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5E Mini-Dungeon #074: Temple of the Secret Power
by Thilo G. [Featured Reviewer] Date Added: 04/11/2018 05:09:42

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a 5E-mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map, in both GM and player-friendly versions!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is, a helpful tool in the GM’s arsenal. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

There are forces out there that few truly understand – one such item would be the omnihedron, an artifact with a snide intelligence that is capable of temporarily imbuing items with magic, which is used to some effect to upgrade the ravenfolk cultists that worship at this place. (And yes, I like how the conversion-team chooses the proper monsters from Tome of Beasts here, with hyperlinks provided.) Still, the temporary items can be somewhat of a killjoy for the PCs when the magic items their opposition wields lose the magic. The artifact doesn’t get stats per se once liberated, and may or may not enhance the weapons of the PCs. There is a puzzle, but it amounts to being very rudimentary.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and nice. Huge plus: We get a GM AND a Player-version of the area in which this takes place, providing full VTT-friendly compatibility.

Michael McCarthy’s “Temple of Secret Power” is a bit weaker than usual for the author. The mini-dungeon’s artifact-conceit is a bit frustrating for players and the lack of definition for the artifact’s precise powers render this more opaque than it imho should be. The conversion by Chris Harris and Kyle Crider is solid and neither stronger, nor weaker than the PFRPG-iteration – personally, I like the change from ratfolk to ravenfolk. Still, I can’t go higher than 3.5 stars, rounded down for the purpose of this platform.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
5E Mini-Dungeon #074: Temple of the Secret Power
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Mini-Dungeon #074: Temple of the Secret Power
by Thilo G. [Featured Reviewer] Date Added: 04/11/2018 05:08:42

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map! Yeah, that's pretty amazing! Better yet: GM-friendly version of the jpg's included as well!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

There are forces out there that few truly understand – one such item would be the omnihedron, an artifact with a snide intelligence that is capable of temporarily imbuing items with magic, which is used to some effect to upgrade the ratfolk cultists that worship at this place. This can be somewhat of a killjoy for the PCs when the magic items their opposition wields loses the bonuses. The artifact doesn’t get stats per se once liberated, and may or may not enhance the weapons of the PCs. There is a puzzle, but it amounts to being very rudimentary.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf. The .jpg version included here, which you can easily cut up and hand out to the players as they progress is a huge bonus -and even better: A KEY-LESS VERSION sans the annoying letters/numbers is included as well for full VTT-compatibility!!!. The pdf does sport one nice piece of original full-color art - kudos!

Michael McCarthy’s “Temple of the Secret Power” is a bit weaker than usual for the author. The mini-dungeon’s artifact-conceit is a bit frustrating for players and the lack of definition for the artifact’s precise powers render this more opaque than it imho should be. As such, I can’t go higher than 3.5 stars, rounded down for the purpose of this platform.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
Mini-Dungeon #074: Temple of the Secret Power
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5E Mini-Dungeon #072: The Stuff of Dreams
by Thilo G. [Featured Reviewer] Date Added: 04/10/2018 04:37:53

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a 5E-mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map, in both GM and player-friendly versions!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is, a helpful tool in the GM’s arsenal. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

So, we have a theme-dungeon this time around: This whole dungeon is a fungus/plant-based dungeon, situated in a massive biomass that, unknown to its explorers, is hanging hundreds of feet above the cavern floors! The complex has been raided by a NPC adventuring party as an element of chaos that may resurface any time (or after the complex has been cleared) and the use of the plant monsters herein is absolutely inspired and makes the complex feel delightfully icky, with neat, minor tweaks of the base engines in some cases!

Conclusion:

Editing and formatting are very good, I noticed no significant glitches apart from a critter missing its bolding. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and nice. Huge plus: We get a GM AND a Player-version of the area in which this takes place, providing full VTT-friendly compatibility.

Stephen Yeardley’s “Stuff of Dreams” (here, I believe, erroneously attributed to Justin Andrew Mason) is a truly enjoyable little dungeon with a weird atmosphere, creative choices and some neat challenges. I really liked this one. The 5e-conversion by Chris Harris and Kyle Crider makes ample use of Kobold Press’ amazing Tome of Beast plant monsters, providing proper hyperlinks for them. This retains the strong leitmotif of the dungeon.

My final verdict will clock in at 5 stars, omitting my seal of approval only because it would have been amazing to have the biomass deteriorate, making mechanical hazard-style use of the unique, hanging dungeon-idea.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
5E Mini-Dungeon #072: The Stuff of Dreams
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Mini-Dungeon #072: The Stuff of Dreams
by Thilo G. [Featured Reviewer] Date Added: 04/10/2018 04:36:03

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map! Yeah, that's pretty amazing! Better yet: GM-friendly version of the jpg's included as well!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

So, we have a theme-dungeon this time around: This whole dungeon is a fungus/plant-based dungeon, situated in a massive biomass that, unknown to its explorers, is hanging hundreds of feet above the cavern floors! The complex has been raided by a boggard hunting party as an element of chaos that may resurface any time (or after the complex has been cleared) and the use of the plant monsters herein is absolutely inspired and makes the complex feel delightfully icky, with neat, minor tweaks of the base engines in some cases!

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf. The .jpg version included here, which you can easily cut up and hand out to the players as they progress is a huge bonus -and even better: A KEY-LESS VERSION sans the annoying letters/numbers is included as well for full VTT-compatibility!!!. The pdf does sport one nice piece of original full-color art - kudos!

Stephen Yeardley’s “Stuff of Dreams” is a truly enjoyable little dungeon with a weird atmosphere, creative choices and some neat challenges. I really liked this one. My final verdict will clock in at 5 stars, omitting my seal of approval only because it would have been amazing to have the biomass deteriorate, making mechanical hazard-style use of the unique, hanging dungeon-idea.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Mini-Dungeon #072: The Stuff of Dreams
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5E Mini-Dungeon #071: The Unwise Young, They Say Do Ne'er Live Long
by Thilo G. [Featured Reviewer] Date Added: 04/10/2018 04:34:31

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a 5E-mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map, in both GM and player-friendly versions!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is, a helpful tool in the GM’s arsenal. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

Paladins can make mistakes. Uskonto the unshakeable manned up to causing the death of a child, venturing down into the Underworld, seeking atonement. The PCs follow the hero, and the trail leads to a complex that is a haven of sorts, but considering that we’re talking about the underworld, the waystation complex houses both neutral and evil designated areas and, provided the PCs don’t die to biting off more than what they can chew when dealing with the residents, they may well find the erstwhile paladin, who has become rather…different…

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and nice. Huge plus: We get a GM AND a Player-version of the area in which this takes place, providing full VTT-friendly compatibility.

If PCs attempt to kill their way through this one, they may probably die horribly. There are unique traps and strange allies and finding the target will not necessarily be the end. Surprising, how much Stephen Yeardley managed to cram into this brief module! And yes, the creature choices in the PFRPG-version are as creative as you expect them to be from Mr. Yeardley’s mini-dungeons, which presented some issues for the conversion team of Chris Harris and Kyle Crider. The solution is smart: The mini-dungeon does use a ton of creatures from Kobold Press’ fantastic Tome of Beasts, but unlike in previous mini-dungeons, this one does not include the relevant stats. They simply wouldn’t have fit on the card. In short: You absolutely need Tome of Beasts to make the most out of this, as e.g. the devilbound gnoll prince or the grim jester has not been hyperlinked; sans the book, you should detract 1 or 2 stars from the final verdict.

My final verdict will clock in at 5 stars.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
5E Mini-Dungeon #071: The Unwise Young, They Say Do Ne'er Live Long
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Mini-Dungeon #071: The Unwise Young, They Say Do Ne'er Live Long
by Thilo G. [Featured Reviewer] Date Added: 04/10/2018 04:32:21

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map! Yeah, that's pretty amazing! Better yet: GM-friendly version of the jpg's included as well!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

Paladins can make mistakes. Uskonto the unshakeable manned up to causing the death of a child, venturing down into the Underworld, seeking atonement. The PCs follow the hero, and the trail leads to a complex that is a haven of sorts, but considering that we’re talking about the underworld, the waystation complex houses both neutral and evil designated areas and, provided the PCs don’t die to biting off more than what they can chew when dealing with the residents, they may well find the erstwhile paladin, who has become rather…different..

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf. The .jpg version included here, which you can easily cut up and hand out to the players as they progress is a huge bonus -and even better: A KEY-LESS VERSION sans the annoying letters/numbers is included as well for full VTT-compatibility!!!. The pdf does sport one nice piece of original full-color art - kudos!

If PCs attempt to kill their way through this one, they may probably die horribly. There are unique traps and strange allies and finding the target will not necessarily be the end. Surprising, how much Stephen Yeardley managed to cram into this brief module! And yes, the creature choices are as creative as you expect them to be from Mr. Yeardley’s mini-dungeons! My final verdict will clock in at 5 stars.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Mini-Dungeon #071: The Unwise Young, They Say Do Ne'er Live Long
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5E Mini-Dungeon #070: I Am Not Of Your Element
by Thilo G. [Featured Reviewer] Date Added: 04/10/2018 04:30:31

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a 5E-mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map, in both GM and player-friendly versions!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is, a helpful tool in the GM’s arsenal. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

When a faultline had a wave of unearthly energy flow into the underworld, it decimated a fire giant monastery down to just a few devotees. Now, a traveling and injured fellow remains, almost having fallen prey to one of the horrid beings from beyond. You see, while in PFRPG, the module excelled via its strange nanite-creatures, the 5e-version takes a different theme and instead provides the stats for both shoggoth and the urochar (strangling watcher), substituting a strong dark tapestry-theme instead…and the module works just as strongly in this case!

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and nice. Huge plus: We get a GM AND a Player-version of the area in which this takes place, providing full VTT-friendly compatibility.

Chris Harris’ conversion of Stephen Yeardley’s module retains the draw of the original – while, system-immanently, the system sports less monsters, the use of Tome of Beast critters (stats included) and the change of theme are smart decisions. My final verdict will thus also clock in at 4 stars for the 5e-version.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
5E Mini-Dungeon #070: I Am Not Of Your Element
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Mini-Dungeon #070: I Am Not Of Your Element
by Thilo G. [Featured Reviewer] Date Added: 04/10/2018 04:28:47

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map! Yeah, that's pretty amazing! Better yet: GM-friendly version of the jpg's included as well!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

When a faultline had a wave of unearthly energy flow into the underworld, it decimated a fire giant monastery down to just a doombringer. Now, a travelling and injured shadowdancer awaits, as a massive swarm of gray goo seeks to change folks; it has animated a brass golem and a fire giant banshee-variant (stat-modifications provided) can be found. The place is one of wrecked glory, as a ghorazagh plans the final take-over of the place…and indeed, smart players may well contemplate at least a temporary alliance with the fire giant doombringer…

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf. The .jpg version included here, which you can easily cut up and hand out to the players as they progress is a huge bonus -and even better: A KEY-LESS VERSION sans the annoying letters/numbers is included as well for full VTT-compatibility!!!. The pdf does sport one nice piece of original full-color art - kudos!

Stephen Yeardley’s take on a subterranean monastery haunted by a recent catastrophe is interesting, mainly due to the clever enemies employed. While I would have loved to see the terrain matter a bit more, this is a fun sidetrek. (Come on, nanite-infused lava!) My final verdict will hence clock in at 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Mini-Dungeon #070: I Am Not Of Your Element
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5E Mini-Dungeon #069: The Broken River
by Thilo G. [Featured Reviewer] Date Added: 04/10/2018 04:26:49

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a 5E-mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map, in both GM and player-friendly versions!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is, a helpful tool in the GM’s arsenal. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

How does a river break? Well, in this instance, easily, for its origin is not natural, but a set of decanters of endless water. While dangerous, the river must be recreated and erosion thwarted – as such, the PCs explore a pretty dangerous place, including weird critters and special ore that attracts magic…and the module actually also notes further adventuring options! This is pretty cool…however, less scrupulous PCs could abscond with the potent items, which can be problematic.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and nice. Huge plus: We get a GM AND a Player-version of the area in which this takes place, providing full VTT-friendly compatibility.

Colin Strickin’s little sidetrek is a fun adventure worth checking out. The premise is magical and interesting and the execution neat, with further adventuring baked into the module for the GM’s convenience. Nothing to complain here. The conversion by Chris Harris is solid. My final verdict will clock in at 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
5E Mini-Dungeon #069: The Broken River
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Mini-Dungeon #069: The Broken River
by Thilo G. [Featured Reviewer] Date Added: 04/10/2018 04:25:13

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map! Yeah, that's pretty amazing! Better yet: GM-friendly version of the jpg's included as well!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

How does a river break? Well, in this instance, easily, for its origin is not natural, but a set of decanters of endless water. While dangerous, the river must be recreated and erosion thwarted – as such, the PCs explore a pretty dangerous place, including weird critters and special ore that attracts magic…and the module actually also notes further adventuring options! This is pretty cool…however, less scrupulous PCs could abscond with the potent items, which can be problematic.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf. The .jpg version included here, which you can easily cut up and hand out to the players as they progress is a huge bonus -and even better: A KEY-LESS VERSION sans the annoying letters/numbers is included as well for full VTT-compatibility!!!. The pdf does sport one nice piece of original full-color art - kudos!

Colin Strickin’s little sidetrek is a fun adventure worth checking out. The premise is magical and interesting and the execution neat, with further adventuring baked into the module for the GM’s convenience. My final verdict will clock in at 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Mini-Dungeon #069: The Broken River
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5E Mini-Dungeon #068: Awakening the Elder
by Thilo G. [Featured Reviewer] Date Added: 03/28/2018 06:41:02

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a 5E-mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map, in both GM and player-friendly versions!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is, a helpful tool in the GM’s arsenal. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

The temple of Treania, goddess of waters, and her 4 divine children, has been raided by a madman and his cultists, attempting to call forth a kraken, who ostensibly should consume the temple’s essence to become a god. Here, we have a problem with the premise: For one, it’s pretty easy to slot a sea-goddess into the campaign – but her AND 4 divine offspring? That’ll require some justification. Furthermore, in pretty much all campaigns I know, divine ascendance is more difficult than just defiling a temple. Now, in contrast to PFRPG, the creature actually has tentacles this time around, so that’s a plus. Still, this’ll take more effort to slot into the game than usual. A significant part of the complex is wading through ruins of a religion you’ll probably not use again, so yeah, that aspect’s not so cool.

The main draw of this module, ultimately, is stumbling into the ritual, where mad cultists are being squashed as the elder deep one is called. Here is a bit of an issue: The idea here is awesome: Defeat the cultists, while tentacles flail around. Neat, right? And indeed, the 5e-version works MUCH better, opting to use the tentacle of the kraken as a discorporate hazard of sorts. Monster-wise, we get 3 different deep one statblocks taken from Kobold Press’ Tome of Beasts as a supplement for the kraken. The BBEG is not such a wimp as a consequence, which significantly improves the module.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and nice. Huge plus: We get a GM AND a Player-version of the area in which this takes place, providing full VTT-friendly compatibility.

The PFRPG-version of this module had SERIOUS logic-bugs and the final encounter was choppy at best; Chris Harris’ conversion of Michael O. Holland’s module works much better than the original. While the kraken makes for a less sensible choice of a being that can only enter through the portal, and while divine ascendance and the temple itself feel still like overkill, this works significantly better. If you can look past these mainly flavor-issues, then round up from my final verdict. As a person, I can’t do that, but as a reviewer, I have an in dubio pro reo policy and thus will round up from my final verdict of 3.5 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
5E Mini-Dungeon #068: Awakening the Elder
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Mini-Dungeon #068: Awakening the Elder
by Thilo G. [Featured Reviewer] Date Added: 03/28/2018 06:40:08

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map! Yeah, that's pretty amazing! Better yet: GM-friendly version of the jpg's included as well!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

The temple of Treania, goddess of waters, and her 4 divine children, has been raided by a madman and his cultists, attempting to call forth an elder deep one, who ostensibly should consume the temple’s essence to become a god. Here, we have a problem with the premise: For one, it’s pretty easy to slot a sea-goddess into the campaign – but her AND 4 divine offspring? That’ll require some justification. Furthermore, in pretty much all campaigns I know, divine ascendance is more difficult than just defiling a temple. Add to that the fact that many campaigns consider mythos-related beings to be somewhat beyond the usual divine cosmology and the fact that these things already have the deific quality and I’m a bit torn there. So yeah, this’ll take more effort to slot into the game than usual. Now, a significant part of the complex is just wading through ruins – then, the PCs get to defeat blood golems made from sacrificed priests.

The main draw of this module, ultimately, is stumbling into the ritual, where mad cultists are being squashed as the elder deep one is called. Here is a bit of an issue: The idea here is awesome: Defeat the cultists, while tentacles flail around. Neat, right? Well, the elder deep one has a staggering aura that may, if things go bad, mean game over pretty quickly. The write-up also seems to be confused regarding WHAT an elder deep one is, mentioning tentacles in the flavor text that the creature simply does not have. Another aside: The BBEG…has a total of 45 hit points. Yeah, at level 9, even coughing at the dude will wreck the ritual. If the PCs have a moderately competent archer cohort, he’ll suffice to take out the boss in one round.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf. The .jpg version included here, which you can easily cut up and hand out to the players as they progress is a huge bonus -and even better: A KEY-LESS VERSION sans the annoying letters/numbers is included as well for full VTT-compatibility!!!. The pdf does sport one nice piece of original full-color art - kudos!

Michael O. Holland’s awakening the elder is, premise-wise, amazing. That does not change that the module uses the wrong mythos-creature, choosing one of the few that are not balls of tentacles. The module would have been well-served by making the entity behave more like a hazard. Using the creature makes for some awkward interactions. The needless wordcount expended for a deity you won’t care about is also a drawback. All in all, not really bad, but also not good. My final verdict will clock in at 2.5 stars, rounded up due to in dubio pro reo.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
Mini-Dungeon #068: Awakening the Elder
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5E Mini-Dungeon #067: What Canst Work i’ th’ Earth So Fast?
by Thilo G. [Featured Reviewer] Date Added: 03/28/2018 06:37:09

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a 5E-mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map, in both GM and player-friendly versions!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is, a helpful tool in the GM’s arsenal. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

Deep beneath a mine, the PCs have ventured into a cavernous grotto steeped in ancient magics, a place throbbing with pulses of indigo energy. Magical energy moves rocks of its own accord in a potentially lethal flurry and the local fauna is deadly. To complicate matters, a duergar mining caravan is currently harvesting raw materials here, providing further challenges for the PCs. Now, unlike in the PFRPG-version, the monster selection can obviously not draw from the same wealth of critters, which does somewhat detract from the appeal of the module. In a nice move, the AAW Games crew has countered this system-immanent shortcoming somewhat with the inclusion of the monster stats of both adult void dragon and smaragdine golem from Kobold Press’ fantastic Tome of Beasts. Alas, we do lose the nice little random encounter table the PFRPG-version offered and the space the creatures take up does mean that the individual entries for the keyed encounters are somewhat shrunk down – 3. and 4., for example, have been collated into one.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and nice. Huge plus: We get a GM AND a Player-version of the area in which this takes place, providing full VTT-friendly compatibility.

We have a return to form here for Stephen Yeardley. In just a few words, he manages to evoke a tight atmosphere, chooses smart adversaries and sports a couple of unique tidbits. Now, the module loses a bit of its appeal, courtesy of the decreased creature array 5e offers when compared to PFRPG. While the pdf does manage to partially offset this in Chris Harris’ conversion, the mini-dungeon doesn’t wholly manage to reach the level of coolness of the PFRPG version. Hence, my final verdict will clock in at 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
5E Mini-Dungeon #067: What Canst Work i’ th’ Earth So Fast?
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Mini-Dungeon #067: What Canst Work i’ th’ Earth So Fast?
by Thilo G. [Featured Reviewer] Date Added: 03/28/2018 06:34:28

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map! Yeah, that's pretty amazing! Better yet: GM-friendly version of the jpg's included as well!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

Deep beneath a mine, the PCs have ventured into a cavernous grotto steeped in ancient magics, a place throbbing with pulses of indigo energy. Magical energy moves rocks of its own accord in a potentially lethal flurry and the local fauna is deadly, including bulettes and myrmecoleons. A soulbound shell awaits and, to complicate matters, a duergar mining caravan is currently harvesting raw materials here, providing further challenges for the PCs. We also get a nice 5-entry random encounter table. Cool, btw.: Some creatures have been modified by the magical energies, gaining unique tricks!

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf. The .jpg version included here, which you can easily cut up and hand out to the players as they progress is a huge bonus -and even better: A KEY-LESS VERSION sans the annoying letters/numbers is included as well for full VTT-compatibility!!!. The pdf does sport one nice piece of original full-color art - kudos!

We have a return to form here for Stephen Yeardley. In just a few words, he manages to evoke a tight atmosphere, chooses smart adversaries and sports a couple of unique tidbits. All in all, a great little mini-dungeon that makes for a fun, flavorful sidetrek. No complaints. My final verdict will clock in at 5 stars +seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Mini-Dungeon #067: What Canst Work i’ th’ Earth So Fast?
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5E Mini-Dungeon #066: Words Fly Up, Thoughts Remain Below
by Thilo G. [Featured Reviewer] Date Added: 03/28/2018 06:32:45

An Endzeitgeist.com review

This pdf clocks in at 2 pages and is a 5E-mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...drumroll a .jpg-version of the map, in both GM and player-friendly versions!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is, a helpful tool in the GM’s arsenal. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

...

..

.

Still here?

All right!

Okay, so what happens when a xhkarsh happens upon a bunch of kobolds currently fighting a drow antipaladin? Well, in this case, the creature managed to kill the drow and has since then whipped the kobolds into shape and recruited a cadre of diverse creatures under its banner. In the 5e-version, the emphasis on taking PCs alive has been removed, and it’s not the only thing: The table to randomly determine the placement of the adversaries herein has been eliminated as well. On the plus-side, we get the previously-mentioned Xhkarsh from tome of Beasts reprinted here and stats for a kobold chieftain as well. This is per se rather cool and indeed, the respective rooms sport tactics for the creatures that are most likely to be here. The presence of these tactics renders the complex rather dynamic, but brings me to the crucial issue here: You see, the dungeon has two levels, and one of them is 1 square left, two down of where it’s depicted on the map. There also are pipes and everything and the strategy of the adversaries is per se nice…but over the neat enemy set-up, the module forgot depicting the dungeon. The map doesn’t help there either, making the whole complex feel opaque and sterile and the 5e-version doesn’t really manage to remedy that.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and this time falls a bit short of what we usually get, being more bare-bones than usual. Huge plus: We get a GM AND a Player-version of the area in which this takes place, providing full VTT-friendly compatibility.

Stephen Yeardley usually does much, much better. The two-level set-up is interesting, but suffers from the limitations of both wordcount and map-detail and the dungeon itself falls somewhat short of what it could easily have been. Try as I might, I can’t really recommend this one, in spite of its really cool premise – it feels like half a module and while the 5e-bonus critters are nice, the loss of the enemy placement table and less interesting monster-choices mean that Chris Harris’ conversion somewhat evens out when compared to the PFRPG-version. I strongly suggest you check out the other mini-dungeons penned by Stephen Yeardley, though – they tend to be amazing. For this one, though, my final verdict can’t exceed 2.5 stars, rounded down.

Endzeitgeist out.



Rating:
[2 of 5 Stars!]
5E Mini-Dungeon #066: Words Fly Up, Thoughts Remain Below
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