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Other comments left for this publisher: |
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The swords and sorcery feeling is great, and I'd love to run some of the lower-level adventures if I could convince my players to sign up for a classic S&S campaign, but as you read further and further through the book it keeps hitting the themes of seduction & betrayal; those are important spice in a game, and can be the things focused on in linear fiction stories that are understood to be crucial points in a fictional character's career, but if they happen to PCs on every single adventure in a campaign, the players become jaded and start expecting the trope. So I'll need a larger source of S&S themed adventures that bring in the rest of the feeling, without having every attractive woman an agent, every patron a betrayer...
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This is exactly what I was looking in a S&S adventure. It has the grim, dark and seriousness that I like about S&S. The adventure is well written with enough back story in every location to help a DM run it and make it feel real. There is room for improvisation but I quite satisfied with the level of details the designer put in every location. My group of player like that kind complexity in an adventure (conan meet sherlock holmes) and where they have options (to fight, sneak, do research, interogate NPC, mysteries, lore...). The adventure is inspiring and will help me run the game without extra work. It's solid and overall it looks like an excellent adventure. I'm running a Low Fantasy Gaming game. I will be quite easy to adapt since both have in common the 5e rule and similar ambiance. I'm checking all the next adventures by Xoth Publishing!
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This version of the world of Xoth is just as good as the other one, even if I prefer Pathfinder to 5E Edition.
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The world of Xoth is simply one of the best Sword & Sorcery settings I know.
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Nice adventure that can be used alone or as a starter for a larger campaign. I plan on using it with the intro adventure in the Thule 5E book as a combo. The temple write-up is great and if the player's dont explore it -it's useful to keep onhand as a site for exploration later.
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The Xoth adventures are all great at providing the "sword & sorcery" feeling. This adventure stands out for the interesting characters and also because of the amount of extra detail provided. There is a very useful section on desert travel and encounters and that can be re-used when necessary and a nice city overview that helps fill in the details a GM may need when the characters explore around.
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An Endzeitgeist.com review
This adventure/mini-setting clocks in at 43 pages of content; this is content, not taking SRD, editorial, etc. into account.
This review was moved up in my reviewing queue as a prioritized review.
It’s been MUCH TOO LONG since we’ve been to the World of Xoth, my friends, so please let me start with a brief recap: In the bad ole’ days of D&D 3.X, when pretty much everyone pumped out atrociously-balanced cookie-cutter stuff, and everything seemed unified and bland, there were a few companies that stood out, that generally delivered quality. One such company was Necromancer Games, but there is one book that is only relatively rarely talked about, and that would be Ancient Kingdoms: Mesopotamia. A true, underappreciated and imho maligned classic, this book breathed the spirit of Clark Ashton Smith, Howard, et al.
As such, when PFRPG came around, I researched whether the author had written anything else, and one of my very last purchases for 3.X was a 200+ page colossus of a module-collection that doubled as a setting-introduction to the world of Xoth.
Xoth is radically different from regular D&D 3.X, PFRPG, etc. in one major way that radiates through the entire series: Xoth is SWORD & SORCERY. Yes, the classic sword & sorcery that deserves allcaps; the one from the classics; gritty, dark; sorcery is subtle, healing super rare, life is brutal, and alignment mostly irrelevant. There are bad things like slavery, sex and drugs, and yes, these are an integral part of the setting and its aesthetics; this is for mature audiences. This is a GOOD thing. Because, do you know what doesn’t work? Frickin’ sanitized sword & sorcery where every bit of edge has been sanded off; if your “Sword & Sorcery” setting is family friendly, you’re imho doing it wrong. Similarly, overemphasizing these less wholesome aspects makes a world feel schlocky and sleazy, and not in a fun way.
Xoth walks that tightrope PERFECTLY. The mature themes are here, but they are not explicit. Personally, I can’t fathom anyone getting offended over these, but then again, I’m a European.
HOWEVER, none of these mature themes are handled in a gratuitous manner, at least not to my sensibilities. In short: If you can read classic genre literature without being offended, this should not be a problem. If you’re one of the professionally-offended, steer clear of the entire genre.
Another important difference between Xoth and other examples of RPGs in Sword & Sorcery settings would be that its aesthetics hearken closer to the plausible; yes, there are supernatural monsters and cosmic entities and dark gods; but traditionally, the core aesthetic is one of relative grit when compared with plenty of other settings out there. And Xoth manages to excite within this frame of understatement, which is much harder to achieve than when you’re throwing high magic concepts into the world.
…in case you haven’t noticed: I am very, very fond of Xoth.
Okay, so, the module I’m tackling today is the last Xoth module released for PFRPG’s first edition, but frankly, you may want to stick around even if you’re playing another system. The adventure is nominally designed for 4–6 characters of levels 4th to 6th, but due to how different Xoth is, this does require some caveats from yours truly: For one, the module is not designed for high-magic classes, etc.; checking out the FREE Player’s Guide (also available for 5e, review of that one forthcoming) and blog makes sense, as the balancing of Xoth is old-school and operates with some paradigms that are more often observed in DCC or OSR gaming; there are high DCs, considering the low magic item density; there are instances where acting dumb will get you killed quick, and there even is one instance that is de facto a kind of story gameover, where the party tries to deal with something that doesn’t even have stats. It still has a save, though, which makes it kinder than my games sometimes are.
In short: This book puts a refreshing emphasis on player skill over simple character skill for a PFRPG module.
While we’re talking about mechanical aspects of the module: Considering that, apart from artwork/cartography, this is the work of a single person, the editing and creature design is really good; I noticed some minor hiccups in statblocks (like an initiative being off by +2), but as a whole, the new critters introduced here work. This is also, as you could glean from the above, a passion project of the highest order; it is peak-indie in many ways, but actually sports several gorgeous pieces of original b/w-artwork, as well as a surprising amount of b/w-cartography that looks aesthetically pleasing.
Which brings me to something that is perhaps the biggest strike against this adventure for me: The maps are nice, but no key-less, player-friendly versions are provided; labels all around; some maps also don’t have a grid; this does work better than it has any right to in Xoth’s interpretation of PF1 due to the reduced emphasis on magic, but it still struck me as galling.
Structurally, the module is a sandbox set on a tropical archipelago that consists of one bigger and two smaller islands (yes, hexcrawling! Nice!) and can be run as a sandbox; the author also proposes a kind of mini-campaign of sorts that the GM can tweak and adapt; this outline has but one potential issue, namely that it assumes (a trope of Sword & Sorcery) that a party member has to stay behind as a hostage…or a henchman. While great for when a player can’t make it to a couple of games, this can lead to a bit of rough patch for less experienced GMs and parties less familiar with the genre’s aesthetics. Easy enough to solve, but since it’s in the outline, I figured I’d mention it. Speaking of newer GMs: this module has no readaloud texts, so you should prepare it properly.
The eponymous silver lotus, just fyi, doubles as a super-potent magical drug (full rules provided) that can even replenish spells quicker. Why am I not screaming for blood, death and vengeance? Simple: the drug is unreliable; it’s the good ole’ d100, with several effects, and some are brutal. Oh, and silver lotus? Once you’ve seen that stuff, you probably really want to think twice about snorting/smoking it, even if you’re a power-hungry sorcerer. Random encounter tables are provided, and there is a LOT going on.
Oh, and that “a LOT”? It’s primarily player-driven and makes good use of a smart set-up as well as of indirect narratives, so while there is the possibility of an exposition dump for the GM, if so desired, at some points in the story, it is by no means required.
But in order to go into details, we’ll all have to enter SPOILER-territory. If you’re a player, PLEASE do yourself a favor and jump to the conclusion. This one has some serious oomph to unpack!
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All right, only GMs around? Great!
So the silver lotus only blossoms in the darkness, burned to ash by sunlight, enhanced in its potency by the silvery sheen of the moon; its volatile power makes the drug a sought-after commodity for those dabbling in the dark arts as well; thing is, it only seems to blossom on the archipelago ruled by a rather unpleasant, decadent pygmy king, whose settlement (including two claustrophobic warrens, one for him and one for his shaman) are provided. But things are not as simple as they first appear.
For example, there is a Taikangian pirate junk current anchored at the island, and while the captain is nothing to sneeze at, the passenger and pirates can act as an interesting wild-card.
The obviously degenerate pygmies of the island are also not as unified as one would think: You see, while the pygmy king I mentioned before may be nasty and power-hungry (and he’s not above providing quests, if required), he’s still better than the swamp-dwellers, who are full-blown cannibals with crocs and aquatic juju zombies and a really nasty magical item that can make you walk into the swamp to drown yourself to the beat of the drum. Oh, and they worship carnivorous giant slugs as gods! The only thing missing was the archmage who fused his golden skeleton with one of those. (Kudos if you got that obscure reference!) Kidding aside, the slug god cavern complex is a nice dungeon example for what can go wrong if the party aren’t smart, because their slime is REALLY sticky.
But I was talking about the background: As any such island is wont to, there is a place that is taboo: The Forbidden Mountain, from which a massive waterfall erupts. There is but one strange thing here: There should be a rainbow, but there isn’t. Well…turns out that, obviously, there once was a potent civilization atop that mountain; there are frequent rainstorms on the plateau, so two subterranean rivers flow through the rock: One was used for drinking water, and one in a ceremonious manner, as a sort of Duat-like river to the afterlife for the deceased; the dead would be consigned to it, and said river would become the waterfall. At one point, though, an extremely (for Xoth) powerful mage hijacked the rainbow, trapping it in 7 stones, all of which provided benefits, but also corrupt the user. These stones, ultimately, turned the wizard into a lich (!!) who promptly took care of rivals, now banned as VERY angry spirits.
The pygmies, though, took 3 stones, and thus, the lich was dissembled in a way; the corrupting influence of these stones were the origin of the schism between the pygmies, and resulted in the even-more-tainted cannibal crew. Guess who wants all stones? Bingo: Pygmy king. The shaman doesn’t want that to happen. Oh, and OF COURSE the ancient ruins have their guardian monster! And yes, any foolhardy enough to bring the stones to the Gate of the Underworld of the old civilization will make the lich reform. Yeah, that probably is a story-gameover. A deserved one.
What does all of this have to do with the silver lotus? Not as much as one might think, but the plants are important as power-boosts to deal with the harsh module, and as a touch of horror: Silver lotus is essentially yellow musk creeper on speed; or at least, the regular and younger plants are; they are dangerous, make zombies out of you…you get the idea. Oh, and consuming the drug? Yeah, that may infect you. However, even beyond that, there is a nigh-bottomless chasm deep below, and from it, the plants rose; below is a vast network of titanic, ropy tendrils. The true silver lotus? No, you can’t beat that. And trying…well, you may end up wishing you hadn’t. The plant is supremely creepy, but also has the advantage of providing a very good reason to engage with it. This source, though? It’s pure cosmic horror regarding its potency; the thing doesn’t even have stats, and adds this cosmic revelation when the party realizes the vast power and reach of this plant-thing. This, to me, was the icing on the cake, blending the traditional archmage-reborn theme with sheer strange and alien weirdness/horror.
…have I mentioned that I like this module very much?
Conclusion:
Editing and formatting are very good on a formal level, particularly for an indie production such as this; on a rules-language level, the same can’t be said, and this gets only an “okay”; we have a few rough spots here and there, but the functionality of the content within Xoth’s paradigms is maintained. My review is based on the stitch-bound PoD, because I have all Xoth books in print. Layout adheres to a printer-friendly two-column b/w-standard. The original artworks in b/w deserve special mentioning and are awesome; the cartography is per se solid, but suffers from a lack of player-friendly/VTT-friendly maps, though, as noted before, less than a PF1-module has any right to.
Morten Braten’s “Land of the Silver Lotus” is, to me as a person, a no-brainer purchase and frankly, phenomenal. He just gets Sword & Sorcery like very few people do and has the gift of evoking the correct atmosphere without drifting off into high fantasy, horror, or dark fantasy; it’s always like one of the glorious Savage Sword of Conan b/w-comics when they were at their peak.
However, it is possible, if unfair, to poke holes into some aspects here: There is no “bone damage” as a type in PFRPG; sometimes damage types are missing; the cartography having no grid puts the PFRPG GM in a tougher spot than people running most other games. The lack of player-friendly maps hurts, there are hiccups in the statblocks, etc. This would have really benefited from a tight rules-edit.
In short, I can totally see this module being, at best, a 3-star file for some groups.
Personally, though? I love this. To frickin’ bits. And it’s not a rules-book, it’s an adventure, and one that oozes passion from every single page.
I have read and run a lot of sandboxes, and even more modules, and frankly? This is as far from the mediocrity of a 3-star-file as you can get, in a good way. This presents a captivating, awesome baseline, a ton of hooks to latch on to, and if you can’t make those factions react in a dynamic manner to the impetus of a party of PCs, then I don’t know. There is so much potentially going on here; there is a strong leitmotif to pursue if you want to; the set-up even makes capture and immediate sacrifice something that certain individuals would have a vested interest in interfering.
This is a sandbox in the best way; full of things that jumpstart the imagination; and their proximity escalates that; considering that we also get an outline to use or modify as a structuring tool, we have a genuinely amazing sandbox here. The emphasis on player skill is another plus, and the at times savage difficulty (when run in Xoth paradigms) works in the adventure’s favor without ever becoming unfair.
That being said, as a reviewer, I have a responsibility to my readers; if you can live with a couple of formal glitches and want some top-tier Sword & Sorcery, then get this ASAP; for you this probably ranks as a 5-star + seal file.
As a reviewer, I have to take the module’s shortcomings into account; as such, my final verdict can’t exceed 4 stars…but this does maintain my seal of approval. It may be a rough gem, held in the fist of a corpse from which strange, swaying blossoms grow, but it is a true gem. If you polish it even a little, it’ll shine very bright indeed.
Endzeitgeist out.
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An Endzeitgeist.com review
This module is 40 pages long, 1 page front cover, 1 page editorial/ToC, 2 pages of SRD, 1 page of advertisement, leaving us with a total of 35 pages of content, so let's check this out!
This adventure for the Sword & Sorcery genre and character lvl 8-10, while utilizing the PFRPG-rules, uses some default assumptions that are different from you standard fantasy fare, as befitting of the genre. First of all, 6 cultural archetypes for humans are presented in the first appendix. Due to a lack of humanoids like elves and dwarves in Sword & Sorcery literature, the versatility that is the spice of roleplaying comes from choosing cultural archetypes with their own distinctive attribute modifiers, special abilities etc. Decadent characters, for example, get bonuses on social skills, Cha as well as a penalty to their will saves to represent their unwholesome lifestyle. Personally, I LOVE this approach, as it makes the different cultures and humans feel more versatile.
This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion. All right!
Still here? Let's go! Essentially, the module presented in these pages is almost as much gazetteer as sandboxy module and details the frozen north of the world of Xoth, just short of the polar circle and much like in the classic renditions of the north we know from pulp literature, the glaciers beyond the black hills and the frozen swamps of Thule hide old things indeed. There, in the realms of the men of Yg, where petty warlords and princelings clashed for dominance over their frozen lands, a love triangle both sinister and repulsive has will draw the PCs into the power struggle between the two most powerful beings currently active in the icy north: The dread Witch-King of Galuga, Arkanth Mal, is scouring the lands, enslaving and kidnapping beautiful women in a quest to restore his fallen witch queen Eliyh. Seduced by the White King Boras, the beautiful sorceress once left her king behind to bear the children of the White King - only to one day realize that the White King is a terrible creature from beyond the stars. Driven mad, she was annihilated in direct confrontation with the beast, but had her life-force transferred to the fabled Ark of Zamar. Now, Arkanth Mal, still in love with the insane spirit of his once beloved, scours the lands for a suitable body to serve as the reincarnated Eliyh.
Whether the PCs stumble upon slavers, find Eliyh's former familiar in the process of being killed or are captured, they will be drawn into the machinations of the powerful beings that rules the icy lands (which are btw. presented as a one-page, hand-drawn, nice map). As a gateway to adventure, the border-town of Tartuum is provided in rather excessive detail, though a settlement statblock per se is not provided, the details and fully stated NPCs with flaws and mannerisms make the town immediately come to life. Better yet, the areas like the Moors of Sul or the Frozen Tombs of Yg, though only depicted in short paragraphs, evoke enough iconicity to make them not only valid targets for side-quests, but interesting locales, though I noticed a distinct lack of a ride skill on a supposedly mounted bog mummy riding a bog mummy horse. Have I mentioned the disturbing Yg-tree, which not only is baptized by blood, but has tendril-like roots animate special spore-spewing undead or the cannibalistic Ma-Gu?
We are also introduced to the fully mapped Citadel of Galuga, the stronghold of Arkanth Mal, where sorcerors from the south experiment with the dead and flesh-consuming plants and the Ark of Zamar and Eliyh's spirit wait for retribution against the vile thing that is Boras. 3 levels (fully mapped) and a player-friendly side-view of the palace are provided as well as several infiltration suggestions on hwo the player might tackle the challenge of the citadel. The final section of the pdf then details Naath, the land of Boras, his dread Ziggurat and stats for his true form Yon-Ylath-Ul. (And yes, as nasty as it sounds!). The Ziggurat-section is rather short though, providing only 9 locations, though many might spawn adventures of their own.
As mentioned before, the module also features the rather cool and excellent cultural archetypes for humans in the first appendix. The final appendix, then, deals with sample statblocks for the men of the north, providing a total of 10 additional statblocks as well as more information on organizations and ethnicities.
Conclusion:
Editing is top-notch, I didn't notice any glitches in that department. Formatting has some peculiarities, though: The statblocks do not adhere to the PFRPG-revision with clear distinctions between offense and defense sections, providing instead the cluttered statblocks we know from earlier editions of d20. While usable and adhering to the rules, the presentation should be updated as well. Layout adheres to a printer-friendly b/2-2-column standard with a typical Sword and Sorcery of a nude female in peril and some fighters on the respective borders - this is a classic Sword & Sorcery-module and thus also tackles mature topics, just to let you know. The pdf comes fully bookmarked and the cartography and artworks are nice and serve to further enhance the sense of foreboding antediluvian antiquity. However, no player-friendly maps are provided, which is a major bummer in my book - just a version sans the map-key would be nice.
Xoth Publishing is sure to be either beloved or hated by people and I count myself among the former. Ever since I read Necromancer Games' Ancient Kingdoms: Mesopotamia, I fell in love with author Morten Braten's vision of an age through which a Cimmerian barbarian might stroll. When his anthology "The Spider God's Bride" hit virtual shelves in the 3.X days of old, I loved it and still wholeheartedly recommend you checking it out - even if you're by now playing Pathfinder, the information on the World of Xoth and its assumptions will serve to greatly enhance your enjoyment and immersion into the spirit of this module - or should I say gazetteer?
Honestly, to me it feels more like that. The adventure-section of this module is so sandboxy, a DM should not expect to be able to run this sans preparation. Dauntingly old-school, the module instead gives us a variety of different NPCs, potential plots and unique adversaries waiting in areas that, via clever use of omissions, hinting at things and linguistic skill manage to spark the creativity of all but the most burnt-out of DMs. The material herein could be seen as a rough skeleton of not a module, but rather a whole mini-campaign - enough information is provided and the cultural peculiarities that so vastly enhance immersion are second to none and alongside Adventureaweek.com's modules at the apex of this particular component of adventure-craft.
That being said, while I'm a vast fan of the overall content portrayed herein, I also consider the module to be far from perfect - the rather lackluster final ziggurat feels like it has been a massive dungeon once that was cut down. Another pet-peeve of mine is that not sample DCs etc. for infiltrations are given, though in scenarios like Xoth's they usually are the more prudent way to go.
Quality-wise, were I only to judge the writing, I'd immediately go for a full 5 stars, but unfortunately aforementioned minor blemishes, the lack of player-friendly maps and the fact that a tad bit more guidance would have been prudent, conspire to make me drop my final verdict down to 3.5 stars - UNLESS you're an enthusiast for the Sword and Sorcery genre like yours truly: We have far too few modules that cater to this genre and for me, as one who has all the Xoth Publishing releases so far, this is just awesome and 4.5 stars. After careful deliberation, I decided to round down in both cases, for final verdicts of 3.5, rounded down to 3 and 4.5, rounded down to 4 stars respectively.
Endzeitgeist out.
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An Endzeitgeist.com review
This adventure is 28 pages long, 1 page front cover, 1 page editorial/ToC, 2 pages SRD and 1 page advertisement, leaving 23 pages of content for the latest adventure by Morten Braten, the mastermind behind the modern Sword & Sorcery classic Ancient Kingdoms: Mesopotamia. It is also his first foray into PFRPG-rules to my knowledge and the first sign of life from Xoth publishing since the extremely cheap 200-page anthology "The Spider God's Bride", which I immensely enjoyed.
This adventure for the Sword & Sorcery genre and character lvl 2-3, while utilizing the PFRPG-rules, uses some default assumptions that are different from you standard fantasy fare, as befitting of the genre. First of all, 6 cultural archetypes for humans are presented in the first appendix. Due to a lack of humanoids like elves and dwarves in Sword & Sorcery literature, the versatility that is the spice of roleplaying comes from choosing cultural archetypes with their own distinctive attribute modifiers, special abilities etc. Decadent characters, for example, get bonuses on social skills, Cha as well as a penalty to their will saves to represent their unwholesome lifestyle. Personally, I LOVE this approach, as it makes the different cultures and humans feel more versatile.
Another problem in Sword & Sorcery is that magic is different from the basic PFRPG-assumption - you seldom see sorcerors fling artillery spells around or crushing whole legions of foes. Indeed, while they might level whole cities with their rituals, they'll have to sacrifice virgins, take exotic drugs etc. to do so and their spells will be dependent on the cult they adhere to. After all, in Sword & Sorcery, there s no distinction between arcane and divine magic. While the sorceror-base-class from Spider God's Bride is not updated to PFRPG herein (and does not feature in the adventure), the Cultist class is introduced over 2 pages in the appendix.
Essentially, the cultists is a variant of the oracle base-class that is well-designed. While not many sample cults are given, two do feature in this adventure and subsequently get their full stats. It is here I want to advise reader discretion - while the themes of the adventure are mature, they are not gratuitous and probably not meant for younger audiences. The themes of Sword & Sorcery often center around religious depravity and the cult that features as a part of the PC's opposition in this adventure has e.g. the initiation ritual of mating with a animal.
That being said, the World of Xoth blog as well as the "Spider God's Bride"-anthology greatly enhance the flavor of this module, as they contain more information on the human ethnicities as well as the world per se and I'd highly recommend reading them prior to running this adventure.
All right, so far, so good, from here on we'll jump into the action - Thus, the SPOILERS start to reign.
Potential players should jump to the conclusion.
Still here? All right!
The adventure kicks off by having the PCs rescue a bunch of handmaidens from a slaver who then proceed to guide them to the accursed city of Khadis. In the best of sandboxy styles, we are introduced to the city of Khadis, its palace, secret shrine etc. Essentially, the city once worshipped a dread, bloodthirsty hyena-cult that has recently been toppled and exchanged with a more benevolent religion. Unfortunately, the kind is more or less senile by now and his daughter has been acting strangely. This is due to said daughter being the returned princess who has been raised in the ways of the beast-gods, her sister and true heir to the throne being one of her captives. Unfortunately for her (or the PCs), said handmaidens rescued from the slavers were servants of the supplanted princess and thus will notice that something is amiss - which might have the PCs on lock-down in the palace.
The palace, the palace's dungeon and the now desecrated sphinx in the city feature their own, hand-drawn maps and from the arrival in Khadis, the further development of the adventure is mostly up to you as a DM and your players - from cultist's catacombs with stitched-together mummies, beast-men cultists, a palace that has the PCs on lockdown until they're sacrificed to fuel the fake princess' transformation into a beast woman, a ritual, court intrigue (finding out what is amiss with the princess) - just about anything is possible. While a sample outline is given, essentially it's up to you and your players to decide how the events unfold against this backdrop of depravity, decadence and vile practices. While this approach means that you as a DM have a bit more work than usual, it also means that no two playthroughs are the same and that PCs tendency to do unforeseen things is accounted for by not having a set-in-stone plotline. While this is no "Go-Play"-module, it makes for an interesting sojourn to the primal world of Xoth that, once again, like its predecessor, necessitates PCs fighting smart.
The pdf also features 3 new templates, (all CR +1) - The embalmed creature, hybrid stitched mummy and Beast-man of Khadis templates, all of which are simple to use and neatly designed.
Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to the 2-column standard and features neat b/w-artwork borders as well as some nice b/w-artworks. The maps are hand-drawn and not too great, but they do serve their purpose. On a layout-side, the statblocks unfortunately are not broken up into offensive/defensive/etc. sections, making them a bit harder to read than necessary.
I really liked this adventure, being a sucker of Sword & Sorcery and Morten's work. However, as a reviewer, I have to realize that this adventure has some problems: The statblocks not adhering to PFRPG-standard being one, the plethora of information you have to gather from the blog being another. While familiarity with the world of Xoth is not strictly necessary to run this adventure, a lot of the fluff and atmosphere might be lost without having read the campaign information from "Spider God's Bride" and the blog. I really think that the general campaign setting information from said sources should be updated to PFRPG in order to ensure the usability of future adventures, as without prior knowledge and modifications on your part as the DM, some of the fluff and enjoyment might be lost to you, which is really a pity, as the adventure per se is dauntingly old-school and oozes Howard/Ashton-Smith-style. If you're already familiar with the world of Xoth, this is an excellent purchase. If you're not, though, the amount of work required to make this adventure work as intended might be a downer for you. My final verdict, having to take this into account, will thus be 3 stars and the definite recommendation for those of you willing to invest a bit of work and/or familiar with the World of Xoth. For those of you who want a plug-and-play module, steer clear.
Endzeitgeist out.
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An Endzeitgeist.com review
This FREE player's guide to the world of Xoth clocks in at 60 pages, 1 page front cover, 1 page editorial/ToC, 2 pages of SRD, 1 page back cover, leaving us with a massive 55 pages of content, so let's take a look!
Wait, before we do...a couple of notes - this uses the PFRPG-rules, but, as the cover should make abundantly clear, this setting is one indebted to Howard, Clark Ashton Smith, Fritz Leiber, Michael Moorcock, etc. - in short, this is Sword & Sorcery and not Tolkienesque high-fantasy.
GASP I know, I know. I've read the rants and ramblings...plenty of them, in fact. So let me dispel these flawed pre-conceptions from the get-go: Yes, you CAN play a rewarding Sword & Sorcery game in PFRPG...it just takes a bit of tweaking and this is, among other things, where this pdf comes in.
It should also be noted that this genre obviously does away with a lot of the assumptions and themes of PFRPG - this is a mature setting and tastefully-rendered temple-courtesans and eunuchs, drug-consuming, mad cultists and worse are a staple in the genre and the reason you don't see this advertized more openly, lies in these mature themes. Don't get me wrong - this is not gratuitous or grim-dark in any way, shape or form - but exposed breasts, sex and partying the loot away are all tropes this employs.
Now, before you're asking: This is the world of none other than Morten Braten, the man who created one of 3.X's best Necromancer Games-books, namely "Ancient Kingdoms: Mesopotamia" - the World of Xoth would be, at least to my mind, one step beyond and can be easily extrapolated to other rule-sets, so flavor-wise, this may be worth getting if you're preferring other systems.
All right, that out of the way, the book begins with several steps that radically change PFRPG as we know it. Firstly, alignment is gone. Everyone is neutral...unless an entity is CE - that stands for Cosmic Evil and certain spells retain their effects versus such beings. Monsters are rare and monstrous and as such, even oversized animals and the like gain Frightful Presence. Magic is rare, magic items are not for sale and combat is DEADLY. A character is assumed to have a massive damage threshold of his Constitution score + 1/2 level. When this threshold is exceeded, a DC 15 Fort-save is required, with every 10 points increasing the DC by 2. An interesting effect of this would be that min-maxing damage...doesn't really make as much sense...and there is obviously no returning the dead properly to life. HOWEVER, at the same time, one attack cannot kill you. Much like Conan, Sonja, etc. get knocked out rather often, being subject to massive damage knocks you to -1 hit points and puts you in risk of bleeding to death. This allows for a rather cinematic structure with highs and low and easier means of having PCs potentially being captured.
The scarcity of magical healing within the setting also means that wounds heal quicker naturally +3 level + Constitution bonus per night and a Heal skill use versus DC 15 can, 1/day, restore an equal amount of hit points, making the skill matter for once. Ability damage heals at a rate of 1 per hour, unless inflicted by a disease - in such a case, you need to cure the disease before that.
The pdf also sports quick and dirty training rules that work surprisingly well - in an absence of common magic items, AC-bonuses, ability score increases and bonuses to saving throws can actually be purchased from the loot recovered...but it should be noted that training bonuses and enhancement bonuses do NOT stack. The pdf explains this process rather well and, throughout its pages, provides a guiding hand for players and PCs alike, allowing for an easy an immersive contextualizing within the world of xoth.
Now, in absence of the Tolkienesque fantasy races, we instead get no less than 20 unique ethnicities, all coming with information on appearance, culture, religion and language...and each of them sports an amazing b/w-artwork. Not all of these cultures have racial traits, though - instead, e.g. an urban population could be deemed enlightened or decadent, while the rural population are nomads or savages. What does this mean? Well, culture is extremely important. The culture of the character's background determines the racial traits of the respective human, not their "race" - this retains the spirit of the classic tropes perfectly, while getting rid of the slightly racist angle implied in the classics - elegant indeed.
Savages, whether they be vikings or people from the jungle, all have the same abilities and the same goes for nomads. And, before you're asking - yes, these make quite a lot of difference. Savages gain, for example, among other things the constant benefit of endure elements for a climate, while nomads have to reduce their land speed, but gain a wild-card feat to represent their unpredictability. Decadent folks are superbly charismatic and better casters, but their Will-saves are penalized. The arrogant enlightened may transcend the usual life-span, but their haughty heritage breeds overconfidence and a penalty to intuitive checks - and yes - all of these cultures come with their own amazing artworks as well.
Now, not all classes are suitable for this world. The first thing you'll note is that there are no clerics, oracles, paladins, inquisitors or summoners, wizards or sorcerors...though there VERY RARELY are witches and alchemists...and there are class tweaks to prevent favored enemy (human) from being too good, druids lose wild shape...etc. - however, to make that clear: This section actually also provides advice to play a character of the respective allowed classes that properly fits in within the context of the world.
"But wait!" I hear you say "The oracle kinda does fit, theme-wise...right" Well, instead of oracle, we employ the cultist archetype, which is basically compulsory within the setting: This bakes a cult ( and a LOT of them are included) into the hard framework of the class and thus replaces mysteries. The cult has a linear progression and the (often) grisly things done in an initiation rite replace the curse. Amazon and Slaver rangers, Spymaster and temptress bards, torturer rogues and witchdoctor druids complement the archetype array - while none of these really does something exceedingly smart, they all have in common that they fit the themes of the setting really well. And yes, this is not the campaign setting you want to use if your primary motivation is min-maxing.
The attention to detail stretches btw. to the weaponry: Since steel is rare and not all swords are common, taking a good look at the equipment chapter can prove to be rather intriguing. There also are nice alchemical items and herbal drugs to be found. (Though the rules-language of the silver lotus leaves much up for GM-interpretation - how it boosts magical power is not clear from this write-up...but there actually is a reason for that...one we'll explore in a future review.)
Now, obviously, in such a world, spellcasting also has to follow its own rules - as such, say good bye to artillery spells, teleportations, low level divinations, shapeshifting and traditional superhero spells - the precise way in which you enforce these restrictions is up to the GM, but having the list is intriguing. Summoning spells may btw. only call forth animals, vermin or elementals and are contingent on climate and availability of the elements. But fret not - there are new spells herein, including spells that do inflict damage - breaking bones via the incantation of the broken limb or causing heart attacks via the black fist of Ptahaana are suitably visceral and devious casters may pronounce the curse of green decay, the curse of double death...or enhance the fertility of the target. These spells breathe the spirit of the classics in more way than one and, as a whole, can be considered to be superb additions to the world.
Now, I mentioned cults, right? Al-Tawir, the sleeper beneath the sands requires initiates to gouge their eyes out, while the cult of Belet-lil, the moon-goddess, demands your virginity, given freely to a member of the cult. Elephant-headed Yaathra Yok needs you to solve a sacred riddle before your head is crushed underfoot of an elephant and fetching eggs from devil-bird (pteranodons) nests, surviving ritual drowning or the like - there are a lot of different cults in tone and style - all 6 major cults have in common, though, that they sport amazing b/w-artworks...and a wide selection of lesser known cults is also touched upon.
A player-friendly, brief gazetteer of the known world of xoth allows players to get a feeling for the lay of the land, while the legends (lavishly illustrated) speak of the dwellers below, the sons of giant-kings of old, the dread serpent-people...and yes, the longskulls of sunken Ptahaana, beholden to their weird, otherworldly masters. The final two pages contain helpful random tables, from names to random loot/events, races, cities, punishments, hit locations for monsters and humanoids to trade goods and occupations.
Conclusion:
Editing and formatting are very good on both a formal and rules-language level - the balance between cultures is also tighter than it was back in the 3.X iteration of these concepts. Layout adheres to a printer-friendly 2-column b/w-standard and the pdf sports a nice full-color map of the known world. The artworks deserve special mention: I have RARELY seen a book with this many amazing original b/w-pieces. Big kudos! The pdf has no bookmarks, which constitutes a comfort-detriment...but then again...IT'S FREE. It's the single most lavishly-illustrated free file I have seen in YEARS. I mean it. And the PoD-version is btw. a really nice softcover that can be purchased at cost - i.e. it's ridiculously inexpensive.
See, if I had a say in this matter, I'd pay Morten Braten a significant wage, just to write Xoth stuff full time. I am not kidding you. As mayn of you know, I am sucker for good Sword & Sorcery. The problem with the genre, though, is interesting to discuss with literature scientists. Frankly, the genre shouldn't work as well as it does. Intellectually, there is better prose out there, but there is something visceral, immediate that bypasses my analysis-mode and pulls my lips apart in a devilish smile whenever I read good sword & sorcery. Here's the issue: At least from what I've seen, an author either gets it...or not. Even the most neutrally-viewed mediocre of Howard's tales has this resonance, this consistency, this illusion of authenticity.
The issue for me, regarding roleplaying games and the theme, is that they try, often enough, to make sword & sorcery "family-friendly" - you know, get rid of the disturbing stuff, the sex and the drugs. At least for me, that defeats the whole purpose and central tone of the genre. You do not have to be explicit - this book showcases that beautifully, but these themes are as important to the genre as hobbits are for middle-earth's mythology.
When I first found Morten Braten's writing, it frankly blew my mind - I felt like I had finally found someone who gets it. His prose is phenomenal; his nomenclature and naming conventions brilliant and his world is actually fresh - it's not Conan's world, nor the slightly more fantastic interpretation of Red Sonja, burdened with a gazillion of stories that are over the top - this setting is basically, to me, how I would canonize the good, down-to-earth, slightly more realistic stories. It is a world rife for stories and adventure, and having played all Xoth-books released so far, I find myself returning to this place with every new release, always a smile on my face.
How much do I like this setting? Well, enough to actually get all books in print. If you are even remotely interested in Sword & Sorcery, if you have even the tiniest bit of love for the genre, then please, do me a favor, and check this out. It's FREE and the love that went into this book and the adventures in this world drips from every single page. My final verdict will clock in at 5 stars + seal of approval.
Endzeitgeist out.
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An Endzeitgeist.com review
This adventure-anthology for 3.X is 200 pages long, 1 page front cover, 1 page editorial/ToC, 1 page appendix for references and bibliography, 1 useful page-appendix with 80 items miscellanea, 2 pages of SRD and 1 page back cover, leaving 193 pages for the adventure anthology. It should be noted that a whopping 42 pages of maps can be downloaded in a separate zip and don't feature in the page-count of the book. The maps range from hand-drawn to PC-generated and are useful, but not too beautiful - they serve their purpose and there are many, which is nice. I'll mention the amount of maps for each adventure separately. We also get an extra map of the World of Xoth.
The first thing you'll notice is the fitting b/w-artworks, which, while stock, serves to underline the atmosphere of the world. Layout is nice and easy-to-read two-column format and features a graphic border. Editing is surprisingly well done, I only noticed 3 glitches in the whole big book - quite a feat for Morten Braten. Who is that? Well, Morten is the author of one of my most favorite Necromancer Games-books from the 3.X days of old, Ancient Kingdoms: Mesopotamia (AK:M for future reference), to be precise. This book introduces the World of Xoth, a savage world inspired by Clark Aston Smith, Robert E.Howard and their iconic creations, spiced up with a bit of gothic horror à la Lovecraft - we're in for Conanesque, savage, bronze-era action where wit and raw strength are matched by bearded, drug-addled and perverse sorcerors. A word to the warning - While the book is not explicit in its mentions of depraved sexuality (and personally I wasn't offended), I gather that morals in e.g. the USA might be different, thus the content is intended for mature players and readers, which is also acknowledged in a side-box on the very first page.
Before we jump into the action of the adventures, we are introduced to some basic assumptions of this mini-campaign as well as optional rules you might (or should) use in conjunction with these adventures: First of all, there are no true alignments: There is just "normal" and "cosmic evil" - that's it. We're in for shades of grey. Next up: Monsters are rare and trigger fear checks, i.e. get frightful presence. Magic is rare and mysterious, combat is deadly (with massive damage and death effect rules), an optional rule for armor damage reduction and a rule for faster natural healing of wounds. Next up are the characters that are suitable for the world - of the core-classes, only barbarians, rogues and fighters are allowed. The ranger is more or less replaced via the new nomad class and due to there being no gods or divine magic, all spellcasting prowess falls to the NEW sorceror-class, a caster that reflects the traditional image of the spellcasters from the Hyborian Age better than the regular core-class. If "Sorceror" is mentioned in this review, it refers to this new class and its restrictive but very flavorful spell-list of non-flashy, mysterious magic. Wait. No divine magic? Yep, that's why natural healing is faster than usual. Wounds HURT and combat should be carefully picked, as will be shown in the adventures. If you act dumb and fool heartedly jump into every battle , prepare to die. A lot.
With the genre being human-centric and having no place for halflings, elves and the like, we also get a huge array of different kinds of humans who get varying racial traits and abilities depending on their stock - we get a huge array of 23 of these nationalities. Furthermore, we get 26 feats centered on the new sorceror and the nationalities. I liked the feats and their story-centric approach to organizations and the secrets of magic. In the next chapter we delve into sorcery, how to restrict spell-lists, the effects of maddening taint sorcery has on its practitioners as well as several new spells. 23 cults and demons with their specific available spells are provided for your convenience and we also get new drugs, weapons and alchemical equipment.
This concludes the 41-page campaign-section of the book and kicks off the adventure section of the book - next up is the first of the adventures, thus from here on SPOILERS ABOUND!!!
...
Still here? All right, so let's check the first adventure out:
The Necromancer's Knife
comes with 3 maps, one of the city, a hand-drawn map of a charnel house and a rather confusing map of catacombs. The basic premise of the adventures is that the PCs come into possession of a dagger that is inhabited by the spirit of a restless necromancer bent on revenge against one of his former pupils. One of the PCs (or a guard captain) is possessed by the spirit and from there on, the PCs are in for a race against time to infiltrate the catacombs of the city via the charnel house of the cities' cult of skull-masked, depraved priests to the necromancer's final resting place where they'll hopefully either destroy the spirit and the necromancer's knowledge (his spellbooks are kind of his phylactery) or reach an uneasy truce with him, making the PCs his chosen tools of vengeance. The infiltration is actually very well-made, but the possession-angle might cause problems, depending on your group. Other than that: Nice, sandboxy infiltration.
The Spider God's Bride
comes with 4 maps, one city map, 2 maps of a mansion and one player-friendly map of said mansion. This adventure begins with the PCs being hired as caravan guards by a fugitive priests in disguise as well as his retainer and their slave-girl, who turns out to be a temple-"virgin" devoted to the perverse Spider-God. Thus, the adventure starts with a wilderness trek through the Kharjah Pass and the al-Khazi desert, spiced up via both a two-page table of random encounters and a deadly nomad tribe. After enduring the harsh and deadly climate of the al-Khazi, the PCs reach the city of Zul-Bazzir, where they continue to serve as bodyguards for the priest and his allies after moving into an Eastern-style mansion that will be attacked by deadly assassins - during said attack the priest will be betrayed by his servant and the girl, who will give birth to the abominable spawn of the spider-god. In the end, it's up to the PCs to stop the temple-maid, her lover and the dreadful abomination she has brought into the world. The spawn is a new creature presented n the appendix.
The Jewel of Khadim Bey
This adventure is introduced by the PCs hearing about the theft of the legendary jewel of Khadim Bey and the subsequent plea of one of the thieves of the jewel - The woman scorned sets the PCs on a quest to kill her partner, who has supposedly left her to be caught by the guards. Supposedly? Yep, as the woman is in fact an instigator who wishes to make the PCs kill an agent of the local ruler - whether they kill him or look through her treachery, they will have to hold the abandoned temple where they encounter him against a whole cult of cannibalistic nomads. After that, the trail leads to Abu Khafi's notorious house or trail the perpetrator to Melik Khan, a corrupt, silver lotus addicted general whose house the PCs will have to infiltrate to prove his involvement in the conspiracy and clear both their names and bring the spy to justice...or ally with her. The plot allows for all kinds of interesting developments. The adventure also features 3 maps.
The Eidolon of the Ape
This adventure is a very straight-forward infiltration (brute force is not an option) of a temple devoted to a dread simian god. Deadly, hard, cool. Simple, yes, but also a quite remarkable adventure.
The Crypt Thing of Khorsul
The PCs are recruited by one of two feuding mountain lords to steal an amulet from his enemy, who dabbles in black magic, and kidnap the "son" of his enemy. As often, though, not all is as it seems and the true sorceror is the lord who hired the PCs, the "son" a traitor to his sorcerous master. After infiltrating the castle of one lord, they might learn the truth about the dark witchcraft (or not) and venture out to a mountain cavern to clear out the immortal creature the other lord has created, hopefully ending the sorcerous threat their once-employer poses for the whole region, either at said location or via infiltration of the lord's own mansion.
The Vault of Yigthrahotep
The PCs find a clay tablet and are subsequently approached by a group of merchants, who tell the PCs about a gold mine to which an item they possess as well as the clay tablet and a third glyph point. The merchants and PCs join forces and traverse the deadly Katanga desert, braving its terrible sandstorms, slavers and finally reach Katanga, where they'll somehow have to gain entrance to a temple, find the hidden glyph and then brave the deadly jungle towards the purple spires that conceal the gold mine - near which, unfortunately, lairs a tribe of in-bred locals led by an incestuous, grossly obese witch queen. After hopefully escaping the predations of said fiends, the PCs finally can venture to the lost mines and brave the monkey-men that have claimed the place as territory to finally reach the vault of Yigthrahotep, where the merchants will reveal themselves to be shapechanging snake-men bent on freeing their mighty kin from hibernation - the PCs will have to deal with their treachery and the dread creature they unwittingly unleashed upon the world. The adventure features 6 maps and is among the coolest, darkest and most disturbing ones among the adventures presented herein.
The Swords of Zimballah
The PCs venture towards the savannah-city of Zimballah to prevent the balance of power in the region from shifting, as a rogue priest of the living flame has agreed to reveal the secret of crafting iron weapons to the local ruler. Via a safehouse, various factions and the battle of both wits and blades with agents, the PCs will have to infiltrate the royal palace of Azimba and either kill the rogue priest or even get him out alive. The fact that he is quite comfortable and can conjure elemental creatures to his aid does not facilitate the task - the opportunity to stage a slave rebellion, however, does. The adventure comes with 4 maps.
The Slaves of the Moon
This adventure is set in the cursed city of Kumara, located in a desolate, mist-bound valley that prevents the PCs from once again leaving the area. The isolated two-class society there is lorded over by a ruling class of were-leopards. The royal palace, once again, can be infiltrated by the PCs and provides some challenging defenses. The fact that there is dissent between were-creatures wanting to end the curse and ones who revel in their bestial natures Caught in the act and barely suppressing their nature, the aristocracy bids the PCs to destroy the remains of the sorceror who cursed the town, prompting them on a delve into his crypt and a battle against his dread remains. Moreover, via this the PCs might uncover a way to end the curse once and for all by killing a legendary creature and potentially toppling the social order in the cities' political microcosm. The adventure comes with 5 maps.
The Daughters of Rhama
Stumbling over an encoded message, the PCs are led to the city of Yaatana, a cult devoted to a supposed orgiastic moon goddess, which they may infiltrate to put an end to the dark creature devoted to filth and sickness behind the supposedly harmless cult. The adventure comes with 2 maps and a handout for players. This was my least favorite adventure, because it was rather on the short side and does not feature that much documentation.
The Call from the Abyss
Being the longest adventure of the series, I had high expectations for this one: The PCs come into possession of a strange (and VERY creepy) magical conch-shell that sets them on course for a mythical island. From the city of Ghazor, the PCs have to meet up with a spy in a rather hostile tavern to enter the half-submerged royal tombs in Ghazor - after killing the dread creature there, the PCs finally can obtain the map describing the path to the legendary island of Namthu. After recruiting the service of a vessel, the PCs will hopefully root out the hidden priest of a dark god hidden among the crew-members and make their way to Namthu, where bloated dead rising from the deeps, flesh-eating birds and worse will greet them. Worse, the priest might instigate an attack against them and the temple they will want to explore is not only infested by the rotten undead and similar terrors from the deep, but also floods with the tides, imposing a time limit on explorations. To add insult to injury, the PCs will have to clear partially collapsed passages and scale the Eyrie of the flesh-eating bird-creatures to disable a force-field blocking their passage in the temple (and yes, they get sufficient hints to do that). Once they have cleared the force-field, though, they will have to battle the dread cephalopodan sea-god to claim the accursed treasure of Namthu or live with the knowledge of having unleashed an elder evil once again to roam the high seas, thus providing a sufficiently epic and cool final adventure. This adventure comes with 8 maps.
After that, we get the appendices, with three new templates (Bloated One for the servants of said sea creature) and Corpulent (for grossly obese enemies) and Rhama's Blessed (translates to disgusting and stinking) as well as two new creatures, the devil birds of Azimba and the Spawn of the Spider God from the second adventure.
Conclusion:
I already commented on the formal criteria, so I'll just get right to it: This one is hard to rate - on the one hand, we get A LOT of adventure (in fact enough for half a campaign or even a year or two of play time) for a few meager bucks, and a lot of cartography. On the other hand, the cartography ranges from nice city maps to hand-drawn ones that seem not too professional. What is professional, though, is the editing - I only noticed 3 minor glitches in 200 pages - that's top quality! In the end, I guess it comes down whether to if you like the swords & sorcery genre or not - if you're willing to delve into the world of Xoth and accept its premises, your PCs will have a very challenging, fun time. If they're smart, that is - many adventures are VERY sandboxy in style and challenging. Infiltrations are hard and if your players first approach is always "Bash its head in", they might be in for a rude awakening in some of the adventures. If you and your players tend towards rather sneaky and smart play-styles, though and if you are an experienced DM (novices will be hard-pressed by the amount of potential ways stories might develop), this book will provide entertainment galore. The only word of warning I have to utter is that your players have to be comfortable with trusting (at least for a time) NPCs and settling up temporary alliances with them, as some adventures hinge on cooperation. What's my final verdict, then? Well, for me as a huge fan of the S&S-genre, I loved this anthology. It provides a lot of material and some of the adventures genuinely provide a sense of antique dread and iconic locations that I loved from the stories I used to read all the time. However, as a reviewer, I have to acknowledge that some of the adventures don't hold up to e.g. the brilliant "Call from the Abyss" or "The Vault of Yigthrahotep". My final verdict will thus take the VERY low price into account as well as the had-drawn pieces of cartography that might impede the fun for some DMs. My final verdict will be 4 stars. Detract a star if you're very picky about beautiful maps and original artwork, but add a star if you're a fan of the Swords & Sorcery genre - Fans of Ancient Kingdoms: Mesopotamia, Conan etc. practically have to pick up this gem.
Endzeitgeist out.
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A wonderful compact product that perfectly conveys the ideals of the fantasy style of Sword and Sandal. The new rules wonderfully convey the overall climate of the world. The entire product is decorated with good atmospheric graphics. All I can say is that I was left hungry for more. 5e D&D needed such a setting.
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