Succubus

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A solid old school dungeon romp.

4/5

Jungle Ruins of Madaro Shanti by Frog God Games

This product is 32 pages long. It starts with a cover, ToC, and credits. (3 pages)

Introduction (7 pages)
This is four 4-8 characters of 4-7th levels. This gives a history of the adventure, GM notes, player background with plot hook. Basic info on a small town, rumors, NPC's for the expedition supplied by the town, random encounter table, stat blocks for the monsters and 8 special encounters. There is also two full page maps, one of the jungle and one of what's left of the ruins.

The Ruins (6 pages)
This section talks about the two primary buildings still left other than the Palace. Which is the main Gatehouse and Plaza. There is two encounters here and one trap. There is also a series of bronze wheels that do varies things that I won't get into. Basically it is a puzzle that can and does effect later parts of the adventure. There is two maps of the Plaza but not one of the Gatehouse.

The Palace (5 pages)
This has maps of the palace and 12 encounters with in. There is a few interesting locations and encounters in this section.

The Dungeon (9 pages)
This part has 6 encounters including one that could lead to a interesting Roleplaying and 4 traps. There is maps of all the levels of the dungeon and a section on concluding the adventure at the end.

It ends with a OGL and ads. (2 pages)

Closing thoughts. The art work is black and white and ok, a very old school style to the artwork. Layout and editing where good I didn't notice any obvious errors. This adventure has a very interesting history and set up. It is a fairly straight forward wilderness trek followed by a dungeon crawl to accomplish a task. A very old school feel to the design and setup, including the puzzles in the Plaza that might not be so obvious. Which while neat could also frustrate players a bit. While the set up and background especially where really well done, I do have a couple of critics. I would have liked to have seen more information about the starting town. A map maybe and a few key NPC's at least names with a blurb about them, along with what it looks like. A GM can do that themselves but it would have been nice to have as a starting point.

Secondly I would have liked more information about the journey the basics needed is there but a bit about the environmental hazards and a few complex encounters along the way would have really added to this a lot. My final critic is the lack of a map for the gatehouse. While it is a simple design it still would have been nice to have a little map for it. So great setup, ok start and a solid dungeon romp. I am going to give this one a 4 star review. Good in a old school way, but I felt it could have been great with a bit more work.

Trust me, I'm a Succubus.


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Some well done new archetypes

4/5

The Secrets of Tactical Archetypes by Rite Publishing

This product is 12 pages long. It starts with a cover and credits. (2 pages)

Archetypes (7 pages)
It starts off talking about the reasons the product was made and listing the new six archetypes in the book. Which are...
Celestial Commander: Summoner – This makes the summoner into a divine casting class. They give up some spells for other spells, gain one domain, gains some bonus feats, boosts single summoner creatures(or groups if summoned with a single spell), boost allies, make pets blow up like a divine bomb, etc.
Inspiring Commander: Cavalier – loses heavy armor, gains limited bardic performances, gain bonus teamwork feats, temporarily grant others teamwork feats, buff allies.
Mechanist: Gunslinger – uses Int instead of wis for grit, gains disable device class skill and trapfinding like a rogue, can increase dmg done with firearms, swaps out some deeds.
Pack Hunter: Ranger – Gains a wolf animal companion like a druid would. Later adds a second wolf, if you and all your pets hit in a single round you all get healed some, etc.
Shogun: Samurai – slight change to resolve ability with two new options, gains diehard feat, can spend resolve to do bonus dmg based on con, can grant others a move action a few times a day.
War Warder: Magus – slight change to weapons and armor, can spend acrance pool for armor bonus, gains abjuration spells to their spell list, force push, causes foes to stop if hit by a AoO.

It ends with a OGL and ads. (3 pages)

Closing thoughts. The art work is a mix of black and white and color. It ranges from meh to ok. Editing and layout was good. All and all the new archetypes are pretty good, I do have some critics and comments though on them. Mechanist and Shogun where pretty narrowly focused, I thought a bit to much so. Inspiring Commander and War Warder where solid builds. Pack Hunter, love the idea but thought it could have been better. I would have liked for a option to take more kinds of animals even ones of a different kind (ala Beastmaster) and I would have rather them given up more abilities to get more pets. Two wolves was just not enough to invoke pack hunter in my mind. So this one I consider a great concept that wasn't taken far enough. Celestial Commander for me was easily the best of the bunch, I really liked that one. So what's my rating? I am going to give this one a solid 4 star, good but I would have liked a bit more on a couple of them.

Trust me, I'm a Succubus.


Add Print/PDF Bundle $18.99

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Worth the price and then some.

5/5

Caves and Caverns by Raging Swan Press

This product is 88 pages long. It starts with a cover, credits, ToC, and Intro. (5 pages)

Forward (3 pages)
This talks about the design idea, what's in the chapters and the authors thoughts. It also has tables listing that list CR's in order and page number, by creature type and random monsters by EL.

Chapter 1 (16 pages)
This chapter talks about adventuring in the underdark or in this book they call it the Ebon Realm. It talks about travel times, tunnel sizes, skill checks and how they help, languages of the realm, air and bad air with how to notice and over come it, cave-ins, darkness and light sources, spells with dark and light descriptors, the varies types of floors one is likely to encounter and the problems they can present, different types of obstructions one can encounter, types of walls and climbing checks etc, water and what it can cause, floods and underground rivers, a sample cavern with full page map, it ends with a glossary of terms.

Chapter 2 (61 pages)
It starts but listing all the common creatures in the underdark by CR and listing which book they come from. Next it lists all the creatures by creature type, followed by 4 monster random encounter tables by tunnel type and 3 feature/hazard encounter tables by tunnel type. Next we get nearly 100 cave and cavern dressing to help make things look better in a random table.

After that we get to the encounters in the book. There is 25 primary encounters in this section that range from CR 6-13 with most falling in the 9-12 range. Each of these encounters have a bit of information about the encounter, full stat blocks, tactics of the creatures and advice on how to scale the encounter. In addition to those there is also a section on Drow (8 stat blocks and 4 brief encounters), Duergar (4 stat blocks and 1 brief encounter), Svirfneblin(4 stat blocks, 1 encounter and a little on a settlement), and Troglodytes (4 stat blocks and 2 brief encounters)

It ends with a OGL, about the authors, ads, and back cover. (4 pages)

Closing thoughts. The art work is black and white and ranges from pretty good to very good. Editing and layout was very good I didn't notice any errors. The encounters ranged from solid to in a few cases outstanding. Most of them was good or very good in design. The first chapter and random tables of the second chapter is reason enough to pick this up for anyone planning to run any games in the underdark. The encounters are just a bonus and a good bonus at that. The only negative thing I can say and this is more of a nit pick than a real problem is, the encounters tend to be more mundane and by that I mean creatures you would obviously expect to find and/or are common. I would have liked to have seen a few not a lot but a few more uncommon type encounters. Otherwise I really have nothing negative to say and that is a nitpick. So what's my rating? Well what choice do I really have? I am giving it a 5 star review.

Trust me, I'm a Succubus.


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Want stat blocks and hoards for white dragons?

5/5

White Terror of the North by Super Genius Games

This product is 27 pages long. It starts with a cover and Intro. (1 ½ pages)

Dragons (24 ½ pages)
Each entry has a full stat block, 3 sample hoards, advice on how to make things tougher and some alternative builds. The CR's for the stat blocks are 2, 4, 6, 7, 9, 10, 11, 13, 14, 15, 16, 18, and 18/21. The last one is a alternative build with extra stuff on the normal CR 18 dragon making the encounter a CR21.

It ends with a OGL and Credits. (1 page)

Closing thoughts. The art work is black and white and ranges from meh to pretty good. This is so far likely the best art of the series. Editing and layout where good. I didn't notice any obvious errors. As I have mentioned before I am not a huge number cruncher. I didn't notice any stat block errors though but I freely admit I am not great at spotting them. I am more if it looks right and looks like it will play well I just go with it. The hoards are all well done with a few interesting items, such as fur lined shoes of some value and such. I like things like that personally. I really could find not fault with this one. I would have liked there to have been more advice on tactics for the dragons though, to help out newer GM's where the more likely people to want this product. Even just a paragraph or two would have been nice. So what's my rating? Well it gives exactly what it claims it gives and I couldn't find any flaws so I am giving it a 5 star review.

Trust me, I'm a Succubus.


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solid little side trek that could use a little more polish

4/5

Fenrirs Fury by Krome Dragon Games

This product is 26 pages long. It starts with a cover and credits. (2 pages)

Introduction (1 page)
This is a side trek adventure for 4-5 6th level characters. This is a nice background with a well done villain. It is set in a viking style setting. It fits in well in the Land of the Linnorm Kings and or as a side trek during the Jade Regent AP when it travels threw it. Either during the 2nd AP or just before the 3rd one.

Part 1 (4 pages)
The PC's end up at a village and are invited to join the locals in the feats hall for games and a feast. After taking part in both for awhile the feats hall is attacked. The PC's half to defend the Jarl from a attack. While this is going on the village is being attacked as well, after defending the Jarl the PC's likely rush to save the village from the two threats.

Part 2 (5 pages)
At this point the PC's are allowed to rest in the village that night and thanked for helping the village. In the morning the Jarl if he was saved or someone else if not ask the PC's to seek out the enemy and stop them. They find out that the village has been being attacked by a known enemy. This involves a overland travel with deals with some weather, some encounters and then the final fight with the enemy once they locate him.

Appendix 1 (1 page)
This has basic information on the village and a glossary of terms.

Appendix 2 (10 pages)
Maps, both large mini maps and regular sized maps.

It ends with a OGL and back cover. (2 pages)

Closing thoughts. There is no art except whats on the cover. Editing and layout are pretty good. The adventure is well done with a interesting villain, the best kind of villain in my opinion. Someone who seems themselves as doing the right thing. I would have liked to have had some more information about how the villain comes about doing what he is doing. There is enough and it makes sense but I would have liked some more details. The biggest thing missing is advice on running the final part with the villain trying to convince the PC's of the worthiness of his cause and what happens if they side with him. I think that was a missed chance to take a pretty cool like side adventure and make it a very good one. So what's my rating? I am going to give it a 4 star review. It is solid and you can run it as is. It just could have with a bit more work been better.

Trust me, I'm a Succubus.


4 star review nice little dungeon, with a couple of rough spots.

4/5

Purple Mountain: Temple of the Locust Lord by Purple Duck Games

This product is 30 pages long. It starts with a cover, map, and credits. (3 pages)

Introduction (2 pages)
Here it talks about the Megadungeon and this level of the dungeon. While this is the first level of a much great dungeon complex it can be very easily played alone. In fact the only way down lower in the dungeon is not very obvious and something a GM could easily change and use as a stand alone. It gives some plot hooks, standard dungeon features like light sources, doors etc, and ends with a random encounter page.

The Temple of the Locust Lord (10 pages)
There is 14 rooms in this level of the dungeon with 8 combat encounters, 2 traps and well I won't ruin the surprise on the final obstacle in the dungeon. I liked the playtest notes in this section talking about some of the issues with some of the rooms and what might be hard and why. Plus one about how the playtest group and how the GM tweaked the dungeon due to their actions.

Monsters(6 ½ pages)
This section has 11 full stat blocks of creatures in the adventure.

Extra's (4 pages)
Here is new Cavalier order, a few feats, magic items and spells. As well as new vermin mounts and a new demon lord.

Treasure and XP (1 page)
This section list all the monsters in each of the rooms and list their xp, as well as another table listing all the treasure in all the rooms.

It ends with a OGL, ads and how to write for PDG. (3 ½ pages)

Closing thoughts. The art work is black and white, it ranges from fair to pretty good. Editing is pretty good, layout on the other hand could use some work. A couple of the issues I had with the layout. Right in the middle of the dungeon there is two full pages of art, they would have worked better as chapter headers. Just seemed a odd place to put both of them. I liked how the dungeon uses monsters that PC's normally rarely face and it has a nice theme. I don't have part two yet, but the only way down as written would be very easily missed by PC's perhaps in part two they will address this possible problem.

I had one final issues with the product and one comment. The comment is there is a random table for things that can happen in one of the rooms. I would have liked to have seen that have at least twice the number of options than it did have. My final problem is the final treasure room is left blank. I get the reasoning as it is explained but I would have still liked a sample treasure list of what the author thought worked myself. All and all I liked it but it does have a couple of rough spots. So what's my rating? I am going to give this one a 4 star review.

Trust me, I'm a Succubus.


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4.5 star review. If you like Oracles it is worth grabbing

5/5

Divine Favor: The Oracle by Open Design

This product is 18 pages long. It starts with a cover, ToC, and credits. (2 pages)

New Curses (2 pages)
In this section there is 9 new curses. The new curses are all pretty cool, though some of them are pretty harsh. They make for great RPing but I can see one of them Wanderer not working for a lot of groups. Unable to return to places they have been before after a week

New Mysteries (11 pages)
Clockwork – Very cool mystery though a couple of the powers don't seem much to do with Clockwork.
Moon – This one was very well done, it deals with darkness, madness and summon a moon bridge.
Old Gods – Has a bit of Cthulhu feel to it.
Plague – very neat, you become a plague carrier more or less.
Snakes – Lots of snake like powers, why'd it have to be snakes? Come on someone had to say it.
Wine – Has a bit of a Dionysus feel to it also fits in really well with Cayden.

New Feats (2 pages)
There is 6 new feats in this section. Summon Avatar is by far the best feat and it is very cool. You gain a bonuses depending on what your mystery is.

It ends with a OGL. (1 page)

Closing thoughts. The art work is a mix of color and black and white, it ranges from meh to pretty good. Editing and layout is good I didn't notice any errors. The new curses are very cool from a RP point of view and neat. Mechanically some of them might be a little rough. The new Mysteries I really have nothing bad to say other than there was a couple of powers here and there that I didn't think fit as well as the could or should have. The feats where the worst part, they was mostly ok, nothing great but not bad. With the exception of Summon Avatar which was pretty cool. So what's my rating? I am going to give this one a 4.5 star review. What is good is very good and most of it is good.

Trust me, I'm a Succubus.


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If you liked the classes listed this makes them better.

4/5

101 Renegade Class Feats by Rite Publishing

This product is 21 pages long. It starts with a cover and credits. (2 pages)

101 Class Feats (16 pages)
This has new class feats for fourteen 3pp classes.
Armiger by Super Genius Games – 7 new feats, Counter Assault was my fav for them. It allows the PC to counter all attacks against it from one enemy.
Corsair by Green Ronin – 7 new feats, Greater Dirty Fighting was my fav feat. It allows the PC to add a condition on a dirty fighting attack such as blinded etc.
Divine Channeler by Rite Publishing – 9 new feats, Efficacious Channeling feat adds a +1 to the die of channeling and the DC.
Dragon Rider by Super Genius Games – 7 new feats, Steed Breath, gain a breath weapon like your steed.
Gladiator by 4 Wind Fantasy Gaming – 7 new feats, Signature Finishing Move, if you do complete all parts of your Signature Move you do bonus damage.
Godling by Super Genius Games – 7 new feats, I don't have any of these books so can't really pick a feat as I am not sure how effective or good they are.
Guttermage by 0one Games – 7 new feats, Guttermage Kiss, this feats is a curse that causes vermin to flock to the target.
Luckbringer by Rite Publishing – 7 new feats, Improved Narrow Escape, allows the PC to use Narrow Escape more often.
Taskshaper by Rite Publishing – 7 new feats, Baleful Touch, with a touch you can cast Baleful Polymorph.
Time Thief by Super Genius Games – 7 new feats, Steal Mote of Time, lets a PC steal motes of time from foes which just is a way for a Time Thief to recharge.
Vanguard by Super Genius Games – 8 new feats, Arcane Defense, spend a spell to gain extra AC.
The War Master by Super Genius Games – 7 new feats, Tactical Teamwork, cause one alley to know a teamwork feat that the another alley has.
Witch Hunter by Super Genius Games – 7 new feats, Spell Anthema, causes the target to lose their highest level spell or spell like ability for the day.
Wolf Shifter by Paizo Fans United – 7 new feats, Essence of the Beast, allowed to pick other animals other than a wolf.

It ends with a OGL and ads. (3 page)

Closing thoughts. The art work is a mix of color and black and white, it ranges from ok to pretty good. Editing and layout is good I didn't notice any errors. The book does a good job of adding some new feats to the classes to help add to them and expand on them. Some of the feats could be used by anyone but most are limited to that class or similar classes, such as time thief and time warden able to use most of the new time thief feats. Most of the feats was just ways to improve or add extra special abilities the classes have. I thought some of the feats where on the strong side perhaps to strong. Most of them where perfectly fine. What I think the book does best is expand those classes and likely make people interested in some of the classes they don't own. For me it was the Corsair. So what's my rating? I thought it was a good book but not perfect. I am giving it a 4 star rating.

Trust me, I'm a Succubus.


Liked it but could have been better.

4/5

Player Options: Aasimar, Tiefling, and Elemental Templates by 4 Winds Fantasy Gaming

This product is 14 pages long. It starts with a cover and credits. (2 pages)

Templates (11 pages)
It starts off with a introduction and then talking about the templates. Next we get the Aasimar templates, which we get 3 of them. Followed by the Elemental templates, which we get 12 of them. It ends with the Tiefling templates, which we get 3 of them. It ends with 16 new feats for the planetouched, though some of them could be used for others as well. The templates in the book are as follows.
Aasimar
Hound Archon
Lillend
Movanic Deva

Elemental
Air-kin
Djinni-kin
Lightning-kin
Azerblooded
Efreetiblooded
Fireblooded
Earthfolk
Sandfolk
Shaitan-folk
Iceborn
Maridborn
Waterborn

Tiefling
Erinyes
Nighthag
Succubus

It ends with a OGL. (1 pages)

Closing thoughts. The art work is black and white, and ranges from ok to very good in one case. Editing and layout are pretty good. I noticed a couple of minor mistakes. The main concept of the product is to play a elf or dwarf Aasimar. The idea is you just apply the template to the base race and there you go. Which works, except it makes the race noticeably stronger with no real drawbacks. The problem I have with this is, any race with a template is just flat better than a race with out one. I don't think they are strong enough to add a EL but it is enough especially at low levels to be noticeable. Now with that said if you use the templates as just new base alternate races they work just fine and are on power with the existing Aasimar, Elemental and Tiefling races.

I liked all the races really but one. The succubus I am not so sure about. The big reason is they only get one stat bonus but at a +4 but also get a -4 stat. Unlike the rest which get get 2 stats at a +2 and one at a -2. Now the bonus is to Chr, combined with the default +2 bonus tieflings get for Sorcery makes them very powerful Sorcerers, good at bard or oracle but kinda below average at other classes. So that was the one race I think might still need a bit more work. I think I would have rather them had a +2 chr and int and -2 to wis or str.

So I like the product and it works well for templates if you want to use more powerful base classes or have everyone use a template, I don't think it works as well in a mixed group of core races with some with and some without templates though. But it works really well if you are just looking for alternate versions of the aasimar and others. So what's my rating? I am going to give it a 4, I like the product and it is useful to anyone that wants some more variety.

Trust me, I'm a Succubus.


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Either a nice side trek or the next part to the AP

4/5

The Sinking: The Plumb Line by Rite Publishing

This product is 17 pages long. It starts with a cover, OGL, ToC and credits. (4 pages)

The Adventure (11 pages)
This is the 7th part in the new adventure path in the Great City. It starts with a summery of the adventure and a background. The PC's are hired to find a missing architect, the first part is them getting the job. After some investigation and social encounters the PC's will be ambushed by some thugs. Eventually the PC's learn he went to investigate some tunnels found by the large sink hole in the city. From here it turns into a mini dungeon.

It ends with a back cover and ads. (2 pages)

Closing thoughts. The art work is black and white, and pretty good. Editing and layout is very good. I didn't notice any mistakes. Being as how this is only the second part of the adventure I own and don't have the rest I am unsure how this ties into the rest of things. This of course can very easily be played as a stand alone adventure with a few minor tweaks in any setting for 3rd level characters. It has a nice mix of some investigation, RPing and combat. The maps are pretty good. So what's my rating? I am going to give this one a 4 star review. Good, but I think could have been better. I would have liked to have seen a couple of more pages of investigation myself.

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Great collection of Urban challanges for PC's.

4/5

101 NPC Grudges by Rite Publishing

This product is 17 pages long. It starts with a cover and credits. (2 pages)

101 NPC Grudges (12 pages)
It starts by explaining the idea behind the product. Sometimes PC's do things that will make NPC's dislike them or even do something that makes someone that hears about their deeds to hold a grudge. This gives you a 101 sample such NPC's and what they do to make things harder on the PC's. It is broken up by Urban, Rural, Frontier, Nautical, and Wilderness. Most of them are Urban or rural there is a handful for the other three. There is also a handful of full stat blocks for some of the NPC's. Most of them are left for the GM as a stat block shouldn't be needed anyways.

It ends with a OGL and ads. (3 pages)

Closing thoughts. The art work is a mix of color and black and white, it ranges from meh to pretty good. Editing and layout is very good. I didn't notice any mistakes. I like the idea of the product and it can add real spice to the game by having new NPC reaction that are problems for the PC's but more social or RP focused problems. Something the PC's just can't or shouldn't just hack down but have to deal with in other ways. Now the product is not perfect. The only real short coming is that outside of rural and especially urban there is just not many options. I get why, urban is far easier for these type of things. I would have liked to have seen some more for the other three though. If you are looking for some non combat idea's to use against the PC's in a urban environment then pick this up for sure. So what's my rating? I am going to give this one a 4 star review. It is great for a urban environment, good for rural, but only tosses a bone to other situations.

Trust me, I'm a Succubus.


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4.5 star review. well worth the meager asking price.

5/5

Oracle Curses by Above Average Creations

This product is 8 pages long. It starts with a cover and credits. (2 pages)

Curses (4 pages)
It starts off explaining the reasoning behind the book which is to expand on the curse selections to add more variety for the Oracle class. Next we get a curse table where it lists all 10 new curses, there type (mental, physical, or social) and how strong or bad the curse is. After that we get the curses game mechanics information. The 10 new curses in this book are.
Deliberate – you always decided things slowly.
Dependent – you have a living spell focus.
Feeble – take extra damage from hits.
Hermetical – social penalties.
Hyperactive – always moving some good and bad aspects to it.
Impatient – effects skill checks.
Mercurial – minor physical aspects change daily.
Mute – can not speak, but eventually gain telepathy.
Ponderous – big, overweight and slow.
Renowned – everyone knows who you are.

It ends with a OGL and back cover. (2 pages)

Closing thoughts. The art work is black and white, and is pretty good. Editing and layout is very good. I didn't notice any mistakes. The curse idea's are pretty cool all and all, I think I would tweak a couple of them before I allowed them. Since not all of them are equal, but then neither where the ones in the APG. For the price this is totally worth picking up for anyone that ever plans to play or allow Oracles in their games. While I don't think it is perfect, since I think a couple of the curses could have been tweaked a bit better it is very good. So what's my rating? I am going to settle on a 4.5, good and with a little work it is great, plus it is cheap.

Trust me, I'm a Succubus.


3.5 Star review, some good, some not so good.

4/5

Legendary Races 3 - Rakshasa by Purple Duck Games

This product is 24 pages long. It starts with a cover, credits, and ToC. (2 pages)

Rakshasa (18 pages)
It has information about their history, physiology, society, magic etc. It also has a Sorcerer Bloodline for them, with more of their physical aspects in the bloodline. There is also a 10 level racial class as well. D10, 6 skills, full BaB, 2 good saves. They also have very good stats +2 str/Chr. +4 dex/con. Simple weapons and some other weapons, light and medium armor. For class abilities they gain a lot more stat bonuses, natural armor, DR/good and piercing, they gain detect thoughts as a SU, spell resistance and finally spells like a sorcerer -3 levels.(at 4th they cast as a 1st level sorc and at 10th a 7th.) To be fair the book even stats they are a strong class and they are, at level 10 they have the following totals. +4 str, +10 Con and Dex, +6 Chr, cast like a 7th level sorc. DR15/good and pierce, +8 natural armor, spell resistance 25. The reasoning is since they get nothing else it makes them limited but strong at what they are good at. I think they might be to strong. I have not playtested them but they just seem way to good with out a EL. Next we get a sample Rakshasa using the class. There is also a few other animal samples other than tigers as well.

After this we get a Half-Rakshasa race. +2 Dex and Chr, -2 Int. 60ft Darkvision, SR5+levels, count as human and outsider, alterself 3 times a day and bonus to sense motive. There is 6 alternative racial traits for them as well. 10 of the classes get favored class bonuses. Followed with a sample half-Rakshasa stat block.

Then we get a new domain, and archetypes for the Fighter, Monk, Ranger and Rogue. All four I thought where pretty well done. There is one of the weapons from the Legendary Blades 1 book in here. 4 new complete stat blocks for monsters. It also reprints a rogue archetype and a domain from 3pp source, that was used in the stat blocks. Finally we get 8 new spells and a new weapon.

Stat Blocks (10 pages)
Here is the stat blocks again with just plain text. Each encounter has it's own page. I assume it is for ease of printing out the stat blocks if you wanted to. But since one would likely print the whole encounter I am not completely sure why they are listed again. In the notes it says this was done by request and to help create a NPC library. I suppose I could see it, nothing wrong with it. Just not something that appeals to me.

It ends with a OGL and contact info. (4 page)

Closing thoughts. The art work is black and white and is ok. Layout and editing where decent. I noticed a couple of minor mistakes. One thing that I noticed that I am not sure was on purpose or not is in the spells the lack of any of the new classes, only the base classes are listed as knowing them. Seems to me some of them would have worked for some of the APG classes. Minor issue but something I felt should have been added if it was indeed a oversight. I am torn on this one, while the racial class could be used as a powerful NPC, I think it is not suitable for a PC, it's just too powerful. But the rest of the book is well done and the fluff for the race was well done as well. So what's my rating? Well I am torn. If you wanted to play a full blooded Rakshasa I would give this a 3 there is some there to work with but it needs work I think. If you are looking for fluff, the half-Rakshasa, archetypes, spells etc with Rakshasa flavor then it is very well done and I would give it a 4. I would have liked there to have been a couple of more pages about the Rakshasa society and stuff though. As it is I am going to give it a 3.5 star review. I liked it and I wanted to like it more than I did.

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Good but could have been great.

4/5

Random Woodland Encounters 2 by Raging Swan

This product is 32 pages long. It starts with a cover, credits, toc, and Intro. (5 pages)

Encounters (14 pages)
There is 8 encounters in this section. Each section has the stat blocks for the creatures and NPC's in them.
A Fate Worse than Death – CR5, a interesting little side trek, where the PC's can save some NPC's from monsters and more.
Broken Road – CR2, No combat in this one but a rescue against the environment.
Hunters Hunted – CR7, a pretty basic encounter.
Master of the Yellow Cavern – CR6, a simple encounter with a lot of ways to use it effectively.
Riderless Horse – CR3, more of a RP encounter.
Sir Valio Ilmonen – CR2, another RP encounter.
Spiders - CR3, A little side encounter with a surprise all wrapped up with in.
The Blades and Staves – CR5, A group of adventures, this could be a combat or RP encounter depending what the PC's do.

Stat Blocks (10 pages)
Here is the stat blocks again with just plain text. Each encounter has it's own page. I assume it is for ease of printing out the stat blocks if you wanted to. But since one would likely print the whole encounter I am not completely sure why they are listed again. In the notes it says this was done by request and to help create a NPC library. I suppose I could see it, nothing wrong with it. Just not something that appeals to me.

It ends with a OGL, ad, and back cover. (3 page)

Closing thoughts. The art work is black and white and ranges from meh to good in the case of the owlbear. Editing and layout was good, I didn't notice any errors. There is a screen and print friendly version, as well as a ereader version. The encounters where mostly interesting and well done, they tended to be inventive. But I also wasn't blown away either, they are good even very good but not great. What I would have liked for a example is on the Broken Road. There is a man trapped a ways off the road down the side of the cliff. It has been raining and still is, having washed out part of the road to cause the fall. I would have liked something like a small random table of possible mishaps with DC checks/saves that the PC's might face while climbing down to get him and bringing him back up. It was a neat idea but I felt it could have been better with something like that added. So what's my rating? I am giving it a 4 star rating. I think it is good but could have been better.

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Some parts very good but could use some work

3/5

Kai's Scoundrels by Raging Swan

This product is 20 pages long. It starts with a cover, ToC, intro, OGL, and credits. (6 pages)

Kai's Scoundrels (12 pages)
It starts off with two pages, a brief overview of the NPC's, Lore, how to fit them in your campaign, their operation, safe houses, tactics and three sample encounters. This first section could have used a couple of more pages honestly.

After that we get full stat blocks, history, personality, looks, mannerism, hooks relationships, tactics etc for each of the NPC's. All but two of them have black and white art head shots. The 6 NPC's are.
“Captain” LeVar – male human afflicted wereshark rogue 3/fighter 4, He gets three full stat blocks for each of his three forms. He is a interesting tragic character.
“Killer” Kai Linnow – female human magus 7/rogue 1, A very cool background and interesting character that can either go dark or return to the light.
Marra Brandywine – female halfling summoner 1/ranger 1, very neat background with a well done character. There is also a stat block for her eidolon.
Marrowsplitter – male gnoll druid 7, is neat but lacks a big history or a lot of information which is a shame cause of the potential he has. There is also a stat block for his animal companion.
Mercutsio – male half‐elf rogue 1/bard 7, He is the only truly evil member of the group that is likely beyond redemption.
Torn Tusk – male half‐orc sorcerer (elemental [fire]) 8, A fairly typical background, he is the most flat of the characters in the book.

It ends with a ad and back cover. (2 pages)

Closing thoughts. The art work is black and white, and pretty good. Layout and editing was so so, not as good as most Raging Swan stuff but nothing to bad. Three of the characters are very well done, two are ok but could have used another half page or more about them and one is just so so. Which makes this a different book, the quality at least for me varied a lot. There internal relationships are very well done, though some might find the brewing romance between the human woman and the gnoll off putting. The biggest short coming though is it really could have used more information about their safe houses, maybe a sample one and a lot more information about HOW they go about doing their smuggling job. These are things the GM of course can do themselves but it would have really been nice to have those things. So I find this a very neat idea some some very cool parts that just feel a bit short. So what's my rating? I am going to give this a 3 star, solid pickup if you want some NPC stat blocks and story idea's but needs a bit of polish and filling in the cracks. Add another half page or so of information on Marrow, Mercutsio, and Torn, A page or two about how they work and a sample safe house, and finally artwork for Marrow and Torn and this could have easily been a 4 star or better product, likely better.

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3.5 review, nice but could have been great.

4/5

The Lost Laboratory by Rite Publishing

This product is 21 pages long. It starts with a cover and credits. (2 pages)

The Lost Laboratory (8 pages)
There is one smaller numbered GM map of both levels and two larger unlabeled maps that could be printed out and given out as a handout to the players. It starts off with a IC introduction to the lab like all of the products in this line. There is a couple of new magic items with information about them including creation etc. Four adventure hook idea's. The section ends with stat blocks for a new mechanical swarm and two new types of golems.

Mini's Maps (8 pages)
Here is a collection of maps to be print out to use as a mini's map for the laboratory. There is also another file with A4 versions of the maps for our friends across the pond.

It ends with a OGL, ad and back cover. (3 page)

Closing thoughts. The art work is black and white, stock art that ranges from ok to fair. Editing and layout is ok. I noticed a few minor mistakes. It is a very cool idea with a nice steampunk feel to it. My biggest issue with this product is, it feels incomplete. It was such a nice idea but I really think it could have used a half dozen more pages to really bring out the cool steampunk aspect it sets up and then leaves a little flat. So I consider this a great idea that just never got the extra details it needed to make it a great product. The constructs I feel the same way about, nice idea but wasn't as cool as they could have been. So what's my rating? I find it hard to rate, on one hand it is complete but on the other it just feels like such a missed chance to add more. Being torn I am coming down on a 3.5 star review.

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4.5 star review. Great product, minor editing errors

5/5

110 Spell Variants Vol 3 by Super Genius Games

This product is 14 pages long. It starts with a cover and Intro. (1 ½ pages)

Spell Lists (1 ½ pages)
Class spell list charts of the spells by class. As you can see from the list below the big winner this time is the Witch class. Below is a list of each class and how many spells they get.
Alchemist – 9
Anti-Paladin – 7
Bard – 19
Cleric – 27
Druid – 15
Inquisitor - 20
Magus - 16
Oracle – 2 (plus all the cleric ones)
Paladin – 11
Ranger – 9
Sorcerer – 1 (plus all the Wizard Spells)
Summoner – 5
Witch - 58
Wizard – 34

Variant Spells (10 pages)
These are existing spells tweaked so they work slightly differently. A few of my personal favorites follow.
Call Faithful – Like call animal spell but calls those of the same faith.
Close Boarder – Like Campfire Wall spell only with a much larger area covered.
Damsel – Similar to Gallant Inspiration, more limited in that it has to help the Witch or harm her foe, but effects more possible rolls.
Deplete – Like Expand but instead of spell like abilities it burns spell slots.
Distracting Dance – Like Frozen Note other than you do it with a dance and may take a move action each round to move as you dance around.
Ghost Step – Like Feather Step but you also don't set off traps if you step on them.
Ill Fortune – Like Ill Omen but what roll is effected can be changed each round.
Lure – Works like Piped Pipping except it works on anyone you have a focus from.
Oozify – like Fluid Form except it effects your familiar or Eidolon.
Outcast – Like Natures Exile but it effects how all Humanoids see the target.
Plague Vapor – Like Dust of Twilight but causes sicken and shaken effects instead.
Siren Song – Like Cacophonous Call only it makes the targets friendly towards you.
Transmogrify – Like Calcific Touch except does 1d4 con dmg and if con is reduced to 0 causes Baleful Polymorph.

It ends with a OGL and Credits. (1 page)

Closing thoughts. The art work is a mix of color and black and white, it ranges from ok to pretty good. Editing and layout is ok. I noticed a few minor mistakes like a extra , or such. I am unsure if they was meant to be or not but all the spells in the descriptions are number as well. Seemed odd to me to have the number next the spell name. There was a few spells I was meh about as to be expected. Most of them I liked to one degree or another. This might be the best one of the bunch to date. Though there was a couple of editing errors and then then numbers by the spell names. So what's my rating? I am going to give it a 4.5 star, take away the few editing errors and the numbers(they bugged me) by the spell names and it would be worthy of a 5 star for the price.

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Some nice Druid options.

4/5

Divine Favor: The Druid by Open Design

This product is 19 pages long. It starts with a cover, ToC, and credits. (2 pages)

The Druid (1 pages)
It starts off looking at the class, it's spells, wildshape, multiclassing etc.

New Class Abilities (3 pages)
This section offers some new wildshape and animal companion options.
Natures Multitude – change into a number of tiny animals.
Swarm Shape – turn into a swarm.
Flock Companion – get a bunch of smaller creatures that total up to the same HD as the normal companion would.

New Archetypes (5 ½ pages)
Full Moon Druid – loses some powers including their animal companion but gains positive channeling and some other healing powers.
New Moon Druid - loses some powers including their animal companion but gains negative channeling and some death domains powers.
Phase Moon Druid – loses their animal companion and some other powers but gains bonuses to wildshape and changing abilities.
Green Warden - loses their animal companion and some other powers but gains bonuses vs undead, as well as channeling to damage undead only.
Forest Child - loses their animal companion and some other powers but gains plant creature type, as well as channeling to damage fey, plant and magical beasts only.
Air Shaman - loses their animal companion and some other powers but gains elemental empathy, elemental shape and summon elemental.
Earth Shaman - loses their animal companion and some other powers but gains elemental empathy, elemental shape and summon elemental.
Fire Shaman - loses their animal companion and some other powers but gains elemental empathy, elemental shape and summon elemental.
Water Shaman - loses their animal companion and some other powers but gains elemental empathy, elemental shape and summon elemental.

New Domains (3 ½ pages)
Here is a few new domains and there subdomains.
Bird Domain – hawk sight and wings... yes you get wings.
Hunting Domain – tracking bonus, become a little bit of a ranger in that area.
Insect Domain – gain a bite attack and hive mind(sorta blank mind making you immune to some mind effects)
Transformation Domain – Ability to alter self a few times a day and cancel all moral and ethical distractions a few times a day around you. I honestly don't get the last power in this domain it doesn't really match the chaos them as well as some other powers I can think of.
Tree Domain – gain con bonus for being tough as a tree and animate trees.

New Animal Companions (2 pages)
There is 5 new animal companions in this section. Brain Ooze, Electric Lizard, Fast Flytrap, Forest Worm, and Green Slug.

New Feats (2 pages)
There is 10 new druid focused feats. Some are for the druid and some for their animal companion. Honestly I like all the feats I think they are well done.

It ends with a OGL. (1 pages)

Closing thoughts. The art work is black and white and good. Editing and layout are ok, I noticed a few errors here and there. Like Full Moon being spelled Full Mood, nothing to make the product unusable or hard to understand. As for the content I thought it was a bit of a mixed bag. Loved the new class abilities, feats and all but one of the new domains. The new animal companions where ok but not great. The Archetypes where mixed a couple was very good, most was ok and a couple I felt was kinda meh. So what's my rating? I found this one hard to rate. The stuff I liked I really liked but there was several things I didn't care for. I think really it depends on what parts of the book most interest you. For me as a whole I am giving it a 4 star review.

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15 unique magic weapons

4/5

15 Specific Weapons 2 by Headless Hydra Games

This product is 11 pages long. It starts with a cover, credits, and intro. (3 pages)

Ways to bring the Magic back (2 pages)
This talks about how to make magical items seem more magical. It discusses the problems and then offers 6 solutions to help fix it.

15 Specific Weapons (5 ½ pages)
Each weapon has full stats, construction costs for it. A few have some background information about them as well. Many of them some little unique something about them, such as light on command to make them more interesting. A few are very specific such as Bastard's Inheritance which does double damage against a single family. There is also three new magic weapon special abilities. My favorites is a tie between...
Scythe of the Seasons – cold or fire based weapon based on the seasons.
Whip of Imprisonment – bonus for trips, disarms etc.

It ends with a OGL. (½ page)

Closing thoughts. The art work is black and white and good. Editing and layout are good. Only about 6 of the weapons have artwork for them, while the art is good for them I really would have liked to have seen art for all of them. This is very much like the first one, themed magic items with a little something special about them to make them stand out. I didn't think this was as good as the first one but it is close. Mostly because I didn't think the weapons and abilities was as inventive as the first one but they are as well done. So what's my rating? I am going to give this one a 4 star. I know I said the first was better and gave it a 4 as well. It really is close to as good.

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A nice start to a series but needs work

3/5

The Northlands Saga: Vengeance of the Long Serpent by Frog God Games

This product is 24 pages long. It starts with a cover, credits, and ToC. (3 pages)

Introduction (3 pages)
This has information about the default northlands, adventure summery, history, plot hooks and how to get the adventure started. The PC's will head out on a long ship to sail north for gold and adventure. It also has some basic information about the city they are in before they head north.

The Voyage North (3 pages)
This section has a random encounter table and three events. Eventually the events lead the PC's to shore where a NPC they meet lead them to his village.

Exploring the Far North (7 pages)
This has information about the far north a partial Gaz as well as a sandbox style exploration. There is chances for some combat and RPing in this section. With a random encounter table for when they travel.

Against the Children of Althunak (3 pages)
Eventually either by stumbling across it or finding out about the evil cult the PC's should head to the old temple and deal with the cultist. This section is about them.

It ends with a OGL and ads. (4 pages)

Closing thoughts. The art work is black and white and good. Editing and layout are good. The adventure is a interesting idea with a well done history. I liked the adventure as a whole, but I felt it had a few flaws. I would have liked to have seen some information about dealing with the climate the PC's are likely to face and the tundra conditions. Not a must but I think it would have been nice. My biggest issue though is with the final encounter. You get a overview map, some information and that the creatures/people that are there. I would have liked to have seen the final location fleshed out more. A more indepth map, information on guard patrols, daily routines in the camp incase the PC's watch it for awhile. It just really felt like the final location was incomplete to me. I liked the adventure as a whole but felt like it needed some work by the GM to really bring it to life like it deserves. So what's my rating? I was tempted to give this a 3.5 but ended up rounding down to a 3 star review. I have high hopes for the rest of the series though, as this had a lot of potential but just fell a little short.

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A nice Halloween adventure

5/5

Frozen Wind by Rite Publishing

This product is 38 pages long. It starts with a cover, credits, and ToC. (3 pages)

Introduction (5 pages)
This has the background, overview of the adventure and some rules of keeping score. Since the PC with the highest score is the winner. While there is other titles to be earned as well. You might be wondering about a winner. This is designed to be a one shot adventure for fun, sorta a zombie survival game. You can earn titles and stuff and the players can compete against each other in a friendly way to earn the titles.

Acts 1-3 (7 pages)
This is a very sandbox style adventure. The PC's will be riding out a storm at a monastery. There is a full page map of the monastery. Each location has information for each act. The acts are based on time limits, once the time is up the next act starts.

Appendix 1 Monsters (4 pages)
This section has full write ups for 3 new monsters. Ice Oni, Frozen Corpse, and Snow Woman.

Appendix 2 Pregen Characters (7 pages)
There is 6 pregen characters in this section. They are just basic 5th level PC's, I would have liked if each one had a couple of paragraph history, a personality and description. Though I really liked that each one had their own side mission to accomplish during the main adventure.

Appendix 3 Gamemastering Aids (3 pages)
There is 3 charts that can be printed out to help track the adventure. One for the cold as when the adventure first starts a unnatural cold happens with information on the effects of it and how long it takes and then two for scoring the adventure.

It ends with a OGL, back cover and ads. (9 pages)

Closing thoughts. The art work is mostly color with some black and white. It ranges from meh to pretty good. Editing and layout was not up to Rite Publishing’s standards I noticed a few errors. None that made the adventure hard to run though. This free adventure is designed to be used with the pregens but it could pretty easily be used in a main campaign. The concept of the adventure is very cool, I like sandbox adventures especially ones that have a time limit to give players that panic rushed feeling. Add in that is a Halloween influenced horror adventure and it makes for a good adventure. Even if you don't like Asian style adventures it would be pretty easy to tweak this to say fit Golarion and be perhaps the Irresin Witches behind it. The another thing I am sure the adventure is meant to do is giving people a taste of Rite Publishing new Kaidan setting. It is a solid adventure though not perfect. So what's my rating? If this was a pay product I would rate it between a 4-4.5 depending on price. But since it is free there is really no reason not to buy it.

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Nice book of options for Cleric lovers.

4/5

Divine Favor: The Cleric by Open Design

This product is 20 pages long. It starts with a cover, ToC, and credits. (2 pages)

The Cleric (1 ½ pages)
It starts off looking at the class, it's spells, channeling, multiclassing etc.

New Domains (4 ½ pages)
There is three new domains and ten new subdomains, below is a list of them.
Alchemy – little of the alchemist bomb ability.
Apocalypse – about seeing and bringing doom.
Prophecy – glimpsing the future.
Books (Subdomain) – limited other spells.
Entropy (Subdomain)
Exorcism (Subdomain) – lets you cast out spirits possessing others.
Gambling (Subdomain)
Horoscope (Subdomain) – grant people bonuses by telling them their horoscope.
Lies (Subdomain) – better illusions.
Potion (Subdomain) – drink a potion, touch a friend and both get the effects.
Transmutation (Subdomain) – boost others physical stats.
Truth (Subdomain)
Weapons (Subdomain) – gain more weapons.

New Archetypes (7 ½ pages)
Ascetic – perfection of the body.
Charismatic – limited inspiring ability and leadership.
Enthusiast – gives up spell casting and armor for other defense and offensive abilities.
Exorcist – bonus against outsiders.
Flagellant – believes pain and suffering bring understanding. Bonuses to spell casting for self damage and later gain DR and other things to make them tougher.
Theosophist – worst armor, weapons, and hp. Gain more domains, spell bonuses and skills.
Vatic – gains all divination spells from the wizard list.
Weapon Sworn – very good with their deities weapon.
Wonder Worker – loses a domain, gains spell like abilities.

Variant Channeling and new Spells (3 ½ pages)
Each of the new domains and subdomains have a variant channeling option. There is also 6 new spells. Three of them deal with luck, one lets you interact with symbols with out triggering them, one gives a bonus to reading and using scrolls, and the last one shorten the duration of other spells.

It ends with a OGL. (1 pages)

Closing thoughts. The art work was a mix of color and black and white, it was ok. Layout and editing where very good I didn't notice any errors. The new domains where all very cool, the new archetypes where a bit more hit and miss. Most I like, a couple was meh and one I just felt had the wrong powers and that’s the Exorcist. I would have liked to have seen it have powers like perhaps forcing a possessed creature to temporarily give up controls, maybe another to force the possessed creature to tell the truth and reveal things about it's self etc. I think those would have fit a lot better than the powers it had about detecting outsiders, evil etc. The new variant channeling was solid, the spells where ok, though I did really like Wind Down the one that shortens durations. So what's my rating? It is a solid product and what is good tends to be very good, but there is a few meh in here as well. So I am going to give this one a 4 star review.

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3.5 star review, nice but needs a little polish

4/5

Sin of the Fathers by Tricky Owlbear Publishing

This product is 18 pages long. It starts with a cover and credits. (2 pages)

Adventure (9 pages)
This is for 1st level characters. It starts off with a background for the adventure. At one point in the past the village had a series of murders, the murderer was eventually caught and hanged. As the killer was about to die he swore vengeance against those who had captured him. Now years later it seems he might get his chance.

Part 1
The PC's all receive a letter to ask them to come to the village of Shadowfield. This is followed by a brief overview of the village, including a map.

Part 2
A carriage is sent to pick up all the PC's so eventually if they are not together they spend some time in the carriage going to the village. Once they arrive at their destination they find the house has smoke pouring out of the windows. The rest of the short adventure is about investigating the farm and the locations around it.

Monsters and NPC's (6 pages)
This part has full stat blocks for all the monsters and NPC's in the adventure.

It ends with a OGL. (1 pages)

Closing thoughts. The art work is black and white and ok. Editing and layout was pretty good. It is a fairly short adventure, with a very gothic/Halloween feel to it. I really only have on compliant about the adventure. The main villain is a new monster which is pretty cool and neat. Now the problem is there is a chance the PC's will fight and kill the main villain early in the adventure, the adventure suggest that he come back and be at the end to fight again. Which is all well and good from a gothic horror point of view. My problem is since the monster was new they could have made it so it could only be killed a certain way. It would have made more sense and it could have easily been added to the creature with out changing anything else in the adventure. Other than that it is a short, well done mini adventure. I would have liked to have seen more focus put on RPing with the NPC's in the village before heading out to the farm though. So what's my rating? This is a solid little adventure that with just a bit more effort and tweaking put into it, could have been very good. As it stands I am giving it a 3.5 star review. Nice but to make it really shine takes a little GM effort.

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4.5 review, very nice short adventure.

5/5

The Sinking: Ascension of the Prophet by 0one Games

This product is 16 pages long. It starts with a cover, credits, ToC, and OGL. (4 pages)

Adventure (10 pages)
This is season 1, part 5 of the adventure. It is for 2nd level characters. It starts off with a intro, plot overview and starting of the adventure. It starts off with a bit of RPing the PC's are hired to go after a crossbow of a assassin that is trying to kill the Prophet. They head off to the assassins hideout, only to find hired goons there. After a fight and hopeful some information gathering and a bit of RPing they are off again to a inn. At the inn they do some more investigation and RPing to find out more about the assassin. Eventually they go to a smith that supposedly made the weapon, this can be just RPing or end up into a fight depending on the PC's. At this point they head back with the crossbow where the Prophet is giving a speech and that’s where the plot twist comes in. I won't say what but it is neat and I think most players will like it. The last little bit is dealing with the sudden plot twist. It ends with half a page about the aftermath and advice on scaling the adventure, plus a a full page map of the area of the city.

It ends with a back cover and ad. (2 pages)

Closing thoughts. The art work is black and white and ok. Editing and layout was good. I don't have the first 4 parts yet or any of the follow up parts. So I don't know how well this ties in with the rest of the adventures in the series. It is a short, interesting urban adventure that has a good mix of combat, RPing and investigation. With a really nice plot twist at the end. I liked the adventure, my only real complaint is it was a bit too short, I would have liked for there to been a bit more to it. I might feel differently once I read the rest of the adventures in the series though. So what's my rating? For the price it is a nice quick adventure that can be run in the series or as a one shot. So I am giving it a 4.5, very good but could have used a little more to be great.

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Solid cheap product.

4/5

15 Specific Weapons 1 by Headless Hydra Games

This product is 11 pages long. It starts with a cover, credits, and intro. (3 pages)

Magic Items and the Character (2 pages)
This talks about the big 6, the walmart effect, themes for magic items, why they exist etc. Just getting a bit into the reasons for them and discussing it.

15 Specific Weapons (5 pages)
Each weapon has a description on what it does and what it looks like about 2 paragraphs on average for each weapons. Then it has about a 1 paragraph history for each weapon, with the cost, abilities, craft requirements etc. Each weapon is a themed weapon with a little something to make them see truly unique. A example...
Thundering Greataxe of Frost – Beyond the normal + and the thundering and frost effects, the weapon also effects the tempature around the user. It is always colder around the axe. The rest of the weapons are the same way. There is also one new spell and one new magical weapon ability in this PDF.

It ends with a OGL. (1 pages)

Closing thoughts. The art work is black and white and ok. Editing and layout was pretty good. Most of the weapons where pretty good, having the special ability or something made them seem more wonderious than just any old magic weapon which was nice. I would have liked to have seen things pushed a bit more. Like on Face Destoryer, a magical spiked shield that can scare people. I would have liked to perhaps on a crit make a save or it permenantly blinds. Since the shield has a face on it with it's eyes poked out by the spikes on the shield. So the magic weapons are solid but I would have liked to have seen them push things a bit more out there and make them stand out a bit more. So what's my rating? For the cheap price of less than a buck and the solid weapons I am giving this a 4 star review.

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