12.23.2010

Endzeitgeist reviews TRIBES & a Monsterbook

Hey everybody,

today, I'm going to take a look at two TRIBES-installments and a fine monster book, so let's dive in!

Brethren of The Crimson Altar

This installment of the TRIBES-series is 34 pages long, 1 page front cover, 1 page blank inside of front cover, 1 page overview, 1 page editorial, 1 page ToC and SRD, 1 page introduction on how to read stat-blocks, 1 page ad and 1 page back cover. That leaves 26 pages of content.

The first chapter (6 pages) gives us an introduction to the 4 vastly different Brethren of the Crimson Altar. It is here that I have to insert a kind of disclaimer: I love vampires, I really do. And I’m in team Dracula, I.e. I think that vampires a) should never, ever sparkle and b) have very specific ideas on what vampires should be able to do, power-wise and how they should not act. (Like morons à la in John Carpenter movies.) To cut a long story short, I love my vampires intelligent, crafty, strong and devious. It’s hard to satisfy me in that regard. The different vampires presented here succeed flavor-wise in that endeavor. We also get a statblock for Kulan-Wyr guardians, lvl 11 skeletal champion monks and the intelligent, malevolent crimson altar. The chapter closes with one page that neatly sums up the particular things to consider when battling a vampire – change shape, create spawn and vampiric weaknesses – all compiled on one page. Nice.

The next chapter (10 pages) details the Brethren in the complex manner one has come to expect from Raging Swan, i.e. complete with mannerisms, distinguishing features, hooks and even favored disguises! It should be noted, that in contrast to other Raging Swan TRIBES-supplements, these statblocks are almost Rite Publishing-level complex, which is VERY NICE. We also get statblocks for Bat and Rat-swarms and each Brethren gets his/her own artwork.

The final chapter (10 pages) of the pdf features encounters with the Brethren 5 sample encounters, one of which is actually a smear-campaign against the PCs. This chapter also features 7 stat-blocks and has some neat ideas as well as artwork. The final page of the pdf collects the statblocks by CR and type with page-references.

Conclusion:

I'm very hard to satisfy when it comes to vampires. This little book did it. It is extensive and provides a sufficiently deadly cabal of bloodsuckers with ample roleplaying potential for your perusal and features excellent editing, formatting, writing and b/w-artwork to boot. For the very low price, you practically can’t ask for more. It’s the best installment of the excellent TRIBES-series as of yet and will be nigh impossible to surpass. An excellent resource. My final verdict practically has to be 5 Rudii.





Pazuzu's Fury


This pdf is 24 pages long, 1 page front cover, 1 page blank inside front cover, 1 page overview, 1 page editorial, 1 page ToC and SRD, 1 page explanation on how to read the statblocks, 1 page advertisement and 1 page back cover. That leaves 17 pages of content for the harpies of Pazuzu’s Fury.

The first chapter (6 pages) details the fluff of this particular tribe (or is it flock?) of harpies, offering e.g. a particular myth for the origin of this particular flock of harpies, which I definitely liked. While I admit to really liking Pazuzu’s real-world mythology background, I like how he is supposed to have acted in this myth (if the GM decides the origin story is correct) and how something new is done with the harpies. We also get 6 pages of new tribal feats, some of which enhances the deadly songs of Pazuzu’s Fury, some of which could be used for any airborne creature to devastating effect. None seemed overpowered or too weak. One, though, “Death from Above”, might be considered to be potentially fatal for PCs, so be warned. Pazuzu’s Fury also gets 5 new spells, many of which interact with bardic abilities and might interest players playing bards. The chapter ends with a page with the new exotic weapon of choice of the harpies, the aptly-named gutripper and 3 new magic items, of which none really impressed me. In fine Raging Swan tradition, they get their artworks, though.

The next chapter details stat-blocks, allies and encounters (10 pages).The chapter kicks off by providing 4 sample encounters as well as a side-bar on aerial combat, 8 stat-blocks of different harpies (casting and non-casting, from CR 6 to CR 10) as well as the corrupting aspect of Pazuzu, a kind of minor avatar-like creature (CR 10). Two pages are devoted to a sample lair, albeit without a map and some ideas for other lairs. The final page of the products features 5 adventure hooks, one of which “The Ugly duckling” is absolutely awesome. I’ve got three words for you (or 4, depending on how you count the compound): HALF-CELESTIAL HARPY PALADIN. ‘Nuff said.

Conclusion:

I’m starting to feel like a broken record – here before you is yet ANOTHER excellent entry of Raging Swan’s TRIBES series. An intelligent, cool revision of a tried and true old creature, mixed with interesting mechanics, old-world-style fluff, nice tie-ins into the lonely coast and beautiful artworks. While I was missing a map for the lair and would have liked to see the aspect at a higher CR, it seems hardly fair to detract a whole star for that. Thus, my final verdict will be 4.5 Rudi, continuing the trend of extremely high quality Raging Swan has set for itself. Well done!





Book of Beasts: Monsters of the River Nations

This pdf is 36 pages, 1 page front cover, 1 blank page inside of the front cover, 1 page editorial, 1 page ToC/Monsters by CR, 1 page back cover, 1 blank page inside the back cover, 1 page SRD, 1 page advertisements.

That leaves 28 pages of monsters.

-Addanc (CR7): A cross between a crocodile and a beaver, this could be goofy, but actually works. Death Roll (Ex) is a cool ability.

-Autumn Death (CR 8): A deadly undead creature with autumnal abilities. Has two cool signature abilities.

-Avowed Reaver (CR 5):Touched by elemental powers, this is a set of 4 CR+2 templates in one.

-Bog Scum (CR13): Aquatic, climbing deadly ooze.

-Fly Trap, Giant + Dire (CR 2 and CR 6): Cool plants, but lack a way to enthrall their victims.

-Forest Giant (CR 12): A Giant with some spell-like abilities to escape and polymorph others.

-Frost Mite Swarm (CR 10): Terrible insects of icy cold, these critters are quite creepy.

-Garmunchi (CR 6): Ugly, strong, slug-eating Ogre-like Humanoids.

-Hatethrall Demon (CR 6): Flame-clad skull-demons that shoot fiery rays.

-Hydrus (CR ½): A poisonous aquatic lizard that invades others to eat them from the inside. Great critter!

-Lemkin (CR 9): Creepy blow-gun using fey.

-Nightcaller (CR 1): Deadly Raven-like birds that can mimic voices.

-Piranha, mature and Piranha Swarm (CR 1 + CR 2): Iconic fish. Lacking in lethality, though.

-River Dragon (2 pages, two sample dragons provided, CR 7 + CR16): Aquatic dragon with boiling-abilities – want your adventurers medium?

-Riverswell Spirit (CR 7): Drowned spirit with drowning touch.

-Shrine Stone, Animated (CR 7): Guardian golem of Druids and Fey.

-Silver Bell (CR 3): Supremely creepy and cool plant creature.

-Skate Spider, Giant (CR 5) and Skate Spider Swarm (CR 6): Spiders that can walk on water.

-Snapping Turtle (CR 2) + Snapping Turtle,Dire (CR 8): Cool, but I would have expected an expanded threat range.

-Stumble Fish (CR 1): Jumping fish.

The first Appendix features Humanoid Encounters:

-Cursed Brethren (CR 3)and their Bandit King (CR 6) (2 pages): Cursed bandits that share their pain and thus are deadly when acting in concert. Cool ideas!

-Grammy Beshic (CR 9) (2 pages): A Gnome Sorceress including her new “Rings of Rebellion” magic item.

Appendix 2 features 2 new gambling games and a new drug. (1 page)

Appendix 3 presents 6 new haunts (1 page):

Blinding Bushes (CR 6), Chamber of Screams (CR 3), Ensnaring Weeds (CR3), Ice Forge (CR 2), Pool of Betrayal (CR 9) and River Fog (CR 4). They are all cool and feature at least one interesting component to make them stand apart.

The final page contains the last two appendices, containing 5 new mini-templates and 8 new diseases.

Conclusion:

The b/w-artwork is mostly ok and has a nice old-school kind of flair, the editing and formatting are top-notch and wording as well as prose are concise and well-written. The monsters themselves presented herein are great additions to any campaign – most have a signature ability or two, an interesting hook or are just iconic animals and plants. While I personally didn’t care too much for e.g. the Garmunchi, that’s a personal preference. E.g. the Silver Bell is an idea dripping awesomeness and win and there are several of this caliber herein. The new gambling games, drug, haunts, NPCs etc. are great additions (the haunts e.g. singlehandedly surpass any haunts from a haunt-pdf I recently reviewed)to this great book and I can honestly say that this is a no-filler-book and worth every cent. If all monster-books were like that, I’d buy more. My final verdict is 5 Rudii.




All right, I'll be off now. Thank you all for reading my ramblings, I wish you all a merry Christmas or whatever you are inclined to celebrate! My best wishes go out to you,

Endzeitgeist out.

12.17.2010

Endzeitgeist reviews some Rite Publishing stuff

Hey everybody,


first of all, I want to thank all the people who have been asking where I've been. To cut a long story short, I'm having not the best of times right now and just couldn't bring myself to writing reviews.

I'll try to get my act together in the weeks to come, but it might still take some time untill I can get back to my usual frequency.


Without further ado:



The Secrets of Martial Mastery

This pdf is 18 pages long, 1 page front cover, 1 page editorial, 1 page SRD and two pages of advertisements.

That leaves us with 13 pages of content, let’s get it on.

The Secrets of Martial Mastery contains a plethora of new combat maneuvers akin to classics like feint and bull rush. (7 pages) The new maneuvers are:

Arm Lock – Deals unarmed damage and causes sickened effect. Initiated in a grapple.

Blind Opponent – You attempt to blind your opponent for 1 or more rounds. (By throwing sand in their face, poking their eyes etc.)

Bypass Armor – You exploit a weak spot in their armor, if you succeed they lose their armor vs your next attack. Surprisingly, this also works against natural armor

Confuse Opponent – You attempt to hit the opponent in a way that is dazes/confuses them. Deals half damage and causes brief confusion.

Corps-à-Corps – You lock weapons with the opponent and move close to them, setting them up for other combat maneuvers.

Create Opening – Lowers the opponent’s AC for your next attack.

Cut Clothing – Do the Zorro! Cut clothing off your opponent, carve your name, attack items etc. – Mages will hate this one.

Disorient Opponent – If this attack works, the enemy takes a -2 to attack, INT and several skill checks based on movement for a short amount of time.

Entangle Opponent – You use an object to entangle your opponent by ropes, cutting branches, throwing furniture etc.

Enemy Cover – You move into the blind spot of e.g. other enemies by moving with the opponent targeted, using your foe as cover against themselves and their allies.

Force Movement – Force an opponent to move 5-10ft in the direction of your choosing without having to run him over.

Garrote Opponent – You strangle the enemy from behind, assassin-style. The attack is sufficiently lethal, causes damage and eventually forces the target to save or fall unconscious and die.

Hinder Natural Attack – You strike at a natural weapon, making your foe unable to use that specific attack for 1 or more rounds.

Hinder Special Ability – Works just like Hinder Natural Attack, but thankfully only works when there is an obvious attack like a breath weapon, webs and the like.

Impede Movement – The little brother of the good ol’ classic “Sever Sinews” - your attack lowers the movement of the enemy by 5ft on a success.

Joint Strike – In contrast to the others, this one is rather bland, it does 1 point of ability damage to STR or DEX.

Low Blow – Strike at the vital areas of male/female anatomy to really make your enemy appreciate you. If you’re successful, the target is dazed for 1 or more rounds. Obviously doesn’t work against all critters out there.

Nauseate Opponent – Karate-chop to the ear or similar attacks cause the victim to be nauseated for 1 or more rounds.

Paralyze Opponent – If you are successful, you can paralyze your opponent briefly.

Parry Attack – This blocks the next incoming melee attack by your chosen target by using one of your AoOs.

Rope-a-Dope –Tire out your opponent for a brief amount of time by applying pressure while keeping your defensive stance.

Sacrificial Critical – Open yourself wide for an automatic crit by your enemy to get an attack that automatically threatens a critical hit if successful.

Sap – A successful hit with this maneuver causes your enemy to save or be knocked unconscious for a brief amount of time, potentially long enough to capture him/her/it.

Scar Opponent – The stuff revenge-stories are made of, this humiliation deals 1 point of damage and a scar that can only be healed by magic. [GREAT for low-magic campaigns or if the DM rules that the scar remains even if the damage is healed…]

Seize Massive Attack – As part of a readied action, you attempt to latch onto a large or larger creature. Ever wanted to latch onto a charging Gorgon or a swooping dragon with one hand while desperately trying to hack it to pieces? There you go.

Taunt Opponent – The “Yo mama!” of combat maneuvers, this causes the targets to attack you for one or more rounds in a fit of rage, potentially ignoring your meek fireball-casting sorcerer-buddy.

Throw Opponent – Initiated as a part of a grapple, you throw an opponent 5ft or more, doing 1d6+STR damage and fling them potentially off of cliffs, balconies, etc.

Torment Opponent – Inflict a traumatizing blow on your enemy, causing massive pain and leaving them with -4 to attack rolls and some skill checks.

Unbalance Opponent – You try to knock your foe off balance, leaving him without DEX-mod for 1 or more rounds or hamper his REF-save.

While some of the maneuvers might seem strong, they are balanced by saves, half damage and a limited amount of time for their effects. All maneuvers have additional effects if you beat the opponent by 10+ or fail by an equal margin.

New Feats (3.5 pages): After the maneuvers, we get a whole bunch of new feats, one general “Improved [Combat maneuver]”-feat-template and several non-generic “Greater”-variants of the maneuvers. Taunt Opponent, Hinder Special Ability, Corps-à-Corps and Arm Lock don’t get their own “Greater”-version though.

Finally, we get a new prestige class, the Master of the Arts, that gets two and a half pages:

The class has d10, 4+INT skills, good BAB, medium FORT save, bad REF and WIL saves and details a teacher of combat maneuvers who can both utilize maneuvers, deflect arrows and the like and even control his/her inflicted damage for training/capture/ whatever purposes. The class also features a short glossary of Questhaven.

Conclusion:

The b/w-art ranges from fair to “meh” and is partly public domain, I found one editing glitch (double sentence) and 2 typos in the book, but not enough to severely detract from its appeal. Why? Because it is so concisely written and because, even though it is setting-neutral, made me envision or remember all the times when I have already house-ruled situations like the ones the maneuvers address. Combat should be exciting, dynamic and cool and fighter-types should have more options than “I attack with power attack +3” and “I trip. Again.” If you’re like me and love swashbuckling, Errol Flynn style, if you are into martial artist flicks from the east, hell, if you just simply want more options for your fighters that are not necessarily just more feats, more options for any character that is even remotely martially bent, this pdf is for you. For the cheap price of 3 bucks, you get a file that is guaranteed to enrich your gaming experience in a more than positive way. Due to the cheap price that almost makes up for the minor editing glitches, I’ll rate this file 4.5 Rudii.







The Secrets of Divine Channeling


This product is 36 pages long, 1 page front cover, 1 page editorial, 1 page back cover, 1 page advertisement and 1 page SRD, leaving 31 pages of content.

In the fine tradition of Rite Publishing, the book starts with an aptly written in-character introduction to the ideas presented herein. The introduction and first chapter take up 5 pages and feature a new trait for minor channeling. The idea of channeling is presented in two ways: On the one hand, clerics can choose the trait to gain access to minor channeling abilities or they could take two feats to get up to 6 new things they can do in combat via channeling their divine energy, which is domain-specific.

However, if that is not enough for you and you want to go all out, you can also play the divine channeler, a new base class. He has d8, 4+Int skills, medium BAB, good fort and will saves as well as some massive channeling abilities – to trade this off, his spell-selection is more limited than the cleric’s and he can’t cast as many spells per day.

The next chapter, feats, takes up 2 pages and features the aforementioned feats for the cleric. I liked the 8 feats, none seemed over-powered or under-whelming.

The bulk of the book (24 pages), though, is taken up by the domains and their respective channeling abilities. Each Doamin features a sensorial image, i.e. how the channeling of the divine energy manifests itself, which I found quite cool, a minor channeling effect, a combat domain channeling effect and two major channeling effects.

I’m going to give you an example on what to expect and, due to being so cheerful, I choose the Madness domain!

Sensorial Image: Purple and scarlet energies, swirling air currents, and a faint stale, musty odor.

Minor Channeling Effect: Imbecile’s Tongue makes it impossible for the victim to communicate.

Combat Channeling Effect: Breath of Madness boosts the combat capabilities of the targets for WIS-damage and could be used offensively and defensively.

Major Channeling Effect I: Wave of Confusion – mass confusion.

Major Channeling Effect II: Madman’s Screech damages opponents and causes WIS-damage to boot.

Editing and formatting is top-notch, as I’ve come to expect from Rite Publishing. The interior art is ok, although nothing to write home about.

Conclusion:

When I first read this book, I have to admit that I didn’t get the hype around it. Yes, it is a fair book, but I just didn’t immediately jump up from my chair, wanting to implement this, possibly because the book is necessarily campaign-setting neutral. I let the idea gestate for about a week. And gradually, subtly, I started to realize what the content in this book does – It makes it possible to customize THE HELL out of any cleric and offers a variant (un)holy-man-class that is closer to the aspects of his deity than the cleric in some regards, without unbalancing the game. The abilities are cool and should help just about any divine caster to greatly diversify the options he has while providing an entertaining alternative to the cleric.

Best of all, channeling makes individual divine casters of different gods much more unique and diversified and should be considered a boon to DMs and players alike, especially those who don’t want to build another “evil cleric” that swats around the same spells as all the other evil clerics. The sensorial images, while being short paragraphs, add A LOT of flavor to the different domains. Sooo…what would I have liked to see that wasn’t there? Well, even more domains. And campaign-setting specific domains with more fluff. And PrCs for the divine channeler. That’s a good sign and I sincerely hope that Rite Publishing expands on this great concept in e.g. their Questhaven project and put out a “Secrets of Divine Channeling II” one of these days. It’s a subtle, humble book, but it will enrich your gaming, I guarantee it.

My final verdict is 5 Rudii.





30 Unique Magical Blades


This full-color pdf is 16 pages long, 1 page front cover, 1 page editorial, 2 pages ads, 1 page SRD, leaving 11 pages for the 30 magical blades. Enough to make them “unique” as per the premise of the book? We’ll see.

The pdf starts with a short table that lists the weapons according to their value, the cheapest being 4,312 GP, the most powerful one scoring at a whopping 175,325 GP. The book features a beautiful, full-color, digital artwork by Sade for each and every weapon in the book, which I definitely liked. The layout is also consistent and very nice to look at. Each of the thirty blades comes not only with a short story that could serve as a hook on how to get the weapon, but also with several abilities that go beyond +2 ice-bursting sword. I.e., each of the blades (There are also spears, btw.) has some distinctive quality besides its primary characteristics.

Editing and formatting very top-notch, I didn’t notice any mistakes.

Conclusion:

Magic item books tend to have a hard standing with me. I’m a sucker for elaborate backgrounds, weapons that level up and PCs with a very limited access to magic weapons and gadgets. I’m quite old-school there, every weapon or magic item in my campaign gets its own background story.

There is obviously not too much space for background-texts for the blades in this pdf, although you get more than in almost all item-supplements I’ve read so far, which is great news – while I love the modularity of recent editions when it comes to magic items, it also made many a weapon or armor a common commodity instead of an awe-inspiring item.

The production values are top-notch, as often a picture of a blade makes it MUCH MORE memorable than it would be without it. That being said, all the blades feature the Rite Publishing style, i.e. they have something rather unusual or special about them – for the low price, that is quite is something!

However, if you’re like me, you would probably have preferred less blades and more background on the weapons presented. I can’t find any serious flaw with this product, though. Thus, for me, this is a 4 Rudii product, probably because it didn’t utterly grip me and make me shout “Hell yeah”. If you’re into equipment books, though, this is gold. For you, this may be a 4.5 or even 5 Rudii-file.



That's it from me for now, to all you fine folks out there a merry christmas in case I don't get around to posting again, I hope you'll find fine gifts under your trees!

All the best,

Endzeitgeist out.




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.