12.14.2010

The Road to Revolution: The Bloody Fix by 0onegames

This product is 64 pages long. It starts with a cover, credits and ToC. (4 pages)

Introduction (4 ½ pages)
This section talks about how it is connected to the others in the series. How to tie it to the previous adventure. Background for the adventure. Plot Summery. Four plot hooks and a map of the over all area the adventure takes place in.

Starting the Adventure (7 ½ pages)
This section is the actual beginning of the adventure, starting with the PC's going to meet someone that wants to hire them. The plot is there are fight clubs in the city and the person hiring the PC's believe they are rigged to murder officers in the militia that take part in them. The man that hires them was a nemesis from the first adventure but it is not required to play it to play this one. Several other NPC's from the first adventurer also make appearances in this one.

There is also 5 hand outs, broadsides(news papers) of goings on in the city. A rumors table, of rumors the PC's might here around the city while the investigate things. This section also introduces a young boy to help the PC's out, he knows the city and the people in it well. They go into great detail how to use him, to annoy and endear him to the PC's all at the same time.

Part one The Investigation (22 pages)
This first section is a investigation into the fight clubs and looking for proof they are indeed being used to cover up murder. It begins with advice on how to help make sure the PC's take part and stay on track. It is very well done and very sandboxy, with plenty of advice on how to help keep things moving if the PC's get stumped.

There is 8 location based encounters, they may or may not involve combat depending on how the PC's handle things. There is also 3 event based encounters, one may happen several times.

Part two of the adventure (7 pages)
For reasons that are very good and should drive any PC into action. They head to one of the fight club nights during one of the fights to confront who the believe are the villains of the adventure. There is 4 encounters in this section and their will being fighting. There is some stuff going on in the background that really puts pressure on the PC's and a sense of urgency as well.

Part three of the adventure (8 pages)
They catch up to the person in charge of the previous section and find out where the real villain is. From there they go off to confront the real villain. I so badly want to talk about this section of the adventure but I really can't say anything with out spoiling it. It is just outstandingly well done. It also talks about how to end the adventure depending on how well the PC's did in defeating the “big bad guy” at the end.

Next is a new monster. (7 pages)
It is a very cool new monster. I can't and won't say anything about it other than it is a very clever idea and I am surprised no one had thought of it before. Or I have never seen something like this before and after reading about it, it seems so obvious. The reason I can't talk about it is I don't want to spoil the surprise.

It ends with a handout, ad, OGL and back cover. (4 pages)

Closing thoughts. I loved this adventure, I really did. It was a well done mystery with a lot of twists and turns that totally make sense once you know whats going on. Plus the PC's should figure out the whole story and the history to the adventure as well. It is well written, I didn't notice any obvious errors in the adventure. The layout was good, artwork was black and white and good.

The adventure is a pretty dark and mildly disturbing adventure. It is bloody, gritty and very sad in parts. If a GM pulls things off well and gets their players to emotionally invest with their characters in this adventure, I think it will be something they talk about for some time. The only downside for this adventure is. It doesn't work very well with evil characters, or players that are into hack and slash. This is a very story and RP driven adventure. There is a lot of location maps scattered thru out the book.

So whats my rating? Well I really have nothing at all bad to say about this adventure. I just loved it. So I am giving it a 5 star review. It should be noted while this is a 3.5 adventure there is free download for Pathfinder conversion.

12.11.2010

Tales of the Old Margreve by Open Design


This product is 113 pages long. It starts with a cover, ToC, and credits. (4 pages)

Next it moves into a IC tale about the forest. Which was very nice. (2 pages)

Old Margreve Gazetteer (14 pages)
It starts with a intro on why the authors made the book and the intent of the book. I found it a interesting read and found myself agreeing. After that it gets into talking about the forest, it is broken up into three section the East, West and Central area's. After talking about each section of the forest it talks about each heart in the area. Heart you ask? Why yes the forest is alive in it's own way.

Magic in the Margreve (4 pages)
This section talks about how magic works different in the old forest and how magic can effect the forest. It talks about each school of magic on their own, metamagic, and special magical locations in the forest. Then it gets into new spells, 6 new spells.
Feed the Forest – A druid spell that feeds magical energy to the forest.
Porevit's Mantle – Makes you look a bit like the forest to give stealth bonuses.
Snap the Leash – Undomesticates animals. Making them never remember being anything but a wild animal. Horses refuse to be ridden etc.
Spy My Shadow – Can see what your shadow see's. It stays attached to you, but you can stretch it out to 10 times your own height and direct it where you want.
Steps like Me – You tracks look like another creatures close to your size. This one I believe means you have to target the creature you want to copy but with how it is written I am not 100% positive.
Yarila's Bounty – Gain regeneration in direct sunlight, after a long time become fully rested.
Druids get access to 5 of these spells, Wizard/Sorc and Witch gain 3 spells, and Rangers 2.

This section ends with 3 new Incantations.
Oldwood Rite – Make the forest accept you at least for awhile.
Stories that Wolves Tell – For awhile gain the ability to speak to and understand wolves.
Wisdom of the Old Ways – This is actually 5 minor ones rolled into one, Each is done the same way. Each of them either had a +1 boon for a short while to something or a -1 to someone for a while.

Margreve Bestiary (12 pages)
There is 12 new monsters in this section. I won't get into details on each other than to say they fit the Grimm Tales feel the product was inspired by. Below is a list of the monsters.
Ala
Child of Briar
Alsied (deer centaur)- rules to use them as a PC.
Green Hussar
Leshy
Myling
Rusalka
Sap Demon
Suturefly
Vila
Zmey
Zmey Headling

Next it has the mini adventures of the book. The book is have source book and half adventure book. There is no way for me to go into detail on the adventures, as that would make this review several pages long.

Hollows (9 pages)
The PC's arrive in a small village and find it has problems. There is really three problems the PC's can help the village with. It was well done and a nice intro adventure for the Margreve. 1st level adventure.

The Honey Queen (9 pages)
The PC's are offered a job to travel deep into the forest to trade the honey queen for some of her honey. This one starts out simple but can become very interesting for the PC's. 2-3rd level adventure.

Challenge of the Fang (9 pages)
This is a twist on a old Grimm's Tale. The PC's are chosen by the Margreve to take part in a challenge between two opposing factions. I won't say more and spoil it but I really liked this one. 2-3rd level adventure.

The Griffon Hatchling Heist (9 pages)
This one is cute and funny. The PC's are asked by a talking cat, yes I said cat. To go and rescue some Griffon egg's from some bandits that took over a tower the griffons use to use as a hatchery. 5th level adventure.

Gall of the Spider Crone (11 pages)
The PC's are tasked with saving a life by retrieving a magical jug. I can't really say more with out spoiling this one. 6th level adventure.

Blood and Thorns (11 pages)
Coming to a village during a wedding which gets interrupted the PC's learn bad things are happening in the forest around the village. Setting off to fix the problem, they discover a new power in the forest growing raising a new army they must stop. 7th level adventure.

Grandmothers Fire (8 pages)
Something was stolen from Baba Yaga and she has cursed the whole forest that no fire shall burn until the item is returned. The PC's go off to find and return her object to her so that she will left her curse. This one has a nice twist that I just loved. 8-9th level adventure.

The Lustful Dragon (9 pages)
The PC's return to the village in the first adventure. Only to find a Zmey threatens to destroy the village if a girl is not turned over to him. Can't the PC's save the girl and the village from the Zmey before it is to late? 10th level adventure.

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

Closing thoughts. I really liked this book. I love the old Grimm's Tales this book is inspired by. The forest is interesting and with the adventures given you could take PC's from level 1-11 with only needed one or two filler adventures of your own. I wish I could talk about the adventures more but I don't want to spoil them. The art work ranges from good to very good, layout, editing, presentation is all very good. I honestly only found two flaws with the whole book, one is minor and the other … well I will get to it.

The first one is for the spell Step Like Me, is not 100% clear. The second problem? I want more a lot more. More information about the forest, the things in it, spells, and adventures. I really hope they eventually come back to this book and do a follow up. If they do I will sign up as a patron for the first time ever and will likely sign up the next time RL allows that they do a project that perks my interest. So whats my rating? Well lacking the ability to find something wrong I have to give it a 5 star. I should note I am a bit biased, I love Slavic folklore and Grimm's Tales which are the things that inspired this book.

11.29.2010

Super Genius Guide to: Exalted Domains of Storms and Savagery

The Genius Guide to: Exalted Domains of Storms and Savagery by Super Genius Games


This product is 11 pages long. It starts with a cover, intro and explaining what exalted domains are and how to use them. (3 pages)


Next it gets into the new exalted domains. (6 pages)

Exalted Air Domain

- Cloud Domain

- Wind Domain

Exalted Animal Domain

- Feather Domain

- Fur Domain

Exalted Darkness Domain

- Loss Domain

- Night Domain

Exalted Earth Domain

- Caves Domain

- Metal Domain

Exalted Fire Domain

- Ash Domain

- Smoke Domain

Exalted Luck Domain

- Curse Domain

- Fate Domain

Exalted Plant Domain

- Decay Domain

- Growth Domain

Exalted Water Domain

- Ice Domain

- Ocean Domain

Exalted Weather Domain

- Season Domain

- Storm Domain


Exalted Domains from Super Genius products.

Exalted Cold Iron Domain

Exalted Ice Domain

Exalted Wind Domain


Next we have a few pages of optional uses for exalted domains and new feats.(1 page)

Exaltation, Greater

Exaltation, Lesser

Exalted Spell Domains


These three feats combined basically let you take another exalted domain.


If finishes with a OGL. (1 page)


Closing thoughts. This is much like the first two books in the series. The writing is good, the art I have seen before and ranges from fair to pretty good. I didn't notice any obvious spelling errors or other problems, like one has come to expect from SGG products. Yet with nothing wrong I wasn't as impressed by this product. I mean don't get me wrong it is good. But I was left going, yeah that’s good, unlike with the previous ones where I was going. Now that’s pretty cool. This one just seemed a little less … inventive? With the powers given. I am not sure, maybe the high quality of SGG has started to jade me and set such a high bar even they have trouble getting over it. Either way this is a very good product and I recommend it, but this time I am only giving it a 4.5 star review.


11.23.2010

Endzeitgeist reviews Necromancers of the Northwest

War of the Goblin King

This adventure is 96 pages long, 1 page front cover, 1 page inside of front cover, 1 page editorial, 1 page ToC, 1 page SRD and one page back cover.

 

That leaves 90 pages of adventure – not a bad bang-for-buck-ratio, so let’s dive in.

 

Ah well, one more thing you have to know: I love Goblins. In German, there is a saying that goes “Alte Liebe rostet nicht” (=literally “Old love doesn’t rust”) and this is true for me and goblins. I loved them in e.g. the classic “Axe of the Dwarvish Lords” and that was affection toward the creepy little buggers was rekindled by Paizo’s brilliant re-imagination of the critters. That being said, I may be a bit biased with regards to whether the Goblins are cool, but I try to review as neutral as possible.

 

This being an adventure review, it naturally contains A LOT of spoilers, so potential players beware – you have been warned.

 

The first 4 pages detail the background, adventure synopsis and three combinable adventure hooks to get the PCs to Springdale, the town in peril.

 

Chapter 1, the first part of the adventure, details Springdale, a nice little trade-town. The meeting with the authorities that sets up the adventure for the PCs is described in excruciating and concise details, somewhat reminiscent of the details of the modules of old. The chapter also features a (thankfully!) key-less player-friendly map of the town for the PCs. The chapter details Springdale in gazetteer-style detail and the write-ups of the temples, manors, bars and shops include several adventure hooks. The chapter also features 6 encounters (all with minor maps on the pages if you’re playing with miniatures), among them fiendish-scorpion-riding goblins and an attack by a war-chariot.

Apart from the final encounters, this section (28 pages) is very free-form and sandboxy, which I do like. While the investigation per se is not that interesting and does not really deliver complex information, the sheer level of detail of the town makes it work. Probably also because there are 23 pages of stats for all the mentioned NPCs of the city, from the café-owner to the lord-govenor. The write-ups feature roleplaying advice, often, but not always quotes and the like. A rarely seen level of detail for so many minor NPCs.

 

Chapter 2 details the second section of the adventure, an infiltration/assault on a keep that doubles as the entrance to the final dungeon crawl. It features 9 encounters, again with little maps to show the creature set-up. (19 pages) The set-up is quite free-form as far as setups like that are concerned and there is a DM’s map. I would have loved to see some alternative entries to the overall area, as I know my PCs will try to infiltrate it and no climb-DCs for the outer walls etc. are given.

 

Chapter 3 details the dungeon-crawl part of the adventure, including one page DM’s map. This final area, including one nice final battle, consists of 16 pages of areas and encounters, rounding up the adventure.

 

Conclusion:

 

With the low price, we don’t get any artwork apart from the maps, but due to the length of the adventure, it’s ok. Editing is top-notch, I didn’t notice any relics or typos, formatting could be slightly better, though: Some of the encounters are spread over 3 pages and feature some blank-spcae on the third page. While the parchment-like layout is nice, a printer-friendly version would have improved the file. The plan of the antagonists is ok, however, the final seemed a bit anticlimactic. The best part of the adventure is the town – it’s detailed, lovingly crafted, features interesting interactions with the NPCs and is alone worth the very low price. One word of warning, though: The word “War” in the title might evoke a false expectation – there is not much warfare going on in this adventure. While there is an armed assault and the first part of the adventure could be considered a minor skirmish, the word “war” doesn’t really seem too appropriate. That being said, the adventure IS fun and, while I would have loved more player maps and the like, I still recommend this adventure, e.g. as a tie-in after the third Rise of the Rune Lords Adventure.

My final verdict, due to the lack of artwork and the fact that the two later chapters didn’t live up to the excellent town write-up, I’ll give this file 3.5 Rudii, rounded up to 4 for the people who'd rather focus on the low price and the excellent town, which would have made a nice product on its own. 





Advanced Arcana Volume I

This pdf is 59 pages long, 1 page front cover, 1 page inside of front cover, 1 page credits, 1 page ToC, 1 page SRD and 1 page back cover.

 

That leaves 53 pages of new arcane, not a bad bang-to-buck-ratio, so let’s dive in.

The pdf starts with one page of in-character introduction to the book in the form of a letter as well as 3 pages of introduction that explain the new concepts introduced in this book. The explanation is an awesome read, using foot-notes and a nice pseudo-academic tone I always associate with mages.

After that, we get 2 pages that explain the new concepts of segmented spells (spells that take up more than one spell-slot, but are more powerful), which is one of the most elegant solutions for e.g. cooperative ritualistic casting I’ve seen so far and quite frankly, I’m astonished why no one has had the idea to do so until now. There are also quick spells, spells that can either be cast fast or as a regular spell. We also get spells that refresh spell-slots for the casters. Another side-bar on the page has some optional rules to handle spells from non-core books like this – the ideas are nice and work fine: I’ll be using them for all 3pp products in the future!

 

After that, we get 5 pages of spell-lists and after that, we get the 65 new spells.

I’m going to list the number of spells that are added to each class:

-Alchemist: 2 spells

-Bard: 19 spells

-Cleric: 25 spells

-Druid: 18 spells

-Inquisitor: 4 spells

-Paladin: 2 spells

-Ranger: 3 spells

- Sorceror/Wizard: 57 spells

-Summoner: 4 spells

-Witch:  10 spells

The description of the spells take up 24 pages and are quite interesting. Apart from one orison, none of the spells felt boring, unimaginative etc. – They are quite frankly almost all killer, no filler. I’m usually  not a friend of spell-sourcebooks, but these spells, especially the segmented ones, fill a niche that has went unattended for too long. None of the spells felt too powerful or useless and none duplicate lame effects and have their niche.

The first Appendix is 8 pages long and depicts a cool in-character description on how the book was compiled – being an enjoyable read, this section also doubles as a nice set of adventure hooks for further research of the spell-concepts packed into this book.

 

Appendix 2 features 8 new cleric domains. (3 pages)

 

Appendix 3 details 4 Djinni-related Sorceror Bloodlines: Dao, Efreet, Djinn and Marid. (3 pages)

 

Appendix 4 introduces 8 focused schools for wizard specialists.

 

Appendix 5 features 8 new familiars, the animated object, the hedhehog, the newt, the poisonous frog, the rabbit, the skeleton, the turtle and the bonsai tree! Yep, the bonsai tree familiar. Awesome idea!

 

Conclusion:

 

The editing, layout and formatting are top-notch, I didn’t notice any typos or glitches. The book is full-color and parchment-style and features artwork that ranges from fair to beautiful. I haven’t seen the artwork before and really liked most of it.

 

I did not expect much of this book, to be honest. I was expecting another moderately-inspired compilation of spells. What I got was something completely different: The writing, both fluff and crunch are inspired, segmented spells are an elegant, easy way to implement rituals, quickened spells are useful and I like the concept of spells that let you regenerate minor spell-slots. The appendices add to the overall appeal and feature some nice ideas. For 5 bucks you get an EXCELLENT book on the arcane that is truly “advanced”. The only true gripe I have with this book is, that there is no printer-friendly version included. Advanced Arcana I gets the Endzeitgeist-seal-of-approval nevertheless – I rate it 5 Rudii. Detract one if you want a printer-friendly version. If you want some cool, fresh edges for your casters, check this out.





Next time, I'm going to take a look at...monsters! As always, thank you for reading my ramblings,

Endzeitgeist out.

11.19.2010

Endzeitgeist reviews A Fistful of Denarii and Darkness without Form

Hello everybody, it's Endzeitgeist again and this time, I'm going to take a look at two very cheap almost classic files for PFRPG. The first one is Adventuring Classes: A Fistful of Denarii


This pdf consists of 52 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD and 1 page back cover. This leaves 47 pages of material.

 

The pdf kicks off with one page of Introduction and a how-to of using the rules.

 

The pdf introduces 11 new non-spellcasting base classes for PFRPG. The classes are presented with their respective tables on a separate page, bear that in mind with regards to the page numbers.

Without further ado, here are the classes:

-Beastmaster (d12, 4+INT-mod skills, good-BAB, good fort and ref saves): A light-armored barbarian-like class without rage but with animal companions and DR.  Basically lets you play the savage warrior that e.g. was raised by animals. (4 pages)

-Bounty Hunter (d10, 6+INT-mod skills, good BAB, good fort and ref saves): Basically a ranger/rogueish tracker of convicts, can capture people alive, has sneak attack etc. However, one of the signature abilities, Dangerous Game, is the 10th level ability. I would have liked to see that ability earlier. (3 pages)  

-Corbie (d10, 4+INT-mod skills, good BAB, good fort save): Professional, grim soldiers, survivor-mercenaries, they are get some dirty tricks (rogue fighting tricks) and some luck-based survivor-abilities. I love this class – it made me want to play it or design NPCs with the base class. (3 pages)

-Corsair (d10, 4+INT-mod skills, good BAB, good fort save): a rather unusual take on the pirate base-class, this one does not go the swashbuckling route, but rather for the brute force approach. I wouldn’t play one, but I’d use the class to design NPCs. (3 pages)

-Gladiator (d12, 2+INT-mod skills, good BAB, good fort save): This class is a rather mobile fighter with gladiatorial fighting styles à la ranger as well as some “Shrug-it-off” abilities. The class also features some information on Gladiator types and matches. Nice bonus information. I wouldn’t play it, though: 2 skills per level are not enough. (4 pages)

-Hunter (d10, 4+INT-mod skills, good BAB, good fort and ref saves): Basically the Sniperclass of the bunch – Ranger-abilities à la favored enemy, sneak attack, tracking, terrain, etc.  Basically what all the elven snipers always do in literature. I like the class and I’d use it for NPCs.

-Knight (d10, 4+INT-mod skills, good BAB, good fort save): Actually a nice take on the mounted warrior, gaining some nice psychological powers and having a big selection of tricks, among others a DR against dishonorable attacks. Cool class if you want to drive the concept of the knight home. I can see myself using this class.

-Martial Artist (d10, 2+INT-mod skills, good BAB, good fort and ref saves): The Martial Artist is a mobile, but fragile heavy hitter with some monk-like ki-abilities and a ki-pool. While it’s an ok class, it didn’t excite me.

-Scholar (d8, 6+INT-mod skills, medium BAB, good ref and will saves): Easily the most versatile class in the bunch, I doubt that you’ll see two scholars that are exactly alike soon after you’ve implemented them into your campaign. You can basically pick bits and pieces of other classes like sneak attack, minor magic, proficiencies etc. and stitch them together. I really like this jack-of-all-trades class. Don’t expect a hyper-intelligent book-worm-skill-monkey, though. (5 pages)

-Scout (d8, 8+INT-mod skills, medium BAB, good ref save): The one scout behind enemy-lines character class, this one is different from the hunter in its more hit-and-run/scout approach and made me think of Rambo – probably because of the overpowered targeted strike-ability that gives you +1d6 bonus damage per 2 levels of the class whenever the scout uses the attack action. (4 pages)

-Spy (d8, 8+INT-mod skills, medium BAB, good ref and will saves): Another very versatile class, this is what you’d expect of a spy in a fantasy setting – rogue talents, nondetection, several tricks of the trade to choose from. Nice class to play. I’d also use it to design NPCs in an intrigue-heavy campaign. (4 pages)

After that, we get 34 new feats (4 pages), most of which are nothing to write home about. One kind, though, really got my attention: Minor/Major medical miracle lets you save a comrade that has just been dropped to below -10 HP with the heal-skill, which is awesome for people like me who disallow raise/resurrection spells in their home game without an epic quest to resurrect the fallen character.

Finally, we get 2 pages containing 3 new armors and 6 new weapons as well as a table of starting wealth by class. The warbow seems to be overpowered and too strong for my tastes, dealing a whopping 2d6 damage and using composite bow-rules.

The editing is ok, I didn’t notice glaring typos or the like, formatting could be more efficient, though – while one page for the character’s table makes it easy to read, it also means a lot of blank space, which is not perfectly economical and leads to a lot of blank space. We also have a lot of white space on the first and final page. The b/w artwork ranges from ok to fair and quite, frankly, I didn’t expect one picture per class for the price.

Conclusion:

You get A LOT of new material for the price of not even a bus fare. Unfortunately, not all of the classes are equally appealing – some of them just scream “cool concept, I’d go for that” like the Corbie, while others like e.g. Gladiator and Corsair left me rather unimpressed. If you are a DM and are just plain sick of building standard fighters, this file is perfect for you. If you want more versatility for your non-casting NPCs, this is a great resource for a bang-to-buck-ratio that is almost impossible to beat. If you are a player and contemplate a “different” fighter, go check it out. However, there were some rules that seemed a bit powerful and most of the feats didn’t grip me at all. The weapons seemed to be a bit more powerful than what I like to see in my campaigns.

My final verdict is 4 Rudii. I’m looking forward to seeing the next book by Tripod Machine.





The second book I want to recommend to you fine folks is Sean K. Reynold Games' Darkness without Form: Secrets of the Mimic. 

This pdf is 24 pages long, 1 page front cover, 1 page ToC and editorial, half a page SRD, 1 page biographies and 1 page back cover. That leaves 19.5 pages of content – not a bad ratio for the price, so let’s dive in!

 

The pdf kicks off with an Introduction and History (4 pages) on the origin of the mimic. While I have to admit I didn’t expect more than “magic gone haywire”, this chapter already made a good impression by crafting a cool and elaborate backstory and even providing a goody for aboleths, the mimic-suit. The prose in this chapter is gripping and cool and made me want to read on immediately.

 

The next chapter deals with two kinds of mimic symbiotes (6 pages!), living battle garments with a will and an agenda not wholly of their own – I’d use both immediately and one of them was enough to prompt me to spawn several adventure ideas on the fly.

After that, we get a evolved form of the mimic, the CR 8 lair tyrant. (4 pages) The lait tyrant is a scheming creature that might be the perfect grey eminence and is so utterly cool in both concept and execution, that I considered the two sidebars delivering both awesome adventure (or even campaign) hooks as well as a minor upgrade to the tyrant to be just…well extraordinary.

The next mimic variation is not a schemer, but the CR5-mimicling swarm (2 pages) succeeds in one very rare endeavor – it creeped me out. I’m a jaded guy, but I really read such a vivid description.

Finally, we get a chapter on conventional mimics (3.5 pages), presenting 17 new abilities for mimics as well as 4 ideas to use mimics as traps.

 

Conclusion:

The artwork ranges from fair to a cartoonish “meh”, but the full-color pdf per se, with its slime-splotched layout is a beauty to behold – Hugo Solis did an awesome job. Unfortunately, that means that there is no printer-friendly alternative. Editing and formatting is top-notch, the pdf is easy to read and I didn’t notice any typos or glitches.

I have to confess something: I have this file for about a year now, resting in my pile, waiting to be read. I wish I had done so earlier. I’m usually hard to sell on monster books, but the ecology of these critters, the sheer astounding wealth of cool ideas blew my mind. I always considered the mimic to be a lame one-trick-pony, but this file actually manages to make an iconic, interesting and potentially complex creature out of them. “Darkness without Form” manages to breathe the spark of creativity and even the notion of fear into one of the blandest creatures with its captivating prose. I’d usually detract a Rudi for the artwork and the lack of a printer-friendly version, but this file features something a reviewer doesn’t see too often – the spark of genius in a brilliant, captivating prose that is matched by cool mechanics and a well-spring of ideas. For $2.00! Not only do you get quality, but a LOT of it. Frankly, if all ecologies and critters were like this, I’d be reading monster books all day long.

What else can I say but: If you haven’t checked it out yet, buy this! I’m quite sure you won’t regret it, especially if you’re inclined towards the creepier aspects of fantasy or enjoy a scary critter.

My final verdict is 5 Rudii.





That's it for now from me, next time, I'm going to take a look at some books by Necromancers of the Northwest. As always, thank you for reading my ramblings, good gaming to you and yours,

Endzeitgeist out.