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Shunned Valley of the Three Tombs (2nd Edition)
by John J T. [Verified Purchaser] Date Added: 09/13/2020 23:00:50

I'm a novice GM, and my players run from no RPG experience to AD&D veterans. This was a great module for us to learn the 2e system. It's a good mix of encounters that I found easy to work into my own story.



Rating:
[5 of 5 Stars!]
Shunned Valley of the Three Tombs (2nd Edition)
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Creator Reply:
Excellent! I'm glad you enjoyed the adventure and found it easy to use.
A Day Out at the Circus
by Thilo G. [Featured Reviewer] Date Added: 08/24/2020 04:03:44

An Endzeitgeist.com review

This eventure clocks in at 13 pages, 1 page front cover, 2 pages of advertisement, 1 page ToC/editorial, 1 page SRD, 1 page back cover, leaving us with 7 pages of content, so let’s take a look!

This review was moved up in my reviewing queue as a prioritized review at the request of my patreon supporters.

So, in case you’re new to these: “Eventures” are essentially mini-adventures that focus on events, as opposed to a plot, a confrontation, or combat; this makes them eminently useful as pre-prepared set-pieces that you can enter into the game.

And frankly, a circus is a good call there. I mean, I can easily list 10+ modules that feature a circus; all of them have in common that something goes horribly wrong/sinister. And I get why. However, on a meta-level, this also means that the party of players will be on edge as soon as the word “circus” falls anywhere close to the in-game world.

And this is where this supplement comes in – in it, we learn about the “White Tiger’s Crew”, and their circus; general hooks are provided to get the party to visit the circus, and a 12-entry whispers and rumors table adds further hooks to the fray. If all of that doesn’t suffice, the supplement also has a 20-entry minor events table.

The crew, by the way, is not without their internal struggles and shades of grey decisions to be made when interacting with the party, but the supplement does not run the usual “evil/deadly nightmare circus” shtick. An important note: Whether the circus becomes fully evil, redeemed, or remains in an equilibrium very much might be up to the party. Particularly the tastefully touched subject of slavery is interesting in the context of this circus.

The circus comes with an artwork/handout that depicts a flyer inviting people to the circus, and also features a really nice b/w-cartography by Tommi Salama of the circus grounds and the ship they use to travel. The map sports 6 keyed encounters. The respective acts are described, including an orc and goblin comedic act, blind jugglers, fortune tellers, clowns, a lion tamer, and yes, a freak show. The food cart lists a surprising amount of good alongside prices that are affordable for non-adventurers, and the eventure also suggests a variety of activities.

Which brings me to one point of serious criticism for this supplement: There are no rules provided for any of them, even though PFRPG very much tends to solve the like with…you know…rules.

The supplement concludes with a variety of adventure hooks that go beyond the actual visit to the circus.

Conclusion: Editing and formatting are very good on a formal level; on a rules language level, the book omits several aspects that would be handled via rules in PFRPG. Layout adheres to the series’ two-column b/w-standard, and features neat b/w-artworks, a cool handout, and neat b/w-cartography. I am given to understand that you get high-res unlabeled maps via Raging Swan Press’ patreon, but I still consider the lack of player-friendly versions here a downside, though not necessarily a crucial one in this instance. The pdf comes fully bookmarked for your convenience, and in two iterations – one optimized for screen use, and one optimized for the printer. Jeff Gomez’ trip to the circus is a delightful change of pace for the trope. The circus feels plausible and organic, and taking a break from the “circus nightmare/massacre”-trope is indeed appreciated. There is, formally, nothing to complain about the supplement in that regard.

As far as the PFRPG-components are concerned, it is severely lacking in actual crunch, though – and in this instance, the very activities that are supposed to, you know, entertain characters and players alike, don’t have any mechanical chassis to make them work. And yes, pretty much every evil circus module has some mechanics, so giving an atk-value for a dart throwing champion, an AC, some rules for competitions etc. wouldn’t have blown up the word-count beyond the scope.

This remains the big downside of this supplement, and the only reason why I can’t rate this version higher than 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
A Day Out at the Circus
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A Day Out at the Circus (5e)
by Thilo G. [Featured Reviewer] Date Added: 08/24/2020 04:02:04

An Endzeitgeist.com review

This eventure clocks in at 13 pages, 1 page front cover, 2 pages of advertisement, 1 page ToC/editorial, 1 page SRD, 1 page back cover, leaving us with 7 pages of content, so let’s take a look!

This review was moved up in my reviewing queue as a prioritized review at the request of my patreon supporters.

So, in case you’re new to these: “Eventures” are essentially mini-adventures that focus on events, as opposed to a plot, a confrontation, or combat; this makes them eminently useful as pre-prepared set-pieces that you can enter into the game.

And frankly, a circus is a good call there. I mean, I can easily list 10+ modules that feature a circus; all of them have in common that something goes horribly wrong/sinister. And I get why. However, on a meta-level, this also means that the party of players will be on edge as soon as the word “circus” falls anywhere close to the in-game world.

And this is where this supplement comes in – in it, we learn about the “White Tiger’s Crew”, and their circus; general hooks are provided to get the party to visit the circus, and a 12-entry whispers and rumors table adds further hooks to the fray. If all of that doesn’t suffice, the supplement also has a 20-entry minor events table.

The crew, by the way, is not without their internal struggles and shades of grey decisions to be made when interacting with the party, but the supplement does not run the usual “evil/deadly nightmare circus” shtick. An important note: Whether the circus becomes fully evil, redeemed, or remains in an equilibrium very much might be up to the party. Particularly the tastefully touched subject of slavery is interesting in the context of this circus.

The circus comes with an artwork/handout that depicts a flyer inviting people to the circus, and also features a really nice b/w-cartography by Tommi Salama of the circus grounds and the ship they use to travel. The map sports 6 keyed encounters. The respective acts are described, including an orc and goblin comedic act, blind jugglers, fortune tellers, clowns, a lion tamer, and yes, a freak show. The food cart lists a surprising amount of good alongside prices that are affordable for non-adventurers, and the eventure also suggests a variety of activities.

As far as the 5e-version is concerned, the supplement makes proper reference of the 5e default stats, though purists may scoff at the use of “PCs”, which, as a term, isn’t usually employed in 5e. (And yes, one of my readers asked me to point out when a 5e-supplement uses this term; I won’t penalize a supplement for that, but I understand if that’s the pet-peeve of some people.) Annoyingly, the 5e-version suffers from the same shortcoming as the PFRPG-iteration: This huge list of fun activities for the party to engage in? They have no rules provided. Coal holding, ring toss, etc. – all sans rules, when presenting them would have been very easy.

The supplement concludes with a variety of adventure hooks that go beyond the actual visit to the circus.

Conclusion: Editing and formatting are very good on a formal level; on a rules language level, the book omits several aspects that would be handled via rules in 5e. Layout adheres to the series’ two-column b/w-standard, and features neat b/w-artworks, a cool handout, and neat b/w-cartography. I am given to understand that you get high-res unlabeled maps via Raging Swan Press’ patreon, but I still consider the lack of player-friendly versions here a downside, though not necessarily a crucial one in this instance. The pdf comes fully bookmarked for your convenience, and in two iterations – one optimized for screen use, and one optimized for the printer.

Jeff Gomez’ trip to the circus is a delightful change of pace for the trope. The circus feels plausible and organic, and taking a break from the “circus nightmare/massacre”-trope is indeed appreciated. There is, formally, nothing to complain about the supplement in that regard.

As far as the 5e-components are concerned, it is severely lacking in actual crunch, though – and in this instance, the very activities that are supposed to, you know, entertain characters and players alike, don’t have any mechanical chassis to make them work. And yes, pretty much every evil circus module has some mechanics, so providing an AC for ring tossing, an engine for the drinking contest etc. would have been neat.

This remains the big downside of this supplement, and the only reason why I can’t rate this version higher than 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
A Day Out at the Circus (5e)
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A Day Out at the Circus (System Neutral)
by Thilo G. [Featured Reviewer] Date Added: 08/24/2020 04:01:14

An Endzeitgeist.com review

This eventure clocks in at 13 pages, 1 page front cover, 2 pages of advertisement, 1 page ToC/editorial, 1 page SRD, 1 page back cover, leaving us with 7 pages of content, so let’s take a look!

This review was moved up in my reviewing queue as a prioritized review at the request of my patreon supporters.

So, in case you’re new to these: “Eventures” are essentially mini-adventures that focus on events, as opposed to a plot, a confrontation, or combat; this makes them eminently useful as pre-prepared set-pieces that you can enter into the game.

And frankly, a circus is a good call there. I mean, I can easily list 10+ modules that feature a circus; all of them have in common that something goes horribly wrong/sinister. And I get why. However, on a meta-level, this also means that the party of players will be on edge as soon as the word “circus” falls anywhere close to the in-game world.

And this is where this supplement comes in – in it, we learn about the “White Tiger’s Crew”, and their circus; general hooks are provided to get the party to visit the circus, and a 12-entry whispers and rumors table adds further hooks to the fray. If all of that doesn’t suffice, the supplement also has a 20-entry minor events table.

The crew, by the way, is not without their internal struggles and shades of grey decisions to be made when interacting with the party, but the supplement does not run the usual “evil/deadly nightmare circus” shtick. An important note: Whether the circus becomes fully evil, redeemed, or remains in an equilibrium very much might be up to the party. Particularly the tastefully touched subject of slavery is interesting in the context of this circus.

The circus comes with an artwork/handout that depicts a flyer inviting people to the circus, and also features a really nice b/w-cartography by Tommi Salama of the circus grounds and the ship they use to travel. The map sports 6 keyed encounters. The respective acts are described, including an orc and goblin comedic act, blind jugglers, fortune tellers, clowns, a lion tamer, and yes, a freak show. The food cart lists a surprising amount of good alongside prices that are affordable for non-adventurers, and the eventure also suggests a variety of activities.

Unlike in the other two iterations, I can’t complain about an absence of rules for the system-neutral version. When referencing classes, the supplement uses the proper old-school apellations. The supplement concludes with a variety of adventure hooks that go beyond the actual visit to the circus.

Conclusion: Editing and formatting are very good on a formal level; on a rules language level, I can’t complain about the system neutral version lacking rules either. Layout adheres to the series’ two-column b/w-standard, and features neat b/w-artworks, a cool handout, and neat b/w-cartography. I am given to understand that you get high-res unlabeled maps via Raging Swan Press’ patreon, but I still consider the lack of player-friendly versions here a downside, though not necessarily a crucial one in this instance. The pdf comes fully bookmarked for your convenience, and in two iterations – one optimized for screen use, and one optimized for the printer.

Jeff Gomez’ trip to the circus is a delightful change of pace for the trope. The circus feels plausible and organic, and taking a break from the “circus nightmare/massacre”-trope is indeed appreciated. There is, formally, nothing to complain about the supplement in that regard, and in the system neutral iteration, I can’t complain about a lack of rules either, which is why this version gets a final verdict of the full 5 stars.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
A Day Out at the Circus (System Neutral)
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Hobgoblins of the Mailed Fist
by Edward K. [Verified Purchaser] Date Added: 08/11/2020 01:26:38

This is great stuff. I was looking for ideas for a mercenary band in my game, and bought 4 different titles. This is the one that works for me and will be used.

Plusses: "Realistic" D&D mercenaries. Highly lawful LE/LN, highly organized, well equiped, well trained. The troopers are Warrior 4 - not ridiculously overpowered but very tough if, like me, you default to a world where typical soldiers are Warrior 1, 5th level parties probably have a reputation (Fireball!), and 9th level is a big deal. They make good use of Fighter/Clerics, Bards, and Rangers as well. Even some air power.

Minuses: None.

Notes: Adaptable to most D&D settings. For me, in Greyhawk, they earned their stripes fighting in the civil wars that collapsed the Great Kingdom.



Rating:
[5 of 5 Stars!]
Hobgoblins of the Mailed Fist
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Creator Reply:
Thank you for this review. I much appreciate the kind words! Also, glad you could easily adapt it to Greyhawk--that's my favourite old-school campaign world and everything we publish is designed with a eye to fitting it into Greyhawk somewhere. Good luck with your campaign!
Retribution Collector's Edition
by William B. [Verified Purchaser] Date Added: 07/15/2020 01:48:38

This is really just a fantastic read. I've read through this a few times, and it looks like I will FINALLY get to run it in my SWADE Beasts & Barbarians campaign with a few modifications. Raging Swan, and Creighton Bloodhurst in particular write some really great stuff. I wish they would start writing stuff for SWADE. I really see Retribution being a great fit in any fantasy game system though. It seems great care was taken to make everything in the module clear enough so that converting it is very easy.



Rating:
[5 of 5 Stars!]
Retribution Collector's Edition
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Creator Reply:
Thank you William! Your review made my morning. Good luck with running Retribution!
A Day Out at the Executions
by Thilo G. [Featured Reviewer] Date Added: 05/26/2020 08:42:24

An Endzeitgeist.com review

The second of Raging Swan Press‘ eventures clocks in at 13 pages, 1 page front cover, 2 pages of advertisement, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 7 pages of content, so let’s take a look!

So, what is an eventure? Well, know how much or modern gaming is about tactics and combat? Now, I LOVE that, I really do. I enjoy brutal combats that are essentially numbers-puzzles. HOWEVER, this has become a very dominant paradigm, to the point where many modules consist solely of such challenges. But roleplaying is more. If you recall some truly remarkable sessions and things your players talk about, there’s a good chance that some NPCs and interactions are remembered fondly because they were NOT combat.

This is what an “eventure” is – a module or mini-event-booklet focusing on roleplaying, and NOT on combat. Okay, so what does this one offer? Well, if you’re a bit familiar with how medieval societies handled executions, you’ll know that they tended to gather quite a crowd – in many ways, the punitive systems back in that day generated a kind of spectacle. (For more insight on how executions were handled in the 16th century and the realities of the hangman’s job back then, I recommend checking out the diary of Meister Franz Schmidt of Nuremberg and/or Joel F. Harrington’s “The Faithful Executioner”– there are solid English books on that topic, and if you’re fluent in German, I’d recommend checking out the scans of his diary!)

But I digress – if you need hooks for your players, a couple of them are provided, and then, the supplement features an overview of justice in the Duchy of Ashlar – the brutal punishments are described, and while not reveling in the realities, the descriptions are all about, well, executions. With classics like sawing and the breaking wheel included. The module is situated in the lavishly-detailed city of Languard, namely the low city, (see City Backdrops: Languard and the Languard Locations-series) and as such explains the history of the Traitor’s Gate, but the eventure remains pretty easy to adapt to other environments. The Last Chance tavern, with rules-less notes on NPCs and prices provided alongside two hooks certainly sees some serious business.

Since an execution is an event, a lot of people will show up – as such, the eventure provides the fluff-centric write-ups for such NPCs and groups them by category:  We get, for example, write-ups for 4 beggars, including cripples to a madwoman and a charlatan. Nice: One of these individuals also acts as a possible link to Shadowed Keep of the Borderlands. Street vendors and entertainers, as well as other townsfolk, are provided as well, and the section is supplemented by a list of 12 rumors – these do come with DCs etc. - nice.

This basic set-up out of the way, we come to the day itself – the eventure structures the monthly execution day by time of day, beginning from dawn, with the show starting at noon – the criminals to be executed are all depicted in the same flavor-centric manner as before (read: no stats). From hardened criminals to those claiming innocence, there is a nice breadth here, with the afternoon going through the sequence of the executions. If the executions and potential for adventuring there didn’t suffice, you can also make use of the further adventuring section – one criminal’s daughter will have been made an orphan, for example, and what about entrepreneurs for execution-related components seeking a little extra coin? In short: One has to be a very poor GM indeed to not get some serious mileage out of this day at the executions.

Conclusion:

Editing and formatting are very good on a formal and rules-language level. Layout adheres to Raging Swan Press’ elegant two-column b/w-standard, and the pdf sports nice b/w-artworks. The pdf comes fully bookmarked for your convenience, and in two versions – one optimized for the screen, and one for printing it.

Creighton Broadhurst’s day at the executions (additional design by Amber Underwood) is a cool eventure, but does have two minor weaknesses: For one, the lack of anything pertaining to DCs beyond the rumors and context, while probably intended, means that this is pretty much almost system neutral in all but name, when e.g. thieves etc. would have warranted some guidance; secondly, the execution’s scene per se has no map – just a small excerpt from Languard’s map, and that doesn’t show the details, like the place where things happen, stands, etc. – and since there’s a decent chance at one point that the characters try to save someone or prevent the like, this makes that component of the supplement slightly less useful than it could have been. As such, my final verdict will be 4.5 stars, rounded down: A good and flavorful offering, but one that requires a bit of GM-work.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
A Day Out at the Executions
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A Day Out at the Executions (5e)
by Thilo G. [Featured Reviewer] Date Added: 05/26/2020 08:40:49

An Endzeitgeist.com review

The second of Raging Swan Press‘ eventures clocks in at 13 pages, 1 page front cover, 2 pages of advertisement, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 7 pages of content, so let’s take a look!

So, what is an eventure? Well, know how much or modern gaming is about tactics and combat? Now, I LOVE that, I really do. I enjoy brutal combats that are essentially numbers-puzzles. HOWEVER, this has become a very dominant paradigm, to the point where many modules consist solely of such challenges. But roleplaying is more. If you recall some truly remarkable sessions and things your players talk about, there’s a good chance that some NPCs and interactions are remembered fondly because they were NOT combat.

This is what an “eventure” is – a module or mini-event-booklet focusing on roleplaying, and NOT on combat. Okay, so what does this one offer? Well, if you’re a bit familiar with how medieval societies handled executions, you’ll know that they tended to gather quite a crowd – in many ways, the punitive systems back in that day generated a kind of spectacle. (For more insight on how executions were handled in the 16th century and the realities of the hangman’s job back then, I recommend checking out the diary of Meister Franz Schmidt of Nuremberg and/or Joel F. Harrington’s “The Faithful Executioner”– there are solid English books on that topic, and if you’re fluent in German, I’d recommend checking out the scans of his diary!)

But I digress – if you need hooks for your players, a couple of them are provided, and then, the supplement features an overview of justice in the Duchy of Ashlar – the brutal punishments are described, and while not reveling in the realities, the descriptions are all about, well, executions. With classics like sawing and the breaking wheel included. The module is situated in the lavishly-detailed city of Languard, namely the low city, (see City Backdrops: Languard and the Languard Locations-series) and as such explains the history of the Traitor’s Gate, but the eventure remains pretty easy to adapt to other environments. The Last Chance tavern, with rules-less notes on NPCs and prices provided alongside two hooks certainly sees some serious business.

Since an execution is an event, a lot of people will show up – as such, the eventure provides the fluff-centric write-ups for such NPCs and groups them by category: We get, for example, write-ups for 4 beggars, including cripples to a madwoman and a charlatan. The NPcs herein reference the default 5e-statblocks. Nice: One of these individuals also acts as a possible link to Shadowed Keep of the Borderlands. Street vendors and entertainers, as well as other townsfolk, are provided as well, and the section is supplemented by a list of 12 rumors, with proper DCs provided..

This basic set-up out of the way, we come to the day itself – the eventure structures the monthly execution day by time of day, beginning from dawn, with the show starting at noon – the criminals to be executed are all depicted in the same flavor-centric manner as before (read: no stats). From hardened criminals to those claiming innocence, there is a nice breadth here, with the afternoon going through the sequence of the executions. If the executions and potential for adventuring there didn’t suffice, you can also make use of the further adventuring section – one criminal’s daughter will have been made an orphan, for example, and what about entrepreneurs for execution-related components seeking a little extra coin? In short: One has to be a very poor GM indeed to not get some serious mileage out of this day at the executions.

Conclusion:

Editing and formatting are very good on a formal and rules-language level. Layout adheres to Raging Swan Press’ elegant two-column b/w-standard, and the pdf sports nice b/w-artworks. The pdf comes fully bookmarked for your convenience, and in two versions – one optimized for the screen, and one for printing it.

Creighton Broadhurst’s day at the executions (additional design by Amber Underwood) is a cool eventure, but does have two minor weaknesses: For one, the lack of anything pertaining to DCs beyond the rumor-section and context, while probably intended, means that this is pretty system neutral in all but name; secondly, the execution’s scene per se has no map – just a small excerpt from Languard’s map, and that doesn’t show the details, like the place where things happen, stands, etc. – and since there’s a decent chance at one point that the characters try to save someone or prevent the like, this makes that component of the supplement slightly less useful than it could have been. As such, my final verdict will be 4.5 stars, rounded down: A good and flavorful offering, but one that requires a bit of GM-work.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
A Day Out at the Executions (5e)
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A Day Out at the Executions (System Neutral)
by Thilo G. [Featured Reviewer] Date Added: 05/26/2020 08:39:54

An Endzeitgeist.com review

The second of Raging Swan Press‘ eventures clocks in at 13 pages, 1 page front cover, 2 pages of advertisement, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 7 pages of content, so let’s take a look!

So, what is an eventure? Well, know how much or modern gaming is about tactics and combat? Now, I LOVE that, I really do. I enjoy brutal combats that are essentially numbers-puzzles. HOWEVER, this has become a very dominant paradigm, to the point where many modules consist solely of such challenges. But roleplaying is more. If you recall some truly remarkable sessions and things your players talk about, there’s a good chance that some NPCs and interactions are remembered fondly because they were NOT combat.

This is what an “eventure” is – a module or mini-event-booklet focusing on roleplaying, and NOT on combat. Okay, so what does this one offer? Well, if you’re a bit familiar with how medieval societies handled executions, you’ll know that they tended to gather quite a crowd – in many ways, the punitive systems back in that day generated a kind of spectacle. (For more insight on how executions were handled in the 16th century and the realities of the hangman’s job back then, I recommend checking out the diary of Meister Franz Schmidt of Nuremberg and/or Joel F. Harrington’s “The Faithful Executioner”– there are solid English books on that topic, and if you’re fluent in German, I’d recommend checking out the scans of his diary!)

But I digress – if you need hooks for your players, a couple of them are provided, and then, the supplement features an overview of justice in the Duchy of Ashlar – the brutal punishments are described, and while not reveling in the realities, the descriptions are all about, well, executions. With classics like sawing and the breaking wheel included. The module is situated in the lavishly-detailed city of Languard, namely the low city, (see City Backdrops: Languard and the Languard Locations-series) and as such explains the history of the Traitor’s Gate, but the eventure remains pretty easy to adapt to other environments. The Last Chance tavern, with rules-less notes on NPCs and prices provided alongside two hooks certainly sees some serious business. The NPCs reference the proper old-school classes, just fyi.

Since an execution is an event, a lot of people will show up – as such, the eventure provides the fluff-centric write-ups for such NPCs and groups them by category:  We get, for example, write-ups for 4 beggars, including cripples to a madwoman and a charlatan. Nice: One of these individuals also acts as a possible link to Shadowed Keep of the Borderlands. Street vendors and entertainers, as well as other townsfolk, are provided as well, and the section is supplemented by a list of 12 rumors – handled appropriately sans rolling the dice here, with costs noted.

This basic set-up out of the way, we come to the day itself – the eventure structures the monthly execution day by time of day, beginning from dawn, with the show starting at noon – the criminals to be executed are all depicted in the same flavor-centric manner as before (read: no stats). From hardened criminals to those claiming innocence, there is a nice breadth here, with the afternoon going through the sequence of the executions. If the executions and potential for adventuring there didn’t suffice, you can also make use of the further adventuring section – one criminal’s daughter will have been made an orphan, for example, and what about entrepreneurs for execution-related components seeking a little extra coin? In short: One has to be a very poor GM indeed to not get some serious mileage out of this day at the executions.

Conclusion:

Editing and formatting are very good on a formal and rules-language level. Layout adheres to Raging Swan Press’ elegant two-column b/w-standard, and the pdf sports nice b/w-artworks. The pdf comes fully bookmarked for your convenience, and in two versions – one optimized for the screen, and one for printing it.

Creighton Broadhurst’s day at the executions (additional design by Amber Underwood) is a cool eventure, but does have a minor weakness: While I can’t well complain about being very lite on the rules for the system neutral version, the execution’s scene per se has no map – just a small excerpt from Languard’s map, and that doesn’t show the details, like the place where things happen, stands, etc. – and since there’s a decent chance at one point that the characters try to save someone or prevent the like, this makes that component of the supplement slightly less useful than it could have been. As such, my final verdict will be 4.5 stars, rounded up. A good and flavorful offering, but one that requires a bit of GM-work.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
A Day Out at the Executions (System Neutral)
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Village Backdrop: Fraywrack 2.0 (P2)
by Thilo G. [Featured Reviewer] Date Added: 05/26/2020 08:36:54

An Endzeitgeist.com review of the revised edition

This installment of RSP's Village Backdrop-series is 13 pages long, 1 page front cover, 2 pages of advertisement, 1 page editorial/ToC, 1 page SRD and 1 page back cover, leaving us with 7 pages of content, so let's take a look at the settlement!

…wait. Fraywrack, Fraywrack…that wasn’t nominally a Village Backdrop before, right? Indeed! Fraywrack was originally released in the Places of Power-series, but even in its original iteration actually was, well, a village. As such, having the expanded version adhere to the formula regarding presentation makes sense, particularly since the original already pretty much adhered to that standard.

Formally, the supplement has been expanded in the usual way for these second visits to locales: That means, we get more extensive information regarding the surrounding locality, and the very helpful notes for the GM on life in the settlement, local laws and customs and tradition all are here. The super helpful dressing/event table has been expanded from an original 6 entries to 20, making it much easier to portray the place as an alive and organic environment. Unlike most of the supplements in the series, this has not received read-aloud text for the keyed locales. The revised version also introduces a new keyed location, EDIT: The map-glitch has been taken care of.

 Fraywrack is rather captivating:

On a lonesome shore of rocky headland, known as the Harpy's Head, there lies the wrecked ruin of an erstwhile powerful ship - and it conceals an alliance most peculiar: You see, a flight of harpies has lured the vessel ashore - but the wreck contains no signs of slaughter, but rather an impromptu war-camp, for the harpies thus forcefully recruited the crew of survivors as soldiers in their desperate fight against Dagon and his strange, deformed minions that rise from the depth in a truly unique coalition.

The unique constellation of characters is a boon here as well: From harpies not being too keen to be forced to play with their food to drunken sailors, there is an intrinsic tension that suffuses the set-up that, by means of its very definition, is upset by the arrival of PCs.

It is btw. nice to see that the pdf does come with a nice marketplace section for consumables, magic, etc., featured among the keyed locales. The location sports also a ramshackle settlement, as you can imagine - and honestly, I could elaborate on how the individual locations are cool and evocative, but frankly, that would be redundant as far as I'm concerned - the set-up at the grand scale is creative and full of potential, something that is continued seamlessly to the individual locales, generating a truly amazing location. Much to my chagrin, the revised edition has not seen fit to include some modifications or stats for the 4 new NPCs featured, which are depicted in Raging Swan Press’ usual, fluff-only manner. Getting some unique attacks or abilities for them would have been neat.

Mechanically, the pdf per se handles adjustment to PF2 well, but, as often, tighter integration into the (critical) success/failure mechanics would have been nice for the checks.

Conclusion:

Editing and formatting are very good, I noticed no serious glitches on a formal level, though the map-glitch is pretty damn bad. Layout adheres to Raging Swan Press' elegant two-column b/w-standard and the pdf comes fully bookmarked for your convenience. The b/w-artworks are amazing pieces. The pdf comes in two versions, one optimized for screen-use and one optimized to be printed out. The cartography by Maciej Zagorski is well-made and in b/w. Supporters of Raging Swan Press' patreon can get access to a player-friendly, key-less version of the map, at least to my knowledge.

Jacob W. Michaels' Fraywrack s creative, cool and unique - the idea is simple, but the execution is frankly inspired and chock-full with roleplaying potential. EDIT: The map-glitch has been fixed. This is the first version for PF2, and as such, does have a value for PF2-purists. The writing is top-tier, and with the map-issue fixed, I think I can award this 4.5 stars, rounded up.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Village Backdrop: Fraywrack 2.0 (P2)
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Village Backdrop: Fraywrack 2.0 (OSR)
by Thilo G. [Featured Reviewer] Date Added: 05/26/2020 08:33:06

An Endzeitgeist.com review of the revised edition

This installment of RSP's Village Backdrop-series is 13 pages long, 1 page front cover, 2 pages of advertisement, 1 page editorial/ToC, 1 page SRD and 1 page back cover, leaving us with 7 pages of content, so let's take a look at the settlement!

…wait. Fraywrack, Fraywrack…that wasn’t nominally a Village Backdrop before, right? Indeed! Fraywrack was originally released in the Places of Power-series, but even in its original iteration actually was, well, a village. As such, having the expanded version adhere to the formula regarding presentation makes sense, particularly since the original already pretty much adhered to that standard.

Formally, the supplement has been expanded in the usual way for these second visits to locales: That means, we get more extensive information regarding the surrounding locality, and the very helpful notes for the GM on life in the settlement, local laws and customs and tradition all are here. The super helpful dressing/event table has been expanded from an original 6 entries to 20, making it much easier to portray the place as an alive and organic environment. Unlike most of the supplements in the series, this has not received read-aloud text for the keyed locales. The revised version also introduces a new keyed location, EDIT: and a previous map-issue has been fixed.

Fraywrack is rather captivating:

On a lonesome shore of rocky headland, known as the Harpy's Head, there lies the wrecked ruin of an erstwhile powerful ship - and it conceals an alliance most peculiar: You see, a flight of harpies has lured the vessel ashore - but the wreck contains no signs of slaughter, but rather an impromptu war-camp, for the harpies thus forcefully recruited the crew of survivors as soldiers in their desperate fight against Dagon and his strange, deformed minions that rise from the depth in a truly unique coalition.

The unique constellation of characters is a boon here as well: From harpies not being too keen to be forced to play with their food to drunken sailors, there is an intrinsic tension that suffuses the set-up that, by means of its very definition, is upset by the arrival of PCs.

It is btw. nice to see that the pdf does come with a nice marketplace section for consumables, magic, etc., featured among the keyed locales – it has been properly adjusted for the realities of old-school gaming. The location sports also a ramshackle settlement, as you can imagine - and honestly, I could elaborate on how the individual locations are cool and evocative, but frankly, that would be redundant as far as I'm concerned - the set-up at the grand scale is creative and full of potential, something that is continued seamlessly to the individual locales, generating a truly amazing location. Much to my chagrin, the revised edition has not seen fit to include some modifications or stats for the 4 new NPCs featured, which are depicted in Raging Swan Press’ usual, fluff-only manner. Getting some unique attacks or abilities for them would have been neat.

Mechanically, the pdf is not necessarily OSR in that we’d get old-school stats for the NPCs (which’d have been easy enough to fit in), but rather an expansion of the system neutral version of the original pdf. So if you expected some juicy mechanics, you won’t find them.

Conclusion:

Editing and formatting are very good, I noticed no serious glitches on a formal level, though the map-glitch is pretty damn bad. Layout adheres to Raging Swan Press' elegant two-column b/w-standard and the pdf comes fully bookmarked for your convenience. The b/w-artworks are amazing pieces. The pdf comes in two versions, one optimized for screen-use and one optimized to be printed out. The cartography by Maciej Zagorski is well-made and in b/w. Supporters of Raging Swan Press' patreon can get access to a player-friendly, key-less version of the map, at least to my knowledge.

Jacob W. Michaels' Fraywrack s creative, cool and unique - the idea is simple, but the execution is frankly inspired and chock-full with roleplaying potential. EDIT: The map glitch has been fixed. The writing is top-tier, but the decision to omit any old-school rules per se also is a missed chance; this is essentially based on the system neutral version of the original, and fails to add relevant mechanics. If you have the original iteration, I’d round down from my final verdict of 4.5 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Village Backdrop: Fraywrack 2.0 (OSR)
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Village Backdrop: Fraywrack 2.0 (5e)
by Thilo G. [Featured Reviewer] Date Added: 05/26/2020 08:29:22

An Endzeitgeist.com review of the revised edition

This installment of RSP's Village Backdrop-series is 13 pages long, 1 page front cover, 2 pages of advertisement, 1 page editorial/ToC, 1 page SRD and 1 page back cover, leaving us with 7 pages of content, so let's take a look at the settlement!

…wait. Fraywrack, Fraywrack…that wasn’t nominally a Village Backdrop before, right? Indeed! Fraywrack was originally released in the Places of Power-series, but even in its original iteration actually was, well, a village. As such, having the expanded version adhere to the formula regarding presentation makes sense, particularly since the original already pretty much adhered to that standard.

Formally, the supplement has been expanded in the usual way for these second visits to locales: That means, we get more extensive information regarding the surrounding locality, and the very helpful notes for the GM on life in the settlement, local laws and customs and tradition all are here. The super helpful dressing/event table has been expanded from an original 6 entries to 20, making it much easier to portray the place as an alive and organic environment. Unlike most of the supplements in the series, this has not received read-aloud text for the keyed locales. The revised version also introduces a new keyed location EDIT: The map-glitch has been fixed.

Fraywrack is rather captivating:

On a lonesome shore of rocky headland, known as the Harpy's Head, there lies the wrecked ruin of an erstwhile powerful ship - and it conceals an alliance most peculiar: You see, a flight of harpies has lured the vessel ashore - but the wreck contains no signs of slaughter, but rather an impromptu war-camp, for the harpies thus forcefully recruited the crew of survivors as soldiers in their desperate fight against Dagon and his strange, deformed minions that rise from the depth in a truly unique coalition.

The unique constellation of characters is a boon here as well: From harpies not being too keen to be forced to play with their food to drunken sailors, there is an intrinsic tension that suffuses the set-up that, by means of its very definition, is upset by the arrival of PCs.

It is btw. nice to see that the pdf does come with a nice marketplace section for consumables, magic, etc., featured among the keyed locales. The location sports also a ramshackle settlement, as you can imagine - and honestly, I could elaborate on how the individual locations are cool and evocative, but frankly, that would be redundant as far as I'm concerned - the set-up at the grand scale is creative and full of potential, something that is continued seamlessly to the individual locales, generating a truly amazing location. Much to my chagrin, the revised edition has not seen fit to include some modifications or stats for the 4 new NPCs featured, which are depicted in Raging Swan Press’ usual, fluff-only manner.

Mechanically, the pdf per se handles adjustment to 5e well on a basic level, with NPCs referencing default monsters/stats. Getting some unique attacks or abilities for them would have been neat – Fraywrack’s unconventional location begs for some cool lair actions.

Conclusion:

Editing and formatting are very good, I noticed no serious glitches on a formal level. EDIT: Map-glitch fixed. Layout adheres to Raging Swan Press' elegant two-column b/w-standard and the pdf comes fully bookmarked for your convenience. The b/w-artworks are amazing pieces. The pdf comes in two versions, one optimized for screen-use and one optimized to be printed out. The cartography by Maciej Zagorski is well-made and in b/w. Supporters of Raging Swan Press' patreon can get access to a player-friendly, key-less version of the map, at least to my knowledge.

Jacob W. Michaels' Fraywrack s creative, cool and unique - the idea is simple, but the execution is frankly inspired and chock-full with roleplaying potential. EDIT: Map-glitch fixed. If you have the original, round down; otherwise, round up from my final verdict of 4.5 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Village Backdrop: Fraywrack 2.0 (5e)
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Village Backdrop: Fraywrack 2.0 (P1)
by Thilo G. [Featured Reviewer] Date Added: 05/26/2020 08:25:16

An Endzeitgeist.com review of the revised edition

This expanded version of RSP's Village Backdrop-series is 13 pages long, 1 page front cover, 2 pages of advertisement, 1 page editorial/ToC, 1 page SRD and 1 page back cover, leaving us with 7 pages of content, so let's take a look at the settlement!

…wait. Fraywrack, Fraywrack…that wasn’t nominally a Village Backdrop before, right? Indeed! Fraywrack was originally released in the Places of Power-series, but even in its original iteration actually was, well, a village. As such, having the expanded version adhere to the formula regarding presentation makes sense, particularly since the original already pretty much adhered to that standard.

Formally, the supplement has been expanded in the usual way for these second visits to locales: That means, we get more extensive information regarding the surrounding locality, and the very helpful notes for the GM on life in the settlement, local laws and customs and tradition all are here. The super helpful dressing/event table has been expanded from an original 6 entries to 20, making it much easier to portray the place as an alive and organic environment. Unlike most of the supplements in the series, this has not received read-aloud text for the keyed locales, and in the PF1-version, the settlement stats are missing. The revised version also introduces a new keyed location, which is per se nice.

EDIT: The map-issue has been corrected.

Which is a pity, because Fraywrack per se is rather captivating:

On a lonesome shore of rocky headland, known as the Harpy's Head, there lies the wrecked ruin of an erstwhile powerful ship - and it conceals an alliance most peculiar: You see, a flight of harpies has lured the vessel ashore - but the wreck contains no signs of slaughter, but rather an impromptu war-camp, for the harpies thus forcefully recruited the crew of survivors as soldiers in their desperate fight against Dagon and his strange, deformed minions that rise from the depth in a truly unique coalition.

The unique constellation of characters is a boon here as well: From harpies not being too keen to be forced to play with their food to drunken sailors, there is an intrinsic tension that suffuses the set-up that, by means of its very definition, is upset by the arrival of PCs.

It is btw. nice to see that the pdf does come with a nice marketplace section for consumables, magic, etc., featured among the keyed locales. The location sports also a ramshackle settlement, as you can imagine - and honestly, I could elaborate on how the individual locations are cool and evocative, but frankly, that would be redundant as far as I'm concerned - the set-up at the grand scale is creative and full of potential, something that is continued seamlessly to the individual locales, generating a truly amazing location. Much to my chagrin, the revised edition has not seen fit to include some modifications or stats for the 4 new NPCs featured, which are depicted in Raging Swan Press’ usual, fluff-only manner.

Conclusion:

Editing and formatting are very good, I noticed no serious glitches on a formal level. EDIT: Map-glitch fixed. Layout adheres to Raging Swan Press' elegant two-column b/w-standard and the pdf comes fully bookmarked for your convenience. The b/w-artworks are amazing pieces. The pdf comes in two versions, one optimized for screen-use and one optimized to be printed out. The cartography by Maciej Zagorski is well-made and in b/w. Supporters of Raging Swan Press' patreon can get access to a player-friendly, key-less version of the map, at least to my knowledge.

Jacob W. Michaels' Fraywrack s creative, cool and unique - the idea is simple, but the execution is frankly inspired and chock-full with roleplaying potential. EDIT: map-glitch fixed. As such, my final verdict increases to 4.5 stars - round up if you don't have the original, down if you already have it.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Village Backdrop: Fraywrack 2.0 (P1)
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Four Nights at the Orc's Head (System Neutral)
by Thilo G. [Featured Reviewer] Date Added: 05/14/2020 07:36:55

An Endzeitgeist.com review

The first of Raging Swan Press‘ “Eventures“ (not a typo) clocks in at 15 pages, 1 page front cover, 2 pages of advertisement, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 9 pages of content, so let’s take a look!

So, what is an eventure? Well, know how much or modern gaming is about tactics and combat? Now, I LOVE that, I really do. I enjoy brutal combats that are essentially numbers-puzzles. HOWEVER, this has become a very dominant paradigm, to the point where many modules consist solely of such challenges. But roleplaying is more. If you recall some truly remarkable sessions and things your players talk about, there’s a good chance that some NPCs and interactions are remembered fondly because they were NOT combat.

This is what an “eventure” is – a module or mini-event-booklet focusing on roleplaying, and NOT on combat. Okay, so what does this one offer? Well, context-wise, this is somewhat akin to a scripted mini-sandbox, and features the boardgame/mini-game “The Dragon and the Thief” – if you’re new to this, I’ve covered it before. The supplement does cover the rules and provides a proper playing board. It’s a fun change of pace. Location-wise, the “Orc’s Head” tavern is an adventurer watering hole situated in the amazing city of Languard in the Duchy of Ashlar, and since this eventure features essentially 4 fleshed-out nights, it can easily be spliced into other modules for a change of pace. Adapting the eventure to another city or setting is btw super easy – as long as you can fit a tavern in your game, you’re good. As the eventure focuses not on combat or the like, it is useful for a relatively broad range of levels – it best works at low and mid levels, as high level gameplay and the relatively gritty aesthetic clash slightly.

All right, and this is pretty much as far as I can go without going into SPOILERS. Potential players should jump ahead to the conclusion.

… .. .

All right, only GMs around? Great! A chunk of local limestone cut in the shape of the eponymous Orc’s Head clearly designates this place as the infamous tavern run by former adventurer Einar Salonen. Drink is cheap, music is loud, and people are partying. The common room is in the cellar (actually rather common around where I live) due to the original tavern burning down; guests lodge on the ground floor, Einar and staff on the upper floor. The supplement provides prices for food and drink and accommodations, and presents 5 nice hooks to get the characters to check out the place.

Which brings me to a HUGE plus: The tavern is fully mapped in a gorgeous, super-detailed manner – you can see the patterns on wood and tiles, individual crates, etc. The b/w map is STUNNING, and better yet, it’s a 100% player-friendly map!! The map is fantastic, and getting one sans labels etc., with grid and all? AMAZING. I mean, Raging Swan press usually has damn fine maps, but this one? Really nice.

But I digress: The book then proceeds to present customers via a d10 table supplemented by a whole paragraph of flavor contextualizing these individuals. There are no stats provided for them, but the classes referenced have been properly adjusted to old-school aesthetics. 5 members of staff are presented in a similar manner, and there is a pretty neat d20-generator that lets you determine mood, level of inebriation and activity of the individuals. A bit of a bummer: Raging Swan Press has this great Barroom Brawl supplement for PFRPG, and this version references it as the supplement to get to run such brawls. While said supplement is not exactly super-crunchy, its levels of intoxication would have been relatively easy to translate to old-school games – or some text-only guidance would have been nice. Bit of a bummer there.

So that’s the general set-up. From here, we move on to the four nights. These are presented in a nice manner: We get a list of 10 whispers and rumors, as well as 10 brief dynamic minor events to flesh out the proceedings – these sections apply globally. Beyond these, we get fixed events to make the night interesting. In night 1, we have, for example, a good teetotaler priest preach against the vices of gambling and drinking – which’ll potentially necessitate him being thrown out. We have a traumatized adventurer seeking to sell a mysterious dagger, and there’s a young girl, recently orphaned – she needs a roof over her head and food, and wants to stay off the streets, so finding a solution there (Einar will hire her) is the right thing to do.

Night 2 features three adventurers inviting the party to a game of The Dragon and the Thief, and otherwise is pretty quiet, which means that Einar has time for a conversation, if the PCs are so inclined. Night 3 is packed due to the performance of the troupe known as the Yellow Rose – fully depicted, and the 4 performances they put on actually all are adventurer-relevant and explained – kudos! A minor brawl may also break out. The fourth night features two adventuring parties, including one having their loot under the table. As before, these NPCs are explained and feature descriptive paragraphs, but no stats.

Conclusion: Editing and formatting are very good on a formal and rules-language level. Layout adheres to Raging Swan Press’ elegant two-column b/w-standard, and the pdf sports nice b/w-artworks. The b/w-cartography of the Orc’s Head is phenomenal AND player-friendly – huge plus there! The pdf comes fully bookmarked for your convenience, and in two versions – one optimized for the screen, and one for printing it.

Creighton Broadhurst’s first eventure is a SUPER-useful supplement. Getting a compelling, interesting tavern, with several fleshed out nights for the GM? That’s awesome, and nigh universal in its applicability. I adore this supplement as a person. And, well, this is the system neutral version – I can’t well complain about a lack of crunch in it, now, can I? As such, I consider this version to be a resounding success – 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Four Nights at the Orc's Head (System Neutral)
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Four Nights at the Orc's Head (5e)
by Thilo G. [Featured Reviewer] Date Added: 05/14/2020 07:35:18

An Endzeitgeist.com review

The first of Raging Swan Press‘ “Eventures“ (not a typo) clocks in at 15 pages, 1 page front cover, 2 pages of advertisement, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 9 pages of content, so let’s take a look!

So, what is an eventure? Well, know how much or modern gaming is about tactics and combat? Now, I LOVE that, I really do. I enjoy brutal combats that are essentially numbers-puzzles. HOWEVER, this has become a very dominant paradigm, to the point where many modules consist solely of such challenges. But roleplaying is more. If you recall some truly remarkable sessions and things your players talk about, there’s a good chance that some NPCs and interactions are remembered fondly because they were NOT combat.

This is what an “eventure” is – a module or mini-event-booklet focusing on roleplaying, and NOT on combat. Okay, so what does this one offer? Well, context-wise, this is somewhat akin to a scripted mini-sandbox, and features the boardgame/mini-game “The Dragon and the Thief” – if you’re new to this, I’ve covered it before. The supplement does cover the rules and provides a proper playing board. It’s a fun change of pace. Location-wise, the “Orc’s Head” tavern is an adventurer watering hole situated in the amazing city of Languard in the Duchy of Ashlar, and since this eventure features essentially 4 fleshed-out nights, it can easily be spliced into other modules for a change of pace. Adapting the eventure to another city or setting is btw super easy – as long as you can fit a tavern in your game, you’re good. As the eventure focuses not on combat or the like, it is useful for a relatively broad range of levels – it best works at low and mid levels, as high level gameplay and the relatively gritty aesthetic clash slightly.

All right, and this is pretty much as far as I can go without going into SPOILERS. Potential players should jump ahead to the conclusion.

… .. .

All right, only GMs around? Great! A chunk of local limestone cut in the shape of the eponymous Orc’s Head clearly designates this place as the infamous tavern run by former adventurer Einar Salonen. Drink is cheap, music is loud, and people are partying. The common room is in the cellar (actually rather common around where I live) due to the original tavern burning down; guests lodge on the ground floor, Einar and staff on the upper floor. The supplement provides prices for food and drink and accommodations, and presents 5 nice hooks to get the characters to check out the place.

Which brings me to a HUGE plus: The tavern is fully mapped in a gorgeous, super-detailed manner – you can see the patterns on wood and tiles, individual crates, etc. The b/w map is STUNNING, and better yet, it’s a 100% player-friendly map!! The map is fantastic, and getting one sans labels etc., with grid and all? AMAZING. I mean, Raging Swan press usually has damn fine maps, but this one? Really nice.

But I digress: The book then proceeds to present customers via a d10 table supplemented by a whole paragraph of flavor contextualizing these individuals. There are no stats provided for them, instead referencing 5e’s default NPC statblocks. 5 members of staff are presented in a similar manner, and there is a pretty neat d20-generator that lets you determine mood, level of inebriation and activity of the individuals. A bit of a bummer: Raging Swan Press has this great Barroom Brawl supplement for PFRPG, and this version references it as the supplement to get to run such brawls. While said supplement is not exactly super-crunchy, its levels of intoxication don’t work that well for 5e. Bit of a bummer there.

So that’s the general set-up. From here, we move on to the four nights. These are presented in a nice manner: We get a list of 10 whispers and rumors, as well as 10 brief dynamic minor events to flesh out the proceedings – these sections apply globally. Beyond these, we get fixed events to make the night interesting. In night 1, we have, for example, a good teetotaler priest preach against the vices of gambling and drinking – which’ll potentially necessitate him being thrown out. We have a traumatized adventurer seeking to sell a mysterious dagger, and there’s a young girl, recently orphaned – she needs a roof over her head and food, and wants to stay off the streets, so finding a solution there (Einar will hire her) is the right thing to do.

Night 2 features three adventurers inviting the party to a game of The Dragon and the Thief, and otherwise is pretty quiet, which means that Einar has time for a conversation, if the PCs are so inclined. Night 3 is packed due to the performance of the troupe known as the Yellow Rose – fully depicted, and the 4 performances they put on actually all are adventurer-relevant and explained – kudos! A minor brawl may also break out. The fourth night features two adventuring parties, including one having their loot under the table. As before, these NPCs are explained and feature descriptive paragraphs, but no stats.

Conclusion: Editing and formatting are very good on a formal and rules-language level. Layout adheres to Raging Swan Press’ elegant two-column b/w-standard, and the pdf sports nice b/w-artworks. The b/w-cartography of the Orc’s Head is phenomenal AND player-friendly – huge plus there! The pdf comes fully bookmarked for your convenience, and in two versions – one optimized for the screen, and one for printing it.

Creighton Broadhurst’s first eventure is a SUPER-useful supplement. Getting a compelling, interesting tavern, with several fleshed out nights for the GM? That’s awesome, and nigh universal in its applicability. I adore this supplement as a person. As a reviewer, there is but one real complaint I have: The supplement is essentially system neutral. There is not a single DC for social skills, hearing rumors or the like herein. The reference to a supplement for the wrong system also bothered me – a quick sidebar with rules for 5e wouldn’t have taken up much space. That being said, this is still an excellent, super-useful supplement, which is why my final verdict will clock in at 4.5 stars, but rounded down for this iteration.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Four Nights at the Orc's Head (5e)
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