RPGNow.com
Close
Close
Browse
 Publisher Info









Back
Other comments left for this publisher:
Crisis of the World Eater Prequel: A Warning Too Late (PFRPG)
by Customer Name Withheld [Verified Purchaser] Date Added: 01/08/2016 23:00:05

This one succeeds on all counts-it successfully blends elements of high fantasy, superhero tropes, and science fantasy, serves as a set-up for events to follow, and is an entertaining mini-adventure in its' own right. While a bit linear (as might be expected in a scenario of this length), ambitious GMs could certainly expand on the options given inside. Though I'd normally give this one a four star rating, the spectacular cover artwork puts it over the top.



Rating:
[5 of 5 Stars!]
Crisis of the World Eater Prequel: A Warning Too Late (PFRPG)
Click to show product description

Add to RPGNow.com Order

Crisis of the World Eater Prequel: A Warning Too Late (PFRPG)
by Marshall G. [Verified Purchaser] Date Added: 01/01/2016 21:56:37

This looks to be a very intriguing start to a very intriguing campaign. I can't wait for the Kickstarter, coming on Leap Day this year. I've read through this prequel, and it has definitely whetted my appetite for more. I'll wait to actually run it until the full campaign is closer to available, but on a read through it definitely promises some great play.



Rating:
[5 of 5 Stars!]
Crisis of the World Eater Prequel: A Warning Too Late (PFRPG)
by Thilo G. [Featured Reviewer] Date Added: 11/30/2015 04:38:24

An Endzeitgeist.com review


This prequel for the unprecedented Crisis of the World-Eater-saga clocks in at 14 pages, 1 page front cover, 1 page editorial, 1 page advertisement,1 page SRD, 1 page back cover, leaving us with 9 pages of content, so let's take a look!


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


...


..


.


All across the world, an uncanny psychic scream echoes through the minds of the minds of the world, driving many individuals to suicide - and the trail leads to the irradiated Kray Wasteland, officially a hostile area broken by the impact of a meteorite. Major Marco Dempompa send the PCs into this wasteland - and it is here, the PCs find something they did not expect: Beyond the deadly gangs that inhabit the wasteland, the PCs unearth a strange, star-shaped complex - for from it, the scream was sent forth. They are not alone in their discovery, though - it is here that a secret super-soldier program was launched and three of these changed beings now have returned: The apathy-field generating arcanist Synapse, the unbreakable Colossus like berserker Vault and the Magneto-style elven storm sorceress Ozone.


Finally, beyond the locked down central section, the deadly quicksilver/flash-like Black Silver and the cabalists of the Onyx Cabal remain - and here, the PCs find the broken figure depicted on the cover, the chronicler - who has regained his strength to emit the scream...to warn the world of the approach of Saitan, the deliverer of Omega...before falling back into hibernation. I should btw. mention that the bosses/super-soldiers of this module, like bosses in Metal Gear Solid or superheroes/villains sport unique abilities that render them significantly more interesting than the sum of their builds.


It is with a sense of doom impending, paranoia versus the world's nations and a player-friendly map of the complex that we end this first taste of the dread things to come...


Conclusion:


Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a printer-friendly, elegant 2-column full-color standard established in the surprisingly awesome "Chronicle of the Gatekeepers"-campaign serial, though with minor modification. The pdf's artwork is original and absolutely stunning and the cartography is just as awesome. The pdf comes fully bookmarked for your convenience.


This brief module by Michael McCarthy, Jeff Lee and Louis Porter Jr. delivers in its promise - it makes me excited for "Crisis of the World-Eater" - even more so than I was before - the evocative backdrop suffused with exceedingly cool bosses renders this a great little module. Oh, and this one is "Pay What You Want" - which means there is literally no reason why you shouldn't check out this cool little module. Personally, I do believe that it is worth a tip/compensation for the obvious care that went into it for the unique bosses alone. Seeing how this is PWYW, I can't see a reason why this should not be considered to be 5 stars + seal of approval - an intriguing, first glimpse at the vast things to come.


Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Chronicle of the Gatekeepers Omega: Dawn of a Thousand Wars (PFRPG)
by Thilo G. [Featured Reviewer] Date Added: 11/27/2015 05:45:06

An Endzeitgeist.com review


The final adventure in the Chronicle of the Gatekeepers Campaign Serial clocks in at 22 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 18 pages of content, so let's take a look, shall we?


Now if you want to know what happens if the PCs did not play all the sidetrek and thus have not yet reached the required 4th level of this module...well, the book already hints at what to expect from "Crisis of the World-Eater," as a handy sidebox provides suggested fluff-only adversaries from diverse worlds to be inserted after the first encounter of the module: Whether drow from AAW Games' Aventyr, Puppeteer-ridden humanoids from Dreamscarred Press' Third Dawn, leather-clad ladies from Legendary Games' Hypercorps 2099, goblin firestarters from Rogue Genius Games' Veranthea or ghouls from LPJ Design's Obsidian Apocalypse - there is some serious diversity here regarding the suggested adversaries to bridge the XP-gap.


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


...


..


.


All right, still here? Great! Atlantis folly and hubris are well-documented in the myths we weave o earth - struck down by a cataclysm of deific proportions, the Atlanteans drew back from the worlds and their nexus gateways - until recently, when the Deltans, former colonists, re-established contact to save their home world from the forces of Entropy. Bringing Atlantean weapons to bear, the inexorable advance was slowed, but not stopped. Where Atlantis fell into fatalism, the vespans didn't - and thus, Sodan took control of the legendary city and sent forth legions to scour the worlds for something to save Delta. He found what he was looking for on NeoEoxdus, in the guise of the rather unpleasant animancer Pushae, whom the PCs hunted back in module alpha. Thanks to the work done in the previous sidetreks, the PCs and their mentor Large-Biter can finally narrow down the activity of the Vespan's to one particular gateway - and beyond that lies the answer to their questions - stepping through the portal with the nexus key (or not, if you want to reiterate the cool portal activation in "Speaking the Same Language", the PCs arrive in the buffer - where a Comozant Wyrd awaits - and after this line of defense, there lies Atlantis.


The beautifully mapped (player-friendly, btw.) city then constitutes the backdrop for the PC's further investigations - and if visitors from hundreds of worlds were not ample clue, then the Vespan patrols will be: They better be low key. Alas, unfortunately news travels fast, even in Atlantis - hence, the module tracks PC notoriety, with certain special encounters happening upon PCs crossing a certain threshold. It should be noted that multiple skills and degrees of success are featured here for a pretty fine-grained investigation, particularly for a module of this one's brevity - bravo! Indeed, finding Pushae may go both ways - with either the PCs finding the animancer or him coming after them - still, exploring the wondrous vista while laying low does have its appeal in either way. Sooner or later, the PCs will have to venture forth to Old Atlantis and the soul crucible there. And exploring the place does reveal some terrible truths: Beyond the scrupulous guards and assistants, traps and people stripped of their souls do not bode well as the PCs explore this fully mapped mini-dungeon (including a player-friendly version, just fyi!) - and finally, the PCs will be face to face with Pushae inside his Soul Crucible. Interesting here: Pushae is a powerful foe, but as a researcher convinced of the necessity of his work, he is thankfully underprepared for the PCs.


The module does not end here, though: As Pushae's own soul is consumed by his crucible, Sodan and his vespans enter the building, telepathically contact the PCs...and make clear that they just literally stuck their faces in the wasp's nest: From here on out, the PCs will be hard-pressed to run...fast...and hopefully, to the artillery range...to sink Atlantis! As legions of vespans assault the PCs, they'll have high-powered atlantean siege-weaponry at their disposal to mow down scores of attacking foes while the Obliteration cannon charges - 10 rounds. Believe me when I'm saying that 10 rounds can be a nail-biting experience. It should be noted that this encounter is not run as a siege-weapon combat, but rather as a mini-game - a welcome change of pace in this instance...and yes, notoriety also features in how quick Sodan can muster his troupes...


Soon after Atlantis' hull is breached, its final defense mechanism kicks in - and the city warps to NeoExodus, stranding on the planet! Let's hope that the PCs can escape in the chaos...but this is not yet the end of either the story of the pdf: 12 hook allow for further customization and the pdf ends with a brief gazetteer of Atlantis, fully depicted Atlantean siege engines (like miniguns and tesla lances) as well as magic items and stats for the no-longer fully human CR 6 Atlanteans and the powers - which includes a domination aura that does look a bit like Khaynite tricks to me...but we'll see.


Conclusion:


Editing and formatting are very good, I noticed no glaring glitches (apart from one instance mentioning "Hypernet 2099", which should be "Hypercorps 2099"...); the pdf's layout adheres to LPJ Design's beautiful 2-column full-color standard and the pdf's artworks are pretty gorgeous, as is the cartography. The book comes with a second, more printer-friendly version. The pdf comes fully bookmarked for your convenience.


Michael McCarthy and Louis Porter Jr. had me curious, but ultimately skeptical regarding the end of the "Chronicle of the Gatekeepers"-serial - I wasn't sure whether the omega-adventure could live up to the hype and anticipation generated by the previous modules, particularly after the more down-to-earth sidetreks. Then I saw the page-count and my heart just dropped. I couldn't conceive the module living up to its ambitious premise and title in so few pages. Well, I'm glad to report that the omega adventure of "Chronicle of the Gatekeepers" is a fast-paced, exciting action-romp par excellence: Partway infiltration/espionage, partway full-blown action-movie escalation, this trip to the legendary city is not only well-structured, it is downright cinematic and bombastic in its concepts and settings - most AP-ending adventures do not manage to evoke such a palpable sense of high stakes. At the same time, the module does have one "flaw", if you will: Due to its brevity, the legendary city explored in this book does not get that much space to shine, when it, by concept alone, could have carried an epic 100+ page plot of a mega-adventure. Oh well, GMs can add to this unique location, so if you're like me and excited for this...well, there you go.


The furious finale, with its alteration and reveal of one damn cool addition to NeoExodus' metaplot made me conclude this module with a palpable sense of gravitas and foreboding, but also with a lot of excitement and anticipation for the world-spanning "Crisis of the World-Eater." Oh, and the unique finale's mini-game is, in the hands of a capable GM something players will keep talking about for years to come. Beyond being a very good module, this also constitutes, in my opinion, Michael McCarthy's best module so far and a worthy conclusion of a series that saw me skeptical and managed to win me over via the diverse, unique challenges offered - in short, a final module for the serial well worth a final verdict of 5 stars + seal of approval.


Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Chronicle of the Gatekeepers Omega: Dawn of a Thousand Wars (PFRPG)
Click to show product description

Add to RPGNow.com Order

Chronicle of the Gatekeepers Sidetrek: Speaking the Same Language (PFRGP)
by Thilo G. [Featured Reviewer] Date Added: 11/25/2015 05:22:16

An Endzeitgeist.com review


This installment of the chronicle of the gatekeepers campaign serial clocks in at 10 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page back cover, 1/2 page advertisement, leaving us with 5.5 pages of content, so let's take a look!


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


...


..


.


Okay, only GMs around? There is something odd, about similarities between worlds when you think about it: From dominant races to linguistic similarities, there are parallels in spite of vastly diverging cultures. I mean, oddly, PCs had not much acclimation issues on NeoExodus, right? Well, Large-Biter needs the PCs to verify something - namely whether the activation of the Nexus Gateway that brought them here was a fluke - and hey, if they're stranded on the other side, at least they're home, right? Pretty neat: If the PCs have played In His Bad Books, they'll have an easier time activating the portal - which, btw., turns out to be a Stargate-esque task of activating different dials to properly calibrate the portal.


Calibration is a tricky business and actually a fun, old-school-ish puzzle that rewards PCs for thinking about how the device works...and yes, they may, for a brief second, open a gate to a sun and be slightly toasted by the experience (they should thank the creators of these gates for the failsafes...). Other failures like the void or other worlds may pit the PCs versus proteans or vespans, but at home, they will meet a local monk...and prymidian bards: These beings from NeoExodus are exceedingly gifted polyglots and have determined on the PC's home planet, that the similarities in languages and cultures are highly unlikely - so much so, that a common influence has to be assumed. Just as they're about to discuss this further, something emerges from the gateway - a creature that WILL require the assistance of the NPCs...or a quick escape, for a Hound of Tindalos has tracked the PCs here - and even with their allies, the PCs will be hard-pressed defeating this creature. That being said, escape back to NeoExodus is an option - though it might waste the portal, requiring another way home at some point...


Conclusion:


Editing and formatting are very good. Layout adheres to LPJ Design's elegant 2-column full-color standard for the series and the module comes fully bookmarked and in a second, slightly more printer and mobile phone-friendly version.


Michael McCarthy and Louis Porter Jr.'s Speaking the Same Language is an inspiring sidetrek: Much like the previous installment, it has a unique, creative central premise, here the activation of the gateway. This premise of gate activation alone is imho worth the asking price and can easily be scavenged for similar planar portals and gateways. The emphasis on intelligence-gathering and some truly intriguing repercussions from the knowledge gained also render this brief module more fun that one would expect from its brevity. Finally, the extremely challenging final encounter is a nice reminder of the things that lurk out there and the fact that sometimes, escape may be the smartest move. All in all, a damn cool sidetrek and well worth 5 stars + seal of approval.


Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Chronicle of the Gatekeepers Sidetrek: Speaking the Same Language (PFRGP)
Click to show product description

Add to RPGNow.com Order

Chronicle of the Gatekeepers Sidetrek: Not of the Same Mind (PFRGP)
by Thilo G. [Featured Reviewer] Date Added: 11/24/2015 03:58:47

An Endzeitgeist.com review


This installment of the chronicle of the gatekeepers campaign serial clocks in at 10 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 6 pages of content, so let's take a look!


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


...


..


.


All right, only GMs around? One of the most unique races of NeoExodus would be the Cavians - rat-like humanoids that are all psychics...and that differ radically from any other race by one crucial fact: The race sports a hivemind, which renders them unique and alien in an uncanny way. Large-Biter has news - a group of cavian monks is nearby and may prove vital intelligence on the Vespan's work and the flare of activity of the Nexus gateways. It should soon dawn upon the PCs that there are some racial tensions here - indeed, even before they venture forth towards the Cavians, they'll be confronted by villagers warning them in no undue terms - tensions are flaring and, indeed, this module is about the two disparate groups.


The module tracks every little interaction between both groups, so here's the deal: Teryth's natives are pretty hostile towards the Cavians and thus, each interaction, each wrong word, may provide a mob point; the interaction with the Cavians may yield Diplomacy points alongside information and the PCs better take heed - upon their return to Teryth from the trip to the Cavians, the local populace seems awfully interested in the details of the Cavian's strength, numbers, etc. - and yes, here the PCs better ought to remain unspecific. Now the cool thing here is the following: The points ultimately determine how the final showdown between the two groups turns out - and there are a lot of different, fine-grained results here, with the non-bloodshed ideal case being pretty hard to achieve...but not impossible.


The module also sports one cavian magic item, just fyi.


Conclusion:


Editing and formatting are very good. Layout adheres to LPJ Design's elegant 2-column full-color standard for the series and the module comes fully bookmarked and in a second, slightly more printer and mobile phone-friendly version.


Michael McCarthy and Louis Porter Jr. provide one extremely elegant sidetrek here: Focusing on Diplomacy, this humble little module offers a welcome change of pace from the usual adventuring fare, with interesting supplemental rules that render running this one pretty easy. Additionally, this module rewards Diplomacy and bring heroic (i.e. not kill-happy) - it's ideal solution is that no one gets hurt. More importantly, while there are ample skill-checks here, many of the actions and actual points the PCs get depend on roleplaying as opposed to simply rolling a die - a fact that further improves this already cool set-up. I am seriously impressed by this cool, little sidetrek - it is different in all the right ways, fun and a great chance for actual roleplaying to shine. Barring any proper complaints, I can wholeheartedly endorse this fun, uncommon sidetrek, since it exemplifies what you can accomplish with even limited space. My final verdict will clock in at 5 stars + seal of approval.


Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Chronicle of the Gatekeepers Sidetrek:  Not of the Same Mind (PFRGP)
Click to show product description

Add to RPGNow.com Order

Chronicle of the Gatekeepers Sidetrek: To Not Serve Man (PFRPG)
by Thilo G. [Featured Reviewer] Date Added: 11/19/2015 03:11:00

An Endzeitgeist.com review


This installment of the chronicle of the gatekeepers campaign serial clocks in at 11 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page back cover, 1/2 page advertisement, leaving us with 6.5 pages of content, so let's take a look!


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


...


..


.


Among the races of NeoExodus, few have as bad a reputation as the ominously-named Calibans - the white-skinned creatures can consume their foes to take their strength into them and as such, do not have a particularly nice reputation. Civilization does what civilization does, though - ultimately, it is superior to less developed societies and as such, by now a significant array of these humanoids have become more enlightened, more civilized. These beings are known as the kalisan and the module begins with one of these people arriving in Teryth with dire news: Branded an outcast and expelled from the caliban tribe to which she once belonged, a caliban named Koorka, now turned kalisan, brings news of a vast amount of calibans preparing to raze Teryth to the ground. Unfortunately for her, she lands in prison for her troubles and it'll be up to the PCs to make the populace see - the caliban hunters and their hounds on the heels of Koorka lend further credence to the veracity of her claims.


In any way, time is of the essence: Getting the mayor on their side, the support of the church and springing free Koorka are all valid actions, all with their own consequences - and ultimately, the number of casualties the assault will have depends on the PCs - they will have to stand their ground against the assault of the calibans. After driving back the attack, Koorka is free to go and leaves with warnings of the Vespans... The pdf comes with full stats of calibans and their dogs, a magical, bite-attack-granting item and stats of the caliban bola.


Conclusion:


Editing and formatting are very good. Layout adheres to LPJ Design's elegant 2-column full-color standard for the series and the module comes fully bookmarked and in a second, slightly more printer and mobile phone-friendly version.


Michael McCarthy and Louis Porter Jr.'s "Not to Serve Man" has a somewhat interesting twist regarding its name. Over all, I enjoyed the simple basic set-up of this sidetrek and its climax is sure interesting. At the same time, this module is slightly more conventional than most siege scenarios I know: The PCs stand their ground against the waves of the foes and that's basically it - casualties depend on their actions, sure, but unlike other installments in the series, there is less distinction regarding the rewards gained than in other sidetreks and during the siege, there is not much variety in the tasks - just kill the foes, done. No infiltration, no sudden eruptions from underground, no disgusting, plagued meat flinging catapults... Ultimately, this is a good, fun sidetrek, but one that falls slightly short of the best installments of the series. My final verdict will thus clock in at 4 stars.


Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Chronicle of the Gatekeepers Sidetrek: To Not Serve Man (PFRPG)
Click to show product description

Add to RPGNow.com Order

Chronicle of the Gatekeepers Sidetrek: In His Bad Books (PFRPG)
by Thilo G. [Featured Reviewer] Date Added: 11/17/2015 04:27:05

An Endzeitgeist.com review


This installment of the chronicle of the gatekeepers campaign serial clocks in at 12 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page back cover, 1/2 page advertisement, leaving us with 7.5 pages of content, so let's take a look!


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


...


..


.


All right, only GMs around? Great! Just because you're a creepy, poisonous scorpion-person doesn't mean you don't have feelings, right? Large-Biter, the sassori-contact of the PCs as they investigate the incursion of the Vesparans into NeoExodus, has a past - and this time around, it's a delicate matter. You see, the sassori's former adventuring companions split after he confessed his love to the Cynean (crystal-person, for NeoExodus-newbies) conjuror of his group. Yep, the cynean is a man, so we have a queer romance backdrop here - personally, that is something I enjoy to see. And no, this is not something particularly dominant or the central theme here, but still - nice to see some diversity here.


Anyways, the Cynean Raxe has his own issues, as will become readily apparent upon the PCs finding his cottage, built around a dormant Nexus Gateway: There is a stone pedestal outside, and in it, you can see A BARBED DEVIL. Yep, CR 11. No, the PCs should NOT try to kill him...or...well, they kind of should. You see, when the Nexus Gateway flared to life, Raxe summoned the creature, but had it locked in the circle. Unfortunately for him, he lost the book containing the means to dispel the devil to clumsiness and the machinations of a nasty imp and has been locked inside his safe room ever since. (Which btw. is the only component along the access tunnel to it not mapped.)


The PC's task is clear - Stop the annoying imp and get the formula book...or find the well-hidden dispel-roll buried in the garden (taking anti-detection spells into account - kudos!!) and get rid of the devil. Sure, they could also haggle with it OR destroy it from afar with the proper strategy (it's what my PCs did), but at this level, all such options are potentially dangerous. Raxe is thankful for being freed from this predicament and has a nice ritual to open Nexus Gateways to share alongside a warning (and yes, if they elect to kill him instead, there is an alternative to get the info), thus leaving this sidetrek with a crucial piece of information and some interesting insight into their employer's past. A new magic item is also included.


Conclusion:


Editing and formatting are very good, though at one time, the GM-only part of the text refers to the devil as a demon...yeah, I know, nitpickery...Layout adheres to LPJ Design's elegant 2-column full-color standard for the series and the module comes fully bookmarked and in a second, slightly more printer and mobile phone-friendly version. Tommi Salama's map of the cottage is glorious and the added inclusion of a player-friendly map is much appreciated.


Set-up-wise, this is probably the most boring of the CotGK-sidetreks I've read so far, but it played as the most interesting: First of all, we have CHOICE and player-agenda: This is a mini-sidebox that very much leaves how to handle it up to the players. There are ample choices to deal with the threat in various ways and variations of the two major approaches to handle the issue. It's also a good module in that it emphasizes a sense of caution and shows the PCs that not every threat can be defeated by brawns alone. Yes, the backdrop may not be particularly exciting, but the playing-quality of this one is high - it's basically a big puzzle-encounter that can be solved in various ways - and for that, I really like it! My final verdict will clock in at 4.5 stars, rounded up to 5.


Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Chronicle of the Gatekeepers Sidetrek: In His Bad Books (PFRPG)
Click to show product description

Add to RPGNow.com Order

Chronicle of the Gatekeepers Sidetrek: What Comes Before the First (PFRGP)
by Thilo G. [Featured Reviewer] Date Added: 11/13/2015 05:54:16

An Endzeitgeist.com review


This sidetrek of the Chronicle of the Gatekeepers campaign serial clocks in at 11 pages, 1 page front cover, 1 page editorial, 1 page back cover, 1 page SRD, leaving us with 7 pages of content, so let's take a look!


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


...


..


.


Everyone on exodus knows the tale of how the Kaga won freedom from oppression from the First Ones - though the exposition the PCs receive here is decidedly muddied. The strange question now crossing the minds of quite a few individuals is this: What if those nebulous Gatekeepers were there before the First Ones? Thus, the PCs are sent forth by Large-Biter, asking them to return to the corpselands the PCs passed in the Alpha-adventure to explore an ancient tomb, which may contain hints on the age predating the First Ones.


And indeed, there is something odd regarding this tomb, with all insignia and murals being done in dark ink, hinting towards a type of creature that can see in the dark...and yes, in spite of darkvision's usual limitations. The complex and its inscriptions continue to mention the strange name Oten - and treasures like magical mummified, female hands and several traps continue to evoke a sense of exploring a complex from a bygone age - mood-wise, this is indeed a well-crafted tomb that allows solid deductions on the somewhat Egyptian belief-system that was once featured here - which should also explain why Oten, amidst a scene of spectral revelers, constitutes the final mummy-boss of this dungeon - though, to access him, one must first solve a simple, yet interesting puzzle. The true treasure, though, would be knowledge - in Oten's burial chamber he lords over humans, while negotiating with a brown-skinned giant that looms over insectoid servitors - it seems like the gatekeepers indeed have had contact with this ancient civilization.


Conclusion:


Editing and formatting are pretty good, I noticed no glaring issues. Layout adheres to the gorgeous 2-column full-color standard of the series. The pdf comes fully bookmarked for your convenience and in two versions - one being more printer-friendly. Cartography by Tommi Salama is, as always, nice,, though the somewhat bare-bones map of the dungeon isn't his most refined work. Great bonus: The map comes with a player-friendly version - kudos for including this!


Michael McCarthy and Louis Porter Jr. deliver a very atmospheric mini-dungeon-crawl here: The strange culture depicted here and its indirect storytelling is compelling, unique and managed to capture well the wonder of archeology and the inclusion of a puzzle related to the culture that is explored is a great addition, especially considering the limited space in which this pdf operates.


At the same time, though, I couldn't help but feel like this could have been so much more: Where is the confounding hallway, the shifting room, the truly nasty death trap? The dungeon, alas, is basically a corridor (winding and with traps and one either left or right-first-choice, granted, but still...) that offers no real choice or sequential variation. The puzzle does save this one from being too linear, but a slightly more interesting make-up (perhaps with slightly more unique traps/hazards/haunts) could have made this full-blown awesome. Now mind you, for such a short module, it still captures more mood and atmosphere than many books of a larger size - and as such, my final verdict will clock in at 4 stars.


Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Chronicle of the Gatekeepers Sidetrek: What Comes Before the First (PFRGP)
Click to show product description

Add to RPGNow.com Order

Chronicle of the Gatekeepers Sidetrek: A Chill Wind (PFRPG)
by Thilo G. [Featured Reviewer] Date Added: 11/12/2015 03:07:24

An Endzeitgeist.com review


This sidetrek of the Chronicle of the Gatekeepers campaign serial clocks in at 11 pages, 1 page front cover, 1 page editorial, 1 page back cover, 1 page SRD, 1/2 page advertisement, leaving us with 6.5 pages of content, so let's take a look!


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


...


..


.


All right, still here? Large-biter sends the PCs forth to survey an odd, magical weather phenomenon - the frost-line. north of it, the earth is frozen, while south of it, temperate temperatures reign. The odd thing here being that the line moves from day to day. Large-biter assumes that the abundance of nexus gateways may have something to do with this strange phenomenon - the frost line is closer than usual and the PCs are to survey its effects. En route, the PCs can meet a feline champion, one P'tan simply known as "Captain" (EDIT: Yes, facebook cleared that up - the guy is called Captain - that's his name...) - the P'tan is serving the Sanguine Covenant and is here to protect the populace from the Necryos, degenerate frosty vampire-like creatures that travel with the frost-line...and make sure the PCs are not working with the Vesparans. As a friendly ally, there'll be an option for a nonlethal sparring match with the captain (nonlethal and rewarding characters who elected to learn to deal nonlethal damage...) and we also get a new P'tan magic item here.


Over the next couple of days, the PCs will be continuously harried by the degenerate Necryos (full stats provided) - who even will attempt to lure the PCs directly into a yellow musk creeper and its vesparan slaves...and attack in ever-increasing waves until they're vanquished. After some friendly duels (and favors in the future), it's time to take a look at how the PCs fared regarding the suveillance of the frost-line - the more auccessfull checks they made, the more precise the gleaned information will be.


Conclusion:


Editing and formatting are pretty good, though annoyingly, the pdf sports several "See page @@"-notes where the proper page-number for the necryos hasn't been filled in. Layout adheres to LPJr Design's two-column full-color standard for the series and the pdf comes with a second version that is more printer-friendly - nice! the pdf has a neat full-color artwork of the necryos. The pdf comes fully bookmarked for your convenience, in spite of its brevity - kudos!


Michael McCarthy and Louis Porter Jr. deliver a cool premise here - the frost-line is an unique, imaginative phenomenon and surveying it is a GREAT premise - seriously, it's fresh, unique and fun. That being said, I really wished the module did more with this unique phenomenon - sudden movements of the line, unique hazards, some proper, nasty wilderness survival with quickly changing sweeps of the line...this module can be made absolutely awesome with some minor adjustments/additions of hazards...without them, we still have a solid, if a bit redundant array of combats versus the cool (pun intended) necryos. If this book focused a bit more on its unique premise over combats, this could have been excellent - as provided, it is a solid module with a great scenery - and hence, my final verdict will clock in at 3.5 stars, rounded up by a margin to 4.


Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Chronicle of the Gatekeepers Sidetrek: A Chill Wind (PFRPG)
Click to show product description

Add to RPGNow.com Order

Image Portfolio Platinum Edition 28: Jack Holliday
by Todd C. [Verified Purchaser] Date Added: 10/23/2015 12:28:16

It's as if Jack knew what I needed before I even started writing it. Very high quality, professional looking illustrations that fit my needs perfectly.



Rating:
[5 of 5 Stars!]
Image Portfolio Platinum Edition 28: Jack Holliday
Click to show product description

Add to RPGNow.com Order

Image Portfolio Platinum Edition 3: Storn Cook
by Joe W. [Verified Purchaser] Date Added: 10/22/2015 12:28:38

I've reviewed a few of these packages from Storn. I picked this up based on the strength of others, but this for me was a dud. As I've written in other reviews, Storn's work doesn't work for me when it has more of a prominent linework style (as opposed to a fully painted style). Unfortunately all of these are the prominent line-work style, so I likely won't use any. However, the preview gives you a view of each, so maybe they will work for you.



Rating:
[2 of 5 Stars!]
Image Portfolio Platinum Edition 3: Storn Cook
Click to show product description

Add to RPGNow.com Order

Image Portfolio Platinum Edition 32: Storn Cook
by Joe W. [Verified Purchaser] Date Added: 10/22/2015 12:24:54

As I wrote in another review, Storn's work for me is hit-or-miss. I like his work when it has a fully painted look. Bur when the lines are prominent, it doesn't work for me. This package contains all of the former fortunately. There are two pieces here that don't work for me, but that means that 4 of them do. At this price, that's worth 5 stars.



Rating:
[5 of 5 Stars!]
Image Portfolio Platinum Edition 32: Storn Cook
Click to show product description

Add to RPGNow.com Order

Image Portfolio Platinum Edition 24: Storn Cook
by Joe W. [Verified Purchaser] Date Added: 10/22/2015 12:15:43

Storn's art is sort of hit or miss for me and I think that depends on how heavy/prominent his lines are vs. a more painted style. The painted style I like better. In this collection 2 pieces have that style: a werebear type creature and a sorcerer in a green cloak. Getting two worthwhile pieces out of this is about what I expected, so 4 stars.



Rating:
[4 of 5 Stars!]
Image Portfolio Platinum Edition 24: Storn Cook
Click to show product description

Add to RPGNow.com Order

Chronicle of the Gatekeepers Alpha: To Save a Soul (PFRPG)
by Thilo G. [Featured Reviewer] Date Added: 10/12/2015 03:41:50

An Endzeitgeist.com review


The first book of the Chronicles of the Gatekeepers-saga clocks in at 22 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 18 pages of content, so let's take a look!


This pdf was moved up on my review-queue at the request of my players.


But before we do, let's just talk a bit about what this book represents - essentially, this series can be considered a kind of Third-Party Crisis of Infinite Earths, a campaign with a fixed beginning (this book) and a fixed end, with all other sidetreks in between representing excursions to various campaign settings, allowing you to present a setting-spanning threat, engage in world-hopping. I absolutely adore this concept, but can this module live up to the awesome premise?


The following being an adventure-review, potential players may wish to jump to the conclusion to avoid the SPOILERS to come.


...


..


.


All right, still here? Great! There are gates spanning NeoExodus - and there are gates spanning the planets. Created by mysterious beings, these Nexus Gateways are growing more powerful by the day, for their creators, the Atlanteans, have returned....but alas, not as benevolent people, but as a race most desperate, for their home world is in danger: One of their colonies, far removed, has encountered a world-ending threat - and so, the decadent empire slouches into activity, sending forth their insectoid vespan servitor-race to collect the most capable and least scrupulous of minds from all the worlds to stem the tide against a threat so dire, it cannot be fathomed. But none of that is known by the PCs from the get-go - instead, this begins as pretty much a local threat - in any world you like.


The default assumption is that the funeral of a wizard (one Merlet Chem, benefector to the PCs - or similar mentor-figure) was unduly interrupted by a psychopomp, providing dire news - the wizard's soul has not passed on to the afterlife. Responsible for this rather troubling state is a necromancer called Pushae, an expert on the subject of the manipulation of souls - and so the PCs have tracked this man down - his trail leads right into a small ruin within a secluded hillside. The fully mapped ruin (which also comes with a player-friendly version) is pretty much (apart from a minotaur skeleton), a pretty conservative, small dungeon that will lull the players into a sense of "been there, done that"- by design. For within these ruins lies a shimmering portal, guarded by the strange vespans - and it is obvious that Pushae has ventured through this gate!


Here, the true dungeon begins - as the PCs go through the gate to Exodus, they find themselves in similar ruins - they know the layout...but they also face resistance from the insectoid vespans! When a manticore (!!!) attacks, the PCs have a chance to make friendly contact with one of NeoExodus' strange races, a Sasori, who assists them in the battle and also can act as a guide. But where did Pushae go? Well, they can track him down, but the overland journey down the mountain on which they are (again, supplemented by a beautiful overland map) will prove to be pretty challenging - including a rather deadly grit-storm and traps left behind. Trekking through the corpselands, cursed coins that attract the walking dead prove that not all treasures should be looted. As they finally reach the Koryth steppe, more vespans stand between them and the village of Teryth (with full statblock) - here, more information on the movers and shakers of the settlement are provided, alongside some interesting...developments for those familiar with NeoExodus-lore. cough Church of Makash /cough Here, the sasori proposes an alliance to hunt down the wizard - but with which sidetrek you'll continue this saga, depends on your whims as a GM...


The main meat concluded, we are introduced to the Vespans as a new creature, including their unique weapons and the Nexus Key the PCs can attain - though that one will come into play at a later point... The racial implant Sasori Plate and Large-Biter's stats complement the pdf.


Conclusion:


Editing and formatting are top-notch, I noticed no glitches. Layout adheres to a gorgeous two-column, full color standard and the pdf sports numerous pieces of beautiful full-color cartography, which also comes as player-friendly versions. The pdf is excessive in its use of beautiful full-color artwork - this is one damn good-looking pdf! Oh, and it comes with a second, more printer-friendly version. The pdf comes fully bookmarked with nested bookmarks for your convenience.


I was somewhat dreading this one - LPJ Design can make absolutely gorgeous, awesome books - when the company isn't winging it. This is a great example for what the company is capable of: For once, this is an absolute BEAUTIFUL book - I mean it. You'll be hard-pressed to find modules with this much beautiful full color art. More importantly, its focus is right - it gets the PCs from a more conservative world and drops them right into awesomeness, resulting in hilarious "We're not in Kansas anymore"-moments. Most of all, it provides a good motivation for the quest, sets up the primary antagonists (at least for now) and provides a nice mix of challenges the different classes. Yes, it's kind of linear; yes, it leaves you craving more - that's what it's designed for.


It also is a solid challenge, so that's nice as well. In fact, the interesting thing is that this way well be one of Michael McCarthy's most well-rounded modules - as an author, he tends to put a bit too much in his modules, thus diluting the focus. Not so here. This module does what it sets out to do in a formidable manner, namely, make me excited about this saga. Yes, it may not be a grand epic, but it is a pretty furious opening that breathes the spirit of high fantasy. It should also be noted that it plays better than it reads - the change of tone you'll have in this book can be played up for some REAL fun. Another note - I assumed to see some thematic overlap with Legendary Games' Legendary Planet AP - and so far, I see none. Theme and focus are completely different and that in particular is just the cherry on the pie. This is a well-crafted, fine opening module that makes you crave more - and what more can you ask for? As a reviewer, I will rate this as what it is - as the first step of a potentially truly grand epic - and as such, this is a damn fine example of the strengths of both LPJ Design as a company and Michael McCarthy as an author. My final verdict will clock in at 5 stars + seal of approval.


Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Chronicle of the Gatekeepers Alpha: To Save a Soul (PFRPG)
Click to show product description

Add to RPGNow.com Order

Displaying 1 to 15 (of 739 reviews) Result Pages:  1  2  3  4  5  6  7  8  9 ...  [Next >>] 
0 items
 Hottest Titles
 Gift Certificates
Powered by DrivethruRPG