May 182017

Book of Lairs contains a significant array of set-piece locations you can easily drop into your game.


Book of Lairs is a massive book that clocks in at 109 pages, 1 page front cover, 1 page editorial, 1 page ToC, 3 pages of advertisements, 1 page of SRD, leaving us with a total of 102 pages of content, so let’s take a look!

All right, before we do…what is this? In short, it could be considered to be a massive companion tome to the even more massive Tome of Beasts, but that would be only the tip of the ice-berg. Basically, this massive book contains a significant array of set-piece locations you can easily drop into your game, with the opposition making partially use of the monsters from the Tome of Beasts. While the book does not contain the statblocks of the opposition, it does provide rules for e.g. traps and obstacles, if featured in the respective environment. The respective lairs come with gorgeous full-color maps that feature the keys; every keyed location points towards an area, including a sequence of read-aloud text. The respective lairs are intended for level 1, 3, 4, 5, 6, 7, 8, 9, 10, 14 and 15 – though several lairs e.g. are provided for 3rd level.


All right, this is about as far as I can go without going into SPOILERS. So yeah, potential players should jump to the conclusion, even though I will try hard to not go into the nit and grit of the respective storylines told by the environments.



All right, only GMs around? Great!

Mike Welham goes first and provides a nasty old dockyard, where ratfolk have set up shop alongside some nasty wharflings and doppelrats; a suitable sidetrek challenge for 1st level PCs. 3rd level PCs may explore the lost halls of everforge, penned by Shawn Merwin – a dwarven hall now abandoned, where they may be just in time to prevent the ascension of a flame drake to its more powerful, probably too strong, iteration!

Also at this level, Mike Shea’s “Den of the Rotten King”, where a dread wererat king lords over the denizens of the underworld, which may be nice, but it pales before Mike Welham’s trip to the Clockwork Tower – with the complex devices and interaction with the environment makes this one of the strongest offerings herein regarding its mechanics. At 4th level, Shawn Merwin provides a lindwurm lair in the titanic ranches of no other place than Yggdrasil! Oh, and add in some ravenfolk for added complication and you have a great lair.

Also at 4th level, Steve Winter invites us to visit the Castle of Sand, situated next to a gorgeous oasis…and yes, not all is here as it seems…but I’m not going to dispel that particular mirage here in the review. Brain England’s Pirate’s Cove for 5th level characters brings us to an almost archetypical pirate hide-out…that houses darkest horrors and a blasphemous cult instead! Mike Welham’s All-seeing eye deals with a cult that has been on the wane…and features some disturbing motifs regarding eyes and the like – it does not have to turn sour…but then again, what would you do if you saw a disturbing cluster of eyes floating towards you? Yeah, thought so.

6th level PCs can look forward to a trip to Shawn Merwin’s alchemists’ guildhall – which may, map-wise, be one of the most conservative lairs herein, but it does feature an interesting component regarding the opposition that astute PCs may well notice….and the true villains here are perhaps not what the PCs expected. The Hive, penned by Mike Welham oncegain, would deal with the complex beholden to the feared spawn of Arbeyach and thus can be pictured best as a complex with a nasty termite/insect-theme.

Brian England takes us to the almost classic Temple of the Deep Ones at 7th level, where the PCs face off versus coral drakes, deep ones and similar critters. Not my favorite one, though the map provided for this one is truly gorgeous and colorful. James J. Haeck’s Monument of the Thunderer, set in and on a gigantic dragon statue, certainly is one of the most amazing maps in concept herein and the lair, as such is high-concept and rewarding, though the opposition faced…well, isn’t. The foes featured per default here are a bit bland. The same can definitely not be said about the 8th level “House of Reeds and Whispers”, a wonderful, dark and horrific little set-piece that almost feels like it was penned by Richard Pett, and not Jon Sawatsky. Yes, this is intended as a compliment, Mr. Sawatsky, for the atmosphere here is neat indeed. If you are looking for a no-frills sword & sorcery-vibe, I’d certainly recommend Shawn Merwin’s Tomb of the Scorpion King.

Marc Radle’s dark forest has a direct tie-in with the umbral tower lair and represents basically a druidic area with a threat of shadow-themes eclipsing it; the location is per se solid, if less than what I expected from the evocative cartography. Shawn Merwin and Wolfgang Baur then proceed to take us to exactly said tower, which not only spotlights my beloved shadow-fey, it also offer advice for adapting it to  temperate forests and features even a brief chase and some nice environmental options – another highlight herein. Marc Radle’s Warlock crypt (9th level) redeems him – once again, we get the evocative themes we have come to enjoy from his writing, with the King in Silver and similar fexts making for unique foes, even though the map isin’t as amazing as that of some other complexes.

Enrique Betran’s Aboleth Grotto is a classic take on the trope and makes for a fun environment to explore, making good use of TOB’s new critters…but it falls behind Robert Aducci’s Bloowood of the Cruor Circle – which makes perhaps the coolest map I have seen for the dark druid theme…pretty much ever. Oh, and the adversaries also are neat. Shawn Merwin’s Imperial Ghoul Outpost is per se nice, though I have an issue with the new material, which deals “1 point of necrotic damage” on a hit – is that +1 or does it convert 1 point to necrotic damage? Not sure there.

Jon Swatsky’s cistern may not look as impressive as some of the other locations featured herein – but it represents one of the more challenging lairs in the book, if handled correctly by the GM, featuring some cool, unique environmental issues to deal with…

Steve Winters brings us back to the sand-choked tropes of sword & sorcery with the fane of serpents…including rival adventurers. As an aside, I combined that one with Legendary Games’ shrine of serpents in my own game…worked rather neatly! Wolfgang Baur does show where his reputation comes from with the “Sky Stairs of Beldestan” – not only is this 14th level lair’s cartography gorgeous to behold, the environment depicted is absolutely fantastic – and with traveler and pilgrims as well as death lurking at the top, this location just oozes pure style. Speaking of which: The kobold-commander-in-chief also presents the citadel of the void dragon, situated at the very edge of space; lack of air and the unique layout are just some of the obstacles to contend with here and yes, this lair is just as fantastic as the stairs. The final lair herein would be from the pen of none other than Jeff Grubb and pit the 15th level PCs against an umbral vampire. Yes, it features a soul organ and the complex is shaped like a star of David, adding some occult notions to the lair and ending the book on a high note.


Editing and formatting are very good on both a rules-language and formal level. Layout adheres to a gorgeous two-column full-color standard and the pdf sports numerous, gorgeous full-color artworks, though fans of kobold press may be familiar with some of them. The pdf comes fully bookmarked for your convenience.

Cartography is at once amazing and the biggest drawback of the book: If you do want to get player-friendly versions of the maps, you’ll have to purchase them separately on the Kobold Press-store. I kinda get why, considering their quality, but it is still something that would gall me…particularly if got the print and it didn’t have them. I do not have the print version of this book, so unfortunately, I have absolutely no idea if it features the player-friendly iterations of the maps or not.

The designers Robert Aducci, Wolfgang baur, Enrique bertran, Brian Engard, Jeff Grubb, James J. Haeck, Shawn Merwin, Marc Radle, Jon Sawatsky, Mike Shea, Mike Welham and Steve Winter have done a per se great job in this book – there is not a single bad lair herein; all of the locations are evocative, fun and feature something that would qualify them as worth being used. In the quality of the writing, there is not much to complain about.

I have seen a couple of posts floating around the internet that claim this is almost system-neutral…but I’d vehemently disagree there. This is very much a 5e-supplement through and through that intends to maximize its potential audience by appealing beyond the confines of its rules-system. And the evocative locations succeed in just that; this is a nice purchase for other systems as well…but this flexibility also somewhat hurts the direct usefulness of the book. You see, the creatures featured herein do not sport stats. This is intentional to maintain a broader appeal, and due to this book’s status as a companion tome to the massive “Tome of Beasts.”

However, this also means that you really *NEED* Tome of Beasts to make the most use out of the lairs presented herein…unless you’re as versed as yours truly is and know what a “fext” or an “alseid” is, what powerlevel you’d use there, etc. So nope, I would not consider this book as such a good supplement for other systems….the maps, though…heck yes!

When used as intended for 5e with the Tome of Beasts, the consequence of the lack of stats herein is that the book demands a lot of page-flipping, as you have to look up the respective critters in the ToB, which represents a comfort detriment I considered somewhat annoying; similarly, I get why official D&D-supplements can’t be quoted by page. Why this can’t be done for the book this is a companion to, though, baffles me. I found myself searching quite a bit in the ToB-pdf while using this.

As a whole, I really, really loved most aspects of this massive books; the writing is excellent, the maps for the most part stellar…but the book does feel a bit inconsiderate, with its externalized player-maps, with its book-flipping sans page-numbers for stats that should imho be inside these pages. If you’re willing to put up with these admittedly minor hassles when using this, you’ll get a superb collection of material, but personally…I never quite managed to shake off that little sense of annoyance. So yeah – quality-wise, most definitely a true gem and, if that was all to judge, this would get my highest accolades. But having no player-friendly maps included is a huge deal for me and, combined with the slightly “more-difficult-than-need-be”-handling of the book, I can’t go higher than 4 stars as my official verdict.

Endzeitgeist out.

Book of Lairs for 5th Edition D&D is available from DriveThruRPG.

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Jun 272016

Dark Deeds in FreeportBy Endzeitgeist

Dark Deeds in Freeport is a mega-adventure/anthology and clocks in at 82 pages of content, 1 page front cover, 1 page editorial, 1 page ToC, 2/3 of a page SRD, 1 page back cover, leaving us with 77 1/3 pages of content, so let’s take a look!

Disclaimer: I was a patron of this book. I was in no way associated with the production of this book, though.

Sometimes, books seem cursed – most often, surprisingly, when the feature Lovecraftian themes and this was no different: Long-delayed, the adventure finally arrived when I had all but forgotten about it. I read and ran it, but then…it fell between the virtual cracks of my own hard drive, languishing…until this day.

This is a Freeport-adventure, but it is somewhat uncommon as a module: Somewhere between being a mega-module and an anthology, this book works best if used in conjunction with other adventures. Basically, this module sports a metaplot that works best if it is allowed to gestate over a longer time-frame, with the respective small modules herein slowly building up the weirdness of this adventure’s plot, rendering this a rather interesting hybrid of mega-adventure and adventure-anthology.

This being a Freeport module, it obviously works best when used in the iconic city that can be found in quite a few worlds. Advice for integration in Midgard is btw. explicitly provided, hence my tag of this adventure as “Midgard”, even though other settings that contain Freeport like Purple Duck Games’ Porphyra can just as easily run this one. The adventure references the Freeport Companion a couple of times – alas, this does make the module a tad bit dated. The book simply wasn’t that good and for me, constituted one of the low points of Freeport history. That being said, since then, Owen K.C. Stephens has taken the Freeport-reins and I hear that the Freeport-book released since then has been much better – I couldn’t join the KS for it, though, so unfortunately, I don’t have a valid frame of reference here. Back to this module: Since it refers to some statblocks from the older book and since it is steeped in Freeport lore, I definitely recommend running this module in Freeport and not in some other pirate-y city.

All right, no more set-up and procrastination, let’s dive into this beast! From here on out reign the SPOILERS. Potential players should definitely jump to the conclusion.



All right, only GMs left? This is the final warning…



So, the background story of this one is pretty unique in that its premise is based on an observation I share: Most humans can’t stand the truth- Lies and deceptions are an integral part of the social glue that holds our society together. If you think that’s cynical, let me tell you a little story: When I was a child, it took me quite a long time to grasp that people do not react kindly to universal truth. In fact, my refusal to lie about anything, whether it was the teacher’s new haircut or my assessment of fellow pupils got me into a lot of trouble and frustrated me to no end – didn’t these people know that lying was wrong? This thinking in absolutes coupled with my sense of justice resulted in some…let’s say, unpleasant experiences. What I learned from the ordeal of this time was that “truth” as a value held up by society was not a monolithic concept, but rather a malleable field with degrees of category membership – a truism that is even more true in a setting rife with deception and criminality like Freeport.

There is another component that makes truth dangerous – the subjectivity of one’s perceptions. Let’s take two cultures I’m intimately familiar with, the German and the American culture. American culture tends to view sexuality as a taboo subject, whereas German culture views violence as something taboo. Different things are censored and edgy. This phenomenon extends to the individual and the individual’s interactions with his or her surroundings. At the most basic line, it’s about the perception of the self versus how we are perceived – ever felt like crap and got this compliment that you just couldn’t believe? When you had this nasty pimple or bad hair day and someone just told you how beautiful/handsome you looked? The other person has not necessarily lied – their truth diverged from yours and voicing yours potentially would have superimposed your own temporary lack of confidence over that of the other person. On a less personal level, consider the topic of philanthropy: Most cynics will tell you that the basis of it lies in a sense of narcissism – but I’m not going there. Let’s run a hypothetic Freeport-y example: Pirate Lord Y donates a huge pile of gold to an orphanage. He doesn’t do this out of the kindness of his heart, but because he once burned one down and now is haunted by dreams of damnation. The result of his action is something positive, good – and we may well cheer him for his generosity. Were his motivation known, we’d smirk derisively, at best. Ignorance in this example, generates bliss – hope, even. Knowledge of his true motivation does neither. Truth as a monolithic concept can be a highly destructive force that needs to be tempered by a social conscience, by compassion.

Now the basic idea of this anthology is that Freeport becomes infected by a kind of truth-plague: People start babbling their deepest, darkest secrets to anyone – from being covert philanthropists to being crossdressers, cultists – you name the taboo subject and the massive tables provided for NPCs will have an entry for it. Ina city built on secrecy and deception, with as many grimy secrets lying below the surface, this, more so than in regular society, may tear asunder the very fabric of the city.

How did this begin? Well, in ages past, the Valossian empire was besieged by the dread agents of the Yellow Sign – and a cadre of secretive Yig-worshippers set about to create a remedy for the cancer of the cult – an artifact most dire, one that would cut right through the layers of deceptions, consume their souls and eternally bind them to guard the instrument of their undoing: This dread artifact of ancient times was a lantern known as the Eye of Yig. To guard this powerful artifact, a powerful qlippoth was enslaved and tied to it – but alas, the completion happened too late, the empire was already doomed and thus, the artifact and the complex were buried…until recently.

The artifact was unleashed and with it, its erstwhile guardian. The unique, nightmarish qlippoth has been changed by ages spent in the shine of the lantern – with an ideology changed to blend the nasty universal hatred of its kind, a brilliant mind and a new commitment to the concept of truth, its sets out to change the world. And this adversary ranks quite frankly among the best parts of the whole module – from utterly disturbing visuals evoked to smart strategies and a disturbing component of body horror and espionage/paranoia, this foe ranks among the best, most compelling antagonists I’ve seen in quite a while. Complicating the Byzantine scheme of this mastermind would be a new cult sprung from this devotion to truth…and an extraplanar sect in service to insectoid collectives, the Authority of the Amalgamation

So, let’s begin with the first task for the PCs, in which Mike Franke challenges 9th level PCs and begins with a task from notorious crimelord Finn – his operations are being compromised and the PCs are supposed to find out how. After a rather rudimentary investigation (which I urge GMs to expand, though thankfully magic is accounted for), the trail leads them to the Dead Docks where undead and a nasty man called Bartholomew Burek hold the Book of Buried Secrets, in which truly volatile secrets are written down…but how did those get out?

Phil Minchin and Christina Stiles provide another clue in the 10th level follow-up: Hired by the Shipping news (taking into account that some characters here may or may not have died during a Freeport campaign), the PCs make the acquaintance of Aletha Dorch, self-proclaimed con-woman turned full-blown oracle of the new Truth Speaker cult that has been gaining traction in the city – her uncontrolled ramblings point towards the ship of an intelligent, gentleman-minotaur captain – who has been smuggling rather interesting items into the city: Thoughtwipes. These are magical handkerchiefs that can soak up memories of secrets one wants kept…alas, unbeknownst to the clientele, they still contain the secrets they assimilated. While I love the concept, the item has massive implications on the logic of how certain things like espionage etc. work – GMs are encouraged to be careful with these. Whether just via stealth or by force of weapons, the PCs have a true scoop for the shipping news…

Mike Franke’s next module, also for 10th level characters, is more straightforward and pits the adventurers against the oracle of the infamous dreaming street – a former prostitute now turned dangerous issue for the city. Infiltrating the Torchlight Academy provides a mixture of infiltration and dungeon-crawl, as the mistress proves to be something way worse than the PCs will anticipate…and the other adversaries here are just as lethal…

Christina Stiles proves at 11th level that she can write nasty, in-your-face horror: Chambers Asylum is on lockdown. The madness spread via the excessive, addictive truth that undermines the city has sent many a person to the asylum, where they now await less than friendly experimentation at the hands of the scrupulous doctors there – alas, these unfortunates, which include Aletha Dorch, torn by the lack of thoughtwipes, have become anchors for primordial chaos – wailing, deadly, infectious bearers of primal forces. The PCs are sent into a place of deadly insanity and chaos. Thing become even more complicated due to the Amalgamation sending in an extermination squad, hell-bent on annihilating everyone that may be compromised by chaos. In the hands of a capable GM, this one is a true joy to run and highly disturbing. Beyond that, this module also provides the leads to the furious finale of this anthology.

Intended for 12th level characters, the pieces all fall into place – and the PCs can finally make their way below the surface, into the ancient Valossian ruins, where dread undead Serpentfolk, a broken dimensional vehicle and the disturbing mastermind with his servitors await for the final showdown in one final eruption of deadly sword & sorcery-ish goodness that exemplifies the virtues of Freeport and provides several intriguing means of continuing the story-line…or ending it with a climactic bang.


Editing and formatting are very good, I noticed no grievous glitches. Layout adheres to a beautiful full-color two-column standard in the electronic version. The pdf sports numerous gorgeous b/w-artworks and the print version, alas, is b/w – pity it isn’t full color – the gorgeous layout looks better in color. The pdf is fully bookmarked with nested bookmarks, while the print version sports matte, nice paper. One more thing: The cover’s is the least compelling artwork herein, so expect to see better art inside. The adventure sports many maps…but no player-friendly versions, which, even when this was released first, kind of were already industry-standard, so that’s a bit of a downside.

Miek Franke, Christina Stiles, Phil Minchin, Ryan Costello Jr., Mike Furlanetto, Robert Hahn, Spike Y Jones, Carlos Ovalle, Rory Toma -ladies and gentlemen, you have created the most intelligent Freeport adventure out there – with philosophical themes and a brilliant adversary, Dark Deeds in Freeport pretty much has one of the most awesome metaplots I’ve seen in a while. The set-up and everything…is smart, cool and even disturbing. This can be really horrific, psychological horror, if you choose to run it like that. Concept-wise, this stands shoulder-to-shoulder with the best of Kobold Press mega-adventures…and you all know how much I love them!

Alas, at the same time, this book feels, to me, like it trips over its own format. As awesome as the set-up and metaplot are, the set-pieces and individual modules, barring the last two, fell short of the potential of this whole set-up. The series of modules, ultimately, does not manage to go the step where everything gets personal and this is somewhat system-immanent in the episodic format chosen. While reading this book, I never lost the notion that ultimately, this would have worked even better as a massive sandboxy investigation, with the set-pieces as highlights.

With a couple of free-form encounters and a timeline of random events to witness and the like, this could have been the singular best Freeport module ever released. As provided, this still is a great metaplot with some truly inspired set-pieces/chapters and a glorious villain, but it does not reach the apex level of awesomeness its potential definitely has. A good GM with some Freeport-Fu can make this extremely memorable. In the hands of a less experienced GM, the beginning and connections between the chapters may feel a bit thin, though. It is only due to this and the lack of player-friendly maps that I’m settling on a final verdict of 4.5 stars, rounded down to 4.

Endzeitgeist out.

Dark Deeds in Freeport is available from:


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Jul 132015

Deep_magicBy Endzeitgeist

This massive, huge tome clocks in at 378 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial, 3 pages backer-list, 2 pages of ToC, 1 page SRD, 1 page advertisement, 1 page back cover, leaving us with 367 pages of content, so let’s…

…wait. I can’t really convey the illusion of spontaneity here. Why? Because I have written and deleted this review 3 times as I’m writing these lines. This is quite literally one of the hardest reviews I have ever written, mainly because conveying my stance on Deep Magic is pretty ambiguous and prone to misinterpretation.

But let’s start at the beginning. This book is beautiful. Thanks to one particularly helpful gentleman, I managed to pledge by proxy over him (didn’t have the bucks when the KS ran…) and when this book’s physical copy arrived in the mail, I was utterly blown away. Not only did I receive a massive, gorgeous stitch-bound hardcover, it was in gorgeous full color and sported some of the very best pieces of artwork I’ve EVER SEEN. The matte paper helps create an illusion of an “old” tome and the superb, copious artworks render this book so beautiful, it even mops the floor with quite a few Paizo-books. Yes, that gorgeous. The layout, with its parchment-look, its subdued, unobtrusive glyphs further enhances this. Deep Magic is one of the most mind-staggeringly gorgeous books I’ve ever had the pleasure to read and both artists and layout-artists have been up to their A+++-game. Kudos!

Then, I went on and started reading beyond the forewords and the introductory short story by Ed Greenwood and after them, yes, I was utterly blown away and totally in the mind-set for the things to come:

The first we see would be the respective magical traditions. Old time fans of Kobold Quarterly and Kobold Press will see quite an array of old favorites herein again – from blood magic to fool’s summonings, quite a bunch of conceptual goldies can be found herein. At their very best, these new traditions are ridiculously inspired – new ioun stones and ley lines would be two such examples. The latter, for examples, can be tapped by casters with concise rules to tap into their powers – while very powerful, these ley-lines can not only make for interesting tools that can turn the tide of battle and e.g. prevent a TPK or provide unique, cool ways to execute narratives. The transient nature of ley lines and the option to burn them out/change their course places control firmly within the hands of the DM, preventing abuse. That being said, as a DM, I have to decidedly advise against making the numerous ley line feats available for PCs – their balancing is odd/non-existent, with no-save, no-SR 1-round blinding effects and the like not necessarily constituting good resources to place in player hands.

The fool’s summoning tricks go a different way – beyond interesting, more risky, but also more powerful summoning tricks, a copious amount of spells receive flavorful modifications and reskins – which brings me to another point. These traditions sport unique effects, and the same holds true for chaos/wonder magic, with distinct, odd effects and abilities rendering the experience of playing the respective schools pretty interesting. Alas, not all of the traditions herein receive such interesting rules – in fact, quite a few of the traditions adhere to the following presentation: We receive a short fluff-text, spell-lists by caster/level and then, a sample spellbook, including preparation ritual. (And yes, rules for intelligent, living spellbooks can be found herein as well – they are pretty sinister and narrative gold.)Now don’t get me wrong, I *love* the inclusion of these books, but all in all, the respective “schools”/traditions, at least partially, feel too rudimentary – there is not enough to set the spells themselves apart, no guidance to develop additional spells for such a school and some classes receive e.g. one exclusive spell for such a tradition – not much reason to pick a tradition. By providing a tighter focus, the traditions could have been infinitely more compelling, more specific…but…on the other hand, we for example receive a complete, new full-blown mythic path with the living saint.

What are living saints? Well, for one, they are chosen of god(s) – what I mean by this is that, like many a mythological leader of religious prowess, these guys experience a highly interesting phase of tribulations, wherein they are severed from their gods and besieged by the whole pantheon – essentially, all gods can tempt the saint towards their ideology and sphere of influence, proposing different spells etc. for obeisance and quests. This can also be used for interesting foreshadowing and over all, the mythic path, intended for divine casters, is pretty much a cool choice with plenty of narrative potential ingrained into the very fabric of the thing, especially due to the numerous spells sporting names of the saints, adding a cool narrative dimension and unobtrusive fluff to these miraculous powers. This mythic path is the first that actually feels like it could have originated in fiction, like it not only provides a rules-escalation, but an actually defining, narrative tool. I adore this path and the resonance of our own world’s myths, with obvious references to Christian (sans the ideology, mind you – you can’t be offended by this guy) narrative structures that are very ingrained into how we perceive certain myths, this path is a thing of beauty.

Vril, the unique pseudo-atlantean power-source introduced in Sunken Empires (inspired by Bulwer-Lytton’s writing) also receives new specialists, both archetype, feat and spell-wise. Converting spells into vril-blasts, for example, is pretty interesting. That being said, careful looks into this system also shows us a couple of somewhat odd choices – the archetypes, for example, are separated and relegated to their own chapter – so instead of looking up e.g. vril magic, you have to know where what can be found. Yes, organization is neatly organized by crunch-type, but in a book this focused on awesome concepts, I think another solution would have been appropriate. Also odd – Ink Magic, in depiction pretty much a tradition, can be found in the chapter on rune-magic. Strange.

But this line of reasoning brings me to the first issue of this book, though it is admittedly one of preference. The traditions as such, as has always been the strong forte of Kobold Press, just BRIM with imagination. They provide iconic, well–crafted concepts that set the imagination ablaze. I know a couple of them from their original books and the fluff, usually, did in some way limit the respective traditions – whether it’s the lost magic of vril, the blood magic of some limited tribes/traditions or the lost magic used to slow the progress of the Wasted West’s Old Ones…there always was this implied scarcity, this alignment of crunch with philosophies, ethnicities and accomplishments. So the PCs have this powerful spell xyz, BECAUSE they have taken on caster zxy, because they have braved the ruins of Gru’tharkrr…

This book collects all of these traditions and breaks their spells into a massive, huge chapter, dissolving the lines between them and implying by its very organization a general availability not implied in singular presentations – essentially, we have a disjunction of fluff from crunch to a certain extent. Now this means that you have to search the spells in the lists if you want to make a specialist, but have an easier time when just browsing through the book, looking for spells generally available – hence, the implication is that these spells are available freely, akin to how spell presentation works in Paizo’s big books. Now don’t get me wrong, one could argue that THIS is exactly what this book tries to do, analogue to the big Paizo-books, where you essentially slap down the book and have a general extension of the arsenal. My contention, ultimately, is that this is balance-wise one of the decisions that shoot the book in its metaphorical foot.

In my first iteration of this review, I went through all of the crunch here in these traditions step-by-step – alas, this bloated the review to the point where it wasn’t helpful anymore. (And if I’m saying that, with my tendency towards verbose reviews, you’ll have an inkling of what a monstrosity this would have become – my guess was 20+ pages – and let’s be honest, no one would read that…)

So, Deep Magic does sport, a HUGE chapter of spells, both new and old – all collated and organized by handy spell-levels. This chapter is where my first and second review-attempts broke apart. The first one due to my so far pretty jubilant review receiving a harsh dose of reality, the second because I realized that step-by-step analysis makes no sense, bloating the review. If that was not ample clue – not all is well here. It is only understandable that a vast array of authors will have diverging voices and different mastery of the system and yes, this does show herein. Now before you get the pitchforks, let me state one thing explicitly and clearly – the *concepts* of these spells are WONDROUS. Gorgeous. Superb. They are iconic. They *feel* like magic, not like some energy-colored damage-dealing vehicles. They manage to capture the elusive spirit of what magic ought to be and bring the “magic” back into a game often lost and sorely missed. I’d take the concepts of this book over those in Ultimate Magic and Combat combined any day.

The concepts.

For there is no way around the following statement, no way to sugar-coat it without outright lying. There are a lot of cool, functional spells herein. However, there also is a vast array of spells that would have desperately required the hands of an editor who truly knows rules-language and/or a capable developer. Name the issue and you have a very good chance of finding a representative of the issue herein, quite possibly in a spell that you absolutely love concept-wise.

This chapter almost broke my heart.

Any closer analysis shows ample problems, often to the point of rendering a spell highly ambiguous, unbalanced or downright inoperable – there are examples of authors obviously mixing up flat-footed and touch attack AC. Mechanics more closely related to 3.X-design. Spells that do not allow for saves which should. SR that is ignored when comparable spells allow for it. Contradictions between spell-block and its text. Faulty AoEs/ranges/targets. False spell-block formatting. Wrong save. Damage-escalation. You name it. Damage + no-save stagger at a level where it’s ridiculous. Non-sense descriptor-placement. Balance is not even crying in the corner anymore, it is utterly GONE, evaporated into some nebulous dimension. Some author(s) seem to not get the distinction between material components, foci and divine foci. Unspecified bleed damage à la inflict ” receives bleed 3″ – bleed 3 WHAT? Hp? Attribute? What about a spell generating an AoE geyser-like effect that gets just about everything wrong you can possibly get wrong regarding AoEs? Racial spells that could have simply used focus as a limiting component instead of wonky wording-crutches that try (badly) to cut out other races? Sentences that peter off. Wording so convoluted I can’t tell you how exactly a spell works. You name the glitch, it’s here – and right next to it, you may see one of the coolest spells ever.

This massive chapter was one of the most heart-rending experiences of my reviewer-career. My first skip through it saw me exhilarated. Closer scrutiny brought disappointment, actual in-depth analysis…well, there’s no way around it…pain. Now beyond the glitches, the balance-concerns herein may partially stem from bad design-choices and lack of rules-language development…but at least partially, they also have their origin in the simple fact that the book took the “soft” restrictions that served as a balancing factor before and took them away by smashing all spells into one big chapter. Where before, spells may have been “broken”, but rare, the implication here is that they are freely available, exacerbating what might before have been a reward into power-escalation. Now yes, in face of the vast army of issues that plague this chapter, even a change in presentation in the proposed way would be a drop of water in a vast desert of issues and would do nothing to render the formal issues void…but yeah, that would be one exacerbating factor.

And one that extends, alas, to the next chapter. I am a huge fan of runic/glyph magic. Allowing non-casters to learn the powers of rues is one of the most-beloved tropes for me – whether clad in a pseudo-Scandinavian guise or via lovecraftian alignment with aboleths et al.; The very concepts of the runes are powerful, and intentionally so. But once again, stripping these of their fluff, of their direct place within the world, of the achievements required to learn them, renders them problematic. When you have to mimic the deeds of the gods to learn the rune Uruz and then, finally have it, it becomes okay if you can paint it on your shield for a 1/day +20 bonus to overrun/bull rush – chances are, your DM knew what was coming and planned accordingly. If the fluff context is taken away, a ridiculously powerful rune, accessible for 1 feat, remains – and suddenly, we see the system stumble under the weight of one of its foundations being eroded.

I’m not going to analyze the word of power-subchapter, mainly because I consider the base-system introduced in Ultimate Magic just not well-designed. On the plus-side, the awesome incantations pioneered by Zombie Sky Press back in the day receive a significant array of new ones and these tend to be pretty awesome narrative devices.

Alas, the sloppy rules-language of the spells also partially (but thankfully, only partially!) extends to the following chapter, detailing bloodlines and mysteries. What about tentacle-attacks that do not specify as what they are treated? Check. Flawed target/reach-nomenclature…check. Sp, Su and Ex, in some cases, seem to have been determined at random, rendering some abilities utterly opaque. You get the idea. Now yes, the problems are much less pronounced than among the spells, but they are still here. As an additional note – the options among these class options do not feel as though they were balanced among themselves, with power-levels ranging from weak to VERY strong. Still, overall, these options feel relatively operable and easily fixed and the concepts provided are often utterly unique and cool. On a footnote, wizards, oddly, have their arcane discoveries/focused schools etc. in the tradition-section in the beginning, ripping the class options associated with the traditions in half. The problems outlined here also extend, alas and much to my chagrin, to the chapter on archetypes. That being said, the archetype’s main flaw remains the focus on the spells/traditions – you can’t build a house on sand and these, as compelling as they often are, sometimes do just that – which is a pity, for here, much like with aforementioned class options, the imaginative potential is rather impressive..

The following chapters, thankfully, at least for me, redeemed the book, at least partially – a concise and utterly awesome chapter on the creation of homunculi/leastlings and simple rules for undead crafting as well as nice clockwork templates for familiars et al. make provide significant fun, engagement and narrative potential. Speaking of which – portrayed in glorious artworks, a significant array of iconic, cool NPCs – those that are here, are great and flavorful, but I can’t help but feel that one per tradition would have been nice to see.


Editing and formatting, on a formal level, are good. On a rules-level, they are BAD and ironically, deeply flawed. Layout, as mentioned, adheres to a 2-column full-color standard and the artworks range among the most stunning I’ve ever seen in an RPG-book. The pdf comes fully bookmarked with nested bookmarks and the dead-tree copy ranks among the most beautiful books in my shelves.

Read this list: Wolfgang Baur, Creighton Broadhurst, Jason Bulmahn, Tim Connors, Adam Daigle, Mike Franke, Ed Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, Brandon Hodge, Stephen Radney-MacFarland, Neil Spicer, Mike Welham, Margaret Weis. With this amount of creative potential assembled, does it surprise you that I consider this book the most inspiring spellbook I’ve ever read? Alas, even these titans can stumble. And they did.

This book could have been the ultimate spellcasting-milestone, a legend, a book that defines the very game we play, a whole new dimension of spellcasting. And it is – on a concept-level.

Instead, at least on a crunch-level, it is pretty much, as much as I’m loathe to say it, a wreck -not one that has sunk, but one that leaks. The lack of a rules-savvy editor/developer is readily apparent – there are plenty of glitches herein that could have been caught by even a cursory inspection.

And no, that’s not just me being overly picky. I put this book before one of my less rules-savvy players, opened it on a random page in the spell-section and had him read spells. Inadvertently, he stumbled over an ambiguity, an issue.

Were I to rate this one the crunch alone, I’d smash it to smithereens – the very skeleton of the book is flawed and that radiates outward to almost all chapters, poisoning them as well. Allowing this book flat and without scrutiny at a table is an invitation for rules-discussions and balance-issues – at least if the players are halfway capable at making efficient characters.

Why am I not bashing this further? Because, while deeply flawed, Deep Magic is also deeply inspired – the concepts herein are staggering, setting the mind ablaze with possibilities, conjuring forth ideas for adventures, campaigns even. Quite a bunch of the flaws can be ironed out by a capable DM…and flawed though it may be, Deep Magic has A LOT of passion, heart’s blood and soul oozing from its pages. The concepts of this tome, in the end, made it worthwhile, at least for me.

I’m not going to lie. My players will never get their hands on this book. But I will take the concepts, take the spells, fix them and reap the benefits of the exceedingly awesome concepts provided herein. On the one hand, we thus have a terribly flawed book that fails quite spectacularly and depressingly at becoming what it ALMOST achieved – being the best spellbook for any iteration of a d20-based system ever. On the other, the often flawed crunch does provide more great spell-ideas and concepts (as opposed to their execution…) than the APG, ARG, Ultimate Magic and Ultimate Combat combined.

Whether this book is for you depends very much on what you expect – if you want solid crunch, a book to just slap on the table and allow…well, then stay the 11 Midgardian hells away from this book. If, on the other hand, you’re willing to work with it, if you’re looking for inspiration and are competent regarding the design/balancing of material, then this is a scavenger’s mithril-mine and a great resource to have – you literally can’t open a single page in this book without stumbling over at least one awesome, iconic concept. The hardcover is also great to show off to non-gamer friends and make them marvel at the glorious artworks, layout and presentation.

How to rate this, then? I hate and love this book. I want to slap my seal of approval on it, in spite of its flaws. But I can’t. Deep Magic has too many issues and I can’t rate potential, as much as I’d love to. I can only rate what is here and its effects – which oscillate between “utterly awesome and inspiring” and “wtf is this supposed to do?”

Without the superb concepts, the lore-steeped ideas, the downright inspired take on magic and its flavor, I would have gone further down on my scale. But, as a reviewer, I also have to take these into account, as well as the people out there who are like me and still can take a lot from this book. Hence, my final verdict will clock in at 3 stars.

Endzeitgeist out.

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Jun 172015

emerald_orderBy Endzeitgeist

Kobold Press’ Demon Cults: The Emerald Order clocks in at 14 pages, 1 page front cover, 1 page editorial/ToC, 1 page advertisement, 2/3 of a page SRD, leaving us with 10 1/3 pages of content, so let’s take a look!

“A Demon Cult? Urgh.” If that was your response, then you’re pretty much like me and oversaturated by bland “doing it for evil’s sake”-idiot-plot-device adversaries. Thankfully, Kobold Press seems to have taken up the mantle to make secret societies and organizations no longer suck and actually have a distinct identity – at least that’s the goal. So can the Emerald Order fulfill it?

Well, for once, the Emerald Order is not actually a Demon Cult – worshipping Thoth-Hermes and having deciphered the secrets within the Emerald Tablets, the members have managed to attain increased magical prowess – alas, as per the truism, power corrupts and the Emerald Order, in the time-honored tradition of secret societies, is exerting significant influence of the bodies politic in the realms wherein they have established themselves. Guided in that endeavor are they by their fully statted CR 15 sample character, the middle-aged master of the order, who sports no less than all ten levels of the new PrC, but more on that soon. The statblock is nice to see, though AC the non-flat-footed AC seems to be off by 1 point – now the statblock itself remains functional for the DM and hence, I won’t complain too much about such minor hiccups.

The PrC covers 10 levels and is called Disciple of Emerald Esoterica. It requires 2nd level spellcasting and 3 ranks in some skills for relative early access, making the fluffy requirement of acknowledgment by the order to most important component. Formally, the PrC nets d6, 6+Int skills, 1/2 BAB-progression, 1/2 will-save progression and full spellcasting progression. The abilities themselves, sporting colorful names like “Key of Wisdom” and the like, deserve special mention -aforementioned first ability allows for the stacking with cleric levels for ability purposes or skill bonuses to wis-based skills that increase based on ranks akin to lesser skill focus-style benefits. Similar benefits are provided for arcane casters and oracles at higher levels (the latter working out surprisingly well re balancing builds) and beyond that, each level nets some sort of limited spell-like abilities than scale in their daily uses per day. Resistances can also be found herein among the abilities granted and disciples may, at higher levels, act in surprise rounds and later even learn e.g. final revelations, bloodline abilities et al. or, yes, grand discoveries. A basic glance will show you that this renders them accessible much sooner, which means that yes, imho you should keep this PrC out of player-hands…UNLESS you actually want them to enjoy those apex-level tricks for longer. It should also be noted that the order learns to chip away emeralds from the artifact-level tablets (which get a full write-up) to make a DR-granting ioun stone and that over all, its rules-language is pretty precise. Several SP-granting abilities sport a duality-theme, which is nice, but doesn’t really mitigate the fact that these aren’t as cool as e.g. the forewarned ability versus surprise rounds mentioned before – I would have loved some more esoteric abilities here – ironic, considering the focus of the order. And yes, the PrC, generally, can be considered rather solid.

Furthermore, disciples may create the Smaragdine golems, unerring trackers and magic absorbing sentinels – that, much like aforementioned leader, receive a glorious, high-standard visual representation in a beautiful piece of artwork. Where the pdf truly fills its role, though, would imho be in its numerous adventure suggestions involving the order, all grouped handily by APL – these range from kingdom-destabilization to polymorphing afflictions and should drive home rather well the diverse methods employed by this cabal. I loved this section and each, but one of the hooks has its first sentence bolded, thus allowing you to take in the premise of the hook at a glance! Fans of Midgard should also be aware that there is indeed a box helping you use the order within the context of said world.


Editing and formatting are top-notch, I didn’t notice any significant glitches. Layout adheres to a modification of Kobold Press’ beautiful 2-column full-color standard, with the borders evoking the theme of the gorgeous front cover. The original pieces of artwork are drop-dead gorgeous. The pdf comes fully bookmarked for your convenience.

Jeff Lee’s Emerald Order is a surprising first choice for a Demon Cult in that is feels more like an esoteric order as popularized by the pulp novels – the pdf manages to quote he themes of implied supremacy, of strange orders offering powers beyond the ken of the uninitiated and thus creates an organization that can be considered interesting indeed. Now while I’d be rather careful about allowing PCs to take the PrC herein, the added edge my provide interesting mechanics and while not suitable for every campaign, I can see an order PC working in some campaigns – rather well, actually!

Now this installment may not be perfect, but it is a more interesting book than I imagined – while I’d expect fame/reputation mechanics for cults and organizations intended for player use, as a mostly NPC-focused order that could potentially double as a player-expansion, I will not hold this omission against the pdf. I would have liked somewhat more detailed information on suggested resources at the order’s command, on how they handle threats and the policies of the cabal, but that is my personal preference – there are a lot of ways to run such conspiracies and while a general inkling of the like is provided, the non-alignment-specific nature of the order (though they are strongly geared towards evil, the PrC is not…knowledge itself is neutral…) means that here, a bunch of cool choices and options at their behest could have been highlighted – don’t get me wrong – this stuff is hinted at and generally covered, yes – I just wished the pdf was slightly more concrete and the same goes for the means of advancement within the order’s hierarchy This is me nagging, though. The Emerald Order is a cool organization, one that oozes the spirit of pulp and classic weird fiction and for the low asking price, you receive a nice organization to throw into your games.

When all is said and done, this can be considered a good first installment of the series and one that makes me look forward to the other installments, which I will cover as well…and rather soon! My final verdict for this one will clock in at 4.5 stars, rounded down to 4 for the purpose of this platform since it over all feels to me like it could have gottn slightly more out of the order’s awesome visuals and style.

Endzeitgeist out.

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Jun 112015

144643By Endzeitgeist

Demon Cults 4: The Hand of Nakresh clocks in at 16 pages, 1 page front cover, 1 page editorial/ToC, 1 page advertisement, 2/3 of a page SRD, leaving us with 11 1/3 pages of content, so let’s take a look!

The fourth Demon Cult the series offers would be the Hand of Nakresh – who is Nakresh, you ask? He is the forty-fingered simian demon-god of thieves, with his lower left hand reserved for his most daring of thefts – it is this hand that gives this cult its name. The leadership of the cult is firmly in the hands of the Five Exalted, which receive full-blown statblocks herein – a kobold alchemist, a gnoll trapper, a derro sorceror, a tengu cleric and a roachling sanctified rogue make up this illustrious party, which could pretty much be run as an opposing adventurer party, a rival group, should you choose to. Beyond the basics, you should be aware that the members receive background stories and minor, loving tidbits – like the roachling’s mutation, which nets him 4 hands. Small special features like this and the superb equipment (yes, influences CR) set a group apart. Well done!

As always, the pdf does sport a significant array of exceedingly detailed adventure hooks involving the cult, grouped by rough APLs and once again, the hooks go beyond the boring default, establishing some rather cool and inspired ideas and providing enough fodder for DMs to base multiple adventures around the cult. Midgard-aficionados will be glad to hear that we receive advice for using the cult in Midgard. There is a new spell herein, a variant of mirror image, wherein the duplicates run in random directions if you move – I do like the concept and the spell is functional, but I would have liked to see interaction with damaging terrain – do the images running over such terrain ignore it? I assume so, but this conversely makes finding the true culprit easier.

The magic items sport a demoralizing aklys and a magic monkey’s paw for luck – and an artifact. This one is a beauty: The Ley-line absorber can tie in with the agendas of some members, aiming to steal magic and absorbing it for a vast power-gain of the operator – now that is a high-profile heist!

“But wait”, you say – “I don’t use the Midgard-setting or ley lines!” Perhaps you are wary of the ley line magic rules or perhaps it doesn’t fit your concept. Well, the artifact comes with a second version, one for ley-line-less settings! Now *this* is care! Oh, and then there is the new vehicle provided herein. Nothing I could write would drive home the awesomeness of the concept better than the one line before the devices’ stats: CLOCKWORK SIEGE CRAB!


Editing and formatting are top-notch, I didn’t notice any significant glitches. Layout adheres to a modification of Kobold Press’ beautiful 2-column full-color standard, with the borders evoking the theme of the gorgeous front cover. The pdf comes fully bookmarked for your convenience.

Jeff Lee’s cabal of master thieves is awesome – whether as a rival party, as high-class thieves or as elite criminals, I really, really like this installment. The writing of the fluffy hooks retains the significant quality established in the series and the artifact is a cool plot-device. While the new spell did not wow me and while I wasn’t too excited about the solid new items (though I love the minimalistic style of the pulpy monkey’s paws!), there is this level of detail of the characters I enjoy. We have nice little tidbits, resources worthy of such an elite force…and we have a CLOCKWORK SIEGE CRAB. Say it with me: “CLOCKWORK SIEGE CRAB.” Hell yeah!

Before I ramble on – there is nothing truly wrong with this pdf and while not all components blew me away, there is a lot that did incite my imagination to run with it. My final verdict will hence still clock in at 5 stars + seal of approval. Now excuse me, I need to get my villains a new ride…

Endzeitgeist out.

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Jun 022015

ravenfolkBy Endzeitgeist


I was hired to develop this pdf, iron out the rough patches and provide some new and exciting options herein. I was paid for my work. That being said, I was assured that I should not, in any way, compromise my final verdict for any product of Kobold Press and continue to provide my often harsh criticism. So yeah, I obviously consider the new iteration superior. I post this review mainly to update my review of the first Ravenfolk pdf and to draw attention to its improved version – not many publishers would aim to improve a given book by this extent. Kudos!

This installment of Kobold Press’ Advanced Races-series is 20 pages long, 1 page front cover, 1 page editorial/ToC,1 page advertisement, 1 page SRD, leaving us with 16 pages of content, so let’s take a look, shall we?

All right, let’s get one thing out of the way – I LOVE Tengu and I adore the Midgard Huginn – blending one of my favorite races with a distinct Germanic/Scandinavian tone, the fluff of this race is simply glorious. Idea-wise…but can the content stand up to the concept? Racial trait-wise, Huginn (or Heru/Heruti, as they are known in the South…) are now streamlined with Tengus as presented in the ARG. Fluff-wise, the insights into Ravenfolk culture, psychology, nesting as well as the unique concepts as conveyed per their intricate Feather Speech, which contains otherwise untranslatable concepts – this chapter is just awesome. Did you for example know about the Huginn rookeries and ghettos, about the tsar of Vidim using the Huginn as elite-soldiers and spies? We also get to know about the Huginn of Zobeck as well as those of Nuria-Natal before being introduced to the Ravenfolk’s take on various adventuring classes.

A total of 13 alternate racial traits are provided, allowing you to flavor your Huginn as servants of Horus, Wotan etc. Huginn blessed by Wotan may for example learn to speak with the dead etc. beyond that, I have revised the claw attack these guys may get and added a feat-tree to render the claw attack granted a valid option for ravenfolk monks. Beyond these new feats, the old feats have, in my opinion, been vastly improved and made simply more exciting.

We also get new archetypes: Wotan’s Doomcroaker-oracle has been revised to make use of the powerful and thematically fitting rune magic introduced in Northlands and Deep Magic for a more unique playing experience. Marc Radle’s excellent spontaneous caster, the Shaman-class, gets new fodder with the Black feather, which nets the shaman not only relatively fast flight and the ability to assume avian shape, but also feather fall at will and the new corvid spirit guide. Sea Ravens are essentially huginn vikings that can forego basic weapon dice (i.e. dealing only str-mod damage plus similar modifiers) for free intimidates as and have been smoothed as well. Tomb Raven Wizards still make for superb foes of the undead, but a whack with the nerfbat has made them more balanced. The final archetype would be the Thief of Secrets is an acolyte of the teaching of Thoth-Hermes, whose bland flavor has been revised to grant them a type f pool that represents the whispers of Thoth-Hermes and allows them to succeed where other thieves may fail. Additionally, the archetype now has quite a bunch of unique benefits that set it apart – no more bland SPs.

We also get 6 new spells -all of which have been brought up to par with Deep Magic.

We also get new pieces of mundane/alchemical equipment herein – from putty that allows Huginn to disguise themselves as other featherless, beakless humanoids, feather dyes and bleaches (with their meanings!), lozenges to alter voices, a guide of feather speech, a quill that may contain elaborate messages and a particularly effective cloak make for culturally distinct, cool pieces of equipment. On the weapon-side, we get beak razors, fighting spurs and wing razors – making bleeding more painful, working better with called shots (and having an alternate bonus if you don’t use called shots) – all in all, cool secondary benefits to these weapons.

Finally, we get 4 new magic items – Wotan’s Whisperers are stone ravens that unerringly find their targets via the ways of the world tree (no tracking these!) and deliver their messages exclusively to them – which oozes the stuff of myths. The Sword of the Sea Raven allows Huginn to determine whether a vessel carries valuable cargo, whereas the Spear of the Sun Hawk is particularly effective versus evil, undead, can be whirled to generate true sunlight. Good huginn may does something that requires careful thought – they may throw the spear at a target and ignore any range penalties – the spear has essentially unlimited range, with only visibility limiting its range. Upon being used this way, the spear turns into a regular masterwork spear for 3 days, though. This is awesome! Finally, a minor artifact, the Thief of Many Things, a carved wooden raven. Whisper to the raven and it will steal something for you – something which will potentially endanger you, be not applicable to your situation or be just the thing you needed. Great storytelling potential here!


Editing and formatting are now top-notch. Layout adheres to Kobold Press’ beautiful 2-column full-color standard for Midgard and the artworks in full-color and b/w are universally awesome. The pdf comes fully bookmarked for your convenience.

Author Wade Rockett has delivered a compelling supplement here and I’d be a huge hypocrite if I complained about the new material. That being said, of course, I love the new material and I hope you will enjoy it as well. In my opinion, this pdf is vastly superior to its first iteration, with scaling advice for the race. Where before, the fluff was glorious, but the crunch couldn’t live up to it, I’m confident you’ll agree that all new options and revised archetypes now are much more unique, versatile and interesting. To me, this is now a 5 star + seal of approval file and one I have begun using in my own campaign. So yeah. Ladies and gentlemen, I consider this by now one of the best installments in the series and if you already have the pdf, be sure to download the revised version – my changelog was pretty long. 🙂 Otherwise, consider this one glorious ecology/racial supplement dripping in awesome fluff that now has much more going for it!

Endzeitgeist out.

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