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This Tinker-expansion clocks in at 6 pages, 1 page front cover, 1 page SRD, leaving us with 4 pages of content, so let's check out the Grafter!

Mechanically, we have a 5-level PrC with 10 ranks heal, 7 ranks knowledge (engineering), skill focus (heal) and 3rd level invention/blueprints as prereqs. The class gets d8, 3/4 BAB-progression, good will-and fort-saves and 4+Int skills per level, but ONLY heal and intimidate as class skills. They also get full invention-progression, with the important caveat that BP per blueprint DO NOT increase via grafter level.

Got that? All right. At first level, a grafter gains a grafting pool equal to class level X 3. These points can be used as BP to apply inventions to the grafter's own body when preparing inventions and do not replenish, unless the grafter removes a given graft to free points. Inventions with limited uses per day refresh upon blueprint-preparation and at 3rd level of the class, the grafter may apply grafts to others as well. Inventions that require activation also require at least int 3 (no grafted oozes, sorry) or int 11 on behalf of the controller in the case of controlled unintelligent foes (like undead). This also provides an interesting precedent for similar master/minion relationships with other creatures such as constructs. A given creature can maintain a total of grafter's int-mod in BP as grafts at a given time.

Now there are restrictions - skill bonuses, class skills and proficiencies cannot be granted via these grafts and any untyped bonus for an automaton becomes an enhancement bonus for an intelligent grafted creature. If a graft requires a given feat via an invention and the base creature also has that feat, it can take the follow-up invention as a graft, but graft-granted abilities cannot be used as prerequisites to qualify for feats etc. Got that? Good!

At first level, the grafter also learns to add int-mod to wis-mod regarding heal-skills (NOT a fan of two attribute-mods to one skill). As you may have noted, grafters can be somewhat neutered in their grafting capabilities by their graftees simply walking away - this is remedied at 3rd level, when they get full control over their grafts, allowing them to declare them obsolete when resting and thus making them break/reclaim their grafting BP...which allows for nice roleplaying potential: "Yes, Mr. Ogre...I can graft you so you can eat those knights in the castle." *ogre flies off with rotor* "I declare it obsolete." Ogre falls...far. (Though this does, unfortunately, not work - design-inventions can't be grafted...)

At 4th level, the class nets those grafted with 5 BP or more one of 5 bonuses (HP, CMD, fort, COn or natural armor) as long as they remain enhanced by you. At 5th level, the grafter may artificially increase his graft-pool temporarily by expending his infuse automaton ability, allowing for even more flexibility in that regard.

It should also be noted that the grafter at 2nd level learns a so-called implant, essentially an invention that can only be applied to organic beings and not automata. He also learn another one every class level after that (though it should be noted, that, like regular inventions, only one of a kind can be applied to a given being, i.e. no doubling of a given implant on a creature). Some of these have level restrictions as well.

I was talking about implants. What about an adrenaline injection unit, that nets a bonus of +4 to Dex (or Str...) for one round as a swift action class levels x 2 per day times? Vastly improved carrying capacity? A nose-installed flame-thrower? (If you're like me and grew up with Sonic, remember the final boss of Sonic & Knuckles and chuckle...) A limited use +5 insight bonus to attack? Limited times per day auto-succeed saves versus toxins and diseases, even if you have failed the save? Immunity to fear at the cost of gaining no morale bonuses? Fortification-like metal plates that help versus sneak attacks? Simply more Hp? Auto-heal via stimpack when reaching 0 hp (but not when dying immediately)?

The most powerful of grafts allow you to grant yourself (and others) dragon-like energy lines (and even cones!) as breath weapons and implant artificial brainstems that temporarily revive your minions as double HD fast zombies that retain their weapon and armor proficiencies - great if your villain just has to run...or if your fighter has no scruples about that sort of last ditch-effort to take down a villain...

Now, I know what you're asking - how does the PrC play with all those inventions? Well, there are (as can be imagined in such a wide field) some cases, where the interaction between inventions and implants, for example, take a VERY experienced player to handle. Take Augmented (or Definite) Structure: +1 Hp per HD of the base-creature at 2 BP cost. Does that one stack with the structural augmentation implant for +5 maximum Hp at 1 BP? (Answer: Yes it does - bonus-types stacking...) What I'm trying to say here is -know the rules, tinker and this book - this is complex as hell.

It should be noted that by now, prior ambiguities as to e.g. arms/legs etc. and inventions have been cleared up and via the now established transparency between implant and invention-usage, another source of potential confusion has been streamlined away.

The revised rules also properly cover action economy for graftees of varying intelligences by being treated like an alpha using the invention, thus eliminating some of the ridiculously action-economy breaking potential builds I could construct. Great to see this smoothed and made work!


Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to Interjection Games' two-column b/w-standard and the pdf has no bookmarks, but needs none at this length. Artworks are thematically-fitting stock.

Okay, Bradley Crouch's Grafter's V.1.0 struck me as awesome, but unrefined. I wrote a review and then, life happened. For a time, I was actively out of the reviewing game as you may know and then, I get back and I find this beast. I check back...and by now it actually works. At least I couldn't, from the top of my head, break it and reading this revised edition provided no angle for me to break this beast -and this deserves accolades. No, seriously. Fixing glitches to provide a better experience for one's customers is great, especially when always trying to stretch the boundaries by trying insanely complex rules-stunts and classes and actually getting the job more than done deserves applause. The grafter as such took a mind-bogglingly complex base class and made it more complex while also opening its benefits up to other classes, adding some significant value to your tinker-class in game. Well worth a final verdict of 5 stars + seal of approval.

Endzeitgeist out.

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****( )

This Mythic Mini clocks in at 3 pages, 1 page front cover, 1 page SRD, 1 page content, so let's take a look, shall we?

This time, we're all about more universal path abilities after the first, awesome installment, so let's check this out!

We begin with 4 different 1st tier abilities, with two of these netting bonus feats from Mythic Magic: Core Spells. Yeah - while I get why they're here, let's call them out for what they are - filler. So what about "Dramatic Reveal". This one is all about roleplaying potential - whether a birthmark or another characteristic - something marks you for greatness and revealing it helps immensely in social skills. While mechanically none too awesome, the potential and concept BREATHES mythic for me, so yeah - as far as I'm concerned: Cool! The final 1st tier ability, "Planar Scholar" makes you a savant of planar knowledge, allowing you detect portals and decipher information about them. This ability is damn cool and carries a LOT of roleplaying potential while feeling distinct and suitable for mythic characters. Two thumbs up!

We also get 3 different 3rd tier abilities and oh boy...neat: Take one that nets you contingency (or its mythic equivalent, depending on your tier!) as a mythic power fueled ability. Yeah! What about being eternally young, including age-disguising/changing and yes, the immortal ability is also granted at higher tiers. Neat! Gaining endure elements and know direction on other planes and further expanding your planar knowledge, this one is a neat follow-up that delivers narrative potential galore: Two thumbs up as well!

The one 6th tier ability allows you to grant one mythic monster ability to your eidolon, companion etc. Solid and versatile, yes, but nothing that utterly wows me.


Editing and formatting are top-notch, I didn't notice any significant glitches. Layout adheres to Legendary Games 2-column full-color standard and the pdf has no bookmarks, but needs none at this length.

Jason Nelson's second universal path-centric pdf offers quite a few cool abilities that range from awesome to filler. While the majority of path abilities herein belong on the winner side, the second column of the pdf is 1/4 empty, offering ample space for additional content and the two feat-granting abilities feel like filler to me. Generally, the overall path abilities can be considered cool, yes, but still, the last spark didn't jump over to me. Make no mistake - this is a cool, nice pdf, but falls short of true greatness due to both the relative brevity and aforementioned points. Overall, a quintessential "good" pdf and thus well worth 4 stars.

Endzeitgeist out.

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Journey to Cathreay clocks in at a massive 115 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, leaving us with 112 pages of content, so let's take a look!

The module begins with a massive explanation of the module for the DM - essentially, the module provides an extremely helpful explanation of the module's structure, making the modification on the fly very easy on the DM. A total of 5 maps are provided and a table of all encounters with CR, treasure, XP to be seen at a glimpse. It should also be noted that the pdf also comes with a 25-page NPC-book that has versions of the NPCs of varying strength depending on the number of PCs your party sports - one statblock for 4, 5 and 6 PCs. Indeed, DMs have an extremely easy time with this book - a reference for all animal tricks, beasts, items, rules and spells used in the module is part of the deal - i.e. you ONLY need this book when running it. No book-flipping. (And yes, these take up quite a bunch of pages, but a massive 67 is still left, making this a long module. This being a journey-module, we also get a massive write-up of a caravan resting, with rules for slashing through tents and the like as well as stats for bisons and their handlers - and yes, we actually get multiple stats for guards and handlers, making these guys more versatile than what most modules would provide.

This being an adventure-review, the following contains SPOILERS. Potential players should jump to the conclusion - believe me, you'd hate spoiling this one.

Okay, still here? Roco P'loma is a man with a reputation for making the trip to the domain of the Crimson Khan a couple of times and bringing back curious wonders - and now, his guards have ran off, claiming the caravan's haunted. P'loma, imbued with the power to negotiate by the Khan, offers a significant reward for the PCs and after signing the contract (yes, paperwork etc. would be part of the module's realism, though you can skim over this fast) and after that, the first subplot immediately kicks off - Acomat, the brother of Tegana and an important part of the caravan, is about to have the time of his life with gorgeous gal named Daisy. And after that, the worst, and last time of his life. In truth a doppelgänger, the creature wants to infiltrate the Khan's court and her plan is lavishly detailed. Know how usually in a module, such a plot works like "He is killed and replaced, the end." Well, here we get a full write-up, step by step of the infiltration process and thus also ample opportunity for the PCs to foil the gambit. This level of realism (including, btw., plainly hilarious moments of unobtrusive humor) is mixed with an uncommon assassination weapon (a giant rot grub - yeah...nasty) for the best handling of such an operation I've seen in quite a while. Whether the infiltration works or not much depends on what you as the DM want to do with it and how perceptive and paranoid your players are. After this, the PCs will have to make a short 4-mile trek to a dwarven bison ranch and escort bison to the caravan - in a dynamic skill-challenge type escort. And yes, bison are not that easy to ride or lead and accidents may well happen... This journey already uses a level of detail nigh unprecedented - take potentially poisonous berries bison may or may not eat, a wizard practicing his fierball-spell and unintentionally creating a stampede

The journey hasn't even started yet. Now if I go through the day-to-day things that happen, this review will become bloated beyond repair. So let me tell you: Yes, EVERY DAY of the 5-week journey has its own write-up of small things happening, landscapes changing, stops at settlements, interactions with ratfolk traders, taking down a fire drake so the caravan may safely progress (in its disturbing cave of 500 eyes) - there is a LOT going on and beyond these effects, it should be noted that 7 NPCs in here are of particular interest -interacting with them and driving forward their respective plots allows for maximum customization options for the DM. And yes, these interactions are relevant, but more on that later. Assaults by very smartly planned div-assailants and wonder galore await on this journey - what about an oasis, where peacock-feather-like reeds grow and turn towards those closer, making it look like the plants are watching you? (Including a neat, challenging combat here that makes nice use of the strange place...)

What about a Jiang-Shi that has managed to stowaway among the people of the caravan, making for yet another complex foreshadowing and multi-part plot that may see an innocent man and his goat exiled. Rescuing a desperate man from a cyclops? Crashing an arranged marriage via trial by combat and potentially winning the freedom of a lady by besting her less than enthusiastic husband to be's champion? An Elk-hunting mini-game with a megaloceros? The wonders of the journey are plenty and varied indeed.

On day 32, the PCs finally arrive at the Khan's winter palace to a roaring welcome party...during which, their employer bites of more than he can chew and unintentionally makes a bet with the Khan that he (or another of the NPCs with their various plots that the PCs unearthed during the trek) and the PCs can take on Sennacherib. What is Sennacherib, you ask? Well, it is a legendary Tendriculous. , dare I say, MYTHIC adversary. Yeah. And before you say anything - I've been using mythic foes as legendary adversaries in my campaign for quite some time and they make for superb bosses against non-mythic groups. However, they imho require proper foreshadowing and the module does a superb job - a fully depicted legend of the creature, extensive and superbly written, makes clear from the get-go that this beast is indeed something to be feared. Even the end of the creature, should the PCs and their NPC-ally prevail, is the stuff of legends. By the way, this is not the only legend provided in the module - remember the fire drake's cave? I failed to mention that another legend the PCs may have encountered hides the true treasure of the place in an unobtrusive puzzle. Yes. This module has it all.


Editing and formatting are top-notch - I only noticed 2 minor typo-level glitches à la "Ncps". Layout adheres to a printer-friendly 2-column standard that is exceedingly easy to print out. The module comes with a handy NPC-book, varied stats, includes all the rules required to run it, is extensively bookmarked with nested bookmarks and has two versions, one optimized for the US-standard and one for the A4-default used in Europe - awesome! A total of 6 solid full color maps are provided, also as high-res jpgs and the artwork is provided, handout-style, in the back of the module, allowing you to print them out and hand them to your PCs. The artwork is solid, btw., and adheres to a very old-school aesthetic.

The last 2 modules by 4 Dollar Dungeons made my top spot of my top 10 list of 2013. "Horn of Geryon" can be considered an apex of the art of wilderness sandboxes. "Panataxia" is one of the best dungeons/planar modules I've ever read, regardless of system. Then this one hit my review-list and I was concerned - caravans? Urgh. Two massive potential issues seem to be ingrained in such a scenario - a) the caravan-rules introduced in Jade Regent just aren't that good and b) such modules are by definition railroads.

"Journey to Cathreay" deals with both issues remarkably well - by ignoring the caravan-rules and replacing them with STORYTELLING. You know, with developments, cool wilderness-scenery and a ton of things to do. The second gripe is harder to handle, though - how do you change that up? Via great NPCs and subquests galore the DM can introduce on the fly, by providing varied challenges and options to amp up or slow down the pace whenever required. Then, there would be the potential issue with the final boss and its mythic nature (and no, you don't eed mythic adventures to run this module - all rules required are provided) - the module manages to properly foreshadow it and makes for a truly epic final fight that is challenging, yes, but NOT unfair. Each combat, each encounter comes with round-by-round tactics, interesting terrain-features and at the end of each section, all relevant skill-checks/DCs are collated into a handy box, available at a glimpse.

Richard Develyn seems to be out on a quest to demonstrate mastery in all types of module possible - this journey breathes the spirit of wonder so often lost in fantasy, the sense of exploring a truly different world. The level of detail provided is simply staggering and the world feels ALIVE. It may be ugly at times, it may be hilarious - but over all, these NPCs and places feel like they truly exist, like you could just fall from this world and wake up in the pages of this module. The diverse choices of the PCs and how they matter, the simply astounding, great writing, the unobtrusive, realistic puzzle (that can be brute-forced), the bison-herding mini-game, the hunting mini-game - adventuring is not always a fight to the death and this module shows exceedingly well why one would embark on such a career. PCs actually get to do something that may be considered fun not only for the players, but also for the characters. Add to that the copious amount of read-aloud text, legends, ridiculously easy to use format, the fact that NOT ONE ENCOUNTER in here is boring/common, that creatures get smart tactics and actual background stories/reasons for their actions and we get a module that is on par with the superb predecessors, perhaps even beyond it.

Want to know how good this is? My players actually were sad when the module was over. They've been badgering me about more 4 Dollar Dungeon-modules ever since Horn of Geryon, and this module took them a long time to complete and unlike every caravan module I've ran before, not one of them lost interest even for a short time - invested from beginning to end, this module just blew them away. This beast is long and never loses its stride. When your players refuse to get up from the table at midnight, even though they have to go to work on the next day, when they ask for more roleplaying sessions because they are so into a module, then you realize you have one glorious beast of a module on your hands. This module cements Richard Develyn as one of the best, perhaps even the best, adventure-writers currently active for PFRPG. It's hard to describe what makes this so impressive, how this quasi-realism and wonder go hand in hand - let it be known that there are few modules that breathe the spirit of old-school gaming to this extent and combine it with all that is great about new school gaming for a result that can only be described as master-class.

Modules like this make reviewing worthwhile. Seriously. And then there is the ridiculously low price, the fact that you need no other book to run this. And the rather interesting fact that this module surpasses its predecessors in length. If this review is short on the actual story of the module, then only because I want YOU to experience this beast like I did - with eyes wide open at the wonder that oozes from every page, chuckling at the humor, grinning at the smart encounters and all the details. The writing is so captivating, it also makes for simply a great experience to read and honestly, I've read a lot of fantasy novels I found less engaging than this.

You won't find a better bang-for-buck-ratio anywhere. Seriously. This is, by any scale I apply, the apex - if there were 10 stars, I'd slap 10 stars + seal of approval on this book. This is the best caravan/journey-style module I've ever read. This is a must-purchase. This module makes me run out of superlatives to slap on it and, at least as far as I'm concerned, may actually surpass its predecessors. This is a hard contender for the number 1 slot of my Top Ten list this year and, barring the means to rate it higher, I'm going for the highest honors of 5 stars + seal of approval. I guarantee you'll love this module if the idea of a caravan even remotely interests you, if you're looking for this sense of wonder the old grognards always complain about being absent from most current modules - here is where it lives and breathes and has been blended with all the comfort we now expect.

Why are you still reading this ramble? Seriously, buy this.

Endzeitgeist out.

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This installment of Legendary Games' Mythic Monster series clocks in at a massive 40 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 2 pages introduction to the product line, 1 page advertisement and 1 page back cover, leaving us with 32 pages of content, so let's take a look!

After a short introduction to the matter at hand, we are introduced to an extremely cool introductory text that serves as a frame narrative - essentially a lecture on a newly discovered species of qlippoth, before we are introduced to options available for those who want to conjure forth these antediluvian threats of evil - including a new way with the so-called qlippoth talismans (in case the sacrifice of pregnant women is not an option for your vile villain...) - no less of 10 such talismans are provided and they essentially make calling these dread beings via summon-spells possible. Neat!

After this cool supplemental material, we kick off with the respective creatures - Baregara get a mythic version of CR 15/MR 6 that has truly devastating grapples (including a maw that consumes targets, automatically dealing damage on grapples, which they can maintain one-armed, and also providing AoE-demoralizing. Essentially, all basic abilities have been upgraded to be more lethal - nice.

Second would be the CR 13/MR 5 mythic bebilith, and these foes are even better at dismantling foes armor (including natural armor) and their rotting bite is truly devastating. At CR 23/MR 1o, shaggy demodands are terrifying forces indeed - blocking any channeling in the vicinity (unless the target succeeds a very difficult save), these are mythic monsters at their best, taking a relatively bland base creature and slapping a vast array of signature abilities on the creature - towards a more concise monster concept, that one being the anathema to divine casters. Two thumbs up and kudos for improving the base creature like this.

The Mythic Slimy Demodand at CR 20/MR 8 can add stun as insult to injury (when foes bleed and take acid damage...) and even highjack channeling and temporarily sever divine casters from their powers - better yet, said duration can be further expanded with the aptly-named "Where is your god now?" - glorious and once again a HUGE improvement over the relatively bland base creature. AT CR 16/MR 6, the Tarry Demodand is slightly less awesome, but continues the theme of anti-divine outsiders, but their sense of faith and entangling tar-like secretions make them powerful hunters - including an anti-divine smite.

Need something at lower levels? CR 4/MR 1 mythic howlers have quills that drive those embedded with their quills insane and furthermore, heal via drained sanity. Evil! TA CR 18/MR 7, the Kauen-Taka can ROT THE EYES OF THSOE THAT SEE THEM. That's damn creepy even before their carrionstorms get mythic templates added... As a minor complaint - the mini-statblock for flesh-mansion-less Kakuen-Taka could have used a better formatting/some highlighting. But then again - mere presence induces hallucinations? Animating flesh piles and withering plants? This one is disturbing indeed! And while the base creature was awesome, unleashing eyeless hounds and killing foes at short range via ethereal hails of soul splinters round out an epic creature indeed.

Speaking of which - AT CR 15/MR 6, the Chernobue Qlippoth may be a cool upgrade, but in direct comparison to the former critter, it falls a bit flat. Then again, cythnigots-spawning poison is cool - that might be the Qlippoth-fanboy speaking... Speaking of which - these clock in at CR 3/ MR 1 and their spore-infested wounds can entangle, even entrap targets! Cool and rather lethal low-level mythic threat that works well in that context. The Nyogoth (At CR 13/ MR 5) can attach itself to targets via its intestinal limb bite attacks and upgrades the acid spray with poison - neat!

AT CR 9/MR 3, the mythic shoggti no longer just clouds the minds of foes - it can now utterly dominate them and even stun those subjected to its wis-draining powers. OUCH! Have I mentioned that breaking targets free of the control may see them attack you in a murderous rampage? Yeah - nasty, indeed! The CR 19/MR 7 mythic Xacarba learn to mix their poisons (Yes!) and even spray them over an area - neat improvements of the base creature!

Finally, at CR 16/ MR 6 we get the Mythic Ylyrgoi - huge, hydra-like, multi-stingered monsters studded with countless shrieking maws and eyes. This creature is brand-new and oh boy - an aura that reduces gestation periods of infections, parasites and diseases, improved demon killing, stingers that regenerate, insane reach, egg-implants - utterly disturbing and oh so awesome - its signature abilities taking up more than 1 full page - that does not count the statblock! Add to that the extremely awesome artwork and we have a truly glorious beast here!


Editing and formatting are top-notch, I did not notice any glaring glitches. Layout adheres to Legendary Games nice 2-column full-color standard and the two pieces of original artwork by Ivan Dixon are awesome indeed, with the new creature's artwork taking up a whole page so you can show it to your players. Now, layout-wise, like Mythic Monsters before, this one has some blank space at the end of one monster's entry, which is nice if you just want to print out one, but also means that printing this out is slightly more wasteful on the paper than it could be. It's a matter of preference whether you prefer this or a more "cluttered" approach, so that won't feature in my final verdict. Now what does feature in it would be the glaring lack of bookmarks, which renders navigation more difficult than it ought to be.

Jason Nelson, Tom Phillips and Alistair Rigg provide a glorious collection of uncommon abyssal foes - and deliver in spades. You know, mythic can be often taken as a bland "faster, harder, wider"-contest and yes, some creatures can be seen as a relatively straight progression. The vast majority of abyssal threats in here, though, is not content with such a treatment, instead developing the base creature, often into something truly distinct that works so much better than the base beast - with signature abilities emphasizing niches and foci of the monsters herein, there is not one critter in here that has not been massively improved, with the abilities of demodands and their thus much tighter focus making them my favorites in here and, perhaps for the first time in ages, actually DISTINCT. The new qlippoth is one glorious beast as well, and were it not for the lack of bookmarks, this would be immediately 5 stars + seal of approval. Their lack means I'll refrain from putting my seal on this, but still consider this one superb purchase that any DM who thinks the players should FEAR the denizens of the abyss should get - even if only to scavenge signature abilities...of which there are soooo many...

Endzeitgeist out.

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This Dungeon Dressing-installment clocks in at 10 pages, 1 page front cover, 1 page advertisement, 1 page editorial/ToC, 1 page SRD and 1 page back cover, leaving 5 pages of content, so let's take a look!

The first page is taken up by a short explanation of how to use this pdf and a d0-table that helps you determine on which table to roll and how often. And oh boy, do these table's names already spell out the respective themes of the tables:

No.1 would "Utterly Worthless", 50-entry strong (like all tables herein), features delightful things for adventurers to grab - a tangled ball of multicolored thread, a dried up snake. The left arm and head of a doll. A half-eaten shoe soaked in brine. A mouse stuffed with strange herbs. While this one (and the other tables) have entries for roll twice/thrice, in a cool twist, the resulted items are nailed together, glued together, dirty etc., adding more variety than a simple reroll otherwise would. Awesome.

"Broken and Battered" is probably better suited for clues, though the anarchic goblins have spared these in any way - lockets defaced with mustachios, sling stones with traces of gnawing, angel-shaped-pendants that have been bereft of their wings - disturbing and still funny and once again full of narrative potential.

Table number 3 is all about "Yummy tidbits" - with the roll thrice-entry commenting they've been made into a stew. Stew in pockets makes no sense? Pshaw, these are goblins we're talking about! Meat with canine fur, honeycombs with bee-bodies, bird heads, cheese so covered in green fuzz it might run off at any moment... delightful, disgusting, fun.

Finally, table number 4 provides shiny treasures - like whetstones with holes drilled through the center. Small pairs of scissors to run around with. Collections of buttons, preserved eyes, ancient turnips, dented coins from obsolete kingdoms...once again, rather interesting entries. (Though gold, or rather, silver/copper values for some of them would have been appreciated...)


Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to RSP's superb, streamlined and printer-friendly 2-column b/w-standard with thematically-fitting, neat b/w-stock art. The pdf comes fully bookmarked and in two versions, one optimized for screen-use and one to be printed out.

I do not begrudge author Eric Hindley this task - goblins are hard to depict properly - on the one hand, they ought to be somewhat comedic, on the other hand utterly psychotic - plus, they are since Burnt Offerings the iconic humanoid antagonists that set the tone for Pathfinder (and made me, back in the day, start getting the books...) - what I'd like to say is: This assignment was probably hard...and fun. And the fun translates. I'm writing this review after a bunch of underwhelming, crunch-intense books that dragged down my mood considerably. (Contrary to what some of you might think - reviewing bad books is a ton of work and no fun at all...) After reading this one for the first time, my mood was back to excellent - you might not exactly need this book, but it enriches your arsenal when depicting goblins. And some entries are plain funny and made me smile. And there aren't that many lighthearted supplements out there. Add to that the top-notch production values and this bland of the hilarious and horrific that so well reflects the goblin mindset gets 5 stars + seal of approval.

Endzeitgeist out.

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