Chronicle of the Gatekeepers—Sidetrek: Not of the Same Mind (PFRPG) PDF

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Cavians are a rat-like race of humanoids joined in a mysterious hive mind. Though they are misunderstood by many and feared at least as often, that doesn’t stop them from being an exceptional resource when someone wishes to learn of events on a global scale.

Unfortunately, the people of Teryth are so afraid of a group of cavians approaching the town that a mob threatens to run them off (or worse!) unless the party can intervene. If the party can’t get to the cavians, how else will they discover what the vespans are up to?

This adventure is a side quest in the Chronicle of the Gatekeepers Journey, and includes:

  • An introduction to cavians, agents of the mysterious hive mind
  • A new racial implant: the cavian mind eye

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An Endzeitgeist.com review

5/5

This installment of the chronicle of the gatekeepers campaign serial clocks in at 10 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 6 pages of content, so let's take a look!

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

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All right, only GMs around? One of the most unique races of NeoExodus would be the Cavians - rat-like humanoids that are all psychics...and that differ radically from any other race by one crucial fact: The race sports a hivemind, which renders them unique and alien in an uncanny way. Large-Biter has news - a group of cavian monks is nearby and may prove vital intelligence on the Vespan's work and the flare of activity of the Nexus gateways. It should soon dawn upon the PCs that there are some racial tensions here - indeed, even before they venture forth towards the Cavians, they'll be confronted by villagers warning them in no undue terms - tensions are flaring and, indeed, this module is about the two disparate groups.

The module tracks every little interaction between both groups, so here's the deal: Teryth's natives are pretty hostile towards the Cavians and thus, each interaction, each wrong word, may provide a mob point; the interaction with the Cavians may yield Diplomacy points alongside information and the PCs better take heed - upon their return to Teryth from the trip to the Cavians, the local populace seems awfully interested in the details of the Cavian's strength, numbers, etc. - and yes, here the PCs better ought to remain unspecific. Now the cool thing here is the following: The points ultimately determine how the final showdown between the two groups turns out - and there are a lot of different, fine-grained results here, with the non-bloodshed ideal case being pretty hard to achieve...but not impossible.

The module also sports one cavian magic item, just fyi.

Conclusion:

Editing and formatting are very good. Layout adheres to LPJ Design's elegant 2-column full-color standard for the series and the module comes fully bookmarked and in a second, slightly more printer and mobile phone-friendly version.

Michael McCarthy and Louis Porter Jr. provide one extremely elegant sidetrek here: Focusing on Diplomacy, this humble little module offers a welcome change of pace from the usual adventuring fare, with interesting supplemental rules that render running this one pretty easy. Additionally, this module rewards Diplomacy and bring heroic (i.e. not kill-happy) - it's ideal solution is that no one gets hurt. More importantly, while there are ample skill-checks here, many of the actions and actual points the PCs get depend on roleplaying as opposed to simply rolling a die - a fact that further improves this already cool set-up. I am seriously impressed by this cool, little sidetrek - it is different in all the right ways, fun and a great chance for actual roleplaying to shine. Barring any proper complaints, I can wholeheartedly endorse this fun, uncommon sidetrek, since it exemplifies what you can accomplish with even limited space. My final verdict will clock in at 5 stars + seal of approval.

Endzeitgeist out.


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