Mar 222017
 

Mythic Magic: Intrigue Spells

This installment of the Mythic Magic-series clocks in at 32 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page ToC, 2 pages of introduction, 1 page advertisement, 1 page back cover, leaving us with 24 pages of content, so let’s take a look at this book!

 

So, at this point, you probably are familiar with what these books by now – if not, the pitch is simple: We get mythic versions of all spells contained in Ultimate Intrigue and thus, we begin with an alphabetic list of the spells featured within this book. However, there is an important paradigm shift in this book, courtesy of the changed design paradigm Paizo introduced back in Occult Adventures and continued in Ultimate Intrigue. You see, the adaptations of spells in earlier hardcovers have been somewhat different in tone and focus; numerical bonuses and damage types, as a whole, obviously lend themselves to an adaptation to mythic adventure contexts based on numerical escalation; you get the idea – expend mythic power for x, use mythic surge in conjunction with it for y.

 

That type of design simply does not gel too well with Ultimate Intrigue’s spell selection. What do I mean by this? well, the first spell already makes this clear: Mythic absolution allows you to retain specific charms and compulsions, while still allowing for code of conduct violation rerolls, with the 4th tier augment allowing for the expenditure of 2 uses of mythic power, with better saves for the target. Similarly, aerial tracks augment options allows you to automatically succeed Survival checks of DC 40 or below if you power it via mythic power. Aphasia can bypass tongues and may be upgraded to behave basically like a curse, audiovisual hallucinations actually react appropriately towards damage inflicted and may receive more complex instructions.

 

Mass Charm Person is harder to detect when used in its mythic iteration, while codespeak significantly increases its duration – amazing: The mythic version actually PERMANENTLY teaches to read and understand the code…which is amazing for complex spy-games. Similarly, making a conditional curse hereditary represents an amazing augment and conjuration foil’s mythic iteration may represent a numerical upgrade, but also includes a variety of tactical options. The crime spells allow for multiple rolls and the caster’s choice of the result taken. Dark whispers affects up to two creatures per tier beyond line of sight/effect and may even imitate voices. Deadman’s contingency’s upgrade allows you to actually layer several of them upon each other. False Belief allows for the implantation of fake memories, while e.g. handy grapnel is indeed a full-blown Batman-level super-grapnel. Cool: Hollow Heroism is incorrectly identified by probing magic as mythic heroism, while illusion of treachery allows for a significantly increased control.

 

Casters of majestic image may employ other spells in conjunction with the spell and phantasmal affliction may impose curse, poison or wasting-like benefits. Rumormonger also gets an amazing upgrade, providing basically a rumor-web, which can really make high-powered investigations provide a whole new assortment of options -same goes for trace teleport….and treacherous teleport.

 

Now there are also a couple of different spells that do not go this way – true prognostication, for example, has a higher maximum chance of success and does not have a cost. Undetectable Trap continues until the next time the trap is triggered, while also increasing the DC to notice the trap…and no automatic detection chances for anyone. Vicarious view has a longer duration and may be used in conjunction with senses of a spell level lower than your tier. So yes, there are a couple of diverse spells that are a little bit less extensive in their options.

 

Conclusion:

Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to legendary Games’ two-column full-color standard and the pdf features several nice full-color artworks, though fans of Legendary Games will probably be familiar with several of them. The pdf comes fully bookmarked with extensive bookmarks for your convenience.

 

Alex Riggs and David N. Ross went above and beyond in this mythic magic-installment: The spells and their effects have been seriously expanded, allowing for a wide variety of brilliant gambits to stack upon another. In fact, this is probably the best Mythic Magic-installment so far. Why am I saying this? Simple: This book has managed what no other Mythic Magic book made me want to do: Play a very specific game. As some of you may know, I’m a huge fan of Batman, Death Note and similar battle of wits type of scenarios and this pdf’s spells allow for the truly epic battling of magical wits: The spells in the base book already had this Batman/Sherlock detective-battle-of-wits type of vibe, but once you add this book’s vastly expanded options to the fray, things become amazing, allowing the PCs and villains to pit complex gambits against one another…and boy, do I love that! I really want to make a truly intrigue-heavy game with these!

 

Expertly crafted, this installment is absolutely inspired and allows the GM and players to engage in a whole new level of deception, subterfuge and style. This is an amazing, diverse and extremely well-made pdf, well worth 5 stars + seal of approval.

 

You can get this absolutely inspiring collection of mythic spell-upgrades here on OBS!

Endzeitgeist out.

 

Mar 222017
 

Animal Races: Clan of the Goat

This installment of the Animal Races-series clocks in at 13 pages, 1 page front cover, 1 page editorial, 2 pages SRD, 1 page back cover, leaving us with 8 pages of content, so let’s take a look!

 

The clan of the goat encompasses more than goats; sheep etc. are included…and the pdf has some intriguing cultural peculiarities – the clans know, for example, 4 genders, with pregnant females and infertile males being their own genders. Similarly, to wear or not to wear shoes is an important ideological statement! It is these little tidbits that make sense, that make these come to life! Muskox are mostly neutral, sheep mostly good and lawful and goats mostly evil and chaotic, tapping into the iconography of real world religions and blending them in a smart way with the race’s flavor.

 

Members of the clan of the goat, these guys are medium humanoids with the faun subtype, gain low-light vision and a +1 natural AC-bonus that increases to +2 at 10th level. The race receives 5-ft-scent that increases in range to 30 ft. at 6th level and a gore attack for 1d4 as a primary natural attack (1d3 if the character is Small). The character may choose to be either Medium and gain +2 Str, -2 Wis or be Small, with +2 Dex and -2 Str. Members of the goat clan receive +2 Int and speak Infernal as a bonus language,. They may also choose Goat Clan Heritage instead of a witch hex. Mountain Goats begin speaking Terran and gain +2 Cha and may select Goat Clan Mountaineer instead of a oracle’s stone or wind revelation. Muskox members begin play speaking Sylvan and gain +2 Cha and may select Goat Clan Heritage instead of an oracle’s nature revelation. Finally, sheep clan members gain +2 Cha, speak Celestial, with the option of gaining Goat Clan Heritage instead of a paladin’s mercy.

 

As always, the race taps in its flavor into the respective Racial Heritage-feat-mechanic: To recap, if this is the first review of a pdf of this series you read – basically, they provide a selection of different abilities; the more often you take them, the more you get to choose and once you have enough of them, you unlock more powerful options, though they have a scaling prereq-caveat that prevents abuse via feat-heavy classes. The Goat Clan Heritage feat allows for the selection of climb, fast movement, improved gore, scavenger (the latter netting immunity to ingested diseases and poisons and being nauseated or sickened from eating something like that); once all of these have been taken, you can choose powerful charge. Goat Clan Mountaineer allows for the selection of climb, cold resistance, improved gore or scavenger, with powerful charge as an unlocked final option. The pdf also provides three more racial feats: Gruff Demeanor is a bland, +2 to two skills, later +4 at 10+ ranks skill-bonus feat. Scapegoat allows your familiar to intercept lethal attacks, while Troll Slayer can temporarily negate a creature’s regeneration, which is pretty cool.

 

As always, the pdf has an assortment of different, cool notes on genealogy and the respective fantastic creatures of PFRPG and how they interact with the clan, firmly entrenching the race in the fantastic context of the game. Oh, and age, height and weight tables are included, though there are no favored class options. The pdf also features the write-up for the deity Amon, another divinity who claims the title of Eye of Ra.

 

Beyond this well-written write-up, there is a nice CR 8 creature, namely the Krampus, including chain armor, swallowing burlap-sack and child-scenting. One of the best iterations of the creature I have seen so far!

 

The pdf, as always, sports the cool heraldry traits that, in power, slightly exceed regular traits, but include minor penalties to offset the power of the benefits they convey. In a cool thematic aspect, they this time around not only include feats, but also a select array of hexes. The pdf also includes a cool oracle curse – instead of succumbing to fear effects, the character falls asleep, faints, and after awakening, the fear (and later charm etc. effects) suddenly vanish. Nice one!

 

Conclusion:

Editing and formatting are top-notch, I noticed no glitches. Layout adheres to the series’ elegant, printer-friendly two-column b/w-standard with thematically-fitting stock art. The pdf comes fully bookmarked for you convenience.

 

Eric Morton’s Clan of the Goat is really interesting – while I wished the pdf was longer and had even more material to provide cool angles to the interesting race featured herein, it does contain well-balanced, fun options that should be viable for pretty much every game. The flavor and prose are concise, the vision consistent – there is nothing to seriously complain about herein. My final verdict will clock in at 5 stars.

 

You can get this cool, inexpensive supplement here on OBS!

 

Endzeitgeist out.

 

Mar 222017
 

Village Backdrop: Lanthorn (system neutral)

This installment of RSP’s Village Backdrop-series is 11 pages long, 1 page front cover, 2 pages of advertisement, 1 page editorial/ToC, 1 page SRD and 1 page back cover, leaving us with 5 pages of content, so let’s take a look at the settlement!

 

Lanthorn is a peculiar settlement – named for the magical lanterns set atop its gates, the perpetually-shrouded village is situated under a massive overhang in Kuldor Pass, where winters are long and cruel and summers but brief. Heavily defended and fortified, the settlement controls traffic through the pass and represents a gateway to the untamed wilderness beyond. Governed by a conclave of powerful wizards with an economy fueled by adventurers and fortune-seekers commissioning magic items, the village also is home to a thoroughly atypical tribe of matriarchal goblins the Flaming Skull tribe, who also act as the village’s miners, digging strange and potent metals from the earth for their eldritch masters. These goblins have also found a pool of bubbling, highly volatile liquid deep within the mines, which helps against the ever-present threat of trolls…which seem to be drawn to the mines in an inexplicable compulsion.

 

Indeed, the theme of a city under siege and goblin propensity towards lighting foes ablaze both are represented well in the depiction of the unique settlement, making it feel very much unique – and yes, the alliance between the grand conclave of sublime artificers and the flaming skull has resulted in almost all shops being owned by goblins…so while healing services can be found, they often boil down to experimental surgery and cauterization and food…well. Let’s just say that it’s available. Half-orcs seem to also be viable business owners here, lending a martial and somewhat rough-and-tumble edge to the settlement, while at the same emphasizing arcane sophistication in a weird, yet compelling blending of themes. It should come as no surprise that goblins are pretty keen on making lots of wands of fireball in a place where some families actually have a troll-baiting and – burning history.

 

From a rules-relevant perspective, we get the proper pieces of information regarding the settlement’s demographics and the classic market-place section is similarly included and properly modified to represent the classic gaming systems. Kudos for not simply cutting that one – the custom result really is appropriate for the settlement!! On a slight nitpick, most OSR-systems I know call the arcane caster class magic-user, not wizard, but that ultimately is just a cosmetic complaint. Prices of food and accommodation can be found for the respective establishments and, as always, 6 whispers and rumours have been included as red herrings/adventure seeds to further develop or ignore. The pdf also includes the classic sections of lore that PCs may be familiar with and a total of 6 events that the GM can use to further kickstart adventuring, should the PCs dawdle. As a minor complaint, the second entry reads “As #2, but this merchant caravan…” – that should be “As #1…”.

 

Life in Lanthorn is surprisingly ordered and peaceful and nomenclature is provided in the settlement’s demographics-section, though no general dressing habits and the like are included this time around. On the criticism side, the pdf does offer some truly tantalizing concepts: You see, the magical lanterns of the place are rumored to be sentient and seem to exhibit fiery, destructive capabilities and this being the system-neutral version, I can’t well complain about a lack of stats for them. Similarly, I won’t complain on the slightly opaque explosive oil stats that does “double fire damage” contained herein, at least not in this version. On the plus-side, the village does offer something amazing: Beyond the well-done standard map, we also get a lavishly-illustrated side-view-version of the village in b/w – big kudos for this very evocative piece.

 

Conclusion:

Editing and formatting are top-notch, I didn’t notice any glitches beyond aforementioned minor hiccup in the event table. Layout adheres to RSP’s smooth, printer-friendly two-column standard and the pdf comes with full bookmarks as well as a gorgeous map by Maciej Zagorski, of which you can, as always, download high-res jpegs if you join RSP’s patreon. The pdf comes in two versions, with one being optimized for screen-use and one to be printed out.

 

Creighton Broadhurst’s Lanthorn is one absolutely AMAZING settlement. I adore this place. The explanation of the atypical nature of the Flameskulls and the old-school-marketplace-section are certainly appreciated. The place’s visual representation is glorious and the threat of trolls serious enough to warrant magical laser-lanterns. (At least that’s how I picture them.) In short – this pdf has it all – Lanthorn is a fantastic village and, for me as a person, one of the coolest in the whole product line. In the system-neutral version, I can’t really complain about a lack of precise stats for some of the unique features sported by the village. Thus, I consider the system-neutral version, for its intents and demographics, to be the best of the 3 versions – and worthy of 5 stars + seal of approval.

 

You can get this amazing village here on OBS!

 

You can directly support Raging Swan Press here on patreon!

 

Endzeitgeist out.

 

Mar 222017
 

Village Backdrop: Lanthorn (5e)

This installment of RSP’s Village Backdrop-series is 11 pages long, 1 page front cover, 2 pages of advertisement, 1 page editorial/ToC, 1 page SRD and 1 page back cover, leaving us with 5 pages of content, so let’s take a look at the settlement!

 

Lanthorn is a peculiar settlement – named for the magical lanterns set atop its gates, the perpetually-shrouded village is situated under a massive overhang in Kuldor Pass, where winters are long and cruel and summers but brief. Heavily defended and fortified, the settlement controls traffic through the pass and represents a gateway to the untamed wilderness beyond. Governed by a conclave of powerful wizards with an economy fueled by adventurers and fortune-seekers commissioning magic items, the village also is home to a thoroughly atypical tribe of matriarchal goblins the Flaming Skull tribe, who also act as the village’s miners, digging strange and potent metals from the earth for their eldritch masters. These goblins have also found a pool of bubbling, highly volatile liquid deep within the mines, which helps against the ever-present threat of trolls…which seem to be drawn to the mines in an inexplicable compulsion.

 

Indeed, the theme of a city under siege and goblin propensity towards lighting foes ablaze both are represented well in the depiction of the unique settlement, making it feel very much unique – and yes, the alliance between the grand conclave of sublime artificers and the flaming skull has resulted in almost all shops being owned by goblins…so while healing services can be found, they often boil down to experimental surgery and cauterization and food…well. Let’s just say that it’s available. Half-orcs seem to also be viable business owners here, lending a martial and somewhat rough-and-tumble edge to the settlement, while at the same emphasizing arcane sophistication in a weird, yet compelling blending of themes. It should come as no surprise that goblins are pretty keen on making lots of wands of fireball in a place where some families actually have a troll-baiting and – burning history.

 

From a rules-relevant perspective, we get the proper pieces of information regarding the settlement’s demographics and the classic market-place section is similarly included and properly modified to represent 5e’s stance on magic items. Kudos for not simply cutting that one – the custom result really is appropriate for the settlement!! Prices of food and accommodation can be found for the respective establishments and, as always, 6 whispers and rumours have been included as red herrings/adventure seeds to further develop or ignore. The pdf also includes the classic sections of lore that PCs may be familiar with and a total of 6 events that the GM can use to further kickstart adventuring, should the PCs dawdle. As a minor complaint, the second entry reads “As #2, but this merchant caravan…” – that should be “As #1…”.

 

Life in Lanthorn is surprisingly ordered and peaceful and nomenclature is provided in the settlement’s demographics-section, though no general dressing habits and the like are included this time around. On the criticism side, the pdf does offer some truly tantalizing concepts: You see, the magical lanterns of the place are rumored to be sentient and seem to exhibit fiery, destructive capabilities – that we don’t get siege weapon/magic device stats for them is somewhat a lost chance. Similarly, aforementioned volatile troll-exploding liquid would have deserved proper alchemical stats as far as I’m concerned. The marketplace just notes double fire damage…double of what? On the plus-side, the village does offer something amazing: Beyond the well-done standard map, we also get a lavishly-illustrated side-view-version of the village in b/w – big kudos for this very evocative piece.

 

Conclusion:

Editing and formatting are top-notch, I didn’t notice any glitches beyond aforementioned minor hiccup in the event table. Layout adheres to RSP’s smooth, printer-friendly two-column standard and the pdf comes with full bookmarks as well as a gorgeous map by Maciej Zagorski, of which you can, as always, download high-res jpegs if you join RSP’s patreon. The pdf comes in two versions, with one being optimized for screen-use and one to be printed out.

 

Creighton Broadhurst’s Lanthorn is one absolutely AMAZING settlement. I adore this place. The explanation of the atypical nature of the Flameskulls and the 5e-marketplace-section are certainly appreciated. The place’s visual representation is glorious and the threat of trolls serious enough to warrant magical laser-lanterns. (At least that’s how I picture them.) In short – this pdf has it all – Lanthorn is a fantastic village and, for me as a person, one of the coolest in the whole product line. At the same time, I was slightly disappointed by the lack of mechanical stats for the eponymous lanterns and the killer-troll-burn liquid, which are obvious key components of the village. Sure, a GM could handwave those…but having precise stats for them would have been the icing on the cake, at least for me. Hence, the 5e-version is equal to the PFRPG-version in what it offers and lacks and misses my seal of approval by a small margin, making the pdf clock in at 5 stars. Good step up for the 5e-village backdrops!

 

You can get this cool settlement here on OBS!

 

You can directly support Raging Swan Press here on patreon!

 

Endzeitgeist out.

Mar 222017
 

Village Backdrop: Lanthorn

This installment of RSP’s Village Backdrop-series is 11 pages long, 1 page front cover, 2 pages of advertisement, 1 page editorial/ToC, 1 page SRD and 1 page back cover, leaving us with 5 pages of content, so let’s take a look at the settlement!

 

Lanthorn is a peculiar settlement – named for the magical lanterns set atop its gates, the perpetually-shrouded village is situated under a massive overhang in Kuldor Pass, where winters are long and cruel and summers but brief. Heavily defended and fortified, the settlement controls traffic through the pass and represents a gateway to the untamed wilderness beyond. Governed by a conclave of powerful wizards with an economy fueled by adventurers and fortune-seekers commissioning magic items, the village also is home to a thoroughly atypical tribe of matriarchal goblins the Flaming Skull tribe, who also act as the village’s miners, digging strange and potent metals from the earth for their eldritch masters. These goblins have also found a pool of bubbling, highly volatile liquid deep within the mines, which helps against the ever-present threat of trolls…which seem to be drawn to the mines in an inexplicable compulsion.

 

Indeed, the theme of a city under siege and goblin propensity towards lighting foes ablaze both are represented well in the depiction of the unique settlement, making it feel very much unique – and yes, the alliance between the grand conclave of sublime artificers and the flaming skull has resulted in almost all shops being owned by goblins…so while healing services can be found, they often boil down to experimental surgery and cauterization and food…well. Let’s just say that it’s available. Half-orcs seem to also be viable business owners here, lending a martial and somewhat rough-and-tumble edge to the settlement, while at the same emphasizing arcane sophistication in a weird, yet compelling blending of themes. It should come as no surprise that goblins are pretty keen on making lots of wands of fireball in a place where some families actually have a troll-baiting and – burning history.

 

From a rules-relevant perspective, we get the proper pieces of information regarding the settlement’s stats and the classic market-place section is similarly included. The settlement’s stats make use of the under siege property, which has been included for your convenience. Prices of food and accommodation can be found for the respective establishments and, as always 6 whispers and rumours have been included as red herrings/adventure seeds. The pdf also includes the classic sections of lore that PCs may be familiar with and a total of 6 events that the GM can use to further kickstart adventuring, should the PCs dawdle. As a minor complaint, the second entry reads “As #2, but this merchant caravan…” – that should be “As #1…”.

 

Life in Lanthorn is surprisingly ordered and peaceful and nomenclature is provided in the settlement statblock, though no general dressing habits and the like are included this time around. On the criticism side, the pdf does offer some truly tantalizing concepts: You see, the magical lanterns of the place are rumored to be sentient and seem to exhibit fiery, destructive capabilities – that we don’t get siege weapon/magic device stats for them is somewhat a lost chance. Similarly, aforementioned volatile troll-exploding liquid would have deserved proper alchemical stats as far as I’m concerned: The marketplace just notes double fire damage…double of what? On the plus-side, the village does offer something amazing: Beyond the well-done standard map, we also get a lavishly-illustrated side-view-version of the village in b/w – big kudos for this very evocative piece.

 

Conclusion:

Editing and formatting are top-notch, I didn’t notice any glitches beyond aforementioned minor hiccup in the event table. Layout adheres to RSP’s smooth, printer-friendly two-column standard and the pdf comes with full bookmarks as well as a gorgeous map by Maciej Zagorski, of which you can, as always, download high-res jpegs if you join RSP’s patreon. The pdf comes in two versions, with one being optimized for screen-use and one to be printed out.

 

Creighton Broadhurst’s Lanthorn is one absolutely AMAZING settlement. I adore this place. The explanation of the atypical nature of the Flameskulls makes the tribe work even in the context of PFRPG’s re-envisioned and modified goblins. The place’s visual representation is glorious and the threat of trolls serious enough to warrant magical laser-lanterns. (At least that’s how I picture them.) In short – this pdf has it all – Lanthorn is a fantastic village and, for me as a person, one of the coolest in the whole product line. At the same time, I was slightly disappointed by the lack of mechanical stats for the eponymous lanterns and the killer-troll-burn liquid, which are obvious key components of the village. Sure, a GM could handwave those…but having precise stats for them would have been the icing on the cake, at least for me. Hence, the Pathfinder-version misses my seal of approval by a small margin, making the pdf clock in at 5 stars.

 

You can get the cool settlement here on OBS!

 

You can directly support Raging Swan Press here on patreon!

 

Endzeitgeist out.

 

Mar 212017
 

Psionics Augmented: Psicrystals Expanded

This installment of the Psionics Augmented-series clocks in at 15 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, leaving us with 11 pages f content, so let’s take a look!

 

Psicrystals have always been a crucial, distinct feature of the psionics system as far as I’m concerned; the idea of taking a part of one’s personality, extracting it and having it float along as an externalized component of a facet of your personality has pretty much been roleplaying gold, as far as I’m concerned. Thus, the introduction of this pdf’s content, which talks about the different types of psicrystals, how they’re created and the interaction with them, at least to me, represented a tantalizing reading experience. This section also deals explicitly with the details of repairing psicrystals and provides an expansion for Psicrystal Affinity: For the purpose of this feat, all feats that depend on it and all abilities that stem from it, all psionic class levels are treated as manifester levels – this, among other things, makes psicrystals relevant for a whole new cadre of psionic classes. Building on Psicrystal Affinity, there is a new feat herein that represents a gateway to an array of new tricks, namely Superior Psicrystal – the type of option I am talking about would be the attuned psicrystal.

 

Provided a character has the feat and 5th level, the psicrystal gains significant additional benefits that depend on the class chosen: Psychic Warriors receive better natural AC and more hit points for their crystals, Wilder psicrystals can absorb the negative effects of psychic enervation, with scaling daily uses. Kineticist psions (not the base class, the psychokinesis specialists!) gain free augmentation power points when channeled through the crystal, rewarding the teamwork-use; telepaths can, for example, borrow the sighted ability. Marksmen may use their psicrystals to negate Dex-bonuses to AC or even evasion, while soulknives may attack through the psicrystal and e.g. dread or cryptic may have their psicrystal employ their own tricks. Finally, the collective-generating classes receive appropriate bonuses for the inclusion of the psicrystal – all of these powerful benefits, mind you, are balanced via scaling daily uses and some are pretty complex rules-operations, in spite of the deceptive brevity of the material – so yeah, impressive.

 

The pdf goes on, however – there is another type of psicrystal included here, the cognizance psicrystal, which is also unlocked via Superior Psicrystal. And yes, before you’re asking – these manifestations of the psicrystal feat are mutually exclusive. Cognizance psicrystals can store power points; the master can store these as a move action, reclaim them as a free action; these stored power points can be used to fuel manifestations.

 

There is a third option unlocked via the feat would be the merging ritual which allows the psionic character to merge the psicrystal with animals etc., creating a familiar-like crystallized creature: This creature behaves like a psicrystal sans the sighted and self-propulsion abilities; the amalgam has the higher Intelligence score between psicrystal and the creature’s Intelligence, with unintelligent base forms treat their Intelligence as 1 instead. While the base creature thus uses the base form of the animal companion, the psicrystal-infused creature does not require Handle Animal. The base level of the psionic determines btw. the base forms available and the respective implanted psicrystal has its own little table of gained abilities.

 

Another option would be the empowered psicrystal – this option nets a +2 bonus to Intelligence and a doubled range for sighted, telepathic speech and sight link ranges. Beyond these, they get to choose psi-like abilities.

 

There is also the weapon psicrystal – and yes, the rules are concise and once again feature their own table. As an aside: I LOVE this option. My player’s favorite legendary weapon I designed for my games was “The Blade of Shards”, a blade of fragmented minds of psicrystals whose owners had become insane; in order to wield the weapon, one had to accept that one sooner or later would join the cacophonous choir or bloodthirsty mind-fragments contained in the blade. It could generate storms of razor-sharp crystals, extend…etc. I had to build that weapon from scratch back in the day, whereas here, we have a balanced, more subdued engine that makes for a great base-line for such designs, though obviously, the focus here is more on making an intelligent blade that shares part of your personality.

 

Beyond all of these options, we also receive a plethora of new feats herein, which interact smoothly with the new options and build upon them Cortex Strike allows, for example, to add sneak attack damage to psionic weapon when used in conjunction with the psionic weapon version of Superior Psicrystal. Yes, there is an Improved follow-up feat – which converts the damage to psychic damage, being usually one of those damn make-believe damage types I harp on about…but considering the steep feat-investment and the fact that it converts sneak attack, an often subpar damage-option, makes me actually okay with it, just this once. 😉

Flexible Personality is a true gem, not only for benefit-purposes, but also for RPG-purposes – 1/day, as a standard action, you can change your psicrystal’s personality, which makes all kinds of sense to me and can be absolute roleplaying gold. Of course, enhancers for aforementioned Psi-like abilities of the empowered version. The option to allows a psicrystal to refocus as long as you still have power points increases their utility and flexibility as well. Focusing weapons for reducing critters to 0 Hp can potentially be cheesed in a ridiculous scenario based on iterative attacks slaying kittens, but the scenario is so out there and limited in its effectiveness, not even I want to really complain there. Combining Cleave with Psionic Weapon’s focus expenditure is interesting – as is the option to forego regular damage and sneak attack damage when attacking with a psicrystal weapon to instead inflict Strength damage…sounds cheap? Well, it kinda is, but the required expenditure of psionic focus imposes a sufficient tax on the option…as does the array of prerequisites required to take the feat. Also really cool – psicrystals that may shed their body analogue to the uncarnate class feature.

 

The pdf also provides two new psionic powers: Autorecall lets you immediately recall your psicrystal , with an augment for immediate action recalls as well, allowing for some amazing tactics, even before the option to get a kind of contingency-like recall for the crystal. Hide Psicrystal is actually more flavorful than you’d think – it’s not simply a cloaking power, it fuses the crystal with your body.Aegis gain a new 1 point customization and soulknives a new blade skill for use with the psicrystal options herein and, very, very cool and seriously overdue: We close with a nice, complex and greatly expanded list of psicrystal personalities. Kudos indeed!

 

Conclusion:

Editing and formatting are very good, I noticed no significant glitches apart from stuff like its/it’s or an inconsistent formatting of psicrystal abilities (sometimes italicized, sometimes not). Layout adheres to Dreamscarred Press’ 2-column full-color standard and the pdf comes fulyl bookmarked for your convenience as well as with a nice, more printer-friendly second version. The pdf sports a nice full-color artwork as well.

 

Andreas Rönnqvist seems to effortlessly put his boot down in this pdf and squashes any doubt regarding his capabilities; one of the original masterminds behind DSP’s psionics, he creates a pdf that looks pretty humble at first glance. But only at first glance – oh boy, does this deliver!

 

The options for the new psicrystal variants in this pdf are incredibly diverse and allow for a ton of customization, sure – but they don’t scream loud in your face what you should do with them. Instead, this pdf takes a bit of time to simmer, a bit of contemplation, until you realize that vast amount of amazing stuff you can do with this. Taking one crucial, yet neglected component of psionics and expanding its identity to this extent is amazing. Doing so while retaining balance of the options presented is glorious. From the gem-possessed animal to the intelligent blade, this book represents a cornucopia of not only viable rollplaying options, but also pure ROLEplaying gold, extending psionic concepts in an impressive manner.

 

Instead of throwing archetypes at s, we receive a smooth and yet complex extension of the base psicrystal rules that add a whole new, amazing dimension to them. I not only love this pdf, I consider it also to be the very first psionics augmented book that is, without a doubt, a must-own addition for everyone using Ultimate Psionics. Class does not matter, neither does race; no matter whether your game is high-powered or low-powered, this pdf feels like an organic extension of Ultimate Psionics. It will not break low-powered, gritty games and it will have sufficient oomph and impact for the high-powered ones. In short: This is a little masterpiece and an absolute must-buy for all fans of psionics. 5 stars + seal of approval…and for campaigns with psionics, this is essential…hence, this receives my EZG Essential-tag and also is a candidate for my Top Ten of 2016. Best expansion you can currently buy for psionics, with only the glorious Living Legend and Mind and Soul coming close, and these two are more specific in their appeal, focusing on archetypes. In short: Get this!

 

You can get this amazing psionics expansion here on OBS!

 

You can directly support DreamScarred Press here on patreon!

 

Endzeitgeist out.

 

Mar 212017
 

Caster Prestige Archetypes: Cyphermage

This installment of the Caster Prestige Archetype-series clocks in at 7 pages, 1 page front cover, 1 page SRD, leaving us with 5 pages of content, so let’s take a look!

 

So, what are these? In case you are not familiar with the concept, a prestige archetype represents a way to not have to take a prestige class; after 3.X’s flood, many players and GMs were justifiably tired of the concept…something that is also represented within the design of some PrCs out there. Worse in my opinion, the 3.X flood killed the “prestige”-aspect – the PrCs felt more like kits that could only be taken later, to use a 2nd edition analogue. PFRPG has partially inherited this issue – while there now are significantly more PrCs that emphasize “prestige”, we still have ample of concepts that do not have to be represented by a PrC. The massive amount of excellent assassin-fixes out there would be just one example that not all PrCs should be PrCs. Enter this series.

 

Prestige Archetypes translate Prestige Classes and all their unique tricks into basically an archetype and combine that with a base class, moving everything around. The result, hence, is closer to a hybrid class than you’d expect and it has to be – after all, minimum PrC-level-requirements mean that PrC-options not necessarily cover all levels or are appropriate for every level. Thus, in each such pdf, we get basically a class that makes it possible to pursue a PrC from level 1, all the way to 20th level.

 

Something new for this series as opposed to the earlier ones: We begin with a massive list of alternate favored class options that cover the core races, advanced races, featured races and also extend to several of the unique and evocative Porphyran races like the Zendiqi. These alternate favored class options are generic in that they are not tied to a specific class, but that is not to say that they are boring – they tie in very well with the respective races, featuring, among other options, increased limited daily use racial abilities and the like. So yes, these can be considered to be a fun, balanced array that manages to tie in well with the racial concepts.

 

That out of the way, let us take a look at the class herein, with is built on the chassis of wizard and the cypher mage, with d6 HD, 2 + Int skills per level, with d6 HD, 2 + Int skills per level, full spellcasting progression, good Will-saves and 1/2 BAB-progression. Proficiency-wise, they only get simple weapons. Cypher mages may also select additional bonus languages. Cyphermages must choose between an arcane school and arcane bond; in the former case, they’re locked into divination. They may also choose a wizard bonus feat in lieu of a cypher lore.

 

Cypher lore would be the talent-array of the prestige archetype, with the first gained at 1st level and subsequent lores being unlocked at 3rd level and every 2 levels thereafter, meaning that the class, as presented, sports some serious player agenda. These include bypassing symbols, automatically analyzing scrolls, extended summon-lists, metamagic-enhancers of scrolls, better giant-mind subversion, using Int instead of Cha for UMD

 

Cypher mages cast spells from scrolls at +1 caster level higher than that of the scroll and +1 to checks to activate scrolls with CLs exceeding his own. Cypher mages also receive a cypher pool equal to his “Intelligence bonus + 1/2 class level” (that’s usually presented the other way round, to engage in a cosmetic nitpick) – these points may be expended to increase the CL of a scroll by 1 or the DC to recognize a spell by 5, but at the cost of increasing the activation to a full-round action – and yes, this can be used in conjunction with spontaneous metamagic. And yes, dear readers – the aforementioned summoning enhancer is actually new and not something the base PrC had – so kudos! A known cypher lore that requires a swift action to activate may be chosen at 10th level and thereafter be activated as a free action, with 14th and 18th level adding another one to the array.

 

2nd level yields Scribe Scroll and the capstone yields the bonus to saves versus glyphs etc. – a less bland capstone would have been nice to see in this redesign.

 

As per the tradition of this new series, we receive information on using arcanist, psychic, sacerdote, and witch as alternate chassis-bases, so if you wanted to play a cyphermage adept based on one of those classes, you’re in luck. It should also be noted that these modifications this time around are more complex than in other installments

The prestige archetype does include a significant array of class-specific favored class options for core races and some of the stars of the Porphyran races.

 

Conclusion:

Editing and formatting are very good, I noticed no glaring glitches apart from minor, non-rules-relevant inconsistencies in presentations. Layout adheres to a 2-column full-color standard with PDG’s signature purple highlights and is pretty printer-friendly. Huge kudos: The pdf comes, in spite of its brevity, with full, nested bookmarks, making navigation extremely user-friendly!

 

Carl Cramér’s take on the cypher mage is a definite step up from the PrC – the prestige archetype is well-crafted, fun and solid – the cypher points add player agenda from the get-go and make the experience of playing the class more interesting than it would be without them. While I would have loved that class feature to be more interwoven and while the capstone still isn’t that impressive, we have a good installment on our hands here. Hence, my final verdict will clock in at 4 stars.

 

You can get this Caster Prestige Archetype here on OBS!

 

You can get the whole subscription here on OBS!

 

You can directly support Purple Duck games here on patreon!

 

Endzeitgeist out.

 

Mar 212017
 

Fetishistic Arcana (OSR)

This little pdf clocks in at 25 pages, 1 page front cover, 1 page blank, 3 pages of SRD, 1 page back cover, leaving us with 19 pages of content, though it should be noted that they’re formatted for A5 (6” by 9”)-sized booklets; you can fit 4 of them on one sheet of paper, if you choose to print them out, so let’s take a look, shall we?

 

So, on the first page, we actually get a public domain extract from a German ethnographic collection, including a bit of text, which was somewhat hilarious and fitting to me, contextualizing the concept presented within these pages. So, what are fetishes in the context of this pdf? They are items that must be worn or held and their construction requires the arts and a ritual, but not necessarily any staggering costs and any of these fetishes may be used by any spellcaster. A total of 12 such fetishes are included in the pdf, with 4 qualifying as ancient fetishes – more on those later.

 

Well, for once, they represent items that low-level magic-users can have. That make them somewhat less of a liability. *GASP* I know, I know, heresy and all such, but let me state something here for a second: I’m all for weak casters at low levels. It explains why the land’s not flooded with arch wizards and makes getting to the levels where you can pulverize whole legions an accomplishment to be proud of. It’s the reason I prefer even my rules-heavy systems to have an imbalance in the progression of characters as opposed to e.g. 4th edition’s fighters and casters feeling so similar. It’s a matter of taste.

 

Now in OSR games, I do like that playing a low-level magic-user is a PAIN; depending n the system you use, a housecat can arguably kill you RAW. However, as much as like old-school gaming, I can’t deny that I do have serious experience with more rules-intense versions of the game…and with these, obviously also came a certain feeling of entitlement. Not regarding power, mind you – I always prefer my games on the gritty side. But regarding OPTIONS. You know. Player agenda. Not being restricted to the 5-minute adventuring day. Being able to modify magic to make it feel…well. Magical. Strange. Alien. It’s a reason for me liking LotFP’s occult feeling, unstable and dangerous take on magic that may royally screw over the careless – it’s risky…but it has a bit more options, a bit more agenda.

 

The items herein follow a similar design paradigm. They come with hefty, yet affordable silver prices. They also feature construction rituals. Let me give you a taste: When a human warrior is slain on the battlefield via treachery and when the human has taken at least one goblin life, that’s when teh sacred sightless, goblins that have blinded themselves, goblins that have never seen the hated sun, can smell the corpse. The body will be desecrated and defiled, its components strewn through the wilds, its jawbone kept intact and chewed free of most flesh. The bone will then be hanged from a widow’s walking stick and dried there; finally, 6 raven feathers are attached to the jawbone, the loosened teeth rattling as it is shaken. All damaging spells thereafter cast through the item inflict +1 damage versus human and also inflict the spell’s damage inevitably again on the following round – though the wording here could be more precise: One could read this echo to pertain only to the bonus damage, when the whole spell is meant. Oh, and non-goblin users risk a chance of becoming goblins when using the fetish.

 

This example should illustrate pretty well the strengths, but also the weaknesses of the pdf. The construction requirements for the fetishes generally are well-presented and evocative, as is their activation. At the same time, the rules-language honestly leaves something o be desired. And no, OSR does not equal tolerance for sloppy rules; one look at S&W, LL or LotFP shows pretty clearly that these rule-books actually are VERY precise beasts.

 

There are more precise items, like mirrors of obfuscation that can be rather interesting, which allow you to stealthily cast spells, but at a small risk of forgetting that you have cast the spell AND the spell from the spellbook, which can actually result in an interesting plot. There is also a defensive fetish that increases the duration of defensive spells greatly – which is cool…but brings me to a nitpick. While some spells are noted, the fetish fails to present a precise list. This may be a mostly cosmetic thing in actual use, but can still yield some issues, which is why many OSR titles assume a default system – here, that would be LotFP – but when one assumes a default system, why not present a concise list?

 

That being said, the items themselves do feature some seriously cool options – like an artificial jaw into which you insert a dead man’s teeth and thus can talk to the perished, even without requiring a functional body…but there is a chance that the spirit will be stuck in the fetish. Another fetish enhances arachnid-related spells, but makes you foe and preferred target of arachnid creatures encountered. What about a rose that greatly increased the potency of your charming spells, but has a serious risk of falling in love with the spell’s target? Lenses that make you perceive the whole truth, fused to your body. There also would be ram’s horns that generate bursts of deadly energy, providing a taste of later level’s potency, though the direct damage, if you presume LotFP’s standard design paradigm, are pretty valuable – the particular item imho fits LL or S&W more.

 

Conclusion:

Editing and formatting are pretty good on both a formal and rules-language level – while both can be improved, the pdf generally is solid. Layout adheres to a 1-column full-color standard in A5 (6” by 9”) with fitting stock art. The pdf has no bookmarks, which constitutes a comfort detriment.

 

Edward Lockhart’s collection of fetishistic arcana is a somewhat mixed bag. The pdf’s items are interesting and often can jumpstart an adventure or two by means of the complications they offer. The detailed construction notes similarly are nice and flavorful. So, on the plus-side, we get some seriously cool options for magic-users, in particularly to make low-level existence less of a hassle and more rewarding; not less deadly, mind you – but more versatile, which is good as far as I’m concerned. At the same time, the rules-language components could be more precise than they are. How to rate this, then? Well, to me, this file is a mixed bag, slightly on the positive side – which is why I’ll settle on a final verdict of 3.5 stars, rounded up due to the PWYW-nature of the pdf. Well worth contemplating for your OSR games and idea-scavenging…and leaving a tip for.

 

You can get this nice little pdf for any price you want here on OBS!
Endzeitgeist out.

 

Mar 202017
 

Mythic Monsters: North America

This installment of Legendary Games’ critically-acclaimed Mythic Monsters-series clocks in at 34 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial, 1 page SRD, 1 page ToC, 2 pages of introduction, 2 pages of advertisement, 1 page inside of back cover, 1 page back cover, leaving us with 23 pages of jam-packed content, so let’s take a look!

 

We, surprisingly, begin this pdf with supplemental material that is not only useful for mythic contexts per se – the pdf introduces Scrimshaw items as an item-class, with a respective feat to fashion these (though it oddly does not have the Item Creation descriptor, but that just as a nitpicky aside) – scrimshaw magic items, though, are rather fragile – and this fragility is a central focus of the respective items introduced: E.g. a knife that returns those slain with it as undead servitors, which is balanced via the chance of splintering. The pendant of life sense can help communicating, but excess damage to the target depicted in the pendant can result in a collapse. Whalebone Helms can emit thundering cones and emit high-pitched cries that allow for long-range communications…I like this general item-class and the guidance provided for the GM is nice. The class certainly has some serious potential for e.g. an ice age-themed game.

 

Beyond these items, the pdf obviously also contains a selection of creatures – the CR 16/MR 6 version of the Akhlut can instantly generate devastating storms and add devastating takedowns of the assaults…and it also learns to perform truly devastating smashing assaults and fly during storms…oh, and they become gargantuan. A true classic would also be the CR 10/MR 4 Jersey Devil – this being receives an AoO as a result to mythic power expenditures and may even expend mythic power to assault foes…and it actually gains temporary mythic power when targeted by an appropriate hit. Adding a curse-debuff to the breath…and the version may combine the breath via trampling for ghost rider-style running over…oh, and it finally is as hard to kill as befitting of the legend.

 

The CR 7/MR 3 mythic hodag not only gains better ambush predator tricks and may execute devastating attacks from below…and these guys are incredibly hard to hunt down, making for deadly hunters. The mythic ijiraq at CR 11/MR 4 may banish foes affected by the disorienting gaze into the plane of shadows and the constantly blurred form adds a significant defense upgrade to the critter. Nice one!

 

At the highest echelons, the mythic manitou receives a CR 18/MR 7 incarnation that has a powerful domain of guarded lands and also sports a powerful aura of karmic retribution aura, which can negate the defenses of foes foolish enough to attack him…oh, and he may possess foes! Beyond this, powerful clouds of steam and an improved spirit stampede and a mythic power expanded token of fortune is pretty intriguing. (Oh, and the Mythic Awesome Blow feat is reprinted here for your convenience!) So yeah, a great one!

 

The pdf’s next critter would be the CR 9/MR 4 qallupilluk, who gains grasping claws, seriously powerful additional options when the creature hits multiple times with its claws, and may tunelessly hum to lead its victims astray as well as employ with deadly hexes. There is yet another critter – the sasquatch, at CR 3/MR 1 receives the blurred form trick and also receives a particularly nasty stench. At CR 4/MR 1, the snallygaster receives a horrific shriek…and once again, the mythic Flyby Attack feat, used in the build, is included here.

 

The most American of critters in iconography would perhaps be the thunderbird at CR 13/MR 5 – these beings may not only absorb lightning, they can actually assume lightning form, a reflexive electrified body and is particularly effective in combat versus serpentfolk and similar reptilian threats. And yes, the mythic version can use mythic power to greatly enhance the signature storm aura…and I should also note the ability to fire whole salvos of thunderbolts! Amazing! The tupilaq’s mythic version, at CR 8/MR 3, can have spells inscribed upon it and with blood of a victim, can become a deadly, unrelenting bloodhound – and yes, these base creature abilities become even more potent in the mythic version, supplemented by better physical power and feats. Nice representation of a construct being created to fulfill certain functions.

 

The wakandagi, at CR 17/MR 7, is surrounded by an aura of toxin-cancelling purity and may counter the first attack each round, form the weather and utterly obliterate ships…so a massive upgrade for the base creature, which always felt a bit limited to me – big, big kudos! (Mythic Multiattack is reprinted here as well, as it is used in the build!) One of the most epic builds in the whole series is next – and it better should be: The wendigo has been done often in various iterations, but the CR 21/MR 8-version herein is a true beauty of utter, deadly destruction – exceedingly fact, with the option to instill wendigo psychosis via nightmares, and absolutely phenomenal evasion tricks, these guys can actually stand before high-level mythic PCs – wreck them; hit and run; drain mythic power – the signature abilities span two pages on their own, making this build a glorious story-foe and villain.

 

The CR 5/MR 2 wikkawak gains mythic power from making creatures frightened and, on crits, these guys can take mementos from crited foes, which thereafter make the creature more deadly against the being in question. Oh, and thuggery is enhanced as well!

 

The new creature herein, lavishly rendered in full color, would be the CR 6/MR 2 Giiwedin, an incorporeal undead with the air and cold subtypes – these beings can possess others, wracking them with spellblights and hampering the healing options of the character in question…and those slain return as frost wights. Spirits of those slain in the frozen tundra, these hunters are delightfully deadly, if not absolutely mind-boggling in their options, but their strong and evocative theme makes sure I’ll certainly use them in my adaptation of LotFP’s excellent “Weird New World“.

 

Conclusion:

Editing and formatting are top-notch, I noticed no serious glitches. Layout adheres to Legendary Games’ two-column full-color standard and the pdf sports pretty amazing original pieces of artwork. The pdf comes fully bookmarked for your convenience.

 

The mythic monsters featured herein, penned by the veteran hands of Jason Nelson and Alex Riggs, count among their number some of the coolest critters in the series…and indeed, not one of the conversions has disappointed me with its tricks; they build expertly upon the mythological foundation of the respective creatures. The mechanics are similarly excellent and manitou and wendigo alone may well be worth getting this file on their own. In short – this is an excellent addition to the Mythic Monsters-series and thus receives my highest accolades at 5 stars + seal of approval.

 

You can get this amazing Mythic Monsters-book here on OBS!

Endzeitgeist out.

 

Mar 202017
 

Slaves of Tsathoggua (OSR)

This adventure for Crimson Dragon Slayer (the new, d6-based version) clocks in at 16 pages, 1 page front cover, 1/2 a page editorial, leaving us with 14 1/2 pages of content, so let’s take a look!

 

So, we begin this pdf with a d20-chart that lets you determine how much of a peasant your character is: While some of these have minor in-game effects (like being a bad gambler), they also include living in a cardboard box, having dirt on even the dirt on you, etc. In short – this can make for a fun negative-bragging at the table: “Dude, my characters is so peasant, he only has *rolls* 3 teeth remaining!”

 

The PCs thus approach the little village of Needham, witnessing a strange funeral procession – the priest seems to have died and is now carted towards a cave…after all, anyone who has entered it will thereafter be brought back there for an eternal vigil. The 8 rumors similarly seem to speak of nasty things hidden there…but the road’s been long, the weather foreboding, so the adventurers will probably head towards the tavern…and here, a man is goaded into entering the cave…a fool named Atsop. Witnessing the sod enter and exit will net a nasty scene, as he exits, slime eating his body, slowly and painfully….and indeed a suicide hidden in the village’s vicinity similarly enhances the foreboding atmosphere.

 

…and this is about as far as I can go without going into serious SPOILERS. Potential players should jump to the conclusion.

..

.

All right, still here? Great! So, the main meat of the module represents a small dungeon crawl – the cavern complex is basically a ring of caverns around a strange machine, the scoop, which scoops up beings and deposits them inside the cave – as such, the numerous caverns to the sides of this central hub contain a variety of truly diverse encounters. The GM can resort btw. to a small d4-table to determine the desires of the respective creatures encountered. The planar instability also extends to the caverns – 12 entries of a table can allow the GM to make a cave Lovecraftian, icy, watery…etc. Similarly, a d30-table allows you to determine the weird insides of things the PCs may kill, slice open or dig into…ranging from endless bacon to small dolls with mysterious masks…so yeah, this is where the slightly gonzo weird comes in….but it retains a sinister streak. In short: It is a nice compromise between the gonzo Heavy Metal fantasy of the original Crimson Dragon Slayer and the darker aspects championed by the recent quick-play d6-based version in tone.

 

So that pertains the general dressing and environments – but what about the specific? Well, there would be Simon, a friendly tentacled diplomat from another dimension; there are silurians and zygothians, robots and plant monsters, faceless purple-skinned humanoids…there is a man with delusions of invulnerability, a horrible oracle who can employ emotional illusions and implant them within beings…but ultimately, in one of those side-caverns, the PCs will find a way deeper into the complex, past deadly insects and worse…oh, and if your PCs are idling, they’ll meet radical anthropomorphized fruit sooner or later. And yep, these guys have a mean streak. Anyways, the PCs will probably sooner or later meet The Thing. – a horrid and very powerful entity…and past it, there looms a nugget of cosmic truth, of genocides in the past and the looming return of dread Tsathoggua…

 

But even if the PCs manage to survive this meat-grinder of a module (the progressive bosses have A LOT of HP), there is a handy 20-entry-table to roll regarding PTSD for surviving this insane experience. These range from drawbacks to benefits to primarily roleplaying relevant tricks.

 

Conclusion:

Editing and formatting are very good, I noticed no significant hiccups. Layout adheres to a nice full-color two-column standard and the pdf actually comes with a second, printer-friendly version – kudos! The pdf comes fully bookmarked for your convenience with extensive bookmarks and the b/w-artworks featured herein are amazing original pieces. The cartography by Glynn Seal is excellent as well, though I certainly wished we got a key-less version to cut up and hand to the PCs as they go.

 

After the revision of Crimson Dragon Slayer hit digital shelves, I wasn’t too blown away; the sample module is pretty much standard dark fantasy minus all the gonzo weirdness that made me like the original Crimson Dragon Slayer. This module would then be a synthesis of both approaches: This is very much dark and brooding fantasy and a grinder of a module, yes – but at the same time, it features quite a lot of thoroughly surreal and interesting components. The surreal aspects are more grim than before, sure – but at the same time, the module manages to sell them as both scary-weird and atmospheric, which is a feat as far as I’m concerned. In short: This is significantly better than the intro-module of for CDS’s revision and feels once again like it has its very own identity. Now the module may not be a world-shaking scenario, but for the fair price point, it certainly delivers an enjoyable session of gaming. So yeah, I don’t have significant complaints against this module by Venger As’Nas Satanis…and thus, my final verdict will clock in at 5 stars – If you want to play the new Crimson Dragon Slayer version, get this module to accompany it.

 

You can get this unique module here on OBS!

 

It is also part of the Trinity of Awesome +1 print book, if you prefer print. You can find that here!

 

If you enjoy this module, you may also want to check out the latest KS by Kort’thalis Publishing, which is funding the sequel to this trinity of modules. You can check that out here!

 

Endzeitgeist out.