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DDEX3-06 No Foolish Matter (5e)
by Aaron N.
Publisher: Wizards of the Coast
Date Added: 10/18/2017 16:44:54
DDEX3-06 No Foolish Matter (5e) Disclaimer-I have only run this once, and with a weak party. I love the concept - a creepy and mysterious carnival! Who doesn't have flashbacks of the county fair as a kid? Trying to herd the cats of my group was a challenge - all they wanted to do was fight. A great adventure for RP though. I had a blast. And the magic item was fun - I had a bard in the group who used it well in later adventures "Oh God, not that again???" And if you get the chance to play the related CCC, then this is an awesome lead in. High for a RP group, low averae for a combat group. ...

Rating:
[4 of 5 Stars!]
DDEX3-05 Bane of the Tradeways (5e)
by Aaron N.
Publisher: Wizards of the Coast
Date Added: 10/18/2017 16:38:59
DDEX3-05 Bane of the Tradeways (5e) A nice outdoors adventure. Lots of choices to be made from the PC perspective. That being said, I have never managed to run this in less than 5 hours. The chase sequence with a large party can get bogged down really badly (especially if the party or a single PC tries something outside the box) The final fight is almost a letdown after the big chase. If you have a lot of Zhents playing CN, then the module can take a totally different direction, which may require a lot of DM improvisation. Still, it was fun to run....

Rating:
[4 of 5 Stars!]
Programma Protezione Testimoni (Edizione Italiana)
by Alessio V.
Publisher: Vas Quas Editrice
Date Added: 10/18/2017 15:52:35
Programma Protezione Testimoni (Edizione Italiana) Abbiamo provato Nuove Identità, eravamo in quattro, io ho fatto da GM. La sessione è durata poco più di un paio d'ore e direi che siamo rimasti tutti soddisfatti. Sono venute fuori storie concrete e l'interazione al tavolo non è mai stata lenta o stagnante. I personaggi e le vicende, nonostante le poche parole di background iniziali, alla fine erano credibili e concrete. Insomma, una valida esperienza su una tematica di gioco tutt'altro che usuale.

Rating:
[4 of 5 Stars!]
HYPERLANES Corebook
by Eric C.
Publisher: Scrivened, LLC
Date Added: 10/18/2017 12:50:37
HYPERLANES Corebook If you're ready to take the D&D 5e Rules into space, this is absoutley the core book for the job. It's taken no effort at all to renergize a Spell Jammer setting using this rule book, even when the core material itself is created to be its own universe. The rules are flexible enough and familiar enough to adapt it perfectly. Highly recommended if you're looking for the perfect alternative to Starfinder.

Rating:
[5 of 5 Stars!]
Witches and Bats
by Robert N.
Publisher: Mayhem in Paper
Date Added: 10/18/2017 11:34:02
Witches and Bats Awesome set of paper minis! The witches and bats would work very well in a Ravenloft/Curse of Strahd adventure or campaign. The witches would also work well as hags in any fantasy rpg. I haven't used the witches yet in my own 5E campaign, but have used the bat swarm and giant bats in a Halloween adventure. You can see pictures and read the write-up of the adventure here: https://thulaen.wordpress.com/2017/09/01/session-6-grim-mano-
r-part-ii/

Rating:
[5 of 5 Stars!]
Through the Breach RPG - Core Rules
by John S.
Publisher: Wyrd Miniatures
Date Added: 10/18/2017 09:59:14
Through the Breach RPG - Core Rules I absolutely love Through the Breach! The world of Malifaux is a fantastic setting for an RPG and this system really makes it shine. I'be been playing RPGs for a few years now but this was the first system that really made me want to try giving GMing a shot. As a novice GM, or in this case Fatemaster, I can safely say that the rules were very easy to not only learn but teach to the rest of my group. Mechanically the game performs quite well its simplicity of flipping a card and adding one or two numbers. If you can add to twenty that generally covers all the math you'll need to worry about. Even in its simplicity though, Through the Breach offers a wide array of options for character growth for players to excel in whatever areas they wish. With that in mind, I could still only give the 2.0 update a four out of five. While it gives the original Pursuits (classes) a much needed update to be inline, both mechanically and in terms of the layout, with the expansion books as well as an am...

Rating:
[4 of 5 Stars!]
ZWEIHÄNDER Grim & Perilous RPG - Core Book
by Roger L. [Featured Reviewer]
Publisher: Grim & Perilous Studios
Date Added: 10/18/2017 06:40:00
ZWEIHÄNDER Grim & Perilous RPG - Core Book http://www.teilzeithelden.de/2017/10/18/ersteindruck-zweihae-
nder-der-bessere-kriegshammer/ Zweihänder nimmt mit dem Untertitel Grim & Perilous RPG für sich in Anspruch, nichts für zart Besaitete zu sein. Inspiriert durch das Warhammer Fantasy RPG werden die Spielercharaktere von Chaos, Wahnsinn und Tod bedroht. Das System wird beweisen müssen, dass es nicht bloß auf den Schultern des Schultern seines Vorbilds steht. Schon im Vorwort macht Daniel Fox, der Autor von Zweihänder, klar, woher seine Inspiration für das Rollenspielsystem stammt. Bevor erste Fans den Namen Zweihänder vorschlugen, hieß es noch Project Corehammer. Die Namensgebung zeigt, dass das Ziel des Systems darin bestand, das Warhammer Fantasy RPG zu beerben. Dieses Rollenspiel brachte es seinerzeit auf drei Editionen und ermöglichte es den Spielern, Abenteuer in der Alten Welt, dem Hintergrund des Tabletop Urgesteins Warhammer zu erleben. Seit 2015 mit Warhammer: Age of Sigmar eine neue Hintergrundwelt erschaffen...

Rating:
[5 of 5 Stars!]
Everyman Minis: Mysteries of Summer
by Thilo G. [Featured Reviewer]
Publisher: Rogue Genius Games
Date Added: 10/18/2017 04:16:46
Everyman Minis: Mysteries of Summer An Endzeitgeist.com review This Everyman Mini clocks in at 9 pages, 1 page front cover, 1 page editorial, 1 page advertisement, 4 pages of SRD, leaving us with 2 pages of content, so let’s take a look! This Everyman Mini begins, as they all do, with a nice, brief introduction page that also contains, this time around, a new spell, namely the wall of light – this represents a blinding curtain of light (closing eyes can negate the blindness, unless passing through), and the wall is particularly potent versus creatures from the plane of shadow. Nice visuals! (Yeah, groan-worthy reviewer-pun. I know.) The main meat of the mini is taken up, surprise, by the summer mystery, which adds Knowledge (nature), Perception, Survival and Swim to the list of class skills. Bonus spell-wise, we have a strong fire-and light-theme, starting off with produce flame and moving with unbearable brightness, the new spell and sirocco to the higher level sun- spells and finally, to fiery body. Now, u...

Rating:
[5 of 5 Stars!]
20 Things #17: Goblin Lair (System Neutral Edition)
by Thilo G. [Featured Reviewer]
Publisher: Raging Swan Press
Date Added: 10/18/2017 04:14:35
20 Things #17: Goblin Lair (System Neutral Edition) An Endzeitgeist.com review This installment of Raging Swan Press' system-neutral #20-series clocks in at 12 pages, 1 page front cover, 2 pages of advertisement, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 5 pages of content, so let's take a look! All righty, we begin with 10 sample goblin personalities: From matron Ghalga Many-whelps to long-armed Fongoa Strangelsgood, these are pretty cool gobo-ideas – I know they made me want to generate stats for them, which is always a good sign regarding dressing. After these, we take a look at 10 looting entries – goblin common room and goblin chieftain’s room each get 10 entries. The former can e.g. sport rickety pseudo-thrones, curtains of small bones…pretty cool. The commoner rooms can sport black cauldrons, barrels of spirits – all in all, both lists are cool. However, there are 10 more such entries for goblin guard rooms and 10 things that can be found outside a goblin lair. The former may contain pile...

Rating:
[4 of 5 Stars!]
Fighters of Porphyra
by Thilo G. [Featured Reviewer]
Publisher: Purple Duck Games
Date Added: 10/18/2017 04:13:01
Fighters of Porphyra An Endzeitgeist.com review This installment of Purple Duck Games‘ „..of Porphyra“-series clocks in at 29 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 25 pages, though it should be noted that these are laid out for digest-size. When printing them out, you can fit up to 4 on a single page, providing your eyesight’s good enough. Anyways, we begin, somewhat surprisingly, with global rules for fighters in the Porphyra setting: Fighters get 4 + Int skills per level (a houserule I also use) and only take a -2 penalty when wielding weapons sans proficiency. If a fighter’s Intelligence is less than 13,, it is treated as 13 for the purpose of combat feat prerequisites. They also halve the time to Craft armor, weapons and ammunition. Fighters can inflict lethal damage with unarmed strikes (but still suffer from AoOs). The one modification I have a problem with would be that two-handed weapons dealing slashing or piercing damage also deal bludgeoning damage ...

Rating:
[2 of 5 Stars!]
DDAL07-02 Over the Edge (5e)
by Siu K. L.
Publisher: Wizards of the Coast
Date Added: 10/18/2017 02:25:05
DDAL07-02 Over the Edge (5e) I had massive apprehension about running this module, hearing most requires more than an hour. Turns out, it's true, but surprisingly not by that much if you can set the pace. All said and done though, the 5 modules do not appear to be of equal quality. The Lords' Alliance mission (1) is actually the kindest to the players and the DM, giving you (DM) appropriate advice on how to keep players well-rewarded (both in story and in terms of not spending too much real life time) for utilising their resources well. The Zhentarim (3) is one of the most well-written but also the most vexing, with minimum clues given on how to guide the players away from potential traps and towards what they wish to look for. I personally enjoyed the Emerald Enclave one (2) the most, given the role-playing potential and the actual feeling that you're doing something constructive, and most players of like mind would agree. Also, do note that when they say the adventure is optimised for level 5 characters, they...

Rating:
[4 of 5 Stars!]
DDAL05-04 In Dire Need (5e)
by Siu K. L.
Publisher: Wizards of the Coast
Date Added: 10/18/2017 02:17:24
DDAL05-04 In Dire Need (5e) Despite the 5-star rating, I'd give due warning first: the adventure is most enjoyable if you're willing to let go of the 2-hours that it's supposed to be run for. The craziness of sending 3-7 adventurers to rescue 20+ dwarves from 30+ ogres aside, there are incredible potential in this module, allowing PCs to employ plenty of creativity. Do push them for the Set Piece finale, the players would really thank you for it.

Rating:
[5 of 5 Stars!]
DDAL05-02 The Black Road (5e)
by Siu K. L.
Publisher: Wizards of the Coast
Date Added: 10/18/2017 02:12:55
DDAL05-02 The Black Road (5e) An adventure that brings plenty of excitement into what would otherwise be a trope - caravan guarding. The sandstorm encounter is especially well-written, allowing players to employ their creativity and use whatever limited resources they have. Thinking out of the box is highly encouraged here, and I do recommend a liberal attitude when it comes to rewarding players for good roleplay and creativity.

Rating:
[5 of 5 Stars!]
DDAL05-03 Uninvited Guests (5e)
by Siu K. L.
Publisher: Wizards of the Coast
Date Added: 10/18/2017 02:10:44
DDAL05-03 Uninvited Guests (5e) A lovely adventure to introduce new players and to show them the potential of good role-playing. Playing out all the wonderful NPCs of Parnast really adds flavour to the story and gets the players (who you hope are mostly neutral aligned) to be invested in rescuing them and their plight. While it starts off a little goofy (the lack of game and good meat sounds like a problem that's not really a problem), the greenhorn heroes actually could end up feeling heroic for the friendship they can potentially forge, and not just in the village, of course....

Rating:
[5 of 5 Stars!]
DDEX03-13 Writhing in the Dark (5e)
by Siu K. L.
Publisher: Wizards of the Coast
Date Added: 10/18/2017 02:03:17
DDEX03-13 Writhing in the Dark (5e) A flavourful module of the Underdark, featuring some of adventurers' worst nightmares. You can tell an excellent story with adventurers through their encounters in the den and it should keep them on their toes and leave them some lasting memories. However, there remain some undesirable portions, such as trying to figure the motivation of the final boss, and wondering why he would not be any more intelligent given his species. To really draw out the story potential, the DM would have to spend some time to research the lore of the mind flayers and be creative with how to run the final boss encounter. Assuming you're not there to totally murder the adventurers, try to prevent save-or-die scenarios and give the adventurers a real chance to save themselves. (One point to note - a consumed brain would mean adventurers need access to Resurrection or Reincarnation to continue playing their characters, both options not likely available at their levels)....

Rating:
[4 of 5 Stars!]
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