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My problem with this product? It is NOT Pathfinder compatible. I don't care what the label says, everything is in 4e stats. All of the rules draw on 4e tropes. I imagine it works perfectly fine as a 4e supplement. It is entirely useless to me as written. Just because they both use a d20, doesn't mean they are interchangeable.
| Wertung: | | [1 von 5 Sternen!] |
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The third part of En Publishing's steampunk-AP is 99 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving us with 94 pages of content, so let's check this out!
This being a review of an investigation-heavy adventure, this review contains SPOILERS for both this module and its two predecessors. Potential players should jump to the conclusion.
All right, still here?
After the rather trademark smart and complex narrative of Zeitgeist has been expanded and the adventure sketched (which includes a new form of madness and a feat to benefit slightly from insane clarities) we'll return to the matter at hand.
The agents of the RHC have recently achieved a stunning victory against Macbannin, only to be stumped by their boss's boss, lady inspectress Margaret Saxby, who subsequently took over the investigation. in the rainy autumn months, though, the constablers will still have something to do. After all, the Kaybeau Arms and Technology Expedition is going into full swing: Modeled slightly after the World Exhibit, the PCs are commanded to guard the peace there in a village of tents full of experimentational weaponry -what could go wrong? After a short briefing by Sara Lockheart, the PCs will have opportunity to see some prototypes (and even help fine-tune some, engage in philosophical debate with the dwarf Kvarti Gobatiy and generally enjoy themselves - until the incident happens - not via an exploding prototype, but via the incursion of alien, nightmarish creatures! What could have been a mishap of magic turns weirder yet, as the creatures don't just disappear. If the PCs manage to save Simon Langfield, the unwitting arcanist who got these creatures here by using his staff of the ancients, they'll have a massive mystery at their hands. Of course, first it's time for the constabulary to confiscate bodies and items and Martial Scientist-PCs will also have a background-related benefit waiting from what happens here. The investigation of the fair should prove interesting, as a gang of thieving street urchins and the family complicates the investigations - yet another way for the PCs to get on the good side of notorious Morgan Cippiano, though.
If they are smart, the PCs may well determine the origin of the illegal magic staff that caused the mishap and contact the responsible seller, posing as interested buyers. Hence, they are off to the Lanternwood Subrail Station, where they meet up with Kaja Stewart. If they think the fence helpless, they'll soon learn otherwise, for the woman has not come unprepared: Multiple walking turret constructs as well as her eidolon (she's a summoner) as well as her refreshingly smart use of the terrain should make this a challenging encounter indeed. While an interrogation of her might yield results, the conspiracy will move on to kill her - with a surprisingly apt plan, nonetheless. Also, her death is not required and if the PCs make the connection, she can describe a tiefling surprisingly like Caius Bergeron in the context of the McBannin-case. With her dead or not knowing more, the investigation, for now, is stumped and in a dead-end, which the module uses for a foreshadowing of module #5, in the form of a dead body and a mangled golem, mysteriously torn to shreds . Reactivating the golem, who now houses the mind of a rogue Obscurati, will be a project that spans multiple modules but eventually yield success.
But back to the weird magical items: Seeing that they seem old, the logical step to check for their origins would be the Pardwright University of Natural History's Professor Hans Weber. The professor heard rumors about a recently unearthed ziggurat in the High Bayou and that Dr. Xambria Meredith led an expedition there. Being the only survivor of the ill-fated trip, the woman has been slightly addled by the now blurred ordeal. The constables may make ample conversation with her, though, and thus fill in gaps in their knowledge of the ancient secrets. Now also rather interesting: It was Caius Bergeron who financed the expedition of Dr. Xambria and while, for now, they can't really nail the elusive noble down - for now.
With all resources exhausted in town and work slowing to a crawl/busy-work at best, it is time for the PCs to leave Risur behind for the city of Bole via train and from there to the village of Agate and from there to the High Bayou's creepy swamps. (Also nice: If the PCs are versed in folklore and offer sacrifices to the sleeping fey titan, they can avoid fighting the native creatures of the bayou - great to award immersion and smart thinking.) The ziggurat's otherworldy aura promptly starts to erode the sanity of the PCs and in a break from investigations, they have a dungeon to explore at their hands - one that makes the spirit-seers see bad omens and features fun components like hallucinations and dead bodies! Have I mentioned the notes of the lost expedition, the traps galore, the actually intelligent puzzle based on planetary correspondences and teamwork and weird aberrations? Yeah. They're there. Better yet, the obscurati have not been idle and have added their own trickery to the already formidable dungeon. If the players persist, though, they may in a vision witness the sealing of the planet Apet (from which the weird creatures at the fair hailed) and the dysfunctional portal to the place that was once sealed by the confiscated staff and the legendary axis seal. Once the PCs have loitered enough, things get UGLY: A flood of poison spreads throughout the Ziggurat, forcing the PCs to make a run for it. Worse yet, EACH and every mummy they have seen animates, making the escape a running fight through the step-pyramid's corridors.
Upon their escape, the Voice of Rot, the fabled fey-titan, demands sacrifice: One thing, sentient, has escaped and the titan wants it dead and rotting - and the PCs better oblige. the detect Planar Energy-spell here is a great help, in fact, it is throughout the module: A concise and interesting list of clues helps DMs run the investigation of this particular lead.
Upon their return to Risur, the PCs hence have a fey titan to appease and find the suspect - but other news also ask for their attention. Their main suspect, Caius Bergeron, has been murdered, in a locked room. Witnesses report a woman fitting Xambria's description having a lively discussion with Caius as well as a ring that could be the first clue the PCs have for the Obscurati's means of identifying one another - or get into the deep end. More pressing is a map with coordinates... And celebrity bard Rock Rackus, who also shows traces of Apet energy and is currently languishing in jail. The man with the apt name is something of a rockstar who claims to have visited the unseen court of the fey (on the moon) and also happens to be a specialist in teleportation magic. He also has this particular scroll he misplaced that may lead to quite a bit of interesting treasure and information (in module 12) - if only the PCs could get these pesky charges dropped? Better yet, dockers are looking up to the man, though he is just riding the wave right now and after his own gain - if the PCs are convincing, they may stir him to become, quite literally, a better man and thus influence the future modules as well.
Another seal has been discovered (and can be conjectured from Caius' notes) and Dr. Xambria's ship, the dagger, is already waiting when the PC's vessel arrives there. While Dr. Xambria might seem like a good suspect and she indeed does show traces of massive Apet energy, it's not that simple and her cooperation and demeanor hold up. When Il Dracon de Mer, a war vessel shows up, it's time for naval battle with a vessel crewed by loyalist's to the now deceased Caius. After having defeated the opposing vessel (optionally via the simplified naval combat rules also featured in here), the PCs will have to get to the seal, which is defended by specialists that are well-trained for defending the seal beneath the waves and also have an array of animal companions at their beck and call. Aquatic combat is thankfully quickly summed up and while I prefer Cerulean Sea's more complex take on underwater combat, terrain wise there is nothing to complain here. The sunken dig site has an inactive portal that the leader of the specialists tries to open and a further skyseer dream complement a battle that should prove to be both tactical and interesting - especially when insane water-creatures erupt from the portal and the PCs have to work potentially with their adversaries to re-seal it, establishing the procedure for further situations. (Btw.: I love it when modules do this - establish a cohesive "law" or "way how things work" and then actually stick to it - that lends a sense of cohesion to any given setting!)
The return to Flint with their captives will prove the mettle of your PCs, especially their paranoia: The mastermind of the latter troubles makes its move if the PCs don't use their wits: A creature called Sijhen, a spy and scout from the planet of Apet that has lain dormant in Xambria's consciousness - rising from the body when needed and forcing her/modifying memory it tries to assassinate PCs, crew, anything alive on the ships, really and the creature also has an evil array of summoned monsters attack. Probably , the dread creature beats the PCs back to flint, with the golden icon of Apet, enacting its masterplan, thankfully befitting of a creature of its intellect. Upon their return to Flint, they'll realize that the strange madness from the ziggurat has spread to Flint and by now, the PCs hopefully can connect the items of the ancients with the madness. The Museum of Natural History host a grand gala and the PCs may socialize - until Xambria/Sijhen make their move and assault with a contingent of deadly creatures from Apet - if the PCs manage to defeat the duo, Xambria seems to wrestle free of Sijhen's influence and realize her mutated, eye-sporting arm, surrendering. Xambria hopefully can retain control long enough and thus, the PCs get her back to HQ while she can stave off the influence of Sijhen. Unfortunately, this is also part of Sijhen's plan - it contacted the Obscurati, threatening to expose them: And indeed, Xambria reveals the existence of the conspiracy to the PCs, connecting Mcbannin and Bergeron, adding the information that Caius had the plan "to ride the train" (to be featured in adventure #4). Worse, She exposes Saxby as a member of the Obscurati before being taken over by Sijhen again and the creature floods the RHC headquarters with planar energy before phasing through the ceiling.
The whole headquarter turns first translucent, then transparent and the game is on: Members of the RHC become mad due to the planar energy-influx and not only is Sijhen escaping, the PCs will have to rally the maddened RHC operatives, defeat the obscurati kill squad sent to dispatch them (which unprofessionally mentions notorious crimeboss Lorcan Kell) and catch Lady Saxby, who is guarded by fellow RHC-officers unaware of her duplicity and trying to make a run for it. Oh, and Sijhen is opening a gate in the subterranean railway-tunnel, trying to escape to its home planet. Worse, Sijhen is conjuring a truly interesting unique vast creature the PCs will have to defeat and worse, Xambria is doomed to die unless spirit mediums intervene - alternatively, her consciousness may end up in one of the PC's bodies.
The first appendix includes multiple optional encounters, like an audit with Lord Viscount Inspector Nigel Price-Hill (husband of Saxby who does her best to discredit them), Lorcan trying to frame a murder on the PCs for taking down Kaja's smuggling operation and a radical Vekeshi plot of a less than smart being wanting to assassinate Rock Rackus - trying to recruit a PC for the job. The pdf also provides stats for the new creatures, new magical items (including the experimental steam suit), the boon of sharing Xambria's consciousness, dramatis personae, 3 beautiful hand-outs, 5 pages of quick naval combat rules, and 14 pages of beautiful maps.
Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches, which is quite a feat. Layout adheres to the 2-column standard and is full-color and beautiful. The original artworks are GLORIOUS and supplemented with stock-art here and there. Cartography deserves a special mention, since the maps are beautiful indeed. It should be noted that the pdf comes with layers that enable you to print-it out without draining your printer as much - though there is a problem pet-peeve for me: The maps lack player-friendly versions (with one exception) and are studded with numbers. While I don't mind regarding the RHC-headquarters, the other locales should also come with player-friendly versions.
That remains the only gripe I have with this module, though: While less complex than the webs of intrigue featured in issue 2 of the AP, we still get a truly superb module of backstabbing and conspiracy, of weirdness and horror that is indeed a glorious addition to the stellar AP. My final verdict for the third gutsy, intelligent module of the Zeitgeist AP will thus clock in at 5 stars plus seal of approval.
Endzeitgeist out.
| Wertung: | | [5 von 5 Sternen!] |
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Awesome pics for Zeitgeist or any rpg that can incorporate NPCs in Victorian dress. The fantastic art is, in some cases, reminiscent of celebrities, which helps make the NPCs memorable to the players. Would love to see more of the same!
| Wertung: | | [5 von 5 Sternen!] |
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Enworld Publishing pushes out the fifth installment of this masterpiece of an adventure path, Zeitgeist, with Cauldron Born, a climatic mega adventure that serves as the final piece to the first arc of the Zeitgeist campaign.
What Makes it Iron
As I have said time and time again, Zeitgeist is written by dungeon masters for dungeon masters. I am not talking about a few novice dungeon masters who cling to xp tables and random charts. I am talking about the die hard dungeon masters who still like to create their own side quests and enjoy freedom in a module. Cauldron Born is a very free type of module. In the first Act alone, there are 4 adventure hooks the PCs can explore.
The dungeon master is free to expand or deexpand this as much as possible. If the DM decides that he wishes to act out the major raids on the local crime family, he can draw up some maps and get down and dirty into small squad fantasy tactics. There are options on some hooks to side with the not so good guy to achieve a greater goal. These are things you see parties attempt to do all the time but the restrictions of a module make for a broken adventure if you allow it. In Zeitgeist, its all there.
The 93 page book centers around the PCs attempt to keep peace during the peace talks while exploring a secret organization. The organized thieves’ guild are not the only threat. Other problems include a dark fey army, mad dwarves and a very large and angry golem. The handouts designed are exceptional. Helping catch players up on a yearlong campaign by providing cliff notes of the PCs exploits complete with insults by their boss.
Not So Iron
The book has a couple of awesome subgames in a minigame to take down the organized family and a b-team to show the PCs what is going on in other places. Both of these are good, but felt like they could have been fleshed out more. The minigame needed more ways to get the win condition for smaller actions. After all All Capone was caught on tax evasion. The alternate team is a bit fumbly, frequently breaking up the action of the game for characters the PCs couldn’t care too much about. DMs attempting to correct this should let the PCs make their own b-member characters of 5th level, giving them a slight more chance to survive. Also, only switch once, at the beginning or end of a game session.
The Iron Word
Zeitgeist: Cauldron Born is every bit the epic conclusion to the first arc that it should be. All of the plot threads either complete or further into the next arc. The combat, as usual, is not over done. DMs who want more of something can easily insert it into the many unseen vignettes that occur. I should also note that even if you have not played a single adventure, this one can be easily adapted for a campaign as most of the premises are basic, thieves guild needs to be taken down, king’s in town and attempting to be assassinated and 100 foot golems are never a good idea.
| Wertung: | | [5 von 5 Sternen!] |
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Enworld Publishing pushes out the fifth installment of this masterpiece of an adventure path, Zeitgeist, with Cauldron Born, a climatic mega adventure that serves as the final piece to the first arc of the Zeitgeist campaign.
What Makes it Iron
As I have said time and time again, Zeitgeist is written by dungeon masters for dungeon masters. I am not talking about a few novice dungeon masters who cling to xp tables and random charts. I am talking about the die hard dungeon masters who still like to create their own side quests and enjoy freedom in a module. Cauldron Born is a very free type of module. In the first Act alone, there are 4 adventure hooks the PCs can explore.
The dungeon master is free to expand or deexpand this as much as possible. If the DM decides that he wishes to act out the major raids on the local crime family, he can draw up some maps and get down and dirty into small squad fantasy tactics. There are options on some hooks to side with the not so good guy to achieve a greater goal. These are things you see parties attempt to do all the time but the restrictions of a module make for a broken adventure if you allow it. In Zeitgeist, its all there.
The 93 page book centers around the PCs attempt to keep peace during the peace talks while exploring a secret organization. The organized thieves’ guild are not the only threat. Other problems include a dark fey army, mad dwarves and a very large and angry golem. The handouts designed are exceptional. Helping catch players up on a yearlong campaign by providing cliff notes of the PCs exploits complete with insults by their boss.
Not So Iron
The book has a couple of awesome subgames in a minigame to take down the organized family and a b-team to show the PCs what is going on in other places. Both of these are good, but felt like they could have been fleshed out more. The minigame needed more ways to get the win condition for smaller actions. After all All Capone was caught on tax evasion. The alternate team is a bit fumbly, frequently breaking up the action of the game for characters the PCs couldn’t care too much about. DMs attempting to correct this should let the PCs make their own b-member characters of 5th level, giving them a slight more chance to survive. Also, only switch once, at the beginning or end of a game session.
The Iron Word
Zeitgeist: Cauldron Born is every bit the epic conclusion to the first arc that it should be. All of the plot threads either complete or further into the next arc. The combat, as usual, is not over done. DMs who want more of something can easily insert it into the many unseen vignettes that occur. I should also note that even if you have not played a single adventure, this one can be easily adapted for a campaign as most of the premises are basic, thieves guild needs to be taken down, king’s in town and attempting to be assassinated and 100 foot golems are never a good idea.
| Wertung: | | [5 von 5 Sternen!] |
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Designed as a DM's Guide to a science-fiction setting for D&D4e, especially for those intending to run the upcoming 'adventure path' campaign (which rather confusingly appears to be known both as 'Myths of the Far Future' and 'Santiago'), this opens with a bit of atmospheric fiction - at least I think it is, trouble is small black text on a stridently striped background is very hard to read and I gave up and moved on to the meat of the product.
The first section is a campaign overview, and is very much DM only, with such insights to the overall campaign as key players and synopses of each of the adventures that compose the campaign arc. It gives a clear idea of the campaign as an entirety, and includes trouble-shooting hints for dealing with characters who persist, for example, in being on the wrong planet, as well as ideas for mixing in your own plotlines and other modifications. Perhaps you do not like giving characters the freedom of a ship of their own, and prefer them to rent or book passage when travel is required. There is a sidebar (again on that annoying striped background) about using D&D 4e as a science fiction ruleset including how to modify the terminology of the ruleset to suit a futuristic rather than a fantasy setting.
Section two is a gazetteer of planets, giving comprehensive yet compact details about many worlds. Although the DM ought to have the Myths of the Far Future Player's Guide as well, the notes here give additional information on the planets described therein, often things not readily discernable on a casual visit or from reading the databases. It's a useful and fascinating resource, both for running the campaign and for those who want to run their own adventures in this setting.
Next, section three looks at campaigns in space, beginning with thoughts on travel and a glorious-looking (but too small and unclear for actual use - it would make a lovely poster!) starmap. Resources are provided for those who like to create their own planets to add to the worlds of the previous section, as well as notes on dealing with aliens, currencies and adventures.
On to section four, which contains new game rules honed specifically for a science fiction game with this ruleset. These cover new features for characters, firearms and spaceships. It's to be noted that the intention here is to concentrate on adventures taking place on different worlds in the setting, the actual travel is just something you do to get there.
Finally, the fifth section provides enemies. Lots of them. Most walk on two legs, being anything from bandits to native dwellers on particular worlds to law enforcement officers. Some can be used as player characters and there are notes on playing them to good effect. There are one or two beasties, but if it's beasties you are after, hit the Monster Manuals and other bestiaries!
Overall this is a good introduction to science fiction gaming with the D&D 4e ruleset, and this campaign in particular.
| Wertung: | | [5 von 5 Sternen!] |
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The second module in EN Publishing's steampunk AP ZEITGEIST is 95 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD and 1 page back cover, leaving us with 90 pages of module, so let's check this out!
This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion. All right, still here?
In the last adventure of the AP, the new constables of the RHC have not only foiled a dastardly assassination/sabotage-plot and even prevent a war - but in the process of doing so, have helped the hereditary enemy of their nation. Now if one of the PCs is aligned with the mysterious Vekeshi, they will have a gift for a specific individual they'll meet during the module, setting up a component of the AP's massively complex meta-plot: Speaking of complex: The complexity of this module's investigation is rather refreshing and has some neat guidelines for DMs - the RHC Protocol. In the absence of phones and similar means of communication, the office and fellow constables can deliver clues, hints etc., people can be questioned and gleaned information consolidated. To help the DM, a roster of NPC-table is provided. When field work comes around, it does so in the form of a woman jumping from the fourth floor window of the Danoran consulate, crashing on the fence. When they arrive at the scene, Julian LeBrix, security chief of the Danorans gives them the run-down: The woman is question was known by the name of Nilasa Hume, supposedly stealing some valuables and making off to escape and subsequently shot by Julian - he makes clear that he wants this resolved ASAP. But do the PCs resolve this mystery - it turns out the lady in question has actually managed to smuggle fey peppers in and in the resorting lull that still affects the staff. Moreso, the woman, with her dying breath, entrusted a couple of things to a man who subsequently vanished - and there are A LOT of other clues that slowly start to tie together - via the clues gathered and the criminal record of the deceased, the PCs will hopefully have a lead towards the Thinking Man's Tavern.
And even if the PCs both/mess up, you still have the newspaper, the fellow constables and even the PC's very own background and associates - a masterful entwinement of storythreads. While researching contacts at the tavern, a minor quake foreshadows the things to come and may even partake in a philosophical discussion about the validity of the very authority they represent. If the RHC's agents do their job well, they may learn about the smugglers Nilasa was in league with - they are currently incarcerated in the Goodson Esturial Reformatory - a glorified prison barge. There, they can negotiate a deal with one or both incarcerated burglars. Both know about Nilasa's association with newcomers to town, a shadowy organization dubbing itself "The Family". They also know about her having a whole cache of magic wands and that the delivery would happen on the 4th of Summer by someone called "The House Elf". So who is this strange "House Elf"? Via the fey pepper or clues gained from the smugglers, the constables can track the conspiracy to a weird couple of gnomes - who actually have a valid escape plan and some precautions that make sense and should make arresting them or getting meaningful information from them rather difficult. Now if they manage to interrogate one of the gnomes and find out more details about the planned smuggling.
There are multiple ways the PCs can plan to take up the accomplices of the late Nilasa and find more clues about this mysterious "Family" - the trail leads them to the Family's wharf and an exchange of goods between strange ships which will culminate a nice chase of ships that will be resolved via a skill challenge. Or, if the PCs miscalculate the boldness of their foes, they may actually get a fight on their hands - anyways, they can get the wands. Or be captured. Whether they are defeated and captured or not, on the next day, they will get the infamous offer:
Morgan Cippiano, head of the local Family, invites them to coffee and cakes to talk about a business proposal of common interests, allowing the RHC constables to get prestige and an understanding with the family - and offering yet another help for stumped investigators. With the family's involvement cleared for now, the PCs might wish to check out Heward Alkahest's Factory, where Nilasa once worked - here, they can also stock up on acids and alchemical compounds, should they so desire. He also drops the name of the famous Skyseer Nevard. On their way to seeing him, they can foil a kidnapping attempt, save a life and generally do their job while on the way to seeing the ancient titular skyseer - who is dying and knows about Gale, the mysterious individual that put Nilasa on the tangent that led to her doom. His dying wish to the PCs is to be escorted to the top of the restricted area on Cauldron Hill - which the PCs can arrange with mayor Mcbannin. If they oblige, they may even perform a rather strange ritual that, while stemming from a dark magical tradition, may grant the old man the strength temporarily to not be as much a burden for the PCs. The meeting with Macbannin is also rather cool in that it foreshadows not only the things to come, but also sets up some interesting complications as well as driving home one point: The Hill is dangerous - goat's blood circles to ward off evil spirits and amulets to stave off the cursing effects of Cauldron Hill's peculiar brand of magical saturation due to a thin veil between the real world and the shadowy realm to which it's tied. After all this investigation, let's start the trek up this inhospitable place while hopefully keeping the dying prophet alive - by any means necessary!
A whole encounter is devoted to getting up the hill and making camp - and should be used to drive home the tension and dread of the place - at the top, though, something goes wrong - horribly. Even with the strange visions and foreshadowing, the PCs should be rather on their heels when their defenses are sabotaged and the spectral creatures of Cauldron Hill start assaulting the PCs. It's a hold-the-line-scenario of the finest caliber. And the scenario does not end here - Alkahest factory is ablaze in the vision they receive and the PCs will have to hurry down the hill - only to meet Macbannin, who is trying to cover his tracks, which could come off as suspicious, but should not lead to more - at least for now. The PCs are also contacted by the mysterious Gale via a bird whispering to them. And she has important tidings: In the Bleak Gate, the strange mirror image of the city of Flint is bustling with a strange activity - there is something being built on the other side. And the PC's trials and tribulations on Cauldron Hill make them attuned to the strange energies of the Bleak Gate, enabling them to potentially trek the conspiracy, which seems to be linked with the Danorans. If there's the aforementioned Vekesh, s/he can also hand over the package and sway Gale in either a violent or non-violent direction. Unearthing the clue of the Danorans means that the story seems to be starting to come full circle - perhaps, with some of the clues unearthed over the course of the module, they'll now have a good chance of tracking down the mysterious fugitive person - after all, he seems to not have been in league with Gale.
The man in question is one Dr. Wolfgang von Recklinghausen, who, via his contacts, has managed to go underground and seeks to escape - unfortunately, the thugs are on the payroll of Cillian Creed, who turns out to be the shadowy hunter that has been the source of their troubles on Cauldron Hill. He and an elite-squad of operatives try to take the Dr into custody/silence him. That is, the PCs could sneak out, deal with yet another hostage situation etc. - the stakes are set against them in this encounter and they better be smart or they'll also have to deal with the telekietic master of steelshaping Leon Qital. Whether they can or cannot save the Dr. or make off with his documents (which provide incriminating evidence linking the Danorans with a SMART, SUBTLE smuggling operation) - the ties come together slowly and the factory, as foreshadowed by the prophecy, will burn.
Whether the constables have done their job and stopped the arsonists, Nevard is now gathering favors, while Gale is expecting an attack on the skyseer - to prevent that/following up on the arsony-attempt, they may find a creepy warehouse, containing a witchoil-infused golem (witchoil is made from souls, btw.!) and may question further technicians, though they fade back to the Bleak Gate. The speech of the skyseer will be attacked anyways, though the PCs can hopefully prevent the assassination attempt on Nevard, who imparts his visions to the crowd, warning them with a vision that is rather clear and providing a tantalizingly cryptic prophecy as well. Whether by a final warning/appeal sent by Creed or not - by now the PCs should have pieced together that mayor Macbannin is partial to what is going on and in fact the pupetteer. Taking down the mayor, though, is not as easy as it seems - he has allies, after all. Plus: A geyser of witchoil erupting from the ground turns out to be the result of the latest quake hitting his underground lab - thus a flood of witchoil is heading towards the nettles: Unless the PCs (with or without Macbannini) can stem the flow of the substance in his underground laboratory, resulting in a highly complex and imaginative climax. When he's off to court, though, he dies under mysterious circumstances - the conspiracy will not be thwarted that easily!
The pdf also provides a quick reference list of NPCs and investigation-running for DMs to help them in juggling this complex scenario, a page of dramatis personae, 3 pages of ship rules, 2 pages handouts,3 new feats and new magic items and 11 pages of player-friendly maps sans keys - all in gorgeous full color.
Conclusion:
Editing and formatting are top-notch, I didn't notice any significant glitches. Layout adheres to a beautiful, paizo-level quality full-color 2-column standard and the artworks range from awesome to mediocre comic-style to unnecessary public domain art. The pdf comes fully bookmarked (with nested bookmarks) and with layers that let you strip it down to become printer-friendly. The second installment of the Zeitgeist AP is highly complex, intelligent and HARD to run. Even with all the help provided for the Dm, the amount of ways in which the players can solve this complex mystery, the module still remains delightfully complex. A DM has to be up to his a-game and some experience under his/her belt to pull this off, but OH BOY! This investigation is actually better than most CoC-adventures I've recently read - it's complex, daunting and assumes thankfully that the players are intelligent and not some bumbling idiots. The NPCs react logically to PCs, have plans and believable motivations that don't make them look like lobotomized jerks and the writing is top-notch. this is one of the best investigation modules out there for PFRPG and actually imho a step up from the already excellent first offering of the AP. Congratulations and kudos to EN Publishing for a final verdict of 5 stars + endzeitgeist seal of approval!
endzeitgeist out.
| Wertung: | | [5 von 5 Sternen!] |
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This pdf is 37 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD and 1 page back cover, leaving a total of 32 pages of content, so let's check this out!
In the Zeitgeist AP by Enworld Publishing, the PCs are not only living in an age of industrialization of clashing ideologies between traditionalism and progress, they also serve as agents in their homeland, working for the Risur Homeland Constabulary, essentially a kind of secret service devoted to the nation of Risur. Race-wise, it should be noted that a nation of tieflings and even of monstrous humanoids exists, as well as that the elven goddess has died in war with mankind and thus, there almost are no female elves left. Dwarves believe that armageddon draws near, but stoically toil on. Planar travel does not work and any kind of magical flight only work for a maximum of 5 rounds. The Zeitgeist AP uses no traits and instead provides a free theme-feat for each character at first level:
Beyond providing a central theme for each character, these feats add roleplaying potential galore, coming not only with the usual crunch, but also with a rather extensive fluff-section - If you need a general overview of the quality you can expect, take the Eschatologist's feat "Icy End of the World": It not only enables you to generate a zone of icy cold that deals character level damage to all inside (including you) and makes healing impossible, it can also be used to stabilize and even resurrect PCs that have fallen in the last round. Or take the feat "The Man with two Guns is God" for Gunsmiths, that enables the user of the feat to attack with firearms as if you had two-weapon fighting and quick draw and even better, not provoke an AoO when drawing and attacking in the same round. Spirit Mediums can talk to the dead as a spell-like ability and even conjure up a spirit to perform a standard action at you behest. The theme feats are brilliant, smart and iconic and add some rather cool additional angles for the players to explore.
The player's guide also provides guidelines regarding firearms and treasure, vehicles, organization prestige and the options to secure minor help by NPCs in your endeavors. The second chapter details the setting overview, including a section on the planes, wild and dead magic zones and the basic details of all the countries as well as sections on the dominant religions and philosophies.
The third section of the book details the metropolis of Flint, where the AP kicks off - capital of Risur, home to the PCs and beautifully cartographed, this section is awesome indeed - have I mentioned the fully-stated mage-shackles? Since the Zeitgeist AP will juggle a lot of NPCs, the final page is devoted to NPC-mugshots and short run-downs of the respective characters.
Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to a 2-column, full-color standard with fitting borders and the artworks, oh boy, the artworks are AWESOME and should fulfill the needs of even the most critical person, being on par with Paizo, WotC etc., perhaps even beyond that in a couple of them. The pdf comes with no bookmarks and unfortunately, without a printer-friendly version - the pdf will extol a brutal drain on your printer. This is a player's guide after my tastes - with stellar crunch, great background stories, no spoilers and a plethora of great hooks (via e.g. the theme-feats) to deeply entrench your characters in the world of Zeitgeist. Am I stoked? Hell yeah! While the lack of a printer-friendly version is a major blemish in my book, this player's guide is free and of a higher quality than most commercial publications. Furthermore, the concepts and rules of e.g. the theme-feats can easily be scavenged, providing goodness even if you don't plan on running the AP. Hence, my final verdict will be 5 stars endzeitgeist seal of approval.
Endzeitgeist out.
| Wertung: | | [5 von 5 Sternen!] |
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Antwort des Verlags: |
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We're really glad you liked it! Just as a quick note which will hopefully make you even happier - there is a printer friendly version. We create the PDF in layers, so you can easily switch off whichever aspects you wish (backgrounds, borders, what-have-you).
Thanks so much for the great comments! :) |
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This pdf is 19 pages long, 1 page front cover, 1 page editorial, 1 page map/ToC, 1 page SRD and 1 page back cover, leaving 15 pages of content, so let's check this out!
This pdf contains GM-information and is chock-full of SPOILERS and intended for DMs only- this review, though, will refrain from mentioning any details. Since the basic concept of the AP is rather complex, the pdf comes with a concise run-down of the player's antagonists and better yet, the methods of the conspiracy the players will have to contend with. Better yet, since the AP presumes a mystery spanning multiple adventures, keeping the central plot-secrets as well as how to spoon-feed the handling of information and clues are covered - with a nice guideline by adventure for the PCs.
The first five adventures also get a plot synopsis including scenes to whet our tastes for the modules including an option to abridge the campaign if need be. The pdf also features a full-page, beautiful map of the campaign world.
Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to a beautiful 2-column standard and the full color pieces of artwork can stand up to the highest standards, though the lack of a printer-friendly version will mean that this pdf will put a brutal strain on your printer. The pdf comes fully bookmarked. This pdf is a great overview of the Zeitgeist-AP and the content makes one really run the AP, while providing first hints and advice on how to properly convey the leitmotifs and peculiarities of the saga. Seeing that this is a free pdf, I don't have much to complain about apart from the fact that I would have enjoyed a full campaign synopsis and perhaps a flow-chart diagram for the antagonists, but that's just me being nitpicky. This is a great free pdf and thus, I'll settle for a final verdict of 5 stars.
Endzeitgeist out.
| Wertung: | | [5 von 5 Sternen!] |
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The maps on this are nice computer generated backgrounds with a hex-based map.
Note that the hex map is a fixed size, so it's only useful if you need ~1" hexes. Note also that the hexes are 1 inch point-to-point, not flat-side to flat-side. This makes them slightly smaller than most 1" miniature hex bases.
Even with those caveats, buying and printing these is dramatically cheaper than any other mapping solution I've found.
| Wertung: | | [4 von 5 Sternen!] |
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The Zeitgeist campaign is a brave adventure in adventure writing.
With every entry, Zeitgeist tends to give the middle finger to traditional adventure design. Always on Time feels like the biggest screw you I have read so far. And it is a true feat in adventure writing.
Many editions of Dungeons and Dragons does the straight forward exploration and monster bashing better than any RPG. But things like mysteries, or espionage are difficult to pull off. After you have read hundreds of adventures, such as this reviewer, many start running into each other and become overtly predictable. Always on Times is very unpredictable. The 73-page PDF, with Enworld Publishing’s typical vivid and useful layout, is a spy mission for your PCs as they try to uncover the mysteries of a secret organization. This basic premise allows you to utilize this adventure in any situation where the PCs need to find out something secret. And this is an adventure you will want to figure out how to include in your campaign. Of course, if you are doing Zeitgeist this adventure is like the end of sweeps episode from a tv show.
Always on Times shuns combat glut adventures and instead provides of creative skill challenges and PC influencing Role playing encounters. When Combat happens it feels organic, as opposed to :: Robotic Voice:: only being included because the adventure needs to hit a certain amount of XP in order to be called an adventure.
Instead of who to defeat and what, Always on Time has the PCs fending off a creative group of train robbers, hiding their identity from dangerous men, tracking and finding mysterious meetings and escaping a dangerous, hostile content with few resources. If the PCs are fighting too much, it’s because they have horribly prepared, did a poor job role playing, or the dice hate them.
For the Players
This is an adventure, like most Zeitgeist adventures, built for players who like to roleplay and not roll dice endlessly. Plus, this is the first adventure where magic items start to play a bigger part. What player doesn’t like magic items.
For the Dungeon Master
It’s been said enough how easy Ryan, Nocks, the campaign manager, makes these adventures to run. Easy to follow layouts, tons of guides and crisp editing all make this adventure a breeze to use and plug in to any campaign. Always on Time is a true spy adventure. Its as close as you’ll get to Dungeons and Dragons in James Bond mode.
The Iron Word
Always on Time is a very different adventure. It does not hold any punches nor try to appease everyone. It is designed for players and dungeon masters who put roleplaying ahead of a meaningless series of fights. I highly suggest this to any group tired of the same old same old.
| Wertung: | | [5 von 5 Sternen!] |
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The Zeitgeist campaign is a brave adventure in adventure writing.
With every entry, Zeitgeist tends to give the middle finger to traditional adventure design. Always on Time feels like the biggest screw you I have read so far. And it is a true feat in adventure writing.
Many editions of Dungeons and Dragons does the straight forward exploration and monster bashing better than any RPG. But things like mysteries, or espionage are difficult to pull off. After you have read hundreds of adventures, such as this reviewer, many start running into each other and become overtly predictable. Always on Times is very unpredictable. The 73-page PDF, with Enworld Publishing’s typical vivid and useful layout, is a spy mission for your PCs as they try to uncover the mysteries of a secret organization. This basic premise allows you to utilize this adventure in any situation where the PCs need to find out something secret. And this is an adventure you will want to figure out how to include in your campaign. Of course, if you are doing Zeitgeist this adventure is like the end of sweeps episode from a tv show.
Always on Times shuns combat glut adventures and instead provides of creative skill challenges and PC influencing Role playing encounters. When Combat happens it feels organic, as opposed to :: Robotic Voice:: only being included because the adventure needs to hit a certain amount of XP in order to be called an adventure.
Instead of who to defeat and what, Always on Time has the PCs fending off a creative group of train robbers, hiding their identity from dangerous men, tracking and finding mysterious meetings and escaping a dangerous, hostile content with few resources. If the PCs are fighting too much, it’s because they have horribly prepared, did a poor job role playing, or the dice hate them.
For the Players
This is an adventure, like most Zeitgeist adventures, built for players who like to roleplay and not roll dice endlessly. Plus, this is the first adventure where magic items start to play a bigger part. What player doesn’t like magic items.
For the Dungeon Master
It’s been said enough how easy Ryan, Nocks, the campaign manager, makes these adventures to run. Easy to follow layouts, tons of guides and crisp editing all make this adventure a breeze to use and plug in to any campaign. Always on Time is a true spy adventure. Its as close as you’ll get to Dungeons and Dragons in James Bond mode.
The Iron Word
Always on Time is a very different adventure. It does not hold any punches nor try to appease everyone. It is designed for players and dungeon masters who put roleplaying ahead of a meaningless series of fights. I highly suggest this to any group tired of the same old same old.
| Wertung: | | [5 von 5 Sternen!] |
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Unless I am missing something there was nothing useful in this product. I was expecting weather tables. There are no such tables. This product is useless.
| Wertung: | | [1 von 5 Sternen!] |
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Antwort des Verlags: |
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You are correct; this is not a random weather generator. It is a collection of mechanical rules effects caused by extreme weather conditions. |
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A nice little collection of rules for adjucating weather conditions in 4e. This could even be easily converted to other editions of D&D, or even other RPGs.
| Wertung: | | [4 von 5 Sternen!] |
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A pretty good ninja class for 4e. Includes several new powers and a ninja profession - Air Step Master.
| Wertung: | | [4 von 5 Sternen!] |
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