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Coriolis: Frozen Inferno
by Mattiaz F. [Verified Purchaser] Date Added: 04/26/2021 08:37:48

This updated version of Frozen Inferno, a scenario released for the first edition of Coriolis, improves on the original in meaningful ways while delivering the same great experience it did back in 2011. Well worth adding as a stop on your journey through the third horizon!



Rating:
[5 of 5 Stars!]
Coriolis: Frozen Inferno
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Mörk Borg English Character Sheets
by Edward C. O. [Verified Purchaser] Date Added: 04/19/2021 17:40:45

i like these sheets, though i'd recommend a greyscale print, but other than that. gets the job done!



Rating:
[5 of 5 Stars!]
Mörk Borg English Character Sheets
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Thistle Hold - Wrath of the Warden
by Stanislav S. [Verified Purchaser] Date Added: 04/16/2021 05:57:08

Unfortunately, I have to agree with allan p.

The adventure gives the impression of a draft that needs more refining before playing. This is in contrast to the Copper Crown that can be played as written.

[Mild spoilers below]

The story opens up with a large sinkhole opening in Thistle Hold destroying numerous blocks of buildings with abominations crawling out of it attacking the citizens. This is the best part of the story, it's shortly foreshadowed and then explodes in riveting action for the players.

Unfortunately the main story falls apart with the subsequent quests - while the players want to solve the mystery of the sinkhole, the book sends their characters out on half a dozen quests that have nothing to do with the danger Thistle Hold is facing right now. Most groups will want to press on with the investigation, but the text sends them out to explore Blackmoor, discover the inner politics of the Church, intrecept an artifact important to the queen. and even take a two weeks break from the city to go visit the elves. None of these have anything to do with the sinkhole. Most of these would be best played outside of the main story to keep it more cohesive.

Another big problem is that the main hook of the story gets missed by most groups. Unless you rewrite it, your players will not come up with the idea to search for the belongings of a certain character that only gets a 10 minutes cameo at the start of the main quest. It can be easily remedied by placing the belongings somewhere else or making the character more important to the players but the fact that the book does not address this at all suggests that it was not play tested.

The third problem is that the scenes lead to a lot of exposition for the players. There's exposition on Church politics, the elves tell you a lot of background, the Queens Legation will drown you with information, there is a scene where you should "interrogate" a mad inmate that turns out to be another info dump plus a whole lot of other examples of "talking about the past". I found the player's eyes glazed over from all that monologue way too often.

[End of mild spoilers]

If you just skim through the book you will be greeted by walls of text interrupted by 20 or so character portraits (with a wall of text on their background below them). There are some other illustrations here and there, but the book gives off a "written in stone" vibe - if it was more flexible, there would be more graphical elements, optional paths to same ends, events to be used when needed etc. Instead the one graphic showing the suggested path through the quests is a single arrow connecting all the events in one direction in the order they're written in the book.

The material is not useless, it's just disappointing. It feels like it could have been an excellent adventure if it was playtested and refined more.

Buyer beware, the Wrath of the Warde is nowhere near the quality of the Copper Crown adventure.



Rating:
[2 of 5 Stars!]
Thistle Hold - Wrath of the Warden
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Symbaroum: Playing with Goblins
by Francois d. L. B. [Verified Purchaser] Date Added: 04/15/2021 20:39:34

As a goblin expatriate, this module is like a journey of self-rediscovery. The characters, the expressions, the dances, the songs, everything feels so authentic!

I still remember my goblin brothers, sisters, cousins, aunts, uncles, parents, grand-parents, grand-grand-parents and I playing games like Trim the Thistle and Hide the Boot when I was little. What fun those were! Someone almost never didn't get hurt! And unlike boring ogre games like Smash Smash Tree and Mud Lunch, goblin games would litterally bring the whole village together for hours of fun!

The games in this module are exactly as I remember them from my childhood in Davokar: exciting, full of strategy, and one hundred percent fair to all, especially tasty humans who would sometimes stumble into the village.

Rated five stars, but would have rated five turnips if it were an option.



Rating:
[5 of 5 Stars!]
Symbaroum: Playing with Goblins
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Creator Reply:
Thank you for sharing, a true goblin's approval is special! And hurray for turnips!
Symbaroum: Playing with Goblins
by Nicolas F. [Verified Purchaser] Date Added: 04/13/2021 15:59:28

Thanks for a fun, healthy, violent session in the country! Your module is very well written, full of fun details and useful tips and surprises. I recommend the Goblin Games to any party, providing they don't mind cheating, dirty-playing, foul-mouthed (and probably doped) opponents... It is also very easy to squeeze into an existing campaign, to lighten up the mood and surprise your players with a light-hearted plot... Love the twists and details (such as the goblin menu). Excellent work! Please publish more!!



Rating:
[5 of 5 Stars!]
Tales from the Loop RPG: Rulebook
by Donald P. [Verified Purchaser] Date Added: 03/31/2021 22:55:20

Strange things are afoot at the Circle K. All the things important to kids that adults just don't seem to notice. The world of super science and a touch of mystery. The rules free players up to find different ways around problems. I recommend this to everyone.



Rating:
[5 of 5 Stars!]
Tales from the Loop RPG: Rulebook
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ALIEN RPG Destroyer of Worlds
by drew l. [Verified Purchaser] Date Added: 03/23/2021 18:23:42

If Chariot of the Gods is Alien, this movie is Aliens. It's an awesome cinematic scenario with a great story and tons of great alien action. It begins with some good investigation and rp type stuff, but quickly escalates in intensity as the marines deal with trying escape a moon that is quickly becoming overrun with xenomorphs and an invasion by the UPP. One of the things that I like about this scenario is that there are tons of fun event ideas to spice it up, but a lot of them are optional, so the GM has a lot of freedom to control the pacing. It's a pretty long adventure split into 3 acts. At best, you could probably complete one act in a session, but with all the optional event content, you could easily extend it to 2+ sessions per act. The scenario has a number of great maps and the adventure location is very well detailed. As a nice bonus it's available for a couple of the big VTTs.

One caveat- I wouldn't recommend this for a newbie GM. It has a lot of moving parts, and I think you need to be an at least somewhat experienced GM to pull it off well.



Rating:
[5 of 5 Stars!]
ALIEN RPG Destroyer of Worlds
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Mörk Borg English
by Marco R. [Verified Purchaser] Date Added: 03/09/2021 19:13:35

This is how to write innovative game with the good ol' school fashion. This is a huge jump forward in philosophy, concept and game design. It's not only about the aesthetics: it's easy, deep, crazy, dark, hackable. Can't wait for more. It's as good as swedish death metal.



Rating:
[5 of 5 Stars!]
Mörk Borg English
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ALIEN RPG Core Rulebook
by Ciaran O. [Verified Purchaser] Date Added: 03/07/2021 17:23:55

Overall, this RPG is pretty excellent, and I would highly recommend it.

It uses a slight modification of the elegant and tight Mutant: Year Zero mechanics where you can push your character to re-roll a test, but they gain "Stress Dice", which improve their chances of rolling a success but also raise the risk of panicking. The stress system is incredibly good at evoking the slow, rising dread of the Alien films at their best. The fluff and lore encompasses almost everything from the first 3 films, the books, the comics, even some of the toys, leaving any contradicting canon to the GM and their preferences. The map of colonised star systems is huge, and only some are detailed to any great degree. The setting goes for broad strokes; There's enough detail on factions, corporations and governments to get by without having watch any films, but it is extremely helpful to have read some of the books or comics to get extra detail, or you can simply make something up to fill the gaps. This actually plays to the setting's strengths in a way, underlining just how vast the galaxy is, and how little of it humanity has actually explored.

Character creation is quick, based on starting archetypes such as Colonial Marine, Pilot, Corporate agent and so on. The equipment and weapons list are comprehensive, and include all the bits and pieces from the films from motion trackers to pulse rifles. While it isn't essential, players generally start with a starship, too, although the terms of ownership likely include a lease-to-buy option where the crew are constantly on the lookout for jobs to keep up payments. There are plenty of ready-made examples, including the Nostromo and Sulaco, or your players can make their own from scratch. There are extensive options for modifying or upgrading your ship, and ship-to-ship combat is generally streamlined and includes all players in some manner.

Combat between characters and NPCs is likewise straightforward, and quite brutal: Hit points are based off the Strength attribute, and humans can't raise that above 5 (synthetics have higher limits), so it doesn't take much damage to bring a player down to 0 health, where they become "Broken". While Broken any further damage calls for rolls on Critical Injury tables, so while it's easy to become Broken, it's considerably harder to die. I prefer this method myself, as a long-surviving character with many scars is a lot more compelling than making up a new character every couple of weeks.

Finally, the Aliens themselves are treated with a good deal of respect and operate very well within the mechanics. There are various types drawing from all the films, from facehugger to Queen to the colossal crusher xenomorph from the otherwise rather dull Colonial Marines video game. The youngest stages are quite squishy, but every xenomorph is fast, strong, stealthy and hideously dangerous. They have a table of signature attacks, so not even the GM knows what they'll do all the time. And if you do manage to reduce one to 0 health (and avoid the resulting acid splashes), they have randomised deaths which could take an unwary or unlucky player with them. For players roleplaying a group of civilian traders, one xenomorph stalking them is probably enough to keep them busy for multiple sessions. Combat heavy games, where the players are all hardened soldiers, could make short work of a few xenomorphs at a time, but ammo runs out, and without regular breaks to relieve stress their luck will run out.

There's enough material in the core book to run a campaign where the players never even see a xenomorph. Space travel, corporate treachery and frontier life are hostile enough, but they make for excellent antagonists, used sparingly. There are even a few other nonhuman creatures thrown in, most likely from the comics universe. There's a planned expansion in the works that deals with the US Colonial Marines in greater detail. The available adventures and maps are of excellent quality. The artwork throughout the book is sublime (the black makes for very poor character sheet prints though, you should find the printer-friendly version online!)

I'd have preferred an expanded list of skills ("Comtech" includes everything from bioligy to computer networking, which is a bit strange), and more information on the Union of Progressive Peoples (Space Russia analogue) and their various star systems would have been awesome, but all in all Alien is a simple, clever RPG jam-packed with atmosphere. Absolutely worth the price.



Rating:
[4 of 5 Stars!]
ALIEN RPG Core Rulebook
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Mörk Borg English
by [Verified Purchaser] Date Added: 03/05/2021 04:18:30

Let's see what MÖRK BORG is. First of all, let's say a few things about its creators. The author and game designer of the game is Pelle Nilsson, known for his work in the Swedish horror rpg Bark Witch (Barkhäxan), while the illustrator of the game is Johan Nohr, who contributed to the graphic design of the dark fantasy rpg Symbaroum. It is also noteworthy to mention the fact that MÖRK BORG made a successful kickstarter campaign in 2019, where it was funded in less than an hour. The game was released in 2020 through Free League Publishing (Fria Ligan).

MÖRK BORG, which translates as "Dark Castle" from Swedish, is an OSR (Old School Revival) rpg, that is, it tries to capture the feeling of the rpgs of the 70's and 80's, giving more basis to the imagination and atmosphere than to rules. On the contrary, the most popular rpgs, even in their latest versions, have too many rules to watch out for. So, as the people from Free League rightly put it, MÖRK BORG is "light on rules, heavy on everything else". However, where it differs from other OSR rpgs is that with its visual content and without much written information it manages to create the gloomy and dark atmosphere of a dying world. As we mentioned, Mörk Borg is a game with a few rules, which are based on a simple form of the d20 system. When creating the character, the book provides options for character classes, which are optional. The basic abilities are: Agility, Presence, Strength and Toughness. For each ability we roll three six-sided dice (3d6) and depending on the result, the modifier with the lowest -3 and the highest +3 comes out. This applies in case we decide to play one of the optional classes. In case our character does not belong to one of the classes then we roll four six-sided dice (4d6) for each ability and we remove the lowest die on two of the abilities.

Also during the character creation we roll dice for the starting equipment and the silver that our character has in his possession, as there are tables in the book with more information. All tests are done using the equilateral dice (d20), adding (or removing) the ability modifier that corresponds to what you want to do. The tests face the difficulty ratings (DR) for how difficult or easy what the character is trying to do. DRs start at 6 (something very easy) and the higher is 18 (almost impossible). The basic DR is 12, so if a character attempts, for example, to climb a building then the test will be a d20 + agility / strength modifier against the difficulty rating 12/14, ie the roll of the dice should be higher from the DR to succeed.

It is important to note that the game is player facing, ie GMs roll almost no dice during it, all dice are rolled by the players and so there is transparency. It is almost impossible to cheat either in favor of the players or in favor of GM, all the dice are shown.

In general, the characters are very weak compared to what they face but not completely unbalanced and unplayable. But for this reason character creation is easy and fast ... Players will keep dying. You should prepare for this. In this way it shows you what it is like to live in such a dark and impoverished world waiting for death.

It is also important to talk about the magic system, which is of course minimal, and fits perfectly into this ruthless world. All spells (Powers) are cast via scrolls, except for some special abilities that the classes have. Depending on how much presence the character has, the easier it is to gain power or to blow in his face. Whatever one decides to do in the world of Mörk Borg is a double-edged sword and the magic is no different. Mörk Borg is really different from any other role-playing game I have ever encountered. It overflows with style from every page and is a pleasant book to read, as it is also very small (only 96 pages !!!). The creators have done an excellent job in the visual part and in the quality of the book. Also to help you get in the mood, they have prepared a playlist on Spotify.

It has some minor disadvantages as well, such as being a little harder to read due to the awesome layout or that the information it gives you is extremely limited. Definitely not for everyone, you have to have a specific mindset to play it, because it is unforgiving for players and generally not recommended for large campaigns. However it is a must for one-shots and dungeon crawling.

Those of you who think that the book is small and several things are missing, do not worry I have good news for you! You can go to the Mörk Borg website where you will find free content, as well as a character generator and dungeon generator. They also have great community support, providing direct user-generated content.

If these are not enough for you, I am happy to inform you that a supplement has been released, the MÖRK BORG CULT: FERETORY. This volume consists of community-generated material and contains a monster generator, new classes, new monsters, rules for hunting and food search, new adventures, new objects, new spells and much more. As with the main book, everything is delivered in exactly the same way.

Review by Dimitrios Sotiropoulos for Gamesenpai.gr



Rating:
[5 of 5 Stars!]
Mörk Borg English
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MÖRK BORG CULT: FERETORY
by Björn L. [Verified Purchaser] Date Added: 03/02/2021 13:23:24
More horror for Mörk Borg- a Mephisto review

Feretory

Feretory, the first expansion to Mörk Borg, once again presents itself with a cover that looks like a warning sign - and probably that's a good thing. While the first two pages provide random tables as a monster generator to describe and assign statistics to horrible monsters, it continues with a wild mix of material. Roads to Damnation allows for calculating travel times and making journeys more "interesting" with random tables. In Eat Prey Kill, rules for hunting and corresponding creatures to hunt follow. The "game" to hunt is appropriately bizarre and dangerous and doesn't whet your appetite for a roast in any way. The Death Ziggurat is a scenario for an adventure with cultists and other horrors. The second adventure, The Goblin Grinder, leads to the goblin epidemic in Galgenbeck. Since being injured by a goblin causes the victim to become a goblin themselves (unless they kill the goblin), the goblins spread like a plague - though there seems to be a cure (of course, the truth is much more terrifying). Also, there are 100 items to roll and terrible and bizarre items with The Tenebrous Reliquary d66. In The Grey Galth Inn, there are tables to roll for food and other items in a tavern (including a dangerous drinking game). At the end of the book, there are several new character types: the Cursed Skinwalker (a shapeshifter who is rarely a classic werewolf), the Pale One (an alien creature with special powers), the Dead God's Prophet (whose dead god gives him bizarre powers), and the Forlorn Philosopher (who has a special item and the new Tablets of Ochre Obscurity). At the end, there is another threat in the form of the Black Salt.

Feretory is a potpourri of wild ideas and expansions that stay true to the game's extreme style. Importantly, much of it is fan material, proofread and illustrated, but is also downloadable for free from the website. As a small addition, there is also the roleplaying game Dark Fort, which with its 4 pages was more or less the prototype for Mörk Bork. If you play Mörk Borg, you will get a fitting expansion with two adventures, four new character types, and various additional material - all in the dark, brutal and crass style that characterizes this roleplaying game.

(Björn Lippold)



Rating:
[4 of 5 Stars!]
MÖRK BORG CULT: FERETORY
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Mörk Borg English
by Björn L. [Verified Purchaser] Date Added: 03/02/2021 13:16:24
Dungeons and Doom Metal? - a Mephisto review

Mörk Borg

A game like a doom metal album, a spiked flail to the face - that's how Mörk Borg describes himself on its bright yellow cover. The game promises to be light on rules and heavy on everything else. Basically, Mörk Borg is an old-school Renaissance-style roleplaying game that uses the rules of an early D&D as a starting point and presents a gritty setting on top of it. There are dice tables for all sorts of things like names, treasures, weather, etc. Characters are rolled out within a short time (which is good because they probably won't survive long). Four game statistics are determined by 3d6 and then converted into bonus values, which are factored into the roll of a d20 against a difficulty. The game master determines when a character improves - there are no formal levels, nor are there experience points. And even then, the dice decide what the improvement is. Magic exists just in the form of scrolls, but a character can use only a certain number of them per day. Besides, characters have bonus points, called omens, which they can use to maximize damage, re-roll dice, etc.

Besides the completely free character creation, there are optional character classes like Fanged Deserter, Gutterborn Scum, Esoteric Hermit, Wretched Royalty, Heretical Priest, or Occult Herbmaster. These classes have modified creation rules and quite unique features. For example, the Occult Herbmaster can create random potions every day, while the Wretched Royalty may have servants that are limited in reliability (or helpfulness).

The world of Mörk Borg is on the brink of the apocalypse prophesied by the two-headed basilisk. It is a world sinking into filth, death, and despair - full of the undead, madness, brutality, and ruin. Depending on how long you want to play, you roll different dice to see which, if any, of the dark prophecies will come true. And as soon as the seventh prophecy is fulfilled, the game ends with the end of the world...

While these are the facts, Mörk Borg's goal seems to be to overwhelm and/or shock the reader with its presentation. Typography, illustrations, and layout can best be described as creative chaos. Various font styles and garish colors clash with gritty illustrations and classic styles, and many of the motifs can only be described as blatant. Weapon statistics, for example, are explained by an illustration in which a character is hit and pierced by a good dozen weapons.

In terms of content, some monster statistics and a dungeon adventure complete the book. Also, in the adventure Rotblack Sludge or the Shadow King's Lost Heir, the characters get into a dungeon that offers enough deadly threats that there is, fortunately, no time to ask why....

Personally, I have a hard time rating the game in the end. Mörk Borg consistently and uncompromisingly goes the old-school route: virtually everything is roll out with dice, and any unnecessary rules ballast is dropped. Even if the bizarre setting is described vaguely, you still get a good impression of the degenerate game world. And the presentation is definitely impressive - though definitely not to everyone's taste. For me, Mörk Borg is more a product for collectors than a game you want to play. The authors and illustrators have taken their vision to the extreme here, which I find impressive, even if the style doesn't appeal to me personally.

If you like the gritty, exaggerated, and crass style, you'll get an impressive product here. Those who get a weird feeling just looking at the cover are probably better off just keeping the book closed.

(Björn Lippold)



Rating:
[4 of 5 Stars!]
Mörk Borg English
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Forbidden Lands: Raven's Purge
by Björn L. [Verified Purchaser] Date Added: 03/01/2021 13:30:04
The Forbidden Lands will never be the same - a Mephisto review

Raven's Purge

With the disappearance of the deadly Bloodmist, the Forbidden Lands' situation has changed greatly, as now traveling in the region is no longer a deadly danger. Accordingly, the time has come for the power structures in the region to change. Various factions are striving to defeat their enemies once and for all or to take over the region. From the ancient, monstrous ruler Zyterra, to demons and a dwarven princess, to the emerging orc empire, various power groups pursue their goals and pursue ancient legends - including the legend of the elven crown Stanengist, which promises dominion over the Raven Lands...

Raven's Purge is an extensive campaign module for Forbidden Lands. Still, it stays true to the game's basic principle of providing a sandbox for the players and letting the player characters drive the stories. The book first explains the legend of Stanengist and introduces the various power groups and their interests. This is followed by twelve locations that are comprehensively introduced. Each of these places offers different introductions, different characters, maps and descriptions, and events. What exactly happens in these places, however, is up to the players. Few of these locations offer the players a clearly defined goal. Rather, they provide a stage for the adventures and goals of the player characters.

Thus, even the various non-player characters cannot usually be divided into allies and enemies. Rather, the encounters in these places and the characters' goals over the course of the campaign define the relationships so that there are allies alongside enemies in the end. Even though the locations provide parts of the larger story, they are mostly independent of each other. Only one location is set aside for the finale, taking a bit of the freedom away from the players, although the outcome of events can vary even here. Even if some of the individual locations only tell small stories and legends, the campaign itself turns out to be epic and will forever change the Forbidden Lands.

I enjoyed Raven's Purge concept and realization immensely. Of course, the book is more of a construction kit with locations that offer glimpses of the larger game world. This kit means work for the game master and the players: Here, the players have to drive the plot, and the game master has to bring together an epic campaign from the ideas and the players' plans. Although many of the locations can enrich the game beyond the epic campaign, this book is perfect for harnessing the open game approach's potential and the background for an epic campaign. For Forbidden Lands players that want to experience the canonical setting, this volume is thus mandatory.

(Björn Lippold)



Rating:
[5 of 5 Stars!]
Forbidden Lands: Raven's Purge
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Forbidden Lands: The Spire of Quetzel
by Björn L. [Verified Purchaser] Date Added: 03/01/2021 13:21:04

The Spire of Quetzel

In the open world of Forbidden Lands, many places are waiting to be explored by the player characters - and The Spire of Quetzel is just one of four places introduced in the sourcebook of the same name.

The book focuses on four locations: the tower of a demonic mage that reaches through several worlds, a prison where some demons are imprisoned, a forest inhabited by witches, and the final resting place of giant lizards.

All locations use the usual format for Forbidden Lands: they introduce the legends, present the layout of the location, describe the characters and monsters, and provide story ideas to go along with them. This gives gamemasters and players places to explore freely because there is no set story or predefined goals for the players, unlike regular adventures. What the player characters do with the place is up to them...

The four locations of The Spire of Quetzel are very varied and offer exciting, puzzling, and, above all, outstanding places, for which it is not surprising that legends have grown up around them.

The focus of the locations is different in each case: sometimes the exploration of a mysterious place is in the foreground, sometimes the player characters can get involved in the web of relationships of some non-player characters, sometimes they are confronted with a mysterious situation. What all places have in common is that they are potentially very dangerous. Personally, I particularly liked the Hexenwald, which makes it very clear how much these places rely on the player's initiative.

From my point of view, this sourcebook is a excellent addition with immediately playable adventure locations or inspiration for your own locations. With its ideas, the book shows how unusual the world of Forbidden Lands can be.

(Björn Lippold)



Rating:
[5 of 5 Stars!]
Forbidden Lands: The Spire of Quetzel
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The Book of the Dead - A Bestiary of the Damned
by Michael G. [Verified Purchaser] Date Added: 02/23/2021 14:19:51

Mechanicly, the monsters in this book are very well done and do expand the roster of undead creatures of the forbidden lands. While I do understand this is a small project and command the designer for this book there are many gripes i have with it. My main one lies with the new profession: The Slayer. Its generally seen as a bad idea to make a class solely about killing one very specific kind of creature and the The Slayer is exactly that. Of the 9 abilities you could get from his talents only 2 do not mention the undead to be used and they arent on the same talent tree. This is horrible horrible design since it means unless you are DMing an undead-heavy game, the one playing the Slayer will be stuck with a thumb up there feeling useless and dejected and only feeling badass once undead are concerned. Or it could lead to toxicity as players blindly follow the slayer as he ignores every adventure site not crawling with the dead. While this could make for an interesting game I do believe that it leans waaay too hard into killing undead and nothing else. With a name like that I would have hoped to atleast see one talent tree focused on the slaying of monsters in general instead. Melee fighters have the advantage agaisnt normal enemies if using the combat cards so it would be interesting to have a profession which instead has advantage agaisnt monsters in general. Even Van Helsing dealt with all kind of crazy crap and not just vampires (atleast in the shlocky movie i like and the videogames) and rogues of Forbidden Lands are no different. The rest of my issues come with what the book looks like. The old timey page effect of the background is indeed quite nice however it makes printing this book a living hell wether thats in color or black and white as that much ink on a page is gonna make the paper curl like hell. I do also think the book is waaaay bigger than need be. The core book manages to put all the information on a monster on a single page while here one entire page is dedicated to a big picture of the monster (very nice art btw) and the blurb with the text sometimes going in weird places as the image seemed to have displaced the text on a few of them. I think a compact version with the image, blurb and stats on a single page is entirely doable and it would also make it much less demanding to print which i think is an important consideration.

If the design of the Slayer becomes less parasitic and the book gets a makeover or atleast a second version, i could easily rate this 5 stars and as such from one game designer to the other, i wish good luck.



Rating:
[3 of 5 Stars!]
The Book of the Dead - A Bestiary of the Damned
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