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The Sinking: Doom Golem Rising
by Megan R. [Featured Reviewer] Date Added: 04/01/2015 10:09:41

Intended as the climax to the entire saga of The Sinking - a series of stand-alone yet linked adventures set in the Great City - this could also be run as a one-off adventure although it might be a bit confusing and would certainly involve a fair bit of explanation and even some handwaving to convince the characters that they are where you'll need them to be to begin the adventure. It would be much better if they are familiar with the Great City and have experienced at least some of the earlier adventures, that way they should have a handle on what is going on!

The adventure starts in media res with the characters stepping through a dimensional gate. From there, they have an underground complex to explore and some evil creatures to deal with, interestingly there is scope for interaction as well as combat... they can even be convinced to be helpful! The complex is described vividly and as they explore they should gain some understanding of what makes its denizens tick, and just how much danger previous visitors pose to surface dwellers particularly those living in the Great City.

As the adventure proceeds, the characters will be able to gather information and equipment necessary to defeat those who created the sinkhole in the first place before coming up through it to find them on the surface busy announcing that they are the heroes of the day... leading to a climactic fight between two 'doom golems' in the finest mecha style! The Great City won't forget this day in a hurry.

Throughout the adventure, there are references to earlier adventures in the series, which are explained well enough for those who have not played them although they'll work better if the characters have their earlier experiences to draw upon. There's plenty of scope for political double-dealing, or at least the exposure thereof, so players who prefer intrigue to brawling will also have plenty to do, whilst those who revel in combat will have a blast!

You ought to get several sessions of high-octane adventure out of this one, especially enjoyable if you have played at least some of the preceding adventures and can follow the strands that have led to this point. It's a cracker!



Rating:
[5 of 5 Stars!]
The Sinking: Doom Golem Rising
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0one's Blueprints PRO: Kobolds Warrens
by Dale M. [Verified Purchaser] Date Added: 03/25/2015 10:32:50

While these are, IMHO, not publishable-grade maps, they are really good author turn over maps (turnover map being what the author turned over to me after writing an adventure). I would have no problem taking any map from this set, giving it to an author, saying "make me an adventure using this map" and then turning it over to a cartographer saying, draw me this, only better. The maps are readable, and clear and using them as the basis for writing an adventure should be no problem.

At a price of $10 for 5 turnover-grade maps (one map being 3 levels of a tower, another being a cemetery and the crypt underneath), I'd call it worth the price, barely. I would rank this as 3 stars, but the fact that everything is on separate layers, something I want to encourage, I am bumping this to 4 stars.

One final note: if you are publishing your first product/adventure, these can certainly be used as publishable maps. These are a great starting point for a new publisher without a large library of art and connections to established artists.



Rating:
[4 of 5 Stars!]
0one's Blueprints PRO: Kobolds Warrens
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0one's Blueprints PRO: Ten Small Dungeons
by Dale M. [Verified Purchaser] Date Added: 03/25/2015 10:27:57

While these are, IMHO, not publishable-grade maps, they are really good author turn over maps (turnover map being what the author turned over to me when an adventure). I would have no problem taking any map from this set, giving it to an author, saying "make me an adventure using this map" and then turning it over to a cartographer saying, draw me this, only better. The maps are readable, and clear and using them as the basis for writing an adventure should be no problem.

At a price of $10 for 10 turnover-grade maps, I'd call it worth the price if you publish adventures. I would rank this as 3 stars, but the fact that everything is on separate layers, something I want to encourage, I am bumping this to 4 stars. Certainly worth it.

One final note: if you are publishing your first product/adventure, these can certainly be used as publishable maps. These are a great starting point for a new publisher without a large library of art and connections to established artists.



Rating:
[4 of 5 Stars!]
0one's Blueprints PRO: Ten Small Dungeons
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Basic Paths: Murder a la Carte (Pathfinder)
by Megan R. [Featured Reviewer] Date Added: 02/11/2015 08:11:36

This adventure is designed with the novice GM in mind, and involves a series of unfortunate events in a mansion near the rural settlement of Gafolweed. It's intended for 3rd-level characters, ideally from the area. This mansion is the home of an adventurer called Marcellus Drake... an adventurer who has ensured his fame lasts by penning a series of autobiographical stories about his adventures.

The characters are brought into the story by an ingenious twist: the late adventurer's lawyer contacts them stating that they are his heirs, but to claim their inheritance they must solve the mystery of the adventurer's own murder!

With most adventures, this is where I'd make some comment about not everything being quite so straightforward, but in this one it is not a case of all is not what it seems - nothing is what it seems! The mansion is, needless to say, absolutely bursting with traps and other dangers, and the dungeon beneath is inspired by the stories of the adventurer's exploits.

The adventure begins in Gafolweed, where the legends around Marcellus Drake have become a cottage industry. Copies of the stories and related merchandise can be obtained here, and it is here that the party will be approached by the 'lawyer' informing them of their good fortune. Everything is well laid out with helpful hints and tips for the GM on how to run each encounter, even in the fairly loose and freeform early stages. Stat blocks for each encounter are clear and placed just where you need them. Good notes are given on playing each NPC as that individual is first presented, whilst descriptions - of people, places and things - paint vivid pictures. In addition there are neat "GM's Tips" that give additional advice on how to deal with various issues from concealing that an NPC is lying to keeping track of a horde of them.

The course of the adventure is quite free-form, with the characters able to wander around at will, interacting with the household staff and exploring the various parts of the mansion. Yet everything is laid out clearly so that the GM will be able to let the party have free rein while being able to respond appropriately. Ways of passing information on to the characters are suggested, including gleaning clues from knowledge of Drake's exploits (even if they have to speed-read the books - assuming they bought any - mid-dungeon!).

Several battlemaps (0one are good at them!), paper standees for the monsters and handouts are provided. The handouts are slightly marred by obtrusive product branding, but it is just about possible to cut around it if you prefer 'realistic' looking handouts.

This is a novel and well-resourced take on that old classic, the puzzle dungeon. It's coherent and logical, and should make for an entertaining game.



Rating:
[5 of 5 Stars!]
Basic Paths: Murder a la Carte (Pathfinder)
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The Sinking: Locks of the Panopticon
by Thilo G. [Featured Reviewer] Date Added: 01/22/2015 04:31:07

An Endzeitgeist.com review of the revised edition

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 are simply awesome and at this point, I've seen A LOT elemental shenanigans: 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. Better yet, the problematic map-glitch that rendered one puzzle unwinnable has been fixed - kudos!

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 good - since the map-glitch has been resolved, no particularly crucial mistakes remain.. 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.

Author John Ling cares about this module and one can see why. 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. I love it if players need to use their brains as well. The elemental challenges herein proved to be surprisingly neat and this module with its low price point and now fixed maps may not stand as the best in the series, but it is definitely a good module. My final verdict will clock in at 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
The Sinking: Locks of the Panopticon
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0one's Black & White: Medusa Hideout
by Tiago C. [Verified Purchaser] Date Added: 01/09/2015 12:29:54

This map is very nice, the author take care to let we print the map and not to spend to much ink.



Rating:
[3 of 5 Stars!]
0one's Black & White: Medusa Hideout
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Deep Blues: Victorian House
by Noah D. [Verified Purchaser] Date Added: 12/31/2014 09:57:27

I am normally a huge fan of 0one products, but I was very disappointed in this one, which appears to have been done quickly and without a lot of thought. The plans lack a number of things one would expect to see in a house of that area, including (arguably) a bathroom, privies and most especially quarters for the servants! There are also some anomalies in the house, including an extra room on both the first and second floor, each of which have a door and a window but no furnishings and no apparent function. On a production level the Legend pages for those floors, which might have explained the purpose of those rooms, are not included in the product.

Altogether, this is NOT Oone's best piece of work by a long shot.



Rating:
[3 of 5 Stars!]
Deep Blues: Victorian House
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0one's Black & White: Medusa Hideout
by Alex U. [Verified Purchaser] Date Added: 12/29/2014 18:44:11

Think the thought put into it. Will work well in the sewers of my current campaign. One issue the collapsing bridge is not well explained--how does she cross?



Rating:
[5 of 5 Stars!]
0one's Black & White: Medusa Hideout
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0one's Black & White: Medusa Hideout
by Charles M T. [Verified Purchaser] Date Added: 12/26/2014 12:02:00

I got this a couple of years ago and was quite pleased. Apart from the odd English grammar (the author is not a native speaker, so I can forgive that), it is a good starting point for a low-level adventuring party or a drop-in location in a sandbox campaign. Since it does not clarify just what the nature of the Medusa truly is, I decided I would use it in a sci-fi campaign rather than fantasy. My Medusa was a woman with access to technology that emulated the mythical creature's powers. This is worth grabbing whatever genre you decide to use it in. It certainly convinced me to try the rest of the materials released by 0One.



Rating:
[4 of 5 Stars!]
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
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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©
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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
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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
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The Blue Book 2016
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 2016
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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
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