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Another piece of what I needed when I needed it. Great looking hi-res TIFF image and easy to understand license.
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Cool piece. Not something I have an immediate need for, but cool.
Hi-res TIFF image and easy to understand license.
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Could be a knight. Could be a suit of armor. Could even be an automaton.
Either way it is is good. Hi-res TIFF image and easy to understand license.
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Perfect for a lot of projects, including some I have in mind!
Hi-res TIFF image and easy to understand license.
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Could be a pirate, could be a fighter. Either way I think I know where I can use her!
Hi-res TIFF image and easy to understand license.
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Look more like a snake-face-man, but that is what I needed. Hi-res image and easy to understand license.
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What I needed when I needed it. Hi-res TIFF image and easy to understand license.
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Like is says on the tin. 101 Variant monsters (44 pages), ordered by CR for Pathfinder.
Takes the normal monster from the Pathfinder Bestiary and provides an alternate or variant version. Perfect to spring a little new life into that standard monster (some of which have their roots in the game going back 30+ years).
Sure you can come up with all of this on your own, but there are lot of clever ideas here and for $6 you get 101 "new" monsters. Not a bad deal at all really.
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Six pages with cover and OGL. Presents some material for customizing ghouls and ghasts. New uses for Knowledge (Religion), new feats, alchemical items and spells. New magical items, new monsters and some adventure ideas. Crammed into just half-a-dozen pages, pretty good really.
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For under the price of a large latte you can get the Pathfinder version of the monsters from Rappan Athuk. There are some overlap here with other Fog God Games books, but this is still a solid collection of monsters.
26+ monsters ready to use in any Pathfinder game.
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For under the price of a large latte you can get the S&W version of the monsters from Rappan Athuk. There are some overlap here with other Fog God Games books, but this is still a solid collection of monsters.
26 monsters ready to use in any S&W game.
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Six pages with cover and OGL. Presents some material for customizing skeletons and those that deal with these low level monsters. New uses for Knowledge (Religion), new feats, alchemical items and spells. New magical items, new monsters and some adventure ideas.
Crammed into just half-a-dozen pages, pretty good really.
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An interesting concept. 20 monsters complete with stat-blocks, art and description of their special abilities. There is almost no "fluff", just "crunch" to this book. The idea is you create the background yourself.
A lot of the monsters have origins that can be explained (undead, abberation) others just beg for their story to be told (whore eater and God Sperm for example).
Each monster was created in response to a piece of art. So somethings form can flow from function (Arm Stealer) or something else entirely.
If you want a book of ready use monsters, sans backgrounds, then this is a good choice.
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Wow. You get a lot more here than I expected.
You get a hi-res view of the room from above.
A flash file to se the room in 3d (really nice)
And a PDF to print out and put together.
If you have an evil necromancer, vampire or demon in your game that needs a throne room then this is a great choice.
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NOTE: This is an updated review.
A while back I wrote a review for Mazes & Perils, a 2012 Holmes-Basic Retro-clone from Vincent Florio.
http://timbrannan.blogspot.com/2012/09/review-mazes-peri ls-2012.html
The 3rd printing/edition is now out (or rather it has been out for a bit) and I promised then I would re-review it.
This new version is cleaned up considerably and it does look like it has been rewritten. It is still free and the idea here (I think) is to provide a means to play "D&D Basic" or provide a common ruleset to allow people to create Basic-era compatible works. As a goal, that is a pretty solid one really. At 61 pages it is also really tight and it is also free.
I do want to address some of the issues that plagued the previous editions, but only as a means to talk about the improvements on this edition.
Like I said, the text has largely been rewritten. It now reads less like someone with a copy of Holmes Basic on their lap, but instead someone that played Holmes Basic for years and scribbled what they could from memory. The game now goes to 12th level, which is a good place to go to be honest. Yes, it is only 3 more levels than the previous version, but those are three levels that really make a difference in terms of end game play. Have a look of Adventurer Conquer King to see the same logic at work.
There are only the four basic classes (Cleric, Fighting Man, Magic-User, Thief) and the four basic races (Human, Elf, Dwarf Halfling).
I want to restate the things I did like about the previous versions. Obviously the name of the game is a nod to John Eric Holmes' book "The Maze of Peril" and I can respect that. If you are going to do a Holmes' homage or pastiche then that is a perfect name really. Clearly the author has done his research.
Others have complained about the art. I rather like it to be honest. The cover is very cool and the interior is no worse than what you would have seen in Holmes. In fact I was under the impression that the art was exactly what the author wanted. "Good" or "Bad" is subjective. To me it is perfect for this book.
What does this book do? OR What is it good for?
Well if you do want a simple game to give you the feel of D&D Basic, then it works well.
If you want an EASY book to create your own "Basic Era" products then it is also a good choice.
If you want a game with lots of options, then maybe Basic Fantasy, Labyrinth Lord, ACKS or even D&D Basic/Expert will work better.
This newer version is cleaned up and is certainly an improvement over the previous versions.
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