Sep 112017

shadows_of_madness_5eThis 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 and a .tif-version of the map! Yeah, that’s pretty amazing! The dungeon’s number-less version of the map doesn’t sport any deceptive trap icons or traps – kudos, though the place where the secret doors are can still be gleaned by proximity…but if you conceal that part, it works well. In short: Full, proper VTT-support and help for guys like yours truly that can’t draw maps.

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!

Wizards strive as wizards are wont to do, for knowledge – and much like dwarves digging too deep, they are prone to being destroyed by this thirst for knowledge. Exactly that has, alas, happened to a wizard names Tibor – and now the PCs have found a stair amid the rubble of his former tower.

In this small dungeon, the PCs will fight undead foes and ultimately, save a woman  -who was kidnapped by ogres to facilitate the planned retribution of said aforementioned wizard . This guy, now, driven mad by gibbering mouthers, constitutes the boss of this dungeon.

Loot-wise, there is a mirror of life-trapping to be found here, and skill-wise, you’ll find the usual: Doors to break down or crack…and no social interaction, which highlights a weakness of this module


Editing and formatting are very good, I noticed no significant glitches apart from the hyperlinks – there are quite a few that don’t work, which is a bit annoying. 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 pdf does sport one nice piece of original full-color art – which I’d applaud, were it not for the fact that it depicts a bugbear, which was present in the PFRPG-version…but doesn’t show up in the 5E-iteration. The cartography, with player and GM-VTT-maps, is nice.

Michael Smith delivered a nice mini-dungeon in its original iteration. Alas, Kyle Crider has done better conversions in the past. You see, this mini-dungeon, in the original, was pretty much defined by its strong shadow-leitmotif, with templated foes, rare enemies and a medium to save – all of this has been lost in translation, when a couple of minor modifications could have retained that feeling. In short, this leaves the mini-dungeon very much bereft of its soul and renders it much more generic in its 5E-iteration. The damsel to save, relevant in the original, is relegated to commoner status and once again, there is no social skill component here. While not bad per se, this is also a long shot from what I’d consider great. My final verdict will clock in at 2.5 stars, rounded up due to in dubio pro reo.

Endzeitgeist out.

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Jan 272014

Devil-of-Dark-WoodBy Endzeitgeist

Devil of Dark Wood is 34 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving 29 pages of content, so let’s check this out!

This being an adventure-review, the following text contains SPOILERS. Potential players might want to jump to the conclusion.

Still here? All right! Set on the Rybalkan peninsula of the setting, a place somewhat influenced by a clash of cultures between standard medieval people and the Viking-like Vikmoderes, the adventure presumes the following: A clan of devils has been stranded on the prime material plane and adapted to the place. Unable to return to the hells, they adapted and bred with humans too often, it seems – essentially, they degenerated and grew into their own secretive sub-race, sans e.g. the power to call reinforcements and with some individuals even leaning towards human behaviour. A young devil fascinated with humans named Bakinqa managed to learn their tongue and some of their skills and tried to communicate with them, only to have his father shot in front of his very eyes by a bolt of devil slaying, as the devil (obviously carrying the taint of human weakness) sacrificed himself to save his son. The young devil subsequently plotted vengeance and schemed for years. When he first witnessed a lycanthropic transformation, he knew that a potent tool had fallen in his hands – especially with the rituals depicted in a dread tome of lycanthrope control that enables one to control lycanthropes via fetish dolls and even share senses with them. Unfortunately for the devil, he has yet to find the name and whereabouts of his father’s slayer and thus has resorted to stealing a book containing the immigration records by proxy.

Brooks Balinger, a shepherd who has lost a sheep to the lycanthropes, couldn’t find his usual, now deceased hunters to take care of his problems (they’ve been killed as well) and thus hired another hunter named Woln – unfortunately for the hunter, he’s been captured by the devil and now serves as the infernal creature’s guinea pig in creating a new devil-werewolf hybrid.

The PCs, after having a tour of the village (including many paragraphs of well-written flavour-text and a fully mapped tavern that includes even a price-list) are hired to find the missing hunter Woln and additionally, the local sage Yuri Statel wants them to recover his stolen books. The investigation soon yields a piece of pelt and thankfully provides some red herrings with named villagers who also wear pelts. After some minor investigation, the PCs find a victim of the curse, who may be almost insane, but also a possible way to reach the cavern of the true master. Otherwise the PCs are in for a fight with a were-wolf. The ice-cold rain also conspires to make their sojourn rather unpleasant and thus, the cabin of Cual Beartooth, skilled herbalist, is a welcome place to rest. Very cool: The herbalist can craft 3 types of special salves, but also expects the PCs to help improve the fully mapped cabin/do chores – which they actually can! Even better, the salves all come with ingredients, lending a sense of fluff and consistency to them. Unfortunately, no craft-DCs or information on how to replicate them like market price etc. is given. In order to earn their stay in Cual’s refuge, they may have to do some chores, though – a nice diversion here!

After their stay at the hunter/hermit, the PCs finally reach the ominously-shaped Devil’s Cave, where their adversary, a were-wolf slave and his hybrid – a true climax, and one easily adjustable by having one or more of the were-creatures change sides. The primary antagonist, the devilish alchemist, has access to extracts, bombs and mutagens, which is rather nice, even though I think the creature should have alchemist levels instead of getting the abilities of the class for free just “by having studied” it. As written, the statblock specifies no alchemist-levels. The finale per se is rather interesting and provides ways to adjust the challenge to your tastes. Even better, there’s a “it’s not over yet”-moment – the devil actually had a fourth fetish doll and thus, a fourth werewolf remains! Two sample ideas for continuing the adventure are given before introducing us to the dread tome that contains the knowledge to create the lycanthrope-controlling fetishes.

What still irks me, even though the origin story of Bakinqa has been vastly improved: The statblock does not use the correct devil-subtype-traits: Devils not only get a range-limited darkvision, they also see perfect in even deeper darkness. They are immune to fire and poison and don’t have a paltry resistance of 5 to fire. They have a resistance to acid and cold 10, not just cold 5. Per default, they don’t get a spell-resistance. Even if you take the cop-out and argue that this devil has degenerated, the modifications have made the subtype unrecognizable – I get that it’s a species of its own. But it should not have the devil subtype. outsider? Evil? Okay, but rules-wise, this is no longer a devil – it shares almost no traits with the devil subtype. I also don’t understand why the build does not specifically grant alchemist class levels to the adversary – all the class features are there, why not simply make him a base-race + alchemist-levels build?


Editing and formatting are good, I noticed some glitches à la homophone errors (bare/bear), though, as well as inconsistencies regarding a statblock which may or may not be intentional.

Layout adheres to Adventureaweek’s two-column parchment-style standard and has been vastly cleared up – this is so much better and crisper looking than its previous iteration.

The artworks are nice and the cartography is stellar. The pdf comes with extensive bookmarks and Herolab-support and comes with hyperlinks to respective areas of Rybalka, Items etc. on the AaW-page. Nice to look more information up if you’re a subscriber! It should be noted that said links are optional only and all required information (and plenty of it) is contained herein.

All in all, the writing here is much more consistent than in “Crypt of the Sun Lord” and adheres to a mostly captivating and well-written prose. I particularly liked how herbs and ingredients are mentioned in some salves and the way in which the PCs may use their skills to improve a cabin as well as the sheer amount of detail provided for the village. The overall investigation, while easy to pull off, is well-presented and the environmental complications are neat. I also applaud the use of alchemist-rules. What I don’t applaud is the lack of information regarding the rules for the salves introduced. The worst problem of this module was in its prior iteration an accumulation of terrible logic bugs and some clunky supplemental pieces of information, which have thankfully been purged. Indeed, as presented, A2 now actually makes sense and comes with a presentation that further improves it beyond its less than stellar first version to a point where I consider running it a fun endeavour. It is only rarely that one sees a publisher go back and improve a product to this extent and AaW’s crew has my utmost respect for revisiting and improving this one. However, aforementioned subtype-hick-up, the weird antagonist build and the minor editing glitches here and there remain. Still, in this, its vastly revised edition, I can wholeheartedly recommend this module as a nice wilderness/investigation scenario with fluff galore for low levels that more than deserves a final verdict of 4 stars. Kudos!

Endzeitgeist out.

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Jul 052013

109940By Endzeitgeist

This module is 49 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page advertisement, leaving us with 44 pages of content, so let’s take a look!

This being a review of an adventure, the following contains SPOILERS. Potential players should jump to the conclusion.

Still here? All right!

Nine Generations ago, Vykter West founded a place called Weston – right in the middle of nowhere, a desolate land. Nine Generations ago, the progenitor of the West family entered a deal with the lower planes and lo! and behold, the rich river Meere changed its course and Weston prospered – all for a ridiculous price. Viktor would only need to put a tiny white worm into his field? Where’s the harm in that? What goes around, comes around, though – it was the worm that changed the river’s course, grown to monstrous proportions and ever since, worm-slayer upon worm-slayer, adventuring group upon adventuring group, has fed the ravenous appetite of the worm, which return to consume the West family. Unaware of the curse their ancestor wrought, the family has lived under the shadow of the titanic beasts eventual awakening from its hibernation. Fast forward to the recent heir of the West name, one Errod West, forced to watch the worm devour his parents at a young age and subsequently driven by an obsession of slaying the beast, finally unearthed hints of Weston’s dark past. The PCs are contacted by distant relatives via a letter and made aware of the sizable bounty – 50K in gold are nothing to scoff at – a fortune even! When a man dies on the road to Weston, trying to warn them away, it will become clear that the PCs have not a mean feat ahead of them…

Weston itself, as a town, is firmly in the grip of fear and panic at the worm’s proximity and first rumors of the cursed West family surface. After visiting the mayor to confirm the bounty, the PCs may have a talk with the only known survivor among the wannabe worm-hunters – a dwarf named Hamlin Hammerhalder currently resting at the Happy Fool tavern and while he is a tough nut to crack, capable PCs may get him to talk about the dread combat that led to the death of his companions. Tracking the vast traces of the worm’s wake, the Pcs get a chance to save a dwarven couple from a bulette and rescue an adventuring group from an unpleasant fate by falling into the churning waters of the river Meere and the waiting jaws of the local crocodile and ankheg population. In far over their heads, these adventurers proceed to leave the hunt of the worm to PCs, though they may help later in the module. The Worm is CR 21, has regeneration 30, DR 15/-, SR 45 and Immunity to spells and energy types. This is a fight the PCs cannot win. If your players are stubborn and refuse to retreat, though, then you’ll still have a good recourse – as a Deus Ex Machina to prevent TPK, as a means of escape or to acknowledge that they did the impossible and damaged the beast, Errod shows up and leads them to his mansion.

There, Errod offers to resurrect the fallen via his scroll(s) of true resurrection and proceeds to prepare a meal – the PCs in the meanwhile have ample leisure time to sniff around the house and stumble over the variety of clues and from Errod’s reaction, make deductions about his conflicted personality and gathering clues that he is not telling them everything. It is notable that clue-wise and regarding descriptions, the mansion is VERY well-detailed and offers a great change of pace that can, thanks to taxidermy-trophies, be easily played up to 11 on the tension-scale if you so chose. Together, they may piece together the clues from Errod’s documents and notes, but in the night, their endeavors are put to a hard test – a hit-squad of 8 babau demons infiltrates the house and starts a fire – the PCs, rousing from their sleep, will have to contend with the deadly demons and try to save the journal from the library while the house burns down around them -heat dangers, smoke inhalation, catching fire – all covered in a delightfully suspenseful action that consumes the house in only 20 rounds – a battle against the clock and the relentless assault of the flames.

Supernatural forces are moving in and the players may wish to recover Vyktor’s journal from his body – only the crypt is also well-guarded by forces infernal -a vrock and even a glabrezu (who offers a wish if spared – but is it worth it?). Vanquishing these foes with Errod’s help, the PCs can unearth the journal, where a riddle (that should stump no one) conceals the name of the demon with whom Vyktor made the pact that resulted in the White Worm’s rampages. Armed with this name, the PCs may summon the demon, who has an offer for the worm’s end, but one that would cost the lives of Errod and all of Weston. A more likely outcome is that the PCs vanquish the demon, temporarily making the worm vulnerable – if they can manage to perform three rituals of atonement, each of which, while not cancelling, weakens the superb defenses of the worm. The rituals are no mean feat either – someone who has lost all will to fight must give away all earthly possessions until they are naked while holding a piece of the creature they seek to destroy. Hopefully the PCs managed to save that scale of the worm from the burning Weston manor… For teh second ritual, one must consume a draught of pure elven blood, essence of a fire creature and one’s own blood at the witching hour and bear the pain. The final ritual requires the tears of the cursed to be used to polish a diamond of 5K GP value or more with a brush made from halfling’s foot-hair, transforming the gem into a lump of coal. If the PCs saved the adventurers, they may now have at least a couple of the more esoteric ingredients ready.

The rituals completed, the final hunt is on – with its demonic master gone, the worm retreats to its primal shrine, leaving a wake of destruction in its wake, while fleeing from encounters that damage it too much. Catching the worm and finishing the beast, even with the help of the level 15 ranger Errod West, will require guile, luck and preparation. Thankfully, a timeline features the epic wake of the worm as well as weather etc. and should make for an interesting hunt of a prey most dangerous.


Editing and formatting are top-notch this time around – I noticed no editing glitches. Layout adheres to the status of AaW’s 2-column full-color layout of A16, i.e. we get nice boxes, separated statblock sections for 3.5 and PFRPG-stats and I have nothing to complain – tidy, functional, nice. The pdf also comes with extensive bookmarks, beautiful cartography (though only of the manor, but that in both a DM- and Player’s map version) and a gorgeous letter-hand-out.

Drawing inspiration from literature, obviously Moby Dick and folklore (The legend of the Lambton Worm), this module has an ancient, gothic sense of foreboding only scarcely seen when handling unsubtle brutes like the titular force of nature of a monster. While personally, I would have preferred the extraplanar influence to be cut/not explained and instead making the events in the mansion/crypt and origin of the worm ambiguous, that’s a personal preference and will not impede my verdict of this pdf – if you do, though, you’ll have a closer analogue to Moby Dick’s fundamental question of whether revenge against an animal is possible at all as well as a great conduct to develop Errod’s growing obsession. I maintain that the module would have been better off that way and even more unique, but that may be me. That being said, this still is nagging at an extremely high level: Author Lance Kepner has created an awesome module with a unique atmosphere, an epic objective and details that is not only smart, but also fun to read. I also urge any DMs who run this to at least read the respective synopsizes of the inspirations it is base on – they are awesome pieces of fiction and will definitely enrich your experience and that of your group while running this module.

This, if my praise was not ample clue, is one of the best modules that came out of’s B-series so far, on par with B3 and B6 and perhaps even transcending them. A great module full of style, fluff and unique ideas, dripping a sense of wonder and occultism, this is well worth 5 stars plus seal of approval – congratulations to everyone involved.

Endzeitgeist out.

B10: White Worm of Weston is available from:

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Jun 212013

114533-thumb140[1]By Endzeitgeist

The fourth adventure for Pathfinder’s beginner’s version is 26 pages long, 1 page front cover, 1 page editorial, 1 page ToC/foreword, 1 page SRD, leaving us with 22 pages of content, so let’s take a look!

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

All right, still here? Exallizar’s promising students are up for another adventure – and this one already kicks off with an interesting first set-up: They are actually aboard a magical, fire-elemental train on their way north guarding a shipment of toys and candy. Suffice to say, we get a fully mapped, beautiful rendition of the train – and not all is going according to plan. Much like previous BASIC-series modules, we kick off with starting equipment choices – and the PCs will need these, for a new critter, the so-called Kramps, are trying to highjack the train, scrambling across the train’s roof. Not only are they interesting combatants trying to destroy the candy-shipment (the timer’s ticking!), the leader also gets missile toe boots – yeah – boots that can shoot eldritch projectiles.

Hopefully, the players manage to defeat these menaces, but with or without the support of the train’s friendly fire elemental, the PCs will probably have to retrieve some cargo – from the Kramp’s nearby base, where they may actually use the critter’s ability to detect joy against them – and defeat not only the Kramps, but also acquire Battering Ram-style arctic-blast inducing items, bells that can be used to kill foes (you’ve guessed it – Slay Bells) and fight against steam mephits as well as nutcracker golems – and realize that they are not the only ones fighting.

There’s also a white dragon here – and by this point I was groaning, for it is by my counts to oomphteenth white dragon in an AaW-module – but this one’s different: Not nearly as evil as most of its kind and can be reasoned with! Depending on the PC’s reasoning, they may actually befriend teh dragon and make it tag along for the festivities! Now THAT is some Christmas Spirit for you! It should be noted that the kramp-lair is also fully mapped and comes with a player-friendly version.

The pdf concludes with 4 pregens with their own artworks.


Editing and formatting are top-notch, I didn’t notice any significant glitches. Layout adheres to a 2-column standard in full color with a parchment-like background and the artworks are ok. As almost always in AaW-books, the maps are glorious. The pdf comes in two different versions, with one being more printer-friendly than the regular one.

So, this is the fourth of holiday-themed modules for Pathfinder’s beginner’s version and author Kevin Mickelson has this time around created one module that is indeed fun to play – after the mediocre predecessor, this one again breathes holiday-spirit, teems with puns and is appropriate and fun gaming not only for younger audiences, but also for more mature players looking for a fun innocent ride to celebrate the holidays. This is a nice, cool little Christmas module with a neat final confrontation that can be resolved sans shedding blood. If I had one gripe, then that the locations are awesome – but don’t feature that much in the respective combats – why are there no simple rules for fighting on the train’s roof, pushing foes off the train etc.? There is a DC mentioned to not be blown of the vehicle, but not what the consequences of being blown off are – and since this module is intended for younger audiences (and probably inexperienced DMs), being left without this information is an issue in my book.

This, combined with the relative brevity of the module, make me settle for a final verdict of 4 stars for a well-made little module.

Endzeitgeist out.

BASIC04: A Miraculous Time is available from:


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Jun 182013

113992-thumb140[1]By Endzeitgeist

This pdf is 34 pages long, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving us with 31 pages of content, so let’s take a look!

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

Still here? All right! If you’re familiar with “Thief in the Night”, you’ll be familiar with the backdrop of this module, since it can be run as a direct sequel to that module, though it doesn’t have to. The module thus kicks off with the PCs being hired by the city of Brdigefort’s Baron, one Tavius Mercen IV – who fills them in on the issue: The recent thefts in Bridgefort was no isolated incident – more thefts have recently happened, one particular problematic one hitting a man called Mortimer Fairgain – stealing his maps. If the PCs accept, they get a map made from the composite of the stolen maps. If they decline, the Golden Salmon Inn, where the merchant guild offers an alternate means of getting the PCs into the action. One particularity of author Cutis Baum’s writing is present in here as well would be the rather extensive boxed text – DMs looking for mostly spelled out, flavourful interactions should find them inside here. Finally, with a troupe of orcs and kobolds trying to bluff/mug the PCs, we have a third fully fleshed out way (or random encounter) to bring PCs into the module.

But back to the topic at hand: The trail leads to the so-called Forest of Mists, where the module gets sandboxy, allowing for multiple encounter areas, first of which would be the Bone Tower, which not only houses humanoids, but also a nice riddle/floor tile puzzle. The Temple of the Unknown God also has a neat puzzle -a not too difficult one about lighting torches according to some hints, and a more complex one that has light being refracted by sceptres – with a visual representation. I really liked these puzzles!

Upon their completion of ruin-exploration, they’ll encounter some wounded elves that point the PCs towards a fortress hidden in the fortress – and upon defeating these humanoids, the PCs will find a letter by one Emperor Chez’nak – the bugbear sergeant’s letter speaks of an impending attack on Bridgefort! Warning the town concludes the module for now – at least until the next module in the series. The pdf includes maps for the locations, thankfully also player-friendly maps, so kudos for that!


Editing and formatting are very good, I didn’t notice any significant glitches. Layout adheres to AaW’s printer-friendly full-color two-column standard. The pdf’s artworks are ok and the pdf comes fully bookmarked.

This is an interesting module – on the one hand, we get some really cool puzzles, with visual representations etc. – which is awesome. On the other hand, the module feels strangely disjointed – there’s not much connecting the different locales/encounters – they simply happen, one after the other, with not much linking them in the context of the story, making this feel more like a series of encounters leading up to the true meat (which will come in the sequel) than a true, cohesive module. Are the encounters bad? No. But they also aren’t particularly exciting or mind-blowing – it’s essentially about humanoid-bashing and that’s about it.

Taking hostages etc. is no option and at least some guidelines/pieces of information to string the locales together would have vastly improved this module in my opinion. All in all, what remains are solid encounters more fit for scavenging than being run as a cohesive module. And that’s not a good sign. While I really love the puzzles, the rest of the module remains painfully bland and even abstract at times – the bone tower and temple are, for example, apart from the puzzles mostly not fleshed out. The puzzles per se might make this worth a look for you, but overall, as a module, I can’t recommend this. My final verdict will clock in at 2.5 stars, rounded down to 2 for the purpose of this platform.

Endzeitgeist out.

The Right to Arm Bugbears is available from:

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Jun 132013

114195-thumb140[1]By Endzeitgeist

This module for the beginner’s version of Pathfinder is 28 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, leaving us with 24 pages of content, so let’s take a look!

This being an adventure-review, the following contains SPOILERS. Potential players should skip to the conclusion.

All right, still here? The adventurer-apprentices of the Exallizar Preparatory Academy for young adventurers have already had chances to shine (or fail) twice and the module kicks off with some friendly PvP: After 4 rounds, the sparring match is interrupted (though the DM should probably take care/specify that no one dies in this match – something the module, as written, omits), the PCs are recruited by one Ambrose Neidlum, an old man who wants the PCs to help him defend a cloister of pacifist clerics versus an onslaught of beast-men. His recruitment of the PCs includes a selection of items the PCs may choose from, which includes seeds of the curcubiters featured in the previous module as well as their caps (as shields) and special seeds that make for flaming projectiles. The headmaster immediately teleports the PCs to the monastery and there, they immediately are beset by assaults from the Noctur Gnolls and Ambrose is no help in this fight either.

Once the gnolls have been driven off, the PCs will see their first dwarf and enter the monastery complex – with the collapsed Ambrose in tow. Diran, the dward, quickly tells the PCs what the catch is – Ambrose has been cursed by the gnoll-leader Ringdocus, who, while weaker than Ambrose, has all but made the cleric useless via his sleep-deprivation curse. In order to deal with the curse, the PCs will have to deal with the recently built fort the Noctur Gnolls have erected.

The infiltration of the camp should not be too difficult, though players still should act smart – while the watch-post is sleeping, the gnoll could wake up, which has the potential of having the fort’s ballista turned upon the PCs! If they manage to take the sentry down, though, they can turn the siege-weapon upon the numerous inhabitants of the fort. In a sandboxy assault that leaves much up for the PCs to decide, they can slowly empty the fort – though response actions/more interesting responses would have been nice. Once the gnoll-leader has been defeated, the PCs can return victorious from their sojourn – but alas and alack, not even the gnoll’s mask suffices to lift the curse.

In order to save Ambrose, the PCs will have to hunt a strange creature only rarely seen and only in the autumn – a gestalt-bird called turducken. The American audience is probably chuckling now, to the non-Americans I suggest looking it up. The creature’s lair is rudimentary and rocky, the creature being a moderately tough combatant, but nothing as difficult as the Halloween-module’s bosses. Upon their return with the remains of the monster, there is a feast (of course!) and all is well – the magical flesh cures the curse and the PCs may even get some magical meat from the creature to take home.

As all BASIC-modules, this includes 4 pre-gens, advanced further from the last module as well as player-friendly versions of the maps..


Editing and formatting are good, though not stellar. I noticed some minor glitches here and there, though nothing too serious. Layout adheres to AaW’s 2-column standard and the module comes fully bookmarked and with two versions, one optimized for being printer-friendly and one for screen-use.

The first two modules of the Kevin Mickelson’s series, while aimed at younger audiences, still had a lot to offer to more mature players, with especially the latter being easily modified to provide a nice module for mature players as well. The same, unfortunately, can’t be said about this one – experienced players will probably yawn at the taking of the gnoll fortress, while less experienced groups lack any guidance in the beginning PvP-situation: What happens if PCs manage to kill one another? No guidance is given. All in all a module that, while being intended as a thanksgiving-themed module, has not much going for it beyond this potential festive spirit and while not bad, can also not be considered exceptional or good. Thus, my final verdict will clock in at 2.5 stars, rounded down to 2 for the purpose of this platform, also due to its relative brevity.

Endzeitgeist out.

BASIC03: A Giving Time is available from:

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