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Sideshow
by Seth K.
Publisher: Tavernmaster Games
Date Added: 04/28/2017 00:14:21
Sideshow A refreshingly different solo adventure. Between jobs, you get sidetracked and end up at a circus. Encounters ensue. The story itself is good, and the encounters offer a pretty good variety of choice, especially for something scripted. Much of the combat is pretty difficult; you're up against some seriously high moster ratings, especially if you've created a new Level 1 character for the adventure (which is what the book advises). The key, I discovered early on, is to use magic whenever available. That helps...a lot. Otherwise, cheat (I admit, eventually I had to nerf some of the monsters to a more reasonable rating, but such is the beauty of tabletop gaming). It's a fun adventure, very unique, and its use of magic is very effective. It also includes a DM guide if you want to do the adventure as a multiplayer game. Play this! It's WELL worth it....

Rating:
[5 of 5 Stars!]
DDEX2-14 The Sword of Selfaril (5e)
by vasilie c.
Publisher: Wizards of the Coast
Date Added: 04/27/2017 11:27:32
DDEX2-14 The Sword of Selfaril (5e) This adventure is great. The players truly get a feeling they are changing the world around them by the end. I must say, though, that this adventure plays best if run immediately after "Mayhem in the Earthspur Mines". The two go perfectly together. The NPCs the players must deal with are very interesting, the story is unique and feels epic, and the encounter in the middle of the sewers is really cool. The final battle feels a bit anti-climactic to me (there is no big bad boss), and the villains the PCs have to face in the end are literally introduced just seconds brefore the fight. This means the PCs feel like they are just battling random enemies. I would have liked a more fleshed-out villain or truly epic fight (see "Hartkiller's Horn") to make for a more satisfying ending. Overall, I would highly recommend this adventure. If you change the battle at the end I think your players will be much happier. ...

Rating:
[5 of 5 Stars!]
DDEX2-04 Mayhem in the Earthspur Mines (5e)
by vasilie c.
Publisher: Wizards of the Coast
Date Added: 04/27/2017 11:19:36
DDEX2-04 Mayhem in the Earthspur Mines (5e) This is in my top 5 favorite adventures for Adventure League. It feels epic, and if run properly has some amazing potential for really fun roleplaying in addition to the fun encounters. The only drawback I can think of is that it tends to run longer than the advertised 4 hours, taking up about 5 hours on average, or 6 if you really spend time fleshing out the NPCs. *** Spoilers **** The story takes the players from meeting with the city's head of clandestyne operations, to a grimy inn that hosts colliseum-style fights (to the death). From there, the PCs meet some of the city's underground players, a slimy and cocky fighter, and a cool dwarf gladiator. The gladitorial fights are really cool. The story then expands into something of epic proportions, where the players have to brave a blizzard on their long journey into the mines, and they can stop at an inn, see gryphons flying, survive an avalanche, get attacked by Yetis, and confronting an army of dwarves. The meeti...

Rating:
[5 of 5 Stars!]
Dark Obelisk 1: Berinncorte: Premium Atlas (Unisystem)
by Thilo G. [Featured Reviewer]
Publisher: Infinium Game Studios
Date Added: 04/27/2017 07:42:52
Dark Obelisk 1: Berinncorte: Premium Atlas (Unisystem) An Endzeitgeist.com review The premium atlas for the first part of the excessively detailed Dark Obelisk AP clocks in at a massive 139 pages, 1 page front cover, 1 page editorial, 2 pages ToC, 1 page mission statement, 2 pages of SRD, leaving us with132 pages of MAPS. This book was moved up in my review-queue due to me receiving a print copy of it and due to being chosen as a prioritized review via my patreon. Yes, you read correctly. 132 pages of maps. Now, first things first - what kind of maps do we get? The book is roughly separated in 4 different chapters: Two featuring maps for Act One of "Dark Obelisk I: Berinncorte", two representing the changed circumstances that can be found in Act 3 of the massive module. As you may have deduced, one such chapter each contains the respective GM-maps, one the player-maps. The GM-maps feature keys on them, secret doors and the like - and the player's maps can actually be used as handouts as is: The deceptive numbers and secre...

Rating:
[5 of 5 Stars!]
Caster Prestige Archetype: Diabolist
by Thilo G. [Featured Reviewer]
Publisher: Purple Duck Games
Date Added: 04/27/2017 07:40:55
Caster Prestige Archetype: Diabolist An Endzeitgeist.com review This installment of the Caster Prestige Archetype-series clocks in at 9 pages, 1 page front cover, 2 pages of SRD, leaving us with about 6 pages of content, so let's take a look! So, what are these? In case you are not familiar with the concept, a prestige archetype represents a way to not have to take a prestige class; after 3.X's flood, many players and GMs were justifiably tired of the concept...something that is also represented within the design of some PrCs out there. Worse in my opinion, the 3.X flood killed the "prestige"-aspect - the PrCs felt more like kits that could only be taken later, to use a 2nd edition analogue. PFRPG has partially inherited this issue - while there now are significantly more PrCs that emphasize "prestige", we still have ample of concepts that do not have to be represented by a PrC. The massive amount of excellent assassin-fixes out there would be just one example that not all PrCs should be PrCs. Enter this series. ...

Rating:
[5 of 5 Stars!]
Caster Prestige Archetype: Demoniac
by Thilo G. [Featured Reviewer]
Publisher: Purple Duck Games
Date Added: 04/27/2017 07:39:17
Caster Prestige Archetype: Demoniac An Endzeitgeist.com review This installment of the Caster Prestige Archetype-series clocks in at 8 pages, 1 page front cover, 1.75 pages of SRD, leaving us with slightly more than 5 pages of content, so let's take a look! So, what are these? In case you are not familiar with the concept, a prestige archetype represents a way to not have to take a prestige class; after 3.X's flood, many players and GMs were justifiably tired of the concept...something that is also represented within the design of some PrCs out there. Worse in my opinion, the 3.X flood killed the "prestige"-aspect - the PrCs felt more like kits that could only be taken later, to use a 2nd edition analogue. PFRPG has partially inherited this issue - while there now are significantly more PrCs that emphasize "prestige", we still have ample of concepts that do not have to be represented by a PrC. The massive amount of excellent assassin-fixes out there would be just one example that not all PrCs should be PrCs. Ente...

Rating:
[4 of 5 Stars!]
V20 Lore of the Bloodlines
by Customer Name Withheld
Publisher: Onyx Path Publishing
Date Added: 04/26/2017 20:22:54
V20 Lore of the Bloodlines Overall, the book is really good. It fleshes out the Bloodlines in interesting ways. I like the Samedi, Daughters, and Gargoyle chapters the best - I think those stuck closest to old canon while still being widely usable, and the Gargoyle variants are great. Those become more playable. The Trujah chapter is good in that it tells their side of the story more. The Kiasyd have a sommalier schtick added to them, yet no explanation of how they create these vintages that provide heady rushes - this should've been detailed and just better than taking Crafts with a specialty in Blood Vintages. Baali are still...Baali. Modern Salubri (not just the Sabbat variety) are detailed and semi-playable, but only where there are not Tremere, because, well, Tremere. Harbingers are also included, and have one utterly broken merit that is pretty much a must-have for any Necromantically inclined character. Overall, the one big complaint I have with the book is that it adds more to the True Black Hand bein...

Rating:
[4 of 5 Stars!]
Calvinball: The CCCG
by Derek T.
Publisher: Recent Future Games
Date Added: 04/26/2017 18:33:44
Calvinball: The CCCG This product is exactly what i expected it to be, All 5 of the Prior Reviews are Correct :) I have long kept a deck of mixed ccg's for use as a encounter and event deck, and use it when the players are ignoring more subtle clues that they are pushing their luck, I plan on hiding a copy of this in the shelf of game systems. To see how long it takes before one finds it, and "replies" in kind to an encounter

Rating:
[4 of 5 Stars!]
GATEWAY - The d20 Tabletop Roleplaying Game
by Dom B.
Publisher: Aurican 's Lair
Date Added: 04/26/2017 18:17:41
GATEWAY - The d20 Tabletop Roleplaying Game This is a great game, for beginning players and is especially fun for one-shots. The less constrained nature of the game lends a very cinematic feel to action and interaction - things flow smoothly and happen faster.

Rating:
[5 of 5 Stars!]
A0-A4: Against the Slave Lords (1e)
by Alvin B.
Publisher: Wizards of the Coast
Date Added: 04/26/2017 17:29:57
A0-A4: Against the Slave Lords (1e) What a surprise! I have been preparing to run thi series for my campaign. I had already acquired original A1 and A2 copies when I saw this had become available. I just received it today and am really impressed. The added 2013 forwards from the original authors are a nice touch. Included are fan illustrations based on their adventures in the A series. I hope to see more complete 1ed modules presented this way in a single volume, please!

Rating:
[5 of 5 Stars!]
A1 Assault on Blacktooth Ridge -- Adventures for 5th Edition Rules
by Martin W.
Publisher: Troll Lord Games
Date Added: 04/26/2017 12:42:37
A1 Assault on Blacktooth Ridge -- Adventures for 5th Edition Rules I **love** this module. It's everything an introductory module should be. I own the original C&C print version, but also picked up the 5e conversion in PDF. This modules is very reminiscent of introductory modules of old like T1 Village of Hommlet or B2 Keep on the Borderlands. The parallels between Hommlet and the Moathouse are striking, but that is not to say this isn't a fresh take on a classic RPG trope. It has a main town with description of a multitude of NPCs. Many of the NPCs also have some other minor hook described where the detail is left up to the GM to flesh out. They are a great source of inspiration for any GM building up a "starting area" for any campaign. The module also describes the surrounding environs with a few encounter sites (aside from the main dungeon). There's enough detail for a GM to make this town the basis of a new campaign, but without over-explaining or giving so much content that a new GM might be overwhelmed. Lastly, the main dungeon is jus...

Rating:
[5 of 5 Stars!]
DDEX1-04 Dues for the Dead (5e)
by Jonathan F.
Publisher: Wizards of the Coast
Date Added: 04/26/2017 12:26:44
DDEX1-04 Dues for the Dead (5e) Great module. 5/5 would run again. The Good: * Straight forward plot. * Fun NPC tagalong. * Lots of Phlan lore. ("How is a 'funerary cult' different from a 'death cult'?" "One is obsessed with funerals, the other with death?") The Bad: * Parties without access to radiant damage are going to have a bad time. * Big map, I had to shrink a few hallways and rooms to fit it on my big battlemat.

Rating:
[4 of 5 Stars!]
The Day After Ragnarok
by Kevin K.
Publisher: Atomic Overmind Press
Date Added: 04/26/2017 12:07:28
The Day After Ragnarok “Submachine guns and sorcery” The Day After Ragnarok by Kenneth Hite does not disappoint. From its zany concept (What would have happened if the Nazi’s unleashed the world serpent from Viking folk-lore?) to its alternate history (What would happen if the USA was Thor and “Thor” was killed during Ragnarok?) The Day After Ragnarok delivers a punch to your Savage Worlds game. I have played in The Day After Ragnarok campaign placed in Iowa. We were part of the army and trying to stabilize the Mississippi River and surrounding regions. This game was a ton of fun to play. The rules include new arcane backgrounds, new edges, some new (or tweaked) skills. Basically everything you have come to expect from Savage Settings. Something our GM raved about was the adventure generator. Throughout the campaign our GM used the adventure generator to come up with the next wacky conflict we had to resolve. He said it was perfect for The Day After Ragnarok. Myself, I’ve actually used the adventur...

Rating:
[5 of 5 Stars!]
Dark Obelisk 1: Berinncorte: Extended Pregenerated Characters (Pathfinder)
by Thilo G. [Featured Reviewer]
Publisher: Infinium Game Studios
Date Added: 04/26/2017 11:06:08
Dark Obelisk 1: Berinncorte: Extended Pregenerated Characters (Pathfinder) An Endzeitgeist.com review The biggest collection of pregens ever to come my way clocks in at an impressive 407 pages, 1 page front cover, 2 pages of editorial, 2 pages of ToC, 1 page studio-introduction, 2 pages SRD, 1 page blank, leaving us with 398 pages of content. Yeah. Ouch. That's a TON of statblocks. This book was moved up in my review-queue due to me receiving a print copy and furthermore, it was prioritized by my patreons. Now, included among these would be the standard pregenerated characters, available as their own separate pdf for PWYW, so consider that file to be an excellent teaser/first look of what to expect from this gigantic tome. You will notice that there is some overlap between this review and that of its smaller brother, since the principles on which they operate are the same, only the scope is different. This is a colossal pregen book for the Dark Obelisk AP, or, more precisely, its first chapter "Berinncorte" - in my review of the Player's Gui...

Rating:
[3 of 5 Stars!]
The Northlands Saga Complete Player's Guide
by Thilo G. [Featured Reviewer]
Publisher: Frog God Games
Date Added: 04/26/2017 11:01:47
The Northlands Saga Complete Player's Guide An Endzeitgeist.com review This Player's guide for the massive Northlands Saga Player's Guide clocks in at 50 pages if you ignore SRD, advertisement, editorial, etc. My review is based on the dead tree version, which comes as a nice softcover. I was a backer of the Northlands Saga kickstarter, but other than that not involved in any way with this project. So, how do we start? We start by contextualizing the Northlands and their myths - inspired by real life mythology from Scandinavia, a central leitmotif and proposition of the series was to get the feeling of the Northlands right - and, indeed, flavor-wise, the pdf begins pretty much from the get-go to do just that, presenting us with an angle that is certainly inspired by the traditional myths from our very own world, but which, at the same time, takes a different approach, putting the cultural implications and ramifications into a fantastic context, namely that of the Lost Lands, Frog God Games' evocative own setting. Th...

Rating:
[4 of 5 Stars!]
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