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Chronicles of Mhoriedh Map 00 Olden Lands Continent
Publisher: James Mishler Games
by Megan R. [Featured Reviewer]
Date Added: 01/19/2014 09:05:47
This is a rather fun collection of maps reminiscent of a school geography atlas. You know the ones, where you can see all manner of different information about the same bit of land - political boundaries, topology, population density, produce and so on. Having this sort of information about a campaign world helps to bring it to life on so many levels.

Here there are some seven maps of the same area - Mhoriedh - to examine. The first is a plain geographical one, the second is the same but with the features labelled. The third has the regions marked out and named. Then there's one with all the settlements marked and named.

The next one is labelled The Great Plague. I'm not sure what this shows, is it which bit was affected in which year, or numbers of people who died? That's followed by one which shows the paths of three 'nomad invasions' each spreading out from a different origin to assault different parts of the region.

The final map shows sub-divisions into different areas - possibly a pre-cursor to some more detailed maps of each.

It's interesting to see these different maps of the same region, but slightly hard to determine how to use them. If you know the names and locations of settlements, you probably are in a position to name the rivers (and other features) and the regions as well. Both the plague and the nomad invasions maps are probably best for the GM's use, he can use them to describe the spread of plague or invaders over the course of time, working out how they affect wherever the characters are. But it's an interesting concept and one worth exploring further.

Rating:
[4 of 5 Stars!]
Chronicles of Mhoriedh Map 00 Olden Lands Continent
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Mythic Mastery - Mythic Heritage: Demonic Heritage
Publisher: Necromancers of the Northwest
by Megan R. [Featured Reviewer]
Date Added: 01/18/2014 11:48:45
OK, so you're a Mythic figure. How did you come to be so? Your Path represents your destiny, but your Heritage speaks of your origins. Interestingly, this may not be something that you are aware of even once you've realised that you are Mythic...

This work explores one route to becoming Mythic, that you might have some demonic heritage. It may come in one of a range of ways, not just having a demon somewhere in your family tree. It might be the result of a ritual, or perhaps a cursed item imbued with the taint of the Abyss is affecting you. Whatever, any character whose alignment is neither Good nor Lawful could have a demonic heritage.

Having a demonic heritage opens up a range of new Mythic Abilities that are available to the character any time he becomes eligible to gain an ability from his Mythic Path. The character may choose to take a Path or a Heritage Ability, picking from the appropriate tier.

All that explained, the rest of the work lists the Abilities available. Many are pretty nasty as you might imagine, but at the 6th Tier you can even put temptation in someone's way with a Wicked Wish... all devilishly good fun, what?

Now, you might have eyes on telling rather more noble Mythic tales, but for darker stories - and of course for antagonists in a Mythic game - these could prove quite interesting.

Rating:
[5 of 5 Stars!]
Mythic Mastery - Mythic Heritage: Demonic Heritage
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Bangers (for Trigger Happy)
Publisher: TaleSpinner Holdings
by Megan R. [Featured Reviewer]
Date Added: 01/18/2014 11:29:58
You may think teenage urban gangsters are bad enough... but what if they had superpowers to go with the bad attitude?

This supplement for the Trigger Happy RPG gives you the tools to find out, a mechanism for adding superpowers to what is already an explosive mix. The fear and horror felt by the authorities might be alleviated a little did they but know that such powers are temporary, fading as the teenager ages, and may even be beneficial with the 'rush' the youngsters feel so great that many abandon a drug habit as their powers burgeon... yet sadly most of then end their days in violence or behind bars.

The first part of this work explains all this, then we turn to the game mechanical aspects starting with how to amend a standard Protagonist (i.e. Trigger Happy RPG character) build to include such powers. There are detailed notes on how to create your superpower and decide on the triggers that make that power appear. A power is classified by offence, defence and utility ratings from 0 to 5; with there being a maximum of 10 points with which to build the power: remember that these are youngsters with at best erratic control over their abilities.

After a discussion of how to actually use the powers once designed, some sample powers are given to get you started. Finally some fully-developed characters are presented, including full stat blocks as well as background information.

It's an interesting and unusual variant to bring into a street-gang game, and if you want to take it out of grim reality without losing too much of the grimness yet adding a fantastical edge it's definitely worth a look. And Banger? It's the nickname given to these superpowered juveniles, apparently derived from the sound one of the first obverved made as his power manifested.

Rating:
[4 of 5 Stars!]
Bangers (for Trigger Happy)
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Publisher Reply:
Thank you for the review. If you have further questions regarding this or other products, reach out to me and I\'ll answer them as I can.
F14 - Bog of Jelaneus
Publisher: Adventures in Filbar
by Megan R. [Featured Reviewer]
Date Added: 01/18/2014 10:24:38
This is not so much an adventure as a very dangerous area to explore, suitable for quite high level characters (maybe about 8th-10th level) who may wish to investigate it. The Bog of Jelaneus, you see, is the remnants of an ancient and powerful empire which came to grief over 200 years ago, Jelaneus himself being one of the last emperors. Some say he brought down the wrath of the gods themselves, others say that he was performing some dark ritual that went very wrong... whatever the truth, this is all that remains of the Adurite Empire - and of course, as any brave adventurer knows, many wonders and riches might be found in such a place.

Characters travelling around the bog will come across certain locations, for which descriptions and other resources (including some of the wonderful photo-illustrations this publisher is known for!) are provided for the DM. Most will require further development before play, although there is an overview of what is to be found there and which monsters might take exception to the party's intrusion. There is also a large hex map for the party to plot their progress as they explore, and two maps (DM's and players') for a ruined city.

So for a party that fancies coming out of the dungeon and having a good squelch around a swamp in their ongoing search for fame and fortune, this should prove interesting - and potentially deadly. I don't think there's anything friendly there!

Rating:
[4 of 5 Stars!]
F14 - Bog of Jelaneus
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AntiMagic Source Book
Publisher: Little Red Goblin Games
by Megan R. [Featured Reviewer]
Date Added: 01/17/2014 07:56:48
Just how accepted is magic use in your campaign world? I don't mean is it possible, if you are playing Pathfinder - indeed any fantasy RPG - it's likely that there is at least some magic around; but how does society react to the use of magic? Consider the plot potentials of there being at least somewhere in the campaign world where magic is feared or even forbidden. Then crack open a copy of this book.

First up is a new base class, suitable for use when established religion (perhaps in league with civil authority) has taken against magic use... it's a Mage Hunter, a Paladin retooled for the purpose of stamping out magic wherever it rears its ugly head. An alternate use is also suggested, that mages themselves might use them to deal with rogue magicians who refuse to abide by the rules of whatever body controls magic use, perhaps a powerful college of magic which holds sway over magic use in the area, requiring its graduates or indeed anyone using magic there to abide by its codes of practice. They tend to a professional approach and often do not hold any actual emnity towards those who practice the arcane arts.

Next is a prestige class, the Spellweaver. This individual is an arcanist himself, but enjoys dissecting spells, analysing in great detail how they work... and can disrupt and manipulate the arcane energies that others have brought into existence. The description of how this works is a bit muddled, but it's a potent concept.

Another prestige class follows, the Arcane Luddite. This fellow distains any magical assistance, as a warrior he relies on his own prowess alone. Or at least that's what he says. Many use magic if they must, but only with the ultimate end of ridding the world of its taint.

Next comes a collection of feats to use against arcane magicks. They are quite interesting, and have a range of prerequisites, so carefully planning is necessary to ensure that you can qualify for the ones you fancy. There are also some new class options - for example a Ranger may take 'Spellcaster' as a favoured enemy - and a new weapon enhancement, spell void.

This supplement opens up some quite interesting possibilities. Most campaigns delight in magic use, so you could turn things on their head and run a game where the characters are determined to stamp it out. Or you may choose to equip the NPCs in a particular magic-hating area with these abilities and harry the party when they, all unknowing, trespass...

Rating:
[5 of 5 Stars!]
AntiMagic Source Book
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Wilderness Dressing: Deserts
Publisher: Raging Swan Press
by Megan R. [Featured Reviewer]
Date Added: 01/16/2014 10:11:03
Sitting in a wintery Cheshire, the nearest I am to a desert is the large Bedouin cloak that's keeping me warm... but here is a collection of ideas to bring a desert to life in your game.

First up is a table of an hundred 'minor events' - sights, sounds, even smells that can occur when the party is travelling in desert areas. Some could lead to an encounter or even a side-adventure all of their own, others serve just to enliven the monotony - for not everything that happens needs to end in a brawl, and it would be a dull trip indeed if nothing except those events designed to end in a brawl took place.

The next table, again with an hundred entries, consists of 'Desert Dressing' and it is more concerned with interesting features. In many ways this is interchangeable with the first table, these too are minor details, sights and sounds that serve to break up a desert journey. But who can resist #35 - A djinni sits in front of a chessboard, he invites a party member to play?

The final table gives 12 desert encounters. You could roll your trusty d12, but unless you favour the truly random and expect your party to have the wit to flee encounters too powerful for them you might prefer to pick whichever encounter is at an appropriate CR for the characters. Each one is not merely the NPCs or creatures encountered, there is a couple of sentences to set the scene for the encounter (which may or may not end up with a fight...).

Finally there are some notes on desert terrain features include how easy (or not) it is to be stealthy and sandstorms as well as the vegetation you may find underfoot - it's not all rolling dunes, you know!

A nice assortment of ideas for the next desert journey in your game... but it has left me dreaming of Tunisia, which is where my cloak came from!

Rating:
[5 of 5 Stars!]
Wilderness Dressing: Deserts
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Publisher Reply:
Thanks very much for the review, Megan. I\'m delighted you enjoyed Wilderness Dressing: Deserts!
1001 Spell Cards: 134 Magus Spells (PFRPG)
Publisher: Rite Publishing
by Megan R. [Featured Reviewer]
Date Added: 01/16/2014 09:19:13
Some 30 years ago, I painstakingly transcribed every Advanced Dungeons & Dragons spell I could lay my hands on onto 5x3 index cards which I could pull out during play... and now here is much the same concept only far prettier and beautifully laid out ready for use.

Hopefully this is just the first of many sets: here we have 134 magus spells from Bash to X-Ray Vision with all the details you need to cast the spell or, if you are the GM, adjudicate the results. A handy table tells you school, level, components (with any material ones you need listed), casting time, range, effect and what save if any your target may try to make; and then there is a more detailed 'flavour' description that explains what happens when that spell is cast. In most cases, this is all contained on but one side of a standard 'playing card' sized card, occasionally it spills over onto both sides for those spells for which there is a lot of description or options.

Looking at the PDF version, the one thing that is missing is a nice 'back' to print out just to make your spell cards look nicer (I've not seen the actual cards), but it ought not to be too hard to make one. But for beautifully-presented and very useful spell notes, this is definitely the way to go.

Rating:
[4 of 5 Stars!]
1001 Spell Cards: 134 Magus Spells (PFRPG)
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The Manual of Mutants & Monsters: Gibbering Mouther
Publisher: Misfit Studios
by Megan R. [Featured Reviewer]
Date Added: 01/16/2014 08:41:50
It's a delight to see one of the oddest monsters familiar to generations of Dungeons & Dragons/Pathfinder players reskinned to torment superheroes under the Mutants & Masterminds 3e ruleset.

The transfer has been well-effected, with its well-known traits and abilities represented within Mutants & Masterminds mechanics clearly and coherently. Just as with its fantasy original, nobody is quite sure how such a nightmarish beastie came to be, and it is likely that superheroes will be left puzzled as well.

Several neat adventure ideas are provided to help you to incorporate such an unlikely monster into your campaign, preserving its sheer weirdness yet presenting a convincing reason for it to be there.

Maybe sometime soon, it's not just your players who will be gibbering at you...

Rating:
[4 of 5 Stars!]
The Manual of Mutants & Monsters: Gibbering Mouther
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Advanced Races 7: Centaurs (Pathfinder RPG)
Publisher: Kobold Press
by Megan R. [Featured Reviewer]
Date Added: 01/15/2014 10:39:19
Fascinating creatures, centaurs. Half-man, half horse, all wild and strange. Do you want to play one? It's a bit difficult, as the one in the Bestiary is a bit over-powered for a regular character... but unlike most races, or so we are told here, the Bestiary variety are the best of each generation and player-characters are drawn from the common herd, the reverse of most races where those who are player-characters are the cream of the crop. The information necessary to generate a 'normal' centaur are given here, so if you fancy playing one or need some ordinary centaurs to turn up, now you can.

There is a wealth of detail here about centaur life and customs, which will facilitate playing a centaur or bring centaurs to vivid life in your campaign. Being powerful creatures themselves, they view lesser beings as prey, believing that only those strong enough to guard their possessions have the right to keep them and hence accepting banditry as normal behaviour (provided it is not a member of your own clan family that you are stealing from!). Even amonst their own, violent behaviour is acceptable, 'friendly' brawls are commonplace (especially when strong drink is involved) although it rarely goes beyond bruises and broken bones.

To facilitate playing a centaur - with, of course, a radically different anatomy from humanoids - there is a range of traits and other material, both game mechanical and descriptive. Several archetypes are also presented to give an idea of the potentials of this race and to get you going on the creation of your own centaur characters. Feats, spells and uniquely centaur items round out this section. There are also notes on centaur variants - creatures built along similar lines but drawing on different species - how about a half-elf, half-deer alseid, for example?

A fascinating glimpse into a fairly standard fantasy race that is often neglected in fantasy role-playing, at least as a potential character.

Rating:
[5 of 5 Stars!]
Advanced Races 7: Centaurs (Pathfinder RPG)
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Suzerain Continuum
Publisher: Savage Mojo
by Megan R. [Featured Reviewer]
Date Added: 01/15/2014 09:39:42
Do you enjoy Suzerain? Good. Do you want to take your game further by exploring the different realms that use Suzerain as a base? Even better. Do you want to be able to move the party seamlessly between them? Excellent. Read on...

One of the most accomplished uses of PDF technology that I've seen, this work seeks to show you what is available within the overarching Suzerain concept and how to use it to create a sweeping epic that will take your characters into different realms. If you have several of the main settings already, you will find out how to link them and transition from one to another. If you are new to Suzerain, this will show you the potentials and enable you to make informed decisions about where you might take your game and which products you'll need to make it happen.

OK, it's an impressive bit of sales fluff! But if you want to know about the scope of Suzerain, understand how it all hangs together, you will have fun delving through this...

Rating:
[5 of 5 Stars!]
Suzerain Continuum
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Camelot Cosmos: Lords of Brass and Vassal Knights
Publisher: Postmortem Studios
by Megan R. [Featured Reviewer]
Date Added: 01/15/2014 08:50:34
Designed for the original Camelot Cosmos game, which takes Arthurian knights to the stars using the FATE system, this resource - being pure background with little in the way of game mechanics - could easily be repurposed to provide a detailed background, replete with interrelationships and rivalrys, for the nobility in any game. Not just fantasy either, for example Traveller makes heavy use of nobility within governmet - the Rule of Man - yet apart from a few notables, little is said about them.

What this work does is present groups of noble families, showing how they interact with each other. Presuming a feudal system where certain familys hold sway over others, and in turn are responsible for their wellbeing and protection, each member house of every group is given a short write up that explains their characteristics. For example, House Proudham, vassals of House Sweetwater, are said to outdo even their overlords in piety and have an excellent relationship with the Church. They represent the Sweetwaters when negotiations with the Church take place, and many members of the family serve as priests, often becoming household confessors to other houses under Sweetwater jurisdiction.

Each house also has a brief description of their family armourial bearings, motto, the basis on which the family wealth is based, their general attitude, strengths and weaknesses and a defining characteristic - perhaps a physical feature or a favoured profession - of family members.

It makes for a fascinating read and whichever ruleset you choose to use it with will make the nobility - and their intrigues - blossom into a rich and complex tapestry within your game. It may be background politics, doing no more than providing the odd bit of work or patronage for your characters, or they may be heavily involved in the continuous dance of seeking power and influence, but however you use it the shared alternate reality of your game will be enhanced.

Rating:
[5 of 5 Stars!]
Camelot Cosmos: Lords of Brass and Vassal Knights
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GAZ2 The Emirates of Ylaruam (Basic)
Publisher: Wizards of the Coast
by Megan R. [Featured Reviewer]
Date Added: 01/14/2014 11:49:54
Adventuring ought to include visits to exotic locales and this gazetteer provides an introduction to something a bit different, based on mediaeval Arab desert culture. It is primarily aimed at the DM, although certain sections can be shared with players.

It opens with the history of Ylaruam. First, it is told in a tradional Arab oral storytelling style... and then the curtain is drawn back to allow the DM a glimpse of the real history. The traditional version could be shared with the party, if they are particularly good researchers or, more likely, happen on a good story-teller in the marketplace and listen attentively to him. The DM version is a rather more balanced overview, and culminates in a timeline, which is cross-referenced with other parts of the D&D 'known world' should your party have knowledge of that as well.

Next we look at the lands and ecology of the Emirates (as Ylaruam is referred to by locals). There are notes on geography, topography and climate - with the majority of the area being desert, dry and hot predominates, but there are wetter coastal areas and some highlands. Different terrains are described, as well as typical flora and fauna.

The next section deals with the peoples of Ylaruam. This is mostly flavour, describing the appearance and characteristics of different population groups, and this is followed by a discussion of the economics of the area. Different Emirates are described, each has its own strengths and weaknesses, products and so on which it is useful to be aware of (especially if the party wishes to engage in trade).

A discussion of 'Society in the Emirates' follows, beginning with Al-Kalim and his discovery of the Eternal Truth, upon which the religion followed by many dwellers in this area is based. There is masses of information here, which devotees are doubtless conversant with and which should prove fascinating to anyone who seeks to understand the religion and culture of the lands they visit. Sufficient detail is provided for any character who embraces this faith to role-play his devotion convincingly. Turning to game mechanics, the 'clerics' of the Eternal Truth (who are called Scholars) are detailed, along with the spells to which they have access.

We then read of secular society and how it is structured. Again, even visitors will hopefully come to understand the particular customs of the area... and the DM should master it so that the NPCs portray it accurately.... there's even a note that an XP reward should be given should the party gain the respect of the locals! Government and politics, daily customs and observances, the nobility... and bureaucracy in abundance... it's all here, a wealth of information to make the Emirates come to life. For those who enjoy intrigue-laden games, there is plenty of scope for intricate plots here.

The centre section - designed as a pull-out in print versions - is 'player-safe' being entitled What Everyone Knows About the Emirates, and as such may be given to curious players to read. The rest should in the main be kept to the DM, sharing information as appropriate (except, perhaps, in the case of a character who is a native of the Emirates). This section also includes all the game mechanical information necessary to generate characters from the Emirates, including rules for the essential art of storytelling. The character class of Dervish - a desert druid - is also introduced.

Back to the DM-only material with a detailed overview of an example village, Kirkuk, complete with map and inhabitants. This section is littered with plot ideas, as is the final section, Campaigning in Ylaruam.

This is a real gem, a beautiful and convincing setting to enjoy.

Rating:
[5 of 5 Stars!]
GAZ2 The Emirates of Ylaruam (Basic)
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Spell Themes: Fog
Publisher: gannet games
by Megan R. [Featured Reviewer]
Date Added: 01/14/2014 10:54:33
Some folks don't bother with fog-based spells, preferring other more offensive ones... but even as they exist in the core rulebook they can be useful, and now they are taken to new heights in this little collection.

The main use for a fog or mist is to hinder creatures that make use of sight - whether you are trying to sneak past unobserved, or wish to evade someone's gaze weapon... or even make it hard for them to use ranged weapons against you. But as you will learn here there are other things you can do with them.

First up is a Fog Mastery feat, which allows spontaneous casting of fog/mist spells. Then there is a whole collection of variant fog spells - asphyxiating fog, choking cloud, clinging fog, cutting fog (which has nasty sharp ice crystals in it), dampening fog, expanding fog, fog burst, fog shape, following fog, greasy fog, guided fog, hanging fog, intoxicating fog, irritating fog, restraining fog, roiling fog, rusting fog, shadowing fog, tenuous fog, and wall of fog. All of these give you different options and some are really quite nasty.

Then there are some more fog-related feats, including some metamagic ones that enable you to alter the parameters of whatever fog spell you want to cast. There's just a lot to play with... and GMs would do well to study this to think of ways of thwarting advancing parties of adventurers, too!

Rating:
[4 of 5 Stars!]
Spell Themes: Fog
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Kos Island (Swords of Kos Fantasy Campaign Setting)
Publisher: Skirmisher Publishing
by Megan R. [Featured Reviewer]
Date Added: 01/14/2014 06:09:03
This delightful system-agnostic setting book opens with a detailed history of how Skirmisher Publishing's Kos campaign setting came to be, and in particular the concept of rooting a fantasy setting in reality, which enables that fantasy world to assume a greater life within the shared alternate reality that is created around the game table. One look at the map confirms that I'm not the only person who carefully modifies real places I've been to when creating game locations... (and yes I have been to Kos!). Those who are interested in how game books come to be will find this introduction fascinating as the entire heritage of the Kos setting is explored.

A very detailed description of the Island of Kos forms the main part of this book. It sounds almost as idyllic as the real place... if not more so. Peaceful, prosperous, with an established system of government and, despite a lack of enemies, well-defended should the need arise. Naturally, there are also plenty of opportunities for adventure, even if you have to go off of Kos to enjoy some of them - a nearby island that is home to a rough community but a good place to visit if you enjoy pit-fighting, another that is a haven for pirates and other such rogues and so on. And of course there are hobgoblins on the nearby shore of Anatolia.

Next the towns and villages on Kos are explored (apart from Kos City itself, which is the subject of another book). There are twelve of these, so plenty of variety and interesting places to visit. Colourful too, with each having their own distinctive symbol appearing on banners and shields. A cataclysm some one hundred years ago destroyed a nearby ancient civilisation, and remnants of it are to be found to this day, some being noted as near the settlements.

This theme is continued in the next section on distinctive locations, many of which include ancient remains. Several adventure hooks are supplied here to entertain visiting parties... even a carnival to participate in. There's certainly a lot to see and do on Kos!

Even if you have an established campaign setting - homebrew or published - it is worth considering including Kos Island in a suitable location as it is presented as an interesting place to visit, if not to use as a base.

Rating:
[5 of 5 Stars!]
Kos Island (Swords of Kos Fantasy Campaign Setting)
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Big Trouble in Little Haiti
Publisher: Aegis Studios
by Megan R. [Featured Reviewer]
Date Added: 01/13/2014 06:18:46
This introductory adventure for Contagion 2e sends the characters deep into the steamy underbelly of Miami and into conflict with gangsters and practitioners of the dark arts. The area called Little Haiti has been rife with criminal activity, which has recently died down... but are things actually improving for the area's residents?

Several ideas are provided to get the characters involved in an investigation of Little Haiti. Once there, survival may become as important as discovery as several factions with diverse interests are likely to be unwelcoming however good-intentioned the party...

A few individuals and locations are described, but it is up to the GM to decide what is going on, who is where, and how they will react to the characters' involvement. Fine if you like to 'wing it' but most people will be more comfortable having spent some time planning. However a bonus is a nice collection of new feats, spells and spirits (especially those used in vodou).

Overall, a good setup but in need of development before it can be regarded as an 'adventure' - it's a plot seed and a good one. If your intention is to embed your party in a given locality and have them interact with the other factions there, this could be just what you need to give your campaign a start.

Rating:
[4 of 5 Stars!]
Big Trouble in Little Haiti
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Publisher Reply:
Megan, So glad you found Big Trouble in Little Haiti to be satisfactory! With all the Contagion 2e modules, we aim to provide a basic framework to allow GMs and players to explore the Contagion world easily, but through their individual lens. Our hope is that we can provide enough information to drive plots and foster story telling without spoon-feeding details to the GM. I know that is not everyone\'s cup of chowder, but I am glad to hear that you enjoyed it! Thank you, Travis Legge Aegis Studios
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