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(2012) Rappan Athuk Bestiary (PF)
by Megan R. [Featured Reviewer] Date Added: 03/22/2013 13:03:47

Hauled screaming and kicking out of the depths of Rappan Athuk to infest a campaign world somewhere near you, here is a fine selection of monsters collected from the 'new monsters' section of the Rappan Athuk adventures and kitted out with full descriptions, complete Pathfinder RPG statblocks and even complete lairs all ready to raid.

The collection includes some 28 monsters, ranging in CR from a lowly one-half to a mighty 20, and presented in alphabetical order so watch out that you select ones appropriate to your party (or you may discover how good they are at running away, a sadly neglected skill amongst modern adventurers in these days of well-balanced adventures!).

So out they come, gibbering and oozing, ranging from tiny albino cave spiders to zombie hordes, devouring mists and river trolls. Perhaps your luckless characters will run into a stirge swarm (sorry, the stirge was the very first monster I ever encountered, the first time I played D&D in 1977!). Or some witch lights and water weirds will lead them astray.

They are a fine collection of monsters and the added bonus of detailed lairs ready for them to inhabit and your characters to raid make this an excellent addition to your monster collection. You can never have too many monsters, after all!



Rating:
[5 of 5 Stars!]
(2012) Rappan Athuk Bestiary (PF)
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Hex Crawl Chronicles 6: The Troll Hills (PF)
by Megan R. [Featured Reviewer] Date Added: 03/21/2013 13:00:54

This is an intriguing take on a wilderness adventure, based around some hills known for the number and variety of trolls living there. Based on large hex-gridded maps, the GM's notes consist primarily of information about the occupants of each hex... but it is far, far more than a random wander around hitting whatever you find!

For a start, there's a whole lot more than trolls in them thar hills. There are ruins to explore, people to talk to and plenty more things to do, find, hunt, fight or marvel at. The whole gives the clear impression that it's a living community that will carry on whether or not any player-characters ever go there, bringing an excellent air of reality to this area within your game world.

There are rumours too, and wandering monsters, and tribes of humanoids wandering around. There are whole adventures to be had, and other things that the characters might want to follow up... even space for you to drop in other material, home-brew or published, that seems appropriate.

If you find it difficult to persuade your players that they want to go troll-hunting, why not send them on an errand that requires them to cross the Troll Hills to get there? Depending on the route they choose, run the appropriate encounters and make the journey as much an adventure as whatever they are going to do when they arrive where they are going.

Anyone fancy a spot of hill-walking?



Rating:
[5 of 5 Stars!]
Hex Crawl Chronicles 6: The Troll Hills (PF)
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Monstrosities (Swords and Wizardry)
by Timothy B. [Featured Reviewer] Date Added: 03/21/2013 07:23:45

Swords and Wizardry Monstrosities is a new monster book. New in that is newly published, but some of the monsters we have before either in the SRD or other books. That though does not detract from it's value as this is a 560+ page book since in addition to that there are some new monsters. The cover is very evocative of the old-school (pre 1980) covers. I love this cover. There is much in common between this book and The Tome of Horrors. Each monster is given a page of stats, description and a plot hook. While ToH used some recycled art, this all seems to be new art. Even Orcus (which we now have 3 listings for) is new. Actually the art is pretty darn good and I don't mind the occasional repeat of a monster to see some new art. Honestly there is so much great stuff in this book that even with the occasional repeat monster this is still a top notch collection. If you play S&W then this is a great monster book to have. I am even going as far as to say it is a must have for any serious S&W GM.



Rating:
[5 of 5 Stars!]
Monstrosities (Swords and Wizardry)
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MCMLXXV (1975) (Swords and Wizardry)
by Timothy B. [Featured Reviewer] Date Added: 03/21/2013 06:27:20

At just under 24 pages (minus cover and ogl) this is designed to be something akin to Keep on the Borderlands for S&W, only not as big. The adventure is small, but in old school terms it is good sized really. There is less in terms of pages of descriptions than modern day modules. It leaves far more to the imagination of the players and GM. If there was a Frog God Games S&W box set then this would be included. Great little adventure that really helps set the tone of the S&W game.



Rating:
[5 of 5 Stars!]
MCMLXXV (1975) (Swords and Wizardry)
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Monstrosities (Swords and Wizardry)
by Muzaffer B. [Featured Reviewer] Date Added: 03/21/2013 03:48:09

After many Swords and Wizardry games, your PCs will slay every single monster in the rulebook eventually. If you don't want to bore your players with the same creatures again and again, you'll need Monstrosities. But if you think this book is just about 500+ monsters, you are wrong. Yes it's about monsters with details and good art but what makes this book great is every monster comes with a single pharagraph of short adventure or adventure hook. It's a great book for Swords and Wizardry GMs.



Rating:
[5 of 5 Stars!]
Monstrosities (Swords and Wizardry)
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MCMLXXV (1975) (Swords and Wizardry)
by Muzaffer B. [Featured Reviewer] Date Added: 03/21/2013 03:03:57

So you bought Swords and Wizardry, you like it and want to be a GM but not sure how to run your first game? Look no further, this is the book you need. It's not just an adventure module, it's more than that. The book starts with great advices about how to run Swords and Wizardry and OSR games in general. After that comes the adventure which is a great exampe of OSR gaming. It's got encounters, wilderness, dungeon etc. everyting you and your players expecting from a game of fantasy. After finishing this adventure you can run any other Swords and Wizardry module and even write your own adventures.



Rating:
[5 of 5 Stars!]
MCMLXXV (1975) (Swords and Wizardry)
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(2012) Rappan Athuk Player's Guide
by Muzaffer B. [Featured Reviewer] Date Added: 03/21/2013 02:47:22

If you plan to play Rappan Athuk which is a mega-mega-dungeon, Player's Guide will make that experience much better. This book is about living in that world and era. It's full of fiction, fun to read and highly recommended to both players and GMs.



Rating:
[5 of 5 Stars!]
(2012) Rappan Athuk Player's Guide
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Swords and Wizardry Complete Rulebook
by Timothy B. [Featured Reviewer] Date Added: 03/20/2013 16:38:23

A while a back I posted that I was giving some products another chance. One of those products was Swords & Wizardry.

I picked up the Frog God "Complete Rulebook" and spent a lot of time with it. I think my biggest issue with S&W is that was sold to me as "0 Edition" or "OD&D" and it isn't. I played OD&D and S&W is nothing like it. Well, not "nothing" but it's made some serious changes. Those changes I think kept me from enjoying the game for what it is. So after staying away from the game for a number of months I came back and looked at in a different light. I dropped the idea that is an OD&D clone but instead a Retro Clone stripped down to it's most basic form. Now that is game I can get behind. If you ever played any version of D&D or any clone you can play this. S&W is really the basic essence of what D&D is. The most basic stuff you need to play. In this new light I saw the changes for what they were, really nice and intuitive changes. The classics are really basic, but they work. In this Frog God edition you have a more classes, Assassins, Paladins, Rangers, Druids and Monks join Thieves, Clerics, Magic-Users and Fighters. Races are Human, Elves, Half-elves, Halflings and Dwarves. So again all easily recognizable. There are a set of good multi-classing rules (which is always nice in an OSR game). Spells go up to 9 for Magic-Users, 7 for most others. There are plenty of monsters, tons really. The monster blocks are simple like everything else.

Really S&W does take a lot of what made OD&D/Dasic D&D so fun, the advances in AD&D and the features that made 3.x so popular. Yes. It has Ascending AC (which is still the best, sorry old school guys) and I like single saving throw bonus. This Frog God version shares a lot of the art that appeared in The Tome of Horrors Complete and the layout. This is not a big deal as far as I am concerned.

At a 134 pages it is a complete game. You don't really need anything else here, though you can use it with nearly other OSR product or any of the scores of products created for S&W.

I am glad I gave this another chance.



Rating:
[5 of 5 Stars!]
Swords and Wizardry Complete Rulebook
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Tome of Horrors Complete (Swords and Wizardry)
by James M. [Verified Purchaser] Date Added: 12/14/2012 14:47:19

You just cannot beat the overwhelming size and quality of this bestiary. TEN stars



Rating:
[5 of 5 Stars!]
Tome of Horrors Complete (Swords and Wizardry)
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Swords and Wizardry Complete Rulebook
by Robert S. [Verified Purchaser] Date Added: 10/08/2012 18:35:16

Great "back to basics" retro-clone of 0eD&D. As DM, I switched my roleplaying group from D&D 4e to S&W, and the simplification and emphasis on actual role playing has been a hit. I spent a lot of time comparing the different retro-clones, and I feel S&W is the best. My only critique with S&W is that there are some inconsistencies between the core rules and complete rules. I'm glad they added an index to the complete rules.



Rating:
[5 of 5 Stars!]
Swords and Wizardry Complete Rulebook
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The Northland Saga Part 3: The Death Curse of Swen Oakenfist (PF)
by Thilo G. [Verified Purchaser] Date Added: 05/18/2012 02:39:11

This pdf is 28 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 2 pages SRD, leaving 23 pages of content, so let's check this out!

This is an adventure-review and thus, SPOILERS abound- Potential players might wish to jump to the conclusion.

Still here? All right! After returning from their stay with the Ulnat in the Far North, the PCs are back in the lands that are more reminiscent of Scandinavia during the time of Vikings. To weather the winter, the PCs have been invited to stay at the hall of Jarl Arnuld Cursespear, who once slew the legendary reaver and direct descendant of Odin, the blight upon the world called Sven Oakenfist. Unfortunately, he came to his success and riches by the death-curse of said hero and now, as an old man, the wight of the legend returns and barges into the hall of the Jarl to pronounce a final deadline - on the Feast of Freyja, Sven will kill and destroy everything and everyone who swears fealty to Jarl Arnuld. In order to vanquish the wight, the PCs will have to find a way to unravel his mighty death-curse.

Unfortunately, with essentially a divine bloodline, said death-curse will prove to be rather difficult to find even a HINT to unravel. Thankfully, the three utterly mad daughters of one of the norns might provide the answers - if the PCs manage to best their trials. From defeating a unique dragon to save a beautiful maid, to doing (rather dangerous)chores for a matronly lady and defeating an evil crone in a game (when she's cheating, nonetheless!), the trials are worthy of the legendary daughters - hopefully the PCs don't think they can best the mad demi-goddesses in battle...

If they play along with their mad delusions, they are rewarded with cryptic clues that add up to provide the information to kill the legendary wight - each successful trial also decreases the power of the final boss, unraveling some part of his wyrd, thus providing more than one way of finishing this adventure and rewarding PCs who manage to succeed in all tasks. The final showdown in Sven's cairn sees a furious finale, including a potentially fatal collapse and the heroes receive treasures befitting their actions during the adventure.

Conclusion: Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to a b/w-2-column standard and some pieces of neat original b/w-artworks are provided. The pdf comes with extensive nested bookmarks. Where the first two adventures felt more like journeys to the Inuit-myths, this one is a straight Viking-adventure that could have indeed been one of the early sagas - the iconic trials, the theme of moral ambiguity and keeping your word, the theme of destiny and its threads - this adventure GETS the themes and delivers them in a concise, awesome way while providing some truly iconic scenes that feel slightly larger-than-life without breaking the suspense-of-disbelief of even a low-magic campaign. Thus, my final verdict for this stellar module will be 5 stars plus the Endzeitgeist seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
The Northland Saga Part 3: The Death Curse of Swen Oakenfist (PF)
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The Northland Saga Part 2: Beyond the Wailing Mountains (PF)
by Thilo G. [Verified Purchaser] Date Added: 04/26/2012 02:53:14

This pdf is 28 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 3 pages of advertisement and 2 pages of SRD, leaving a total of 20 pages for the direct sequel to the first Northlands-saga-adventure, so let's check this out!

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

Still here? All right! After having rallied the Ulnat and delivered them from the yoke of the second temple of Althunak, the PCs are enjoying a victory feats only to have one of the Ulnat being drifted ashore, encased in a solid block of impregnable block of ice - a dire omen indeed and Althunak's revenge won't be late. After surviving the vengeance of Althunak's servants for the destruction of his second temple, the mood will no longer be festive, but rather one of dire need - in order to truly be free of the dread influence of the elder deity, the PCs will have to defeat the chosen of Althunak in his very first temple.

Situated in the white fields of death lies the abandoned city of the lord of winter at the shore of the lake of frozen dreams. In order to get there, the PCs will have to trek across the wailing mountains on the legendary trail of ravens and thus, we're in for a wilderness adventure in the truest sense - avalanches, blizzards and servants of Althunak like frost giants, remorhazes and the fauna like mammoths and dire animals will make for deadly challenges along the way. Massive random encounter tables provide details and tracking food etc. should make the journey a challenge for the PCs in the barren lands of the Far North.

Worse, once in the fields of death, the legendary half-fiend dire bear Blue Fang will hunt them (he also comes with an awesome b/w-artwork) and making the way through the city will also provide a challenge, as Althunak's servants await the PCs. If they manage to brave these dangers, the PCs will still have to deal with Althunak's faithful and defeat Elvanti, the chosen of Althunak in his very temple - a daunting task indeed!

Conclusion: Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to a 2-column b/w-standard and provides some neat pieces of original b/w-artwork. The pdf comes with extensive nested bookmarks, which is always a plus. This adventure is a very straight-forward sequel to the first part of the saga and should be run as a sequel - it almost requires the first pdf to make sense and lend a personal interest and edge to what makes the PCs venture forth. The wilderness trek is challenging and feels truly old-school - this part of the world is hostile, ancient and unique while providing trademark iconic locations. However, a DM should be familiar with environmental rules, as the pdf provides not a lot of hand-holding. That being said, the sense of walking on a legendary trail into a part of the world that has been abandoned due to hostile terrain and an ancient, disturbing evil feels almost like traversing the gates to a white hell itself. It's hard to convey the feeling of exploring hostile, mythic terrain in a module, but the excellent writing by Kenneth Spencer does the trick. If you're longing for the sense of vulnerability, of an ancient world and a challenge in an Inuit-style-themed adventure, this will most definitely feel awesome. If you add some content from OD's Northlands, even better! Personally, I loved this adventure, its unique feeling and iconic locations and thus I'll settle for a final verdict of 5 stars - If you already have the first one. If you don't...well. Get the first one. I can't see this one work well as a stand-alone module.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
The Northland Saga Part 2: Beyond the Wailing Mountains (PF)
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[The Hidden Citadel, Part 6] Caverns of the Barrier (PF)
by Thilo G. [Verified Purchaser] Date Added: 04/09/2012 03:04:22

This pdf is 56 pages long and introduces us to the grand finale of perhaps the most epic adventure ever published, the finale to the Slumbering Stars saga and it clocks in at 56 pages, 1 page front cover, 1 page editorial, 1 page ToC, 2 pages of advertisement and 2 pages of SRD, leaving 49 pages of content, so let's check out whether the finale of ST can top the stellar penultimate module!

This being an adventure review and one for the finale of the series to boot, this review contains SPOILERS for the FINALE. Players, you know the drill and believe me, you want to skip to the conclusion.

All right! Still here? Last Chance...

Ok, here reign the SPOILERS. The PCs by now have completed the exploration of the Hidden Citadel and have to brave the very depths to uncover and thwart Orcus' final gambit by climbing down St. Haru's Well and right from the start, the utter sense of ancient evil permeates every word as you read it. After essentially butchering their way through the elite cadre of Orcus' clergy and his corrupted adversaries, the PCs are in for a change. A PUZZLE! A complex, smart PUZZLE! YES! In order to proceed, the PCs will have to brave an ancient problem (which can be solved via skill checks, but where's the fun in that?) and then cross a huge chasm - animated arms are stuck in the ceiling and thus PCs can cross the deadly chasm by swinging from grasping hand to grasping hand - if they manage to avoid (another minor puzzle) the trap among the hands. If you're stunned by the iconicity of this, just wait until the PCs meet the disfigured giant ferryman who, via his huge, deformed fist, might ferry them to the caverns in the shell of a dead albino dragon turtle across demon-infested waters.

Once the crossing into what can be considered an original tribute to underworld mythology has been braved, the PCs won't have a respite and essentially face an army of Orcus' chosen black orogs (some of which come with extremely deadly bristles) on their home territory and we're indeed talking about the very worst of a strike force anyone could muster - a DM worth his salt can give the PCs truly a run for their money and a vast, epic battle/infiltration etc. is all in the realm of possibility. Several CR 20+ elite champions, ettin strikers and Orcus right hand, the demon lord Sonechard await the PCs. Yes. Sonechard. The demon lord. Is part of the opposition. As is an elemental earth dragon. And these are not the final bosses! Throughout the vast complex, insight on this isolationalist society are conveyed via exploration and the sequential battles and responses to the PCs incursion and your players as well as PCs are going to be challenged to their utmost abilities if they not only want to breach the territory of the orogs, but actually stamp out the vile breed and find the truth - in fact, the PCs may actually experience a vision that not only explains the genesis of the goddess Hel, but also that of Orcus!

And then, there's the utterly epic final battle and it's not against Orcus, but against the ultimate perversion of a draconic being - a sleeping golden dragon, infused and tarnished by Orcus foul will has been transformed and corrupted and is supposed to one day become Orcus' chosen receptacle. An epic, final showdown against an ancient draconic being thus serves as the ultimate showdown of the epic Slumbering Tsar-saga and may actually result in the rebirth of a belief that has been forgotten as well as providing a fitting conclusion to this truly even now legendary saga. And rest assured that I have not mentioned all this conclusion has going for it.

The pdf also includes an appendix with the Disciple of Orcus-PrC, two pages detailing the hierarchy of Tsar's military and church and 9 pages of maps.

Conclusion: Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to the 2-column standards and the b/w-artworks are neat. The pdf comes with full bookmarks. I was rather hoping for this saga to end on a high note and with all the quality ideas and sense of ancient evil permeating the saga, I was sincerely dreading the Mass Effect 3-effect. I'm happy, extremely happy in fact, to report that this finale represents a brilliant and fitting conclusion of epic proportions to all the suffering, sweat and pain of the PCs. The descent, the final battle, the dread force, the lost truth the PCs can uncover. The Puzzle, the challenge. Any group of PCs who considers themselves at the top of their game - this saga is a challenge to your experience, your ability to persevere and defeat the worst the dread Demon Lord of Undead has to throw at you. Tsar is Abyss on earth, perhaps even worse. And it is this sense of epic threats, of an almost undefeatable evil that brings out the best and worst in PCs as they brave dangers beyond the ken of just about any module out there. Take up the weapons, memorize your spells and look at this challenge - a wasteland, a huge city, an iconic dungeon. Your PCs are standing against the ultimate taint and perhaps the doom of your very world. Gear up, pray to your gods, enter the desolation and brave the dangers. This conclusion to the saga is a worthy finale indeed. My verdict? 5 stars + Endzeitgeist seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
[The Hidden Citadel, Part 6] Caverns of the Barrier (PF)
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Strange Bedfellows (PF)
by William W. [Featured Reviewer] Date Added: 03/27/2012 08:06:14

Strage Bedfellows is a well-written, well-constructed adventure that combines action, mystery, and intrigue. The locations that it is based around (three hamlets and a traveling circus troupe) are richly detailed, and would be very easy to work into an existing campaign for future adventures. Story hooks are provided to help ease the party into story - one of which involves the characters playing the smugglers.

The artwork is very good, layout and formatting are clear, well organized and easy to read. This is the first product I have read from Frog God Games, and I am looking forward to reading through some of their other offerings.



Rating:
[4 of 5 Stars!]
Strange Bedfellows (PF)
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[The Hidden Citadel, Part 5] The Mind of Chaos (PF)
by Thilo G. [Verified Purchaser] Date Added: 03/24/2012 11:18:15

This pdf is 60 pages long, 1 page front cover, 1 page editorial, 2 pages SRD and 1 page advertisement, leaving 55 pages of content, so let's check this out!

This being an adventure-review, the following contains SPOILERS. Thus, I encourage potential players to skip to the conclusion of the review.

Still here? All right! This time, we're going up to the topmost levels of Orcus legendary sanctuary - in ths installment, the PCs will have to brave not only the upmost levels of Orcus' citadel, but also their inhabitants and oh boy, they are HARDCORE. Even the regular guardians consist of modified creatures and e.g. Gray Render-zombies. The creature "Soulless" would for example be a glabrezu juj-zombie - but that's not all - home to the most corrupting rites and chambers of the elite of Orcus' host. Gibbering mouther fast zombies, mirror fiends, the most depraved of fey and a slew of high-level vampires await the PCs, seeking to end the incursion of these meddling mortals.

Have I mentioned that Soul Reapers prowl these halls? Crucifixion spirits and fallen angels stand ready to end your groups and end them they might - the senshal, major domo (btw.: cleric/disciple of orcus/fighter mummy) and other major players in the hierarchy await to truly challenge the mettle of the group. Corrupted planetars and legendary champions of good remain, now tarnished by Orcus' pall in these halls and a sense of extreme, deepest bowels of the abyss-level evil and despair pervades these halls and offers the PCs a glimpse into the vast corrupting power of Orcus - n'gathau, legendary demons, balors, broken spirits - rarely, if ever, has a module featured such an array of extremely deadly foes, such a who's who of complex rogue-gallery-style legends and, if foreshadowed correctly (something DMs of the campaigns should definitely do), meeting these legends and what they've become should prove to be a jarring, potentially extremely disturbing experience indeed.

The true climax of this part of the module, though, lies not in fighting the foes herein, but in finally reaching the Crown of Orcus, where the knowledge of the PCs will be tested in a contest of riddles (YES!) that are based on whether the PCs have found out about the background story and can correctly interpret what has happened here. Rewarding thusly clever rpging and investment in the epic, this section is truly my favorite part of the dungeon so far, as the story of Tsar and piecing together what has happened here finally reaps rewards. And pieced together it has to be - the saga does not offer the details on a silver platter, but perseverance is rewarded - if the PCs manage to defeat the now corrupted legendary hero Lord Bishu, one of the CR 21 bosses of this module.

The appendices contain the stats for the dretch megaswarm-monster, 1 page containing a new magic item and a property, the disciple of Orcus PrC, two handouts (one being the Grand Cornu's testament) and 10 pages of maps, leaving only the very last part of Tsar for the PCs to explore - after these challenges, though, they will probably dread the things to come - and hopefully rightly so!

Conclusion: Editing and formatting are very good, I didn't notice any significant glitches. The pdf adheres to FGG's b/w-two-column standard and the pdf comes fully bookmarked. The handouts and maps are of the quality we've come to expect from the series and I look forward to the player-friendly versions of the maps in the final, epic tome. The foes in this installment finally do it: They're smart. They're dastardly evil. They can be considered true bosses. They're deadly with a capital "D" and they pull no punches. This installment finally feels like the PCs have entered one of the deadliest, vilest places to blight the planet and perhaps the multiverse and in order to triumph, they will be challenged in all regards. This is epic. This is brilliant. This unfortunately does not work half as well if you haven't read the whole saga. But who cares - this is, indeed, a fitting climax and several of the foes herein would make for valid campaign end-bosses. But they're not. The true masterminds are still waiting in the wings. The climax is coming. After reading this, I expect a challenge of epic proportions, a finale of truly epic and dreadful revelations and challenges. I loved this installment - 5 stars + Endzeitgeist seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
[The Hidden Citadel, Part 5] The Mind of Chaos (PF)
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