DriveThruRPG.com
Browse Categories
 Publisher Info











Back
Other comments left for this publisher:
Secret Weapons Project
by Thilo G. [Featured Reviewer] Date Added: 11/30/2018 05:25:17

An Endzeitgeist.com review

This humble pdf clocks in at 5 pages, 1 page of which is devoted to the front cover, leaving us with 4 pages of content, designed by James Sutter with Jonathan Weisnewski and Jonathan G. Nelson. Wait…yep, the same James Sutter who happens to be Starfinder’s creative lead!

The first item (with full and proper artwork, btw.) presented would be the combustion lance – and yes, we do get a cool, in-character prose section that contextualizes the weapon in the game. 4 different versions of combustion-lances are provided: At item level 2, we have the ignition class, while the most potent version would be the level 11 megaton class. These are advanced, two-handed, powered weapons with reach. They are unwieldy and on a successful attack, all creatures adjacent to the target must make a Ref-save or take damage equal to that dealt to the original target. To balance this, the base damage output is less than what you’d expect. (The DC is standardized as per the core rules pg 181, just in case you were wondering.)

The second weapon similarly gets a nice prose section that helps make it stand out – this time around, that would be the RD implosion grenade, which comes in 5 different versions: The basic one is a level 1 grenade for 120 credits, while the fifth version is a level 18 grenade, lovingly known as “Black Hole”: These explode in a blast radius, and then such targets towards the grid intersection where it detonated. A save negates this, and distance depends on the item’s version. Really cool!

An overheard conversation introduces us to the grapnel harpoon, which comes in 4 different versions, ranging from item level 2 to 14, with damage ranging from 1d6 P to 5d4 P. When you successfully damage a target, you have established a connection to the being, and then may activate the harpoon as a move action. You make an opposed Strength check with a +4 bonus. (Shouldn’t that be an insight bonus?) On a success, the creature is roped towards the closest unoccupied square adjacent to your, being drawn to you in a straight line. If you fail by 5 or more, you can end up being disarmed or be moved towards the creature. The weapon can only harpoon one target at a given time.

Reactive panels come in three Mks, (level 6, 8 and 10), occupy 2 slots and may be installed in heavy and powered armor. These grant you a number of temporary Hit Points that apply only to the three physical damage types (bludgeoning, piercing, slashing). Additionally, all creatures adjacent to you, must make a Reflex saving throw or take the same amount of damage as that prevent by these temporary hit points. Once the panels are depleted, they require 1 minute to recharge, taking up one of the charges. The temporary hit points budget ranges from 5 Hit Points to 15. Usage is 5, though, so yeah, these are battery guzzlers… Plates have 1 Bulk.

Conclusion:

Editing and formatting are top-notch, I didn’t notice any glitches on a formal or rules-language level. Layout adheres to a two-column full-color standard, and the pdf sports one amazing, original full-color artwork for every weapon – kudos! The pdf has no bookmarks, but needs none at this length.

Fun piece of trivia: All of the folks involved are musicians as well! Jonathan Weisnewski is the gunsmith for the Destiny franchise and is responsible for vocals and guitar for the band Sandrider. (Pretty kickass, imho!); Jonathan G. Nelson’s band is “A Different Breed of Men”, where he is responsible for drums and vocals, and James Sutter plays guitar and sings for “Brides of the Lizard God.” And yes, these are well worth checking out!

But I digress! This humble pdf’s weapons have in common that the well-crafted prose renders them more than just a collection of stats – and that each and every one of them does something unique that no other weapon does! Combined with the amazing artworks, we get a sweet little pdf of all killer, no filler weaponry. Totally worth 5 stars + seal of approval!

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Secret Weapons Project
Click to show product description

Add to DriveThruRPG.com Order

Star System Set: Salutian (FULL SET)
by Thilo G. [Featured Reviewer] Date Added: 11/16/2018 10:27:54

An Endzeitgeist.com review

Okay, I’m going to deviate slightly from my usual formula, due to the unique structure of this series. The Star System series by AAW Games is customer-friendly, in that you can get the whole star system, or just the component that interests you: Just want a new race? You can get just the race and ignore the rest. This is made possible by a card-like presentation akin to what we know from the company’s super-popular mini-dungeons series. You can just get one card, or the whole set.

Each star system consists of 6 different such cards, meaning you’ll get a page-count of 12 pages. In order to facilitate posting the reviews for these component pdfs without having to rewrite my review time and again and losing time to cut-copy-pasting etc., I’m going to structure this review of the complete set accordingly.

Since I will base my reviews on the collected sets, I will provide an overall conclusion etc. at the bottom. This star system was written in its entirety by Michael O. Holland.

The star system components are:

Planet:

As always, we get a neat artwork that shows all planets and their relative location in the sun system, with the star in question f this system being a yellow dwarf. The planet closest to the sun is super hot, and the one farthest from the sun has a poisonous atmosphere. The Main seat of life here, though, would be Mien, the world of the Lamertans. The surface and jungles of this world are surprisingly deadly, and the lamertans haven’t yet learned the importance of keeping data close to your chest. 4 brief sample fluff NPC-write ups and 2 hooks complement this one. I like the notion of a race recently “abandoned” by their masters, but I can’t really picture Lamerta settlements and the like – they don’t seem to be on the surface, but a bit more detail here would have been nice.

Solid, if not super-exciting. 3.5 stars, rounded down.

Race:

The new race presented within this star system set would be the Lamerta, who are Small, 4-armed humanoids with low light vision and a +2 racial bonus to Acrobatics, Computers and Engineering. They also can move unimpeded through nonmagical difficult terrain in jungles and forests, and if they have two free hands, they get their land speed as climb speed. The comparative power-increase the latter represents over e.g. the kasathas is offset by them getting only 2 HP. Ability-score modifier-wise, we have +2 Dex and Int, -2 Con. The race seems to have been engineered by the mysterious Saltu, and the write-up per se is solid. They come with a solid artwork and all sections you’d expect, minus the “Playing a Lamerta”-sidebar that core rules races would have offered.

All in all, a decent race, if not one that really intrigued me. 3.5 stars, rounded down.

Character Options:

Here, we have a new theme, the lawman, which nets +1 to Con, reduces the DC of Culture checks to recall law enforcement/judicial facts by 5 and lets the characters choose Diplomacy or Intimidate as class skill. 6th level nets +2 to Perception checks as part of a criminal investigation, as well as +2 to skill checks of skills in which you have no ranks, provided you undertake the check as part of an investigation. This explicitly does not allow for trained-only skill-use. 12th level lets you 1/week call in a favor for one item or expert service, of up to an item level of your character level +1, and you’re expected to return the goods/reciprocate. Nice one! 18th level lets you 2/day mull over the details or clues of an investigation to regain 1 Resolve Point; this takes 10 minutes and doesn’t qualify for regaining Stamina. One of the cooler themes out there

The second page of this card contains new spells: bio-blast is a level 1 mystic spell that nets a 2d6 acid cone, which leaves a short-lived residue of acidic sludge. Leap is available as a 1st level mystic and technomancer spell, which lets you execute horizontal or vertical leaps up to twice your size sans running start or Athletics-requirements. Technomancers can cast the 2nd level plasma whip spell, which nets you a burning monowhip that you’re treated as proficient with, inflicting scaling fire damage. At 3rd spell level, technomancers can cast energy aegis, which nets +6 to EAC, later upgrading to +8 and +10, at 9th and 18th CL, respectively. Phase shift is available as both a 3rd level mystic and technomancer spell nets a +10 bonus to Stealth and concealment, making this a kind of cross between invisibility and displacement, but at a lesser degree. On a design-perspective, I think that phase shift’s bonus should be tied to the four states of awareness mechanic. Not the biggest fan here.

Verdict: 3.5 stars, rounded up due to the theme. The spells alone would have been closer to 3.

Equipment:

We have three new ships here: We get the Seria tier 1 Tiny fighter, a tier 7 explorer and a tier 9 bulk freighter. Liked these. The section also comes with the wingsuit, which is basically a base-jumping suit, at mk 2 with thrusters (neat!) and defoliant grenades in 4 levels make sense in the jungles of the system. The card also provides a neatly-illustrated hybrid item, the stealth cloak, which does what it says on the tin.

Solid selection. 4 stars.

Monsters:

We get two new monsters here: At Cr 3, the Large , green and delightfully-illustrated grunk worm, who sports acidic bile…oh, and hitting it with kinetic damage may splatter slimy blood full of larvae on targets. The worms also get grab. Nice critter, like it! The second critter, also beautifully illustrated, would be the CR 5 Axarak plant. It is superb at camouflage, but emits a telltale methane scent. The plant can roll its own, dead leaves in bizarre leaf-bombs and may root/uproot itself. Damn cool critter!!

Neat array! 4.5 stars, rounded up.

Mini-Adventure:

This mini-adventure is intended for 4 level 3 PCs, and comes with a nice full-color map. No player-friendly version is included. Really cool: We get two variant/unique-y creatures that are NOT featured on the monster-card! Kudos for going the extra mile here.

This being the review of the adventure section, the following contains SPOILERS. Potential players should jump ahead to the conclusion.

..

.

All right, only GMs around? Great! So, a shuttle has actually crashed on Mien, and it’ll be up to the PCs to mount the rescue! As the PCs scan the region and zoom over the jungle, they’ll soon note the wreck – and that the survivors have fled. And the PCs will be in a place to meet the fine specimen that caused the survivors to run…to a temple of the Saltu, where the PCs can find ancient tech, deadly enemies, and finally free the missing crew members. The terrain/temple per se is a bit less remarkable and the final encounter is a bit out of left field, but the bonus critters rock.

Solid mini-adventure. 4 stars.

Conclusion:

Editing and formatting are very good on a formal and rules-language level, at least for the most part. Layout adheres to a nice two-column full-color standard and the collection sports quite a few rather nice artworks – particularly the monsters get neat art. The pdf version of the collected set has, unlike Querritix, no bookmarks for each card.

Michael O. Holland’s Star System is interesting regarding a lot of its premises, though it probably does suffer a bit from the race’s culture not coming across as that interesting. This is somewhat mitigated by the cool critters, but as a whole, I consider this to be slightly weaker than Querritix. My final verdict will hence clock in at 3.5 stars, rounded up due to in dubio pro reo.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Star System Set: Salutian (FULL SET)
Click to show product description

Add to DriveThruRPG.com Order

Star System Set: Salutian -- Welcome to the Jungle (Mini-Adventure)
by Thilo G. [Featured Reviewer] Date Added: 11/16/2018 10:26:11

An Endzeitgeist.com review

Mini-Adventure:

This mini-adventure is intended for 4 level 3 PCs, and comes with a nice full-color map. No player-friendly version is included. Really cool: We get two variant/unique-y creatures that are NOT featured on the monster-card! Kudos for going the extra mile here.

This being the review of the adventure section, the following contains SPOILERS. Potential players should jump ahead to the conclusion.

..

.

All right, only GMs around? Great! So, a shuttle has actually crashed on Mien, and it’ll be up to the PCs to mount the rescue! As the PCs scan the region and zoom over the jungle, they’ll soon note the wreck – and that the survivors have fled. And the PCs will be in a place to meet the fine specimen that caused the survivors to run…to a temple of the Saltu, where the PCs can find ancient tech, deadly enemies, and finally free the missing crew members. The terrain/temple per se is a bit less remarkable and the final encounter is a bit out of left field, but the bonus critters rock.

Solid mini-adventure. 4 stars.



Rating:
[4 of 5 Stars!]
Star System Set: Salutian -- Welcome to the Jungle (Mini-Adventure)
Click to show product description

Add to DriveThruRPG.com Order

Star System Set: Salutian -- Grunk Worm & Axarak (Monsters)
by Thilo G. [Featured Reviewer] Date Added: 11/16/2018 10:24:27

An Endzeitgeist.com review

Monsters:

We get two new monsters here: At Cr 3, the Large , green and delightfully-illustrated grunk worm, who sports acidic bile…oh, and hitting it with kinetic damage may splatter slimy blood full of larvae on targets. The worms also get grab. Nice critter, like it! The second critter, also beautifully illustrated, would be the CR 5 Axarak plant. It is superb at camouflage, but emits a telltale methane scent. The plant can roll its own, dead leaves in bizarre leaf-bombs and may root/uproot itself. Damn cool critter!!

Neat array! 4.5 stars, rounded up.



Rating:
[5 of 5 Stars!]
Star System Set: Salutian -- Grunk Worm & Axarak (Monsters)
Click to show product description

Add to DriveThruRPG.com Order

Star System Set: Salutian -- Lamerta Wingsuits & Ships (Equipment)
by Thilo G. [Featured Reviewer] Date Added: 11/16/2018 10:22:28

An Endzeitgeist.com review

Equipment:

We have three new ships here: We get the Seria tier 1 Tiny fighter, a tier 7 explorer and a tier 9 bulk freighter. Liked these. The section also comes with the wingsuit, which is basically a base-jumping suit, at mk 2 with thrusters (neat!) and defoliant grenades in 4 levels make sense in the jungles of the system. The card also provides a neatly-illustrated hybrid item, the stealth cloak, which does what it says on the tin.

Solid selection. 4 stars.



Rating:
[4 of 5 Stars!]
Star System Set: Salutian -- Lamerta Wingsuits & Ships (Equipment)
Click to show product description

Add to DriveThruRPG.com Order

Star System Set: Salutian -- Lawman & New Spells (Character Options)
by Thilo G. [Featured Reviewer] Date Added: 11/16/2018 10:20:33

An Endzeitgeist.com review

Character Options:

Here, we have a new theme, the lawman, which nets +1 to Con, reduces the DC of Culture checks to recall law enforcement/judicial facts by 5 and lets the characters choose Diplomacy or Intimidate as class skill. 6th level nets +2 to Perception checks as part of a criminal investigation, as well as +2 to skill checks of skills in which you have no ranks, provided you undertake the check as part of an investigation. This explicitly does not allow for trained-only skill-use. 12th level lets you 1/week call in a favor for one item or expert service, of up to an item level of your character level +1, and you’re expected to return the goods/reciprocate. Nice one! 18th level lets you 2/day mull over the details or clues of an investigation to regain 1 Resolve Point; this takes 10 minutes and doesn’t qualify for regaining Stamina. One of the cooler themes out there

The second page of this card contains new spells: bio-blast is a level 1 mystic spell that nets a 2d6 acid cone, which leaves a short-lived residue of acidic sludge. Leap is available as a 1st level mystic and technomancer spell, which lets you execute horizontal or vertical leaps up to twice your size sans running start or Athletics-requirements. Technomancers can cast the 2nd level plasma whip spell, which nets you a burning monowhip that you’re treated as proficient with, inflicting scaling fire damage. At 3rd spell level, technomancers can cast energy aegis, which nets +6 to EAC, later upgrading to +8 and +10, at 9th and 18th CL, respectively. Phase shift is available as both a 3rd level mystic and technomancer spell nets a +10 bonus to Stealth and concealment, making this a kind of cross between invisibility and displacement, but at a lesser degree. On a design-perspective, I think that phase shift’s bonus should be tied to the four states of awareness mechanic. Not the biggest fan here.

Verdict: 3.5 stars, rounded up due to the theme. The spells alone would have been closer to 3.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Star System Set: Salutian -- Lawman & New Spells (Character Options)
Click to show product description

Add to DriveThruRPG.com Order

Star System Set: Salutian -- Lamerta (Race)
by Thilo G. [Featured Reviewer] Date Added: 11/16/2018 10:19:18

An Endzeitgeist.com review

Race:

The new race presented within this star system set would be the Lamerta, who are Small, 4-armed humanoids with low light vision and a +2 racial bonus to Acrobatics, Computers and Engineering. They also can move unimpeded through nonmagical difficult terrain in jungles and forests, and if they have two free hands, they get their land speed as climb speed. The comparative power-increase the latter represents over e.g. the kasathas is offset by them getting only 2 HP. Ability-score modifier-wise, we have +2 Dex and Int, -2 Con. The race seems to have been engineered by the mysterious Saltu, and the write-up per se is solid. They come with a solid artwork and all sections you’d expect, minus the “Playing a Lamerta”-sidebar that core rules races would have offered.

All in all, a decent race, if not one that really intrigued me. 3.5 stars, rounded down.



Rating:
[3 of 5 Stars!]
Star System Set: Salutian -- Lamerta (Race)
Click to show product description

Add to DriveThruRPG.com Order

Star System Set: Salutian -- Mien (Planet)
by Thilo G. [Featured Reviewer] Date Added: 11/16/2018 10:17:19

An Endzeitgeist.com review

Planet:

As always, we get a neat artwork that shows all planets and their relative location in the sun system, with the star in question f this system being a yellow dwarf. The planet closest to the sun is super hot, and the one farthest from the sun has a poisonous atmosphere. The Main seat of life here, though, would be Mien, the world of the Lamertans. The surface and jungles of this world are surprisingly deadly, and the lamertans haven’t yet learned the importance of keeping data close to your chest. 4 brief sample fluff NPC-write ups and 2 hooks complement this one. I like the notion of a race recently “abandoned” by their masters, but I can’t really picture Lamerta settlements and the like – they don’t seem to be on the surface, but a bit more detail here would have been nice.

Solid, if not super-exciting. 3.5 stars, rounded down.



Rating:
[3 of 5 Stars!]
Star System Set: Salutian -- Mien (Planet)
Click to show product description

Add to DriveThruRPG.com Order

5E Mini-Dungeon #076: The Great Library
by Gustavo P. [Verified Purchaser] Date Added: 11/13/2018 08:14:45

The Naga is large, the corridors are medium, some rooms just cannot be used to put the naga there. There are lot of enemies, but where is the naga?



Rating:
[1 of 5 Stars!]
5E Mini-Dungeon #076: The Great Library
Click to show product description

Add to DriveThruRPG.com Order

Future's Past: Paying Forward (2 of 5)
by Thilo G. [Featured Reviewer] Date Added: 11/12/2018 12:27:14

An Endzeitgeist.com review

The second part of the Future’s Past AP clocks in at 21 pages, 1 page front cover, 1 page editorial/ToC, 1 page advertisement (somewhat to my annoyance in the middle of the module), 1 page SRD, 1 page back cover, leaving us with 16 pages of content, so let’s take a look!

It should be noted that, as before, the module does come with expertly crafted monsters with glyphs denoting their general role. The module starts pretty much immediately where Part #1 left off, and, as before, has proper stats for pretty much everything, read-aloud text where you’d expect it to be, etc..

The following contains MASSIVE SPOILERS for the end of the first module in the series, as well as for the entirety of this adventure. As such, I STRONGLY urge anyone wo wants to play this adventure to skip ahead to the conclusion.

..

.

All right, only GMs around? Great! So, things look pretty hopeless for the PCs: They are stranded on Edge Station in Druune space, probably infected by Druune cells that will probably mutate them into disturbing Necromorph-like monstrosities enslaved by the Druune, and their powerful Central AI has deserted them. The final orders of the AI were to destroy the prototype timemachine the Druune developed – and it’s up to the PCs to decide on whether to follow this suicidal command and martyr themselves, or attempt to use it.

Indeed, an extremely dangerous mission has just become outright suicidal, as the PCs are bereft of Central AI’s exceedingly potent guidance – but in its stead, something else has taken the place of a global effect: You see, across infinite realities, the PCs have perished, failed, died. Again and again and again…until one of them got through, sending a part of the PC’s consciousness back through time, allowing the PC to have limited control over the time-stream via visions, ideas, etc. Set against the backdrop of Druune-cells subverting the consciousness of PCs, this should not simply be a form of fate favoring the PCs (and a means for the GM to help out, if they get stuck), but also represent a constant source of paranoia. This is incredibly clever from a narrative point of view. I adore it! Better yet: If the PCs figure out what’s going on, they can use this to a somewhat chaotic, but utterly unique effect – thematically, it’s a great continuation and escalation of both in-game and meta-game practices of module #1…and I could well spend another page extolling the virtues of how much sense this makes. Suffice to say, I love it. And yes, Druune infection is ALSO part of the atmospheric themes going on here.

The most sensible reaction for most PCs will probably be attempting to simply take their space ship and get the hell out – but Central Ai has hacked the docking station’s module and sent their craft hurtling into space. Worse, the outside of the station is covered in Druune remnant swarms, one of the new monsters within.

Whether they want to heed Central AI’s suicidal commands or use the time-machine, the PCs will have to dive deeper into Edge Station, and indeed, the pdf does note information that the PCs can glean by doing their legwork here. Leaving the lab-section, the PCs get to deal with the offices of the now Druune-enslaved populace – full of hazards and a dark theme reminiscent, once more – at least from a player’s perspective, of the fantastic space horror that the first Dead Space game managed to evoke. (You know, before EA made the franchise a sucky action-game that no one wanted…) Genuinely creepy whispers from victims in various stages of Druune transformation, a rudimentary and imperfectly-sealed hole that may suck PCs into vacuum…and yes, the Druune infection can be transmitted by some of the traps found within. Horrid gestalt things, a technogolem spreading Druune-infection…the atmosphere is pretty much pitch-perfect.

Clever PCs can find experimental Druune weapons, a 3d-copy machine…and yes, copies of creatures may be made…with potentially…öhem…interesting consequences. It is in the depths of the complex, past all of that, where things take a turn for another one of the games that really blew me away: SOMA. You see, the Druune have found a way to transfer consciousness between beings (yes, PCs could use that to, e.g., lose their Druune-infection-ridden bodies…but it’d trap the consciousness in that body…so yeah, anyone up for doing some nasty things to the duplicates you may have made?

Oh, and ultimately, the PCs will reach the Druune, see the PC that made it – the one that helped them get so far, that proceeded to kill himself to avoid assimilation by the Druune, and thus presented the chance the PCs took: A vision takes a hold of the time traveler PC, one that explains a lot, one that actually sent shivers down my spine. I am not exaggerating. This reveal, which I deliberately did not spoil in my review of module #1, is just brilliant. After this, we get the final boss fight, including unique temporal distortion effects, – and then, a travel back through time. To another body, as the PCs can only project their consciousness back through time. It’s 3 days before first contact with the Druune. Time’s ticking.

Conclusion:

Editing and formatting are top-notch on a formal and rules-language level. Layout adheres to a beautiful 2-column full-color standard, and the pdf sports a bunch of truly amazing, original full-color artworks. The cartography is in full-color as well, and comes with player-friendly versions, ensuring that you can use them as handouts and VTT-functionality. The pdf comes fully bookmarked for your convenience.

And here I was, thinking that Stephen Rowe, a masterclass designer and storyteller, had delivered an excellent adventure in #1 of this AP. It’s baffling. It really is. After a module that was exceedingly hard to follow up on, this actually manages to surpass the first module. The craftsmanship and artistry is just as amazing as before, but it’s the extremely efficient use of paranoia, with distinct science-fiction themes, that is frankly, a class of its own. I am not engaging in hyperbole when I’m saying that this module, in its pages, manages to tackle more exciting themes than many whole campaigns. Blending questions of transhumanism and what constitutes identity with time-travel, adding a complex and truly intelligent plot, and topping it off with a reveal that WILL leave your players slack-jawed and truly stunned/mind-blown? This module does it all, and is a perfect example of quality over quantity. This is master-class storytelling and adventure design. 5 stars + seal of approval, and this is a candidate for my Top Ten of 2018. It’s this good. If the AP can retain this level of brilliant writing, then we’re looking at a masterpiece for the ages.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Future's Past: Paying Forward (2 of 5)
Click to show product description

Add to DriveThruRPG.com Order

Future's Past: Edge Station (1 of 5)
by Thilo G. [Featured Reviewer] Date Added: 11/12/2018 05:47:48

An Endzeitgeist.com review

The first part of the Future’s Past AP clocks in at 22 pages, 1 page front cover, 1 page editorial/ToC, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 17 pages of content, so let’s take a look!

First things first: In a rather helpful notion, the pdf does feature icons to designate the type of NPC/monster faced with helpful glyphs – a neat plus. As often, the module works best for a well-rounded group, and as far as implicit setting is concerned, the module does assume the presence of a galactic coalition of some sort. This component is vague enough to make integration into the ongoing game simple – you can run this AP in pretty much any scifi-context.

This module begins with the PCs tasked to embark on a reconnaissance mission to the eponymous Edge Station, a facility studying rifts in space-time, deep in enemy territory, where the disturbing Druune exist, carrying a potent boon with them: Hybrid items called nodes, which contain a fraction of the potent Central Artificial Intelligence. Each node specializes in two skill checks, which the node enhances. The ship bringing the PCs to the setting of the adventure is fully statted as well. The adventure features read-aloud text for all keyed locales and key moments.

A HUGE plus would be that the adventure does clearly state the rules under which the time travel assumptions that are an integral part of the plotline operate

And this is far as I can explain what happens without going into SPOILERS. Potential players will want to skip ahead to the conclusion.

..

.

All right, only GMs around? Great! During the travel to Edge Station, the PCs experience strange phenomena like a closed loop, random ship system disassembly and the like – these establish tone and help the PCs get accustomed to their fellows, and research/information to be unearthed about the station is also presented…oh, and the Druune? They store information on a cellular level instead of in a central nervous system, are capable of rewriting DNA, and are practically immortal. They can infect targets for horrid consequences, and indeed, Druune infection, a disease with its own custom track, is a serious danger the PCs will encounter. But thankfully, Central AI is a potent ally: 1/round or 1/out of combat minute, the AI can give a PC perfectly-timed advice that allows for the reroll of a d20 roll. It’s just odd that sometimes, a weird déjà-vu event accompanies this whole thing – but then, that’s a great tool for the GM to show the PCs a brief vision of how they would have encountered catastrophic failure.

Anyhow, the approach to Edge Station can be as varied as gaming groups – from force to Disguising the ship to Stealth, there are quite a few cool means of entering Druune space. As an aside – the artworks within this book are stunning, depicting Druune-tech in an almost Giger-esque blending of tech and organic components that shows that they are beyond the Coalition – but their general scavengers and druune-enslaved footsoldiers should not prove to be too much of a hindrance for the PCs. Indeed, the one association you will have nonstop, is that of Dead Space’s Necromorphs – the artworks presented for the Druune-forces are as disturbing as they are inspired.

This is not to say that Edge Station is not one cool environment to explore, mind you: The station, you see, stretches across multiple dimensions, and as such, the PCs will be traversing multiple dimensional rifts, which can have a pretty wide variety of effects, with a table offering 10 different effects, all with meaningful mechanical consequences. Note that these are the effects of traversing the rifts – the respective labs make good use of this cool premise by employing a variety of planar traits and unique options to keep things fresh. It also bears mentioning that the station feels alive, in as much as going on High Alert will make things tougher for the PCs. Similarly, the complex does have cool traps that can be disabled via a variety of means, that have the proper EAC/KAC/HP-values, that can be destroyed and bypassed…neural nets and the like make for fitting obstacles, considering how smart the Druune actually are.

From the PC’s perspective, though, Edge Station will be a horror show; humanoids turned into oozes in the attempts of the Druune to elevate the, from their collective intelligence-perspective, horribly stupid humanoids, resulting in clones and the nightmare-fuel-style servants…this will work perfectly as a space-horror adventure. Add planar traits like subjective time to the fray, and we get one damn cool adventure….that can potentially end with a bang. The node realizes that the druune defied Central AI’s predictions – a prototype temporal consciousness teleportation device is in the facility. The node comments that it must deliver this data to Central AI. Then it states that there is a non-zero chance that the PCs are infected with druune-cells. It tells them that they cannot be allowed to leave and forbids investigation of the druune tech, issuing a final task, to destroy the prototype, before going dark.

The Central AI abandoned them. The PCs may be infected, slowly turning into Druune slaves. The node is initiating its self-destruct sequence…and they are stranded in a Druune facility. Now if that’s not an amazing cliffhanger, what is??

Conclusion:

Editing and formatting are top-notch, I noticed no issues on a formal or rules-language level. Layout adheres to a really nice two-column full-color standard and the pdf sport a lot of absolutely amazing original full-color artwork. The pdf is fully bookmarked for your convenience. Cartography deserves special mention: The PC’s ship and the Druune ships they encounter are fully mapped in full color, and the complex they explore similarly comes with a neat full-color maps. Better yet, we get unlabeled, player-friendly versions of these maps, making the module really VTT-friendly and allowing for the use of maps as handouts et al.

Okay, I did not tell you, not even in the SPOILER-section, what made me cackle with glee. For the GM, who will get one crucial piece of information in the beginning, this module takes on a whole different dimension that makes it much smarter than it would seem from my above elaboration of its plot. From a player’s perspective, this is one utterly creepy, amazing dark scifi module that really drives home how alien the Druune are, how strange – it oozes Dead Space-y themes and atmosphere, condensing the best of said franchise down in a surprisingly efficient manner. In spite of the seeming brevity, this module has quite a lot of content to offer, and NEVER, not even once, presents a standard encounter or boring design-piece. Here, you can see why Stephen Rowe may well be one of the best designers currently working in the d20-realm: Beyond being a gifted author, he also is an exceedingly talented designer, and it shows here – the blending of mechanics and flavor is seamless, organic, perfect. This is as amazing an introductory scenario as you could expect from an AP and represents a phenomenal kick-off for the series. My final verdict will clock in at 5 stars + seal of approval, given sans hesitation.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Future's Past: Edge Station (1 of 5)
Click to show product description

Add to DriveThruRPG.com Order

5E Halloween Mini-Dungeon: The Horror of Ochre Grove
by Thilo G. [Featured Reviewer] Date Added: 11/01/2018 07:15:42

An Endzeitgeist.com review

All right, the first thing you’ll notice upon opening this mini-dungeon would be that it’s twice the usual size – that means we get 4 pages of content instead of the usual 2 pages. Mini-dungeons are super-condensed scenarios that deliver a small adventure. As such, I am not going to expect epic storylines or the like here – I’m rating these according to the virtues they display within the confined space available.

The second thing you’ll notice would be the evolution regarding layout: The pdf is laid out in the same way as the massive Mini-Dungeon Tome: Color-coded for swift reference. Statblocks are not included, and instead, the module links towards the respective SRD-page with hyperlinks. This particular mini-dungeon has no read-aloud text, but it does offer a nice, full-color map as well as a piece of quality artwork. Somewhat puzzling to me would be that there, as per the writing of this review, is no high-res jpg.-map included for VTT-play. In this particular case, that is not as big an issue as it would be for most mini-dungeons, though. The module is intended for 3 – 4 PCs of levels 6 – 8.

This review was requested to be moved up in my reviewing queue by one of my patreons.

As always, this is an adventure-review, and as such, the following contains SPOILERS. Potential players may want to skip ahead to the conclusion.

..

.

All right, only GMs around? Great! Ochre Grove is a small village, with the Rusty Mist Distillery, owned by the Cornelius family, being its main source of income. This changed somewhat when Hammond Gresham founded his own distillery and began cutting into Victor Cornelius profit margins – and as such, Cornelius presented forgeries, attempting to evict Hammond. Revealed as forgeries, the claims were dismissed – and Hammond still disappeared soon thereafter. In the absence of an heir, Victor Cornelius evicted Margaret, the mistress and sister of Hammond’s late wife from the property in retribution for her accusations of foul play.

Unfortunately for all involved, Margaret is a sorceress (oni statblocks are used) who proceeded to bide her time, finally managing to summon both an incubus (nice touch for 5e re enemy choice!) as well as the spirit of her erstwhile lover. She plans to have Hammond’s spirit take care of Victor and his son, while she kidnaps the Cornelius daughters to sacrifice them and invoke a curse upon the land.

It is into this tangled web of deceit and vengeance that the PCs stumble – and while the village may seem quaint, this quickly ends when the grain dust in the Cornelius distillery’s bins explodes! The PCs and villagers hurry to the site, but the only bridge crossing the stream has taken serious damage and has been destroyed, with only the framework offering for a rickety means of crossing the stream.

After managing to cross the stream, the PCs will witness a dark rider with a kid towed up, Victor Cornelius in hot pursuit. From the burning distillery, though, there is a sound – and guess what, the module actually features a small, branching plotline here: It has consequences if the PCs immediately pursue the riders, and same goes for checking out the voice at the burning distillery. Victor’s wife Amelia is currently bleeding out, claiming that stick figures (animated scarecrows that use the stats of animated armors) have abducted her girls…and if the PCs visit the site later, they will only find a corpse and a trail. If the PCs instead follow the riders, they’ll arrive when a desperate Victor, half smashed below his horse, is forced to watch the wraith that once was Hammond, who has strung up his son. Without intervention, the wraith will first kill Victor’s son and then Victor. If the PCs split up, they will have a tough time dealing with both threats. (In an ironic twist, this is where Hammond’s bones lie – Victor indeed did kill his competitor…)

Ultimately, the paths converge once more, and the PCs will have a final fight against Margaret and her servants in the dilapidated former Hammond homestead. Once more, time is of the essence here, at least f the PCs want to save the Cornelius daughters…

Conclusion:

Editing and formatting are very good on a formal and rules-language level. Layout adheres to clear and nice two-column full-color standard, and the pdf has no bookmarks, but needs none. Cartography and artwork are in full color and rather nice.

Justin Andrew Mason provides a nice, brief sidetrek here – the instance of a branching path is a pretty sweet inclusion for such a small module, and while the revenge-yarn featured herein isn’t exactly groundbreaking, it doesn’t have to be. The 5e-version, to me, actually works a bit better than the PF 1 version; if you have the luxury of choice, then this is the slightly superior version. As a whole, this is a fun sidetrek and thus should be considered to be worthy of a final verdict of 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
5E Halloween Mini-Dungeon: The Horror of Ochre Grove
Click to show product description

Add to DriveThruRPG.com Order

PF Halloween Mini-Dungeon: The Horror of Ochre Grove
by Thilo G. [Featured Reviewer] Date Added: 11/01/2018 07:13:13

An Endzeitgeist.com review

All right, the first thing you’ll notice upon opening this mini-dungeon would be that it’s twice the usual size – that means we get 4 pages of content instead of the usual 2 pages. Mini-dungeons are super-condensed scenarios that deliver a small adventure. As such, I am not going to expect epic storylines or the like here – I’m rating these according to the virtues they display within the confined space available.

The second thing you’ll notice would be the evolution regarding layout: The pdf is laid out in the same way as the massive Mini-Dungeon Tome: Color-coded for swift reference. Statblocks are not included, and instead, the module links towards the respective SRD-page with hyperlinks. This particular mini-dungeon has no read-aloud text, but it does offer a nice, full-color map as well as a piece of quality artwork. Somewhat puzzling to me would be that there, as per the writing of this review, is no high-res jpg.-map included for VTT-play. In this particular case, that is not as big an issue as it would be for most mini-dungeons, though. The module is intended for 3 – 4 PCs of levels 6 – 8.

This review was requested to be moved up in my reviewing queue by one of my patreons.

As always, this is an adventure-review, and as such, the following contains SPOILERS. Potential players may want to skip ahead to the conclusion.

..

.

All right, only GMs around? Great! Ochre Grove is a small village, with the Rusty Mist Distillery, owned by the Cornelius family, being its main source of income. This changed somewhat when Hammond Gresham founded his own distillery and began cutting into Victor Cornelius profit margins – and as such, Cornelius presented forgeries, attempting to evict Hammond. Revealed as forgeries, the claims were dismissed – and Hammond still disappeared soon thereafter. In the absence of an heir, Victor Cornelius evicted Margaret, the mistress and sister of Hammond’s late wife from the property in retribution for her accusations of foul play.

Unfortunately for all involved, Margaret is a sorceress (no links for this lady) who proceeded to bide her time, finally managing to summon both an errinyes (nice touch – female retribution association) as well as the spirit of her erstwhile lover. She plans to have Hammond’s spirit take care of Victor and his son, while she kidnaps the Cornelius daughters to sacrifice them and invoke a curse upon the land.

It is into this tangled web of deceit and vengeance that the PCs stumble – and while the village may seem quaint, this quickly ends when the grain dust in the Cornelius distillery’s bins explodes! The PCs and villagers hurry to the site, but the only bridge crossing the stream has taken serious damage and has been destroyed, with only the framework offering for a rickety means of crossing the stream.

After managing to cross the stream, the PCs will witness a dark rider with a kid towed up, Victor Cornelius in hot pursuit. From the burning distillery, though, there is a sound – and guess what, the module actually features a small, branching plotline here: It has consequences if the PCs immediately pursue the riders, and same goes for checking out the voice at the burning distillery. Victor’s wife Amelia is currently bleeding out, claiming that stick figures (animated scarecrows) have abducted her girls…and if the PCs visit the site later, they will only find a corpse and a trail. If the PCs instead follow the riders, they’ll arrive when a desperate Victor, half smashed below his horse, is forced to watch the wraith that once was Hammond, who has strung up his son. Without intervention, the wraith will first kill Victor’s son and then Victor. If the PCs split up, they will have a tough time dealing with both threats. (In an ironic twist, this is where Hammond’s bones lie – Victor indeed did kill his competitor…)

Ultimately, the paths converge once more, and the PCs will have a final fight against Margaret and her servants in the dilapidated former Hammond homestead. Once more, time is of the essence here, at least f the PCs want to save the Cornelius daughters…

Conclusion:

Editing and formatting are very good on a formal and rules-language level. Layout adheres to clear and nice two-column full-color standard, and the pdf has no bookmarks, but needs none. Cartography and artwork are in full color and rather nice.

Justin Andrew Mason provides a nice, brief sidetrek here – the instance of a branching path is a pretty sweet inclusion for such a small module, and while the revenge-yarn featured herein isn’t exactly groundbreaking, it doesn’t have to be. As a whole, this is a fun sidetrek and thus should be considered to be worthy of a final verdict of 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
PF Halloween Mini-Dungeon: The Horror of Ochre Grove
Click to show product description

Add to DriveThruRPG.com Order

Mini-Dungeon Tome (5th Edition)
by Monica G. [Featured Reviewer] Date Added: 10/17/2018 21:34:18

Mini Dungeon Tome is simply a book of adventures for 5th edition Dungeons and Dragons (there is also a version for Pathfinder 1st edition). This is a pretty hefty book of 130 2-page adventures that accomodate all levels from 1-20, and even features some adventures that can be played at any level without any restrictions on the number of party members. Overall, the adventures are of good quality and interesting to play. Some are, of course, simple quests that sometimes have a hook built into them--such as villagers with a quest for the party. Such adventures are great for lower-level campaigns, but higher levels require things like powerful villains and trips to other planes of existence--which this book also nicely delivers.

Some of the features of note are the book's layout, which is designed to help dungeon masters flip through and find adventures based on the level and size of the party they are running for. That's a nice feature, though it sometimes requires a bit of extra page-flipping or scrolling to see the blurb on the side of the page that lists the level or count for your party. As well, the book makes it easy to pick up and run and adventure in that it gives an appendix full of stats for each encounter that players come across throughout. The stats are abbreviated, but they'll do for when you're running the game with minimal prep time. This makes the book very effective to have around for when you're looking for something to run at a gaming convention, or for a pick-up game with some friends. I recommend doing a few minutes of prep work to write down the stats for encounters in advance if you can, so you don't need to flip to the back of the book for each encounter. Most of the adventures in this book are really ideal for one-shots. Most adventures have a hook to get the players started, but if you're running a campaign and working an adventure in, you'll often have to do a bit of setup to get your players in place for an adventure.

As for the adventures, there is some pretty interesting stuff in here that deserves to be noted. This book largely features dungeon settings, such as ruins and tombs, though it does branch out into a few other settings, such as woodlands, aquatic, tundra, desert, and jungle. A few adventures, such as 'The Burning Tree of Coilltean Grove' offer unique situations such as a battlefield contested by two factions of faeries. There is a good amount of variety to the adventures in this book, so that even those with similar settings are not repetitive. You can find simple goblin dens and even a maze in which the contents of each room are determined by a random dice roll. Some of the higher-level adventures get more interesting such as challanges against dark planar entities, in 'Tangle of Web' and a boarding house for extraplanar evil in 'The Unwise Young, They Say Do Ne’er Live Long'. Then some adventures go to exotic locations, such as the experimental demi-plane in 'The World Forge'. This is just to mention a few of the adventures that stuck out as I went through the book.

All in all, this is a solid adventure book that can help any dungeon master. Each adventure can take up several hours and fill an entire game session. As well, the variety of adventure settings and difficulty make it easy to work adventures into any campaign. At higher levels, the book shines as a resource for DMs looking for something to throw something weird and exotic at their players, and at very least this is a great book for pick-up games.

Check out our full review and rating for this game at Geeks A Gogo!



Rating:
[4 of 5 Stars!]
Mini-Dungeon Tome (5th Edition)
Click to show product description

Add to DriveThruRPG.com Order

VTT Maps: Haunted Forest
by david w. [Verified Purchaser] Date Added: 10/05/2018 18:01:07

I'm not really sure what the point of this is. the resolution is very low, and the perspective is strange. You can't really make out the details. i.e. you can't see the forest for the trees.

Artistically, its fine, and looks great, but its use as a forest that the PCs can explore virtually is very limited.



Rating:
[2 of 5 Stars!]
VTT Maps: Haunted Forest
Click to show product description

Add to DriveThruRPG.com Order

Displaying 1 to 15 (of 403 reviews) Result Pages:  1  2  3  4  5  6  7  8  9 ...  [Next >>] 
0 items
 Hottest Titles
 Gift Certificates