3.09.2018

Aethera Campaign Setting

Aethera Campaign Setting




This colossal tome of a campaign setting clocks in at a HUGE 583 pages, 1 page front cover, 1 page inside of front cover, 3 pages KS-backer thanks, 2 pages of introduction, 3 pages of ToC, 3 pages of SRD, 1 page table/sidebar-index, 1 page back cover, leaving us with 568 pages of content.

568 pages. Yeah, I won’t be able to dive into the details and nit and grit of every component of this colossal book, at least not without bloating this pdf beyond any form of usefulness. Got that? All right, so, first things first: This book is BEAUTIFUL. I mean it. You’ll flip open the book and see a layout, crafted by Robert Brookes, Liz Courts and Loren Sieg, and see borders that evoke at once science-fiction and art deco aesthetics, providing a rather unique visual identity for the book.

The next thing you’ll note after the introduction, is that the chapters actually sport thematically-fitting comic-strips as lead-ins – 1 -2 pages each. Now, unlike many a campaign setting, Aethera spans obviously multiple worlds, and as such, comments on variant races and can carry pretty much an infinite amount of supplemental races. That being said, the book contains a total of 4 fully-depicted racial write-ups for new races, all of which come with age, height and weight-tables. It is in these write-ups that your jaw will likely hit the floor, as the artworks throughout this book are absolute premium-level quality. Absolutely gorgeous. The first of the races depicted herein are Erahthi, who hail from ancient forests. Born from massive fruit, they are creatures that blend the aesthetics of plants and elemental powers, and before you ask, they do have a skeletal structure. Indeed, the pdf presents relatively detailed notes for the respective societies and relations of the respective races presented. Erahthi get +2 to Con and +2 to one other ability score of their choice, are native outsiders, Medium, have darkvision and camouflage in forest terrain as well as +1 natural armor. They are treated as both plants and native outsiders for purposes of bane  et al., get +4 to saves vs. mind-affecting effects, paralysis, poison and stun effects and they are immune to sleep. Non-magical undergrowth does not affect the erahthi and since they breathe through their skin, they have some cool tricks: One hand above water can keep them from drowning! However, this also imposes a -2 penalty to saves versus inhaled fumes, poisons, smoke and the like. Erahthi with Cha 11+ also get 1/day speak with plants. We get balanced FCOs for the druid, monk, shaman and slayer classes. Unique, flavorful, balanced – and before you ask, the bonus types are concisely presented throughout all races.

Now, it should be noted that humans get a really nice, fully detailed write-up, obviously sans stats, but yeah – nice! The next new race would be the infused, basically an attempt to create a super-soldier Übermensch via the infusion of aether, these beings had suffered horrid losses in both numbers and previous identities, with the transition being often rather traumatic, with infertility and a shortened lifespan being most notable. The project that gave life to them has seen its day, and thus, to a degree, these are the twilight years for this race. Favored class option-wise, we get notes for brawler, fighter, cavalier, sorcerer, psychic and kineticist. The infused get +2 Dex and Cha, -2 Con, are humanoids with aether and human subtypes. While in zero gravity or affected by levitate, the infused gain a fly speed equal to ½ their land speed. Minor complaint: No maneuverability is given. I assume average as a default. Infused with a Charisma greater than 11 gain at-will mage hand  and open/close as well as 1/day shield as SPs. They also begin play with Arcane Strike as a bonus feat and immunity to aetheric radiation. They can create a psychic bond with another creature with the aether subtype, which requires skin contact for 1 minute. Unwilling targets can attempt a Will-save to avoid the bond, with the DC scaling with the infused’s HD and Cha-mod. After a successful bond, both creatures get a +4 racial bonus to Sense each other’s Motives and to Bluff checks to pass secret messages. 1/day, an infused may share thoughts with one or more bonded creatures as per mindlink and an infused may maintain a psychic bond with up to 3 + Cha-mod creatures. Okay, one question: Can the infused end such a bond willingly? The lack of duration makes me think that it’s permanent and an inability to end such a bond by ways other than death would mean a rather large difference in how the race behaves.

The third new race herein would be the animal-look-alike race of the Okanta, who look basically like anthropomorphized animals with massive horns – the artworks depict a bear- and a lion-based okanta, both of which manage to look actually badass. Their favored class options cover fighter, cavalier, paladin, shaman and spiritualist, as befitting of their culture. Racial traits wise, they may freely choose to assign +2 to one of the ability scores other than Strength: The +2 bonus to Strength is ficed. They are Medium humanoids with the okanta subtype and low-light vision as well as a +2 bonus to saves versus fear effects. Their horns grant them a 1d6 gore attack (would have been convenient to have the natural attack type classified here – as provided, you need to resort to the default). 1/day, an okanta can observe a creature that has a skill the okanta doesn’t have. After the 1 hour studying period, the okanta treats the skill as a class skill with ranks equal to the okanta’s level, but does not qualify the okanta for skill unlocks. Still, cool one! They also get powerful build, but suffer from light sensitivity.

The Century War that gave rise to the creation of the infused also influenced the creation of the phalanx: Unearthed and reverse-engineered bio-mechanical constructs that actually gained sentience and soul. Suffice to say, many are war veterans today, and while gender-neutral, some phalanx have chosen to adopt gendered identities. The race comes with favored class options for monk, ranger, sorcerer, wizard and rogue. Phalanx gain +2 Con and Cha, -2 Wis, and are constructs with the phalanx subtye. They have a Con-score and don’t get bonus HP depending on size. They are Medium, with darkvision and Improved Unarmed Strike as a bonus feat. They get +4 to Diplomacy to gather information and +1 natural armor. They can also tap into the lingering memories of their souls: 1/day as a move action, they may grant themselves a feat for which they meet the prerequisites. A phalanx’ body is powered by aetherite: They must consume at least 1 au per day to avoid starvation. A phalanx remains functional for 3 + Con-mod days sans aetherite – after that, they fall unconscious and remain so indefinitely, until fed aetherite. Notice something? Yeah, robot-detectives. The artworks btw. enhance this angle and the somewhat noiresque sleuthing. Aethera predates it, but in light of Altered Carbon et al., that made me smile. As an aside: The massive construct immunities make these fellows pretty strong – but *usually* when a construct race gets its immunities, those are explicitly noted once more in the racial presentation. Their absence here means that you can kinda have your cake and eat it, too: Conservative GMs can make them behave less like constructs and ignore immunities, while those who enjoy more potent playstyles can run with them. Not ideal, mind you, but yeah. On another side, the setting assumes a level of discrimination aginst both infused and phalanx, so that should help even things out.
The racial chapter, as a whole, provides a rather interesting array of options. Much to my joy, the races feel fresh and interesting and, more importantly, refrain from the annoying “XYZ….IN SPAAAACE”-pitfall, instead opting for unique tricks. I also like the notes for classic PFRPG-races, acknowledging what’s here without just rehashing everything.

All right, the massive racial chapter done, we now move on to the discussion on classes in the campaign setting, which begins with a new base class, the cantor. Cantors get d8 HD, 6 + Int skills per level, ¾ BAB-progression as well as good Will-saves. They are proficient with light and medium armor as well as shields, excluding tower shields. The cantor is basically a divine bard and as such gets divine spellcasting of up to 6th level, with Wisdom as governing spellcasting attribute and the instrument as a spellcasting focus – which may mean that a cantor’s body can qualify as such. Contrary to paradigm, the cantor is a spontaneous caster and draws his spells from his own unique spell-list, which is provided with full hyperlinks for your convenience. The bardic performance equivalent, divine performance, follows the design paradigm of the bard’s performance, but does not qualify as such for the purposes of bardic masterpieces. 4 + Wisdom modifier rounds are provided at first level, with each subsequent level yielding another +2 rounds. Starting a divine performance is a standard action, until 7th level, where it may be started as a move action instead. Unlike bardic performance, the divine performance is more limited, with base uses covering countersong and fascinate, and the third use providing a reroll for an attack or save before results are made known, though this potent option has a 1 hour-cool-down. 7th level extends that ability to allies and 13th level to nearby foes, with the interactions with the cooldown noted precisely, though both such upgraded uses are immediate actions, something that changes at 19th level, where it becomes a free action, though one that can still only be taken 1/round.

Now, you can probably glean from this reduced flexibility that this is not where the class ends. Instead, the cantor chooses a hymn at 1st level – these behave very much like e.g. bloodlines. The respective hymns are associated with planets and planes and they bestow a class skill as well as bonus skills and spells. Each of the hymns nets a new divine performance and at 3rd level, we get a so-called hymn verse, with 8th and 14th level providing the greater and superior verse for the hymn instead.

Now, there is an interconnection between the hymn chosen and the verse class feature: At 2nd level and 6th level as well as at 8th, 12th, 14th, 18th and 20th level, the character gains an additional verse, which may be used even when maintaining a performance. Using a verse is a standard action and Wisdom governs the save DC, if any. 7 verses are provided, which, as a whole, made me wish we’d get a few more. They are per se interesting and solid. Then again, there is an important reason for the relative lack of choice here: At 3rd level, the cantor may replace the hymn verse with another verse when regaining spell slots, which also grants the selected hymn’s divine performance. At 9th level, 2 such repertoire hymns may be chosen. At 4th level, the class gains the basic verse granted by each hymn currently chosen as a repertoire hymn, with 10th and 16th level adding the greater and superior hymns of the respective repertoire hymns. Starting at 5th level, the cantor can cast a spell from a rehearsed hymn by spending a spell slot of the proper level 1/day; at 8th level and every 3 levels thereafter, the class feature may be used an additional time per day.

8th level unlocks 5 general greater verses and 14th level yields 4 different superior verses, which are not assigned to a hymn. The 11th level ability allows the cantor to start a second divine performance while maintaining one, at the cost of twice the rounds for the second performance, for a total of 3 rounds cost. This cost is reduced to only one round of cost per performance at 17th level. 15th level allows the character to 1/day change a repertoire hymn with 10 minutes of meditation. The capstone provides divine performance maintenance without round expenditure, delimiting the performance.  It should be noted that a total of 11 hymns are provided for your convenience. So yeah, the class provides player agenda and choices and its variable hymn-engine is interesting. All in all, one of the better hybrid-y classes out there and I’d probably be singing higher praises here, were it not for my love of Jason Linker’s Ultimate Composition class of the same name. We get favored class options for the new aethera races as well as the human race. Archetype-wise, the cantor gets 4 modifications: Divine dancers represent basically an engine tweak; orthodoxists get clouded vision, but also fate-themed abilities. The song councilor is a healer-specialist, capable of transferring damage. The song seeker, finally, is the repertoire specialist. All in all, decent archetypes and tweaks, but not exactly super exciting. Still, as a whole – the cantor presented herein ranks as one of the more compelling classes I’ve seen within the context of a campaign setting.

From there, we move on to the class option array, which contains a vast plethora of different class options: Bioengineer alchemists are specialists of summoning animals with the aetherwarped template, with higher level providing detonating critters. The combat medic alchemist is a pretty cool idea, using stims to mitigate negative conditions while boosting allies. Cool one! The Wastelander is a pretty typical scavenger etc. and is pretty bland; there are also two discoveries – one for plasma bombs and one for negative energy bombs. Arcanists may elect to become rift breakers, who generate elemental rifts and further modify these, with surges and upgrades etc.  – the archetype is pretty complex and unique, spanning multiple pages, but as a whole, I felt like it would have been better represented as an alternate class. Bards may elect to become aether weavers, who get to create eidolons, with the Perform skill used to create them infusing their stats. Warsingers are bard/kineticist crossovers and vox riders are the political firebrands and demagogues. Theme-wise, I loved the last of these most, as it is the most unique one. The blue-shifted bloodrager has aetherite-infused bloodlines and as such gets some telekinetic skills, including the simple blast. The colossus brawler is focused on forming an aetherite shield, while the titan archetype gets a grit-based engine.

We also have a new cavalier option based on a bonded aethership, which I very much liked, in spite of my well-documented disdain for the linearity of the base class. The aether-touched druid has aether-warped summons, shapes and a bonus spell array. The erahthi cultivator once more represents an aethership specialist. The okanta occult druid gets a unique summoning list and the symbiont master gets one of 3 different symbiont companions.  The aether soldier fighter specializes on aether bonds and Arcane Strikes, while the gravitic is about using inertia and movement, disappointingly represented as pretty boring numerical boosts. The resonant guard can help boost performances. The artillerist gunslinger is good with automatic guns and aethership artillery. Jump troopers are cool – they get integrated jump thrusters, which later can be weaponized. Siege walkers are heavy infantry with stabilized weaponry and thornslingers are erahthi with symbiotic firearms, which is all kinds of cool. The tech-bonded hunter gets a construct companion. The correspondent investigator gets a few performances and the mindspy casts psychic magic and gains limited mesmerist tricks. Mystic detectives get Disruptive and a slightly modified inspiration, and the prehistorian is a kind of specialist for old lore. Stellar prospectors are space pioneers. The investigator options represent, for the most part, basic engine tweaks – the cool concepts imho deserved more detailed and unique forms of execution. The aetheric scion kineticist is, bingo, an aether specialist who can accept burn to power aether-tech, which makes for an interesting synergy of engines. I am not a fan of all components of the significant amount of unique options for the archetype, but as a whole, I consider it to be interesting.

Mediums can become deathless guides, specializing on mitigating the issues of time: etheric dreamers are in tune with the astral plane and focus on incorporeal interactions – not a fan. Modded mediums are interested, though: The phalanx medium can mod itself to act as better conduits for spirits. Okanta speakers of the ancestors  share a bond with allies and shadow visionaries are, binfo shadow specialists. War memorists get two unique spirits with thematic connections to the Century War - cool. The aromachologist mesmerist is an erahthi who develops a hypnotic scent, which is really cool. Hypnotherapists can fortify allies against mental assaults. Monks may become gravitic masters, who can reposition targets and is particularly adept at zero-G acrobatics. Oracles get the new song mystery, the brief (and not exactly interesting) listener archetype and two new curses – aether-corrupted and choir-voiced. I loved both curses. Paladins that become aetheric knights with an okay attack roll-based parade. As you all know, I consider these parades to be a bad idea due to their swingyness, but yeah – if you don’t mind that, then you’ll probably like this fellow. Psychic thoughtdrinkers actually get some occultist-engine crossover, which is pretty cool in my book. Exostentialist rangers have easily one of the coolest names for an archetype, ever, with aberrant companions etc. also a nice take on the concept hinted at by the name. Salvagers are rogues with a pool-based and they can jury-rigged devices. Liked this one. We get a new aether shaman spirit. The firstnew skald archetype focuses on hampering aethertech, while space pirate skalds represent an engine tweak (raging song enhances Dex and Con), with a  bit of space-themed abilities added.

The slayer bullet dancer is basically a gunslinging slayer. Sorcerers get the aetheric bloodline, while summoners can become aetehric callers, adding an aetherite dependency to the eidolon and summoning interaction, which can actually make the summoner work in a slightly more balanced manner. Kudos. Star corsair swashbuckler, finally, gain a ton of different deeds.

Okay, notice something? Yes. There is a curious absence here, right? In a daring move that should probably be made by much more settings, Aethera gets rid of both cleric and warpriest. While the book mentions ways in which they could be used, per default, they don’t exist – courtesy of there being no deities. This changes dramatically the vibe of the setting, and for the better. But I’m getting ahead of myself. Regarding the massive class option chapter, I found quite a few of the options herein interesting and flavorful, but honestly, I found myself think that less had been more. There are quite a few cool concepts only represented by pretty bland basic engine-tweaks, unbefitting of the cool roles they represent. There are a couple of cool ones herein, but, as a whole, the chapter feels surprisingly conservative and “safe” in its designs – when the archetypes stand it, it’s mostly due to how they interact with the unique concepts of the setting in a rewarding manner. In short: Don’t expect classes and options of the complexity of e.g. Thunderscape. To get slightly ahead of myself: The chapter, to me, represents the weakest part of the book, following the inverse paradigm as the racial chapter: Where, race-wise, we emphasize quality over quantity, the archetype and class option chapter feels like the opposite: Less would have been more here, with the real estate better devoted to truly unique game-changers. The chapter is not bad, mind you – I’d probably consider it to be in the 4-star-range vicinity, but contrasted to the impressive race chapter, it feels like it falls short of what it could have been.

Lets skip ahead for a second into the skills and feats chapter, which provided a good kind of surprise for me: While there are a ton of different feats to enhance class features, tie in with symbionts and aetherships, it was the skill chapter with its unlocks and serious array of new skill uses that made me rather excited: Heal is more relevant, for example, and the advanced medicine skill unlock further increases that tendency. This is a component I am going to use in pretty much all of my games, as the prevalence of exclusively wand-based/divine healing has always irked me, particularly in grittier games. There are options to muffle firearms with feats, occult skill unlocks noted, etc. This chapter, while not 100% perfect (there are a couple of feats I’d consider to be a bit limited), here we once ore have a return to form as far as design-prowess is concerned. I am particularly happy to note that the chapter does not contribute to lame numerical escalation bloat, instead focusing on setting peculiarities and subsystems.

Now, the third chapter deals with the cosmology of the aethera system, which consists of two suns and 4 worlds, each of which shares an intrinsic tie to one of the inner planes. The cosmology and campaign setting per se have so far been not really explained by yours truly, and indeed, there is a reason for that – you see, on a superficial glance, Aethera sports a couple of the classic narrative tropes: There is a mysterious progenitor race, there is the big war – classic tropes of scifi. It is in the details and in the rather impressive deep structure embedded in Aethera that the setting begins to really stand out. The seeds of these tendencies are sown as early as in the racial chapter: You see, to a degree, the races all pose intriguing questions to develop: How to deal with non-binary gender identities, the politics of otherness both within ones social groups and beyond that; the treatment of veterans and societal changes after wars, the book generates a unique identity by the combination of its themes. With a technology reminiscent of Dieselpunk-ish aesthetics with a science-fiction leaning, the races and concepts of the setting touches the issues of colonialism and its consequences, imperialist claims and the effects of cultural hegemony, the conflicts of nature vs. civilization and, of course, the eternal struggle of authoritarianism vs. individualism. If you enjoy space-noir à la the detective sub-story in The Expanse, you can do that with this setting, but similarly, you can go full-blown space opera.

Which brings me to a crucial component of this CAMPAIGN SETTING. I have, at this point, read quite a few scifi toolkits for d20-based games, most recently, of course, Starfinder. Aethera does not compete with them. You see, the majority of these books attempt, in varying degrees of success, to present a rules-based toolkit to represent the totality of the fantasy-gaming based rules of PFRPG in a scifi/space opera context, and while rules, due to what they allow and what they don’t, generate implicit setting assumptions, the focus, usually, lies upon exactly this component. Aethera is a proper campaign setting, in that the rules act as subservient components to the needs of the setting. It should be noted that we not only get a compelling reading experience with the detailed history, but we also get detailed write-ups for the planets and beyond, sporting a vast amount of hooks that make it nigh impossible to not be inspired by the captivating prose and world-building. Interestingly, the concise and intelligent writing actually manages to create a squaring of the circle of sorts. In spite of being widely, if not universally, permissive regarding PFRPG’s vast amount of options, Aethera excels because the setting it creates feels distinctly like a science-fiction game, in spite of the existence of magic, which usually catapults most games firmly towards the space opera genre. Now, you can play Star Wars-y games in Aethera, but the system stands out to me, as a world-building success, due to its embracing of the relevant themes of science fiction.

What do I mean by this? As a whole, science-fiction and space opera, as genres, as often used interchangeably, or are associated with different timeframes and cultures or creation aesthetics, much to my chagrin; if distinctions are made, they often are based exclusively on time frames and aesthetics, while missing the, in my opinion, central point. Whether you like hard scifi like Primer or soft scifi doesn’t matter – there always is a component of possible negotiation of very serious topics intrinsic in the genre. While it is very much possible to read, for example, “Martian Time Quake” or “The Three Stigmata of Eldritch Palmer” for the reading pleasure alone, it is very much nigh impossible to just consume them without taking something of them; same goes with e.g. the Foundation trilogy…and the list goes on. Space opera’s popularity, as exemplified most famously by Star Wars, would probably lie in the fact that it represents a form of entertainment with the trappings of scifi, but none of its thought-provoking components. Again, Star Wars, with its, to me, nonsensical, hyper-conservative, sexless good/evil ideologies and dichotomies presents an easy way to process comfortable escapist fiction routed in nostalgia, one that does not challenge our societal norms or exert our mental faculties. Think about the backlash regarding the senate scenes. They were per se not bad, but they interrupted the fiction of what was expected. Now, while my hatred for the Star Wars franchise is pretty well-documented, I am not judging the vast amount of fans the universe has – there is value and skill in the world-building, aesthetics, etc.. Similarly, we all have different tastes and, indeed, our tastes change to one degree or another, on a daily basis. I am no exception. While Star Wars never did anything for me, I am very much a huge fan of the space opera genre (just not its most prominent example) – I also like to put my brain off to one degree or another and just consume a great space-fiction. It is somewhat puzzling for me to see how ardent fans of space opera and scifi franchises, books and other forms of media can heap so much disdain upon one another, just for not adhering to the “right” form of make belief in a hypothetical future.

And this is where the tangent comes full circle and returns to the world-building of Aethera. You see, the campaign setting provides the tools to tell stories that must be construed to be deeply embedded in the canon and problems that we associate with the scifi genre; at the same time, Aethera manages to allow for space opera style playing experiences and campaign as well – the book is not prohibitive, but inclusive in how it tackles the impactful concepts it touches upon – it can gravitate to anything from “Guardians of the Galaxy”-style gameplay to experiences that are more deeply routed in aesthetics à la Traveller. This is in so far remarkable, as the setting has the burden of having to accommodate magic to the degree of the prominence in which it is featured in PFRPG, which ties in with the final aspect pertaining the player-facing rules, namely the equipment and gear section.

We get notes on restrictions of items by legal status, a brief and painless currency conversion guideline and mundane items like lifelines, instrument weapons, and a ton of different, mechanically relevant and interesting drugs. From radiation suits to trooper armors, we also get new armor. Interesting here: The ballistic quality nets DR versus physical projectiles firing firearms. Now, the firearm rules are based heavily on PFRPG’s firearms everywhere baseline, with optional rules for recoil, firing modes etc. all covered. Now, personally, I think it would have made more sense to make the firearms behave like regular ranged weapons here, mainly due to the fact that the default firearm rules don’t really play well with higher level math. On the plus-side, the chapter provides something I adored, namely a ton of customization options via e.g. different types of ammunition. The ammunition array on its own is really cool (and yes, clips etc. matter), and represents a component I’d love to see expanded.

Now, aethertech is the catch-all term for the truly advanced tech, which may sport hybrid magic properties – the interaction and rules provided here are concise. These items are powered by aetheric energy, though, which makes them behave more in line with technology items. The transparency of this super tech also means that a GM who envisions a magic-less world can easily restrict item options to aethertech-based items without compromising the vast amount of options available for PFRPG. Cybertech is, somewhat unfortunately in my book, called “Automata” in the setting, but once more is featured. Power armor and associated accessories and crafting stations complement this sections in a good way. The engines presented can easily carry a whole book and while there is a ton of customizing possible, I found myself wishing we got more here.

Now, as far as the aetherships noted are concerned: The system presumes crew roles: Pilot, Copilot, engineer, tactical and weapons. The system presented for aethership combat is concise and better than the default vehicle combat, but I found that e.g. the copilot and tactical roles provide less fun for PCs and are better suited for NPCs – RAW, they don’t have much to do but grant meaningful, but ultimately bland tactical bonuses. From lowly speedsters to full-blown dreadnoughts, we get a nice array of sample ships from CR 3 to 20. A big plus as far as customization is concerned would be the fact that the creation process of ships is pretty painless and based on modular structures. Why would you care? Can’t you just teleport? No…but I’ll leave the discovery of that complex to you. We also have special materials here, which, while solid and thematically fitting, didn’t exactly blow me away. The sub-chapter on symbionts was one I celebrated, though, and an aspect of the book I’d love to see expanded. The really high importance of music for the aesthetics of the settinga re amazing and we also get a variety of solid spells and artifacts.

The final chapter of the book is devoted to the bestiary, noting suitable, suggested creature, providing the aforementioned, pretty dominant aetherwarped creature template as well as colossal plant-serpents, various types of azaka, corrupted elementals and NPCs, codex style. My favorite entries, easily, were the kickass kytons introduces herein – they are absolutely amazing and add more than just a bit of Hellraiser-aesthetics to the darker recesses of the Aethera system. I also loved the symbiont write-ups here. Gorgeous and cool, alien and fun.

Conclusion:
Editing and formatting are top-notch on a rules-language and formal level: Considering the huge size of this tome, the fact that it is a freshman offering, as well as the huge density of the book, it is even more interesting: There are a few hiccups here and there, but they mostly are minor: A mention of plasma damage sans the explanatory half fire/half electricity here, a typo there – but these are few and far in between. Now, I already mentioned aesthetics: This book is FRICKIN’ GORGEOUS. As in: This could be a Paizo/WotC-book levels of beautiful. The layout in two-column full-color is absolutely phenomenal. The book is CHOCK-FULL with absolutely visionary artworks that breathe life into everything, from races to classes to everything else, this book is absolutely phenomenal in the visual department. Cartography is similarly amazing. The pdf comes fully bookmarked for your convenience, with detailed, nested bookmarks. Unfortunately, I do not own the physical book, so I can’t comment on binding quality or lack thereof or on whether the book’s vibrant colors come out on paper.




Lead designer Robert Brookes, with additional design by Jesse Brenner, John Bennett, Duan Byrd, Jeff Dahl, Andrew Fields, Kaelyn Harding, Thurston “Goddamn” Hillman, Nicholas Hite, Sarah Hood, Andrew Marlowe, Monica Marlowe, Daniel Hunt, Andre James, Patrick N.R. Julius, Mike Kimmel, Isabelle Lee, Jessica Powell, Joshua Rivera, David N. Ross, Todd Stewart, Jeffrey Swank, Jacob Thomas, Chris Wasko, and Scott Young, has created perhaps the single most impressive freshman offering I have ever seen. This is the first book by Encounter Table Publishing. It’s almost ridiculous, once you think about it. Sure, it made its ambitious KS-goal, but I did not, not for a second, expect the setting to be this damn compelling, this cool.

As noted before, aethera really allows you to play Pathfinder in space, but that goal is fulfilled by other toolkits and settings as well; where the book excels is the ability to cater to both scifi and space opera, as well as science-fantasy aesthetics, all without compromising the setting’s aesthetics and themes.

Now, on a rules-level, the book is a bit too conservative for its own good and I wished it focused a bit more on some of its aspects, but we can potentially hope for expansions for these aspects; as a crunch-only book, I’d rate this somewhere in the vicinity of 4 or 4.5 stars.

However, this would be an utter disservice to the entirety of this ginormous book. The value of this book lies in its surprisingly holistic, concise and sensible world-building, in its phenomenal concepts – whether as a campaign setting or as a grab-bag of ideas, Aethera is a truly remarkable achievement that makes for a surprisingly captivating reading experience, that has a very strong identity in spite of its inclusive stance. In short: It achieves its goal as a campaign setting in a fantastic manner, with panache aplomb. My final verdict will clock in at 5 stars + seal of approval, as well as status as a candidate for my Top Ten of 2017.


You can get this amazing tome here on OBS!

Endzeitgeist out.

12.15.2017

Yuletide Terror

Yuletide Terror




This massive Christmas mega-adventure clocks in at 119 pages, 1 page front cover, 2 pages of editorial, 1 page ToC, 6 pages of SRD, 2 pages of advertisement, leaving us with 107 pages of content, making this the single largest Christmas module I have ever read and played.

This review was moved up in my reviewing queue as a prioritized review at the request of my patreons.

Before we dive into the main meat, let us talk about a couple of peculiarities: One: The layout in full-color is gorgeous and sports a ribbon on the right side of the page, which denotes the act/part of the adventure you’re currently in. This makes navigation more convenient, so that would be one plus. Another plus would be that we get a total of 4 pages of player-friendly maps for the battle/exploration-relevant sections, all in full-color – big kudos for their inclusion. It should also be noted that the adventure makes use of the PHENOMENAL skill challenge rules provided in the Skill Challenge Handbook.

You don’t have perhaps the single most important crunch-book I know, the thing that should be CORE? Well…you should get it. But even if you don’t, you won’t need it to run this adventure. Skill Challenges are easy enough to grasp so you won’t be puzzled by their inclusion. The appendix also explains the system, so you can run it easily. It should btw. also be noted that two new, nice occult rituals can be found herein, though I’ll comment on these when they become relevant.

It should also be noted that the adventure is set in the picturesque town of Hollyglen, which not only comes fully mapped and with proper settlement stats, but which features its own little summary in the appendix.

All right, and this is as far as I can go without going DEEP into SPOILER Territory. Only naughty folks would peek now, right? From here on out, only folks intending to GM the module should read on.
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All righty, only GMs around? Great! So, the adventure very much is cognizant of various tropes associated with Krampus and Kringle – within the context of this adventure, Krampus is nothing short of a demi-god, one nasty fellow who was eventually vanquished by none other than Nicholas Krindl, fabled mortal herald of Odin. The Yuletide celebration is hence the commemoration of this epic victory. The PCs have arrived in the sleepy and picturesque town of Hollyglen, where they meet Melilion Parinda, local wizard, who, in the tradition of clueless folks in any dimension, is currently doing some hasty last-minute shopping. She invites the PCs to stay at her place, as a blizzard is approaching and all rooms at inns etc. are occupied. There is just one condition: The PCs should chaperone her son and his friends, while the adults attend a fancy gala. Thing is, her son Wesley is 13. (As an aside: The mansion is provided with detailed, nice full-color maps – as noted before, including a player-friendly version.) Beyond room descriptions, the respective events also come with proper read-aloud text, making the adventure, as a whole, really friendly towards GMs that are less confident in improvising captivating prose.

Yeah, he reacts as positive to babysitters as you’d expect. The young man and his friends do as I would have done in that age: He seeks to prank the PCs and make their life miserable. As an apprentice to the sorcerous arts, and with fellow kids that are similarly not ordinary, the PCs will have their hands full in a massive multi-phase skill-challenge. Now here’s the thing: The kids rank among the most well-rounded kid characters I have seen in pretty much any roleplaying game supplement: There are multiple reasons for that: For one, the kids come with full intrigue-style write-ups for social influences – and succeeding in gaining the trust of the kids will provide tangible benefits for the PCs during the adventure. This whole section only works because, well, the kids are proper characters, not annoying cardboard cutouts; the PCs may very well want to befriend them. (As an aside: If the full, social write-ups don’t suffice: The kids come with full-blown NPC-write-ups and detailed stories in the appendix. The adventure really goes above and beyond here.)

Now, know how I mentioned an occult ritual? Wesley tries to cast whisk away on the evening winds, one ritual, to send the PCs to the gala, embarrassing them and gaining a bit of independence. Alas, he makes a crucial mistake: The ritual’s second page is missing, and so he ends up casting a bastardized version of the ritual, using summon the bonded soul as the second half. The results are unexpected. You see, a certain demi-god like entity was *just* in the process of rekindling his divine power. The ritual interrupted that and ended up calling KRAMPUS. Yeah, the CR 21 Krampus. He is NOT amused.

Krampus walks all over the kids and PCs. He doesn’t kill anyone, but he will defeat them. Soundly. Wesley does have a wish that Krampus owes him…and so the entity tricks Wesley – he spares the kids and PCs, but banishes them to the Krampus Night demiplane, ripped from Krindl when he stole his legendary Crook! Oh, and guess what? Not only did Krampus effortlessly best the PCs. He also has the power of regression – he transforms the PCs into kids! (Here, you can make great use of Childhood Adventures – though, once again, the module has all relevant stats and rules for kid-PCs!)

Turned into children, the PCs and their wards find themselves in the nightmare manor, a horrid reflection of the Parinda manor (separate maps provided). In case you’re wondering: Yes, we get full-blown planar traits! Oh, and the challenges within the manor? They are really, REALLY amazing: Toy slags. A woodgolem made from toys…speaking of which: If the PCs have been good to the kids, they will help the kiddyfied PCs. Cool: The “request aid from kids”-component of the manor’s explanation actually sports proper rules! There are haunts that seek to enforce a polymorph via ribbons, clothes, etc. What about pied piping presents that may lead towards the hungry gullets of mimics? There are trompe l’oeils and redcap carolers (including a delightfully twisted variant of Deck the Halls…)…and the PCs may manage to find one of Krindl’s gnomes, who can fill them in on some particulars: The PCs will need to get the crook from Krampus – without it, the entity makes all the rules here…

At one point during the exploration, the PCs will have caused enough ruckus to attract Rethspalton, the mighty rodent king – and he is preparing a siege! The PCs won’t have long, but they will have some time…and this is perhaps one of the definite highlights in the module. Preparing for the siege is amazing: Fortifying doors, making traps – it’s AMAZING and one of the coolest mini-games I’ve seen in a long while: The PCs can, room by room, convert objects into raw materials! The module even comes with icons that you can place on the map, sample traps, etc. The rules here are amazing and the siege actually requires these tricks – the PCs will have to withstand no less than 5 waves of assailants and yes, e.g. the rodent king is a lavishly-crafted and potent foe.

Once the PCs have managed to withstand the hordes (or just before they fall to them), the friendly gnome will manage to activate the yuletide express figurine – all aboard the magical railway! The demiplane is Krampus’ domain, who has completely corrupted the Krindlworks…but there is hope: While the PCs have no real chance against the entity, Saint Nick may! Thus, the train is en route towards what remains of the Krindlworks…but once more, the foes are not sleeping: The (fully mapped) train will be attacked by deadly elementals…and if these fail to derail it (yes, badass fights on a winter train!!), Krampus will intervene and crash the train…which would be a good time to note that, even if PCs die here, they respawn, as they accumulate negative levels and Wisdom damage – there is no true death here, only the looming transformation into an allip at Wisdom 0. This also means that enemies slain by the PCs are not really dead – if they are smart and use nonlethal means of conflict resolution, they will possibly have an advantage. The module notes checkpoints, which are particularly helpful to avoid frustration when running this for a younger audience – but more on my discussion of that in the conclusion below.

You see, in Act III, the PCs make their way from the crashed train through the Krampus wilds, and there are quite a few neat optional encounters to increase the challenge; personally, I’d also advocate sending all foes really slain by the PCs after them once more: If they were just tied up, they probably are far away, but the respawning dynamics for NPCs are open enough to allow for that… (Adds an unobtrusive reward for behaving heroically…)

Making their way through the snow-blasted wilds, the PCs will have to contend with horrid Yuletide treants and a winter hag guarding the remains of the proud Krindlworks. It is also here that the PCs can encounter Chillsy. Chillsy is amazing. He is an awakened ice golem kineticist. He’s singing his own theme-song while fighting! To give you an excerpt: “Chillsy, the ice golem, is an overwhelming soul, with a kinetic blade and infusions bold and my cryokinetic cold..:” Come on, that is amazing! Exploring the Krindlworks, the PCs will have to contend with all manner of potent, animated gingerbread foes (led by a gingerbread witch!), a creepy poppet witch (still one of my favorites from Paranormal Adventures; as always, all relevant rules provided)…and remember Nightmare Before Christmas BBBEG? Well, there is a representation of the Oogie Bogeyman! (worm that walks bogeyman – really cool!) This thing, as well as a potent orang-pedak, constitute a couple of the dangerous unique creatures that the PCs MUST defeat – for they hold parts of Krindl’s power, who, similarly turned into a child, is imprisoned here.

Once the PCs have managed to defeat the horrible lieutenants of Krampus and reassembled the crook, it’ll be time to face off against the entity once more – with a weakened, but still potent Krindl in their corner, they may actually have a chance against the shadowy vestige of the powerful Krampus – the boss fight is amazing: It sports a total of 3 phases, changes terrain and even has a phase, where the PCs fight on their own, caught within their minds – it is glorious and cinematic! Defeating the vestige returns ownership of the demiplane to Krindl and allows the PCs to spend, concealed by the mighty magic of Krindl, one day as kids…or, you know, the change could be permanent, requiring further quests…or, well, if they were defeated and you’re going for a horror-ending, the module even sports a “bad ending” of sorts, which could yield further adventures as well. (Fyi: The fully-powered stats of Krindl are epic: CR22/MR 6; Rudolph has an effective druid level of 20…)

Conclusion:
Editing and formatting are top-notch, I noticed no undue accumulation of hiccups. Layout deserves special mention: It is GLORIOUS, full-color and really beautiful; the ribbon for chapters on the side is a nice comfort-plus. The module comes with a ton of original full-color artworks. The pdf is fully bookmarked with nested bookmarks.

Yuletide Terror is absolutely amazing. It makes use of all the diverse tools that PFRPG offers: Combat, skills, mini-games, social interaction – this is one of the most versatile modules I have read in a long while. This mega-adventures provides a level of quality you usually only get to see in Kickstarters. Alexander Augunas is a great author of crunch, but if this is any indication, he is similarly gifted when it comes to penning adventures; I frankly can’t believe that this is Alex’ first adventure, at least it’s the first one I got to read. Yuletide Terror is thoroughly impressive, from front to back – even if you do not have all the books used here, the module provides what you need, requiring none of them.

Now, there is bound to be the question regarding compatibility for kids: You see, here things depend WHOLLY on the GM and what the GM chooses to emphasize. I’d compare this to one of the darker 80’s kid’s movies. There are definitely some creepy elements here, so in general, I’d recommend that kids should be at least 8, with 10 being probably a kind of sweet spot. Then again, it’s impossible to make proper blanket statements here; heck, some adults can’t stand anything remotely spooky. A good benchmark would imho be labyrinth, nightmare before Christmas and last unicorn – if these work for your kids, then this adventure should as well.

Now, don’t get me wrong: While this *can* be run as a kid-friendly module, it is one that will challenge and entertain adults just as well; in fact, one could consider this a horror adventure, at least to a point; if you properly emphasize the macabre aspects here and there, then this can become pretty dark pretty fast…but ultimately, how you choose to run this mega-adventure is left up to your own tastes. Both playstyles perfectly work.

Anyway, that’s not the primary achievement of the module: The sheer diversity of challenges encountered, the great pacing and high-concept environments, the lovingly-made NPCS – when the structure, the crunch underlying this module, is analyzed, you’ll realize quickly how good this actually is. We have believable, sympathetic characters, we have an epic threat that requires heroes and a satisfying conclusion-array. The module is interesting from both a narrative, and a structural perspective. Furthermore, and that is a huge plus, at least for me, it is bereft of cynicism. Even if you emphasize the darker aspects when running this, the module very much breathes a sense of wonder and whimsy that is impossible to dislike.

This is not a cynic’s hatred for the holidays made module; instead, this is a lovingly crafted love-letter to all things Christmas-related, as seen through the lens of roleplaying storytelling. Yuletide terror is not only the most massive Christmas adventure I know, it also is, by far, the best. This is a masterpiece that breathes passion, care and is, frankly, fun. Heck, I’d go so far as to say that, even if you hate all things Christmas-related, you may still want to get this. Why? Well, you could still strip off the dressing and have an amazing adventure.

Yeah, at this point you probably won’t be surprised by my final rating: 5 stars + seal of approval. Oh, and yes, this is a candidate for my Top Ten of 2017. Even beyond the holiday angle, this is a module that will be hard to beat.

You can get this masterpiece here on OBS!


Endzeitgeist out.

Down in Yon Forest (NGR/OSR)

Down in Yon Forest (NGR/OSR)




This module clocks in at 32 pages, 1 page front cover, 1 page editorial, 1 page blank, 1 page back cover, leaving us with 28 pages, so let’s take a look!

Wait, before we do, a couple of notes: One, this adventure sports stats for both NGR (Neoclassical Geek Revival) and general OSR-stats; if you have the choice, I’d suggest using the NGR-versions.

Secondly, this is a so-called buystarter. This is a term the author uses for an interesting concept: You purchase basically a completed manuscript; each day, the price of the project goes up slightly, as proceeds from the product’s sales are reinvested in artwork, layout, etc. Zzarchov Kowolski has done so twice before. (Yes, reviews of those projects are coming.) So yeah, sufficient interest provided, the adventure’s formal criteria will improve; hence, I will rate this with a WIP-status in mind.

Now, why did I move this ahead in my reviewing queue? Well, it is only seasonally available. You can get this adventure only for a very brief timeframe: At the 25th of December, it will once again vanish into the ether for a whole year. So yeah, if you are interested in this, you need to act fast.

Now, in case you were wondering: This is not a happy-go-lucky Christmas adventure; it sports the rather dark and dry humor of the author, so yeah – not recommended for kids.

This out of the way, let us dive into the details! From here on out, ladies and gentlemen, the SPOILERS will reign. Potential players should jump to the conclusion.
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All right, only referees around? Great! So, we all know how Christianity superimposed holidays on pagan traditions, right? Well, The Holy Church did just that (accompanied by copious mockery of pagan traditions) – thing is, they did know that the pagans were on to something: In certain locations, the veil between worlds grows dimmer. While the rhythmic chanting of yuletide congregations held the Krampus at bay just as efficiently as the pagan rites, this year will be a bit problematic. You see, the drunken priest has managed to burn himself alive and, in the process of doing so, he also burned down the church. Joy. (Told you this had a dark humor…)

So, the threat is, basically, that Krampus will take all the children…so what to do? Well, breaking off crosses at the cemetery may be smart (blessed, they can hurt the entity…) and there are a couple of additional complications: A child-eating, horribly deformed witch living in an abandoned mill is one issue; convincing some hussars that the old tale is real may be nigh impossible, but hey, worth a try, right? Islands that house perchten (beast-men), random tables for the ice-covered wilderness.

There are roughly 3 different, completely different ways, in which the module can be tackled: 1) The PCs can attempt to delay Krampus; while the entity is too strong to properly defeat (unless they are really lucky), delaying tactics may well work. A breakdown of individual strategies are provided. There is also a fortress, abandoned due to plague and now infested with powerful gargoyles, which may yet act as holy ground, holding the entity at bay – but convincing the townsfolk to go there, even if the fully mapped place is cleared, may be tough. Thirdly, there is the option of awakening the Winter King, a local pagan deity, currently sealed in his abode, which constitutes another dungeon that is fully mapped and depicted – smart players will not loot everything here and try to be respectful, while not being slaughtered by the undead…and hopefully, also not by the nosferatu interloper…

Cool, btw.: From the bodies of defeated foes, new magics may be unearthed (when using NGR rules), while two grimoires may be found – one is btw. the book of moderate darkness. This dry humor also extends to the magic items – there are several items devoted to the Winter King’s rites, including everlasting cakes.

Conclusion:
Editing and formatting are good; since this is not yet the final version, I am more forgiving regarding formatting inconsistencies and the like. Layout adheres to a no-frills 1-column standard of black text on white paper. The version I reviewed does not yet have interior artwork. The cartography in b/w by Dyson logos is great, though I wished we got player-friendly versions. The pdf has no bookmarks, which constitutes a comfort detriment in my book.

I ended up enjoying Zzarchov Kowolski’s pagan holiday adventure; it is a dark yarn set in an age of ignorance, but it does have its fun components. Structure-wise, I thoroughly enjoyed the multiple ways in which the module can be tackled and the open-ended problem-solution options taken into account. There is serious fun to be had here – though it should be noted that this is not necessarily a Christmas module in spirit; instead, we have a dark fantasy/horror yarn that makes use of Christmas tropes, but that becomes its own thing. I most certainly consider it to be fun, if not a module I’d play to get into the holiday spirit.

Then again, if you’re like me and have…problems with the holidays, some sort of baggage ad want a module that fits the season without hearkening too close to the things we associate with the holidays nowadays, if you want a dry, dark critique on the season, then this pretty much is perfect.

Now, I really enjoyed this module, due to completely different reasons than most Christmas modules; because it is kind of anti, but without resorting to a full-blown inversion or spitefulness; it is a tale of the holidays in a world, where the meaning behind such a celebration may well spell the difference between life and death.

Now, as mentioned, this is a buystarter; that means it currently does not sport a couple of things I’d usually consider to be crucial – bookmarks, player-friendly maps, formatting – these show definitely that this is a WIP project right now. As such, it wouldn’t be fair to judge it according to the same standards as finished projects – if this was the final version, I’d probably be less lenient. Right now, this is an incredibly inexpensive offering, and it provides some seriously different takes on the themes; as such, my final verdict will clock in at 4 stars. It has the potential of becoming a proper 5-star adventure…or to drop to 3. Only time and this project will tell. We’ll see. If the above sounded interesting, then check it out – every day means a slight price-increases…and, as mentioned before, it will vanish on the 25th…

 You can get this adventure here on OBS - but only until the 25th!


Endzeitgeist out.

11.03.2017

Into the Wintery Gale: Wrath of the Jötunn

Into the Wintery Gale: Wrath of the Jötunn


This massive mega-adventure/sourcebook clocks in at 199 pages, 1 page front cover, 2 pages panorama/art-showcases of the front cover sans logo etc., 1 page editorial, 2 pages of ToC, 1 page SRD, 2 page KS-thanks, 1 page encounter contributors, 1 page rune-design sheet (more on that later), 1 page back cover, leaving us with 187 pages of content, so let’s take a look!

Okay, so this module takes place in the Vikmordere Valley on the planet of Aventyr – in case you’re not familiar with the culture, let me give you a brief run-down: Picture a blending of the cultures of Native Americans and Vikings. Sounds badass? It is! One of the biggest strengths of AAW Games’ early offerings is the establishment of this culture, of depicting it in a way that is plausible, that feels real and yet fantastic and different. It is, at this point, no secret that I adore the Vikmordere as a concept. In this book, we take a look at their home, the majestic Vikmordere valley around serpent lake. In fact, a significant part of this book can be considered to be a sourcebook of life and survival in this region – there are really cool rules for 3-step hypothermia and frostbite that add the survivalist aspect for groups that enjoy a challenge in that vein – they are simple, yet rewarding and make seeking shelter, exposure etc. a significant aspect of the game. Big plus for these tundra survival rules. In these, e.g. Vikmordere winter outfits (completely described and explained), rations, boneskates and frossenpine (a wooden pole used to catapult iceskaters along), bear paws – the basic set-up is great.

Beyond that, we get an amazing table that lists all traveling distances from place to place – really comfortable for the GM and something we only see rarely in modules for the more modern systems. Now, I called this both an adventure and a setting sourcebook – there is a reason for that. You see, there are two magical hazards that render this massive adventure more of a challenge – the ice fog and the wintery gale: Ammo is swept by the winds, teleportation is cursed and snow-blindness due to whiteouts is a deadly threat. On the lake, sentient icebergs (!!) make for a fantastic, yet amazing “trap” – more of a skill challenge than just a simple trap or haunt, but yeah – hunting icebergs? Come on, that is amazing and oozes fantastic North from every pore, right? The book also features MASSIVE random encounter tables, with full stats of the creatures included for your convenience.

And there are special events. 30, to be more precise. These were sourced from the contributing backers and are thoroughly creative and diverse: Stalking yetis, dazzling ice rifts, bridges across chasms, where the gale is funneled into the depths, wells inhabited by Brunnmigi, hobbled hunters, ice trolls in a feud with the Vikmordere who actually want the conflict resolved, strange shrooms that bury into the unconscious to animate them, white wyrm riders – the encounters are GOLD and feel, very much, like the notes that you can read in an old-school hexcrawl – not exactly lavishly detailed, but thoroughly inspiring.

Now, there is an issue that particularly inexperienced GMs running a hexcrawl will be all too familiar with: How many descriptions of a landscape can you create before it gets dull? How many different ways do you know to describe an icy tundra? New school modules tend to deal with the requirement for lavish descriptions via read-aloud text, but that usually only works within the context of a linear structure, not a sandbox. The rebuttal to this problem that this massive sandbox provides is glorious in its simplicity and something I honestly expect to see from comparable modules from this point onwards. The solution is, simply, descriptions. Grouped by area. Open tundra, mountain base, mountain pass, glacier – all types of arctic environments featured herein come with a TON of glorious prose-descriptions for the wilderness. More than 16 pages, to be more precise. These descriptions really help to maintain the atmosphere, are easily scavenged and make sense in a ton of ways.

Which brings me to my central thesis regarding the analysis of this adventure: This is a blending of both old-school and new-school design aesthetics; the wilderness sections behave like an easy to customize point-crawl, driven by plot, but lavish in its freedom within the traveling experience. At the same time, both highly detailed adventure hooks, read-aloud texts etc. provide an engaging plot.

Okay, at this point, I need to start going into the details of the plot, so from here on out, the SPOILERS reign. The wintery gale will take intrepid players that read any further! Skip to the conclusion or incur the icy wrath!
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All right, only GMs around? Great! We begin with potent symbolism – the PCs are surprised by a horrible snowstorm, only to be visited by an ash-grey owl that tries to lead the PCs further; as the blizzard seems too potent, the owl suddenly is wreathed in flames and guides the PCs – for they are the ones chosen by the demi-goddess Ningatha. As they make their way through the relentless cold towards Völsfiheimr, she introduces the PCs to the Northern Fury Council of the Vikmordere clans. Honoring the request of the ancestral spirit, the PCs get to participate in the gathering of jarls. You see, the Ohjaslange has approached once more and a vast evil stirs – 400 years have passed since the Vikmordere last managed to defeat, by the skin of their teeth, the dread Jötunn – and now, they and the curse of their gale has returned. In order to stop the dreaded undead, immortal frost giants, the PCs will have to reclaim the ancient artifacts that once provided the tools of the downfall of the giants – the sword Vlfberht and the shield Skojold Rustning – both, however, have fallen into deep obscurity, the bloodline that once guarded them fallen into obscurity. While the PCs are celebrated if they take the richly-rewarded quest (and may certainly engage in Glima!), they will first have to pass the unsafe waters of Serpent lake to find the old witch Arurún – and bypass her giant bear.

The PCs will have a chance to learn a unique spell from the witch and even the runepaining magic of the Vikmordere – the engine is pretty solid, if not too spectacular; as a supplement for an adventure, it is solid enough and adds some serious local flavor to the proceedings. More important would be that the witch provides an amulet that helps the PCs find the resting places of the artifacts long lost – here, I should comment on something thoroughly impressive: We get GORGEOUS top-down AND isometric maps of the dungeons – and yes, player-friendly versions included. The cartography provided for this module is masterclass – Tommi Salama at his best. Beyond the aesthetic component, it is in the dungeons that contain the artifacts that the design-aesthetics become pretty old-school: We have indirect story-telling; understanding the culture and values of the Vikmordere will make the exploration easier; similarly, the dungeons themselves feel like they have been taken straight out of the good examples of the heyday of RPGs – they ooze flavor, reward smart players and the dungeons also sport puzzles – while brute-forcing them is an option, as a person, I suggest trying them out – most groups like, at least once in a while, using their brain.

Returning with legendary Vlfbehrt to the witch, the PCs will witness a grim scene – the Jötunn are on their heels, the witch slain – and now, the deadly, undying Jötunn remain – though, at this point, the PCs may not yet know about the truth behind the undying nature of the Jötunn. Without a guidance, it is a benevolent haunt, a manifestation of the guarding ancestral spirits, that the PCs will be brought to the vault wherein Skjold Rustning lies – the dungeon will once again demand that the players use both brain and brawn to survive…And yes, the Jötunn are still on their trail…

That being said, the PCs have the artifacts – so it’s time to face the Jötunn and end this! This is where the module sports one of its weaker aspects: There is a traitor in the Vikmordere’s ranks and the wielder of the artifacts is slain; in spite of the presence of mass combat rules for PFRPG, we don’t get the like – instead, we get some regular encounters before Ningatha intervenes…as, while the Vikmordere seem to win, the Jötunn’s immortality kicks in – and the vanquished giants rise. The result is a horrible rout, one that the PCs and Vikmordere only survive due to Ningatha expending almost all of her divine powers.

All seems lost, as the evil ice maidens lend their powers to the forces of the Jötunn – and the PCs will have but one final chance to stop them: Within the tomb of the ancestors, there lies the only way to reach the isle of the maidens – the magic ship called Sorrow’s Snekkja. En route, the PCs will be shipwrecked by a mighty sea serpent…and that is not where it ends. However, it takes the sacrifice of both Ningatha and the guiding Vikmordere spirit to open the doors, as the erstwhile lovers are once again united, their love a symbolic sacrifice and hope for the PCs to claim. With the stakes that high, the exploration of the tomb makes the dungeons so far look like child’s play – the PCs will have to activate the well of lost souls in this legendary complex and sail the magic ship out of the complex!

After the deadly dungeon, the PCs will finally be able to arrive at the island – where the mighty ice queen and her wyrms remain – and where the PCs will have to destroy the Wintyrsyrd, breaking the potent magics of the dread lady. If they manage to survive this ordeal, there will be but one final task that remains. Rendezvous with the Vikmordere, then lead one final, desperate assault, wherein the forces of the noble Vikmordere will cleave a path through the Jötunn forces, allowing the PCs to make their way to the dread keep of King Krumma – if they can defeat the mighty lord of the Jötunn, they may yet stop the relentless, seemingly unstoppable horde of undead giants. He’s btw. CR 24. Yeah, good luck…the PCs will damn well need it…

Conclusion:
Editing and formatting are good, almost very good – there are a couple of instances where blank spaces etc. are missing, but not unduly many; as a whole, this book is pretty well-made in that regard. Layout adheres to a two-column full-color standard that is absolutely glorious – BJ Hensley and Daniel Marshall did amazing work here. The book sports a metric TON of glorious, original artwork with a uniform style – Mates Laurentiu really rocked this book; the cover by Jason rainville is similarly amazing. Cartography by Tommi Salama is AMAZING. Even better: We actually get VTT-friendly high-res versions of the maps. Master-class in the cartography department. I mean it. The electronic version comes fully bookmarked with nested, detailed bookmarks. I won the hardcover version of the book – and, frankly – if you have the choice, get the hardcover. It’s worth owning.

Justin Andrew Mason’s “Wrath of the Jötunn” seemed to be cursed; the author, at one point, lost a ton of his notes and had to recreate the saga. It is puzzling, considering this complication, that he managed to not only deliver a good mega-adventure, but a great one.

Let me elaborate: This is, in essence, a massive sandbox with a really strong narrative that resounds with themes of love, loss, glory; this feels like a larger than life tale, straight from a mythology that could have been. This module at once manages to evoke themes of old-school masterpieces, the sense of myth, the sense of plausibility and the new-school focus on a captivating narrative, with tons of read-aloud text, diverse challenges, etc. Now, personally, I was not necessarily too happy about some of the cut-scene-like sequences and how they can feel slightly too linear; at the same time, though, the book handles these in a smart way – it moves quickly in the sequences and provides the next awesome thing; the excellent prose helps the GM to navigate these slightly weaker spots in the otherwise inspired, epic narrative. Now, I would have loved for a few of the foes herein to have a few more unique tricks on their plate, but all of that is me complaining at a high level.

In the end, the exploration of the Vikmordere valley, from the inspired threats to the mythological items, the evocative dungeons – all of that makes this mega-adventure a thoroughly unique and evocative experience. The blending of new- and old-school design paradigms has been executed in a masterful manner that I absolutely loved. This may not be perfect, but it does a lot of innovative, convenient things for the GM; it is easier to run and navigate than comparable offerings; it tells a fantastic story resounding with the classic themes, adding a unique spin to the tropes. It is suffused with glorious cultural tidbits. It is a great read. The massive dressing-entries and sandboxy aspects add a further dimension of longevity to the module. In short: I adore this book. My final verdict will hence clock in at 4.5 stars (reflecting the minor imperfections), but I will round up (since this is excellent, not just good). I thoroughly LOVED this gem, which is why this gets my seal of approval. And for its blending of adventure-design-schools, for the convenience-aspects, the supplemental material, etc., for going one step beyond in pretty much all aspects, this also is nominated as a candidate for my Top Ten of 2017.

You can get this inspired mega-adventure here on OBS!

Endzeitgeist out.