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An Endzeitgeist.com review
The fourth adventure for Pathfinder's beginner's version is 26 pages long, 1 page front cover, 1 page editorial, 1 page ToC/foreword, 1 page SRD, leaving us with 22 pages of content, so let's take a look!
This being an adventure-review, the following text contains SPOILERS. Potential players may wish to jump to the conclusion.
All right, still here? Exallizar's promising students are up for another adventure - and this one already kicks off with an interesting first set-up: They are actually aboard a magical, fire-elemental train on their way north guarding a shipment of toys and candy. Suffice to say, we get a fully mapped, beautiful rendition of the train - and not all is going according to plan. Much like previous BASIC-series modules, we kick off with starting equipment choices - and the PCs will need these, for a new critter, the so-called Kramps, are trying to highjack the train, scrambling across the train's roof. Not only are they i...
Rating: [4 of 5 Stars!] |
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An Endzeitgeist.com review
This module for the beginner's version of Pathfinder is 28 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, leaving us with 24 pages of content, so let's take a look!
This being an adventure-review, the following contains SPOILERS. Potential players may wish to skip to the conclusion.
All right, still here? The adventurer-apprentices of the Exallizar Preparatory Academy for young adventurers have already had chances to shine (or fail) twice and the module kicks off with some friendly PvP: After 4 rounds, the sparring match is interrupted (though the DM should probably take care/specify that no one dies in this match - something the module, as written, omits), the PCs are recruited by one Ambrose Neidlum, an old man who wants the PCs to help him defend a cloister of pacifist clerics versus an onslaught of beast-men. His recruitment of the PCs includes a selection of items the PCs may choose from, which includes see...
Rating: [2 of 5 Stars!] |
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Old School meets New School. This is a game that allows you to dust off those old school modules you have laying around and run them with a "narrative informs mechanics" style of new school gaming. The book contains a lot of info crammed into the page count. Classic Races and Classes, the Effects Engine, a strong gear list, fun character advances, Scaled gameplay that let's PC's work on a large scale (controlling armies, ships, wizard towers, etc.).
The game system plugs a lot of classic numbers (attributes, HP, weapon damage, etc.) into a modern system which includes Fate style mechanics. Knock down the Orc leader you are fighting and then use your knowledge of his past to humiliate him in front of his clan, attack a demon's tower with fireballs from the deck of your new sailing ship, gain experience for betraying the local townsfolk to the dragon. Play all your classic adventures with new possibilities.
So far I haven't found anything I don't like in the book. It's easy to add new...
Rating: [5 of 5 Stars!] |
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While this game it does have potential to be good, is far too tied up in attempting to be silly, to a degree that becomes ridiculous and almost trite at times. On the whole, this game tries far too hard to be Og Unearthed. It even takes the limited vocabulary from aforementioned game and goes a step farther by denying several species the faculty of speech all together.
While there are a number of races, most of them are rather dull, in all meanings of the word.
There are the Ahs who are archaic humans, and they're just as vanilla as you'd expect.
There are the Florez, who are Homo Floresiensis, for whom they take the nickname the "Hobbit" a bit too far. They're basically Halflings with the serial numbers filed off. Now, I'm not going to complain about this, I don't mind people slipping in re-branded fantasy races. Theoretically, Cavemaster did the same with the Tanui, or as I sometimes call them "Aquatic Cave Elves".
Then you have the Neanderthals who are portrayed as, and...
Rating: [2 of 5 Stars!] |
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