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The Tower of Sovergauth, DELUXE ed.
Publisher: dungeonismlab
by Andrew [Verified Purchaser]
Date Added: 03/01/2024 08:28:34

The Tower of Sovergauth is the first adventure from DungeonisM Lab, and it’s a fairly auspicious beginning.

An Old School Essentials adventure for characters level 4-7, it’s imaginative and well-designed, and a lot of fun to play. Especially if you really like to go retro and lean into those old-school D&D vibes.

Here’s the deal in a nutshell.

The vile wizard Sovergauth used his potent magic to usurp the throne of Stakbourg and destroy the kingdom. The heir to the Stakbourg throne was smuggled out at the last minute, along with the crown that is his birthright. In the years that have passed, the young prince became separated by his crown, and he needs it back if ever he is to recover Stakbourg. Enter the PCs.

It turns out the crown is in the possession of a vampire. And where does this bloodsucker live? By coincidence, in the tower that once served as home to Sovergauth. The PCs are tasked with entering this edifice and returning with the crown.

The set-up is great (if you overlook the coincidence of the unaffiliated vampire and wizard lairing in the same tower at different times) with a suitably significant goal that has the potential to kick start further adventures.

Writers Diego and Andrea Zap have crafted a very challenging, old-school with deadly traps and even deadlier. As in the days of yore, surviving is worthy of celebration. And yet the adventure isn’t unfair – cautious, careful, and thoughtful players should do just fine.

I loved the quirky moments. There is plenty of strange, magical Gygaxian elements that add a sense of wonderment to the adventure, such as unnerving eggs with a staring eye on their shells or a wall that forms a giant fist intent on squashing intruders.

Also adding interest are the new monsters, which include lave men, fire drakes, and a guardian cat that literally has nine lives and becomes more powerful with each resurrection. And the final combat against the vampire is suitably dramatic (just change the name; Hibiscus does not a terrifying vampire make).

The cover illustration immediately draws you in, while the interior (Ai) artwork is just as evocative and served the adventure well.

There are only two (connected) weaknesses to an otherwise excellent adventure. First, English is the second language of the Italian writers, and it occasionally shows. The Tower of Sovergauth is still well written – indeed there are hints that in their native tongue the duo must have a real flair for descriptive text – but there are some clunky passages. This is made worse by lengthy read-aloud box texts, which GMs will likely want to edit so as not to hinder player immersion.

The Tower of Sovervauth is a throwback to the imaginative, sometimes off-the-wall adventures that used to be made decades ago in the infancy of the hobby. Gary Gygax, I believe, would have approved.



Rating:
[3 of 5 Stars!]
The Tower of Sovergauth, DELUXE ed.
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Creator Reply:
Thanks Andrew for your review, we will indeed follow your suggestions for the next modules in preparation and for an updated version of the Tower to offer a better quality translation. In the meanwhile just reading about the Gygax inspiration in your review makes me EXTREMELY happy :) thanks again, cheers
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[Everyday Heroes] Rise of the Street Legends
Publisher: Epic Table Games
by Andrew [Verified Purchaser]
Date Added: 02/14/2024 21:03:50

Rise of the Street Legends, by Epic Table Games, is an introductory level, kung fu inspired adventure for Everyday Heroes.

It promises “thrilling cinematic action balanced with investigational intrigue”. But does it make good on the promise? Let’s find out.

Faster than you can say Bruce Lee, the characters are thrown into the action. And like a flurry of Chuck Norris blows to the face, it never lets up, fast and furious, culminating in a bloody finale.

The adventure begins when the characters find themselves brought together for a common goal – infiltrating the back-alley hide out of the notorious Rising Serpents gang as they unite to aid of a common ally. This unknowingly sets the PCs on a path to becoming champions, ‘Street Legends’, as they become embroiled deep mystery and must work together to foil a nefarious plot.

From street fights against gangsters to tense negotiations, fending off a military-style assault on a police precinct and to the pulse pounding chase through the crowds of a Chinese New Years style street festival, the characters are dragged deeper into the intrigue and the stakes inevitably grow higher. There is no – I mean no – meandering in this adventure. The only moment when characters can catch their collective breaths is the obligatory kung fu training montage, where a wizened master helps them unleash their hidden potential.

The relentless action never feels like it is just checking boxes. Rather, it moves the story forward toward the inevitable climax, in this case within the underground lair of an ancient and evil self-titled master of the martial arts. The characters must defeat him to prevent his plot from being realized. But rest assured, the fight will be tough. Indeed, the scene is masterfully staged to be tense and challenging – a Boss Fight worthy of the name.

Supporting an exciting story is amazing anime style (AI) art, great maps, and several well conceived, detailed NPCs that players will learn to love and to hate.

The setting, New Shangchester, hints at being something really interesting, with elements of kung-fu, cyberpunk, action movies, and even modern fantasy rolled into one. Sadly, its only ever hinted at as the setting is given short thrift (I’m told a setting guide may appear in the not-too-distant future).

A new subsystem involving chi points is introduced, then quickly dropped before it is fleshed out enough to be usable. Its absence doesn’t in any way impact the adventure.

The only real potential drawback to Rise of the Street Legends is its linear nature. Characters are guided from scene to scene, sometimes even to events within scenes, in the name of moving the story forward. I’m more than willing to give up some agency on occasion in the name of an epic cinematic storyline (which Rise of the Street Legends delivers in spades), but others may balk at being railroaded so heavily.

It has often been said that the worst thing an action movie can be is forgettable. Rise of the Street Legends is anything but that.



Rating:
[4 of 5 Stars!]
[Everyday Heroes] Rise of the Street Legends
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Creator Reply:
Andrew, thank you again for your glowing review. I have read it a hand full of times with absolute delight as you've been able to comment on so many of the points we tried to include. In fact I laugh out loud every time I read your line "obligatory kung fu training montage," because I explicitly remember thinking "how am I going to pull that off?" Regarding Chi, yes it was included but dropped unintentionally. It's intended use was as players build chi (earn chi), they can spend it to enhance their chances by spending it before their d20 roll to roll with advantage, or spend it after an opponents roll to force a d20 re-roll and take the lower of the two (force the opponent into disadvantage). Re reading the section, it isn't as clear as intended which makes it more ambiguous. I'm absolutely thrilled you enjoyed Rise of the Street Legends!
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Bandits of Siege Tower 5e
Publisher: Tabletop Outfitter
by Andrew [Verified Purchaser]
Date Added: 01/22/2024 21:37:40

Bandits of Siege Tower, a loose sequel to Trouble with Gnolls, has a simple premise – track down and eliminate bandits that are bedeviling the region. It’s a straightforward story without complications, perfect for a sidetrek. But its not really the story that sets this adventure apart.

What’s noteworthy here are the set-piece locations. In chasing the bandits down the PCs come upon the haunting – and haunted -ruins of a castle surrounded by near impenetrable swamp. Do the characters try to wade through the murk, fighting terrain and swampy denizens alike, or do they press on through the castle, little more than a shell, whose shadows hide a powerful evil. Pick your poison. Either avenue is tough, and either can be played for chills.

Later, the PCs come upon the lair of the bandits, a former siege tower used in the battle that saw the abovementioned castle fall. The tower has been further fortified to serve as a lair for the bandits. I’ve not seen a siege tower employed in this manner before, so major points are earned for originality. Another welcome surprise comes in the shape of the bandit leader - without giving away spoilers, its likely not what you’d expect, leading to a fun climax.

From the locations to the monsters, there is a darkness to this adventure that adds a bit of mood and atmosphere to what could have been a simple “track down and eliminate bandits” scenario.

The adventure includes a couple of new monsters and two new magic items, though one lacks relevant rules (it grants resistance to necrotic damage and advantage against being charmed – but no specifics are given).

Battlemaps are a real highlight of the adventure as they are universally excellent. Illustrations are of high-quality stock art.

Bandits of Siege Tower is extremely GM friendly, thanks to the format used. Characters have boxed text with Appearance (how an NPC looks) and Does (her actions and motivation). Important elements within the text are boldfaced. Each encounter includes handy Development notes and ends with a Transition section that helps guide GMs to the next step in the adventure. These elements make the adventure ideal for new GMs or those running a session on the fly with little or no prep time.

What the adventure doesn’t do, purposefully, is provide much depth. Encounters are barebone, a paragraph or two each, just enough to provide the pertinent details, and there is no detailed backstory.

There is nothing about Bandits of Siege Tower that feels like a big deal. But its not meant to have major ramifications. That’s not the role of a sidetrek. But if you’re short on prep time, if you’re looking for a quick and easy adventure that can be run in an evening with minimal notice, you could do far worse.



Rating:
[3 of 5 Stars!]
Bandits of Siege Tower 5e
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[5e Horror] Echos of Vaerock
Publisher: Epic Table Games
by Andrew [Verified Purchaser]
Date Added: 01/13/2024 17:46:34

Echoes of Vaerock is a horror-themed adventure of rather epic proportions for 5e. Moody, dark, and oppressive, it isolates characters and leaves them feeling truly threatened as they confront unknown, impossible horrors. There are obvious echoes of Ravenloft, and for me that’s a very good thing indeed.

Though nowhere does it clearly say so, the adventure is designed for upper 2nd tier or third tier characters (ideally levels 10-14).

The cursed town of Vaerock, shrouded by a menacing mist, is cursed by the malevolent influence of a demon lord. The characters find themselves in the tragic town, trapped by the mist that plays on their minds and warps creatures into foul monsters. To leave, and save Vaerock from perpetual twilight, they must unravel a conspiracy and defeat a demon lord.

The story takes place over the course of seven days and nights as the PCs race to thwart the summoning of Zharock, said demon lord. The choices the PCs make drive the story forward and determine how strong the demon is when at last they confront it in epic battle. Every decision matters. This makes for a dynamic experience.

There are number of optional side quests as well, which creates more agency for the players. PCs can fight a wendigo, hunt for a lost artifact, or encounter werewolves.

Echoes of Vaerock is also helped by the evocative writing of author Rob de Ville, who captures the atmosphere of horror perfectly. His text helps to both make the adventure both enjoyable to read and immersive for characters. Read aloud text is more extensive than many adventures; some may not find this appealing, but in a horror adventure I think it help set the scene.

The 107-page adventure includes two dozen magic items and a bestiary of four new beasts: shadow mastiff, marrowmere (looking like a dark Swamp Thing), bloodthorn imp, and veilshade spectres (their horrifying wails are nasty). The highlight of the appendix is a unique form of magic called Arcane Rites – essentially rituals for cultists. Performing a ritual is time consuming and requires successfully completing a number of steps in the form of seven successive skill checks. Succeed and great power is at your disposal; fail and things go sideways badly, with horrific results.

The artwork is excellent, though all AI generated. Unfortunately, neither of the towns featured in the adventure have a true map, a minor quibble but a bit disappointing nonetheless. Layout and editing are both top-notch.

The only place where the adventure flounders somewhat is in its organization, or lack thereof. As the adventure takes place over the course of seven days, breaking the adventure up more clearly into identifiable 24-hour periods would have been extremely helpful to GMs. A quick-reference timeline and adventure outline would have been of use as well, but sadly both are lacking. That said, these issues can be overcome by familiarity with the adventure and with preparation.

There’s nothing contrived or predictable about Echoes of Vaerock. Its just a darn solid adventure oozing with mood. You could power through it fairly quickly, but far better to savor it and slowly build the tension and horror. The adventure is good enough that it deserves it.



Rating:
[4 of 5 Stars!]
[5e Horror] Echos of Vaerock
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Creator Reply:
Thank you for the review. I really appreciate the critiques where i can build improvement. That is more than helpful. I am glad that you and your players enjoyed the adventure, and I love the feedback.
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The Trouble with Gnolls 5e
Publisher: Tabletop Outfitter
by Andrew [Verified Purchaser]
Date Added: 12/19/2023 10:55:32

The Trouble with Gnolls is a 5e adventure for a party of 4-5th level characters. At 11 pages long, its ideal for a night’s gaming.

A retired adventurer built his home over caves so he could make use of them as natural vault for his treasure. A sound plan, save for the fact that, unknown to the retiree, the caverns contained a secret shrine to Yeenoghu, deity of the Gnoll race. The conceit behind the adventure is that a band of gnolls, led by a shaman, have taken over the homestead to conduct a vile ritual in the shrine below. It’s up to the PCs to take back the home, save the retired adventurer (if indeed he still lives), evict the gnolls, and stop the ritual. It’s a straightforward story without complications, perfect for a sidetrek.

Further making the adventure straightforward is a format that’s extremely GM friendly. Characters have boxed text with Appearance (how an NPC looks) and Does (her actions and motivation). Important elements within the text are boldfaced. Each encounter includes handy Development notes and ends with a Transition section that helps guide GMs to the next step in the adventure. These elements make the adventure ideal for new GMs or those running a session on the fly with little or no prep time.

Writer Gabe Degel assembles some fun encounters in the adventure, including a possible chase and fight involving a racing wagon. I have one minor complaint: as it is the climax of the adventure, the ultimate showdown against the shaman with the completion of the ritual at stake to have been developed further to enhance the drama.

The adventure includes a new magic item (Totem of the Hunters Nose, a useful item) and three new monsters (gnoll shaman, bandit enforcer, and the hideously cool exploding hyena, beasts tainted by magic that explode upon over-gorging or death in combat, birthing from their swollen bellies fully formed gnolls).

Writing and editing are good, maps equally well done, and the artwork by Dean Spencer is excellent.

The Trouble with Gnolls relies on classic formula, but that’s not a strike against it – quite the opposite, that make the adventure approachable for players and GMs alike, a winning combination for a quick night’s game or for those dipping their toes into the game.

The Trouble with Gnolls is Degel’s first published adventure, and the first from his TableTop Outfitter. Its good enough that one can’t help but look forward to the next.



Rating:
[4 of 5 Stars!]
The Trouble with Gnolls 5e
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One Sheet - Race for the Jade Scroll (Savage Worlds)
Publisher: Atomic Overmind Press
by Andrew H. [Verified Purchaser]
Date Added: 10/27/2023 11:07:37

It's one page - essentially an extended chase scene - but boy is it fun. There's more pulp in this little adventure than in a gallon of orange juice.



Rating:
[5 of 5 Stars!]
One Sheet - Race for the Jade Scroll (Savage Worlds)
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Myrrorside
Publisher: Parallel Publishing
by Andrew H. [Verified Purchaser]
Date Added: 10/27/2023 10:54:22

Leaves crunch underfoot, the air chills, Jack-o-Lanterns leer from front porches – Halloween approaches. What better time to review a new horror rpg? In this case, the horrifically inspired Myrrorside from Parallel Publishing.

The conceit of the brilliantly horrific Myrrorside is there are two realms, mirror images of each other. One realm, our realm, is based on the foundations of science and logic; magic, here, is weak and monsters hide themselves in dark places, out of view. The other realm – Myrrorside - is one of horror and magic, where technology rarely works and the worst horrors our imaginations could conjure up commonplace. Some people – and many monsters – can travel between these realms.

Myrrorside is founded on a slick a simple game system. Characters have four attributes: Physical, Mental, Social, Attunement (the latter representing closeness to Myrrorside and its powers). Attributes and skills are rated on a step system, from d2 (terrible) to d12 (superlative). Situations may result in advantages or disadvantages causing step-up or step-down in rolls. When trying to perform a task, a player rolls the relevant Attribute and Skill, selecting the higher total.

Character generation is quick and easy, though with just enough options to provide depth. All Stats begin at d6 (save for Attunement, which starts at 0), with players selecting a +1 step up on one Stat of their choice. They then select skills, quirks with provide bonuses, and up to three burdens – for each taken players can compensate with another quirk, a step-up to an attribute, or step-ups to three skills. The whole process should take no more than 10 minutes.

Interestingly, characters are intended to be young adults, reflecting the teens and college-age individuals who dominated the horror flicks of the 1980s/90s. Optional rules are provided for younger or more mature characters. Whatever the age, its up these heroes to prevent monsters from emerging through the gates of Hell – so to speak – and rage across our world like a cold front.

Damage is measured in four ways: Physical for harm, Mental for distress, Social for humiliation, and Attunement in the case of some magic. Damage results in stresses that reduce Stats. When a Stat reaches 0 something catastrophic occurs, including perhaps death. It’s a unique system perfectly suited for a horror game.

Adding extra dimension to the game are a pair of innovative mechanics: Pulse and Collateral.

Pulse, in a nutshell, represents characters’ heartbeat and rising tension. Pulse quickens as terror slowly ratchets up and the emotion drain of the adventure begins to take its toll on player characters. The higher the Pulse, the more penalties impact you and your ability to do things.

Collateral, for its part, is essentially lucky, but at a cost. Players can accept collateral to succeed a test they otherwise would have failed. If a player chooses, he need never fail a test whatsoever. If it sounds too good to be true, that’s because it is. If a character ends the session with collateral she must accept a disadvantage of some sort – essentially, suffering some permanent trauma for accepting collateral.

The GM section provides helpful advice for running horror sessions, a pretty extensive bestiary of evocative monsters from Myrrorside – each one capable or bringing a character’s career in heroics do a literal dead-end, a grimoire of spells for those who learn how to harness the magic of Myrrorside, and some unsettling magic items (called enchantments). There are even optional rules for a GM-less game.

All in a tight, beautifully illustrated book. Author Angus McNicholl demonstrates dark ingenuity in both his words and the world he crafts.

Myrrorside is no fire-sale horror roleplaying game. It’s the real deal, well done, slick, balanced, inspired.



Rating:
[5 of 5 Stars!]
Myrrorside
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Curse of the Chupacabra
Publisher: The Sagaverse
by Andrew H. [Verified Purchaser]
Date Added: 10/12/2023 20:29:17

“As darkness descends upon Santego, merriment fills the air, but a sinister presence haunts the quaint town. Bizarre occurrences loom putting the tropical paradise in peril. Will you dare to unravel the ancient secrets of Isla Zardia and avert impending catastrophe?”

Players get to answer this question by playing Curse of the Chupacabra, a new adventure from Sagaverse duo-stated for 5e and OSE. At 288 pages it’s a meaty tome. But is it any good. The short answer is a resounding yes. Often, attempts to bring horror into a D&D adventure result in an experience deader than a Freddy Krueger victim. Not this time!

Curse of the Chupacabra avoids the by-now deadened familiarity of many high fantasy adventures by avoiding the pseudo-European medieval setting and instead opting for a Caribbean-inspired island that the title suggests. Indeed, principal designer Joe Ingenito cites a desire to explore Central American and Caribbean folklore as the driving motivation for writing the adventure. The team could have eked by simply through the freshness of the setting, but instead they opted for something far more ambitious.

Curse of the Chupacabra is epic in scale. Is it an adventure? A setting? In fact, it’s both as an engaging story with surprising depth and innovation largely plays out on a sizeable island sandbox. The adventure is designed to take characters from 1st to 6th level, but there are so many side quests and opportunities to expand up plot hooks that it may well extend beyond that.

The adventure begins in the town of Santego, where freshly minted adventurers can create relationships and cut their teeth taking on various side quests and exploring catacombs. It then proceeds into the jungle wilds in and attempt to uncover the nature of the horrors plaguing the island (spoiler alert: chupacabra) and venture into a variety of increasingly frightening locations, including the haunted wreck of a cursed ship, dark mines, and crumbling ruins holding ancient secrets. Finally learning the whereabouts of the chupacabra’s lair, the PCs delve into the heart of the island and a three-level dungeon.

It being D&D there are plenty of high fantasy elements to ground players in the familiar, but the real innovation comes when horror and science elements (most notably in the thrilling climax, which I won’t spoil but I will say it takes the adventure in a dramatic new direction.

The writing is engaging and evocative. There is occasional playfulness as well, such as with Admiral Prawn (an obvious play on Star Wars’ Grand Admiral Thrawn). The adventure looks as great as it reads; the full-colour artwork by Bolivian artists Miky Arango and former Marvel artist Terrell Bobbett is excellent, bringing the characters, setting, and monsters to dramatic life.

In Curse of the Chupacabra there are no tired and dull goblinoid meatheads to wade through. Instead, monsters are true to the setting, including 20 new monsters. These new monsters are largely inspired by Latin American myth - such as la Llorona, “The Weeping Woman”, who drowned her own children in a jealous rage and thereby cursed herself to roam forever as a specter searching for other kids to kill, or the Camazotz, bat-fiends inspired by the Mayan god of the same name.

Everything about Curse of the Chupacabra is fresh, from the setting and lore to the evocative, open-ended, take-no-prisoners adventure. Best of all, the experience doesn’t need to end as a sequel is in the works.



Rating:
[5 of 5 Stars!]
Curse of the Chupacabra
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Creator Reply:
From myself and the team here at Sagaverse, we thank you Andrew! We really appreciate your feedback and taking the time to check out our premier title!
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Beyond the Borderlands #1
Publisher: Gnarled Monster
by Andrew H. [Verified Purchaser]
Date Added: 09/30/2023 20:17:37

As gamers of a certain vintage might well suspect, Beyond the Borderlands #1 (the first of two 20-page zines) is an homage of sorts to the classic D&D module B2: Keep on the Borderlands. It’s an attempt reimagine the concept – a fortress on the edge of a frontier rich in adventure – with new flavor, new content, and new sensibilities for a modern audience.

This first release focuses much of its attention on Stronglaw Keep, which represents a base of operations for adventurers exploring the dangerous Wicked Palovalley. A dozen locations within the keep – ranging from pawn shop and tavern to smithy – are described in brief. A notice board with 20 adventure hooks designed to launch expeditions into the wilderness is a cool touch. And, in a neat twist aimed at rogues, there are useful rules for thieving within the keep – what can be stolen from the varied locations, when the watch might begin to take notice and what happens when they do. The map of the keep is stunning, a piece of art in its own right.

The zine includes simple but useful optional rules for running hexcrawls, including travel fatigue, getting lost, and reactions of randomly encountered individuals and creatures.

The hexcrawl itself consists of 36 hexes divided into 6 geographic regions (The Keep’s Domains, Hunting Groves, Dusky Woods, Sludgy Bog, Rockfall Range, Scarlet Forest). Each region has its own beautifully rendered isometric map, rumours, random encounter table, and set-piece locations. The variety of terrains and therefore encounters keeps things fresh and exciting – there is enough material here for countless game sessions.

And yet, most refreshingly, unlike many sandboxes that are lore-bloated, Beyond the Borderlands is free of such weight.

Volume #2, incidentally, details several dungeons in the Palovalley – you don’t need it by any stretch of the imagination, but it certainly adds options if you want to take your adventures underground.

Beyond the Borderlands #1 offers a sweet blast of pure nostalgia for gamers of a certain vintage who grew up with B2, yet it nonetheless stands on its own merits as a fine introductory sandbox. Its an excellent investment.



Rating:
[5 of 5 Stars!]
Beyond the Borderlands #1
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Great Plains Apocalypse
Publisher: Shadow Drifter Games
by Andrew H. [Verified Purchaser]
Date Added: 09/19/2023 09:41:01

Great Plains Apocalypse (GPA_ is a game of horror-survival after a dimensional apocalypse destroyed much of civilization. Its set in the Midwest, away from the shattered cities of the coast, out in the open where the fragmented remnants of human are vulnerable to the monsters that invaded our planet.

The source of these monsters is a clever conceit. Cryptids, like chupacabra and skunk ape, come from another dimension through small tears in the fabric of reality. Thankfully, few creatures made it through and thus cryptids remained elusive and rare. Then, in the process of trying to find the ‘God Particle’, physicists tore reality asunder like Godzilla shredding a Tokyo skyscraper. Through this rift poured more monsters, not merely cryptids but also devastating Kaiju that meted out punishment for mankind’s technological hubris.

The PCs survived the fall of civilization and are merely trying to stay alive.

GPA is delightfully rules lite. Making up a character is a breeze. You have 3 stats based around what you did in life prior to when monsters began eating people like Tic Tacs: scientist, scoundrel, and soldier. Scientist allows you to make more technical or knowledge base rolls; scoundrel is focused on Stealth, conversation, and thievery; and soldier is mainly focused on tactics and combat. Based on your past life experience you assign modifiers of 0/+1/+2 to these three stats. Finally, you roll a random talent for your highest attribute EXAMPLES (as you level you can select additional talents).

Characters also have an attribute called Steadfast, used for endurance, sanity, and so on, representing wear and tear on the body and mind, essentially replacing hit points. You roll the die and if comes up a 1 or 2 the die type decreases (from d8 to d6, for example). If the character reaches 0 dice, you die. Clever and fun.

An attribute called Bullets is a measure of wealth and, perhaps more importantly, ammo. After every combat, the player rolls the resource die and if the result is a 1 or 2 then the die lowers to a smaller die level. Reaching 0 Bullets is bad news.

Finally, every character has an Escape Fate tokens, awarded for being heroic or exceptional roleplaying. Escape Fate tokens can be cashed in to do exceptional things and survive extraordinary circumstances.

Task resolution in GPA is simple: the player rolls 2d6 and adds the score from whichever Stat is most relevant. An 8 (or higher if the task is difficult) is a success. Simple. The back half of the book is devoted to GM resources, including some atmospheric supernatural weather phenomenon, 15 pages of foes to encounter (ranging from cannibals to cultists to mothman, shadow people, and wildmen (a catch all for hairy hominids like Sasquatch and Skunk-ape).

Lastly, the book includes a lengthy adventure called The Mist That Befell Telfer, a nice introductory scenario that highlights most of the game’s unique characteristics and themes.

Editing and layout are excellent, and the artwork helps to bring the game to life. GPA looks as good as it plays.

Great Plains Apocalypse offers a unique gaming opportunity simply by taking the ‘surviving the calamity’ genre out of the usual vistas of trampled skyscrapers and into to the wide-open grain fields and small towns of Fly Over Country where there is nowhere to hide. The implied setting is beautifully supported by an innovative, fun, and lightweight set of rules (which can be ported to any location should you not want to play in the Midwest).

Great Plains Apocalypse is, in short, a masterclass in rules-lite game design.



Rating:
[5 of 5 Stars!]
Great Plains Apocalypse
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whitewyrm: a fantasy rpg
Publisher: Shadow Drifter Games
by Andrew H. [Verified Purchaser]
Date Added: 09/05/2023 21:28:47

If your idea of purgatory is a players or gm flipping through rulebooks, searching for some arcane ruling or detail and interrupting the flow of action, then Whitewyrm: A Fantasy RPG is a game is for you. Shadow Drifter Games manages to craft a take on the earliest generation of D&D that is, as advertised, ‘rules light, but not lacking.”

Every facet from character creation to gameplay, whizzes past at a pace that would make any dice-roller drool.

Players choose from one of the classic D&D classes: fighter, cleric, wizard, thief. The game also uses the standard six stats. It differs in that players assign numbers to these stats: d4, d6, d8 or 3 d6s to STR, CON, DEX, then again for WIS, INT, CHA. To succeed at a Test, you roll a d20 and add the relevant Stat. Simple but effective.

Players select from among the four traditional ‘ancestries’ – elf, dwarf, halfling, human – each of which come with distinct benefits. Finally, you select a background, essentially a career, to add depth to the character. There’s no list of backgrounds so you simply create something – poacher, blacksmith, beggar, boatman, jester, etc. Backgrounds can provide bonuses to actions – a beggar might gain a bonus to saves against disease, for example, while a poacher may be better than most at tracking or concealment in the wilds.

PCs have a Defense score, equal to 8 + DEX. Monsters roll vs. this Defense to determine if they hit. Armour reduces damage. To attack, a PC rolls 1d20 and adds either STR or DEX (depending on whether it is a melee or ranged attack). If you meet or beat an opponents’ TN, you hit. Simple. There are some basic but sound combat modifiers (ganging up, for example).

After combat PCs can rest to gain some hit points and spell slots back. A night’s rest, of course, results in more substantive recovery.

A fun innovation is the Hero Coin. Every character begins a game session with 1 Hero Coin, which can be spent to reroll any failed check or save.

Spellcasting is intuitive and very freeform, with players determining what a cast spell’s effects are. Clerics and Wizards can cast a number of spells per day equal to their level. Casting a spell requires a WIS (cleric) or INT (wizard) roll vs. a Target Number (TN) determined by the opponent or difficulty of the task. In a cool twist, if the spellcaster rolls double 1s the spell goes horribly awry, hurting the caster or allies.

An extensive bestiary of standard fantasy monsters takes up half of the book. Stats, as one would expect, are threadbare – TN (target number; a number which characters have to beat when attacking), size (which determines hp and damage; small creatures, for example, have d6 hit points per HD and inflict d6 damage in combat), HD, # of attacks, damage per attack. Occasionally, as required, there is a line that details relevant additional abilities.

Whitewyrm is a slender game (only 49 pages) that moves faster than many, yet still retains enough innovative and depth to remain interesting.

Easy to GM, easy to play, hard not to like. Whitewyrm is a success.



Rating:
[4 of 5 Stars!]
whitewyrm: a fantasy rpg
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BURN 2d6 Core Rules
Publisher: Saltheart RPG
by Andrew H. [Verified Purchaser]
Date Added: 07/18/2023 09:16:24

Do we really need another rules-lite universal system. If that system is BURN 2d6 by Saltheart RPG and written by Kevin Borrup, then the answer is a resounding yes.

The game is designed around a unique BURN mechanic that is designed to keep games moving with pace and thrills, and to allow for a complete adventure to be run in a short session. Its also intended to be universal – indeed, the rulebook comes with four complete mini-settings: Pulp (an art deco setting right out of 1930s serial), space opera (think Flash Gordon or Star Wars), Myth and Magic (classic fantasy), and Supers (four-colour comic book super heroics).I was skeptical that a simplified system could pull if off. That’s a lot to ask of a game. It’s shouldn’t work, and yet BURN 2d6 works beautifully, living up to its promise and more.

The system is as simple as advertised. You have four stats: Move, Heart, Eyes, Soul. These range from 4-12. You also have up to four pieces of equipment or powers that can enhance Stats. Performing an action is just a matter of rolling under the relevant Stat with 2d6.

For more difficult tasks you may be asked to roll 3d6, 4d6 or even, for something truly heroic, 6d6. This is where the fun and innovative BURN mechanic enters the fore. Let’s say you have a big challenge ahead that requires you to roll 5d6 but you really need to succeed. You can elect to BURN a stat, reducing it by whatever amount you choose and, in the process, taking away a corresponding number of d6s from the roll (for example, reducing a Stat by 2 takes 2d6s away from the roll). The trick is, if two Stats reach zero the character is dead or incapacitated. This system keeps the game going at a brisk pace and grants players have a lot of agency over adventure and its outcome.

Stats, therefore, represent not only ability scores but also a life and a will to push through and succeed in true heroic fashion. Great stuff.

As mentioned, there are four mini-settings/genres in the core rulebook. Each one comes with genre-specific rules. Though they are only a dozen or so pages apiece, author Kevin Borrup manages to squeeze so much into them that they feel alive and exciting, ready to play. Its masterwork in concise writing. I’ve play tested all four genres and am pleased (and not a bit surprised) to say that the system runs equally well in each.

The book is put together beautifully, with as much care evidently put towards appearances as to game design. The B+W interior art by Craig Brasco has a classic rpg feel and is universally excellent. Each genre has its own unique character sheet so evocative that it instantly puts you in the right headspace. Kris McClanahan, who designed them, is a genius of his craft. And There are also maps to help the GM bring the four settings to life.

Many rules-lite systems are difficult to hate but equally difficult to truly love. BURN 2d6 is an outlier. You’ll instantly fall in love with its unique mechanics and flexibility.



Rating:
[5 of 5 Stars!]
BURN 2d6 Core Rules
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Medieval Mysteries
Publisher: Yeti Spaghetti and Friends
by Andrew H. [Verified Purchaser]
Date Added: 07/14/2023 07:24:53

Who knew that being a medieval monk could be so dangerous? It turns out, wool habits offer meagre protection against the evil threats of the era, at least according to Medieval Mysteries, the second release from Yeti Spaghetti and Friends’ Fright Night Classics line reviving the classic Chill RPG of the 1980s. Set in 15th century Spain, the module contains two short adventures: Shroud of Pestilence and Heresy. Written by Scott George, the adventures somehow manage to combine the best of the slightly pulpy classic Chill that saw youthful 1980s gamers flock to the game with elements of gritty storytelling that presage a sense of lurking horror. No easy feat.

In The Shroud of Pestilence, the player character clergy and allied laypeople must investigate a village in the grips of a mysterious plague, putting themselves in danger of the Black Death for the salvation of others. But this is no ordinary outbreak, and players must unravel a horrifying truth and deal with a terrifying threat that emerges under the cover of darkness. George manages to squeeze a lot into a mere seven pages – plague doctors, a medieval autopsy, several avenues of investigation, and dire combat against a truly imposing foe.

What would adventuring in medieval Spain be without the presence of the dreaded Inquisition? Medieval Mysteries checks that box in Heresy, which sees the characters racing against agents of the Inquisition to unveil a lurking menace before innocent conversos – Jews who converted to Christianity - are targeted. This adventure screams In The Name of the Rose, the classic Sean Connery medieval monastic mystery flick, and indeed it leans heavily into investigation and roleplaying – and excels because of it. The setting and tone feel authentic, the threat real. It’s fantastic.

Both scenarios are short enough to be completed in one night apiece, a nice change of pace of groups that are short on time.

Pre-generated characters, a mix of clergy and laypeople, have been included for convenience. All have fleshed out backgrounds, adding to their interest and making them ready for players to role-play. Maps are useful and well designed. The cover by Flo Holdsworth speaks to the atmosphere and tone of these adventures. The interior art by Mac Teg is a real treat; its spectacular.

The adventures in Medieval Mysteries feature investigation at times and violence in others, but most importantly, they live up to a high standard of entertainment. As a whole, Medieval Mysteries has a great deal going for it. The stories are easy to follow, the stakes are high, there’s enough action and horror to keep players entertained.



Rating:
[5 of 5 Stars!]
Medieval Mysteries
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BURN 2d6 Asset Pack
Publisher: Saltheart RPG
by Andrew H. [Verified Purchaser]
Date Added: 07/05/2023 19:27:14

If you're playing Burn 2d6 - and really you should be, because it is great universal system that screams ease-of-play and dramatic excitement - than you need this asset pack. The maps are great but the real standouts are the character sheets, so beautifully and evocativelly designed that they immediately put you in the head space of their respective genres.



Rating:
[5 of 5 Stars!]
BURN 2d6 Asset Pack
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Maera Gazetteer
Publisher: Terra Alterna
by Andrew H. [Verified Purchaser]
Date Added: 05/26/2023 21:05:46

Well, this is refreshing.

You may ask yourself if you need another D&D setting. My answer is a resounding yes, at least if that setting happens to be the Maera Gazateer from Terra Alterna and writer Ben Holsclaw.

Maera has a rich history that informs the setting and lays the foundation for numerous factions (ranging from the murderous Night Daggers to the Illuminati-like Silence, who pull strings behind the scenes while also unlocking new magic and fighting undead) each with their own distinct agendas. The setting has depth and feels alive, and yet manages to avoid being onerous. The fact that Maera is an island ensures it is self-contained and easily inserted into other campaign settings, both real advantages.

Naturally, Maera’s principle geographic areas of described. So too are eight towns detailed in a couple of pages each, with important locations and prominent figures highlighted.

One unique aspect to Maera are the deities. In addition to traditional gods we find atwar, essentially demigods that walk the earth, and the Forlorn, demonic creatures of legend that seek to spread their blight across the land. They lend themselves to epic adventures and potential BBEGs for a campaign.

Maera has all the traditional playable races baked in, as well as several new ones: the bear-like Armel, the Stormfey who live atop mountain peaks, Dragonborn, and Maeran Orcs. There are also 12 class path options, one per base class (I was taken with the Six-Legged Archetype Ranger, whose affinity for insects grants them insect-like abilities, and the increasingly unhinged Magic of Madness Sorcerer). Additional player options include two undead classes, six player backgrounds, and eleven spells.

Everyone loves new monsters, right? Maera doesn’t disappoint, with 25 excellent additions to the gaming table. There are variants of familiar foes, such as the Alpine Ogre, larger and more dangerous than its more common cousin, and Magic Elementals. More unique monsters include the predatory Barbed Creeper, the Grapkog, an aquatic species that more than adequately replaces Sahuagin, and my favorite the Sparkwing, essentially a flightless Axebeak that breathes lightning. The epic Atwar are fully statted as well.

The designer has thought to provide GMs with tips on how to design and run adventures that fit the Maera setting and provide half a dozen set piece locations (a gnoll den, a Night Dagger hideout, etc.) that can be used as the basis of a scenario.

The writing throughout is excellent, easy to follow, descriptive, and imaginative. This is a setting that inspires you. The designers display a very sound grasp of 5e rules. Just as importantly, the book is simply stunning to look out with amazing artwork. Layout is simple but pleasing. The only niggling disappointment come from the cartography which, while fine, seems rather pedestrian, especially when standing alongside the beauty of the artwork.

D&D has been around so long that sometimes new settings are painful regurgitations of tired tropes, like squeezing the last desperate drops from a tube of toothpaste. Maera is anything but. As a setting its fresh and exciting, as a book is lovingly crafted. There are good reasons why Dungeons and Dragons is an enduringly popular game – and many of them are found is spades in the Gazeteer of Maera.



Rating:
[5 of 5 Stars!]
Maera Gazetteer
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Creator Reply:
Thank you so much for your feedback, Andrew. I'm glad you enjoy Maera!
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