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One Page Dungeon Compendium 2015
by Customer Name Withheld
Publisher: Shattered Pike Studio
Date Added: 06/24/2016 12:38:07
One Page Dungeon Compendium 2015 Just get this! The maps are AMAZING, unique, and even contains multiple genres. These one page dungeons are seriously professional level! If you can't run a short campaign as a GM from a couple of these (especially in fantasy), you should only run fully prepackaged adventures (lame!). All the inspiration you need for hours of entertainment for most fantasy rpgs. P.S. This is pay what you want but it's huge and deserves something!

Rating:
[5 of 5 Stars!]
Ultimate Humanoids Catalogue
by Christopher B.
Publisher: Arion Games
Date Added: 06/24/2016 12:33:29
Ultimate Humanoids Catalogue A interesting idea which really does not come off. Descriptions which do not really say enough No costs or why they are different than any other armour other than by discription. IE > *We have a real gem here. Every shield is tested by being > dropped in a swamp, left outside in the rain and dribbled on by a > giant toad, and not one of these shields leaves our warehouse with the > slightest damage. We cannot promise it will be unmarked by sword blows, but > mere damp and dribble will have no chance.* But what does it do? What is different about it? Not there best work...

Rating:
[3 of 5 Stars!]
I'm On A Boat! 2nd Edition (A Dungeon World Adventure)
by Customer Name Withheld
Publisher: Joe Banner
Date Added: 06/24/2016 12:33:28
I'm On A Boat! 2nd Edition (A Dungeon World Adventure) Although I have yet to play it and I wonder if it will work well if the PC's are not actually crewmen (thus reducing the usefulness of this scenario), I really like the added sailing moves. It has inspired me to add my own if I can get my rpg buddies to ever switch from tedious Pathfinder. Pretty solid content and a welcome addition to Dungeon World for a pay as you wish supplement.

Rating:
[4 of 5 Stars!]
They Met In A Tavern
by Lauren W.
Publisher: Dice Addict Games
Date Added: 06/24/2016 11:49:43
They Met In A Tavern They Met in a Tavern is an amazing little gem. It is written in such a way that the whole scenario or bits and pieces of it can be dropped into any campiagn that uses any system. It also would take minimal effort to get rid of the fantasy trappings and use it in any futuristic or urban fantasy genre. My three favorite things about it that the opposition is a unique take on a classic and can become a recurring problem in any campaign. The second thing is that the NPCs have really great backgrounds that could easily be expanded on and it makes them interesting. The final thing is that even though it is designed to be used as a one shot it can be dropped in at any point in campaign, be used as a starting point for a campiagn, orthe tavern could become a frequent stop for the players. This is a very well written one shot that can easily be customized and has a lot of potential beyond being a one shot. I highly. Reccomend it....

Rating:
[5 of 5 Stars!]
ASA:AIW Chasing the White Rabbit 5E
by Thilo G. [Featured Reviewer]
Publisher: Playground Adventures
Date Added: 06/24/2016 11:42:57
ASA:AIW Chasing the White Rabbit 5E An Endzeitgeist.com review The first After School Adventure with an Alice in Wonderland-theme clocks in at 15 pages, 1 page front cover, 1 page editorial/SRD, leaving us with 13 pages of content, so let's take a look! This review was moved up in my review-queue as a prioritized review at the request of my patreons. First of all - this is the first of a series of 5 adventures that bring new players up to level 5; as written, it is intended to get PCs halfway to level 2. However, since the module as such is basically defined by its nature as a kind of minigame, this book can easily be inserted into most longer modules - including the superb Pixies on Parade, for which inclusion notes are part of the deal. This being an adventure review, the following contains SPOILERS. Potential players should jump to the conclusion. ... .. . All right, still here? The module begins with the famous white rabbit popping up and who ever needed a chance to chase after the guy? ...

Rating:
[5 of 5 Stars!]
ASA:AIW Chasing the White Rabbit
by Thilo G. [Featured Reviewer]
Publisher: Playground Adventures
Date Added: 06/24/2016 11:40:56
ASA:AIW Chasing the White Rabbit An Endzeitgeist.com review The first After School Adventure with an Alice in Wonderland-theme clocks in at 15 pages, 1 page front cover, 1 page editorial/SRD, leaving us with 13 pages of content, so let's take a look! This review was moved up in my review-queue as a prioritized review at the request of my patreons. First of all - this is the first of a series of 5 adventures that bring new players up to level 5; as written, it is intended to get PCs halfway to level 2. However, since the module as such is basically defined by its nature as a kind of minigame, this book can easily be inserted into most longer modules - including the superb Pixies on Parade, for which inclusion notes are part of the deal. This being an adventure review, the following contains SPOILERS. Potential players should jump to the conclusion. ... .. . All right, still here? The module begins with the famous white rabbit popping up and who ever needed a chance to chase after the guy? ...

Rating:
[5 of 5 Stars!]
Mythic Monsters #36: Mesoamerica
by Thilo G. [Featured Reviewer]
Publisher: Legendary Games
Date Added: 06/24/2016 11:39:35
Mythic Monsters #36: Mesoamerica An Endzeitgeist.com review This installment of the Mythic Monsters-series clocks in at 34 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial, 1 page SRD, 1 page ToC, 2 pages of introduction, 3 pages of advertisement, 1 page inside of back cover, 1 page back cover, leaving us with 22 pages of content, so let's take a look! We begin this installment of the Mythic Monsters-series with an unconventional offering - while the couatl has already been covered in Guardians of Good, this installment features the 10-level Plumed Servant-PrC that gets 1/2 BAB-progression and Will-save progression, 2+Int skills per level, 6/10 levels arcane spellcasting progression. Requiring 5 ranks in various skills and 2nd level arcane spells as well as a roleplaying prereq and 2 languages, these casters get an aura of good and a domain at 1st level and every 3 levels thereafter, though these only grant the domain powers. The spells associated with the domains can be learned as arc...

Rating:
[5 of 5 Stars!]
Perilous Ages
by Kyrinn E.
Publisher: Underworld Kingdom
Date Added: 06/24/2016 10:33:16
Perilous Ages The preface informs us that this is not a retroclone, but more of a simulacrum, harkening back to the older games, and even attempts to evoke this feeling through a less crafted presentation, as well as reproductions of mediaeval woodcuts and paintings. It works. From the cover fonts, which remind me of Dimension Six, Inc,'s The Compleate Fantasist, to the physical presentation of the rules, this feels like it is from the earliest Seventies of wargaming-RPGs. Character generation involves rolling three dice and choosing the best two, as well as a few figured characteristics. We are then presented with three classes: fighting, mystical, and roguish. Each of these has several stages of development each of which has its own rolled additions to the character's statistics. Next come the brief descriptions of kit-like professions which do a lot to customise and differentiate characters from the basic classes. Equipment is added from a few of the professions, but not all. Next is ...

Rating:
[5 of 5 Stars!]
Gods of the Fall
by Customer Name Withheld
Publisher: Monte Cook Games
Date Added: 06/24/2016 05:37:00
Gods of the Fall Fantastic new product from the Monte team. Afterworld is a dark setting with a populous at the very bottom of a big pit of despair and social degradation but in the emerging 'New Gods' and the Seven Prophecies you have a spark that to me allows for a campaign of true heroism and hope. The vibe I got was very much like the superhero comics of my youth filled with characters (the PC's) who are larger than life and shining beacons of hope and heroism. Not that I can't imagine a darker toned game, God of Evil anyone? Mechanically you have a system that I feel is more fantasy superhero than gods and I'm not entirely sure how the deeds ascribed to the old gods were accomplished but that small criticism is really no criticism at all as the characters you get to play have plenty of scope for amazing deeds and fantastic adventures very reminiscent of the legends of Greece. I'd definitely recommend picking this game up and I only hope the line gets continued support....

Rating:
[4 of 5 Stars!]
Understanding Alignment
by Timothy B.
Publisher: Dancing Lights Press
Date Added: 06/23/2016 23:45:07
Understanding Alignment I've always found it difficult to wrap my head around the traditional 9 alignments as originally presented in AD&D and since used in each subsequent D&D edition as well as Pathfinder. This book was an immense help in understanding the spectrum that comprises the axes of good-evil and law-chaos. The author has clearly given the topic a lot of thought, and presents a case for considering alignment in what may be a different light than what you're used to. The most valuable part of the book is the section that describes a way of declaring a character's alignment with a statement that sounds more like an aspect in FATE or a background in 13th Age than the traditional "lawful good." The author offers mechanics that will support compliance to the norms of a character's alignment statement, without unduely punishing a PC when their behavior deviates from the norm. As a 13th Age GM, I'll consider having my players select one of their backgrounds based on the statements described in th...

Rating:
[5 of 5 Stars!]
We Be Dragons
by Jerry M.
Publisher: Zenith Games
Date Added: 06/23/2016 20:25:32
We Be Dragons Absolutely amazing. 5/5 is my review score. There is an amazing story of fallen paladins and dragons added their treasure to the very first horde. Want to play something other than humanoids? Look no further! Each dragon -one for each alignment, so nine in total!- has it's own personality and abilities, from being heavily armored to sneaky to divine and everything in between. That is the reason any player will absolutely love them over the ones printed in the bestiary that are so cookie cutter. All in all, a very well done adventure that I will definitely be running every time I have a new group. Zenith Games, keep up the good work and make more draconic adventures for everyone!...

Rating:
[5 of 5 Stars!]
7th Sea Core Rulebook (Second Edition)
by Eric S.
Publisher: John Wick Presents
Date Added: 06/23/2016 12:52:44
7th Sea Core Rulebook (Second Edition) I will admit to being slightly biased - I was one of the first and biggest fans of the 1st edition of 7th Sea, and one of the first kickstarter backers of this edition. But there's a reason it did as successfully as it did, and that's because 7th Sea is what RPG gaming *should* be - fast, approachable, and imaginative collective storytelling. If you're looking for "crunchy bits" with different weapon stats and charts to tell you what to roll when, look elsewhere. Much like Fate and other narrativist systems, the rules in 7th Sea are meant to advance the story, not limit it. The greatest example of this is that your character literally cannot die. The mechanics encourage you to take crazy, stupid risks, and think up new ways around every situation - for example, you get a bonus die each time you use a skill you haven't used already this scene. The setting is "European history as interpreted by a 14-year-old", in that it deliberately cherry-picks the most fun parts of every...

Rating:
[5 of 5 Stars!]
The Green Scar: A Dungeon World Adventure
by Jay E.
Publisher: Joe Banner
Date Added: 06/23/2016 11:59:14
The Green Scar: A Dungeon World Adventure The green scar was the first adventure I ever made it all the way through as a GM, in any system. I had a little trouble running it during the first act of the adventure, but that may be due to the fact that I'm but a young'un with regards to running an rpg. The next two acts were very enjoyable and provided a lot of interesting stuff to work with, culminating in a final battle that was really a blast and left me and my players excited for more. The first act was what I had issue with the most, mainly due to it's messing around with time travel and what I found to be a very weak plot hook. It took by far the most sessions and the players felt no motivation to move forward, and even with me explicitly stating the goals of the party, they had trouble trying to figure out HOW to even accomplish their goal. There are areas within the starting temple that transport you to different places in time, and some of the suggested hard moves actually encourage you to pop one of the players into ...

Rating:
[4 of 5 Stars!]
We Be Dragons
by Donald R.
Publisher: Zenith Games
Date Added: 06/23/2016 11:30:55
We Be Dragons I'd really like to give this a 4.5 out of 5, because it is a great adventure. (Those that follow the reviews on me site, I gave it 90 out of 100 points!) There is so much to love about this adventure. If there was a text book example of how to write an adventure for dragon PCs, this adventure would be it! I love the inclusion of some new dragon types, a new poison, and a new mundane item all packed into a one-shot adventure. One of my favorite parts to the adventure is the open-ended conclusion. GMs and players alike will enjoy this adventure so much that they will definitely wish to continue the story. The only problem, will the dragon PCs choose power or adventure when continuing the story? For the full review check out: [We Be Dragons](http://www.thedmdr.com/2016/06/we-be-dragons-produc-
t-review.html)...

Rating:
[4 of 5 Stars!]
Fin Starling's Guide to Morsain
by Thilo G. [Featured Reviewer]
Publisher: AAW Games
Date Added: 06/23/2016 10:58:09
Fin Starling's Guide to Morsain An Endzeitgeist.com review This massive Player's Guide/sourcebook clocks in at 55 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, 1 page back cover, leaving us with 51 pages of content, so let's take a look! Once upon a time, there was a massive, gorgeous hardcover that AAW Games made; so beautiful was the hardcover, it brought tears of joy to the eyes of many a GM out there as they marveled at the gorgeous artwork and the intricate details of the massive city of Morsain contained therein, as they read all the evocative ideas and plot-hooks that seemed to leap from the very page. But, alas, this massive mega-adventure had an issue - you see, it did draw upon one of the most recognizable fairy tales in all the lands of earth and its premise worked best if the PCs didn't yet know that. This made quite a few GMs out in the land very, very sad: "Alas, woe betide me, grim is my lot - I can't just show off the book sans spoiling this reveal, but I do so want to let ...

Rating:
[5 of 5 Stars!]
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