3PP Archive

  • Everyman Minis: Microsized Monsters This Everyman Mini clocks in at 11 pages, 1 page front cover, 1 page editorial, 5 pages of SRD, leaving us with 4 pages of content, so let’s take a look!   Now, just to spell that out explicitly: This supplement obviously makes use of Everyman Gaming’s Microsized Adventures.  This phenomenal supplement made my Top Ten list for a reason and is one of the truly beloved components in my GM-arsenal.   This supplement, then, presents three creatures that allow a GM to temporarily microsize the PCs without requiring much set-up. The pdf does warn that application of the Microsize rules can make e.g. a housecat or a budgie a lethal threat to the PCs and […]

    Everyman Minis: Microsized Monsters

    Everyman Minis: Microsized Monsters This Everyman Mini clocks in at 11 pages, 1 page front cover, 1 page editorial, 5 pages of SRD, leaving us with 4 pages of content, so let’s take a look!   Now, just to spell that out explicitly: This supplement obviously makes use of Everyman Gaming’s Microsized Adventures.  This phenomenal supplement made my Top Ten list for a reason and is one of the truly beloved components in my GM-arsenal.   This supplement, then, presents three creatures that allow a GM to temporarily microsize the PCs without requiring much set-up. The pdf does warn that application of the Microsize rules can make e.g. a housecat or a budgie a lethal threat to the PCs and […]

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  • Everyman Minis: Lost Children This Everyman Mini clocks in at 8 pages, 1 page front cover, 1 page editorial, 3 pages of SRD, leaving us with 3 pages of content, so let’s take a look!   Somewhere between the Plane of Dreams, the Shadow Plane and our mortal realms, there lies a place that we all can remember from our childhoods: The realm beyond the streets, beyond the bed, beyond the walls of the closet – the Underverse, a place where nature is not fixed, a place that can be equal parts Neverland or Nightmare realm. Time is erratic, and entryways and exits are ephemeral. Whether you visit UnLunDun or one of the aforementioned places – they all potentially fit […]

    Everyman Minis: Lost Children

    Everyman Minis: Lost Children This Everyman Mini clocks in at 8 pages, 1 page front cover, 1 page editorial, 3 pages of SRD, leaving us with 3 pages of content, so let’s take a look!   Somewhere between the Plane of Dreams, the Shadow Plane and our mortal realms, there lies a place that we all can remember from our childhoods: The realm beyond the streets, beyond the bed, beyond the walls of the closet – the Underverse, a place where nature is not fixed, a place that can be equal parts Neverland or Nightmare realm. Time is erratic, and entryways and exits are ephemeral. Whether you visit UnLunDun or one of the aforementioned places – they all potentially fit […]

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  • Advent of the Avalanche Lords (DCC) This holiday adventure for DCC clocks in at 30 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 26, though these have been laid out in booklet-size (6’’ by 9’’/A5) in size, meaning that you can fit up to 4 pages on a given sheet of paper, should you choose to do so.   This review was part of a request by one of my patreon supporters, to be undertaken at my convenience.   Okay, while this IS a module with a strong Christmas-vibe, it also is an adventure that isn’t necessarily for kids – instead, picture this adventure as a scenario that embraces the […]

    Advent of the Avalanche Lords (DCC)

    Advent of the Avalanche Lords (DCC) This holiday adventure for DCC clocks in at 30 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 26, though these have been laid out in booklet-size (6’’ by 9’’/A5) in size, meaning that you can fit up to 4 pages on a given sheet of paper, should you choose to do so.   This review was part of a request by one of my patreon supporters, to be undertaken at my convenience.   Okay, while this IS a module with a strong Christmas-vibe, it also is an adventure that isn’t necessarily for kids – instead, picture this adventure as a scenario that embraces the […]

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  • Everyman Minis: Catfolk Options This Everyman Mini clocks in at 9 pages, 1 page front cover, 1 page editorial, 4 pages of SRD, leaving us with 3 pages of content, so let’s take a look!   On the first page, we get a brief catfolk gazetteer: The race as a whole is dubbed Mauyujraa, which is then further differentiated between subspecies – it’s a small bit, but the presence of a bit of lore here helps contextualize them in a cool way.   The pdf contains a total of 4 new feats: Graceful Fall lets catfolk fall any distance, taking the minimum amount of falling damage, and allowing for Acrobatics to reduce falling distance. 5 ranks and Dex 13+ mean […]

    Everyman Minis: Catfolk Options

    Everyman Minis: Catfolk Options This Everyman Mini clocks in at 9 pages, 1 page front cover, 1 page editorial, 4 pages of SRD, leaving us with 3 pages of content, so let’s take a look!   On the first page, we get a brief catfolk gazetteer: The race as a whole is dubbed Mauyujraa, which is then further differentiated between subspecies – it’s a small bit, but the presence of a bit of lore here helps contextualize them in a cool way.   The pdf contains a total of 4 new feats: Graceful Fall lets catfolk fall any distance, taking the minimum amount of falling damage, and allowing for Acrobatics to reduce falling distance. 5 ranks and Dex 13+ mean […]

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  • Everyman Minis: Eidolon Knight This Everyman Mini clocks in at 7 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 3 pages of content, so let’s take a look!   After we briefly discuss the morality of riding an eidolon, as the unchained summoner was kinda prohibited from getting a mount eidolon, at least pre-Ultimate Wilderness, due to mount as an evolution being relegated to non-good subtypes only. I wholeheartedly subscribe to the notion expressed here, that riding an eidolon is not disrespectful or demeaning.   But we’re not here to talk philosophy, we’re here to check out the eidolon knight archetype for the unchained summoner. These guys get proficiency in simple and martial […]

    Everyman Minis: Eidolon Knight

    Everyman Minis: Eidolon Knight This Everyman Mini clocks in at 7 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 3 pages of content, so let’s take a look!   After we briefly discuss the morality of riding an eidolon, as the unchained summoner was kinda prohibited from getting a mount eidolon, at least pre-Ultimate Wilderness, due to mount as an evolution being relegated to non-good subtypes only. I wholeheartedly subscribe to the notion expressed here, that riding an eidolon is not disrespectful or demeaning.   But we’re not here to talk philosophy, we’re here to check out the eidolon knight archetype for the unchained summoner. These guys get proficiency in simple and martial […]

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  • 5E Holiday Mini-Dungeon Bundle (5e) All right, so I’m going to deviate slightly from my usual approach, since this is a collection of Mini-Dungeons, and I’ll be extracting the relevant sections for the individual adventure reviews. At this point, I think you’re all familiar with how mini-dungeons work, but for completion’s sake:   They are basically cards of two pages (in rare cases more) that depict a scenario on a single sheet of paper, and the respective adventure features a full-color map. Rules-relevant aspects generally are hyperlinked to, and these, for the most part, have no room for read-aloud text. An important deviation from standard mini-dungeons would be that the holiday mini-dungeons are all super-sized, i.e. they cover 4 pages […]

    5E Holiday Mini-Dungeon Bundle (5e)

    5E Holiday Mini-Dungeon Bundle (5e) All right, so I’m going to deviate slightly from my usual approach, since this is a collection of Mini-Dungeons, and I’ll be extracting the relevant sections for the individual adventure reviews. At this point, I think you’re all familiar with how mini-dungeons work, but for completion’s sake:   They are basically cards of two pages (in rare cases more) that depict a scenario on a single sheet of paper, and the respective adventure features a full-color map. Rules-relevant aspects generally are hyperlinked to, and these, for the most part, have no room for read-aloud text. An important deviation from standard mini-dungeons would be that the holiday mini-dungeons are all super-sized, i.e. they cover 4 pages […]

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  • PF Holiday Mini-Dungeon Bundle All right, so I’m going to deviate slightly from my usual approach, since this is a collection of Mini-Dungeons, and I’ll be extracting the relevant sections for the individual adventure reviews. At this point, I think you’re all familiar with how mini-dungeons work, but for completion’s sake:   They are basically cards of two pages (in rare cases more) that depict a scenario on a single sheet of paper, and the respective adventure features a full-color map. Rules-relevant aspects generally are hyperlinked to, and these, for the most part, have no room for read-aloud text. An important deviation from standard mini-dungeons would be that the holiday mini-dungeons are all super-sized, i.e. they cover 4 pages instead […]

    PF Holiday Mini-Dungeon Bundle

    PF Holiday Mini-Dungeon Bundle All right, so I’m going to deviate slightly from my usual approach, since this is a collection of Mini-Dungeons, and I’ll be extracting the relevant sections for the individual adventure reviews. At this point, I think you’re all familiar with how mini-dungeons work, but for completion’s sake:   They are basically cards of two pages (in rare cases more) that depict a scenario on a single sheet of paper, and the respective adventure features a full-color map. Rules-relevant aspects generally are hyperlinked to, and these, for the most part, have no room for read-aloud text. An important deviation from standard mini-dungeons would be that the holiday mini-dungeons are all super-sized, i.e. they cover 4 pages instead […]

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  • Everyman Minis: Dynastic Armory This Everyman Mini clocks in at 11 pages, 1 page front cover, 1 page editorial, 1 page advertisement, 4.5 pages of SRD, leaving us with 3.5 pages of content, so let’s take a look!   After a brief discussion of the dynastic races (i.e. the races covered in amazing detail in the Dynastic Races Compendium), the pdf kicks off with the engraved special weapon property, which is the equivalent of a +1 bonus and allows a character with Scribe Scroll to scribe scrolls into the weapon at 25% increased cost. A wielder who has identified the spell engraved may use it when wielding the weapon as though it were a scroll. The total number of spell […]

    Everyman Minis: Dynastic Armory

    Everyman Minis: Dynastic Armory This Everyman Mini clocks in at 11 pages, 1 page front cover, 1 page editorial, 1 page advertisement, 4.5 pages of SRD, leaving us with 3.5 pages of content, so let’s take a look!   After a brief discussion of the dynastic races (i.e. the races covered in amazing detail in the Dynastic Races Compendium), the pdf kicks off with the engraved special weapon property, which is the equivalent of a +1 bonus and allows a character with Scribe Scroll to scribe scrolls into the weapon at 25% increased cost. A wielder who has identified the spell engraved may use it when wielding the weapon as though it were a scroll. The total number of spell […]

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  • Everyman Minis: Unchained Ninja Options This Everyman Mini clocks in at 8 pages, 1 page front cover, 1 page editorial, 3 pages of SRD, leaving us with 3 pages of content, so let’s take a look!   On the introductory page, we have a new feat available for both the standard and the unchained ninja: Without a Trace. This feat requires the no trace class feature, and does something that stealth-based classes like rogue et al. should have as class features, namely the option to use Stealth to avoid automatic detection due to blindsight etc., and the feat as such is pretty damn cool.   The pdf then proceeds to present 8 different ninja tricks: Conditioning nets a +2 competence […]

    Everyman Minis: Unchained Ninja Options

    Everyman Minis: Unchained Ninja Options This Everyman Mini clocks in at 8 pages, 1 page front cover, 1 page editorial, 3 pages of SRD, leaving us with 3 pages of content, so let’s take a look!   On the introductory page, we have a new feat available for both the standard and the unchained ninja: Without a Trace. This feat requires the no trace class feature, and does something that stealth-based classes like rogue et al. should have as class features, namely the option to use Stealth to avoid automatic detection due to blindsight etc., and the feat as such is pretty damn cool.   The pdf then proceeds to present 8 different ninja tricks: Conditioning nets a +2 competence […]

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  • The Old God’s Return (DCC) The first holiday adventure for DCC clocks in at 22 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 18 pages. These are laid out in 6’’ by 9’’ (A5), making this a booklet, rather than a regularly-sized DCC-module.   This review was requested by a supporter of my patreon, to be undertaken at my convenience.   This module is intended for level 1 characters, and can be completed in a single session, making it suitable for e.g. oneshots or convention-style gaming. As far as DCC is concerned, it is a challenging module, but does not rank among the most difficult ones. Character death is a […]

    The Old God’s Return (DCC)

    The Old God’s Return (DCC) The first holiday adventure for DCC clocks in at 22 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 18 pages. These are laid out in 6’’ by 9’’ (A5), making this a booklet, rather than a regularly-sized DCC-module.   This review was requested by a supporter of my patreon, to be undertaken at my convenience.   This module is intended for level 1 characters, and can be completed in a single session, making it suitable for e.g. oneshots or convention-style gaming. As far as DCC is concerned, it is a challenging module, but does not rank among the most difficult ones. Character death is a […]

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  • Everyman Minis: Unchained Fighter Archetypes This Everyman Mini clocks in at 9 pages, 1 page front cover, 1 page editorial,  4 pages of SRD, leaving us with 3 pages of content, so let’s take a look!   In case you were wondering, this obviously builds upon Everyman Gaming’s unchained fighter from the supplement of the same name. The first page recaps the advanced armor and weapon training options from said pdf, as well as the fighter training component. This makes that particular page an excellent sales-pitch, in case you were wondering. I assume familiarity with the unchained fighter in my review.   The first archetype would be the Charming Champion (who has a superfluous “s” after “archetype”), who alters class […]

    Everyman Minis: Unchained Fighter Archetypes

    Everyman Minis: Unchained Fighter Archetypes This Everyman Mini clocks in at 9 pages, 1 page front cover, 1 page editorial,  4 pages of SRD, leaving us with 3 pages of content, so let’s take a look!   In case you were wondering, this obviously builds upon Everyman Gaming’s unchained fighter from the supplement of the same name. The first page recaps the advanced armor and weapon training options from said pdf, as well as the fighter training component. This makes that particular page an excellent sales-pitch, in case you were wondering. I assume familiarity with the unchained fighter in my review.   The first archetype would be the Charming Champion (who has a superfluous “s” after “archetype”), who alters class […]

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  • Everyman Minis: Superior Alchemical Items This Everyman Mini clocks in at 7 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, leaving us with 3 pages of content, so let’s take a look!   Alchemical items, much to my chagrin, are relegated in usefulness mostly to low levels – at least in PF1. This is one aspect I very much prefer in Pathfinder Playtest, but that’s another can of worms. The pdf remarks that an item that would be fair for 5th level might very much be utterly OP at 1st – as such, the pdf handles the issue by introducing proficiency. This value denotes the minimum number of skill ranks needed to use the […]

    Everyman Minis: Superior Alchemical Items

    Everyman Minis: Superior Alchemical Items This Everyman Mini clocks in at 7 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, leaving us with 3 pages of content, so let’s take a look!   Alchemical items, much to my chagrin, are relegated in usefulness mostly to low levels – at least in PF1. This is one aspect I very much prefer in Pathfinder Playtest, but that’s another can of worms. The pdf remarks that an item that would be fair for 5th level might very much be utterly OP at 1st – as such, the pdf handles the issue by introducing proficiency. This value denotes the minimum number of skill ranks needed to use the […]

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  • The Genius Guide to the Opportunist This hybrid class clocks in at 15 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, leaving us with 11 pages of content, so let’s take a look!   The opportunist is a hybrid class of barbarian and rogue, which, chassis-wise, gets d10 HD, 4 + Int skills per level, proficiency in simple and martial weapons, an exotic weapon, as well as light armor and light shields, full BAB-progression and good Fort- and Ref-saves. At first level, the class gets the key feature opportunistic attack, which, at this level, is +1d4 damage with AoOs and while flanking, and increases by +1d4 at every 2 opportunist levels thereafter. This bonus […]

    The Genius Guide to the Opportunist

    The Genius Guide to the Opportunist This hybrid class clocks in at 15 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, leaving us with 11 pages of content, so let’s take a look!   The opportunist is a hybrid class of barbarian and rogue, which, chassis-wise, gets d10 HD, 4 + Int skills per level, proficiency in simple and martial weapons, an exotic weapon, as well as light armor and light shields, full BAB-progression and good Fort- and Ref-saves. At first level, the class gets the key feature opportunistic attack, which, at this level, is +1d4 damage with AoOs and while flanking, and increases by +1d4 at every 2 opportunist levels thereafter. This bonus […]

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  • Advanced Adventures: The Verdant Vault of Malakum (OSR) This installment of the Advanced Adventures-series clocks in at only 9 pages, 1 page front/back cover, 1 page editorial/ToC, ½ a page of SRD, leaving us with 6.5 pages of content, so let’s take a look.   This review was moved up in my reviewing queue at the request of my patreons.   As always, this Advanced Adventures-module uses the OSRIC rule-set, but can be theoretically converted easily to other rule-sets. The adventure is designated as suitable for levels 8 – 10 and works best with a well-rounded party and…*Pffff* *BUAHAHAHA* … …I can’t do that. I just can’t. The Verdant Vault of Malakum’s brevity is a plus. No, I am not […]

    Advanced Adventures: The Verdant Vault of Malakum (OSR)

    Advanced Adventures: The Verdant Vault of Malakum (OSR) This installment of the Advanced Adventures-series clocks in at only 9 pages, 1 page front/back cover, 1 page editorial/ToC, ½ a page of SRD, leaving us with 6.5 pages of content, so let’s take a look.   This review was moved up in my reviewing queue at the request of my patreons.   As always, this Advanced Adventures-module uses the OSRIC rule-set, but can be theoretically converted easily to other rule-sets. The adventure is designated as suitable for levels 8 – 10 and works best with a well-rounded party and…*Pffff* *BUAHAHAHA* … …I can’t do that. I just can’t. The Verdant Vault of Malakum’s brevity is a plus. No, I am not […]

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  • Languard Locations: Fishshambles This installment of the Languard Locations-series clocks in at 13 pages, 1 page front cover, 2 pages of advertisement, 1 page editorial/ToC, 1 page SRD, 1 page back cover. It should also be noted that some nice author bio sections are provided – kudos for including these! The net content remaining would be 6 pages, so let’s take a look!   And you thought the shambles were bad. North of Cheap street, right next to the water front of Languard, there sprawls the reeking, tangled labyrinth known as fishshambles. A rickety network of jetties and tottering, desolate warehouses are used for purposes that are often, if not mostly, illicit and dangerous. While a relatively small section of […]

    Languard Locations: Fishshambles

    Languard Locations: Fishshambles This installment of the Languard Locations-series clocks in at 13 pages, 1 page front cover, 2 pages of advertisement, 1 page editorial/ToC, 1 page SRD, 1 page back cover. It should also be noted that some nice author bio sections are provided – kudos for including these! The net content remaining would be 6 pages, so let’s take a look!   And you thought the shambles were bad. North of Cheap street, right next to the water front of Languard, there sprawls the reeking, tangled labyrinth known as fishshambles. A rickety network of jetties and tottering, desolate warehouses are used for purposes that are often, if not mostly, illicit and dangerous. While a relatively small section of […]

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  • Languard Locations: Fishshambles (5e) This installment of the Languard Locations-series clocks in at 13 pages, 1 page front cover, 2 pages of advertisement, 1 page editorial/ToC, 1 page SRD, 1 page back cover. It should also be noted that some nice author bio sections are provided – kudos for including these! The net content remaining would be 6 pages, so let’s take a look!   And you thought the shambles were bad. North of Cheap street, right next to the water front of Languard, there sprawls the reeking, tangled labyrinth known as fishshambles. A rickety network of jetties and tottering, desolate warehouses are used for purposes that are often, if not mostly, illicit and dangerous. While a relatively small section […]

    Languard Locations: Fishshambles (5e)

    Languard Locations: Fishshambles (5e) This installment of the Languard Locations-series clocks in at 13 pages, 1 page front cover, 2 pages of advertisement, 1 page editorial/ToC, 1 page SRD, 1 page back cover. It should also be noted that some nice author bio sections are provided – kudos for including these! The net content remaining would be 6 pages, so let’s take a look!   And you thought the shambles were bad. North of Cheap street, right next to the water front of Languard, there sprawls the reeking, tangled labyrinth known as fishshambles. A rickety network of jetties and tottering, desolate warehouses are used for purposes that are often, if not mostly, illicit and dangerous. While a relatively small section […]

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  • Everyman Minis: Mystery of Music This Everyman Mini clocks in at 7 pages, 1 page front cover, 1 page editorial, 3 pages of SRD, leaving us with 2 pages of content, so let’s take a look! On the introductory page, we get a new spell, hymn of peace, which clocks in at level 6 for bard, 7 for cleric/oracle. This is basically a 40 ft. burst cantered on you that prevents targets from taking hostile actions unless they succeed a Will save. The mystery (which is erroneously referred to as “symphony” mystery in the introductory paragraph nets Bluff, Knowledge (history) and Perform as class skills. The bonus spells granted range from solid note to disrupt silence, magnifying chime et al, […]

    Everyman Minis: Mystery of Music

    Everyman Minis: Mystery of Music This Everyman Mini clocks in at 7 pages, 1 page front cover, 1 page editorial, 3 pages of SRD, leaving us with 2 pages of content, so let’s take a look! On the introductory page, we get a new spell, hymn of peace, which clocks in at level 6 for bard, 7 for cleric/oracle. This is basically a 40 ft. burst cantered on you that prevents targets from taking hostile actions unless they succeed a Will save. The mystery (which is erroneously referred to as “symphony” mystery in the introductory paragraph nets Bluff, Knowledge (history) and Perform as class skills. The bonus spells granted range from solid note to disrupt silence, magnifying chime et al, […]

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  • Goodman Games Gen Con 2014 Program Book (DCC/COC/MA) This program book clocks in at a massive 100 pages, 1 page front cover, 1 page editorial/ToC, 1 page autograph page, 1 page back cover, leaving us with 96 pages, so let’s take a look!   This review was requested by one of my patreons, to be undertaken at your convenience.   On the inside of the front cover, we’ll get the Gen Con luck chart, which has been modified for this year – overlaps are there, but yeah. Since Gen Con 2014’s over, this probably won’t be a factor to decide whether you get this.   Now, the first major section of the booklet is an “Age of Cthulhu” scenario, “Transatlantic […]

    Goodman Games Gen Con 2014 Program Book (DCC/COC/MA)

    Goodman Games Gen Con 2014 Program Book (DCC/COC/MA) This program book clocks in at a massive 100 pages, 1 page front cover, 1 page editorial/ToC, 1 page autograph page, 1 page back cover, leaving us with 96 pages, so let’s take a look!   This review was requested by one of my patreons, to be undertaken at your convenience.   On the inside of the front cover, we’ll get the Gen Con luck chart, which has been modified for this year – overlaps are there, but yeah. Since Gen Con 2014’s over, this probably won’t be a factor to decide whether you get this.   Now, the first major section of the booklet is an “Age of Cthulhu” scenario, “Transatlantic […]

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  • The Emerald Enchanter (DCC) This adventure clocks in at 28 pages, 1 page front cover, 1 page editorial, 1 page advertisement, 1 page back cover, leaving us with 24 pages of content, so let’s take a look!   This review was requested by one of my patreons, to be undertaken at my convenience.   All righty, first things first: This review is based on the 2nd printing that features a bonus scenario. I will analyze that as well. The adventure is intended for 2nd level characters, and the presence of spellcasters is recommended, as there are some scenes where items may be activated via spell checks. If you happen to have no spellcasters, DCC’s rules still allow for spell checks […]

    The Emerald Enchanter (DCC)

    The Emerald Enchanter (DCC) This adventure clocks in at 28 pages, 1 page front cover, 1 page editorial, 1 page advertisement, 1 page back cover, leaving us with 24 pages of content, so let’s take a look!   This review was requested by one of my patreons, to be undertaken at my convenience.   All righty, first things first: This review is based on the 2nd printing that features a bonus scenario. I will analyze that as well. The adventure is intended for 2nd level characters, and the presence of spellcasters is recommended, as there are some scenes where items may be activated via spell checks. If you happen to have no spellcasters, DCC’s rules still allow for spell checks […]

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  • Star Log.Deluxe – Armored Solarian Options (SFRPG) This extended Star Log clocks in at 9 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 5 pages of content, so let’s take a look!   Okay, so this pdf introduces a new item type that should have been in the core book. Know how the solarian weapon is kinda more interesting than the armor? Well, this pdf allows you to customize solarian armor akin to what you do with weapons, via solarian armor crystals. These are hybrid items that can be palced in the solar mote as a standard action. While thus equipped, the crystal provides the AC bonus and attunement benefit when the mote […]

    Star Log.Deluxe – Armored Solarian Options (SFRPG)

    Star Log.Deluxe – Armored Solarian Options (SFRPG) This extended Star Log clocks in at 9 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 5 pages of content, so let’s take a look!   Okay, so this pdf introduces a new item type that should have been in the core book. Know how the solarian weapon is kinda more interesting than the armor? Well, this pdf allows you to customize solarian armor akin to what you do with weapons, via solarian armor crystals. These are hybrid items that can be palced in the solar mote as a standard action. While thus equipped, the crystal provides the AC bonus and attunement benefit when the mote […]

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  • The Genius Guide to Vampire Magic This little supplement clocks in at 7 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, leaving us with 3 pages of content, so let’s take a look!   This supplement begins with 9 different magic items for vampires: Biteless bite is a glass bottle that contains liquid distilled from vampire blood, which nets a +4 bonus to Dex and Str, darkvision, and blood drain, but also a vampires susceptibility to holy symbols, which may hold the characters at bay, and they are dazzled and sickened by direct sunlight. However, after 24 hours, blood thirst kicks in, requiring a save – the DC increases by +2 for every 24 […]

    The Genius Guide to Vampire Magic

    The Genius Guide to Vampire Magic This little supplement clocks in at 7 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement, leaving us with 3 pages of content, so let’s take a look!   This supplement begins with 9 different magic items for vampires: Biteless bite is a glass bottle that contains liquid distilled from vampire blood, which nets a +4 bonus to Dex and Str, darkvision, and blood drain, but also a vampires susceptibility to holy symbols, which may hold the characters at bay, and they are dazzled and sickened by direct sunlight. However, after 24 hours, blood thirst kicks in, requiring a save – the DC increases by +2 for every 24 […]

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  • Advanced Skill Guide (SFRPG) This massive supplement clocks in at 151 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial, 1 page ToC, 4 pages of handy index, 1 page KS-thanks, 1 page SRD, 1 page advertisement, leaving us with 140 pages of content, so let’s take a look!   This review was moved up in my reviewing queue as a prioritized review at the request of my patreons. …who am I kidding, I’d have moved this one up in my queue, even if it hadn’t been for that request.   Why? Because this is the book that translates easily my favorite PFRPG-crunch book EVER to SFRPG. I am, of course, talking about the winner […]

    Advanced Skill Guide (SFRPG)

    Advanced Skill Guide (SFRPG) This massive supplement clocks in at 151 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial, 1 page ToC, 4 pages of handy index, 1 page KS-thanks, 1 page SRD, 1 page advertisement, leaving us with 140 pages of content, so let’s take a look!   This review was moved up in my reviewing queue as a prioritized review at the request of my patreons. …who am I kidding, I’d have moved this one up in my queue, even if it hadn’t been for that request.   Why? Because this is the book that translates easily my favorite PFRPG-crunch book EVER to SFRPG. I am, of course, talking about the winner […]

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  • A Night at the Golden Duck (OSR) And now for something completely different! This little ‘zine can, per the writing of this review, only be purchased in print and, at first glance, seems to be 7 pages long – however, this supplement can be unfolded into a massive poster that is littered with the maps of the place featured, with adventure hooks, and stats – The stats note AC (ascending), HP, attacks + damage and brief special features like “climbs easily.” Skills are noted as “X in 6.” Thus, as far as rules are concerned, this pretty much can be considered to be easy to implement in most games. No level-range is provided, though I’d situate this somewhere along the […]

    A Night at the Golden Duck (OSR)

    A Night at the Golden Duck (OSR) And now for something completely different! This little ‘zine can, per the writing of this review, only be purchased in print and, at first glance, seems to be 7 pages long – however, this supplement can be unfolded into a massive poster that is littered with the maps of the place featured, with adventure hooks, and stats – The stats note AC (ascending), HP, attacks + damage and brief special features like “climbs easily.” Skills are noted as “X in 6.” Thus, as far as rules are concerned, this pretty much can be considered to be easy to implement in most games. No level-range is provided, though I’d situate this somewhere along the […]

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  • The Haunted Dive (SFRPG) This adventure clocks in at 91 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page introduction, 1 page SRD, 1 page back cover, leaving us with 85 pages of content, so let’s take a look!   Okay, so first thing you should know, is that this module uses the rules from the Starship, Stations and Salvage Guide. It has a ton of supplemental rules included, but does not reproduce these. It is possible to run the adventure without owning said book, just to make that clear. The module spends a lot of pages on rules, so let’s take a look at them first:   The supplement comes with 3 new expansion bays, […]

    The Haunted Dive (SFRPG)

    The Haunted Dive (SFRPG) This adventure clocks in at 91 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page introduction, 1 page SRD, 1 page back cover, leaving us with 85 pages of content, so let’s take a look!   Okay, so first thing you should know, is that this module uses the rules from the Starship, Stations and Salvage Guide. It has a ton of supplemental rules included, but does not reproduce these. It is possible to run the adventure without owning said book, just to make that clear. The module spends a lot of pages on rules, so let’s take a look at them first:   The supplement comes with 3 new expansion bays, […]

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  • Remedial Tinkering: Artificial Intelligence This expansion for the Tinker class clocks in at 6 pages, 1 page front cover, 1 page SRD, leaving us with 4 pages of content, so let’s take a look!   First things first – the expansion does not necessarily require any other tinker expansion to work, and for a reason: It is, in a way, the expansion that focuses most on providing lower level tools, though the content does remain very much relevant at higher levels. As such, the only expansion that has a bit of overlap here would be Happy Little Automatons, which is fyi a really nice one.   This notwithstanding, the pdf does properly explain the different invention subtypes introduced so far […]

    Remedial Tinkering: Artificial Intelligence

    Remedial Tinkering: Artificial Intelligence This expansion for the Tinker class clocks in at 6 pages, 1 page front cover, 1 page SRD, leaving us with 4 pages of content, so let’s take a look!   First things first – the expansion does not necessarily require any other tinker expansion to work, and for a reason: It is, in a way, the expansion that focuses most on providing lower level tools, though the content does remain very much relevant at higher levels. As such, the only expansion that has a bit of overlap here would be Happy Little Automatons, which is fyi a really nice one.   This notwithstanding, the pdf does properly explain the different invention subtypes introduced so far […]

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  • Metafeats: Embracing the Fourth Wall This pdf clocks in at 5 pages, 1 page front cover, 1 page editorial/SRD, leaving us with 3 pages of content, so let’s take a look!   Okay, so first things first: Metafeats are NOT gained by the characters. They are gained by the players. The pdf suggests to award one per 5 sessions of game, which is a bit problematic; more detailed guidelines for different character XP-progressions and playstyles would have been neat to see. These feats, as they’re held by players and not PCs, transcend characters. The metafeats are as follows:   -But I LIKED my Character…: Basically gives you an extra life. Can be used once; but you may take it again. […]

    Metafeats: Embracing the Fourth Wall

    Metafeats: Embracing the Fourth Wall This pdf clocks in at 5 pages, 1 page front cover, 1 page editorial/SRD, leaving us with 3 pages of content, so let’s take a look!   Okay, so first things first: Metafeats are NOT gained by the characters. They are gained by the players. The pdf suggests to award one per 5 sessions of game, which is a bit problematic; more detailed guidelines for different character XP-progressions and playstyles would have been neat to see. These feats, as they’re held by players and not PCs, transcend characters. The metafeats are as follows:   -But I LIKED my Character…: Basically gives you an extra life. Can be used once; but you may take it again. […]

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  • The People of the Pit (DCC) This DCC-adventure clocks in at 36 (!!) pages, 1 page front cover, 1 page editorial, 1 page advertisement, 1 page back cover, leaving us with 32 pages, which are, as always for Goodman games, chock-full with content, so let’s take a look!   This review was requested by a supporter of my patreon.   This is an adventure for DCC – a classic, in fact. Most DCC-groups will have played this already. So why bother reviewing it? Well, for one, I’ve been gifted a couple of DCC adventures by one of my readers, to be reviewed at my convenience. Well, and I’m somewhat OCD. So there you go – consider this an indirectly sponsored […]

    The People of the Pit (DCC)

    The People of the Pit (DCC) This DCC-adventure clocks in at 36 (!!) pages, 1 page front cover, 1 page editorial, 1 page advertisement, 1 page back cover, leaving us with 32 pages, which are, as always for Goodman games, chock-full with content, so let’s take a look!   This review was requested by a supporter of my patreon.   This is an adventure for DCC – a classic, in fact. Most DCC-groups will have played this already. So why bother reviewing it? Well, for one, I’ve been gifted a couple of DCC adventures by one of my readers, to be reviewed at my convenience. Well, and I’m somewhat OCD. So there you go – consider this an indirectly sponsored […]

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