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EZG reviews 101 Variant Monsters

RPGAggression - Lou Agresta - Mon, Jun 10 2013 - 04:43
101 Monster Variants



This installment of Rite Publishing’s 101-series clocks in at a massive 47 pages, 1 page front cover, 1 page editorial, 1 page SRD, 2 pages of advertisement, leaving us with a massive 42 pages of content – a great bang for buck ratio, but can the quality stand up to the quantity?



Organization-wise, these variant monsters are grouped together by CR, spanning the gamut from CR 1 –CR 25 – personally, I consider this organization great, since you’ll probably not be searching for variant monsters by their name. The respective entries all feature the name of the base-creature to be modified in brackets and the entries themselves can be considered creature-archetypes or templates created for one specific creature, though unlike most templates they do not modify the base-creature’s CR. Take for example the first creature, the Brownie of the Solstice Court: Taking the benevolent fey, we get essentially the unseelie version of the critter – they are not only unpleasant in their maliciousness, they get a new signature ability – a dust they use to cover their bows (for their feat/weapon-choice reflects the changed focus), which not only penalizes those hit, it also makes the victims incur a confusion-like effect that should make these nasty fey loathed foes of your PCs. We also get desert ghouls that turn into hyenas and fast healing as long as they are not deprived of flesh to fuel their cannibalistic healing. Giant Armadeiras Spiders are also interesting – their strange poison is not canceled out by antitoxin and requires successful first aid in the form of a healing-check to prevent suffocation – rather cool!

In the CR 2-range, we e.g. get a dream imp, which not only gets a gaze that makes its victims susceptible to sleep and less alert, but which make also cover whole areas in subtle auras of dream-like haziness. Or did you want a foe for blink dogs? What about the new Flicker Wolf, which may bite through portals? Very nasty for hit-and-runs… In the CR 3-range, a black version of the hell hound, the Dipian, may drain the blood of his adversaries. There also is a rust monster-variant that decays flesh instead of metal and a cockatrice that can vitrify foes – with full rules for vitrification given, of course.

A classic, the Giant Scythe Beetle, makes a return to PFRPG in the CR 4-range. One of the strangest ways to be trampled would be featured in the new variant of Amphisbaena – the ouroborus may lock heads and roll over foes – weird, but also a cool idea. Cooler, though, would imho be the variant of the Slithering Tracker that paralyzes its foes and then invades their bodies, taking control – this one actually coming with a full-blown template for the unfortunate host-creature - a nice example for Rite Publishing going above and beyond what would have been required from this book in favor of cool concepts. Speaking of cool concepts: Turning winter wolves into Dogs of war with slashing/piercing breath weapons as well as DR is a great idea. Speaking of great ideas: If you’re like me and are missing the eye tyrant-rays of a certain IP-protected creature, you’ll enjoy a variant of the gibbering mouther that has a weaker, but nonetheless versatile selection of eye rays.

Another fine creature would be the Thunder Jinn – a variant of the regular Djinni that replaces whirlwind form with a cool ability that has thunder and lightning smashing down on the djinn, adding sonic damage to attacks as well as a cool vulnerability to… silence! Or take an aquatic version of the medusa that gets petrifying attacks and may attack with her hair.The CR 7 Bladeleaf-treant may animate its leaves as a swarm (which gets its own statblock) and one particularly infamous torture implement, the Brazen Bull, becomes a variant for the gorgon that cooks those locked in its form alie – disturbing indeed! What about a bubonic plague-spreading variant of the behir that not only gets a diseased breath attack, but which may also fling foes around or see in smoke?

Perhaps you enjoyed the by now legendary hidden character Nordom from Planescape: Torment and always wanted a version of a malfunctioning Zelekhut inevitable? Well, there’s a variant in here as well and yeah, Maruts also get their due!



Golemcrafters may now create a Maharal Golem, which may turn naturally invisible and spawn wraiths, whereas earth elementals may now be exchanged with adamantine elementals. On the cool side, Devourers may now be changed to emit dangerous, deadly chaotic waves of energy.



If you’re looking for some cool mythological creature, why not check out the Jotund Troll-variant – the Grendal – and yes, from a susceptibility to grappling to a dread aura, it comes with some cool signature abilities. Have I btw. mentioned the Prism-energy based Nightwalker/flier/etc.-variants or the awesome variant linnorms one can also find herein? Especially the Chaos Serpent with its massive breath weapon table is a highlight among them. Speaking of highlight: As someone thoroughly entrenched in Norse lore, the Norn of the Solstice Court as a less benevolent dealer of fate is one of my favorite creatures herein – at CR 18 also one hell of a foe and not one to be trifled with.



There also are variants of Cyclopes – good, blinded ones and those with deadly precognitive knowledge that makes hitting them extremely difficult indeed. Jorogumos get a variant with the Red Harlot – spider-like predators that apart from their limbs, look like beautiful women – and contrary to their appearance, they are not that bad: While not nice by any definition, they are brilliant kidnappers that do not seek the death of their victims and are honorable to a fault to boot – always speaking the truth, which makes for an interesting combination.

One of the cool variants in here would be the CR 14 Hand of the Reliquary – the hand of a vanquished avatar or similar powerful being, these deadly things (based on the Demi-lich) can age you prematurely to venerable age’s threshold and blast foes with deadly rays of pure entropy – beware, blasphemers, beware!



Apropos beware – I mentioned CR 25 before – well. It’s a variant of the Tarrasque – one that essentially turns it into the King of Monsters, Godzilla in all but name! Yes. If you’re like me, that one will make you smile just as much as the extremely deadly new behemoth variants.



Conclusion:

Editing and formatting are very good, I didn’t notice any significant glitches. Layout adheres to RiP’s two-column color standard and is relatively printer-friendly. The artworks, when applicable, are nice and thematically fitting and usually are stock-art, though at this fair price-point, that’s more than ok. The pdf comes fully bookmarked by CR.

Impressive – that’s what this pdf is. When I read about this first, I expected some lame “Exchange x with y” basic entries accompanied by some reskinning – but this pdf offers SO MUCH MORE.

Each and every creature herein comes at least with one, more often than not multiple new signature abilities and weaknesses, borrowing extensively from both Norse and Asian myths to supplement original creations to deliver variants that are thoroughly original and honestly often better than full-blown new creatures I’ve seen. In fact, the sheer amount of cool ideas herein is rather astonishing – with e.g. the aforementioned hand and similar far-out concepts, the pdf is surprisingly lacking in only one category – and that is filler. While not each creature is glorious, the amount of beings I’d consider lame can be counted on one hand – which is next to nothing, given the amount of them we get in here. It would have been so easy to deliver a lazy job here, but that wouldn’t be rite – and so author Steven D. Russell gives us a glorious collection of variant monsters that cuts an awesome figure when compared to just about any bestiary – especially when taking the extremely fair price into account.



Reskinning monsters can make them interesting again – using these variant monsters will make your players dread stats they (mostly) ought to know by now – and even if only used to scavenge signature abilities, this pdf delivers in spades – the 101-series continues its glorious stride of top-notch material with this installment, scoring a full 5 stars plus seal of approval – so go ahead and bring these variants into your game!

You can get these fearsome critters here on OBS and here on d20pfsrd.com's shop!

Endzeitgeist out.
Categories: RPGs

Tabletop Gaming at Chicago’s Biggest Anime Convention

d20 Source - Jonathan Drain - Fri, May 31 2013 - 09:03

There aren’t many places where you can see girls dressed as Fili and Kili, two of the dwarves from The Hobbit, facing off against a man dressed as Spike, the baby dragon from My Little Pony. But one such place is Anime Central, the colossal three-day Japanese animation convention held in Chicago each May.

The scale of this event is such that even unrelated nerd hobbies like tabletop gaming and sci-fi/fantasy are extremely well represented. “ACen” this year hosted over forty tabletop gaming sessions from Pathfinder to mahjong, booking out a half-dozen conference rooms for the entire weekend.

The dedicated games area hosted several Hackmaster sessions, along with a whole series of Pathfinder Society adventures. I’ve never thought the four-hour gaming session a good fit for a big anime con where there’s so much else to do in one weekend, but the Pathfinder rooms were always busy so it looks lke there’s plenty of demand.

What surprises me is that none of the Japanese tabletop RPGs appear on the gaming schedule. A gaming section at an anime convention, and nobody’s running Maid RPG? I passed at least a hundred maid cosplayers over the weekend; are none of them gamers?

But then, as most of the attendees were checking out of the hotels on the final morning, we stumbled upon a maid cafe event hosted by the D20 Girls. Convention rules prohibited panels from serving food or drink or charging for services, so the girls instead ran tabletop board/card game sessions. I had enough time before my plane to squeeze in a round of a fun and utterly unbalanced card game called We Didn’t Playtest This At All.

Like a fighter who dips one level in a spellcasting class, Anime Central is certainly a Japanese animation convention first, and gaming is secondary. Still, a gamer and anime fan will find plenty to do here.

Tabletop RPG retailers are well represented too at ACen. Thankfully, I passed my Will save and managed to spend only $10 on dice this year.

Photo credit: brownsaru (Fili) and thespookydoctor (Kili). (More photos)

Categories: RPGs

EZG reviews Legendary Classes: Covenant Magic

RPGAggression - Lou Agresta - Fri, May 03 2013 - 03:03
Legendary Classes: Covenant Magic 



This pdf is 47 pages long, 1 page front cover, 1 page editorial/ToC, 3 pages of SRD, leaving us with 42 pages of content, so let's take a look!   Without any introduction or wasted space, we are introduced to the new Medium base-class that gets d8, 4+Int skills, 3/4 BAB-progression, good will-saves, proficiency with light armor and simple weapons, as well as spell-like abilities of up to 6th level - and you'd be outrageously gasping by now since they cannot be counterspelled - but: A rather interesting balancing method is being used - a medium can only maintain one spell-like abilities at once, with a new ability immediately ending the first. These abilities also get aligned later and count as spell for item activation purposes starting level 2.


The spell-like abilities can be each used 3/day and their governing spellcasting attribute is charisma. At first level, the medium also chooses an influence - but more on that later.   Mediums gain spirit guides that may use guidance on their behalf whenever s/he enters a trance and detect spirits, which include undead, fey, invisible, outsiders and also use this ability to notice and analyze haunts and even keep them from attacking - which is great since they are mostly untapped regarding class abilities. Starting at 3rd level, the medium also gets perhaps one of the most complex and well-executed abilities I've seen in quite a while - Séance. Mediums may call spirits and souls of creatures into their bodies to tap their knowledge and bargain with them planar ally style - including a max HD-table per level.

Now Influences, as I've mentioned before, are important: Mediums may choose from 11 influences that include diabolical forces, angelic hosts, restless souls, elemental forces or seelie and unseelie courts. Each Influence nets the medium a bonus language, a selection of trance covenants and spell like-abilities and a different capstone ability (yes, one for every influence) and also recommended, but not prescribed spirit boons.  

I need to address Trances. Mediums may enter a trance that lasts 4+Cha-mod rounds +2 per medium level after the first. While in trance, mediums get +4 to Con and Cha as well as access to the covenants and spell-like abilities associated with her/his influence and may use his/her spell-like abilities associated with influences once per trance without counting against the daily maximum. Essentially, the trance can be considered a caster's equivalent of a barbarian's rage (and no, they are not compatible) and trances do have some restrictions to maintain balance.   Now regarding favored class options... WOW. Blues. Half-Rakshasa.Duergar. Fehr's Ethnology-races. Psionics Unleashed-races. Remarkable Races from Alluria Publishing. And even ARG-races ALL COVERED. Wow. Just wow. 2 pages CHOCK-FULL of favored class options. This goes above and beyond. Nice!   Now have I mentioned spirit boons? At 1 st level, 3rd level and every 4 levels after that, the medium may choose a spoken invocation to gain the benefits of one of (unless I miscounted) 44 (!!!) spirit boons, which include things you'd expect like reading minds and telekinesis and implanting geas, absorb wounds of others via stigmata, add essentially add what amounts to metamagic-like, yet thoroughly unique effects to your spell-like abilities, which include ignoring the miss chances of incorporeal adversaries, prolong them etc.

Have I mentioned the option to put psychic shackles on spirits and chain them in your mind, turn incorporeal, possess foes (also only limbs - quite cool!), heal ability damage and raise the dead? Yes - the options are varied and damn cool.   A new spell lets you expel spirits and then, we're off to the topic of covenants - Depending on the strength of the spirit called, a covenant requires the expenditure of money, with access being also predicated on a tree of 5 progressively more expensive feats - though advice for alternate progressions are given as well if you're not sold on the approach. Finding covenants is not only an opportunity for spending character resources, but also for roleplaying and entering covenant examples are provided alongside comprehensive lists of covenants by strength.

Covenants are depicted somewhat akin to feats - the power-level of the covenant being included in brackets behind the name, followed by a short fluff description and then the benefits as well as a comprehensive list of patrons that can grant the respective covenant. Dark Arcanas, Archon Wards, the option to temporarily rip someone from death's grip, turn into elemental body II, gaining living illusions as companions, tap into your patron's abilities, manifest blades from the very heavens, immunity to ageing, mitigating dazing and stunning down to being staggered, gain a gaze attack that detects thoughts and may stun those that meet your gaze, cast foes down to the very hells - all these are just the tip of the ice-berg.   The pdf also features advice on creating new covenants as well as guidelines for non-monetary tasks for entering covenants.  


 Conclusion:


Editing and formatting are top-notch, I didn't notice any significant glitches. Layout adheres to PDG's printer-friendly 2-column standard and the interior artwork is far beyond what the humble cover would make you believe - we neat full-page full-color artworks, multiple of them, and I have seen none of them in other publications before. The pdf is fully bookmarked with nested bookmarks for your convenience, making navigation easy.   Damn. I'm stupefied. Seriously, honestly stupefied. This class and its material rank for me as one of the most complex examples I've seen so far and it takes a bit of effort to properly get this material and appreciate it. And then, slowly, the potential, the vast friggin' potential of this class and its covenants sink in. Harry Dresden-style deals with fey? Check. Haunted by visions of hell? Check. Scions of the Heavens? Check. Champions of the elemental forces? Ditto. We essentially get a feat-style-ability-suite-style-class COMBINED with unique spellcasting COMBINED with talent-based abilities COMBINED with domain/bloodline-like abilities COMBINED with modes à la rage. And all elements interconnect. Yes, you could just extract the covenants for any class.

But oh boy would you miss out. This may be no class for beginners, but it is G-L-O-R-I-O-U-S. Complex, mechanically innovative, customizable. Oh boy. It's been AGES since I've been this excited about a class and it marries author David Nicholas Ross' mastery of crunch with great production values and we get perhaps one of the best classes, perhaps even the best I've read so far for PFRPG. Yes. That good. Do me a favor, do yourself a favor - get this. The class and covenant magic is so modular, it practically screams to have its already impressive array of abilities further expanded. Even if you're only remotely interested in good crunch, get this. If you want a class with complex customization options that marries these with massive roleplaying potential, get this. This is worth every cent thrice. At least.

This is the new gold-standard for class-design against which all other classes will be judged. My final verdict would be 6 stars, if I only could - hence, 5 stars + seal of approval and a high chance that this will feature on my Top Ten of 2013-list. Get this awesome class here on OBS and here on d20pfsrd.com!  

Endzeitgeist out.
Categories: RPGs

EZG takes a first look at Necropunk

RPGAggression - Lou Agresta - Mon, Apr 29 2013 - 00:34
Hej everybody! Little Red Goblin Games has made the Alpha-pdf for their current Necropunk-
kickstarter available to me and I figured, I'd let you in on what to expect from this project!

 

So what is Necropunk? Well, first of all it is a kickstarter by Little Red Goblin Games, but why should you check it out? First of all, because it is something not seen that often - innovative. Scott Gladstein, head of LRGG, provided me with their playtesting document and I had some time to digest it - and am honestly surprised by it. The "Necro" in Necropunk made me anticipate a grim, gory setting - which it essentially isn't - at least not necessarily. Mankind has left earth and evolved, developing species-wide psychic powers, spurned by a genetic trigger left in our DNA by some progenitor to activate upon achieving a certain distance from our solar system - the means of conducting these powers being uncommon and smart - human bones.

The results of this discovery were catastrophic - a bone-rush began and since bones not only contained power, but also were a means of attaining wealth, they changed how society works. Via these bones and the psychic augments at the beck and call of humanity, a rise to melee weapons and extreme powers that hearken to fantasy without copying genre conventions was the result. The races of Necropunk have developed from humanity and no elves, dwarves etc. will show up - why? Since races, especially in roleplaying games, lend themselves to overly simplistic stereotyping, they would rather hamper what the setting sets out to do - in spite of appearances, the setting's goal is not a dystopian nightmare (though you could easily make it one), but rather a setting of political intrigue, social combat and horror - the subtle type of horror. Psychological horror and tackling philosophical questions relevant to life and death and what constitutes a human are core themes of the Necropunk setting.

The respective human races are quite different from one another and should still offer something diversity-wise -also thanks to rather extensive and interesting pieces of information on the respective cultures that developed. Languages deserve a special mentioning in that they come with dialects as well as sample alphabets - a neat level of detail that adds further depth to the setting. Class-wise, there is no magic and hence a bunch of classes from standard PFRPG are not an option in Necropunk, but there are psionics- a whole different beast from standard 3.X-psionics, btw.: Every individual has a PPI, a psychic potential index. The higher the PRI, the psychic resistance index of bones, the less well it conducts your psychic powers. As swift actions, you can allocate PPI to Necrotech or specific powers.

Psychic charges on weapons can be used to get +1 to damage per charge, whereas armors can be enhanced with regards to AC and DR. The ready availability of DR should already point towards a concept - namely that combat works slightly different: As combat happens at the speed of thought, there are phases - each turn having several phases - analogue to e.g. reflex boosters in Shadowrun, individuals with golem armors act first and may act out a standard action per phase they have - which immediately makes battles a different brute. Having much experience with additional actions in my homebrew setting, I can attest to the way they can change a given setting.

The skills also point towards a change - heal can be sued to adapt to body modifications, zero-g combat is covered etc. Advice on converting from PFRPG to Necropunk and vice versa is part of the pdf and there also are quite a bunch of new classes that support the changed focus of Necropunk, coming e.g. with potential conflicts inherent in the class. Take the diplomat, where Self versus Community is a central theme - as is their ability or the Magpies that can see the flow of luck and possibilities, but also deliver some grand roleplaying catalyst-quirks or the non-magical medic-class, which, with some reskinning, should also be nice for campaigns that never liked divine magic and how its healing works. The classes also feature several racial archetypes for major customizations of the base-classes.

Or take the Psychic, who may actually lockdown abilities and items via their abilities and even highjack them or the hyperfast Qu'em practitioners, martial artists akin to WuXia-heroes with their differing traditions or the ranged weapon fighters called sentinels. Of course, beyond an admixture of the innovations of phases and psychic abilities with classes and the plethora of new feats, there is another piece of content that surprised me and which I think you should be aware of: Social Combat. How many times have you had the scene at your gaming table: One player does all the talking while the others watch. In Necropunk, all classes get social combat modifiers and a wide variety of different maneuvers to undermine social confidence.

This combat is not only a nice way to support player involvement, but also is rules-wise analogous to regular combat, making mastering it simple. Outfits also influence social combat and there is a wide array of items provided of both mundane items and Necrotech, allowing for a wide array of shopping and customization options. Have I mentioned the drugs, body modifications etc.? If by now that hasn't been made abundantly clear - from what I've read so far of Necrotech, I consider it more than interesting - it's innovative and NEW.

I have quite literally never seen a setting like it and its rules so far are solid and serve well to support the unique components the rules introduce. The ability to lock down items, the emphasis on social combat and the overall melding of necromantic aesthetics with cyberpunk has potential galore to do something different -not only in fluff, but also in crunch. I've read only the unfinished playtest-manuscript and I'm quite impressed with what Little Red Goblin Games has created here - If you are interested in what I described and if you want to see a setting that has true potential for innovation, for doing something different, I'd suggest you give Necropunk a chance - it's funded already, so the risk is nil.

 I'll, of course, be reviewing the final version as well, but from what I've seen so far, I think the final product will be a quite impressive feat and beyond what I've seen from LRGG in other releases - the heart's blood they poured into this really shows - this might develop into THE setting to explore complex questions of ethics, philosophy etc. and provide a backdrop for intelligent roleplaying just as well as a more action-oriented playing-style. You can check out the Kickstarter here!  

Thank you for your attention! I hope I gave you a good impression on the potential of this product!    

Endzeitgeist out.
Categories: RPGs

EZG reviews Heroes of the Jade Oath

RPGAggression - Lou Agresta - Fri, Apr 26 2013 - 01:58

Heroes of the Jade Oath

 
This massive book is 175 pages long, 1 page front cover, 1 page editorial, 3 pages ToC, 1 page SRD and 1 page back cover, leaving us with 168 pages of content, so let's take a look!   First of all, let me tell you about the genesis of the project - HotJO has been in the making for what seemed like forever and was originally the first BIG project of Rite Publishing, intended to be released as a supplement to Monte Cook's Arcana Evolved. When the Beta-version of the book was released, the content was fresh and interesting in style and flavor. Now, with the advent and influx in popularity of PFRPG, people on the RiP-boards, yours truly included, started to ask about a conversion and the pdfs released so far in the line were used to get more artwork and even better production values for the Omega-version and the book this review is all about, the very first iteration of Heroes of the Jade Oath for PFRPG.

Why is this important? well, because it explains some of the design-decisions made as well as all the races introduced - AE doesn't feature the standard races as prominently and thus, this book has a LOT of ground to cover in a scarce few pages, even at its length.   Now that doesn't mean that this book is all crunch and indeed, it begins by introducing us to the very concepts that define social structure in the setting of the Jade Oath: Favors, Family and Face. The importance of (extended) family structures, clans and the value of face are all concisely and easily understandable to western audiences as relayed herein. Thankfully, the done-to-death cliché of Seppuku is also addressed and put into a valid cultural perspective that shows that author Frank Carr has a firm grasp on social strata and cultural concepts. If you're looking for an almost historical level of detail regarding customs like in the release of the German old-school setting Midgard's (NOT the one by KP) KanThaiPan, though, you won't find that level of detail here, with e.g. the making of appropriate presents, food and medicine not covered, but chances are you probably are not reading this review to know about the likes anyway.

That being said, the map of the lands of the Jade Oath should be commented on - made by cartography-legend Jonathan Roberts (now of "A Song of Fire and Ice"-fame), the 2-page spread is eye-watering in its gorgeousness - and it is my pleasure to report that the locales featured in the gazetteer-style gloss-over of the lands provides places that stand in no way behind the quality of the map:   The respective regions not only include massive amounts of write-ups for covenants, societies and clans (all with their respective symbols and tokens), but also contains areas like the undead-hampering "Fallen Pillar of Heaven", the gorgeously-illustrated city of Xinmar in the Heaven's Reach Mountains, the floating garden or the crawling dragon mountain, which is in fact the world's oldest dragon, slowly winding its ways through mountainous ranges. Now if the extensive gazetteer-section with all its pieces of information on culture, produce, locations etc. has not sparked some sort of great idea for an adventure, I'm not sure your imagination can be helped. The Lands of the Jade Oath feel very distinct and there is no way they could be mistaken for any other Asian-themed setting.

That out of the way, let's take a look at the chapter on races and their mechanics, shall we?   Now first we get pronunciation-guidelines for races and an entry on the breeds of human (the discovery of the eight will usher in a great doom, by the way!) before delving into the Bakemono. A metal-eating, goblinoid race, their males are small, horned almost goblinoid looking beings that get +2 to Con and Int as well as -2 to Cha, slow landspeed, darkvision 60 ft., light blindness, a bite that is devastating vs. objects and undead, +2 to saves vs. poison and +2 to craft-check relating to metal. They also have slow speed and count as evil goblinoids and get full spell-progression. Their females instead get +2 to Wis and Cha and -2 to Str. They also can take levels in the Bakemono-Paragon-class, which spans 6 levels and gets d8, 4+Int skills per level, 3/4 BAB-progression and good ref-saves. The class also improves bites by granting improved sunder to the bite and allowing bakemono to eat magical items as well as continuously detecting magic. The class also allows them to gain the shapeshifter-subtype as well as turning into large size, the form corresponding to their chosen totem or even into a swarm. And also minor attribute enhancements depending on the gender of the bakemono as well as attribute bonuses over the levels, something that almost each of the paragon-classes grants.  

The towering, ponderous Dahren can either gain +2 to Str or +2 to Con and Wis, low-light vision, +2 to intimidate and sense motive and craft as well as the giant subtype, in spite of their medium size. The race also gets its paragon-class, spanning 20 levels and having them grow to up to colossal size (the additional sizes also being covered in the height & weight-table, btw.!) - the class is essentially a revised variant of the Jotun Paragon-class featured in RiP's "In the Company of Monsters", but allows the character now to multiclass as soon as they have passed 6th level. The class offers d8, 4+Int skills, 3/4-BAB-progression, good fort-saves, up to +13 natural AC and improving slam-attacks (up to 4d6) as well as rock catching skills and a selection from a wide variety of elemental-themed talents. Now, it would have been easy to just cut-copy-paste the class, but there actually are new talents in here and since the original class is elemental in its theme and HotJO uses the eastern system of elements, the respective abilities have been modified, which is nice to see.  

Next up are the agile Faen, who get +2 to Dex and one mental attribute of your choice, are small, gain their own fey-related subtype, slow speed, low-light vision, +2 to perception, stealth and proficiency with bows and faen-weapons as well as a reroll 1/day. They may replace latter luck with minor spell-like abilities or the run-feat and +1 to initiative. Their paragon-class gets d8 HP per level, spans 6 levels, 4+Int skills per level, 34 BAB-progression, good ref-saves, 3 levels of spell-progression and an interesting idea: Depending on the racial trait chosen, the paragon-class expands the options, gaining either more spell-like abilities, more luck-based options or more quickness-based options. Cool! The most important thing, though, is already known to people familiar with Arcana Evolved: Faen may undergo a metamorphoses at 3rd level of the paragon-class, going into chrysalis and emerging as a full-blown fey, a so-called sprite. These sprites threaten regular 5-foot squares, gain +2 to Dex and -2 to Str and also wings, which allow them to fly at 30 ft. It's also nice to see that the conversion adds fly to the list of class skills upon the transformation.  

The Garuda should make for an interesting class you almost assuredly haven't seen before: Partially scaled and feathered, this race resembles a badass-version of a humanoid archeopteryx with a stronger lean towards colored feathers. Story-wise, they are the hunters of the tainted, created by the dragons to stem the tide of the infernal dragon's taint. They gain +2 to Dex and Wis, -2 to Cha, +1 natural armor, low-light vision, may glide up to 100 ft. with their wings, gain +2 to perception and may cast detect evil 1/day as a spell-like ability. Their racial class grants d8, 2+Int skills, 3/4 BAB-progression, good fort-saves, up to +3 dodge-bonus to AC and also increasing flight capabilities as well as bites, claws, spell-like abilities and finally even pounce.  

Now if you're more a fan of canines, the Goushen-race has you covered. The race is descended from the foo dogs of legend and get +2 Con and Wis, -2 to Int, low-light vision, +2 to survival, scent and their 6-level paragon-class gets d8, 2+Int skills per level, 3/4 BAB-progression, good fort and ref-saves and up to +2 natural armor. Their paragon-class provides them with bite attacks, grab with their bites and also massively improving grapple-capabilities.  

For more feline-affine people, the Hushen-race would be what you're looking for - essentially a tiger-faced class of proud feline humanoids, they gain +2 to Str and Cha, -2 Int, low-light vision, +2 to intimidate, stealth and perception and suffer from blood frenzy, requiring a save to break from combat once blood has been spilled. Their 6-level paragon-class comes with 3/4-BAB-progression, d8 HP, 2+Int skills per level, good ref and fort-saves, +2 natural AC, scent, bite, claw and even rake and pounce as well as the option to run while using stealth, making them rather lethal with their natural attacks.  

 Now, the Kirin Shen-race is interesting in that it essentially is an acquired template that can be taken by taking a single-level as a Kirin Shen racial paragon. Kirin Shen are the chosen of the Kirin, gain +1 to BAB, ref and will, 6+Int skills and d10. The template they gain requires them to be of at least 6th level and is provided for the DM's convenience with all the tools necessary to add it to respective creatures (it's Cr +1 if you don't take levels in the racial class, btw.) and allows it to use a healing touch that improves with HD as well as overland flight, ethereal jaunt and finally immortality at the highest HD.  

 Perhaps the most far-out and interesting race of the setting, at least for me, would be the Mandragorans: Mandragorans are essentially humanoid plants with alluring bodies that feature long vines instead of hair. They may manipulate objects and taste via these vines and they gain +2 to Wis and Cha, -2 to Str, low-light vision, +4 to stealth in forested and marshland areas, 1/day roll a will-save twice and take the better result, full spell-progression, + HD on saves vs. poison and their spores grant them +1 to diplomacy, handle animal and bluff, but also make hiding harder. Mandragorans may also heal a limited amount of damage via spending time in the sunlight and resting at night as well as communicate basic emotions via spores. They also get 5 alternate racial traits that feature magic abilities, desert and water-dwelling mandragorans, mandragorans with a mild poison and those with thorns. Their racial paragon-class gets 3/4 BAB-progression, d8 HP, 2+Int modifier skills per level, more spell-like abilities, woodland stride, the option to regrow from being torn to shreds and plant-like immunities. The racial paragons may also change gender in a week-long ceremony, which emphasizes their alluring strangeness as well as providing for interesting roleplaying options.  

The reptilian Nagaraja, genderless asexually-reproducing humanoids are the stewards vs. the infernal taint introduced by the dragons, but many think they are shirking their racial duties. They gain +2 to Int and Dex, -2 to Con, 60 ft. darkvision, +1 natural armor, gain a limited array of spellcasting abilities, +2 to acrobatics and swim as well as linguistics and may opt to chose from two alternate racial traits, one granting a hood and a charming gaze attack, while the other replaces legs with a tail they may use as a natural weapon vs. foes. Their 6-level racial paragon-class offers them 3/ BAB-progression, good will-saves, 5 levels of spell-progression, d8 HP, 2+Int skills per level, blind fight an improved detect magic per will and up to +2 natural armor as well as increased casting prowess.  

 The Qahngol, a variant half-orc-race, once conquered the empire, only to ally with their subjugated race to vanquish an undead dragon. They gain +2 to one ability score of their choosing, count as orcs, gain low-light vision, +2 to ride and handle animal and an interesting racial curse: The Qahngol get a name mask upon their coming of age and upon removing/losing it, they run the risk of being targeted by their ancestral curse, which turns them into infernal cannibals - the simple template is provided as well as rules for the creation of name-masks and the simple-template. Their 6-level racial paragon-class gets d8, 2+Int skills per level, 3/4 BAB-progression, good fort and will-saves, 2 levels of spellcasting progression, rather massive attribute bonuses, a limited synergy with the fighter and barbarian classes when determining bonuses for feats, rounds of rage etc. as well as keen scent and wild empathy.     

Ruishishen are essentially the HotJO setting's Litorians, i.e. Lion-like humanoids, this time descendant from the celestial lions and massively decimated by traitorous groups. They gain +2 to Dex and Int, -2 to Wis, low-light vision,+2 to perception, intimidate and survival, count as one size larger for effects based on size and their 6-level racial paragon-class gets d8, 2+Int skills per level, 3/4 BAB-progression, good fort- and ref-saves, up to +2 natural AC-bonus, bite and claw attacks (the latter counting later on as ghost touch weapons!), scent, faster movement, a fear-inducing roar and may as a capstone temporarily turn incorporeal.

The variant dwarven race, the Sanesaram, get +2 to Con and Wis, -2 to Cha, slow speed (and no encumbrance speed modifiers), +4 dodge bonus to AC vs. gainst, +2 to appraise, +2 to saves vs. spells and spell-like abilities, + 1 to atk vs. goblinoids, +4 to CMD vs. bull rush and trip as well as clan-dependant bonuses, 8 of which are provided. Their racial paragon-class spans 6 levels, grants d8, 2+Int skills per level, 3/4 BAB-progression, good fort and will-saves, 3 levels of spellcasting progression , stonecunning, may add their class-level to craft-checks, further increase their resiliency to detrimental effects and improve their distinctiveness by gaining more abilities depending on the clan they belong to. At highest levels, they also get minor bonuses to atk and damage whenever someone hurts them - a Sanesaram's grudge is a force indeed.  

 The Shenxue are the descendants of spirits and mortals, being thus native outsiders that can be influenced more with their truenames. Since the term shenxue thus applies to a vast variety of combinations of races and spirits, they come with information on racial traits for all the core and HotJO-races as well as a rather large array of different aspects that offer access to snow, panda or mountain spirits, to name just a few. Each aspect has its own penalties as well as different penalties to balance their benefits. Since they are born from such a cosmic union, the shenxue are required to adhere to a certain obeisance chosen at character creation, prohibiting them from for example sealing them from private dwellings, crossing rivers and cool, unique ones: Wandering Eyes for example, makes it only possible for the shenxue to see through the eyes of a chosen host. The shenxue paragon-class develops these further by modifying the class-skill-list according to aspects and providing highly versatile spell-like abilities and unique options depending on the aspect you've chosen. Like most paragon-classes, they span 6 levels and also gain d8 HP, 2+Int skills per level, 5 levels of spellcasting progression, 3/4 BAB-progression and also an ability that lets them see the presence or absence of all the spirits inhabiting everything, making for an interesting story-telling device. The racial paragon class suffers from non-standard save-progression for all 3 saves: They cap at +3 at 6th level instead of +2.  

 The penultimate new race we get would be the Verrik, another familiar face from Arcana Evolved, who gets +2 to Str and Wis, -2 to Cha, blindsense, the option to shut down senses (making them temporarily immune to gaze attacks, language-dependant effects etc.), minor spell-like abilities and may opt to be born with a magic-discerning third eye. Their 6 level paragon-class nets them 3/4 BAB-progression, good ref-and will-saves, d8 HP, 2+Int skills per level, 5 levels of spellcasting progression, improved sell-like abilities and as a capstone even get blindsight. All in all...I honestly consider the Verrik overpowered. Blindsense alone is powerful Combined with all the sense-turning of-options, the race becomes a bit too strong for my tastes.

 The final new race would be the Yueyangren and Yueyinren, the moonfolk, which are essentially variant elves. Regular elves, moonlight elves are the Yueyangren and get +2 to Dex and Int, -2 to Con, low-light vision, +2 to perception, elven immunities and bursts of speed for 3 rounds. The dark-skinned moonshadow elves, are closer to high elves in mentality than to drow, in spite of their appearance. They get +2 to Dex, Int and Cha, but -2 to Str and Con, count as elves, gain darkvision 60 ft., elven immunities, +2 to perception, +4 to CMD vs. trip and bull rush, light blindness and both types of moonfolk may take the Yueren paragon-class, which gets d8, 2+Int skills per level, 3/4 BAB-progression, good ref-saves, 5 levels of spell-progression, improved spell-like abilities, may walk on walls and ceilings 1/2 character level rounds cha-modifier times per day (cool!), gain superior vision with different effects depending on sub-breed, and gain movement-bonus-feats as well as the option to charge through difficult terrain.  

 Now that we've covered all those new races and their respective classes, let's take a look at the new base-classes in the pdf, starting with the Demon Hunter. But before I get on to that, let's quick classify that "Demon" does not mean only chaotic evil outsiders in the context of the lands of the Jade Oath - it means undead, goblinoids, fey and aberrations just as much as demons and similar outsiders - they essentially hunt the supernatural. The class gets d10, 2+Int skills per level, full BAB, good fort-saves, spellcasting of up to 4th level. They gain the ability to detect infernals via their powers, gain ranger-like specialization versus foes and may at higher levels even delay taking damage (including attribute damage) for 1 round cha-mod times per day. They may later also craft iron flasks and gain a cool capstone that allows them to change creatures into their servants, elevating them from their tainted being to celestial heights. There are also 6 different suites of abilities available to the Demon Hunter-class, including one that grants infernal companions that improve over the levels, improved ofudas and boons for wooden swords, the signature weapons of the immaculate exorcism-tradition.  

The enlightened scholar gains 3/4 BAB-progression, good will-saves, up to +4 AC bonus, up to 2d6 unarmed damage (better damage when ch'i-focused), d6 HP, 6+Int skills per level and may also chose from a variety of talents from varying paths, that set them upon track for becoming immortal, allow them to create strange contraptions etc. The Folk Magic-table (which allows minor spellcasting) is now also included, as is the immortal knowledge-table (though that mentions "monk" when "scholar" is meant). The class per se is truly unique with its wide array of options and the complexity of rules for contraption-creation etc.  

Similarly, the Kusa-class predates the Ninja-class from UC, getting unarmed strikes and sneak attacks as well as 3/4 BAB-progression, d8 HP, 6+Int skills per level, up to +7 insight bonus to AC, good ref-saves. The Kusa also gets a Ki-pool as well as multiple talents, grouped in three general level-classes, providing access to new talents at higher levels. Again, the class feels like it should have been converted to options for the Ninja-class, especially since the Kusa is not half as complex as the abilities of the enlightened scholar.   Speaking of archetypes: The other classes also get a variety of options - Barbarians may now for example take totem rage powers that correspond to specific animals like centipedes and mantises. There are multiple powers assigned to each totem and for barbarians wholly committed, there's an archetype to gain a totem-related animal companion. cavaliers may now chose from 2 new Xia-orders, which are also available to samurai, btw., one devoted to the ancestors and one to protecting the chosen organization's land and people. We also get an array of different monk-archetypes, which range from the kensai with their living weapons to the grapple-focused Thaskalos, the armored sohei to the spellcasting, lawful good yamabushi. Witches get perhaps one of the coolest option in the book - 4 new patron-spell-lists and a bunch of hexes. What's cool about these hexes is the factor that the hexes come with descriptors that mark them as particularly appropriate for the respective patron. At least in my opinion, as long as the choice of other hexes is not penalized, this is a great idea to enhance flavor.

 The next chapter introduces us to the new Feng Shui-skill, which allows you to improve the regenerative boons of resting by properly aligning the area and even the time required to rest. It should be noted that a bunch of the mechanics to come make use of the arcane focus and ki-focus (interchangeable as term with Ch'i, btw.). Gaining focus in either, much like gaining psionic focus, is a full-round action that provokes AoOs. Arcane Focus requires an arcane pool to be used (problematic, since the magus' arcane pool and this one's is different -I'll get to that in a second), while ki-focus needs at least 1 point of ki in your reservoir. You may expend either focus to take 15 on a concentration check.  

Among the different feats included in the chapter, we are introduced to a variety of feats with the new (Arcane)-descriptor. In order to make use of them, you have to take a feat that grants two points of arcane points, which do NOT stack with the magus' arcana pool. Substituting "Arcane" with "Eldritch" or a similar word would have GREATLY helped to avoid confusion here. A botch, in my opinion, since while the non-stacking is mentioned, I consider two pools with the same name problematic. (Arcane)-feats usually grant you additional points of arcane pool and allow you to do uncommon things by expending your focus: Arcane Dodge, for example, grants you a stacking dodge-bonus of +1 to AC and allows you to expend focus as an immediate action for an increase to +4 to AC versus one attack as an immediate action. Ki-focus works much the same way and feats from other sources now retroactively get the ki-descriptor.

It gets more complex, though: There is a subset of Ch'i-feats (or Ki-feats, whichever spelling you prefer) called chakra-feats. These feats require the character to be ki-focused to work. Characters may invest ki-points into chakras when ki-focused and there's a limit depending on level on how many points can be invested into a given chakra. Much like other points, these allocated points on the chakra allow the character to do uncommon things while focused and grant additional options via expending them. Moreover, each chakra has 3 different sets of potential ways to invest ki: Ki can be invested in Balanced Ki, Yang Ki or Yin Ki, granting different benefits for being focused or expending the aligned ki. A total of 7 chakra are provided - and that's before the additional options via chakra-feats come in!

Speaking of complex options: Want a lesser version of the gestalt idea that is not as unbalancing and allows you to play essentially two characters in one body? The Ancestral Possession-feat allows you to do just that, giving you a second set of mental ability scores and actually a second class - problem is: The change of personality in command is disorienting and happens EVERY time you roll a 1 on a d20. Yes, that can lead to some VERY awkward roleplaying situations and while it may save you, it may also doom you. Especially for a group low on players unable to cover all fields a great feat. Regarding enhanced options - several of the feats deal with yet another concept integral and iconic in lore: Sutras. While some brackets still point towards the single-pdf-release, rest assured that Sutra Magic is also within the pages of this book, allowing e.g. divine casters, demon hunters etc. to gain access to the iconic ofudas and providing guidelines on creating new sutras as well as a bunch of them for your immediate perusal.  

Beyond the vast array of feats that use these new and complex mechanics, we also get short suggestions for cinematic houserules à la damage-based knockback, improvised weapons for everyone, the option to throw foes in grapple, a new use for hero points and (Chinese) Zodiac Signs: These work essentially as traits, but come as a double-edged sword: While being stronger than your average trait, they also come with drawbacks, which might make for truly intriguing roleplaying opportunities. I really like the approach to traits, though you should be aware that they make HEAVY use of hero points, thus, if you don't play with them, you will get less of this chapter. (But when playing a WuXia-style setting, why not use hero points? Oo)   It should also be noted that we get an array of new exotic weapons (that are not that exotic in the HotJO-setting), most of which actually come with neat artworks, as well as new alchemical gear. Thankfully, the rather complex ch'i-mechanics come with a cheat-sheet in the section on magic that also details aforementioned sutra magic and closes the book.  


 Conclusion:

Editing and formatting. Well. If you take a look at the credits, you'll see that beyond being a patron, I also helped proof this book. But just a couple of pages. Without wanting to harp on my fellow proofers (after all, it was a non-paying gig) - some glitches slipped past us. Some that shouldn't have. The Enlightened Scholar is still violating PFRPGF-design with its +9 ref-save progression and lacks its capstone ability. The Kusa should have been upgraded with regards to the Ninja-class. There are still multiple references to Arcana Evolved classes like the Magister (full-blown arcane caster) and the Mage Blade (Gish-class) and similar classes in here: Not in any rules-context, mind you, but they still are there. While MOST (about 90%) of the conversions are successful and awesome, the rest could have been caught with more proofing and more care.

I noticed multiple instances of non-italicized spells, a lack of uniform italicization regarding the terms "ki" and "ch'i" etc. And we also get some pages that clearly show that different people have been at work here - while many pages are free of glaring glitches, there also are some pages in this pdf that feature several. Layout...is GORGEOUS. Paizo-level and beyond beautiful. Two-column standard, green highlights, golden kanji-borders, Wayne Reynolds-cover and interior artwork that more often than not is on the level of the cover. That is: Up to the very most beautiful you'll ever see in any publication. The pdf also comes with extensive, nested bookmarks. As per the writing of this review, no printer-friendly version is included.  

This is a crunch-monster and perhaps the one pdf that took me longest to review so far. So much math to do. More, in fact, than in just about any product I've reviewed so far. The races with their racial paragon-classes should definitely prove to be a boon for fans of the Diamond Throne-setting that have since the Arcana Evolved-days switched to PFRPG and concept-wise, the Mandragoran is perhaps one of the coolest plant race I've seen in ages. I really like the Arcane Pool-idea - but why not rename it? Why make it ambiguous and easy to confuse with the pool of the Magus? Mechanically, Sutra Magic, Chakras etc. are bold, exciting and cool and speak of a solid grasp on rules by author Frank Carr (for AE) and Timothy Wallace (for the PFRPG-conversion) as well as something only seldom seen: Boldness in design. these options marry cultural fluff with solid rules and uncommon design-choices, making them a joy to behold, at least for me. The cultural fluff of the book of the book speaks not only of a knowledge, but of an understanding of cultures and myth and offers fresh and exciting vistas on eastern roleplaying that could work together with established setting like Rokugan or Kaidan, but still brings its extremely distinct flavor to the table and can easily stand on its own. Distinctiveness and modularity are well-mixed in the options provided herein.

The writing per se ranges from extremely evocative...to. Well. Not so evocative. When proofing my chapters, I continuously stumbled upon instances when multiple sentences started the same way in a quick succession. There were paragraphs containing what I call "no conjunction-disease" - something that ruins the reading experience of any given text by providing essentially a quick succession of basic subject-verb-object-sentences sans prepositions, conjunctions and subordinate clauses. I tried to correct that, but overall, when the book is concerned, I have to say that generally, HotJO cannot be considered a universally great reading experience. When the writing works, it works well, but these sometimes cropping up accumulations of bland, boring sentences, while conveying information, still tug at what would otherwise be a universal sense of wonder and awe at these intriguing lands.   As much as I'm loathe to say it, since I really, really like the book. It feels like it has been pushed out slightly too fast. Yeah. I know. Get the pitchforks and torches ready. The book's been in the making for very long, postponed etc. - but after such a long wait, I think that a flawless quality should have been of tantamount importance. Perhaps giving each of the chapters to two proofers minimum would have been the prudent thing to do.

I don't know. What I do know is that with just one or two more months of proofing and editing, this pdf could have been a new benchmark for crunchy-setting books, a hallmark, a legend.   Now, with all the glitches still here and there in the pdf, some of which actually impede the rules, this pdf feels like it falls flat of its own potential. Not all of it, mind you, and the glitches are nothing that can't be potentially fixed/errata'd.   This book could have been my number 1 of 2012 or 2013- it had all the potential, all the right ideas. And, again, generally, they do work. But those that don't combined with an amount of editing glitches/conversion relics make it impossible for me to unanimously recommend.

I can't rate this 5 stars, though I so want to - for the sutras, the demon hunter, the ideas herein, for the imaginative pieces of crunch and fluff. For the well-done conversions of spellcasting, which is hard to do indeed. But the quality of the writing fluctuates hard and there are quite a few relics here. This conversion had the chance to set right all the small (and large) glitches from the HotJO-pdfs and let the chance slip. The thing is: I really, really liked this project. I put $60 down for the patronage, tried to help with the conversions as much as my schedule allowed. I proofed as much as I got, chapter-wise, and as much as my time allowed. I'm dedicated to this project and it could have been one of the best Pathfinder-releases ever.   It could have. But as a reviewer, I have never let the likes of such problems slip and won't start now, no matter how I'd want to. As much as it pains me, in spite of the glorious ideas, in spite of all crunch that teems and bristles with ideas, I can't rate this higher than 4 stars - with seal of approval, though. If you want to supplement Jade Regent, check out the setting or simply scavenge ideas - here's the link to OBS to check it out!  

 As always, thanks for reading my ramblings and feel free to drop in on my own page for the latest reviews.

Endzeitgeist out.
Categories: RPGs

How To Get Published in D&D Insider

d20 Source - Jonathan Drain - Tue, Apr 09 2013 - 15:16

Wizards of the Coast announced that they’re taking submissions for D&D Insider content during April and May. As someone with a few publishing credits in Dragon magazine I can tell you it’s pretty cool to see your work in print (even if it’s digital now), and getting paid for it’s not bad either.

But what are your chances of making it into D&D Insider if you haven’t written for Wizards of the Coast before? D20 Source takes a look.

The odds are against you

The overwhelming majority of D&D Insider articles are written by “insiders”: Wizards of the Coast employees, former employees, or freelance writers who have worked on a published D&D product before.

Of 1,589 Dragon magazine articles, only 132 writing credits belong to authors who had no professional relationship with Wizards of the Coast – about one article in twelve.

For Dungeon, that number is 147 out of 1,543 articles, plus 40 credits by authors who previously wrote adventures for the RPGA. Including those, around one in eight Dungeon credits belong to new authors.

While these numbers aren’t exact (some articles have multiple authors, and some are categorized both in Dragon and Dungeon), they should give you a good idea how little of D&D Insider is written by outside contributors.

Competition is fierce

D&D Insider only publishes a few reader-submitted articles each month, and competition is fierce. According to the submissions guidelines, they receive several thousand of pitches each year. Submissions are only open four months of the year (April/May and October/November), and you’re competing over perhaps fifty articles per year or less.

How to get published in D&D Insider

Although the odds are low, you can increase your chances considerably.

First, actually read the submissions guidelines to see what they want. For example, right now DDI wants adventures and certain categories of short articles for D&D 4th edition. They don’t want new mechanical material (feats, powers, etc). My advice is to submit adventures: they’re 10,000 words, so they pay a lot better than feature articles.

Second, brainstorm a lot of article ideas, then submit the best ones. Multiple pitches give you more chances to find something that appeals to the editor, but you don’t want to flood him with poor content. Brainstorming can help you come up with creative ideas.

It also helps if you have RPG writing experience, even if it’s unpaid. I recognize several D&D Insider authors as fellow D&D bloggers: Mike Shea (Sly Flourish), Dave Chalker (Critical Hits), Philippe-Antoine Menard (Chatty DM) and James Maliszewski (Grognardia). Some authors previously wrote for other publications (Kobold Quarterly) or the RPGA (e.g. Living Forgotten Realms).

The main thing is to write well, be creative, and keep trying. Good luck!

Categories: RPGs

Monster Girl Challenge Day 09 Demon

DeviantArt - Liz Courts - Sun, Apr 07 2013 - 14:27
And completed!
Categories: Art

Belly Dancer and White Space

DeviantArt - Liz Courts - Wed, Mar 27 2013 - 21:53
Creative exercise day one. Paint around negative/white space.

...Well I used masking fluid.

Watercolor paper, watercolors, and acrylic inks.
Categories: Art

Monster Girl Challenge Day 08 Octomaid

DeviantArt - Liz Courts - Wed, Mar 27 2013 - 21:45
...Okay so it's a Kraken Maid instead.
Categories: Art

The Teacher

DeviantArt - Liz Courts - Mon, Mar 18 2013 - 22:38
Didn't finish it in time for a contest entry, but I *did* finish it, so that's something.
Categories: Art

How Many Of You Used Google Reader?

d20 Source - Jonathan Drain - Fri, Mar 15 2013 - 12:51

Google has announced that they’re retiring Google Reader, the RSS feed aggregator. Over 1,200 people read D20 Source via the RSS feed, and the overwhelming majority of those came from Google Reader.

Since most blogs have RSS feeds, a lot of people used Google Reader as an easy way to follow RPG blogs. For those of you who still mainly visit D20 Source from Google Reader, there are a few options.

Feedly is a top contender that has apps for iOS, Android, Kindle as well as Chrome and Firefox extensions. According to our statistics, 87% of D20 Source readers use one of these platforms.

Feed Demon is a stand-alone Windows RSS aggregator program.

NetVibes is an RSS reader similar to Google Reader. Lifehacker also recommends The Old Reader. Both are web-based, but have no mobile app version. NewsBlur has mobile apps too, with a subscription fee of $1/month if you want to subscribe to more than 64 feeds.

If you’re one of the 1.64% of D20 Source readers who use Opera, you may be surprised to learn that Opera has a built-in feed aggregator. (It also has an e-mail client, IRC client, a torrent client, and a USENET reader, left over from an era where Opera tried to cram as many features as possible.) Simply click the RSS icon in the address bar and subscribe via Opera Mail. You can read your RSS feeds via the menu Opera > Feeds > Read Feeds (this only appears if you’re subscribed to at least one feed). Press j to go to the next post, spacebar to scroll through that post, and k to mark it as read.

Most of these options will let you import your Google Reader feed list, which you can download from Google Takeout.

Categories: RPGs

(End)ZEITGEIST reviews: Digging for Lies

RPGAggression - Lou Agresta - Wed, Mar 13 2013 - 02:48

Hey everybody!

It's steampunk-conspiracy-time again!

Zeitgeist III - Digging for Lies


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The third part of En Publishing's steampunk-AP is 99 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving us with 94 pages of content, so let's check this out!
This being a review of an investigation-heavy adventure, this review contains SPOILERS for both this module and its two predecessors. Potential players should jump to the conclusion.

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All right, still here? After the rather trademark smart and complex narrative of Zeitgeist has been expanded and the adventure sketched (which includes a new form of madness and a feat to benefit slightly from insane clarities) we'll return to the matter at hand.
The agents of the RHC have recently achieved a stunning victory against Macbannin, only to be stumped by their boss's boss, lady inspectress Margaret Saxby, who subsequently took over the investigation. in the rainy autumn months, though, the constablers will still have something to do. After all, the Kaybeau Arms and Technology Expedition is going into full swing: Modeled slightly after the World Exhibit, the PCs are commanded to guard the peace there in a village of tents full of experimentational weaponry -what could go wrong? After a short briefing by Sara Lockheart, the PCs will have opportunity to see some prototypes (and even help fine-tune some, engage in philosophical debate with the dwarf Kvarti Gobatiy and generally enjoy themselves - until the incident happens - not via an exploding prototype, but via the incursion of alien, nightmarish creatures! What could have been a mishap of magic turns weirder yet, as the creatures don't just disappear. If the PCs manage to save Simon Langfield, the unwitting arcanist who got these creatures here by using his staff of the ancients, they'll have a massive mystery at their hands. Of course, first it's time for the constabulary to confiscate bodies and items and Martial Scientist-PCs will also have a background-related benefit waiting from what happens here. The investigation of the fair should prove interesting, as a gang of thieving street urchins and the family complicates the investigations - yet another way for the PCs to get on the good side of notorious Morgan Cippiano, though.

If they are smart, the PCs may well determine the origin of the illegal magic staff that caused the mishap and contact the responsible seller, posing as interested buyers. Hence, they are off to the Lanternwood Subrail Station, where they meet up with Kaja Stewart. If they think the fence helpless, they'll soon learn otherwise, for the woman has not come unprepared: Multiple walking turret constructs as well as her eidolon (she's a summoner) as well as her refreshingly smart use of the terrain should make this a challenging encounter indeed. While an interrogation of her might yield results, the conspiracy  will move on to kill her - with a surprisingly apt plan, nonetheless. Also, her death is not required and if the PCs make the connection, she can describe a tiefling surprisingly like Caius Bergeron in the context of the McBannin-case. With her dead or not knowing more, the investigation, for now, is stumped and in a dead-end, which the module uses for a foreshadowing of module #5, in the form of a dead body and a mangled golem, mysteriously torn to shreds . Reactivating the golem, who now houses the mind of a rogue Obscurati, will be a project that spans multiple modules but eventually yield success.
But back to the weird magical items: Seeing that they seem old, the logical step to check for their origins would be the Pardwright University of Natural History's Professor Hans Weber. The professor heard rumors about a recently unearthed ziggurat in the High Bayou and that Dr. Xambria Meredith led an expedition there. Being the only survivor of the ill-fated trip, the woman has been slightly addled by the now blurred ordeal. The constables may make ample conversation with her, though, and thus fill in gaps in their knowledge of the ancient secrets. Now also rather interesting: It was Caius Bergeron who financed the expedition of Dr. Xambria and while, for now, they can't really nail the elusive noble down - for now.
With all resources exhausted in town and work slowing to a crawl/busy-work at best, it is time for the PCs to leave Risur behind for the city of Bole via train and from there to the village of Agate and from there to the High Bayou's creepy swamps. (Also nice: If the PCs are versed in folklore and offer sacrifices to the sleeping fey titan, they can avoid fighting the native creatures of the bayou - great to award immersion and smart thinking.) The ziggurat's otherworldy aura promptly starts to erode the sanity of the PCs and in a break from investigations, they have a dungeon to explore at their hands - one that makes the spirit-seers see bad omens and features fun components like hallucinations and dead bodies! Have I mentioned the notes of the lost expedition, the traps galore, the actually intelligent puzzle based on planetary correspondences and teamwork and weird aberrations? Yeah. They're there.  Better yet, the obscurati have not been idle and have added their own trickery to the already formidable dungeon. If the players persist, though, they may in a vision witness the sealing of the planet Apet (from which the weird creatures at the fair hailed) and the dysfunctional portal to the place that was once sealed by the confiscated staff and the legendary axis seal. Once the PCs have loitered enough, things get UGLY: A flood of poison spreads throughout the Ziggurat, forcing the PCs to make a run for it. Worse yet, EACH and every mummy they have seen animates, making the escape a running fight through the step-pyramid's corridors. 

Upon their escape, the Voice of Rot, the fabled fey-titan, demands sacrifice: One thing, sentient, has escaped and the titan wants it dead and rotting - and the PCs better oblige. the detect Planar Energy-spell here is a great help, in fact, it is throughout the module: A concise and interesting list of clues helps DMs run the investigation of this particular lead.
Upon their return to Risur, the PCs hence have a fey titan to appease and find the suspect - but other news also ask for their attention. Their main suspect, Caius Bergeron, has been murdered, in a locked room. Witnesses report a woman fitting Xambria's description having a lively discussion with Caius as well as a ring that could be the first clue the PCs have for the Obscurati's means of identifying one another - or get into the deep end. More pressing is a map with coordinates... And celebrity bard Rock Rackus, who also shows traces of Apet energy and is currently languishing in jail. The man with the apt name is something of a rockstar who claims to have visited the unseen court of the fey (on the moon) and also happens to be a specialist in teleportation magic. He also has this particular scroll he misplaced that may lead to quite a bit of interesting treasure and information (in module 12) - if only the PCs could get these pesky charges dropped? Better yet, dockers are looking up to the man, though he is just riding the wave right now and after his own gain - if the PCs are convincing, they may stir him to become, quite literally, a better man and thus influence the future modules as well.
Another seal has been discovered (and can be conjectured from Caius' notes) and Dr. Xambria's ship, the dagger, is already waiting when the PC's vessel arrives there. While Dr. Xambria might seem like a good suspect and she indeed does show traces of massive Apet energy, it's not that simple and her cooperation and demeanor hold up. When Il Dracon de Mer, a war vessel shows up, it's time for naval battle with a vessel crewed by loyalist's to the now deceased Caius. After having defeated the opposing vessel (optionally via the simplified naval combat rules also featured in here), the PCs will have to get to the seal, which is defended by specialists that are well-trained for defending the seal beneath the waves and also have an array of animal companions at their beck and call. Aquatic combat is thankfully quickly summed up and while I prefer Cerulean Sea's more complex take on underwater combat, terrain wise there is nothing to complain here. The sunken dig site has an inactive portal that the leader of the specialists tries to open and a further skyseer dream complement a battle that should prove to be both tactical and interesting - especially when insane water-creatures erupt from the portal and the PCs have to work potentially with their adversaries to re-seal it, establishing the procedure for further situations. (Btw.: I love it when modules do this - establish a cohesive "law" or "way how things work" and then actually stick to it - that lends a sense of cohesion to any given setting!)

The return to Flint with their captives will prove the mettle of your PCs, especially their paranoia: The mastermind of the latter troubles makes its move if the PCs don't use their wits: A creature called Sijhen, a spy and scout from the planet of Apet that has lain dormant in Xambria's consciousness - rising from the body when needed and forcing her/modifying memory it tries to assassinate PCs, crew, anything alive on the ships, really and the creature also has an evil array of summoned monsters attack. Probably , the dread creature beats the PCs back to flint, with the golden icon of Apet, enacting its masterplan, thankfully befitting of a creature of its intellect. Upon their return to Flint, they'll realize that the strange madness from the ziggurat has spread to Flint and by now, the PCs hopefully can connect the items of the ancients with the madness. The Museum of Natural History host a grand gala and the PCs may socialize - until Xambria/Sijhen make their move and assault with a contingent of deadly creatures from Apet - if the PCs manage to defeat the duo, Xambria seems to wrestle free of Sijhen's influence and realize her mutated, eye-sporting arm, surrendering. Xambria hopefully can retain control long enough and thus, the PCs get her back to HQ while she can stave off the influence of Sijhen. Unfortunately, this is also part of Sijhen's plan - it contacted the Obscurati, threatening to expose them: And indeed, Xambria reveals the existence of the conspiracy to the PCs, connecting Mcbannin and Bergeron, adding the information that Caius had the plan "to ride the train" (to be featured in adventure #4). Worse, She exposes Saxby as a member of the Obscurati before being taken over by Sijhen again and the creature floods the RHC headquarters with planar energy before phasing through the ceiling.
The whole headquarter turns first translucent, then transparent and the game is on: Members of the RHC become mad due to the planar energy-influx and not only is Sijhen escaping, the PCs will have to rally the maddened RHC operatives, defeat the obscurati kill squad sent to dispatch them (which unprofessionally mentions notorious crimeboss Lorcan Kell) and catch Lady Saxby, who is guarded by fellow RHC-officers unaware of her duplicity and trying to make a run for it. Oh, and Sijhen is opening a gate in the subterranean railway-tunnel, trying to escape to its home planet. Worse, Sijhen is conjuring a truly interesting unique vast creature the PCs will have to defeat and worse, Xambria is doomed to die unless spirit mediums intervene - alternatively, her consciousness may end up in one of the PC's bodies.
The first appendix  includes multiple optional encounters, like an audit with Lord Viscount Inspector Nigel Price-Hill (husband of Saxby who does her best to discredit them), Lorcan trying to frame a murder on the PCs for taking down Kaja's smuggling operation and a radical Vekeshi plot of a less than smart being wanting to assassinate Rock Rackus - trying to recruit a PC for the job. The pdf also provides stats for the new creatures, new magical items (including the experimental steam suit), the boon of sharing Xambria's consciousness, dramatis personae,  3 beautiful hand-outs, 5 pages of quick naval combat rules, and 14 pages of beautiful maps.


Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches, which is quite a feat. Layout adheres to the 2-column standard and is full-color and beautiful. The original artworks are GLORIOUS and supplemented with stock-art here and there. Cartography deserves a special mention, since the maps are beautiful indeed. It should be noted that the pdf comes with layers that enable you to print-it out without draining your printer as much - though there is a problem pet-peeve for me: The maps lack player-friendly versions (with one exception) and are studded with numbers. While I don't mind regarding the RHC-headquarters, the other locales should also come with player-friendly versions.
That remains the only gripe I have with this module, though: While less complex than the webs of intrigue featured in issue 2 of the AP, we still get a truly superb module of backstabbing and conspiracy, of weirdness and horror that is indeed a glorious addition to the stellar AP. My final verdict for the third gutsy, intelligent module of the Zeitgeist AP will thus clock in at 5 stars plus seal of approval.

You can get the PFRPG-version here and the 4th edition version here.
Endzeitgeist out.
Categories: RPGs

E6: The World of D&D in Six Levels

d20 Source - Jonathan Drain - Sun, Mar 03 2013 - 00:06

E6 is a variant of Dungeons & Dragons v3.5 that challenges one of the game’s basic assumptions: What if there were only six levels instead of at least 20? And why would you want to play this way?

Lately, I’m looking at E6 as a possible solution to the problems I have with D&D 3e and 4e. For example, at high level in third edition D&D, combat is slow because characters have a lot of abilities and resources to choose from and opponents have lots of hit points. In 4th edition, this privilege is now extended to even low-level characters!

In fact, it was an intentional part of D&D 4e’s design to cut out the low-powered early levels that form E6. The idea was that D&D 3.5 had a “sweet spot” between levels 6 and 15, where characters were tough and had a lot of resources but weren’t invulnerable. 4e starts you out with enough hit points and powers to ensure your character’s survival, cutting out the low-level experience.

It’s exactly this gritty low level content that forms the basis of E6. In a way, it’s the anti-4e.

A world of six levels

For me, one of the most interesting things is how the world changes when everything in it is scaled for sixth level characters.

There are no Elminsters or Mordenkainens, no epic-level characters raising questions like, “Why do adventurers risk their lives saving the world when there’s a council of 20th level wizards who can stop any villain with ease?”

There are no spells above 3rd level, because there’s no such thing in this world as a spellcaster powerful enough to cast them. Anyone who can even master 3rd level spells like fireball is considered an archmage. Nobody can create a magic sword of greater than +2, and if a +3 sword exists it’s considered an artifact.

And, generally, there are few monsters of high level, with a CR10 dragon posing an epic threat. For the average peasant, even a single ogre is a serious danger, and that’s how E6 sees it.

There’s better realism, too. You never become so powerful that you can routinely survive 200 foot drops or take on an army solo. Characters remain human.

Porblem Sloved

But it’s not all philosophical – E6 offers to solve practical problems.

My number one problem with D&D v3.5 was that high level play bogs down under the weight of options and character survivability, and 4e did nothing to improve that for me. E6 never gets to the high levels, so you never get that issue.

Character generation is swift, and this lets DMs challenge their players better. I think this is extremely important. You don’t have to pull punches or obssess over encounter balance, because if a PC is killed it won’t take too long to roll a new one.

This in turn makes player decisions more meaningful, and players can be satisfied that they won because of their own ingenuity and not because the encounter was balanced that way or the DM was afraid to kill off their PC.

Quick preparation helps the DM too. Generating a complete stat block for an NPC takes very little time. Our old epic level campaign ground to a halt because of how long it took the DM to roll up each 25th-level villain – and we’d defeat it in about two combat turns.

The six level cap is also good for running mini-campaigns. You might run a slow forum game or find that your group can only meet infrequently, so a full twenty or thirty level campaign will never finish. It’s also good if you want to plan a campaign in advance but find that writing twenty levels is too much work and takes too long to get to the interesting part.

But why E6?

While there are other gritty, rules-light D&D variants out there, E6 has one big advantage: it literally is just D&D 3.5 with a level cap. This means you have access to a wealth of resources: the free Hypertext D20 SRD, about eight years’ worth of official and unofficial expansion books, and a very large player base.

The basics of running E6 are obvious (start a D&D 3.5 campaign and stop at level 6), but if you’re interested you’ll want to start with the official ENWorld thread from 2007. This goes into detail about the philosophy of E6 and gives extra rules and guidelines, such as E6-specific feats and a rule for advancing level 6 characters using bonus feats.

Categories: RPGs

EZG reviews To the Edge of the World

RPGAggression - Lou Agresta - Fri, Mar 01 2013 - 05:55


Hej everybody!

Today we'll take a look at one of the rare modules that managed to blow me away:

Midgard Adventures: To the Edge of the World


This module for the Midgard Campaign Setting is 23 pages long, 1 page front cover, 1 page editorial, 1 page advertisement, 1 page SRD, leaving us with 19 pages of content, so let’s check this out!

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

All right! Still here? This module is all about epic high fantasy – at 2nd level! Simez Rothgazzi, leader of the high order of geomancers, has a proposal for the PCs – They are to visit the island of Karn’lothra, domain of the dreaded lich-queen and secure her permission to open a tomb and secure the Book of Vael Turog. The journey per se will turn out to be as laced with dangers as you want to and several different “random” encounters are provided to help the DM add minor complications: Whether they learn the way to the lich queen’s undead paradise by her undead mermaids or by bargaining with a dragon, they are set for their destination and on their journey may barter with the leshy of a seaweed Sargasso, they may also meet a spark trying to possess them during a storm and have a skirmish with a small goblin warship.

Karn’lothra (which comes with a  great map and detailed further in "Journeys to the West") should make for a creepy place to visit, with the ominous harbor of last hope, its giant gold/white marble-flecked statues lining the coast and the relative proximity to Nethus’ maw. When evening falls, the ghost of the ankeshelian Mad Prince Deland escorts the characters to the court of the queen, provided they don’t annoy him overtly. There, the audience should be creepy as well and full of tension, since a) an audience requires the adventurers to relinquish their weapons and wands and b) they are hopelessly outclassed anyway. On a particularly vicious botch in diplomacy, the queen may actually take a liking to one of the players – with final consequences for the poor sod.

After securing her permission (or doing it stealthily behind her back), the PCs are off to visit the tomb of the minotaur prince Qoraz, where not only traps, but also red-mist emitting braziers, vampiric mists and a couple of shadows await the PCs – hopefully, they’ve conserved the scroll of protection from undead they got from Simez – or they can try to gain control over and use the lesser sphere of annihilation to waste the undead… The thing is, that the queen, true to the evil of undeath, has sent minions to off the Pcs and claim the book for herself. The book, however, also might be their best chance, for the thing is intelligent and can provide not only a potent protection, but also a summoning ritual that should make the breackneck flight from the island interesting.



When the summoned leviathan island (again, more details in Journeys) makes its appearance, the PCs should be all about going for it, for the mobile island is moving. Braving reefclaws, the adventurers are now stranded again, lavishly with a map detailing Leviathan Island . Only said island is heading towards the end of the world and is inhabited by mongrelmen intent on subduing the PCs and feeding them godsflesh to add them to their ranks. Whether they sit out the time or manage to find godsflesh and commune with the leviathan, they should soon notice that the huge being is actually headed towards the end of the world – whether for spawning, death or rebirth, they probably won’t be able to tell.

A sense of foreboding and imminent doom should be now suffuse them – until the leviathan plunges into the starlit sea, from the very edge of the world. Starbearer-scouts will inform the players that the leviathan is on its way to the star citadel, compelled by the ancient eldritch magics that summoned it – though this by no standard means that the PCs are out of danger – an array of weird creatures ranging from oculus swarms to vargouilles wait in the wings to challenge the brave explorers. The star-shaped citadel awaits them and it is here, they may plead their case before the court of a million stars and its king and queen, for the rulers intend to kill the leviathan, stranding the Pcs in this strange realm beyond the world. In order to seize control of the ancient beasts, the PCs will have to negotiate with Abdiel (an NPC-cheat sheet is btw. provided), the current master of the bridle- unbeknownst to them, though, he wants to control the creature himself and with his ally, a traitorous starbearer, tries to poison and subdue the PCs. The finale, whether it will be trial by combat, varying degrees of success for the villain or the PCs triumphing, should be definitely memorable and result, in the case of victorious PCs, an interesting choice: Do they set the leviathan free or do they steer it back to the western sea? What about the strange egg in the alchemist’s tower?

And by the way, I haven’t even touched on the short sample NPC-list of inhabitants of the strange citadel, not have I yet touched upon the 10 sample events to spice up what is going on in this wondrous place.



Conclusion: Editing and formatting are top-notch, I didn’t notice any glitches. Layout adheres to a gorgeous two-column full-color standard and the copious original interior artworks are of the same quality as the mind-boggling front cover – this is a premium product in every meaning of the word regarding presentation. The pdf comes fully bookmarked as well, but without a printer-friendly version. Then again – why rob this gorgeous piece of its colors? Also, it's printed version is BEAUTIFUL. Full-color, gorgeous, awesome.

There is a good reason Wolfgang Baur is the legend he is and this pdf shows VERY well how his formidable reputation came to be. Doing adventures that evoke a sense of grandness, of epicness and at the same time trailblaze ahead and provide iconic locales is hard. Doing so at low levels is even harder, especially if you want to keep the players from doing stupid things that could get them killed – like challenging a certain queen, trying to find ways to control a certain beast etc. This module takes an experienced DM with a good mojo to run properly, but OH BOY. If you manage to pull this off, then your players will be talking about it for years to come! The iconic scenes and locales in this module are enough to weave at the very least 3 whole modules from the content and the fact that this much AWESOMENESS fits in these scarce few pages is mind-blowing. And it manages to do it without feeling misplaced in the level-range. This is high-fantasy at its very best and if I had to nitpick one thing, then it would be that the module by design requires almost to be set in Midgard or a similar flat world, since it is so steeped in the world’s contexts. That being said, this still perhaps one of the best low-level modules out there and deserves to be added to your library – especially at the ridiculously low cost. My final verdict? Easy 5 stars + seal of approval. This would be a 6-star-candidate, if that was possible.

Endzeitgeist out.
Categories: RPGs

Commission: Chun-Hei

DeviantArt - Liz Courts - Thu, Feb 28 2013 - 10:45
A nagaji "paladin" commission. Chun-hei was a lot of fun to draw - great break from the usual humanoids.
Categories: Art

EZG reviews Plots & Ploys: A Skill and Feat Collection

RPGAggression - Lou Agresta - Tue, Feb 26 2013 - 06:03


Hej everybody!

Once in a while, I stumble across a humble publication that doesn't get the attention it deserves. This is one of these books.

Plots & Ploys: A Skill and Feat Collection




This pdf is 17 pages long, 1 page front cover, 1/2 a page editorial, 1 page SRD, leaving us with 14 1/2 pages of content, so let's check this out!

This collection offers us first of all new skill uses: You may now use the bluff-skill to fast-talk yourself out of combat, feign injuries or deliver quick secret messages. You may also intimidate foes at massive penalties in a couple of rounds or even as a full round action. Perception-rules to use the skill to listen underwater, soil or pinpoint sounds also serve to enhance the skill - especially useful when using the revised Stealth-rules from Drop Dead Studios' Rogue Glory-supplement. Via Sense Motive, you can quickly scan for enchantments or analyze your foes, though the latter hits one of my pet-peeves and does not provide abstract information, but rather precise BAB, feats etc. - and metagamey information like that is banned in my game. Via Sleight of Hand, you may now conceal held items or steal items usually too large to steal or secretly store items. In a nice display of awareness, none of these skill-uses overlap with the ones provided in Rite Publishing's by now legendary "101 New Skill Uses".

After this section, we're off to the feat part of the pdf, prefaced by a massive 2 1/2 pages of feat-table. The feats are actually rather interesting in the things the endeavor to do: Using a rudimentary kind of echo-location by clicking with the tongue (behavior btw. exhibited by some blind people irl) allows you rudimentarily determine your surroundings even when you otherwise can't due to e.g. darkness. Active Avoidance is also an interesting option that requires Dex and Int 15 as well as dodge and combat expertise and allows you to, as an immediate action, double the AC-bonus versus the next attack of the opponent. An interesting design, especially for dueling characters.
In fact, many of the feats herein offer similarly tactically-themed options to e.g. goad foes into attacking their allies and belittling foes can grant bonuses as long as you and your allies don't get hit. Using sleight of hand instead of the steal combat-maneuver is also covered, though I've seen better uses of that particular concept n other publications. Teamwork, via aiding one another, evading friendly fire and several social feats that e.g. allow you to place suggestions (thankfully with scaling DCs) and even a feat to offer redemption to enemies (which is a streamlined, updated take on the one from the notorious Book of Exalted Deeds).



Beyond that, the feats in this book can be roughly categorized into different quarters: Some expand the new skill uses introduced in here, some enhance teamwork between members of the party (allowing e.g. the PCs to talk one another through e.g. skill checks), some help with the defensive side of things, some enhance social skill-uses in combat- situations and some capitalize on high Int as well as sense motive to display tactical fighters in battle who can benefit from their genius, much like e.g. characters in battle-of-wills-type scenarios à la Death Note. While especially the latter is an interesting concept, at least in my game, I will disconnect the benefits from gaining metagamey information and had hoped the pdf had done the same. Oh well. There also are some minor filler feats that allow access to low-level domain or bloodline abilities for those not so endowed.
The pdf also offers a selection of new item-tricks for cloaks as well as a cohesive example on how the material in this pdf can make fights more dynamic and less about bashing brains in.



Conclusion:
Editing and formatting are good, though not top-notch - I noticed a couple of rough patches here and there like missing blank lines between feats, minor glitches etc., though nothing glaring. Layout adheres to PDG's 2-column no-frills standard and the pdf comes fully bookmarked.

David Nicholas Ross' Plots and Ploys was a kind of frustrating pdf for me to review: On the one hand, these skill-uses and feats are compelling and serve their purpose - they should help to get groups out of kill-em-all-ruts and add an interesting dimension to combats heretofore untapped. On the other hand, this collection uses metagamey information (something I abhor) and some of the feats could be taken to ridiculous places - some of them could have really used a caveat that they don't work on specific types of creatures. That being said, as a DM I'd be wary of introducing this pdf as a whole without some very close scrutiny for respective groups - while the feats per se are not broken, depending on the group they're introduced to, they may prove to be unhinging and change your gaming experience. Seeing how this is the goal of the pdf, though, I won't hold that versus the pdf.
That being said, I also feel that this pdf is slightly below what it could actually have been - with minor revision and slightly more polish, this pdf could have been even better. As provided, I can see it being useful, though not necessarily great for all types of campaigns. This would bring me to a review of 4.5 stars, but the editing glitches and filler material here and there make me settle for a final verdict of 4 stars instead.

Endzeitgeist out.
Categories: RPGs

EZG reviews Journeys to the West

RPGAggression - Lou Agresta - Fri, Feb 22 2013 - 04:20


Hej everybody!

Disclaimer: I'm a contributing author to Christina Stiles' current kickstarter "Bite Me! The Gaming Guide to Lycanthropes" and was a patron of this project, though not a contributing one. If you haven't checked out her kickstarter, I urge you to do so. My verdict of this book was not in any way influenced by me contributing to "Bite Me!".

Journeys to the West


 This supplement/adventure anthology is 139 pages long, 1 page front cover,  1 page editorial, 1 page introduction/kickstarter-backer-list,  1 page ToC, 1 page SRD, 1 page advertisement and 1 page back cover, leaving us 132 pages of content, so let's take a look!

This being a combined campaign supplement and adventure anthology, we delve first into a kind of hub for the explorations the PCs are sure to embark upon when utilizing the content from these pages: Barsella, the City at the end of the world in the Midgard setting is the last true fleck of civilization before the Western Ocean and as such an interesting place indeed - a combination of colonial outpost, trading town and frontier-city, Barsella's write-up includes potential for adventure galore - whether it's via the plethora of options available for explorations into the unknown or within the town - after all, Nethus, the chained god of the sea is still very much present in this place, as are the seafaring minotaurs and other thoroughly interesting components like gambling dens and brothels with interesting entertainers awaiting. And in the bedrock of the town, the tides have carved out the infamous wash, a set of smuggling tunnels and undercity that provides for an opportunity to crawl and explore other illicit affairs PCs may seek to undertake. An iconic interesting city-panorama, but not the focus of this product - for the true ambition of this supplement is to capture the spirit of frontiers, of trailblazing and wonder at strange locales in the spirit of mankind's epics like the Iliad or the Gilgamesh-myth.

As such, the following chapters detail new islands to be found and the very first one already blows me out of the water (pardon the pun): The Island of the Morphoi is weird in uncountable ways. Fully mapped in b/w (like all islands in here), this place is the base of Mnemosyne, wife of the lost god of the seas - She also happens to be the goddess of time, history and memory who suffers from an inscrutable memory-loss that drives to obsessive brinks of madness, her weird morphoi-servants and twisted lamia scouring the world for knowledge to finally fill the void ripped into her otherwise omniscient and perfect recollections.  The island is also plagued by temporal rifts, unstable areas of temporal flux (including massive tables to determine weird effects on the fly) and provides 3 domains and 2 subdomains as well as potential for adventures galore.


Meshong-Lir and its atoll of savage islands also makes for a truly intriguing setting that transcends traditional backdrops - the prison/remains of a Great Old One from the Far Beyond, these islands are now haunted by Heralds of Darkness and the ghosts of Elysian Titans. Worse, the arcane bonds that hold the creature enslaved  are tied to thresholds and doors and every foray into the depths of Meshong-Lir brings the dread entity closer to freedom - if the intrepid explorers manage to survive the maddening taint of the forbidden knowledge engraved in the reality-warped ruins of an empire long since passed, they may yet gain knowledge both twisted and powerful - at least if they manage to surpass the other alienists, mad cultists and things-that-should-not-be. Have I mentioned that in order to live to tell the tale, the PCs also have to brave the fact that the island rises from the waves (including tsunamis) and sinks back below the waves: And yes, rules for all of that are included in the write-up.

There are also write-ups of so-called lesser islands, which, while slightly less detailed, are also lengthy - starting at Aroa, which is the home-base of the Rimegaurd that seek to rediscover the lost technology of the crab-like K'karoan and atolls, some with spatial rifts, also feature in this section, also the crab-like humanoid K'kin. The Burning Shores with its magmins and azers and archmage's sanctum is also interesting in that it features hazards beyond regular fiery hazards - also including deadly gasses impacting local environment. The Leviathan, a living island inhabited by mongrelman, gliding through the waves (And featured in the module "To the Edge of the World") is littered with eldritch remnants ready for the picking and intriguing locales/rules to enable PCs the diving leviathan.

Terminus island is interesting especially in the context of Midgard, for the world is flat and this ancient place, with its gigantic guardians and legendary fruit is located indeed at the very edge of the flat world. Finally, there's Karn'lothra, where the last remnant of a proud race now lords as an undead empress over her realm. It is also here that a vampire philosopher has blended mind-boggling philosopher that essentially made reality reject him, rendering him quite literally beyond the grasp of even the gods.

The book also features a bestiary, where intelligent Coral Oozes (CR 6), Dragon Eels (CR 13), Lamia Mnemosynian Matriarchs (CR 12) as well as  3 Morphoi-variants, the disturbing Obanje (CR 5), Sons of Talos (CR 11 ancient siege-style golems) and CR 6 Totem-Pole Golems. The Prismwings, magical birds, are also nice, though their entry lacks the CR-value.
We also get 4 new magical items, from the modular boon-necklaces of the seas, to a cephalopod's staff, an enchanted mokomokai (a shrunken head) and one of the tears of Mnemosyne.

After that, we're off to the new modules featured herein and hence, from here on out, the SPOILERS reign. Potential players may wish to jump to the conclusion.

Still here? All right! Adventure number 1, "Awash in the Wash" is an uncommon module for low level characters, as it starts the adventuring career of the PCs with an unpleasant surprise for the PCs: They wake up after having been drugged/press-ganged/etc. - in the notorious Wash, Barsella's undercity. The PCs are the latest contestants in the infamous maze of the minotaurs of the city - and a famous geomancer is betting on their unlikely survival - why unlikely? Well, first of all, the maze is studded with traps and spectator-interference (also great for the DM to help/hinder PCs if required) is a constant addition to the place's challenge: The aim is to collect 8 special rings and place them upon a specific statue - while avoiding an insane fiendish minotaur stalking the corridors, hunting for the PCs as well as the complex traps/obstacles littering the maze's regular rooms. Thankfully, the minotaur (who is far beyond PC capabilities to beat) is slow and can be outrun - but not for ever...
Maze residents and multiple rooms with deadly traps  make the challenge of the place more pronounced, though I do have some minor gripes with an otherwise great module: The fully detailed maps come without a player-friendly, key-less version and the text refers multiple times to letters and e.g. squares with traps that are not featured on the respective maps. This is one issue. The other one being how running the maze is handled: Essentially, the curving sections and make-up of the place make using traditional mapping hard for the PCs to do, suggesting instead handwaving all in favor of perception/survival-skill-checks - which is fine, though the insinuation that old-school handling of maze-running would bore most groups rubs me the wrong way - especially with a sub-maze of the maze that HAS to be mapped to properly run through is taken into account. A slightly more streamlined set of navigation-rules and help with keeping up dramatic tension with the minotaur-chaser as well as resolving aforementioned map-issues would have been imho nice and made a good module an excellent one.



The second adventure contained (by Dawson Kriska) in this anthology features an unpleasant assault on the docks of Barsella by a strike-force of Sahuagin - unfortunately being infected by a strange curse/disease named skinny-bones, one that defies curing.  With the plague endangering Barsella (and quite possibly the PCs, since they've probably been infected in the combat), they have to cooperate with a famous captain and his druidic wife (see Pirates of the Western Ocean) and break through the naval blockade. Seeking the counsel of the archmage Allister Dorn, they arrive at his tower on the burning shores, where unfortunately the archmage is nowhere to be found. Having anticipated the PC's dire need, he has prepared a collection of documents and diagrams that allows for the research of the disease - handling Deus-Ex-Machina-style just about all pieces of information out to the PCs via rather simple arrays of skill-checks, revealing the originator of the plague as an unfettered eidolon incited by aforementioned vampire philosopher. Stepping from the arch-mage's study, the PCs find themselves stranded on the  island of Malkay, where all the lost sooner or later wind up and where the eidolon masquerades as a type of savior/angel. The creature runs from the PCs, thinking them trapped on the desolate island, though they are promptly rescued by their NPC-allies - the journal harrow left behind leading them promptly towards Karn'lothra, the island of undead again where they get a chance to stop the mad eidolon's plans and gather the ingredients to end the plague. All in all, a solid adventure, though I really didn't like how the module treats the arch-mage-in-absentia and his notes as a kind of Captain Exposition - alternate means for the PCs to unravel the mystery of the disease would have been nice and feel more organic - as written, the dramaturgy is somewhat askew and suffers from the "Elminster-helps"-syndrome, i.e. the high-level-NPC helps, but can't be bothered to do the job her/himself. It's this that made me turn my back on the Forgotten Realms and I sincerely hope that future Kobold Press-adventures will refrain from creating too many of these plot-device NPCs - Midgard as a setting doesn't need them to work.

 Brian W. Suskind provides with a murder mystery in the most traditional way - the PCs are hired by Lord Arvid Olhouser through his aide Delgrade Agador to guard the expedition of his household to the fabled Leviathan-island. Unfortunately, soon after the arrival, the beast dives and thus, the PCs will have to make a frantic sprint to the fabled bubble-tower that contains air and allows people to survive the dives of the living island. Squeezing through the shutting Iris-doors, a group of precious few survivors is stranded in an isolated, claustrophobic locale - the classic set-up for a murder mystery. And said murder doesn't happen too late - Lord Arvid Olhouser is murdered and the people locked in have motives galore: His wife, Lady Olhouser considers him a bumbling idiot and has an affair with his aide Delgrade. His spoilt son Hagen is a thoroughly unpleasant, cruel racist. Bertram Bodkin and his recently betrothed wife Alyce suffer from Bertram's gambling addiction and accumulated debt which the lord declined to help with. Professor Myra Dolynn once had an affair with the lord, local veteran Lucas Cabral has an attachment to the unpleasant local mongrelman populace and Fynn, the 12-year old son of one of the Olhouser's ship's fist mates just had to see his father perish in the dive of the Leviathan. The mongrelmen hiding in the fleshy tunnels of the leviathan are essentially set up as culprits and teh PC's short excursion proves an exercise in the slaughter of innocent creatures - unless Lucas Cabral stops them in time. Worse for the PCs - after initial investigations, the deceased rises as a wight accusing them as killers, undermining their believability. Worse,  Hakon, the scion of the house is the second victim and lady Margrat is next on the killer's list - who actually acts smart, utilizing dust of illusions to throw the PCs off their guard and sow discord. The cast of dramatis personae allows for a vast array of motivations and the situation is actually more complex than one would believe: Alyce is actually quite a powerful sorceress and bastard-daughter of the late Lord Olhouser, but not the culprit for his murder: Lady Margrat and Hagen killed the lord and Alyce, bereft of her revenge, seeks to end them for it. At the climax of the investigation, she sabotages the tower's mechanics and has the tower flood while the leviathan surfaces, making for a truly memorable climax. All in all a great murder mystery with multiple tables that makes running the complex motivations more easy for the DM. A minor gripe would be that one read-aloud-text mentions "The NPCs", a slip in narrative level DMs should be aware of.


The next module, by Ted Reed, is hands down imho the best in the whole anthology, ranking as a pinnacle of awesomeness that lives up to the best of Open Design/Kobold Press modules out there: The basic plot is the following: The PCs are in the savage islands and have their ship sunk by the rise of Meshong-Lir, after rescuing a dashing old salt rake. Surviving the tsunami wave will be hard - to be captured/separated and beset by the dread pygmies and totem pole golems, the PCs will have to steal rafts to reach Meschong-Lir, for a legendary treasure awaits - the fabled ship Last Vagabond was dragged down by a statue jutting from the dread island and now could be claimed - for it requires a living being to serve as captain, though it is manned by a crew of ghosts. Unbeknownst to the PCs, their new ally is actually a servant of the trapped Great Old One of Meshong-Lir who is partly responsible for the ship's current predicament. The PCs will have to scale the mile-high cliffs, negotiate with the ghost of a titan and impress the ghostly crew enough to become captains and owners of the legendary vessel as well as unmask the wolf in sheep's clothing (no, not the monster) in their midst. And, they of course will have to drive the ship out of the maelstrom of the sinking Meshong-Lir! (and yes, it uses the vehicle-rules from UC -AMEN!) This module is so great it had me salivate, its locales standing out and its execution, especially how the captain is portrayed ranking among the finest I've seen in this type of scenario, the climax being sufficiently epic as well. Two thumbs up for this extremely well-crafted module that works even better thanks to the trouble-shooting interjected here and there.

The final module of the anthology centers on a character that is somewhat of a local landmark in Barsella, the Brine Pauper.  The PCs are hired by Barsellan nobility to investigate the fate of the village of Kammae's Landing, more commonly known as Hell's Hole. On their ship is the weird, semi-coherent oracle and if the PCs manage to deal with the difficult anchoring, exploring the haunted remains of the coastal town should prove interesting indeed - for the brine pauper deposited a tear of mnemosyne somewhere in the haunted island, one that might contain vital memories. Unfortunately for the PCs, the Brine Pauper was not here alone - the last survivor of his group, they battled a witch that also perished and now roams the island as a witchfire on the hunt for the madman. Worse, the undead has taken control of a coven of hags and their allies and a disgruntled sea hag may prove to be a vital warning or deadly detriment. Guarded by dread Kech summoners and deep inside the island lies an ancient Ankeshelian prison that contains a dreaded nightwave of Nethus and the seal if breaking - only in the pauper's memories lies the key to finding the hidden vril lock to reseal the dark terror, but only if teh PCs can get it before the witchfire. Reaching the nightwave's prison, the PCs will have to face a fraction of its power and solve an easy, nevertheless interesting riddle to escape. On their way home, though, a powerful Mnemosynian Lamia Matriarch tries to take their memories, which might bode disaster for the future...



Conclusion: Editing and formatting are very good, though not perfect: I noticed e.g. flavor-texts with "NPCs" being mentioned and the first module's maps lacking some information from the text is also unpleasant. Layout adheres to a 2-column standard and is beautiful indeed - in the pdf in full-color, in the print in b/w. Artworks is a mix of full-color and b/w and ranges from good to serviceable. The cartography of the islands is completely in b/ and beautiful indeed - but I have one mayor gripe: Why don't we get player-friendly maps? Seriously, a project of this size/scope should have key-less maps of its locales. What good is the STELLAR map of the cliff-side of Meshong-Lir to me when I can't show it to my players since one of the ledges spells out what kind of creature is waiting there and how to get on the ship? Or another island, that features the name of the threats to be found as well as the location of a certain prison? I can live with Barsella's map being keyed (though I'd prefer a key-less version there as well to hand out to my players), but in adventures, it's a no-go for me by now. The maps of the modules are great, but I can't use them. The pdf is extensively bookmarked for your convenience.

"Journey to the West" is the latest in a series of sourcebooks/anthologies by Open Design/Kobold press and lead designer Christina Stiles has succeeded with accolades in her endeavor of bringing us a supplement that brings the weird, the thrill of exploring, back to the game, with islands both wondrous and terrifying. The campaign-setting information, the island-write-ups, they provide information galore to run whole campaigns, clocking in as some of the most legendary locales I've seen in a supplement in quite a while, breathing their owns myths. I also applaud the decision to not contribute overtly to the feat/trait/spell-bloat and, unlike the otherwise excellent "Streets of Zobeck", focusing on the topic at hand. Mind you, my criticism is at the highest level, but still: The adventures in this module left me partially disappointed at the very highest level of quality possible. They still stand out and are great experiences, but with the notable exception of Ted Reed's contribution, they all suffer here and there from minor issues that keep them from rising to the insane brilliance of e.g. the offerings in "Tales of the Old Margreve": The labyrinth-module suffers from its maps and slightly incongruent take on navigating the maze, the plague -adventure from the captain-exposition-flaw, the murder-mystery from e.g. mentioning a magical aura, but not the nature of it and the final one from feeling cut down - the desolate village would have made for a great place to build up tension via a continuing assault of haunts and instead makes the exploration a rather short stop in the module, with the same holding true for the prison. At first, this didn't stand out to me that much, but Ted Reed's module, with its perfect pacing and detail, its extremely iconic challenges and its vivid primary antagonist makes these minor flaws that wouldn't stand out in other publications much more than they should. Though this module's map suffers most in all the modules of this book from not coming with a player-friendly version.

I get that page-count is an issue, but honestly - I wish this book had been split (even further) - one book for all the setting-information and one for the expanded adventures, to allow them slightly more page-count to shine. As written, they are still great modules, but ones with minor blemishes.
But is that enough to rate this book down? I've been wrestling with myself for quite some time and have to conclude: Yes. Yes, it is. By now, player-friendly maps are a staple in most publications and at least for me, not getting any, especially if the cartography is this good, is kind of a big deal.
Don't get me wrong - I still maintain this is a great book that belongs into the library of any Pathfinder-DM, but I still can't give it my full 5 stars + seal of approval, instead opting for a final verdict of 4.5 stars plus seal of approval, rounded won to 4 for the purpose of this platform.

Endzeitgeist out.
Categories: RPGs

EZG reviews Cerulean Seas: Indigo Ice

RPGAggression - Lou Agresta - Tue, Feb 19 2013 - 02:34

Hey everybody!

Today, we'll dive back beneath the waves of the Cerulean Seas and take a look at arctic underwater adventuring with

Cerulean Seas: Indigo Ice




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The introduction makes one thing clear: You have not read a book like this before. Ever. This sourcebook is about the arctic clime, yes, but not on humano-centric cultures, though it lends somewhat from Icelandic, Norse, Inuit etc. traditions), but on recent realizations of how much the world beneath the waves shapes the polar regions. Combine that with the fact that in Cerulean Seas, there is not much dry land and we have an interesting base assumption. More interesting yet, at least imho, would be the fact that logical assumptions have been taken: In order for any culture to thrive in a land of few resources and extremes, the resulting culture developing from it would require a sense of progressive-mindedness and war-like aspirations. Against this backdrop merging progress and tradition, arcane and technological and the struggle for survival, we are introduced to this book's  core concepts.
A special mention deserve here the artworks - the "City that never thaws" and most of the other artworks herein follow a cohesive, extremely high quality style that is not only consistent in itself, but also with the high quality artworks Alluria Publishing has featured in their other Cerulean Seas-products. In fact, some of them may even surpass them due to feeling more iconic, but more on that later in the conclusion. The pdfs begins with environmental undersea environments, glaciers and slush swamps as well as hazards for the respective areas, which include e.g. acidic slushes, catabatic winds, wind chills and cohesive rules for breaking through ice. All in all, a cool chapter that is useful for any cold climate, not just those in the Cerulean Seas-setting.
The second chapter is all about races and kicks off with a revisit to the classic races of the Cerulean Seas setting as well as Waves of Thought before including new races - which, of course, all come with the trademark pieces of information on buoyancy, types etc. The first new race would be the Aglooik, small feykith (only two and a half page) and they get +2 to Dex, Int, -2 to Con, 30 ft. speed, get +1 to ref saves versus electricity, steam and acid, +2 to Knowledge (engineering), Profession (engineering), Craft or disable device as well as proficiency with any aglootech-weapon, but more on that later. The second new race would be the arctic, cold, charming and professional Crystolix, who get +2 Int and Cha, -2 Str, must take skill focus (diplomacy), +2 to appraisal, cold resistance 10 as well as +2 to saves against spells and effects that would result in negative conditions. Interesting race that can be played as creepily friendly. The transparent Ice Elves get +2 to Dex and Wis, immunity to cold and fire vulnerability, +1 to AC when touching water and at a depth of 300 ft. or less as well as a spell-like ability to use ice water-jet and +1 DC to saving throws against cold spells they can cast.
The Talilajuk Ningen are special fishfolk: Based on Belugawhales, they can breathe air and get +4 Str, -2 Str, are fast, must take Skill Focus (Stealth) as their merfolk-bonus-feat and gain blindsense while in water. The coolest new race, perhaps would be the Squawk - mechanically, these beings get +2 to Str and Con, -2 to Int, are small at a fast movement rate of 30 ft., get +1 dodge bonus to AC and CMD, +2 to saves versus poisons, spells and spell-like abilities and always count as wearing cold weather outfits and proficiency with skiths. What are they? They are a race of deadly  warriors living in a martial society of penguin-like humanoids. And yes, the artworks actually manage to make that work - squawks are bad@ss! The Thanor are a race of walrus-like humanoids who get +4 to Con + 2 to Str, -2 to Dex, -2 to Wis, are large and have lungs, +1 natural AC, only a speed of 30 ft.,  always count as wearing cold weather outfits and natural attacks with their tusks.

Pinniparian and Seafolk-crossbreeds are also covered and the vital statistics like age, height and weight tables are part of the deal as well. In chapter 3, the roles of the different classes (including psionic ones) in the cold waters of Isinblare are covered. The chapter also features new classes, the first one being the Angakkuq base-class, who get 3/4 BAB-progression, d8, 4+Int skills per level, proficiency with light and medium armor, prepared divine spellcasting of up to 6th level via Cha as key attribute and get the option to create a Tupilaq: Somewhat similar to eidolons, these creatures are created from either flora, fauna or frost and can share spells with their masters and be  enhanced etc, learn tricks à la animal companions etc. -  a great alternative to the druid base-class with its fetishistic creature.
The chapter also includes new PrCs: The Conulair is singular among PrCs in that is requires a cool oath as well as is based on an interesting concept - mechanically, the class gets d10, 2+Int skills, full BAB, medium fort-saves and several cold-adaption powers. The cool thing about the PRC, though, is that entry actually bonds the applicant with a semi-conscious symbiote that grants the creature the respective powers and allows them not only to create deadly rimefire powers and may also choose frostboons. An excellent, iconic PrC! The second class is just as awesome and is imho the best rules-take I've seen on the concept: The Cyrokineticist, a psionic class who gets d8, 2+Int skills, 3/4 BAB-progression, medium fort-and ref-saves as well as a variety of abilities that include rimefire weaponry, flash-freezing etc. - analogue to the pyrokinetist a warrior-style class. Nice to see some psionic support beyond the Waves of Thought supplement. There is also the Cryomancer-PrC (d6, 2+Int skills, 9/10th spell-casting progression, 1/2 BAB-progression,  medium will-saves),a nm arcane specialist of cold-based magic.
In chapter 4, we are introduced to the art of Frostcraft, but what is that? Well, first of all it's about arctic materials, bartering and how economies work in the polar context, including compressed air, ice rubber etc., which make a whole new class of item possible: So-called Aglootech. Unsurprisingly pioneered by said race, the class of items includes new weapons (by the way, all of which are rendered in gorgeous full color) that use this fizzling to create rifles, pistols etc. that propel nail-like projectiles through the waves, pneumatic blades and spears can be found in this chapter alongside the skitch-battle-scythes of the Squawk, ice blades. Also rather extremely cool regarding artworks: How exactly such rifles work is shown in a neat schematic that also provides enlarged and named components for the respective weapons. When harpoon-like rifles are possible, it should come as no surprise that there also are massive harpoon-cannons based on this technology to be found. We also get a table for the 24 new feats herein, some of which allow angakkuqs to enhance their tupilaqs, grant squawks natural attacks and improved combat prowess with their signature skith, expand ningen blindsight, allow ice-elves to coat weapons in damaging ice and even pierce cold resistance with your cold resistance. The new class also gets an extensive spell-list and we also get an aquatic magus spell-list, which is neat to have indeed. I applaud one decision by Alluria: Instead of contributing to spell-bloat, we get 10 spells that adhere to the maxim of class instead of mass. From a spell that allows you to partially take on aquatic animal characteristics, one to encapsulate foes in ice or one to use the new entombed quality. Of course, you may also create a rancid murk that carries a plethora of debilitating diseases and unleash it into the waves. The arctic "lands" of Isinblare are also rich in a material called Ancient Crystal, which can provide an array of interesting qualities to benefit from or be hindered by.  3 new magical items, also with gorgeous, perhaps even above-paizo-level artworks, complete the package of the chapter.
Chapter 5 is where the setting-specific pieces of information for the region of Isinblare in the context of the Cerulean Seas-setting can be found. (And yes, that means until now, the book was all about material just about any campaign could use). In tradition with the Cerulean Seas-setting, we get what amounts to essentially short racial histories of the respective races, each of which comes with a fluff-only write-up of a famous personality of the respective race. Beyond the main playable races, though, we also get pieces of information on the civilization of races from the bestiary. Languages and their speakers are part of what is provided, as are 6 deities and write-ups of the nations and big cities to be found in the realms of indigo ice, though the latter lack city statblocks. The maps provided do their job, though they admittedly fall far behind the quality of the artworks and feel slightly out of place.
In tradition with other Alluria Publishing-releases, the final chapter provides us with a bestiary-section, which includes fiskheim akhluts, domesticated huge versions of the regular akhluts, aquatic bears, the fish-humanoid Brothers of Frost , a new song dragon, the riding penguins called Kairaku, two new types of ningen, a wicked fey of frozen glaciers, seal variants (both mundane and partially represented as the sunhunter as a deadly glacier-predator and more: Take e.g.  living ice-float constructs, ice-breaker whales, AWESOME-looking ice leviathans, ice kraken, orcoths and tizheruks and even ice liches. Alluria books are usually beautiful. These monster-illustrations, though, transcend even some of the offerings I've seen by WotC and paizo - mind-boggling and awesome. Also, each of the creatures gets some kind of interesting (sometimes even multiple) signature abilities. Arctic/Aquatic mounts and war-beasts are also covered, with e.g. animal companion stats.
Beyond even this content, we get an index of aquatic polar monsters by CR(including up to Bestiary 3, Creepy Creatures and all Cerulean Sea-books), pronunciation guidelines, a table that lists all tables, an art-index, 8 card-stock minis and a small poem on the last page.


Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches - quite a feat at this length. The pdf comes fully bookmarked with nested bookmarks and its layout adheres to Cerulean Seas' two-column full-color standard and is, still, among the most dazzling out there. The artworks deserve special mentioning: Where Waves of Thought and even Cerulean Seas had an odd one out here and there, Indigo Ice goes above and beyond: These artworks are so beautiful, I honestly can't recall having EVER seen such a beautiful book by any 3pp - this ranks, presentation-wise, among the very best and in fact, at least imho, surpasses even multiple paizo-books.  The supplement unfortunately comes sans printer-friendly version and if you can, I suggest you get the full-color print. If the print is half as beautiful as the pdf, you'll still have a drop-dead gorgeous book.
When I read the premise of the book, I was honestly doubting whether this would interest me: Cerulean Seas is a peculiar set of rules/setting and combining them with the frozen north seemed problematic to me at best: Especially with Kobold Press' Northlands already doing a great of Norse-themed fantasy, albeit above the waves. Indigo Ice thankfully takes a different approach: Blending Norse themes with a large dose of Inuit-myth (something seen all too rarely) the setting is something different altogether from the sum of its component parts: Flavor-wise, the vibe that best describes the indigo Ice is imho a pulpy underlying theme of a harsh land of harsh people coated with more than a fair share of original ideas (Spartan penguins actually are much more badass than you'd think!) and mixed up with technology that creates a combination of themes both in line with traditionalist mythologies and a sense of ancientness as well as with the throes of progress and a feeling of being on the dawning of a new age. 
The weapons with their details (and especially the extremely detailed schematic that depicts it) make what would otherwise be a ridiculous concept feel believable. In fact, that's pretty much the crowning achievement of Indigo Ice: Many concepts may sound ridiculous when paraphrased in a review such as this, but the unity of stellar artwork, superb rules and excellent writing combine to make them work: To the extent where even usually gun-less campaigns can probably use these weapons sans breaking the suspension of disbelief. Now the fact that neither class, nor feats or any other component of the pdf can be considered broken or unbalanced further serves to boost the overall impression of excellence that withstands even closer scrutiny.


Beyond the usefulness of the book as a whole, I feel obliged to mention that the races, items and ideas herein can enrich campaigns in any northern setting, not necessarily only ones beneath the waves: If your PCs only plan sojourns into the frozen depths, then this pdf will still provide extremely fine critters, feats and intriguing civilizations for you to scavenge and add. To cut a long ramble that gushes about artworks, monsters and weapons, the potential usability for underwater-steampunk-adventures (if you emphasize Aglootech further) and the quality of the writing short: This book is a truly excellent addition to Alluria's oeuvre and its quality stand up to the highest standards you could demand, the one shortcoming being the maps in the campaign setting-section and the lack of city statblocks, but which in no way would justify rating this superb, surprisingly consistent book down: My final verdict will be 5 stars + seal of approval.
Endzeitgeist out.

Categories: RPGs

King of the Mountain (Atomic Array 063)

Moonstew Productions - Fri, May 25 2012 - 12:08


King of the Mountain (Atomic Array 063)

You’s never admit it in public, but you knew it all along: Elvis lives!
Well, kinda.

On this episode, we ask Michael Satran to tell us all about it - and his latest HERO System adventure entitled King of the Mountain.

BlackWyrm Games: http://www.blackwyrm.com/

Michael Satran: http://michaelsatran.wordpress.com/

Ed’s Pick: 3,000 Miles to Graceland
Rone’s Rant: “San Francisco Misadventures”

Sponsors:
* d20Pro
* Hero Lab

Past Satran Episodes:
* Foxbat for President
* War of Worldcraft
* Unkindness
* Pretty Hate Machines

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Feel free to ask questions, or leave a comment on the site. You can also share Atomic Array with a friend, or contact us directly. In fact, we’d love to hear what you think about the games you’re playing. Tell us what you like (or don’t), and what you’d like to see on the Array in the future.

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Categories: Podcasting

RPG Countdown Best of Q1 2012

Moonstew Productions - Wed, May 23 2012 - 14:26

Welcome to RPG Countdown.

This episode counts down the 25 best-selling RPG products of Q1 2012.

RPG Countdown Sponsors:
* d20Pro
* Gamerati
* Scrying Eye Games

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RPG Countdown Best of Q1 2012

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