set up a mini thieves’ guild, a coaching service for aspiring criminals of sorts, one that obviously resonates with the Dickensian overtones that you expected from the title. This is, once you think about it, rather hilarious, and indeed, when the pdf notes how one of the rakshasa in disguise looks after his “little wascals”, of the mighty rakshasa, disguised as a bawdy cockney gal, you’ll be hard-pressed to swallow your inevitable chuckle.

The adventure itself begins when the rakshasa asks the PCs to “stop the thief” – actually, she finally noticed dodger and attacked him, but he managed to escape. Provided the PCs survive catching up with Dodger, they’ll have to deal with “Nancy” – and after that, the adventure flips and has Dodger recruit the PCs to free his fellow young thieves from the new “guild.” Infiltrating the guild and stopping the evil outsiders will not be an easy job.

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 nice. Huge plus: We get a GM AND a Player-version of the area in which this takes place, providing full VTT-friendly compatibility.

This is an utterly delightful, hilarious example of an excellent mini-dungeon; full of literary allusions, as seen through the lens of gaming, this is challenging, hilarious, challenging and utterly amazing, ranking as one of the best mini-dungeons in the whole line. It is baffling how much flavor is crammed into these 2 pages. Oh, and it’s been written by none other than Richard Develyn, you know, the man who writes the 4 Dollar Dungeons; the brilliant author whose modules regularly manage to get the first spot on my Top Ten lists. (Yes, you should absolutely own all of his modules; apart from his first one, they’re all masterpieces in one way or another.) Yeah, once you realize that, you probably won’t be surprised by how good this is. That being said, as much as I like Chris Harris’ conversion here, the PFRPG original is clearly the better book – not due to a bad conversion, mind you, but because the original makes use of PFRPG’s vast creature array in amazing ways – the ring, in PFRPG, is actually a disguised rakshasa subspecies in the shape of an amulet, the rakshasa faced is ophidian and triggers Dodger’s fear of it. It’s small flourishes, but they can’t be translated well. If you have the luxury to choose the version, get the PFRPG-version. That being said, the 5e-version remains absolutely engrossing and cool and deserving of a final verdict of 5 stars.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
5E Mini-Dungeon #062: What the Dickens
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Everyman Minis: Injuries and Scars
Publisher: Rogue Genius Games
by Thilo G. [Featured Reviewer]
Date Added: 03/16/2018 07:49:14

An Endzeitgeist.com review

This Everyman Mini clocks in at 7 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, leaving us with 3 pages of content, so let’s take a look!

So, one of the components I’m not too fond of in any iteration of D&D or d20-based systems would be that injuries don’t matter much; similarly, curative magic can reduce scars and the like to an aesthetic footnote.

This pdf provides a small toolkit for that: The basic premise for scars is simple: When you take damage equal to ½ maximum hit points or greater, you must succeed a Fort-save equal to 15 + ½ HD. On a success, you get a scar and roll on a table for the location of the scar. Spells of 6th level or lower can’t remove them unless specifically noted, but regenerate can remove one, if 500 gp of material cost in diamond dust is added. Returning from death does not remove scars. Displaying a scar can be beneficial: You get +1 to Cha-based skill checks versus creatures that would be impressed by them , but against some creatures, that may instead translate to a -1 penalty, perhaps even -2 for particularly squeamish individuals.

The pdf then proceeds to provide the Dodging Death section: Whenever a character is reduced to negative hit points equal to Con score or higher, the character can attempt a DC 15 Fort save. ON a success, the character takes an injury and stabilizes at negative hit points equal to Con score -1, instead of dying. This save is not allowed by death effects or when dying from a coup de grace. This should probably also note whether this works for poisons, diseases, Con-damage…

Anyway, you roll a d12 to determine the injury, or have the GM determine the injury. You usually incur a minor injury, unless you roll a 12, in which case you instead take a severe injury. Spells of 6th level or lower can’t remove an injury unless specifically noted, but regenerate can remove one, if 500 gp of material cost in diamond dust is added. Returning from death does not remove injuries incurred. Injuries can injure ears, eyes, locomotive system, arm, groin, spine, neck, head, chest, vitals or heart. Minor injuries, as a whole, cause minor penalties associated with the respective limb/organ damaged.

And that’s pretty much it – the majority of the pdf is devoted to depicting the respective injuries. As a whole, I enjoyed them all.

Conclusion:

Editing and formatting are very good, I noticed no serious hiccups. Layout adheres to the two-column printer-friendly standard of the series and the pdf comes without bookmarks, but needs none at this length. The piece of full-color artwork is nice, though I’ve seen it before.

James Ballod’s injuries and scars are per se a nice system. I like the idea, the implementation, and it can add some nice grit to a given game. Particularly in the more down-to-earth campaigns, this should be a neat addition to the game. That being said, I can’t help myself – the topic/subject matter deserved a broader stance. Interaction with weird creatures and anatomies and generally more options would have enriched this supplement in my book. That being said, I’d very much enjoy to see this expanded and may well build on it if my time permits. You could also use these to represent drawbacks, should you choose to. In short: This is worth checking out. My final verdict will be 4.5 stars, though I can’t round up for it – not because I don’t want to or due to a true shortcoming of the pdf, but due to the fact that it can’t develop its concept to be wholly encompassing.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Everyman Minis: Injuries and Scars
Click to show product description

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