11.08.2010

Endzeitgeist's Start a Campaign for Free IV

Hello everybody once again! We've had an adventure, a mini-setting, items, feats, alternate rules - What more can one wish for? Well, although Halloween is over, the days are getting shorter and the nights longer - what better time can there be to start a campaign with a rather dark twist? And can one get the fodder for that for free? Turns out one can!

That's why, in todays installment of "Start a Campaign for Free", we're going to take a look at one of the classics of fantasy/horror-staples, the vampire PC - and yes, there is a nice little book for exactly that!

Necromancers of the Northwest have a book called Liber Vampyr, which is exactly what we've been looking for.

Liber Vampyr

This pdf is 90 p ages long, 1 page front cover, 1 page inside of front cover, 1 page editorial, 1 page advertisement,1 page table of contents, 1 page SRD and 1 page back cover, leaving 83 pages of content.

First of all, let me get something straight: I’m a sucker for vampires. (I know, bad pun…) I love everything about them: From well-written novels to movies to some RPGs to the psychological and sociological theories explaining their prevalence in our cultures, I love them. Unfortunately, a direct consequence of this love is a very specific opinion on what a vampire should be and, more importantly, a very specific idea of what a vampire should NOT be. To cut a long rant short, in my humble opinion, both mainstream D&D and Pathfinder are DOING IT WRONG. I have a very specific idea, possibly influenced by Vampire: The Masquerade (great reading material, although I dislike the system) of rather “European” vampires, not the John-Carpenter-die-by-the-hundreds-kind and so have rigorously enforced a separation between spawns (the latter) and true vampires (with bloodlines, x abilities and frightening foes) and thus did not expect too much from this book.

The aim of Liber Vampyr is, in a nutshell, to make vampires potential player characters.

The pdf kicks off with a comprehensive 2-page introduction to the topic as well as the basic concepts of the vampires, as well as advice for the D_M. One note on the chapters: Each chapter starts with a single page containing a chapter header and artwork. These pages are not included in the number of pages in brackets.

Chapter 1 (17 pages) details three new classes for the so-called revenants, the term used to distinguish the vampires from this book from the standard. The first class is called Revenant Warrior, is a heavy user of vampiric powers and a fighter character. The class has: d10, good BAB, good fort-save, 2+Int skills per level. The second one is the jack-of-all-trades/moderate vampiric powers user/monk, the Revenant Ascetic. The class has: d8, medium BAB, all good saves and 4+Int skills per level as well as a bunch of monk abilities. The third class is the spellcaster of the bunch, the Revenant Mage. The class has d6, bad BAB, good will-save and 2+Int skills per level. The class is a spontaneous CHA-based caster, however, the maximum level of spells he can cast depends on his Int-score. The Revenant Mage is the worst of the three classes, as he can use blood to add metamagic effects to his spells and his capstone ability is rather lame. The chapter also features 2 sidebars, one on causes of vampirism, compiling some myths and the second one about alignment. Unfortunately, this hits another pet-peeve of mine: Good vampires? No way. Neutral ones, okay, but I’ll be damned if a good vampire ever sets his damn sparkling foot in any of my campaigns. Sorry. Rant-mode off. The chapter goes on with useful and nice pieces of advice on playing a revenant, how the interact with fellow PCs, the world, religion, etc. The chapter concludes with two sample revenants, both low-level. Another pet-peeve of mine: Vampires should not be low-level wimps - that's just the problem with vampire PCs I guess. 

 

Chapter 2: Supplemental rules (9 pages) starts off with new appliances of the disguise spell and tables for lore about cruomancy (the vampiric blood powers and magic used by the Revenants) as well as a table on vampire myths. After that, we get 21 new feats for revenants, most are dependant and expand upon blood powers. The chapter closes with so-called a new condition for undead creatures, the so-called Necrosis, a detrimental effect due to being separated from negative energy.

Chapter 3: Prestige Classes (16 pages) features e.g. the Blood Cultist, a mortal that gains bonuses from feeding their vampire master – great for potential roleplaying and,a s all PrCs in this chapter, supplied with extensive information on how to play the class, how to interact with the other PCs and so on. That being said, I think that “Cultist” might be a misnomer here, the class is rather a not-yet-vampiric bride or groom.It sets out what it seeks to do, though. Vampire Disciples are perhaps one of the coolest aspects of the book: Mortals who seek to become vampires via rituals, they follow a set of rituals (portrayed in a separate pdf that is also free and can be downloaded here) that are both flavorful and cool – the journey to vampiric immortality might make for a very compelling series of adventures, ideed. The final class in this chapter is the Vampire Hunter, a foe of the bloodsucking hordes. I did like the class, although I preferred the great fluff of the Vampire Disciples.

Chapter 4: Cruomancy (17 pages): This chapter contains the unique main-innovation of the book, lvl 1-7 blood powers for vampires. The powers, although not spells themselves, are formatted in the true and tried way and this easy to read. We get 44 powers to choose from – although they are not evenly spread for the different levels: There are e.g. only 4 lvl.2 powers, but 8 lvl.3 powers. From supernatural  athletics, to mental enslavement, lethal bites, frightening and even lethal visages and animal-related powers, you get what you’d expect from the staple of vampiric abilities.

Chapter 5: Magic (3 pages): This chapter contains 2 pages of new spells and 1 page of new magic items. The spells are quite cool and can be utilized to craft stories around them – e.g. Mirror Travel and Curse of the Great Plague. The 3 magic items are not as cool as the spells, but also have some nice ideas.

Chapter 6: Vampires (14 pages): All of the creatures are presented as complex, modular creatures. The Culled Ones are semi-vampires that are presented as a race/template. The Feral Vampire is a creature defined by its hunger. It’s a cool creature. The Nachzehrer-creature comes with 4 sets of abilities, depending on the number of days the creature couldn’t feed. The Nosferatu is a twisted creature reminiscent of the classic movie of the same name or the Vampire: The Masquerade-clan, but with a plague-twist. Psychic Vampires, so-called Leannashe, get some psionic powers, which I do like, albeit there are as of yet no official PFRPG-psionic rules.

However, I think they could have used a bit more love or in-depth information. After that, we finally get the defining template of the book, the Revenant. Revenant characters get several weaknesses  (Mirrors, Garlic, Running Water, Unsettling Aura, Unmistakable Appearance, Sunlight, Stakes) and as a subtype of undead, they don’t get the game-breaking abilities of undead creatures. However, this also means that Revenant NPCs won’t be as strong – a concession to them being intended as playable creatures. The weaknesses, as far as I can tell, serve as a nice way to balance the blood powers and the template can be considered to work.


Conclusion:

The book itself features a nice, but not too printer-friendly parchment-like background, easy to read fonts and the editing is good. Although I spotted some minor glitches like double spaces and one minor typo, they did not detract from my enjoyment of the book. The artwork/photos of hot goth chicks seem to be public domain and were a nice touch, as was the additional file containing the rituals for one of the PrCs. Indeed, the fluff, while not always great, sometimes has its moments of greatness and some of the ideas contained herein will find their way into my games. I have to admit one more thing: I’d rather chop off my hand than let players start the game as vampires in any game that is not especially made with this assumption. I’d consider players becoming vampires at high levels when they have devoted much of their levels to the cause, as in the PrC, though. Be sure to check out the 3-page DM-file Steps of the Sanguine Path for this file, too.

That being said, for me personally, due to all the quirky opinions I have about the subject matter and all the books I have so far amassed on the topic, this is a 3.5-Rudii file. For all the people who want some additional vampire-oomph for their PF-game and for everyone who wants to play a vampire, this is a must-have and 5 Rudii, especially due to the fact that it’s FREE. Indeed, I’d suggest to everybody out there to at least give this file a good look – You’ll get at least some good ideas out of this one and can scavenge some nice parts. My final verdict will lie in between with 4 Rudii.




You know what people do in horror movies? Yeah, they use tools to their advantage and in unorthodox ways. The Necromancers also have a nice little file for that:


Clever Uses for Common Items

This little 3-page file contains 1 page of SRD and 2 pages of interesting rules: Ever wanted to distract an opponent with a shuriken? Breathe underwater with a blowgun? Or would you like to see an addition to the crafting rules that helps you determine e.g. the price of an adamantine item or a glamered item? Be sure to check this one out! It’s short but sweet and, of course, free.

My only gripe with it is that it is too short – if it was longer, I’d give it 5 Rudii and I’d love to see the idea expanded to a full book and pay for it. Being short but sweet, I’ll give it 4 Rudii.




And finally, for those of you who are rather inclined to the Lovecraftian side of horror, gibber not angrily, for I have a nice little monster book for you:

Creatures Codex Volume I: Monsters of Twilight

The first publication by Demiurge Press is a nifty 10 page pdf, full-color monster book: 1 page front cover, 1 page editorial and ToC, 1 page SRD. That leaves us with 7 pages of monsters.  

-Dweller in Darkness (Mi-Go) CR 2 – Nice take on the Mi-Go, although I prefer the KQ-version from the phantom fungus article, if only because I like my Lovecraftian critters stronger than CR 2. Other than that – Nice work!

After that, we get 1 page with a beautiful artwork of the next creature, the CR 8 Mi-Go Guardian as well as stats for two iconic Mi-Go devices, the mist projector and the brain canister.  The stats of the Guardian take up another page – I like the take on it.

 

 Then, we get the CR 4 Fetch with a corresponding artwork. This creature felt rather uninspired when compared to the rest, albeit the note on fetch-shields was a nice touch.

After that, we a creepy picture as well as the statblock of the CR3-Knocker – creepy, cool and has a nice little special ability.

 The CR6-Nightgaunt that follows up is another nice addition to one’s bestiary, albeit it somehow lacks a certain je-ne-sais-quoi of alienness in its abilities.

The final creature is the CR4-Twilight Unicon, probably the least favorite creature I have read in this book, as the evil unicorn has been done numerous times and I was missing a paragraph on what to do with e.g. the horn of the creature.


Conclusion:

It’s very hard to beat free stuff, especially if it is presented in such a professional way. The artwork by Heather Frazier is beautiful and especially the Knockers and the Mi-Go-Guardian are awesome pieces. The presentation, formatting and editing of the little book are great and I look forward to seeing follow-ups. For now, I’ll settle with 4.5 Rudii, rounded down, mainly because I was really missing some unique signature abilities on the monster’s side…apart from the Mi-Go-Guardian, that is. I love it. Congratulations to Nick Herold – I’m hoping to see more horror/gritty books for PFRPG soon. 





All right, that's it for now from me, as always, I thank you for reading my ramblings, good gaming to you and yours,

Endzeitgeist out.

11.05.2010

Review of Demonheart

Demonheart by Frog God Games

This product is 98 pages long. It starts with a cover, credits, and ToC. (3 pages)

Introduction (4 pages)
It starts with a short intro followed by the adventure background and then closes with a overview of the adventure broken up into it's ten parts.

Chapter 1 – The Village and the Forest (9 pages)
It starts with a few examples of ways to get PC's involved, a bit of information about what is over all going on and finally it gives a over view of the village including a map. There is also several sidebars of information about incidents that can take place while PC's are in the village.

Chapter 2 – Something is Stirring (7 pages)
It has a NPC getting the PC's involved in the main plot, 3 encounters, a random encounter table and a aftermath section.

Chapter 3 – The Devil Tree (10 pages)
This chapter is all about a mini dungeon crawl the PC's are likely to want to investigate at this point in the adventure.

Chapter 4 – Court of Corruption (9 pages)
I loved this section of the adventure I can't say much about it with out spoiling things. But there is games, social events, maybe romance awaiting the PC's in this section. Plus a few encounters. I thought this section was very well done and very interesting.

Chapter 5 – The Lost Hunters (4 pages)
This is a short mini dungeon crawl section.

Chapter 6 – A Plague of Secrets (3 pages)
There is a murder mystery going on in the village that the PC's will almost certainly wish to solve.

Chapter 7 – Spawn of Darkness (5 pages)
A NPC ask the PC's for help again which likely leads to a series of encounters and discovering more about what is going on.

Chapter 8 – In the Ranks of Death (7 pages)
This is the third mini dungeon crawl in this adventure. By this point they should know what is going on and go seeking a way to stop events.

Chapter 9 – The Resurrection (6 pages)
This chapter has two major events going on at the same time. Both need the PC's help. The PC's can choose to go with one or the other but with consequences of doing so. Or they can apt to split up and take on both tasks at once. If they opt to do the later there is enough NPC's involved that players with out PC's in each section can play a NPC and still take part in the fun. This is a ambitious and possible very fun chapter but also because the best course is to split the party may be a problem for some groups.

Chapter 10 – Heart of Darkness (3 pages)
Here the party if it split in two reunite and go to face the final villain of the adventure.

Appendix 1 – NPC's (16 pages)
In this section it has all the NPC's full stated out and broken up by chapter to make it easier to find them.

Appendix 2 – Monster Index (10 pages)
This section has all the stat blocks for all the monsters in the adventure.

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

Closing thoughts. While this adventure is plot based it is fairly sandboxy as well. The events are likely to go in order but they don't have to go in order. So it is a nice mix of plot driven adventure and sandbox style adventure. The artwork is black and white with a very old school 1st edition DnD look to it.

I liked the adventure, it is a very nice mix of plot based, sand box, dungeon crawl, social etc style adventure. A little something for everyone. I did mention my one concern with chapter 9. While I like the idea of splitting the party and it makes sense I could see some groups having trouble with it. Luckily with the NPC's present for player to play it makes it a lot easier to do.

I have the print version of the book so I have no idea how the bookmarks etc is for the PDF. I will not one thing I found kinda odd. The cover art, while it looks fine it has camels on it and looks like it is in the desert but the adventure takes place in a forest. I just found that a bit odd. There was a couple of things I thought could have been better. The section on the murder mystery is a bit light and could have used some more advice on how to run it. So my final rating a 4.5 star. Good adventure with a few minor issues.


10.31.2010

Endzeitgeist Reviews Raging Swan Resources

Hey everybody, this time I'm going to take a look at 3 sourcebooks by Raging Swan Press, namely their village supplement and 2 files of their TRIBES-line.


Swallowfeld


The pdf for the rural village Swallowfeld consists of 37 pages: 1 page front cover, 1 blank page on the inside of the cover, 3 pages credits, 1 page SRD and 1 page back cover.

The formatting is concise, the editing top-notch (I didn't find a single mistake/typo) and the pdf is printer-friendly. The artwork is b/w and very nice to look at and serves to underline the old-school & old-world-feel of the supplement.

Following in line with the mood of the remote and ancient-feeling area of The Lonely Coast, Swallowfeld describes the little village in excruciating and atmospheric detail.

The pdf can be split in two major parts:
The first one consisting of 12 pages, including a b/w map that thankfully lacks annoying letters.
The village also contains evocative details like local diet, a paragraph on social order and law, passing seasons, festivals and traditions (quite cool and reminiscent of old pagan customs) and a table of local events to kick off sessions and moods. Be warned, though. The mood may get grim and is mature, but I personally like it that way.


The second major part of the adventure consists of 12 pages of NPC-stats as well as descriptions of the characters. Every one of them comes with his/her own picture, quality b/w artwork. Best of all, each entry has a paragraph on mannerisms, distinguishing features and hooks that makes it easy for the DM to make this place come to life.

After that, the pdf concludes with a 3 page player's guide to Swallowfeld, including 1 page of player's map.

Conclusion:
While this pdf is high quality, is very detailed and evokes the awesome old-world-atmosphere we already had in The Lonely Coast, the prose somewhere falls short of the high standards set by other pdfs of Raging Swan. It's still top-notch, just not as awesome. I'd give 4.5 Rudii.

However, Raging Swan Press gives you more bang for buck:
As either free previews or supplements for the product, you can download 3 free web-enhancements on the homepage:
- One containing collated statblocks for the NPCs
- One containing the player's guide so you can mail it to your players/print it separately for them.
- One containing all of the artworks of the NPCs to show of to your players, with blank space for notes.
That is superb service and eases the workload for any DM trying to run the village or use it as an entry-point.
For this service, I'd upgrade the rating to 4.5 Rudii, but not quite 5.





Bleached Skull Gnolls



This pdf is 23 pages long, 1 page front cover, 1 page blank inside of front cover, 3 pages of editorial/table of contents, 2 pages of chapter headers and 1 page back cover.

That leaves us with 15 pages of content on the dread tribe of Bleached Skull Gnolls.

The pdf starts off with 2 pages on the general behavior of the tribe, including ecology & society, lairs, customs, combat & tactics as well as a side box on lore about the tribe, including DC. The prose keeps the very high standard of Raging Swan Publishing and does not disappoint the least. Once you start reading, you immediately know that you’re not in for your run-of-the-mill-Gnoll-tribe.

This first impression is cemented further by one page containing 6 feats the tribe uses for their distinctive combat style. They are cool, atmospheric and not over-powered. Nice!

After that, we get something that is all too often sorely neglected: 6 new (grab a chair, boys and girls!) ADEPT spells with an accompanying spell-list for Bleached Skull Shamans. Yeah, Adept-spells. You know, for the NPC-class. I couldn’t believe it first, but yeah, they are adept spells. Not as strong as regular spells, but cool and almost dripping with flavor. That was a page well spent.

On the next page, we get three new magic items, all located at the shamanistic bottom-tier of magic items and each with its own illustration. We get a potentially vampiric bone knife, skulls that double as freaky alarms and a rod to curse foes.
This concludes the first chapter and we move on to stat-blocks/encounters.
At the beginning of the chapter, we get 2 pages with 4 sample encounter parties as well as a huge side-box detailing all potential circumstantial modifiers for fighting in the woodland habitat of the tribe.

After that, the stat-blocks of the tribe are listed: We get one page with 4 melee-warrior types, 1 page with 2 shamans with their respective familiars and 1 page with two ranged fighters and two stat-blocks for non-combatants. All the pages include, as a nice bonus, information the garbs the respective tribe members wear.
Then, the map features a typical encampment of the tribe with a little b/w-map. (1 page)

As if that was not enough, we get a new monster created by the horrific rites of the tribe as well as its minions, lore-section, artwork and the like. While this particular beast is nothing I’d write home about, it fits the specific fluff of the tribe perfectly and thus works awesome as a nasty surprise in an encounter.
The pdf closes with a page devoted to explaining how to read the stat-blocks to novice DMs.

The b/w-art of the file is beautiful, the editing and formatting are top-notch. The writing is concise and while there might be a bit more fluff among the stat-blocks for my taste, I still enjoy the writing.

Conclusion:
I was very skeptical about this one – I simply am not the biggest Gnoll-lover out there and a supplement like this could have easily degenerated into a messy pile of soulless stats. The contrary is the case, though: While the Bleached Skull Gnolls remain easy to implement in any given setting, they still are unique enough to stand out – and as far as I’ve understood it, that’s what this line is all about. I’ve thought long and hard and while I wouldn’t call it genius, this file is so rounded, so well-crafted, that it will get 5 Rudii from me. From a guy who’s not that into Gnolls. If you think about it, go check it out – it’s got a damn good bag-for-buck-ratio.





Hobgoblins of the Mailed Fist




The second installment of Raging Swan‘s TRIBES-series of supplements is 23 pages long. This includes 1 page front cover, 1 page back cover, 1 blank page on the inside of the front cover, 2 pages editorial and general overview, 1 page ToC with a feat-list, statblocks organized by CR, Magic items by cost and new spells by level as well as half a page SRD. That leaves 17.5 pages of gaming material, so let’s jump in.

The pdf kicks off with a page explaining how to read the statblocks and then, after a chapter-header page, kicks off with 5 pages of a gazetteer-like treatment of the tribe: Being mercenaries that are sometimes even employed by humans to harass and kill other humanoids, the Hobgoblins are an interesting bunch that even rides giant bats into battle. Names, appearances, nomenclature, views of religion and magic as well as a very cool sidebar on the organization of warband of the tribe, in the nomenclature of the mailed fist, a battle.

The Hobgoblins of the Mailed Fist get 7 new feats to use in battle, all of which fit their theme.

The 3 new spells create variations of trenches, which are quite frankly, gold for PCs who are fighting last stands or against all odds and which make nasty surprises for PCs. I really love them.

The 3 new magic items are nice and feature beautiful artwork as well as several different Lore-sections.

 

After that, we’ll get to the chapter statblocks, Allies & Encounters: The chapter kicks off with two pages of fluff introduction as well as 4 suggested encounters as well as 9 sample personalities to breathe life into the company. After that, we get 6 pages of statblocks for the Hobgoblins, ranging from the humble CR4 soldiers to the CR11 war-leader. We get 4 statblocks for soldiers (2 melee, 2 ranged), 3 Black Wing Riders (2 warriors, 1 sorceror) and 5 specialists (War Chanter, Battle Cleric, Mailed Fist [Cleric/Fighter], War leader, Beast Master) as well as tactics typically employed described in sidebars. We also get a page of fluff description for the carnivorous bat-mounts and two statblocks for them as well as a minor modification for plate-wearing black wings.

The pdf closes with half a page of advice to design more members of the tribe.

Formatting and editing are, once again, top-notch. I didn’t find any glitches or typos. Layout is concise and printer-friendly and writing, once again, is extremely concise and information is densely packed. 

The old-school b/w-artwork is beautiful, as is usually the case with Raging Swan products.

 

Conclusion:

When buying this pdf, I thought: “Oohoo, another Hobgoblin-warband write-up. Haven’t seen that in a while…*yawn*.”  I was wrong. While not reinventing the wheel, the Mailed Fist has enough unique and exciting ideas to make them stand out – from their focus on killing other humanoids and their battle-feats and trench-spells (AWESOME idea!) to their giant bats, they are a worthy addition to the gritty canon of The Lonely Coast and continues Raging Swan’s streak of excellent products. Although I would have loved to see some more unique magic items, this one criticism does not warrant a downgrade of the final verdict: 5 Rudii. Well done, Raging Swan - especially for this low price point.
    



All right, that's it for now from me, as always, thank you for reading my ramblings. Next time I'll either have a new "Start a Campaign for Free"-post or a Spes Magna Spree.

Endzeitgeist out.

10.28.2010

Sunken Empires by Open Design

This product is 82 pages long. It starts with a cover, credits, and ToC. (2 pages) Next it gets into a forward by David “Zeb” Cook about the creation of the Aboleth. (2 pages)

Chapter 1 – Lost Cities of Myths and Legends. (8 pages)
It talks about varies lost cities from real life and stories about them. It gives some details on Atlantis, Lemuria, and Mu. As well as talking about the fantasy lost city of Ankeshell, including a map and brief history of the city.

Chapter 2 – Pelagic Characters (15 pages)
This section talks about races and classes for a campaign set for exploring underwater. It includes a new race Maerean(half merman). Changes to core classes for a campaign focused on this. Including 45 new feats,
New Domains
Deep
Glyph
Fish
Ocean
Sea Monster

New Sorcerer Bloodlines
Aboleth
Ocean
Vril

New Wizard Schools
Glyph
Water

Chapter 3 – Aquatic Equipment and Lost Technology (12 pages)
It starts with Aquatic items 11 new weapons, 8 new armors, 25 new equipment items. Next it moves onto lost Technology 8 new weapons, 3 new armor, 5 new equipment items.

Chapter 4 – Spells and Magic Items (17 pages)
This section has 37 new spells and 42 new magic items and 6 new magic item properties.

Spells by Class
Bard – 7
Cleric – 7
Druid – 15
Sorc/Wiz – 37

Chapter 5 – Sunken Environment (6 pages)
This section is all about how to run campaigns that explore underwater. It has encounter tables, hazards, and advice on how to run campaigns.

Chapter 6 – Creatures of the Deep (17 pages)
This section has 16 new monsters including 3 new familiars, 10 variations of existing monsters, and a ecology of the Aboleth.

It closes with a OGL, 1 page ad, and back cover. (3 pages)

Closing Thoughts. This is very well written the art ranges from good to very good. The layout is nice and it is a pretty book. There is far to much to get into a lot of detail on most of the stuff. The equipment was for the most part good, interesting and fit. Same with the magic items and spells. The history and information about the three real life mythic lost cities while interesting could have easily been left out.

My only real critic is I thought chapter 5 was way to short. What is there is good but a little sparse. I think they could have easily doubled the page count to help GM's out with more information and advice. So while it was a very good book and if you are interested in running a campaign or even a few adventures under the water then it is a good pickup for the price. But it was a little light on GM help to run such a campaign so I am giving it a 4 star review. Good but with a dozen more pages could have been fantastic.

10.25.2010

Endzeitgeist's Start a Campaign for Free Update

Hey everybody,

just to give you a quick update: Rite Publishing has made one of its excellent race-books for the Questhaven setting available for free! The Wyrd of Questhaven can now be found for free on drivethru-Rpg. So, if you've not yet taken a look at the RPGaggression exclusive discount Steve got you fine folks, you can check out the quality of the series now for free.

If you like what you're reading there,  please consider joining either the Questhaven patronage project or the Japanese-inspired horror setting Kaidan Rite Publishing is trying to start right now.

Another little update: Spes Magna's "worst" file, Gazae et Monstri is now also available for free and you might get some nice ideas out of that one.


That's it for now, 

Endzeitgeist out.