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Engagng characters and a great story! Read it in a single sitting. Can't wait for Volume 2.
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Wonderful publication! I was so engrossed in this that I lost track of time and nearly forgot to review it. The art is amazing, anyone who has seen Amanda's other work for Skirmisher will already know what to expect - I've always loved the illustraions of Paros & co in the Necropolis and other Kos-related productions.
The story itself is very engaging, don't want to give anything away but it's a fascinating read with its own mythology that is thoughtfully explained in the appendix. The characters are very likeable and very realistic, there's a good mixture of humour and emotion. However, much as I like the people it's the background and scenary details that I absolutely love. So much thought and care has gone into the world we see, I want to have adventurtes there!
Great read, thoroughly recommend it.
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I really enjoyed this!. Great intersecting stories, funny, clever, and a neat underlying mythology. I dont think I could run a game as well as this story flows, and every character feels fully fleshed out, but with secrets that hopefully will be revealed in the next volume.
Also, I really like the art, deep inking, great line work, the facial expressions and transformations are well developed and clear, adding even more than the dialogue.
All and All, a good read, worth getting a print of it too if available
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Another great value item on the 100 Oddities list from Skirmisher. Need a little Chaos in your campaign? This has you covered with the usual 100 Oddities generation tables and a fleshed out system for chaotic features and mutations. At 30 pages this is a great deal with some cool ideas to create something horrible to throw at, or grow on, your player characters. Pick it up and add it to your GM library. Check out the other Skirmisher titles in this line up too. They are all awesome.
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This is a meaty supplement, with lots of interesting options presented in it. Probably the best part is the detailed system for applying the chaotic mutations to creatures in play. Well worth the price, and then some.
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I have every Oddity in the series, so I knew what to expect from this publication and Skirmisher do not disappoint. I love all the tables in this product, not just the 100(+) oddities themselves, for instance - there are tables for random animals and creatures that have been affected. These tables are jam-packed with inspiration for DMs to come up with challenges for their parties. As I read through the lists, my mind came up with a dozen springboards for adventure just based on the creatures themselves. So many wonderful ways to use this product; I can see new bad wild magic effects, botched potion results, boons and curses from dark patrons as well as the warping effect of chaotic magic itself. It's such good value for money. If you have any of the other oddities, you know how good this will be, and if you don't - what are you waiting for?
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Coldblooded-A Player's Guide to Lizardfolk is a very short supplement for the Pathfinder role-playing game, coming in at only 4 pages of game-relvent content. The book offers rules for playing lizardfolk--a race that is treated as an enemy in most fantasy RPG settings. In fact, the Pathfinder Advanced Race Guide has partial rules for playing lizardfolk toward the back of the book, despite offering detailed rules for dozens of races. There definitely is a need for lizardfolk options for players, and this book does a good job of providing them.
This book gives lizardfolk the treatment that all the basic races get in Pathfinder--a writeup describing their people, including physical appearance, society, etc. As well, it includes rules for playing them--racial traits, including stat bonuses and penalties, bonus features for their race, and languages spoken. It also includes some alternative racial traits--which is where this book really shines. Lizard are interesting creatures with abilities that vary from species to species. This book does a great job of reflecting that variation, and at the same time incorporating it into balanced rules for Pathfinder. Among the alternative traits are color-changing chameleon scales that give stealth and disguise bonuses, bulging eyes that improve perception, and the option for swimming like a marine lizard. As well, this book features a nice alternate class archetype--dragon priest, which, as you might guess, is a cleric that worships a type of dragon and has dragon-related abilities.
The book closes out with some equipment common among lizardfolk, such as the 'macana', which is a bladed club that can inflict bleeding damage, and a bodypaint that masks the wearer's smell, making them harder to track by scent. These are some items that can bring something interesting or challenging to a game. Though, I can't help but think that the book could benefit from some magic spells or items that could give further depth to the lizardfolk, thus the book falls a bit short in providing all the options it could. As well, it's certainly not much to look at given it's simplistic design. However, if you're looking to do something out of the ordinary with lizardfolk in your Pathfinder game, this book is definitely for you.
Read the whole review and more at Geeksagogo.com!
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100 Oddities for Treasure Hordes is basically a table of 100 random treasure items that game masters can use to generate random loot. The items in this book are quite unique, and range from mundane to powerful magic artifacts. All of the items are described in very general terms, and some with supplemental variant options, with some background lore provided for powerful magic items. The descriptions of these oddities are all very general, and don't have any specific rules tied to them. Game masters are meant to fill in the gaps of how the items described fit into their game, from any rules for special properties or effects, to the sale price of the loot. This means that this book can be used with any fantasy setting, and would work well with games such as Pathfinder, Dungeons and Dragons, or Runequest, and would even be appropriate for futuristic fantasy settings, such as Shadowrun and Starfinder.
Some of the items included in this book are simply mundane loot that are typically just a valuable curiosity. Things such as the fur mantle with a gold chain (#25) or tulips preserved in amber (#80) could exist in the real world, and could potentially bring an adventurer some coin. Other items, however, offer some clever magical effects. Some of them are harmless and interesting, such as the silver spoon that bestows benefits on newborn babies (#39). There are others are very magical items of great power, such as fresh peaches that never seem to rot (#21), or the mysterious bejeweled demonic idol (#31). (You'll have to get the book to see what they do.) There are some items that can alter the course of the game, such as coins that gleam with magic, and whenever they touch, they transport all in the vicinity to another dimension. Some items can introduce dark mysteries, such as the death shroud covering the body of possibly one of the players (#54)?
Overall, this is a very cleverly-written book. It has a lot of great ideas that can definitely make your game more interesting. As a game master, it's probably best to do a bit of prep work and read over the book before rolling up random items that could cause issues. However, you may even read through and find something that is a must-have for your players, or even something build an entire campaign or adventure arc around.
Read the full review in Geeks A Gogo's weekly RPG review column!
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This is a must-have for world builders. It gives a broad but thorough look at how creatures can be adopted or survive in a multitude of settings and environments. Even if you're using an established setting, the information provided here can help you provide a large dose of the unexpected and do so with a better explanation than "Because I said so." Even in a fantasy setting, suspension of disbelief only goes so far. This book helps get more mileage out of it, largely by not requiring it in the first place.
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While aimed at post-apocalyptic settings, Mutant Plant Monsters can be used anywhere you need a bizarre plant: a mutation or genetically engineered trait in a science fiction setting might be a naturally occuring feature in a fantasy setting.
The book opens with a brief examination of the strengths and weaknesses of planets, most of which are not thought of immediately but are obvious when pointed out. A few examples of mutant plants are provided followed by almost 80 mutations/traits specific to plants.
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Good lord, that was tedious. Might be suitable if you are eleven and don't know enough dirty jokes to tell your classmates. 136 pages, of which five contain something funny.
Truthfully, the first thing I have ever bought at DTRPG that had me wondering if there was a refund policy.
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The other night, I got to try out the Into the Barrowlands playset for Ragnarok: Age of Wolves. This is a playset that pits different factions against each other while looting an undead-infested tomb. It uses the Ragnarok: Age of Wolves rules, along with some supplementary card decks to automate the environment and give the different factions special abilities.
It moves the skirimish game structure of Age of Wolves a little closer to a board game in structure and play time. The skirmish aspect still exists as each player controls a warband of a few models and you still move through the environment in turns, fighting the barrow's undead defenders (and the other warbands). The environment deck spawns monsters and events, as well as treasures. The goal is to accumulate victory points, which are largely tied to collecting treasure and killing named opponents.
The Barrowlands playset is a lot of fun, with a solid structure for play, and a nice random element to bring in surprises during play. You can download all the faction cards for the current version of the playset (it's in a playtest state, right now) here:
https://d-infinity.net/game-content/ragnarok-age-wolves-bonus-material-barrowlands-playset-material
And the Barrow deck and playset rules are available here:
https://d-infinity.net/game-content/ragnarok-age-wolves-bonus-material-barrowlands-playset-material-part-2
I recommend you check it out.
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Full disclosure, I played in the first running of this way back in the day. It has been written up really well for tabletop and further fleshed out for live play, requiring either 5 NPCs and a Marshall, or 2 Marshalls able to quick change really well. This is an investigation that can lead to insanity as any good Mythos tale does, but the knowledge your characters will earn and the fun your players will have is worth more than the price tag on this scenario.
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Pretty clever designs, well stated, love the shield golem, haven't though of other types of golems built as smaller animals or something so cute. One quibble is no standee for the Cerebral Golem, but I love the size of the Leaf Golem standee. Easily worth picking up
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This product goes off the beaten path when it comes to golems. Any GM looking to add some color or throw a curve ball at their players will find a few ideas in here. Players interested in building their own golems will also get some fresh ideas.
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