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As the description suggests, this is an adaptable sort of scenario in which adventurers assist a seaside village against marauding humanoids, with some nicely constructed encounters. I received a copy of this product through the Gamers Helping Haiti bundle.
Rating: [4 of 5 Stars!] |
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This is a short but comprehensive look at a single small town of survivors in the aftermath of the Collapse of 2013. Several NPCs are given good descriptions, but the truly excellent aspect of this work is that it focuses on the human nature of the NPCs, which is universal, and doesn't get bogged down in descriptions that would pigeonhole Everytown as set in America or Europe or other locations. Instead of NPC names, titles are given that describe their function within the community and interaction between each other. As I stated earlier, their human nature and motivations are fleshed out, but the descriptions could as easily apply in the American Midwest as in the Arab Middle East. The town itself is mapped out, with a marked map for GMs and an unmarked map for players. Those players and GMs looking for a vast inventory of everything and everyone in town will be disapointed, but there is a lot of room for GMs to insert their own visions. As a longtime fan and collector of post-apocaly...
Rating: [5 of 5 Stars!] |
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Roman Seas is a very good deal it's worth the model cutout ships you get with the set.
Rating: [5 of 5 Stars!] |
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Roman Seas is a very good deal it's worth the model cutout ships you get with the set.
Rating: [5 of 5 Stars!] |
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In an attempt to be succinct let me put it this way, I really liked this product. It is a solid 97 pages of gaming goodness, full of ideas, very well written and with great layout and cartography. Illustrations are sparse but appropriate, of excellent quality and best of all very flavorful.
Rating: [4 of 5 Stars!] |
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Ok this is my very first adventure review. To be totally honest I am a bit unsure how to review a adventure with out spoiling to much, while still giving you enough information to purchase it if you want it. I hope I can hit that point. If you have any questions about the adventure I will be happy to try and answer your questions.
This product is 145 pages long. The cover, credits, ToC, OGL and back cover take up 5 pages. A note about art... there is almost no art at all. I believe there is only 3-4 art images in the whole book(not counting maps) so the bulk of this 145 pages is adventure text.
Introduction – (4 pages)
This section gives a history of the adventure. A adventure summery, 6 plot hooks to get characters involved and a section for GM advice. It also has a warning this is a lethal and dangerous adventure, with advice to be ready to replace characters etc.
A rough overview of the history. The City of Tsar, which was a city of worshipers of Orcus. Eventually good nat...
Rating: [4 of 5 Stars!] |
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The Rite Review by Rite Publishing.
This product is 56 pages long and free. Cover, credits, intro and ToC take up 4 pages. I counted 17 pages of adds many of them for other Rite Publishing products but not all. Which leaves 35 pages of RPG goodness. I will list each article and how many pages it is.
Relics of Questhaven – (4 pages) It has 3 different relics, with what they do, all their powers and a nice lore section with varied DC's with more lore with each higher DC check. The Relics are basically magic items that grow in power as the PC levels. I love the idea of relics I have seen a couple of other books with items like this. But in short these are magic items you can give players at level one and they will likely hold onto them to 20th level. Written by Steven D. Russel
50 Questions: Interview of Frank Carr - ( 12 pages) This is a section of 50 questions to Frank Carr about the upcoming Heroes of the Jade Oath book and patron project. If you wanted to know anything about ...
Rating: [5 of 5 Stars!] |
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![[PFRPG] The Genius Guide to the War Master [PFRPG] The Genius Guide to the War Master](images/97/78828.jpg) |
In my experience, battles in Pathfinder tend to be somewhat chaotic. I don’t mean that in terms of mechanics or organization, but rather that most fights are, from an in-game point of view, brawls. Everyone moves off into little groups which proceed to whack (or blast) each other until someone falls down, at which point the victor goes to whack someone else. There’s nothing wrong with that, but it’s devoid of any particularly intricate tactics, to say nothing of teamwork (can you remember the last time someone aided another in combat?). Worse, a lot of classes with buffing abilities tend to have them at the expense of doing something cool – no one in my group wants to be a bard, for example, because who wants to spend every round just using bardic music?
The aptly-named Super Geniuses’ answer to this is found in The Genius Guide to the War Master, for the Pathfinder RPG. This new base class is a full-BAB class with tactically-focused options that benefit the entire party in various ...
Rating: [5 of 5 Stars!] |
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Feats 101 by Rite Publishing. I was given this product for the purposes of this review. I have not yet played using these feats my review is based on reading the feats and checking a few against existing PFRPG feats.
This product is 30 pages long. Cover, credits and ToC take up 3 pages. While OGL and back cover take up 2 pages.
It introduces 4 new types of feats. The first page is a intro and explaining this 4 new types of feats.
Combat Maneuver feats - These are feats designed to work with the new pathfinder mechanic in the combat maneuvers.
Bonded Feats – These are feats for those with animal companions, familiars, etc.
Talent Feats – These are special inborn feats that can only be taken at level one.
Spell-Touched Feats – These are feats one can take after having been exposed to a certain spell.
It of course has plenty of feats for the current types of feats in PFRPG. Needless to say there is 101 new feats.
The next 5 pages is a very nicely laid out chart that list e...
Rating: [4 of 5 Stars!] |
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Evocative City Sites Lorn's Entrepot (Abandoned Warehouse) by Rite Publishing. I was given this product for the purposes of this review. This product is 47 pages long. Cover, Credits, two pages of maps is the first 4 pages. OGL, 1 add page and back cover is 3 more pages. 32 pages is taken up by blown up sections of the map ready to print to be used as a miniatures map with built in grid. The next two pages is a IC account of the warehouse and two of the NPC's. The final 6 pages are taken up by NPC stat blocks and information of the 3 NPC's at the location. With the last half page of the NPC section take up with a magic item and 3 new feats. (least I believe the feats are new).
Closing thoughts, this is basically just a location one can drop into your existing game as a diversion for the PC's. The NPC's are well done, the IC intro was a nice touch and like all Rite publishing stuff the lay out and quality is top notch. But... it just felt like something was missing. There really isn'...
Rating: [3 of 5 Stars!] |
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A fantastic adaptation of the great Barbarians of Lemuria system to post-apocalypse settings. Other reviewers have gone fairly in-depth already, but I want to add that this book can easily be used to do almost any science fiction genre out there. Since it covers such a wide range of PA possibilities, it includes rules for aliens, robots, high-tech weapons and armor, cybernetics, vehicles (including, yes, spaceships). It is far more versatile than the title implies.
If you like BoL, this book is a must-have in my opinion....
Rating: [5 of 5 Stars!] |
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Please note that this is an updated review based on the current updated version of "Hammerax - The Ancient World" with an improved layout. This layout change was made to resolve a title font legibility concern I had raised in my original review which is no longer available since it no longer reflects the currently available version of this product. It is also worth mentioning that any publisher who is this responsive to customer feedback is sure to keep me as a loyal customer.
Now onto the review...
"Hammerax - The Ancient World" is another excellent product from the folks at Greywood Publishing. This is a complete roleplaying game powered by Greywood's excellent QUERP game engine paired with a classic fantasy world setting that covers all of the bases for a long campaign. At around 175 pages it is almost three times the size of the original QUERP rulebook and those extra pages are filled with lots of fantasy goodness. After a generic introductory chapter we are thrust into a len...
Rating: [5 of 5 Stars!] |
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There’s a lot of talk these days about e-publishing and (depending on who's talking) it represents either a brave new world or the end of civilisation as we know it. Personally, I think there are amazing opportunities once the business and format decisions are sorted, and everyone starts concentrating on the creative potential.
That's why I so enjoyed Queen of Crows, designed and written by author Monica Valentinelli in collaboration with illustrator Leanne Buckley and editor Shari Hill. Published by Flames Rising, it's currently available in pdf format, and provides a tantalising glimpse of what e-books might be, once they grow out of being simple digital clones of print books.
The central item in this gorgeously designed digital product is the short story “Queen of Crows”. But that’s just the beginning.If “Queen of Crows” is the main dish, the related fragments provide us with a perfect, sumptuous feast of complementary tastes. Short stories nearly always leave us with unanswer...
Rating: [4 of 5 Stars!] |
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There's some great stuff in here, especially if you're interested in Freedom City's own Silver Age (waves hand), but as a huge fan of the era, I was deeply disappointed in two things: 1) there's a difference between "tongue in cheek" and "snide," and 2) it's all well and good to be a Bronze Age fan, but in a book titled "Silver Age," a reader should not find the titular era bashed in favor of its successor period. Put the two together and...well, it's not pretty.
I was really looking forward to the M&M take on the Silver Age and wanted to love this book, but in the end, it was a really mixed bag. Great for Bronze Age fans and anyone looking to play Freedom City in the time period (time travelers included), but as a full-on Silver Age sourcebook, it's a disappointment, especially for a line that's been as consistently awesome as M&M....
Rating: [3 of 5 Stars!] |
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I ran this quickstart adventure at a local gaming meetup with a varied group. Some had never role-played before. Others had role-played but had never played a horror game before. Others still had role-played, had never played a horror game before, and really disliked White Wolf games. (Why they decided to come play Geist with me I have no idea. Sometimes gamers are just weird, you know?)
Anyway, by the end of the afternoon, everyone was very enthused about the game, including those that didn't like White Wolf games!
In Geist, the players portray people who have died and been brought back to life by an unholy pact with a powerful and alien ghost called a Geist. This Geist has a particular resonance with types of problems/issues/deaths, depending on how it (and the player character) died. As a result, the characters are drawn into ghostly affairs and compelled to resolve them if they want to continue living. They also have issues with respect to how they are treating their "second ...
Rating: [4 of 5 Stars!] |
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