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An Endzeitgeist.com review

****( )

This module for Rhûne clocks in at 87 pages, 1 page front cover, 1 page editorial, 1 page SRD, 3 pages short story/advertisement (actually worth reading!), 1 page back cover, leaving us with 80 pages of content - a massive amount!

All right, first things first: The mythic sidebar/support from "Into the Pale Tower" is maintained herein; if you've been playing the anti-tech side of the Rhûne factions (via The Ælven Agenda), then...you'll actually have a different intro, gaining specialized Aodain Shrouds. While transition from this angle takes a bit more finesse for the GM, it is very much feasible - though perhaps the coolest way to play this would be to play BOTH previous modules with different characters...that way, if one group gets wiped/defeated, the second can pick up the pieces...and if all fails, you can use the PCs from one of the modules as NPCs...Just my 2 cents, of course! If you've been using the factions from "Into the Pale Tower", they won't play a big role here, though that is bound to change in the third module.

All righty, that out of the way, let's dive into the module - and that means that, from here on out, there are a lot of SPOILERS: Those of you who want to play this should jump to the conclusion!

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Only GMs around? Great! So, while the PCs were trying to stop the plot in the Pale Tower, Northgard has been besieged by the barbarian hordes at the service of the eternal winter - the Thrall Lords are making a big move it seems - and Northgard has been in better shape, with commander Dorthgar and key officers having been afflicted by the dread rage fever...which renders open warfare a problematic idea. In his incapacitation, the commander's daughter tries her best to hold the ford together.

So, no matter which prequel is used, we can begin- the Pcs are greeted by refugees...and warlike barbarians won't wait to make their introductions either -sending their famished thralls at the PCs, which should make abundantly clear that these folks and the servants of the Thrall lords in general, should not be trifled with. Finally arriving at the pier where the White Jarl awaits, the PCs will have to contend with the damaged pier and the deadly frigus zombie, who is about to make short notice of the vessel unless the PCs intervene - it is also here that the racial tensions and alien mindset of the automata are showcased, but ultimately, the PCs need to make their way to Northdown on board of the ship - past the plague blockade...and they better survive the thugs sent by Grey Navash...

Knight-Commander Ullsteinnr is not particularly pleased and a combination of Black Hand agent-provocateurs, the nearby hordes and the zeitgeist make Union City not the nicest place to be - the trail that may provide salvation, though, leads to Mikill Bókasafnið (Literally "The Great Library" -love the linguistic consistence the setting often manages to employ!!) - where the PCs will have to explore the complex, searching for a means to deal with the plague...and the magical defenses of parts of the library, so here's to hoping they don't torch the place...and the trail leads to speaking with a glitterfane. If the PCs play their cards right, the missionary may yield the correct information - but the trail leads to Caol, several days away...and with time being of the essence, THE airship (remember the lore of The Sun's Gem from the CS - that's a HUGE honor!) is the only way...but even en route there, the PCs will have to withstand yet another agent of their foes. The crew down to half strength, the journey on board of the legendary vessel (fully statted!) is not under the best of signs...

...and indeed, if the PCs failed to do their homework, they'll be up for a rude awakening when clockwork swarms activate on board...and a mutated, ghastly, huge undead swan gorged on necromantic energies also seeks to take down the ship. If the PCs are grounded due to damage at one point, they may run afoul of ælven patrols and indeed, the pdf concisely covers the option for ælves to resolve this before the attack escalates.

The PCs now finally arrive at Caol - and the full-color maps are ridiculously glorious, gorgeous, amazing. Drool-worthy. The alien glitterfane and their glitterswarms make for an...interesting experience...but ultimately, the PCs will have to convince Vella Lightwing, cleric of Alnara, to grant them access to the chalice: PCs should be up to their best behavior, for not only the formal trials posed by the glitterfane must be mastered: The PC's conduct impacts seriously the support they receive: Favor points are tracked. And yes, there are tricks to the trials of harmony, compassion...and finally, they will encounter glitterfane who are less nice, including a radical renegade oracle...and how the PCs deal with them will make a major impact...and yes, roleplaying is rewarded over just bashing brains in.

Once again, though, the PCs are not at the end of their journey - they will have to brave the wilderness trail (and the lavishly-depicted en-route encounters, complete with glorious full-color maps) to approach Drowned Karthæn, desolate ruins where mutated leshy, decaying tentacles and worse roam the streets of this nightmarish locale -and the PCs have to make their way down below into the royal quarter, which doubles as a creepy, ghostly dungeon, where creature-placement, details, haunts and the like conspire as a great example of indirect storytelling...and have I mentioned the savage ghast raging cannibal? or the mighty skergrafa construct? This section could come straight out of a Dark Souls/Bloodborne-game and that is meant as a true compliment: Have I mentioned the rune-cursed coral colony? In a lesser adventure-series, this act would be a stand-alone module! And the final boss-fight is EPIC. Thus, with the rune Laguz secured, the Pcs will probably want to return post-haste from these darkened halls.

The chalice's power sends the PCs straight through Nachtland (German for Nightland, just fyi), a shadow-plane like double where the PCs can metaphysically combat the rage fever in a more direct manner...however, the shadowy version of Northgard is inhabited by dread elementals of void and fire...and worse...and yes, we once again get an absolutely phenomenal map - in a version for Nachtland and a regular one - double-kudos. In order to save Northgard, the PCs will have to defeat a horrid giant, who is primed to actually enter Midgard...and tear Northgard asunder with his mythic power.

Still, the aftermath is grim and it seems like Northgard is bound to fall....but how this saga plays out, well, we'll have to wait for module #3 to determine that!

The pdf also provides stats for the magic items and monsters introduced herein.

Conclusion:

Editing and formatting...are actually really good this time around! I noticed no "see page x"-remnants, no hiccups in that way - big plus and kudos for improving that aspect. Layout adheres to a 2-column full-color standard with a white background, somewhat akin to the one employed in Ælven Agenda, but more refined. So yeah, we're back to a more printer-friendly look than "Into the Pale Tower"'s sepia-tinted standard. The full-color artworks are GLORIOUS. The same holds true for the copious, lavish cartography. Now, unfortunately, we don't get player-friendly versions of the maps, but unlike in the previous module, by the structure etc. of this one, that aspect is a bit less jarring - for the most part, you can use the maps presented, go mind's eye or duplicate them quicker - the absence hurts, yes, but hurts a bit less. Another big downside is something you probably expected: Once again, alas, we get NO BOOKMARKS. This constitutes a serious comfort detriment. We also don't have a print-option, so yeah, alas, there is no alternative: The best way, at this point, to run this, is printing it out. Here's to hoping the whole series gets PoD soon! The pdf comes with a smaller lite-version for electronic devices.

Will Cooper, Joshua Kitchens & Jaye Sonia are obviously a winning team. Ben McFarland and Mike Myler provided additional design...and the result is a GLORIOUS module. I mean it. Bringing the two wildly different storylines of the previous modules together is damn cool. The module has a sense of urgency, excellent production values and a lot of different challenges to overcome: Different themes are concisely linked, there is something to be done for every type of character and the atmosphere is generally amazing. This is, in short, a fantastic module.

That being said, the lack of bookmarks and player maps does hurt this a bit...if the module existed in a print version, I'd point to it as the way to go, but yeah - as a reviewer, I have to penalize this for their lack, in spite of adoring the module. Still, considering all, I do still feel like I *have* to wholeheartedly recommend this - which is why my final verdict will clock in at 4.5 stars, rounded down...but I'll still add my seal of approval to it. I wholeheartedly hope that the Storm Bunnies add the player maps and bookmarks and/or print options, though - I want this whole series of adventures in print!

Endzeitgeist out.


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An Endzeitgeist.com review

****( )

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...*drumroll* a .jpg-version and a .tif-version of the map! Yeah, that's pretty amazing! Something went wrong with the jpg and tif-maps, though: One sports the trap icons, but not the secret doors...and the other sports secret doors noted by the deceptive "S"...but not the trap icons. This makes neither the GM, nor the player maps work ideally.

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

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

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Still here?

All right!

Okay, beyond the pun-tastic title, this one is interesting - draw a rough image of the map - it should look like an Aztec glyph. The trail leads the PCs to a strange complex, shielded from dimensional intrusion and sporting a hard-to-reach locale -an hermitage, if you will. Within the complex, not only do strange wonders await - there is also a vrock. Yeah, a demon. Only, said demon actually is on the path of redemption! Yes, this may not necessarily be a combat encounter, but rather a module that could help bring unprecedented salvation to a being of pure evil, perhaps serving as a great launching point for PCs endeavoring to redeem a villain or similar foes/morally bankrupt characters. Have I mentioned the option for flight-training and some rather...let's say, unique, properties and dangerous glyph-traps?

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf. The pdf does sport one nice piece of original full-color art - kudos! The cartography, with player and GM-VTT-maps, is nice.

Okay, this transcends being a mini-dungeon; this one is an AWESOME, unique set-piece - with special ways for avian/flight training and perhaps one of the most far-out potential mentors I've seen in a while, Stephen Yeardley's mini-dungeon delivers more oomph and unique tricks than what one would deem possible within such a restrictive format.

At the same time, this mini-dungeon does lose a bit of its charm in Kyle Crider's translation: It references subdual damage, which does not exist in 5e, and while the hyperlinks are well-made this time around, the lack of a direct flight-based skill in 5e takes a bit away from the complex's unique original property. Add to that the hiccup in the VTTs and we have a conceptually strong pdf hampered by a couple of minor factors - still a good offering, though. My final verdict will clock in at 4 stars.

Endzeitgeist out.


Our Price: $0.99

Add to Cart

An Endzeitgeist.com review

****( )

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...*drumroll* a .jpg-version and a .tif-version of the map! Yeah, that's pretty amazing! The dungeon's number-less version of the map doesn't sport any deceptive trap icons or traps - kudos, though the place where the secret doors are can still be gleaned by proximity...but if you conceal that part, it works well. In short: Full, proper VTT-support and help for guys like yours truly that can't draw maps.

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

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

...

..

.

Still here?

All right!

What formerly was a shrine devoted to a cult of assassins and their foul deity, now hosts an array of nasty gang members and their ogre boss. The complex itself is pretty straightforward and would be rather conservative in its own place. However, blending skeletal minotaurs and remnants of the cult with the new gang-inhabitants makes the dungeon feel interesting and less predictable. A modified gang member on the basis of ogre stats is nice and hyperlinking is generally consistent, though a decanter of endless water, for example, hasn't been hyperlinked.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf. The pdf does sport one nice piece of original full-color art - kudos! The cartography, with player and GM-VTT-maps, is nice.

Brian Wiborg Mønster delivers an interesting little mini-dungeon, which, on paper, may look none too impressive. In play, the small dungeon felt more dynamic than I would have expected and the brief statblock modification shorthands render this one pretty much plug-and-play-ish, beyond even the other mini-dungeons. It is also a mini-dungeon that was converted well by Kyle Crider and one that, theme-wise, feels more fitting in 5e than in PFRPG - hence, my final verdict will clock in at 4 stars.

Endzeitgeist out.


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An Endzeitgeist.com review

*****

This supplement clocks in at 11 pages, 1 page front cover, 1.5 pages of SRD, leaving us with 8.5 pages of content, so let's take a look!

The red king is the dictator of the North in the amazing patchwork planet of Porphyra, an ogre-mage half-dragon with a single, purple eye that seems to be too large for his head - and yes, there is an amazing hand-out-style 1-page version of the glorious artwork depicting him within this pdf.

Ahem. Sorry. I can't do that neutral routine. LOOK AT THOSE STATS! I am drooling here!!

CR 22. AC 48 almost 450 hit points. Yes, please! His class-line reads "Male unique half-dragon ogre mage cavalier (longshanks/warlord) 6/inquisitor 5. And his average damage output is a beauty to behold! While his cohort and followers (an army in its own right) don't get stats, he is a beauty!! He actually killed his father and implanted his eye in his own face, wearing his sire's scales!

His armor employs the grace ability, which increases the maximum Dex-bonus and aforementioned eye can pierce illusions...oh, but that's not all!! You see, unlike many comparable supplements, we do receive a gloriously detailed background for this villain - beyond the detailed and lavish story, which has ventured into the realm of legend, the red king also sports a rather intriguing array of tactics - and yes, he has actually strategies to escape death.

Beyond these lavishly detailed aspects of the pdf, we also get specific adventure hooks and a new legendary weapon, namely the Red King's Judgment. In case you're new to the concept of legendary weapons: These were introduced by Purple Duck Games as an alternative to the concept of Legacy Weapons - but unlike those, they don't impose unnecessary penalties. The respective items have prerequisites and increase in power over the course of the wielder's levels, with the weapon featured herein increasing in potency in 10 steps. I love these items, as they help combat the Christmas-Tree-syndrome and makes magic matter more.

Anyways, beyond gaining multiple straight upgrades, we gain increasing, scaling invulnerability to fire, minions via Vile Leadership, nets Proficiencies/Focus and provides e.g. flame strike with 1/2 unholy damage...which does not exist. I get what it tries to do, but still -an obvious and unnecessary glitch. It also can bypass fire resistances and allow the wielder to discorporate and weather the storm, emerging once again from the flames...

It should also be noted that material uses and special weapon properties featured in the build - kudos!

Conclusion:

Editing and formatting are very good - I noticed no serious hiccups and rules-language is similarly concise, with the minor exclusion of the aforementioned unholy damage glitch. Layout adheres to Purple Duck Games' two-column standard, which is printer-friendly with purple highlights. The artwork of the king is GLORIOUS. The pdf has no bookmarks, but doesn't necessarily require them at this length.

Derek Blakely has made a little dream of mine come true. I don't know about you, my readers, but I know that my players crave challenges and many a published module doesn't really live up to that aspect: If I threw a vanilla AP final boss at my group, then chances are in many (not all!) cases that they'd utterly annihilate the foe. I am a huge fan of really challenging, deadly villain-builds and when both the amazing Faces of the Tarnished Souk-series and Enemies of NeoExodus ran their course, I sighed and got back to making builds.

I expected not that much from this humble pdf and I got so much more: The red king is a glorious foe - lavishly illustrated, detailed and deadly, he makes for an amazing BBEG in the tradition of these two superb series. I adore this NPC and his tricks and the addition of the legendary weapon is a nice plus as well. For the low and fair price-point, this provides a great, deadly villain that should really challenge even powerful groups. What more can you ask for? Exactly! The one aesthetic glitch I found wasn't enough to rate this down - this is a great, amazing little pdf, well worth the asking price and deserving of 5 stars + seal of approval.

Endzeitgeist out.


Our Price: $0.99

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An Endzeitgeist.com review

*****

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Unlike the first three 5E Mini-Dungeons, this one does not come with VTT-maps or player-friendly iterations, which is a bit of a bummer.

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

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

...

..

.

Still here?

All right!

The Soularium is pretty uncommon in that it does not represent a classic dungeon, but rather a cult's dread operation disguised as a charity - what at first looks like a benevolent organization, quickly turns out to be the soul harvesting operation of a nasty quasit and his faithful cult - including and alignment seeing statue and pretty concise defenses - conceivably well--crafted for such a small module and sporting actual traps and the like herein. Big plus - the hyperlinking this time is pretty consistent and the traps/skill-checks have been translated well into the context of 5e.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a nice 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf, but there is no key-less version of the map to print out and hand to your players. Stats, as mentioned above, obviously are hyperlinked to the SRD.

Rory Toma's Soularium is an interesting, fun sidetrek with cool defenses, nice ideas and a solid cartography to boot. The lack of player-friendly maps once again drags this a bit down, but balance- and treasure-wise, I have no complaints this time around - Kyle Crider did a nice conversion job.There is not much to complain about here - hence, my final verdict will clock in at 4.5 stars, rounded up to 5 due to in dubio pro reo.

Endzeitgeist out.


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