9.26.2014

EZG reviews Laying Waste: The Guide to Critical Combat

Laying Waste: The Guide to Critical Combat





This massive tome clocks in at 168 pages, 1 page front cover, 1 page editorial, 2 pages of backer-list, 2 pages of ToC, 1 page SRD, 1 page advertisement, leaving us with 160 pages of content, so let's take a look!

But before we do, full disclosure: After receiving the Beta-version of these rules and thoroughly enjoying them, I was asked to be a stretch-goal for this book and thus have contributed some content to this book. I do not consider my verdict in any way compromised by this, but felt obliged to mention it anyways. The archetypes I contributed are clearly discernible (since the book properly credits its guest authors - which is awesome!), so judge for yourself.

Got that? All right. So the basic question this book poses is one that has haunted me for multiple iterations and roleplaying systems - why are critical hits so boring? Yeah, bonus damage may be nice, but let's face it - the additional numbers just aren't that cool. In older systems I essentially scavenged and homebrewed components from e.g. rollmaster, but those brought their own issues. When the critical hit and fumble decks hit shelves, I went for them. They didn't do the trick for me, being not extensive enough and a tad bit too random for my tastes. Just taking and modifying systems from other rule-sets also proved to be not the best option.

Enter Laying Waste. The base system is ridiculously easy to grasp - all crits deal max base damage. There are no more critical confirmation rolls - these have been replaced by so-called severity checks: These are essentially a d20-roll + the the excess amount the attack beat the target's AC and also fractures in the critical modifier of the weapon and the size of the weapon. Even bonus damage, different size categories etc. are taken into account. What sounds moderately complex in a review's text is actually exceedingly simple on paper and thanks to the concise examples given. Now additionally, severity checks then result in no additional effect, a light wound effect, a moderate wound effect or a severe wound effect. Some of these wound effects have saves to mitigate - so yes, while you make chop off nose, puncture eyes or even behead foes, they will have to have failed a save to suffer such debilitating effects. Once you have determined the severity of the wound, you roll a d% to check the effect, with each table offering a massive 50 entries of different wounds  that makes 150 for piercing, bludgeoning and slashing EACH. While there are some overlaps of wounds between the respective damage types, these are the exception rather than the rule, resulting in the diversity and uniqueness of the remarkable occasions of criting being significantly increased - it's no longer: "Remember how I dealt 47 damage to the ogre in one stroke!", but rather "Remember how it took that ogre's arm clean off?" Yeah. You probably get why prefer systems like this.

Now in case you haven't noticed - this results in a significantly increased gritty-factor and a kind of increased realism that gets rid of an, at least for me, unpleasant abstraction in the rules. Now another part of the effect would be the prevalence of bleed-effects - it never made sense to me that bleed doesn't stack and for the purposes of this system, it does. Means of recovery and the heal skill also are properly implemented - no longer is the latter a waste of skill points, but rather a nice option to help keep your battered allies together. Now this base system can be further modified rather easily via a couple of optional rules that worked well in my tests.

Now, of course one would assume that synergy with e.g. already published feats would become wonky, but since severity replaces the critical confirmation roll, the bonus added can be simply carried over - elegant. Now this book does sport a vast array of new feats to support the system - the table alone covers over 5 pages, just to give you an idea of the scope. If I don't want to bloat the review worse than Kaer Maga's bloodmagic practitioners, I'll have to resort to giving you a general overview, all right?

The feats generally interact and expand with the new system - take the very first feat, acrobatic reflexes: Instead of a ref-save, this allows wounds that prompted a ref-save to avoid the wound's effects via acrobatics. Other feats allow you to treat the base damage (e.g. piericing) as another damage type. Of course, just about all common class/race features can be expanded as well - racial foe/hatred? There's a feat for it. Better threat range against foes unaware of you? Yep. Increased bleed damage whenever you cause it? Bingo. On a plus-side - shields receive more relevance: With the right shields, you receive a chance to negate the critical hit. Yes. The whole hit. Why do I consider this a good thing? Well, at first, I didn't. In actual game-play, it did add a level of dynamics, a roller coaster of emotions to the combat: When my Death Knight scored a decapitation against the paladin, who then proceeded to negate the attack, the player was sitting on the edge of his chair. Now some of the feats admittedly are "only" a good idea that could use proper expansion into a full-blown system: Take critical channel - Roll a d20 every time you channel: On a 20, double the effects. While this one won't break any game and gives the channeling player some of the criting satisfaction, I still maintain that a full-blown system would work better here. I'm also not a fan of adding a second attribute (like e.g. cha) as a modifier to damage, even if it's only on critical hits, but that's a personal preference and won't influence the final verdict. Now Deflect Blow is also an interesting feat - as an immediate action, you may opt to be hit by an attack, but receive DR /- equal to you BAB against the attack. No way to exploit, tax of one feat, action-economy-restriction - this is an example for a damn fine feat. Why? Because it makes combat more dynamic, adds some tactics and can't be cheesed via items, buffs etc. Opting to increase the threat range at the chance of an increased fumble-rate.

Another peculiarity of the feats herein would be that, beyond the weapon damage type finally mattering more, the feats also often require specific weapon qualities to work, lending the respective builds towards a more diverse weapon selection and thus, fighting styles. While by far not all feats herein are winners, the vast majority actually work in rather awesome ways and serve to neatly expand the base system's impact. Now Laying Waste would not be a massive book on mechanics without new archetypes -a total of 16, each crediting the respective author (and yeah, these include Rachel Venture, John Reyst, James Olchak, Adam Meyers, Clinton J. Boomer (!!!) and yours truly). Now generally, the archetypes are rather high-concept: James Olchak's Bajquan Imperial Bodyguard, for example, makes for one of the coolest bodyguard archetypes I've seen in a while - and while regaining ki by receiving damage can be cheesed with regeneration and fast healing, it is at least slow - still, that particular ability imho requires further restrictions to prevent all-out cheesing. Brian Berg's sinister Blood Archer, firing arrows clad in virulent poison with bone bows just oozes cool imagery. On teh other hand of the spectrum, Rachel Ventura's woodland snipers bounded to nature spirits, teh Dakini, are less sinister, but still damn cool. 

My Disembowler archetype is all about wielding oversized weapons (and yes, I plainly disregarded the cluster-f*** that is the Titan Mauler FAQ in favor of a simpler solution)...and gaining, at later levels a friggin' one-man cannon. This barbarian archetype also is all about NASTY severity-effects and may wilder somewhat in the gunslinger's arsenal. Now some Otakus may start grinning right now - If you haven't realized it: I made this one as a personal love letter to the character Guts from Kentaro Miura's legendary dark fantasy Manga-saga Berserk. Conversely, my master of 1000 cuts, a fighter specialist of bleeding criticals actually came, concept-wise from my 2nd edition-days, before the bleeding rules were nerfed to smithereens - with Laying Waste fixing that, I could finally update the cool concept and modernize it. James Olchaks fighting-style analyzing Mockingbird-rogue is cool and Rachel Ventura's take on the Amazon actually makes a low armor, agile barbarian based on CHA work. Now if you've seen any WuXia-movie ever, I probably won't have to explain the concept of the pressure point master I wrote - Iless damage, better critical effect control would be what to expect here. (On a personal note: Thanks to all the reviewers that explicitly commented how they liked this one!) Adam Meyers also has something rather cool up his sleeve - the head honcho of Drop Dead Studios provides some cool Sneak Attack Substitutions. Now I don't have to tell you that Clinton J. Boomer's contributions are high concept and awesome - heavily armored dwarven barbarian? Ninja? Yeah. Brian Berg also provides a more down-to-earth sword master and a mace specialist. James Olchak's Spiked Gauntlet/Armor-specialist also makes for a neat take on the trope. John Reyst's Vandals are barbarians all about stealing and destroying.

Now it's only fair in a system of cool critical hits to apply the same thoroughness to critical fumbles -a distinction between melee, ranged and natural critical fumbles covers all the bases for the mundane ways to botch. This part of the system is just as optional and modular as the base system, but also damn cool. Now going even beyond that, Laying Waste takes groups that play with Armor as DR and Called Shots as variant rules into account and provides rather extensive advice on using the systems in conjunction, should you choose to. While I liked both base systems (introduced in Ultimate Combat, if my memory serves right) idea-wise, their execution did not work for my group when I introduced them, but since some groups will like them, kudos! Now I already mentioned the increase in significance the poor heal-skill receives and yes, the rules here are concise as well.

Beyond that, magical items and item qualities, a nice piece of short fiction and the fully statted Cr 15 fetchling magus on the cover as an iconic round out the book.

Conclusion:
Editing and formatting, not the biggest strength of TPK Games, is better here than in any other book they've released so far - while minor glitches can be found, their frequency is low enough to not impede one's enjoyment of the book. Layout adheres to a relatively printer-friendly 2-column b/w standard (with red highlights) and the b/w-art is original, old-school and nice, apart from the full color cover and single pieces here and there. The pdf comes excessively bookmarked and hyperlinked for your convenience.

This critical system is AWESOME. There's no way around it. If I had not considered it great, I wouldn't have agreed to work on it. Now, quite some time has passed and the system has seen some use and I can wholeheartedly say - it has improved the game. Combat is more dynamic, crits are more memorable - and best of all - the system is ridiculously easy to learn and master, elegant in design and modular: Don't like the fumbles? Ignore them. Don't like a feat/archetype? Ignore it. Even better, the system does not require other supplements to be specifically designed for it - each new supplement you buy can easily be made to adhere to Laying Waste's rules - this system will remain relevant. That being said, I wouldn't be Endzeitgeist if I had no complaints - some feats and archetypes didn't blow me away, but that's all right. A more significant catch would be that this book, by intention, is all about martials and martial crits - alchemical, magical or psionic crits will have to wait for Laying Waste II, which will also be made. So yeah, there's a gap in the system there, but one that is acknowledged. After several months of playtesting this beast, I can say that neither I, nor my players ever wish to return to the boring, bland default rules. This book may not be perfect, but you can cherry-pick it very well and the general system is elegant and downright genius.

If dark fantasy, horror, scars or just a gritty, more realistic fantasy is what you're looking for, if crits no longer result in excitement at your table - then you MUST get this. Even if you just want an array of wounds or additional effects for your own critical system, this beast is well worth the fair asking price. My final verdict will take all of these into account, but ultimately reflects one fact: There are few books that see this much use at the table, that so effortlessly increased fun - and while I can't always play with it (since I do a lot playtesting), it has become a permanent fixture in my main campaign. Now when do we finally get book 2? My final verdict will clock in at 5 stars + seal of approval plus a nomination as a candidate for my best-of 2014.

You can get this great system here on OBS and here on d20pfsrd.com's shop!

Endzeitgeist out.

9.05.2014

EZG reviews Plight of the Tuath II - Vasily's Woe




The second installment in Mór Games' epic saga clocks in at a massive 101 pages, 1 page front cover, 2 pages of editorial, 1 page ToC,1 page SRD, 1 page advertisement, 1 page back cover, leaving us with a massive 94 (!!!) pages of content, so let's take a look, shall we?

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

All right, still here?

After triumphing in the former module, Philiandrius the mage contacts the PCs again to travel to the town Innskittering to reclaim the so-called "Antecedent of Easement" as a first step towards foiling the invasions of the Fomoire and their dread deity.  Providing them with a means of contacting him and some scrolls, the PCs are sent on their way toward the town of Safeharbor - provided they can prevent their ship from being sunk by magma elementals. In Safeharbor, the PCs may unwittingly gain the attention of the Sect "The Culling" - people that hunt good clerics and wizards because they want the peace bought from the evil gods to remain intact. Morally interesting, this fascinating nod towards the structure of deities and belief in the Imperiums Campaign Setting makes for a compelling set-up that adds a unique dimension to the setting, but one you can easily ignore or reappropriate. Which also brings me to a point - in case you have not played Plight of the Tuath's first module, you are not left alone - the module offers ample advice on running this as a stand-alone, though it mho loses some of its glorious fluff if you do so. Advice on additional tricks to challenge exceptionally capable parties also can be found throughout the module, which renders running it for pros (like my players) easier.

Now back to the plot - I mentioned the Culling already, and know what - the first killer of them the PCs may encounter actually gets a massive, concisely-written background story and actually is a well rounded character. Now Innskittering, guarded by magical mists, hits a soft spot with me - the sinister village, with its old hagish barkeeper, the module's eponymous creepy rhyme-song "Vasily's Woe" and the subtle sense of decreptitude and death, the town and its non-too-friendly inhabitants may well end up as troop-style mobs out for the PC's blood - after all, the temple the PCs will have to enter is taboo ground for strangers. In the exceeding, cool flavor of the module, the very guardian statues of the temple receive their own legends. Unbeknownst to the PCs, the recent outbreaks of plagues (which, as a backdrop of looming despair, is also reflected in tinctures and long-nosed plague masks as available items to purchase - including a stunning artwork for the mask) has had the despairing villagers transform people into soul-bound marionettes  -and the path of breadcrumbs leads to Petrov Manor.

In the dark manor, the PCs may save a gnome as they explore the place - now if you're like me, here's one final example why this module is such a great read: A small box fills us in on a gnomish custom - the small folk have been hunted by doppelgangers for generations and thus tend to show their "colors" by picking their skin and bleeding, believing doppelganger blood to be of a different color than red. This also influences jewelry, which often comes with a means to picking one's skin. Now mind you, small cultural tidbits that make sense on a very fundamental logic level within the context of a setting might seem paltry to you, but you *notice* these things on a subconscious level and they all come together.

Now, beyond the investigation of the manor, which in its dressing and challenges, remains distinctly medieval (and unlike most haunted manor scenarios ), the PCs can also explore the manor grounds, where a dread cult taken root -or go directly to the witch Yaga Petrov, who makes for essentially the boos of this module - if they manage to survive her unique spells, the demonic infestation and oh so much more.

The module also comes with a full-page hand-out of stats for a certain gnome, information on the 4 exceedingly cool emergences the PCs may receive during this module (think of trait-like/spell-like rewards for actions that may be lost...or further explored...), fully detailed and statted villages with legends, properly narrated and phrased galore, 10 magic items with EXCESSIVE background information, 6 original monsters, optional rules for minor and major divine rituals, write-ups for the religions of 4 deities (including rituals, SAMPLE BLESSINGS and subdomains...) and finally, 4 pregens, all with their own full-color artworks.

Easy to print-out b/w-cheat cards for DMs to show or have ready for key-NPCs and player-friendly versions of 6 of the maps (all they could conceivably research in the module) are provided.

Conclusion:
Editing and formatting are top-notch - while e.g. one of the statblocks has a "1" missing before the 6 in the AC-entry, the modifiers remain and that was the most grievous glitch I noticed - for a module of this length, quite impressive. Layout adheres to a 2-column full-color standard that is easy to read...and makes me weep that I don't have this in print...yet. Seriously, the first "Plight of the Tuath"-module was beautiful, this perhaps is even more so. The artworks are, no hyperbole, on Paizo-level, depending on your tastes, perhaps even beyond it. It should also be noted that the module is internally hyperlinked and excessively bookmarked for your convenience. The cartography is line-drawn and nice - and plentiful.

"Vasily's Woe" is an exercise is great story-telling that even has some sand-boxy, non-linear qualities to it. While, in its heart, a relatively simple investigation/explore spooky places-module, this adventure actually made it hard for me to put it aside. I'm not kidding.  I do not often come across a module I want to read to the end, taking my laptop to bed with me after staring all day long at text. William Moomaw's "Vasily's Woe" did just that. Where the first module by Mór Games had some slight issues with a potentially overshadowing NPC, some non-standard rules in the climax etc., this one also provides unique rules - but ones that actually make sense within the context of the module, and sans contradicting existing ones. But you don't necessarily will want to buy this for the crunch.

You want to buy this for the atmosphere, the ingenuity of the writing, the mastery of the little cultural tidbits that make a world come alive. The atmosphere can be perhaps described as a captivating blend of Russian and Gaelic myth, dosed with a nice sprinkle of danse macabre, an a coherent world-building that may be based on systems and creatures we know, but gives them a whole new dimension. This is more "The Witcher" than Golarion - grittier, but not necessarily darker. The amount of detail provided for...well, EVERYTHING, steeps everything in a sense of antiquity that utilizes subtle techniques of myth-weaving to create a beautiful tapestry of interconnecting dots PCs and players alike may explore at the same time, generating an (Almost always optional) level of detail scarcely seen in modules. Better yet, the overall panorama drawn here is one I really, really love - while managing to generate a sense of antiquity, of an old and ancient world, at the same time, this module succeeds in being FRESH.

This module and its setting, from what I could glean of that, manages to be at once defiantly old-school and suffused with a sense of the ancient and mythological (in the proper academic term's various notions), while at the same time carving its own identity and making a defiant stand against settings that have bloated themselves with races, thinking that by adding a race with x modifiers, they can create a richer backdrop of cultures, when they can't even get proper human cultures right. This module has more awareness of what makes a world believable than the vast majority of settings I've read (and enjoyed). It boils down to the attention of detail and the proper THINKING THROUGH of its components, which come together as something greater than the sum of its parts.

You may have noticed that I have remained relatively opaque throughout the review - this is not due to an inability to describe the plot, but rather from my desire to not spoil this one and the reading experience, this offers.

William Moomaw and Mór Games deliver a module, which, while not flawless, makes for a superb reading, a compelling adventure and top-notch production values. Add to that the fact that this is only the second product of Mór Games and I'm really stoked to see where the company and its Imperiums-campaign setting will go in the future. I remain with a final verdict of 5 stars + seal of approval and a nomination as a Candidate for my Top Ten of 2014.

You can get this glorious module here on OBS!

Endzeitgeist out.

EZG reviews Perplexing Puzzles #1: A Crystal Puzzle is Forever





This FREE pdf clocks in at 14 pages, 2 pages of SRD, leaving us with 12 pages of content, so let's take a look at what this offers, shall we?

As you can see, this pdf is FREE and about PUZZLES. Yes, puzzles. Remember those? You know the type that, back in the days of 1st and 2nd edition, provided the awesome brain-teasers, the food for your grey matter beyond crunching combat-numbers? Yeah. There aren't many around anymore, which I consider rather a pity - so what are these about?

Essentially, the idea is relatively simple - you have crystals and rods to poke the crystals with. There are three types of rods - one red, one green, one blue.
Crystals can have up to 4 different colors - red, green, blue and clear. Each of the rods has a specific result when poking a crystal. Taking for example a blue rod to poke a crystal will have the following results:

-It makes a red or green crystal blue.
-It makes a blue crystal clear.
-It also affects all adjacent crystals (not those diagonally adjacent) to the crystal touched.

Each rod has a different array of such rules that make figuring the puzzles out rather fun - and easily expandable.

Each Puzzle herein has a base configuration of colored crystals and a goal configuration to reach and the difficulty ranges from child's play to challenging - the penultimate puzzle took my group about 30 minutes to get right and my guys are good at solving logical puzzles. If you as the DM can't be bothered to solve this, sample steps to solve the puzzles are provided, though it should be noted that these not always are the most efficient way to solve these.

Now if this looks rather underwhelming on paper, rest assured that it's actually fun if your players enjoy  actually thinking and flexing their mental muscles. I know my players enjoyed it enough to to make me make puzzles like these the basic technology of hotwiring the creations of one particular ancient civilization in my game.

While primarily intended as a mini-game while waiting for the one guy who's late, the 5 sample puzzles provided can easily be expanded by an enterprising DM to include many, many more.  A total of 4 pages of dot-cut-outs to represent crystals is provided as well, if your players need a visual cue - for advanced groups, I'd suggest not providing these, since it makes the task slightly more complicated and is a nice memory-training exercise.

Now the pdf also offers some advanced tricks - If your players have too hard a time, provide a multi-colored rod that can change colors - especially nice if your PCs failed to find one of the rods. If you're sadistic (or to reflect botched UMD-checks, there is a variant which changes a random crystal's color every 5 moves. This should NOT be used for the more complex puzzles, though - your players won't be happy about it. Finally, there is a kind of template for a golem who can be tuned to a color, with different special attacks based on the crystal color they're attuned to.

Conclusion:
Editing and formatting are very good - while I noticed some minor non-standard rules-language in the end, that is not something problematic or grievous in a free product. Layout adheres to a printer-friendly two-column b/w-standard and the pdf has rudimentary bookmarks.

Okay, I'll come right out and say it - I love this pdf. A) It's FREE. B) It inspired me - the possibilities of this deceptively simple system are endless -  more complex patterns of crystals? Possible. A Ziggurat that needs to be solved, with crystals strewn throughout the dungeon, requiring exploration to get the pattern and then solve it? Possible. Creatures that have superb defensive powers (Vastly increased DR etc.) and need to be solved first, requiring attacks with the rods while they try to bash you to smithereens? Possible. The potential of this humble little book is staggering and it simply is FUN. Now granted, if your players don't enjoy logic puzzles, then this might not be for you - but come on, give it a try. Remember those days when gaming was a teaser for the intellect as well as the imagination, from the time to which we point when we tell ourselves that gamers are above average in intelligence. Unleash your nerd and dare to use some fun puzzles - you literally have nothing to lose with these - they're for FREE and well worth 5 stars + seal of approval - an awesome free product by Bradley Crouch.

You can get this neat pdf for FREE here on OBS!

Interjection Games also currently has a kickstarter running for "Strange Magic" - check it out if you're by now bored by Vancian casting and want to see a Tome of Magic-style book done right!

Endzeitgeist out.

8.29.2014

EZG rambles: Strange Magic Kickstarter

And now for something completely different:

As you may have noticed, I read *A LOT* of roleplaying products in my function as a reviewer. The logical conclusion of this vast amount of material is that my campaign is suffused with unconventional races, classes, monsters, feats - you name it.

My players see a lot of weird classes in playtesting and are infinitely patient with my constantly refreshing pool of options that I throw at them. One of the issues I have with many playtesting practices is that they happen in a vacuum - that way you can check math, sure. But actually *playing* the classes is where the glitches show or where a one-dimensional focus becomes apparent. A class that can't do anything worthwhile in non-combat becomes significantly less enticing. Hence, they have to put up with a lot of playtesting scenarios.

It is no surprise then, that a *LOT* of great 3pp classes have and continue to enrich my player's gaming experience. From Rogue Genius Games Talented classes, to Dreamscarred Press' Psionics, Kobold Press's New Path-classes or Radiance House's Pact Magic and infinitely more - there are many cool options to which my players have been exposed. Then, one fine day, one guy called Bradley Crouch started making truly "advanced" classes - highly customizable and a tad bit weird, with their own, strange systems and unique tricks.

Little did I know that playtesting was about to get more complex for me and my group. Take the Ethermancer, perhaps the best warlock-class currently available for any d20-based system: When we tested that guy, I was stunned to see the class actually work exceedingly well, in spite of its constantly refreshing mana-style pool. Gone were the "nuke and cover"- evocation overkills and in game, it proved to be exceedingly fun. So fun that one of my players went for the class for the campaign.

Over the course of the following weeks of gaming, he enjoyed the class enough to write an optimization guide for the beast.

That has never happened before. The level of commitment was interesting and so, I took a look at the system, started tinkering and experimenting with ideas. If you'd like to have Daniel's optimization guide for the pre-KS ethermancer, just drop me a line via endzeitgeist.com's contact tab and I'll send you the pdf.

Cut to some weeks later and a lot of exchanged e-mails about ideas on how to file off some rough patches, making some options more viable etc. - and suddenly, Bradley asked me whether I'd be game for a kickstarter that expands the options of three cool classes and their unique systems that have been enriching my game. I said immediately "yes."

In case you're wondering whether this book will be worth it, here are the reviews of all the constituent magic systems, all of which are greatly enhanced with new material galore:

Truename Magic
Ether Magic  (& its first expansion)
Composition Magic (& its first expansion)

Now 2 of these guys are Candidates for my Top Ten of 2014. Yes, that good. Even before expansions and further streamlining.

The resulting book is live, progress on each class is fast and thorough and this book will be glorious!

So if you will, drop in and take a look - and if you're looking for balanced, cool alternate systems, a Tome of Magic that actually works - well, here you go!

Click here to go to the Strange Magic Kickstarter Page.

Next week, I'll talk about some of the cool things I've got up my sleeve for this project and explain the design intent behind one of the classes, the etherslinger!

See you then!

 Endzeitgeist out.

8.21.2014

EZG reviews Road of the Dead Collector's Edition

Road of the Dead Collector's Edition






This module clocks in at 45pages, 1 page front cover, 1 page editorial, 2 pages of advertisement, 1 page ToC/CR-lists, 1 page advice on reading statblocks and 1 page advice on running the module for novice DMs, 1 page SRD and 1 page back cover,  leaving 36 pages of content, so let's take a look!

All right, before I dive in - we get 6 pre-gens to run the module, a short primer-style appendix of the general area of the lonely coast including travelling distances/speed and 3 new monsters +2 magic items, the latter of which both get their own artworks. That's the supplemental stuff. It should be noted that the original "Road of the Dead" may have had more pages, but not more content - the collector's edition simply properly collates the information of the module and thus makes it more printer-friendly.

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

All right, still here? Great! What is this module about? Well, one upon a time, a strange people lived in the forests and vales of the Lost Coast. These people had their own, distinct culture and now, the PCs, via one hook or another, stumble across a complex of said folk. Now the culture is the interesting thing here, for the dungeon mirrors essentially a take on the "Road to the Underworld" that dead souls must take upon death as you probably know from Mayan/Aztec mythology. That is, unlike most mythologies, the souls of the vanquished still are in jeopardy after death - failure on the road means an end to the soul - truly final annihilation. The iconic dungeon herein mirrors the procession of such a conception of the afterlife in the very dungeon - resting, to this date, as one of the finest example of unobtrusive, indirect story-telling I've seen in a dungeon:
From pools of "blood", crimson mists, roads of wails  -the complex offers smart, intelligent hazards and obstacles, a barrow-labyrinth with undead that also includes RSP's trademark dressing tables of unique sounds and things that happen, spell fragment-hazards, a divination pool - there are plenty of unique and challenging threats and hazards here - including a now added possibility for more socially-inclined characters to shine that was absent from the original. Now I can't emphasize enough  how concise and organic this module feels - the dungeon, in the very act of the PCs making their way through, tells a captivating story by simply existing: Each encounter, adversary and trap has the distinct feeling of being lovingly hand-crafted - from sharpened stalactites to flame-gouts spurting demon maws and unique outsiders and one of the most iconic final rooms in any PFRPG-module - not one component of this adventure feels like filler or anything other than downright awesome.

Add to that the further adventuring options that have direct consequences depending on how the PCs manage their discovery to acting as +1 optional boss battles to challenge the truly capable or lucky groups out there and we have a significantly improved version of a module that already was very good...

Conclusion:
Editing and formatting, as almost always in RSP's offerings, is flawless. Layout adheres to a two-column b/w-standard and the pdf comes with two versions - one optimized for screen-use and one to be printed out. The pdf comes with excessive bookmarks. It should be noted that the pdf features improved artworks for many a piece and also features one version for screen-use and one for print-use.

Creighton Broadhurst's "Road of the Dead" was a very good module back in the day, but it had minor weaknesses. The Collector's Edition has purged them all and made what shone before a dazzlingly glorious beast. The complex and its story, the adversaries, the hazards - this module is one of the finest examples of indirect storytelling I've seen in ages and imho surpasses in the thoroughly awesome concept of the dungeon and the implementation of its features in the narrative almost every example I can think of. This place makes sense in all the right ways; It's exciting and challenging, but not too hard. It can be enhanced via the bonus/follow-up encounters to be hard, if a DM chooses so. It provides a fascinating glimpse at a unique culture and one I'd hope we'd explore more in the future.  The Collector's Edition is a significant improvement in all regards and my dead tree copy, including spine etc., lives up to all the standards as well, adding superb production values to stellar content. Even if you have the original Road of the Dead, the print version is definitely worth its low price and if you don't have the original module, then this should be considered a must-buy anyways. My final verdict will clock in at 5 stars + seal of approval...and since "Road of the Dead" has not featured in any of my best-of lists...this one does and is a candidate for my top ten of 2014.

You can get this awesome module here on OBS and here on d20pfsrd.com's shop.

Endzeitgeist out.