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Purple Duck Storeroom: Gels (PWYW)
by Thilo G. [Verified Purchaser] Date Added: 10/04/2013 04:42:42
An Endzeitgeist.com review

The second installment of Purple Duck Games' "Pay what you want"-supplements of small pdfs is 12 pages long, 1 page front cover, 2 pages of SRD, leaving us with 9 pages of content, so let's take a look, shall we?



So what are gels? Gels are engineered lifeforms akin to oozes that follow the following formula: A base creature is required for the creation of a gel and additional creatures may be broken down via alchemical processes to cancel the requirement for permanency-spells. They also require essential components as well as required spells (each of which can be ignored for +2 to the creation-DC), a cost and of course a creator level and alchemy-DC.



A total of 3 different sample gels are provided - CR 5 Aerogels, CR 4 Embalming Gels and CR 4 Taxidermy Gels. The creatures are interesting with their abilities and while I'm usually not a big fan of amorphous creatures, I do like them.



The pdf also comes with information on nutritive fluid and the creation thereof.



Conclusion:

Editing and formatting are top-notch, I didn't notice any significant glitches. Layout adheres to a one-column standard more akin to what you'd see in a regular paperback book, allowing you to fit up to 4 pages on one sheet of paper. The pdf comes fully bookmarked for your convenience.



Perry Fehr has created a cool creature type here and gels per se rock and have quite some potential, but there's one thing lacking from this offering: Guidelines to create your own gels. The creation formula is awesome, but why are there no guidelines to determine attributes, skills, special qualities etc.? The process of actually crafting gels as a DM is curiously absent from this pdf, limiting unduly the oomph you get out of this. That being said, this is a "Pay what you want"-pdf and for that, it deserves some slack. Thus, my final verdict will clock in at 4 stars.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Purple Duck Storeroom: Gels (PWYW)
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CE 2 - The Black Goat
by Thilo G. [Verified Purchaser] Date Added: 09/28/2013 10:13:59
An Endzeitgeist.com review

This mini-module is 12 pages long, 1 page front cover, 1 page SRD, leaving us with 10 pages of content, so let's take a look, shall we?



This being a review of a mini-module, the following contains SPOILERS. Potential players should jump to the conclusion.



All right, still here?



The Pass of the Black Goat is home to two weird types of humanoids - the fox-like Pellas Troth and the elephant-eared Mahmat Troth - which are mortal enemies, though they both worship the same concept, Silence, under the auspice of the mysterious, sphinx-like and utterly silent black goat.



Attuned to silence, the Mahmat Troth can hear those approaching from a mile away and only open the gates guarding their pass for groups of 20 or less - and after that, audiences with the Goat are possible, though not easy to get. As complicating factors, the Pellas Troth exist - as is the option for the Black Goat to potentially be REALLY interested in a particular PC. As a powerful spellcaster, the Goat can also work as a patron and thus comes with her own invoke patron checks-table and the taint-progression slowly turns the character into a creature akin to the Black Goat - and potentially suitable as a partner.



Beyond that, we get a table of spellburn for the Black Goat as a patron, advice on getting more out of this area and a one-level complex depiction of the silence servants of the goat may evoke. The pdf also comes with .tif player-friendly maps and a .jpg version of the map.



Conclusion:

Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to PDG's two-column, b/w-standard and the b/w-artworks are nice, the maps serviceable. The pdf comes fully bookmarked.



Author Daniel J. Bishop has a gift for creating areas and modules breathing a sense of antiquity, of old sword & sorcery panache and this is no different - the canyon, with its weird inhabitants can be anything from obstacle to hostile to the base of a massive conflict between two seemingly inconsolable people - whether just as a waypoint or as a full-blown adventure-locale, this supplement delivers an intriguing, interesting place that oozes a fresh sense of the weird and alien. My only gripe would be, that when compared to CE 1, it offers a tad bit less weirdness, but this is me nitpicking at an insanely high level. My final verdict will hence clock in at 5 stars.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
CE 2 - The Black Goat
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Random Encounters Remastered: World's Edge and Beyond
by Thilo G. [Verified Purchaser] Date Added: 09/24/2013 02:54:40
An Endzeitgeist.com review

This pdf is 36 pages long, 1 page front cover, 1 page editorial, 3 pages of SRD, leaving us with 31 pages of content - quite a massive bunch!



It's been a long time since David Nicholas Ross (the mastermind behind my favorite PFRPG-class EVER in Legendary Classes: Covenant Magic, btw.!) has graced us with an installment of his ridiculously useful Random Encounters Remastered-series. Originally spanning 3 pdfs, this series is essentially devoted to providing a DM a way to create random encounters depending on terrain-type: Essentially, you get basic terrain-features and a table of appropriate clues. And a MASSIVE table of encounters - with usually about 400 -500 entries. You choose a CR, multiply it by 20 and then add a d% for an appropriate encounter for your group's level range.



Of course, encounters do not need to be combat-only and hence, dispositions are included to modify the creatures - from being on the run to looking for a fight, CR-modifications galore are provided. Speaking of CR-modifications: Every DM knows that terrain is important (if you didn't - it is!): Fighting spiders in a tunnel is ok. Fighting spiders while crawling on all 4s through a tunnel is something the players will remember -and that huge chasm just made things more interesting. Hence, these random encounters also come with a massive array of different terrain features to add to your random encounters - and said features contain slopes as well as planar vortexes, coming with all the CR-modification and rules-information you'd require.



Oh, and since we're going to the realms beyond, what about three deadly fey traps oozing iconicity - spanning CR 13 to CR 18, these high-level threats codify some of the iconic, sadistic things fey do in myth into Pathfinder-rules language - the Lost Time Trap ranking among the most sadistic I've seen in a while.



Of course by now you'll want to know what terrain-types are covered - so there you go: We venture into an Abyssal Rift (also appropriate for Slumbering Tsar, btw.!), into Beshadowed Woods (Margreve meets planar threats and things from the stars), settle down (and immediately regret this decision) in an elemental oasis, traverse misty moors and historic battlefields and finally visit a summer otherworld that could be home to the summer court. All of these not only come with their own massive tables for encounters, but also with their own disposition tables.



Conclusion:

Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to PDG's 2-column, printer-friendly standard and the pdf comes with appropriate b/w-artworks. The pdf comes fully bookmarked for your convenience.



Okay, let's get one thing out of the way right now - ignore the humble, unassuming cover. This series is a godsend. Seriously. It takes a bit of time to get how it works, but as soon as you do, this series starts pulling its weight. These pdfs are not meant to only be read, they demand to be used - and after some time since the original 3 have been released, I can say that they WORK. Exceedingly well. The crowning achievement of this series is essentially that it makes any wilderness encounter NOT feel random - they feel like they belong into the respective module. And there are scarcely pdfs out there I've used this much and to this efficiency - this is a great toolkit.



I did complain about some of the older installments in the series regarding a lack of "weirdness" - well, the weirdness is here - while not pervading everything and remaining appropriate for a variety of environments, the tables this time around come with this peculiar edge of originality one cannot help but enjoy. Furthermore, neither the author nor Purple Duck Games have stopped in their tracks - since the original 3 pdfs, the release of the Bestiary 3 and NPC Codex have changed the game - and have been included in these tables. Not so that you won't get any use out of this product when not owning either, but enough so to put a smile on your face for the support if you do.



The one thing this installment has left me with would then be a desire - for a collection of all of the pdfs, the old ones updated and in print: And for more installments. Do yourself a favor and get this collection of extremely useful toolkits and enhance your random encounters so they no longer feel like a waste of time - and if I may, dressing-wise, Raging Swan Press Wilderness Dressing-series constitutes great complimentary pdfs to this pdf's offerings. My final verdict? Unsurprising 5 stars + seal of approval.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Random Encounters Remastered: World's Edge and Beyond
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Purple Duck Storeroom: Exotic Liquors (PWYW)
by Thilo G. [Verified Purchaser] Date Added: 09/03/2013 03:44:54
This pdf is 12 pages long, 1 page front cover, 2 pages SRD, leaving us with 9 pages of content, so let's take a look!



Concept-wise, this is the first of a collection of pdfs focused on tight subjects - this time, framed by short narratives, we are introduced to dwarven fire ale and elven absinthe - and boiy, they are cool: Fireale e.g. affects you with rage for a couple of rounds and thereafter nets you a cold resistance for its consumption. And beyond its effect, these liquors also feature a drawback for their consumption and a short line on their actual taste - neat! Beyond these, we also get racial/national liquors - catfolk nihp nets you a 10% chance per minute to get access of a detect-spell, but at the cost of 1d2 dex and darkvision: Interesting, but it fails to specify whether there's a level-cap for the detect-spell or not.



Fetchling rainbrew may be actually rather hazardous - you can accidentally breathe color sprays when ingesting it. Ratfolk-drink, healing Tengu Baju, an Urisk-brew that temporarily nets access to a limited form of bardic performance. There also is an Erkunae-drink as well as some that are local specialties that net you some cool insights into the world of Porphyra - e.g. 3 magical whiskeys of the lands of the Fenian Triarchy.



We also get information on diluted spirits and creating magically-infused liquors.



Conclusion:

Editing and formatting are very good, I didn't notice any significant glitches. Layout adheres to a printer-friendly one-column standard - which means that you can probably fit up to 4 pages on a given page if you print it out - I would have preferred a more standard layout. The pdf comes fully bookmarked.



I really love the idea of these liquors and their execution and fluff per se is nice indeed - but what's not so great is that the pdf fails to specify, when applicable, the caster-level of the spell-like effects the respective liquors entail. That being said, this pdf is "Pay What You Want" - you can pay as much as you'd like for these liquors and they indeed are worth a look. While not perfect, it is a nice offering and thus worth 4 stars.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Purple Duck Storeroom: Exotic Liquors (PWYW)
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Purple Duck Storeroom: Exotic Liquors (PWYW)
by Megan R. [Featured Reviewer] Date Added: 08/09/2013 10:05:26
Are you bored with every tavern you enter offering you ale and whiskey, with maybe some wine or mead if you are lucky?

Try these pages, some thirteen carefully-crafted fantasy beverages for your characters to enjoy (if they can find them) as they rest from the day's adventuring. Some are indeed quite rare, and could prove a different and unusual reason for a quest... even if your characters are not too fussy about their alcohol, connoisseurs will pay handsomely to have a particular delicacy delivered to their table.

You might want to change some of the names, though. Written down, they look reasonable but provoke some giggles when read aloud. Aside for that, they provide some interesting thoughts and perhaps even insights as to how different fantasy races enjoy their leisure...

Each one comes with all the information you need... and maybe some your characters don't want to hear like the chance of getting addicted to a particular drink! There's also the cost, the effects of drinking it, and some best-quality wine taster style 'flavour notes' as well as a bit of descriptive text to give you some background.

Remember to drink responsibly, and not to drink and dungeoneer!

Rating:
[5 of 5 Stars!]
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CE 1 - The Falcate Idol
by Thilo G. [Verified Purchaser] Date Added: 08/09/2013 03:31:18
An Endzeitgeist.com review

This first installment of the Campaign Elements-series is 15 pages long, 1 page front cover, ~1.5 pages SRD, leaving us with12.5 pages of content, so let's take a look!



The first thing you'll notice about this mini-supplement is the level range - this one can be run for 2-8 level 2 characters, 1-2 level 3 characters or a level 4 solo thief. That out of the way, this is an adventure-review and thus contains SPOILERS. Potential players should jump to the conclusion.



Still here? All right! After a short background/introduction, we kick off this pdf with one conan-esque quest - infiltrate a hidden temple of the Harrower, a strange, spider-like god. While the creatures in here are susceptible to lawful or neutral turning are penalized by -1d (and even further closer to the sanctum) and spider-affine spells can be increased in their power or have unforeseen consequences based on a table of 1d7+luck with 9 entries.

While the default assumes no service by the cultists in progress, advice to include them for a bigger challenge is included, as is a 2d5-table of treasures found, a 1d5 table of unique items. The complex per se contains 10 areas and challenge-wise, the dead famous thieves in the beginning should hint at some dangers to come - offering blood to get past guardians, finding a holy book of the harrower (which contains written tenets and hints!), fighting deadly crab-like beasts with sticky filaments called Moon Reapers -worse, these beings may cause personality damage with their filaments, turning into the dread guardians of this place - disturbing indeed!



Oh, and there is the fungoid-looking spider-like thing that is this place's grand guardian - and an idol of the Harrower with a tempting emerald. And whoever steals the emerald, will, as in the classic sword & sorcery trope, be hunted by the dread idol - which is almost indestructible and slow, but relentless: Adventure-seeds galore waiting there, especially since the thing is fully statted. 222 HP. That's all I'm saying. Oh, and have I mentioned the chance to fight the personified Anger of the Harrower, which curses the area with VERY bad luck...



Conclusion:

Editing and formatting are top-notch, I didn't notice any significant glitches. Layout adheres to a printer-friendly two-column standard with iconic b/w-artworks included and the cartography is serviceable, though nothing to write home about. We don't get player-friendly maps, which remains the module's only true flaw.



Seriously, I'm fast becoming a fan of Daniel J. Bishop - the author GETS what makes magic feel magical, what can evoke a sense of disturbing antiquity and what makes the Sword & Sorcery-genre work -and this is no exception: A glorious little module for a more than fair price oozing flair, panache and disturbing imagery - my final verdict will clock in at 5 stars EDIT: Now, with seal of approval since a player-friendly map has been added.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
CE 1 - The Falcate Idol
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B1 - Return of the Rat Cult (Labyrinth Lord)
by Thilo G. [Verified Purchaser] Date Added: 08/09/2013 03:26:15
An Endzeitgeist.com review

This mini-adventure for the Labyrinth Lord old-school system is 9 pages long, 1 page front cover, 1 page SRD, 1/3 of a page, leaving 6 2/3 of a page content.



This being an adventure-review for a module spanning the levels 2 -3, the following contains SPOILERS. Potential players should jump to the conclusion.



The town Felton was infested with the Rat Cult - and in the aftermath, the militia has been decimated to the point where it can't offer significant resistance. Townsfolk have disappeared and the PCs are tasked to rescue the missing villagers.



The PCs may ask around town and do some research, though the clock is ticking: The time of sacrifice is approaching fast and unless the PCs can find the Rat Cult's temple in the sewers fast enough. The complex of the Rat Cult is essentially a straightforward dungeon crawl with numerous twisting, empty passages to disorient PCs. The opposition including cultists (employing relatively smart strategies) and even a wererat. There also is a puzzle to be found - but one of the worst kind - there's no way for the PCs to glean the puzzle's solution apart from brute-forcing it - that's just bad design and a pity regarding the per se nice basic idea.



We also get 3 new magic items.



Conclusion:

Editing and formatting are top-notch, I didn't notice any significant glitches. Layout adheres to PDG's printer-friendly two-column standard and the pdf comes fully bookmarked for your convenience. The b/w-artworks are nice and the map of the complex is serviceable, but nothing to write home about. EDIT: Player-friendly map has been added.



If I hadn't read it, I wouldn't have believed that this module was crafted by Perry Fehr. Unlike other offerings I've read by him, this module just feels so utterly...generic. Yes, there is a nice terrain-feature here and there, but overall, this offering feels so. Bland. Sewer-themed dungeon with rats? Okay. Seen before. But the thing is - the execution simply fails to elicit excitement. You've quite possibly read a module in this vein before - and there's nothing wrong with that, but it also means that for me, this falls short. Add the inability to solve the one cool idea, the puzzle, in any other way than brute-forcing it, and we arrive at a final verdict of 2.5 stars, rounded down to 2 for the purpose of this platform.

Endzeitgeist out.

Rating:
[2 of 5 Stars!]
B1 - Return of the Rat Cult (Labyrinth Lord)
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CE 4 - The Seven Deadly Skills of Sir Amoral the Misbegotten
by Megan R. [Featured Reviewer] Date Added: 08/06/2013 11:47:02
In keeping with the 'Campaign Elements' series, this product provides a location and some reasons for going there. Like many, it has the potential to be an enduring location in your campaign, with characters wishing to return at a later date.

The concept is simple. It's a ruin of a castle deep in the forest. It is home to the ghost of a competent fighter who when alive kept his martial secrets to himself but since his demise is now willing to teach... but only those he deems worthy of his instruction. That is one reason why characters might wish to visit the place, although other reasons are also provided.

The layout of the ruined castle is provided as are a remarkable number of monsters - the reason for these will become apparent to inquisitive members of the party. There are notes on running this adventure, which includes characters being required to engage in single combat (always a bit tricky - what do other characters do?) as well as suggests for other uses for the material presented. Maybe an NPC has been here and uses one of the specific and unusual martial skills taught. Or the monsters turn up elsewhere...

It's a neat package with plenty of potential... as well as a good stand-alone piece to drop into a campaign at a convenient moment, to be run without need of extensive preparation time.

Rating:
[5 of 5 Stars!]
CE 4 - The Seven Deadly Skills of Sir Amoral the Misbegotten
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CE 3 - The Folk of Osmon
by Mikko O. [Verified Purchaser] Date Added: 08/01/2013 08:08:07
"An adventure for Dungeon Crawl Classics characters across multiple levels." -From the blurb.

So, we get the cover, OGL, and 12 pages. Inside those 12 pages we’ll get a map of the Mire of Osmon (380' x 400'), color version of the picture on the cover, another picture which shows one of the five new types of creatures, four encounters/short adventures that you can use as they are or expand them, two charts, information about the Folk of Osmon, different locations and the general area, and more.

The book is divided into the following sections:

Introduction: See the blurb.

Background: See the blurb.

Using This Location: Suggestions about how to insert the Mire of Osmon into your campaign.

The Folk of Osmon: Stats and background for new human subrace and there are stats for different types of the Folk later in the book.

Osmon: New deity.

Other Hazardous Creatures: Three new types of creatures (HDs range from 1hp to 6d10+12).

General Features: Natural hazard common for swamps.

Random Encounters: Chart with results for night and day time combat encounters, and the author suggests that you’ll expand the encounter chart and add non-combat encounters.

Encounter Areas: Five different types of locations within the Mire of Osmon.

Scenario One: A Love Story

Scenario Two: Bandits of the Swamplands

Scenario Three: Hidden Gold

Scenario Four: The Ritual of Osmon

Squeezing It Dry: Suggestions about why characters would want to revisit the area, and hooks for different adventures.

OGL


I’m very happy that I bought this and I’m going to check out rest of the Campaign Elements and I'll have to give this extra points for the suggestion that you could use this with the Purple Sorcerer Game's adventures, what's exactly what I'm going to do.

5/5 Stars: Very happy.

Rating:
[5 of 5 Stars!]
CE 3 - The Folk of Osmon
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Purple Mountain IV: The Magmadome
by Thilo G. [Verified Purchaser] Date Added: 07/15/2013 03:47:52
An Endzeitgeist.com review

The fourth installment of PDG's old-school dungeon Purple Mountain is 38 pages long, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 34 pages of content, so let's take a look!



This being an adventure-module, the following contains SPOILERS. Potential players may wish to jump to the conclusion.



Still here? All right! Level 4 of Purple Mountain is a hostile environment - but unlike any fire-level you'd expect. Yes, there is magma. There are efreets and magma elementals (with class levels and archetypes!) - but the level has a massive catch that immediately stands out among comparable fire-themed dungeons: As soon as the PCs enter the level, they'll get an invitation (also as a player's handout!) that invites them to a kind of ceremony/game - throughout the level, scrying disks are located at numerous locations that serve as a focus for the elemental audience to survey PC-progress - and the progress of the other combatants that scour the dungeon's level, actively hunting for the PCs: Think of it as a kind of extraplanar reality TV-show akin to Running Man, intended to choose a second in command for the elemental warlord Scorcher. And yes, the monster-choice is rather interesting and not limited to the standard elemental creatures you'd expect.



What really rocks, though, is that apart from a significant amount of different comments to spring on the PCs (or give warnings to them or their foes!), terrain-peculiarities abound and should make sure that interesting areas add their spice to your battles. Most of the level requires care while navigating and if you stop, you risk slowly sinking into magma, taking increasingly painful amounts of damage - two thumbs up for the great execution there!

Unlike regular dungeons, stealthily taking the dungeon room by room is hard to pull off, with scrying disks making resting VERY difficult and announcers, at the DM's discretion, ratting out both the PCs and their foes, resulting in a surprisingly action-packed, intriguing set-up for the level - one that will actually feel distinct and different! Speaking of which, just to give you an example - what about a magma elemental martial artist monk, ever seen something like that before? Yeah, that's exactly what I meant with "interesting builds"! We also get a neat new monster, the firewisp, and collected stats of all the monsters.

The appendices feature 7 uncommon spells, a write-up of elemental lords, a full write up of the religion of elemental god Drothos, the Magma Exarch and neat tables that display all the treasure to be found and all the XP to be gotten on the level, as well as a player friendly version of the map and high-res jpgs with and without labels for use with VTTs.



Conclusion:

Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to PDG's relatively printer-friendly 2-column standard and the full color original pieces of artworks are surprisingly well-made - neat indeed! Furthermore, the pdf comes fully bookmarked and the cartography is nice, though nothing too special What's cool is the d20pfrsd.com-hyperlinking - the good kind, mind you - the one that only hyperlinks the relevant rules instead of each mentioning of a given word. two thumbs up!

Surprise. Honestly - I read "Magmadome" and thought "lame fire-level". Oh boy was I wrong. Beyond smart and intriguing terrain-features, this level's basic idea is unique, cool and will make the level feel VERY unique, offering a superb means for the DM to make his players feel like gladiators and easily keep up the pressure - or take it off them. The set-up as well as the relatively cool builds for the foes, the nice traps and overall concise feeling of the level are what ultimately sells this to me - where level 3 was a panoply of interesting cultures and practices, this one is fast, furious and definitely an action-packed experience - Authors Ken Austin and David Pryzbyla did an awesome job well worth 5 stars +s seal of approval - Purple Mountain is shaping up to one awesome mega-dungeon!

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
Purple Mountain IV: The Magmadome
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TOME: A Whale of the Problem
by Thilo G. [Verified Purchaser] Date Added: 07/11/2013 02:46:08
An Endzeitgeist.com review

The second installment of PDG’s TOME-series is 7 pages long, 1/2 page editorial,1 ¾ pages of SRD, leaving us with 5 ¾ pages of content, so let’s check this out!



In case you’re not in the know, this series provides us with complex encounters using unusual creatures – everything required to run the encounter is provided herein, though. As essentially either a throw away encounter of skeletal from to craft a full-blown adventure from, the product handles much like an adventure and thus this review contains SPOILERS. Potential players should jump to the conclusion.



Still here? All right. Set per default on Whale Island in the setting of Porphyra, the premise of this encounter is uncommon, to say the least: Whale Island is a known hunting ground – for sky whales. Yes. For flying whales. And much like regular whales, there is a dedicated amount of people hunting these creatures, namely in this case, the Twilight Fleet. The Pcs are hired (with a significant lump of gold!) to deal with a particular Abia, a CR 13 sea-serpent-like being that has been destroying their vessels. The issue is – the thing’s intelligent and considered a guardian by the local populace and not particularly malicious. So why is it suddenly attacking?

Well, turns out the sky whalers have killed creatures in the sea and the serpentine guardian took offense – whether by diplomacy or other ways, this conflict can be resolved in various ways. Dead sailors reviving as brine zombies (both sailors and brine zombies coming with statblocks) and similar complications can be added at the DM’s discretion and apart from the Abia, we also get a CR 7 fetchling corsair-statblock, which uses 4WFG’s Corsair-class that is currently being revised) as well as the racial traits of Porphyra’s fetchlings. Finally, the pdf offers us the Mariner’s Shield you may know from the awesome “Items of Power and Ambition”.



Conclusion:

Editing and formatting are very good, I didn’t notice any significant glitches. Layout adheres to PDG’s printer-friendly 2-column standard and the pdf comes with nice b/w and color artworks. In spite of the brevity of the encounter-supplement, it comes fully bookmarked, which is awesome.



Author Mark Gedak has created nice encounter set-up, though a VERY weird one – sky whales and an actual industry based on hunting them are introduced in the encounter and honestly, at least for me, that severely hampers the plug-and-play appeal of the encounter. I do like its weirdness, but for many campaigns, that might be a bit much – the changes to your setting necessitated by this are a major downside in my book and honestly – the unscrupulous whalers-angle, even with a twist, is not that innovative and when compared to the first TOME-installment, feels less easily being integrated into one’s campaign – also due to the massive reward the PCs can score. All in all hence a solid encounter, but not a perfect one. My final verdict will thus be 3 stars.

Endzeitgeist out.

Rating:
[3 of 5 Stars!]
TOME: A Whale of the Problem
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CE 2 - The Black Goat
by Megan R. [Featured Reviewer] Date Added: 07/04/2013 10:40:56
This is a neat little resource with the potential to become a recurring feature of your campaign world. Picture a simple community in a high mountain pass, clustered around a potent oracle... just saying that spawns concepts of somewhere your characters might want to visit, perhaps for advice... or of course they might just need to get to the other side of the mountains, and will need to negotiate their way past those who dwell in the pass.

The inhabitants are well detailed and the actual pass itself mapped out, making any encounter you choose to run very easy. Moreover, there are TWO tribes involved, the humanoids living here and another group dwelling nearby, both of whom have scope for development as recurring groups in your adventures.

The oracle herself - The Black Goat - is an interesting personage in her own right and someone who has the potential to become a Patron for an appropriate character if so wished. Even getting to see her, let alone getting a favourable outcome to a request, is quite a challenge and could prove a good adventure in its own right.

Plenty here to do and see, and to come back to again and again.

Rating:
[5 of 5 Stars!]
CE 2 - The Black Goat
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AL 5: Stars in the Darkness [DCC]
by Thilo G. [Verified Purchaser] Date Added: 06/24/2013 03:55:42
An Endzeitgeist.com review

The fifth module/adventure location for the Dungeon Crawl Classics-system, now released by Purple Duck Games and penned by Daniel J. Bishop, is 38 pages long, 1 page front cover, 2 pages SRD, 1/2 a page advertisement, leaving us with 34 1/2 pages of content, so let's take a look!



This being a review of an adventure-sandbox-locale, this review contains SPOILERS. Potential players will wish to jump to the conclusion.



All right, still here? The world is suffering - the pdf kicks off with a list of 30 different entries that align a lucky star to each birth augur - why? Because the skies are in turmoil. One by one, the lucky stars are vanishing from the skies - and the PC's luck is starting to suffer. In order to reclaim their luck, the PCs will have to undertake a journey into a conceptual space - think rabbit-hole, the transcendent journey throughout space and time into a space below the celestial tree, where a complex at the juncture of places and times not only holds the dread secret behind the disappearance of stars.



As the PCs may find out via visions and interactions, there once was a race of progenitors for elves, tasked with guarding and shepherding the stars - these winged beings have since degenerated, via the fell influence of a dread being as well as a vile drug - fully statted, of course. The PCs will have to combat the massive opposition awaiting them. Thankfully, they will have some support via a second, fully statted party that doubles as replacement characters - heroes from another world and time of the Praexi race - weird and alien, yet coincidentally speaking the same languages.



In order to truly liberate the stars that are being consumed, the PCs will have to brave bridges of the infinity of stars and defeat an indestructible dwarven incarnation of the true culprit - essentially a sentient black hole, complete with directional gravity that makes for one of the coolest show-downs I've seen in quite a while. The pdf also features full maps of the dungeon, both for GMs and player-friendly versions of the maps.



Conclusion:



Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to an elegant, printer-friendly 2-column b/w-standard with plenty of original pieces of b/w-artwork, with especially the depictions of the iconic locales being awesome and not something I expected in this product. The pdf unfortunately lacks bookmarks, which is imho a mayor comfort-detriment at this length.



Daniel J. Bishop has once again created a glorious supplement with iconic, weird and awesome foes, brimming with imaginative imagery - and were it not for the missing bookmarks, I'd immediately settle for a final verdict of 5 stars + seal of approval. Due to the lack of bookmarks, though, I'll omit my seal of approval and still recommend this wholeheartedly also for DMs of other systems, if only for idea-scavenging.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
AL 5: Stars in the Darkness [DCC]
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Stock Art: Wendigo
by steven r. [Verified Purchaser] Date Added: 06/14/2013 12:49:07
Mark Hyzer is an amazingly talented artist, who has worked for WoTC on MtG and draws some of the the creepiest monsters I know, always awesome. A full color pick like this would normally run someone $45+ at a minimum and to get it from somone like Mark for $3.00 is a steal. I ended up using this in 101 Not So Random Encounters: Winter and it fit perfectly.

Special Thanks to Mark Gedek of PDG for making this stock art line available.

Steven D. Russell
Rite Publishing

Rating:
[5 of 5 Stars!]
Stock Art: Wendigo
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AL 4 - The Waystation (DCC)
by Megan R. [Featured Reviewer] Date Added: 06/14/2013 10:47:31
Poking around deserted ancient dwarf complexes is standard dungeon crawl fare... but this one has a fascinating twist to it that ought to make players sit up and take notice.

The backstory presents the familiar ancient dwarf community amassing fabulous wealth, coming to grief when attacked and leaving mysterious remains behind... but these dwarves had invented the magical equivalent of the subway or underground railway, the remains of which survive to baffle present-day (in the campaign world) adventurers who stumble across it.

The means of ingress are pyramidal stele that dot the landscape and are, unbeknownst to all, ventilation shafts leading to the depths below. A few reasons, from mere curiosity to small creatures falling down them, are given for the characters to explore in the first place but once they do there is a well-detailed and fantastical world, copiously supplied with monsters (just because the dwarves are long gone doesn't mean the place is deserted) and quite a few treasures to loot... and the dwarves' patron deity is taking an interest.

Perhaps a short excursion or the gateway to more extensive underground adventures, this is a thoroughly entertaining 'crawl.

Rating:
[5 of 5 Stars!]
AL 4 - The Waystation (DCC)
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