RPGNow.com
Close
New Account
 
  
 
 
You will lose your chance to get the free product of the week.
One-click unsubscribe later if you don't enjoy the newsletter.
Close
Log In
 
 Forgot password?
 

     or     Log In with your Facebook Account
Browse
 Publisher Info









Back
Other comments left for this publisher:
The Sinking: Beneath the Shadowheart
by Thilo G. [Featured Reviewer] Date Added: 11/05/2014 04:23:30
An Endzeitgeist.com review

This installment of the Sinking-mini-modules clocks in at 21 pages, 1 page front cover, 1 page SRD, 1 page editorial, 1 page ToC, 2 pages of advertisement, 1 page back cover, leaving us with 14 pages of content, so let's take a look!



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



Still here? All right!

After a two-module spanning furious escape from the City into the holds of the enigmatic, xenophobic Kalks, the PCs have deserved a breather - alas, no rest for the wicked: One of Senator Vulgrax allies, bloodied and beaten, manages to find his way into the PC's sanctuary - and his tidings do not bode well. The poor sap has tried to escape via the shadowheart, one of the outskirts of the notorious Dungeon Under the Mountain - for the Trypus has quarantined the area around the sinkhole, collecting dissidents - and now, execution may be eminent.



It does look like the PCs will be on the hunt through the shadowheart to enter the city and prevent the worst -hence, the following excursion through the tunnels is a fast-paced dungeon-crawl (featuring lavishly cartographed, player-friendly maps) through the doppelganger-infested tunnels - only to find a perished creature that may spawn a dread new type of undead. The Crusader Tavern and the crackdown of the Kharel on the place coincides with the PCs re-entering the city and from there on, they better be on their way towards the compound - where gathering information finally becomes possible - the strange plans the Trypus hatched and the true nature of the sinkhole - provided the PCs can get in fast and get out again, Vulgrax may actually, with the information, finally provide some answers...



Conclusion:

Editing and formatting are very good, I noticed no significant issues. Layout adheres to a 2-column b/w-standard and the pdf comes with cool, original b/w-artworks and 0onegame's great cartography. The pdf comes extensively bookmarked for your convenience.



Tim Hitchcock's Beneath the Shadowheart starts off slow with and then turns into a cool "behind enemy lines/enemy of the state"-scenario that is quite an awesome set-up for the things to come - add to that the neat hazards and creatures and we get a cool module indeed, if one that in my opinion could have used slightly more information on the security procedures. Still, a great module for an almost unbeatable price and well worth 4.5 stars, rounded up to 5 for the purpose of this platform.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
The Sinking: Beneath the Shadowheart
Click to show product description

Add to RPGNow.com Order

The Sinking: Locks of the Panopticon
by Thilo G. [Featured Reviewer] Date Added: 10/30/2014 03:13:34
An Endzeitgeist.com review

This installment of the Sinking-mini-modules clocks in at 21 pages, 1 page front cover, 1 page SRD, 1 page editorial, 1 page ToC, 2 pages of advertisement, 1 page back cover, leaving us with 14 pages of content, so let's take a look!



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



Still here? All right!

With a massive bounty on their heads, courtesy of the Trypus Acadamae, the PCs hopefully have managed to flee the city once again towards their refugee camp, where blood senator Vulgrax may actually prove helpful with the help of the information the PCs have uncovered - the PCs are presented with a blade with weird etchings that may prove to be from the hold the Malchort Cabal operates from/seeks to control - the fabled Panopticon. (And yes, if this does not feature an omni-scrying device, I will be very much disappointed for using cool terminology and then failing to deliver.)



Now via the lost tunnels in the Vulgrax's old holdings, the PCs may penetrate the fortress of the Malchort -however, they will have to succeed in elementally-themed challenges - from freezing cold subterranean lakes with sea serpents, magma lakes etc. - the challenges per se being simply awesome: They actually require brains as well as brawns to solve and e.g. challenge the player's logic with an AWESOME poem/light-based puzzle. Or the puzzle would be awesome. However, the map actually lacks *some* of the crucial colors required to solve the riddle - the map is supposed to show which squares are which color, but fails to list more than half of them. I am so sorry for the author, but this is utterly sloppy and renders the module unwinnable as written. While *any* DM can just randomly assign colors to squares, rendering this a non-issue, it still is a glitch I cannot let stand.



Finally bypassing a crystal dragon and dread undead guardians, the PCs can penetrate the panopticon through the Darkgate...where the final chapter of The Sinking awaits!



Conclusion:

Editing and formatting are per se not bad, but he glaring oversight on a map that renders a puzzle unsolvable as written without the DM using fiat is simply inexcusable. Layout adheres to a 2-column b/w-standard and the pdf comes with cool, original b/w-artworks and 0onegame's great cartography. The pdf comes extensively bookmarked for your convenience.



I am so very sorry for author John Ling. He has delivered an array of solid challenges, which, while in theme being of the "been there, done that" type, in execution, panache and flair more than make up for the classic theme. This module would usually be one I'd recommend - not with the highest accolades, but still - especially for the low price, this is a fun ride with cool ideas and I love it if players need to use their brains as well. But the glitch with the map is beyond severe...it's unpleasant to say the least and for more than one person, it may actually ruin the whole module. Hence, I can't rate this higher than 3.5 stars, rounded down to 3 - and only due to a DM being able to relatively easily fix the issue. Otherwise I would have ragequit the review right then and there. Fans of The Sinking still need to get this, of course.

Endzeitgeist out.

Rating:
[3 of 5 Stars!]
The Sinking: Locks of the Panopticon
Click to show product description

Add to RPGNow.com Order

Crimson Sea - Virtual Boxed Set©
by Chris M. [Verified Purchaser] Date Added: 10/04/2014 22:40:25
I've got a few of these "Boxed Sets" and so far this is the best of the bunch.

The "Mysterious Island" is as one might guess a take on "The Island of Doctor Moreau."

I'll probably pass on the Mermaid Isle since the last few scenarios bought featured beautiful evil women. So the guys are paranoid. Maybe make it a standard evil "Sea People" type deal.

There are hooks on the back "cover" inserts for how each isle interacts with the others.

I'm using this in my Pathfinder game in the Atlantis 2nd Age setting. The baddie mad doctor is using an Atlantean artifact from the lost first age called the "Changling Slab," a device very much in the vein of Hawkmoon or the "Doomed Folk" of Elric. The party has to take odd jobs until they get in as crew with the pirates shipping supplies to the isle.

"To go on two legs is very hard. Perhaps four is better, anyway."

Rating:
[5 of 5 Stars!]
Crimson Sea - Virtual Boxed Set©
Click to show product description

Add to RPGNow.com Order

The Sinking: Seeking Dawn
by Thilo G. [Featured Reviewer] Date Added: 09/30/2014 08:18:30
An Endzeitgeist.com review

This installment of the Sinking-mini-modules clocks in at 20 pages, 1 page front cover, 1 page SRD, 1 page editorial, 1 page ToC, 2 pages of advertisement, 1 page back cover, leaving us with 13 pages of content, so let's take a look!



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



Still here? All right! First of all - read the previous module "The Freedom Gambit." Why? Because this is the immediate successor and the PCs, escorting Blood Senator Vulgrax, are on the run from the city, braving the wilderness - and indeed, after an easy intermezzo, the deadly hunt is on - the notorious Blood Fang is hot on the heels of the PCs and their ally - and if wyvern-riding elite-mercenaries don't drive the fear down the backs of the PCs, what will?



In a glorious hunt for the shelter the nearby mountains provide, the PCs have to traverse the mapped hills and survive the onslaught of the elite foes - the goal here being to withstand and persevere - until the PCs, by diplomacy and force and by, hopefully, wiles and wits, make peace with the alliance of giants and giant-kin, the Kalks, in a kind of subterranean sea-adjacent cavern. Whether with the giants or over their bloody corpses - the PCs will have, at least for now, found shelter from the onslaught or perished in the brutal assault...





Conclusion:

Editing and formatting are very good, I noticed no significant issues. Layout adheres to a 2-column b/w-standard and the pdf comes with cool, original b/w-artworks and 0onegame's great cartography. The pdf comes extensively bookmarked for your convenience.



Stefan Happ's Seeking Dawn is a straightforward, unapologetic action-romp that manages to fit diplomacy, slever terrain and truly iconic locales within a few pages, while still providing the level of in your face action the premise of the module demands - a furious and cool escalation that should have the PCs itch for revenge, and for the low price and thanks to the great production values, well worth 5 stars + seal of approval.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
The Sinking: Seeking Dawn
Click to show product description

Add to RPGNow.com Order

The Sinking: The Freedom Gambit
by Thilo G. [Featured Reviewer] Date Added: 09/25/2014 10:03:26
An Endzeitgeist.com review

This installment of the Sinking-mini-modules clocks in at 18 pages, 1 page front cover, 1 page SRD, 1 page editorial, 1 page ToC, 2 pages of advertisement, 1 page back cover, leaving us with 11 pages of content, so let's take a look!



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



Still here? All right!



Blood Senator Vulgrax is getting too close. For the last weeks, the senator has been doing his best coming closer to the truth and finding a way to infiltrate the sinkhole. The Lazarites, on whose inquisitions he cracked down and the Trypus Academy are fed up with the man - and have initiated the surgical strike to cut this annoyance from their flesh. Contacted by the mad baroness of street urchins, the PCs are made aware of the senator's capture - the politician has been caught by the Lazarites and now his untimely public execution is impending.



Cue the PCs, for the extraction and short leg-work necessary to save the senator from impending doom is just the very first step - whether they crash the ware-house or the execution, allowing for even a miniscule array of sandboxing in such a short module is well worth for something. Once the senator is hopefully saved, he and his halfling servant suggest laying low for a bit and then, to meet up with Drevis at the circus maximus in the army ward - but to get the senator to safety and smuggle him out of town, the PCs will still have to pass the elite assassins, the shadowblades, sent by the Trypus to clean up the mess the Lazarites made...



Conclusion:

Editing and formatting are very good, I noticed no significant issues apart from two "See page XX"-notes where the proper page had not been inserted. Layout adheres to a 2-column b/w-standard and the pdf comes with cool, original b/w-artworks and 0onegame's great cartography. The pdf comes extensively bookmarked for your convenience.



Thurston Hillmann delivers a surprisingly fun extraction - fast-paced, with as much freedom as a short module like this may offer, the Freedom Gambit proved to be a challenging, iconic little module. oozing cool local color, nice builds and all of that for a price that can't be beaten - a fun, fast-paced romp well worth 5 stars + seal of approval.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
The Sinking: The Freedom Gambit
Click to show product description

Add to RPGNow.com Order

The Blue Book 2013
by Megan R. [Featured Reviewer] Date Added: 09/24/2014 11:23:02
It would be easy to dismiss this as advertising fluff, and in a way it is... however it is actually a very useful overview of the near one hundred mapsets released in the Blueprints line by 0one Games. However many of them you already have or if you are looking for just the right map for an adventure you have written, this will enable you to browse what there is and decide if any will meet your needs.

The Blueprints are categorised by the various series that have developed over time, and also - perhaps of more use - by the sort of terrain or buildings they include. So if you need, say, a lighthouse, there are four products that might suit your requirements - and with 0one's customary mastery of PDF technology each is hyperlinked so you do not have to search for them through the entire book.

Each one is treated to a full page description which includes bibliographic details, an outline of the contents and suggestions as to what you might do with it, all illustrated with a portion of the maps themselves to give you the flavour of each one.

A very useful summary - and one I could have used when building pages on RPG Resource about the various products in this range!

Rating:
[5 of 5 Stars!]
The Blue Book 2013
Click to show product description

Add to RPGNow.com Order

The Sinking: Widow's Walk
by Thilo G. [Featured Reviewer] Date Added: 08/12/2014 09:26:33
An Endzeitgeist.com review

This installment of 0onegames' short modules centering on one catastrophe is 17 pages long, 1 page front cover, 1 page SRD, 1 page editorial, 1 page ToC, 2 pages advertisement and 1 page back cover, leaving us with 10 pages of content, so let's take a look, shall we?



This being an adventure-review, this review contains SPOILERS. Potential players should jump to the conclusion.



The Hasserbruk family has had to endure quite a lot - when Albrion Hasserbruk's ship vanished beneath the waves, his widow grieved, though she did take the reins of the family business, as women of well-bred stock are wont to do. The widow Hasserbruk thus raised the family to newfound glory. Then, suddenly, her presumed dead husband returns....and she slams the door in his face.



Enter the PCs - and an investigation resumes that will prove...interesting. For while the lady suffers from a slight delay in facial muscles, both she and her faithful butler seem to be telling the truth...as does the captain. The resulting investigation of the mansion and the Hasserbruks hides a disturbing truth - turns out, the widow Hasserbruk has committed suicide years ago, deeming her beloved husband gone. As fate would have it, an unlikely couple stumbled across her body.



Turns out that the lady's faithful butler is the former lover of the being that now controls her - an intellect devourer. But not any intellect devourer, but one that chose said bard over its own brethren and thus was exiled. Maintaining the body of the widow with a magic mirror, the creature is actually an exile from its own people and hunted...and as far as intellect devourers are concerned, it is open and yes, nice even. So the PCs are looking at an interesting conundrum - the creature hasn't done anything wrong and exposing t will mean certain doom for it. Worse, hunters of the intellect devourers have arrived in the city and seek to reclaim the magic mirror that is the basis for the widow's body...



A moral conundrum indeed, one without any right answers, but with A LOT of different, awesome, roleplaying options and consequences. Better yet, the module actually features various helping pieces of information that cover spells and similar ways of finding out the truth - great to see those options being taken into account.



Conclusion:

Editing and formatting are good, though not perfect, I noticed a couple of minor typo-level-glitches. Layout adheres to 0onegames' neat 2-column standard and the original pieces of b/w-artwork are great, as are the maps. Though, as always with the series, I would have enjoyed printer-friendly versions of them. The pdf comes fully bookmarked for your convenience.



The characters herein are well-crafted, and the capabilities of 8th-level characters are taken well into account -what can I say: I'm thoroughly impressed by David Schwartz's ability to cram a TRULY interesting scenario into the scant few pages allotted. Roleplaying potential, awesome moral conundrums, cool builds -this is a truly awesome little module, with the superb price-point offsetting the lack of player-friendly maps. My final verdict will hence clock in at a triumphant 5 stars + seal of approval. Glorious!

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
The Sinking: Widow's Walk
Click to show product description

Add to RPGNow.com Order

The Sinking: The Skullfire Inquisition
by Thilo G. [Featured Reviewer] Date Added: 05/08/2014 04:34:20
An Endzeitgeist.com review

This installment of 0onegames' short modules centering on one catastrophe is 19 pages long, 1 page front cover, 1 page SRD, 1 page editorial, 1 page ToC, 1 page advertisement and 1 page back cover, leaving us with 13 pages of content, so let's take a look, shall we?



This being an adventure-review, this review contains SPOILERS. Potential players should jump to the conclusion.



Still here? All right!

Blood Senator Eldon Vulgrax contacts the PCs to escort one of his contacts in the Temple Ward from a safe house to true safety - unfortunately, said man, one Myron (or Byron, the module isn't sure there) Galdemarr, has already been captured by the Skullfire Inquisition - a militant arm following the church of the newly incepted Cult of Lazarus. Turns out, the safe house isn't that safe and a whole team of inquisitors is ransacking the place, looking for Byron/Myron's silver sextant. It should be noted that the module here makes a lot of references to "move silently", which should be "stealth" - easily avoidable glitch there.



Via minor investigative skills, the PCs track the inquisitors to a warehouse, which they can infiltrate (though the watchdog chimera will provide a challenging foe) and then make their way through subterranean torture chambers - via drugs, prisoners are made pliable, then they are subjected to the tender ministrations of the villain and his gargoyle ally - turns out, they have an item that, when placed upon the brow of a target, lights up and has their thoughts and memories literally burned away. The torture master may inhale these fumes to know the respective contents. A vile (and fully depicted) item. Oh, and the hiding place of the sextant is actually smart enough to make the adversaries not look like complete tools for not getting it.



Conclusion:

Editing and formatting are okay, though some glitches have crept into the module. None of them are truly glaring, though. Layout adheres to 0onegames' elegant, nice two-column b/w-standard with awesome pieces of b/w-artwork and neat cartography, though sans player-friendly versions. The pdf comes fully bookmarked for your convenience.



Michael O' Day's Skullfire Inquisition is a straight-forward rescue scenario that comes with some nice ideas, but ultimately mostly boils down to "KILL EVERYTHING". Don't expect much social interaction, investigation or the like. That being said, the adversaries herein are delightfully despicable and the item they use is dastardly indeed - there ought to be no question after that who bad guys are. Which is also one of the weaknesses of this module. The meta-plot of "The Sinking" has set up a particular faction as enigmatic and weird, but not clearly as evil - and this module ends suddenly, with one blast, all pretenses: Said faction is revealed to be vileness incarnate, capital "E" EVIL. And the meta-plot suffers from that, at least in my opinion. When weirdness and enigma before this module made the faction in question intriguing and frightening, now it is simply yet another group of vile bullies for the PCs to crush. In fact, at least in my opinion, this module ends one of the most intriguing questions in a surprisingly one-dimensional way, not starting with how fast said faction got access to significant resources. Is the module bad? No. It may be a bit railroady and combat-focused, but it's not a bad offering. But it also isn't a mind-blowing one and resolves one enticing open question in a very disappointing manner. I'm not sure whether that's due to meta-plot-issues or the author's prerogative, but it left me a bit less excited than I was prior to reading this about The Sinking. Still, the price-point is excellent and hence my final verdict will clock in at a tentative 3 stars since I can't fault the module for having the meta-plot not live up to my expectations.

Endzeitgeist out.

Rating:
[3 of 5 Stars!]
The Sinking: The Skullfire Inquisition
Click to show product description

Add to RPGNow.com Order

0one's Blueprints: Keep on Mountain Pass
by James S. [Verified Purchaser] Date Added: 03/18/2014 08:05:30
It's good set of maps, but there is one large problem. There is _one_ set of stairs from level "0" to level "10". As shipped, these stairs go up/down in a circular fashion. There is a portcullis guarded landing on each level, but players can simply ignore all of them and go straight to the top. I didn't pick up on this until game time. It was rather annoying. This problem is easily rectified by repurposing rooms on various floors as stairwells, but it would have been nice if this wasn't necessary.

Rating:
[4 of 5 Stars!]
0one's Blueprints: Keep on Mountain Pass
Click to show product description

Add to RPGNow.com Order

0one's Blueprints Backdrops: The Golden Eel Inn
by Phillip A. [Verified Purchaser] Date Added: 02/07/2014 08:24:47
This 16 page pdf offers two very small, poorly designed blueprints and one isometric rendition. The rest of the pdf is full of generic adventure seeds, location description and just filler content. 3 pages are unreadable. For four bucks, I feel like I got jipped.

Rating:
[1 of 5 Stars!]
0one's Blueprints Backdrops: The Golden Eel Inn
Click to show product description

Add to RPGNow.com Order

The Sinking: Seeking Dawn
by Megan R. [Featured Reviewer] Date Added: 10/04/2013 10:57:07
The heat is on... Intended to be played in sequence following the adventure 'The Freedom Gambit' this scenario can be played on its own by stating that the characters are on the run from someone who is rich enough and annoyed with them sufficiently to send professional assassins to hunt them down. Basically, the party will find itself being pursued out of the Great City up into the surrounding mountains, defending themselves from their pursuers as well as the inhabitants and wildlife, whilst also surviving the ardours of their journey... and maybe even finding some allies along the way.

Designed to be run in a single session, the quality of this adventure is in the considered and well thought out tactics of the opposition, who should all prove potent foes and yet the challenge is not overwhelming for characters prepared to think and negotiate as well as wield sword and spell with vigour. There's plenty of excitement and action here. Should the party not take the intended course through the adventure (or indeed the mountains!) there are suggestions for how to ensure that important plot points are not missed.

An exciting adventure in its own right, it sets the party up well for the next stage in the campaign.

Rating:
[5 of 5 Stars!]
The Sinking: Seeking Dawn
Click to show product description

Add to RPGNow.com Order

0one's Blueprints: The Great City, Castle Ward
by Patrick D. [Verified Purchaser] Date Added: 09/18/2013 12:57:04
Excellent layout and quality! The only way to improve this would be to add the "Rule the Dungeon" feature.

Rating:
[5 of 5 Stars!]
0one's Blueprints: The Great City, Castle Ward
Click to show product description

Add to RPGNow.com Order

Battlemaps: Floorplans, Inn Vol I
by Michael T. [Featured Reviewer] Date Added: 09/01/2013 07:22:30
I bought this product because I was looking for battle tiles of an inn. Battlemaps: Floorplans, Inn Vol I outlines an inn called "The Fang." It's broken out into a kitchen, brewery, warehouse, common room, bedroom with toilet, master bedroom, and "genius room." There are also black-and-white versions of all of these rooms.

0one Games' products tend to have a bit of a CGI-look to them, in that they're cleanly rendered but semi-realistically shadowed. It's a slightly isometric rather than a direct top-down view, so some detail is visible -- barrels aren't just circles, you can see the shelves on a bookcase, etc. This gives a little bit of a fisheye lens to the map, which works well in providing enough detail for the players to distinguish between a large plate, a bowl, and a barrel (all of which look like different colored circles from above).

It's called "The Fang" because of how it protrudes from the mountains, but although there is a front and side elevation map as well as how all the rooms hang together, there is no visual of this fang-like architecture. That's a shame, because by simply looking at the maps it doesn't make any sense as to why the place is called "The Fang." "The Axe" or "The Edge" might be more appropriate.

The brewery features a steampunk-looking distillery and a table with a tapped barrel and several mugs. The floor features 1 inch-square (or 5-foot square) tile that consists of two sets of different-colored triangles meeting in the center. These tiles are the unifying theme throughout the set.

The common room (two pages) has lots of detail, with weapons hanging from the walls and an active fireplace. There's a theme of axes on the carpets, which biases the set a bit. Maybe it's owned by dwarves, maybe by Vikings, but if you weren't planning on having axes be central to the inn you're out of luck. The kitchen is straightforward, but the warehouse is really the basement, also two pages.

The second floor has an axe-head design built right into the tiles. The single bedroom with toilet features two beds per room and a very fancy washroom. The master bedroom steps going up (not sure to where) and a double axe laying across a chair. This isn't really a master bedroom so much as it's a dwarf's bedroom, probably the owner, which means it's not particularly useful for scenarios.

Finally, there's the "genius' room," which features some kind of mechanical contraption, lots of papers, and little else.

If you're looking for an inn run by a dwarf, you can't beat this map collection. Because this set makes some very specific commitments to a style of play, game masters looking for a generic inn should look elsewhere.

Rating:
[3 of 5 Stars!]
Battlemaps: Floorplans, Inn Vol I
Click to show product description

Add to RPGNow.com Order

0one's Black & White: Medusa Hideout
by L. C. [Verified Purchaser] Date Added: 08/24/2013 21:08:14
I plan on using the printout as a hideout/base of operations for the next encounter that needs one. So convienient !

Rating:
[5 of 5 Stars!]
0one's Black & White: Medusa Hideout
Click to show product description

Add to RPGNow.com Order

0one's Blueprints: The Galley
by Trevor D. [Verified Purchaser] Date Added: 08/18/2013 15:50:11
I was hoping for a layout of the galley that I could use with standard miniatures. This product does not provide that at all. I could always draw it based on the diagrams, but that isn't what I was looking for.

Rating:
[2 of 5 Stars!]
0one's Blueprints: The Galley
Click to show product description

Add to RPGNow.com Order

Displaying 1 to 15 (of 609 reviews) Result Pages:  1  2  3  4  5  6  7  8  9 ...  [Next >>] 
0 items
 Hottest Titles
 Gift Certificates
Powered by DrivethruRPG