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Thunderscape: Lost Lexicon, Part 1: Heart of the Machine
Publisher: Kyoudai Games
by Julian N. [Verified Purchaser]
Date Added: 04/22/2015 05:56:26

I’ve now read “Heart of the Machine”, part one of The Lost Lexicon adventure path for the Thunderscape setting… and I’m not sure I like it. It’s a 48 page PDF.

The first part of it (Chapter 1) describes the city of Mekanus, its history and various districts. There is also a lot of detail about two possible factions that the PCs might join, or not. This section is excellent, and includes a map overview of the city with its sections.

The second third of the book (Chapter 2) is devoted to Bounty Missions. While the town does have military forces, they are used against big threats and protecting the important/wealthy areas of the city. The PCs start the adventure by joining the Cogswheel Irregulars, who are semi-professional lawmen who do jobs to help deal with the problems that the authorities won’t. This section starts off by detailing how acceptable or not killing and looting is by the Cogswheel Irregular members. This is followed by several sample missions for a GM to use. This section ends with a four page mission generator; these cover bounty, security, courier, repossession and military missions.

Chapter 3 begins to develop the plot for the adventure, with the characters performing a particular security mission; this covers 6 pages. Chapter 4 covers the adventure’s finale; the PCs should be 4th level when they attempt this section, which covers 8 pages. The last two pages includes a new monster and random encounter tables.

This adventure feels very much like a “kit”. A GM will need to undertake serious preparation to ensure that it remains fun throughout; otherwise, it is just an endless collection a random missions, plus those encounters included in the book. There are no maps, aside from the map of Mekanus itself. Personally, I think that undertaking random missions for one class level (including the sample missions) would be enough to prevent too much repetition, and a series of mini-“dungeons” would work better.

On the other hand, there could be say 2-3 missions with 8-10 or so encounters (PCs taking on a gang in a dilapidated house for example), several 3-6 encounter missions, and several 1-2 encounter missions, with encounters being roleplaying, traps, physical combat or whatever, and there should be maps. If such a thing is done, then the assault on the bad guys’ lair should also be beefed up to 8-10 encounters or it will feel underwhelming, and in any case, the final chapter should require 3rd level PCs and just take them to 4th level, ready for the next adventure. What would also really help is if GMs who have run or plan to run this adventure post the missions they create somewhere in a thread to help others.

Sadly, the do-it-yourself element of Heart of the Machine does not make for a compelling or interesting first part of an adventure path, which is a shame, because Kyoudai books are normally fantastic. A GM could even start this campaign with other adventures beforehand to get the PCs to 3rd level, and start this adventure then, with the PCs arriving at the city as they reach 3rd level.



Rating:
[3 of 5 Stars!]
Thunderscape: Lost Lexicon, Part 1: Heart of the Machine
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Thunderscape: Iron Guard Field Guide
Publisher: Kyoudai Games
by Julian N. [Verified Purchaser]
Date Added: 04/22/2015 05:54:00

"The Iron Guard Field Guide" is a class sourcebook for the Thunderscape campaign setting. It provides a chunk of options for characters of the golemoid and thunder scout classes, and more.

It is 36 pages long, and as well as all the crunch provided above, it includes background to the two classes and how they fit into the setting of Aden. Also provided are roleplaying tips for each class, and a table offering suggestions for how the character became a member of their class. In addition, there are two sample NPCs for each class, detailed at level 1, 6 and 12.

The options presented in this book are fun and interesting. This is just as good as Saints & Sinners and Law & Destiny. If you like the other two class books, you'll love this.



Rating:
[5 of 5 Stars!]
Thunderscape: Iron Guard Field Guide
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Thunderscape: Saints & Sinners
Publisher: Kyoudai Games
by Julian N. [Verified Purchaser]
Date Added: 03/25/2015 12:18:18

“Thunderscape: Saints and Sinners” is a class sourcebook for the Thunderscape campaign setting. It provides a chunk of options for characters of the fallen and thaumaturge classes, and more. Here is a summary:

General Mechanics • 5 new items • 3 new magic armour/weapon properties • 7 new magic items • 13 new feats • 8 new traits • Chimeric Archetype (Fallen) • Carnivore Archetype (Fallen) • Saint Archetype (Thaumaturge) • Soulless Archetype (Thaumaturge) • 1 new cleric domain • 1 new sorcerer bloodline

Fallen Mechanics • Apparition Stigma • Cataclysm Stigma • Drake Stigma • Drowned Stigma • Midnight Stigma • Rimeweaver Stigma • Sanguine Stigma • Scrapheap Stigma • Stormwracked Stigma • Withered Stigma

Thaumaturge Legends • The Arcadian • The Beast • The Champion • The Demon • The Faceless • The Fencer • The Haunt • The Holy • The Kraken • The Magister • The Martyr • The Sage • The Sentinel • The Woodsman

Thaumaturge Aspects • Acumen • Allure • Bloodlust • Conquest • Divinity • Firepower • Genius • Guile • Horsemanship • Inspiration • Nature • Poison • Potency • Punishment • Resolve • Solitude • Steadfastness • Vigor

Thaumaturge Greater Aspects • Arcana • Death • Defiance • Eternity • Intangibility • Invincibility • Lightning • Meditation • Mourning • Power • Precision • Purity • Radiance • Transference

It is 43 pages long, and as well as all the crunch provided above, it includes background to the two classes and how they fit into the setting of Aden. Also provided are roleplaying tips for each class, and a table offering suggestions for how the character became a member of their class. In addition, there are two sample NPCs for each class, detailed at level 1, 6 and 12.

The options presented in this book are fun and interesting. In fact several of the fallen abilities made me chuckle, while the thaumaturge options greatly increase the potential versatility of that class. The [i]channeler’s icons[/i] are a must have for thaumaturge PCs, IMO, as they act a bit like [i]pearls of wisdom[/i], allowing a character to reactivate a consumed aspect.

Other points: Personally, I think the [i]mythwrought[/i] weapon ability should have a flat +1,000 gp price increase rather than having a +1 bonus price modifier. It should also have the option to inflict energy damage other than fire, but only one type of energy (perhaps chosen when first wielded).

The corrupted claws ability gained at 16th level deals the same damage as at 4th level; I suspect that this should have been increased.

The stat blocks follow an unusual format in that the racial abilities, class abilities and favoured class bonuses are included in their own entries. They should really have been included in the special attack line, special quality line (and so on), as appropriate.

Overall, if you are a fan of the Thunderscape campaign setting, or just the class options, this book is worth getting.



Rating:
[5 of 5 Stars!]
Thunderscape: Saints & Sinners
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