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Vaughan" /><category term="Monte Cook" /><category term="Diamond Throne" /><category term="historical" /><title>Lou Agresta's RPGAggression</title><subtitle type="html">Blogging on design, gamer life and shamelessly plugging stuff.</subtitle><link rel="http://schemas.google.com/g/2005#feed" type="application/atom+xml" href="http://rpgaggression.blogspot.com/feeds/posts/default" /><link rel="alternate" type="text/html" href="http://rpgaggression.blogspot.com/" /><link rel="next" type="application/atom+xml" href="http://www.blogger.com/feeds/8094253580295035742/posts/default?start-index=6&amp;max-results=5&amp;redirect=false&amp;v=2" /><author><name>Lou</name><uri>http://www.blogger.com/profile/07408801554095867320</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="31" height="21" src="http://2.bp.blogspot.com/_LDMSAynCfxY/Ssq6qK0lETI/AAAAAAAAAg8/Jdh16SX815E/S220/clip_image002.jpg" /></author><generator version="7.00" 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reviews Streets of Zobeck</title><content type="html">&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-DWyrCfDAPMk/Tx5rWUc76kI/AAAAAAAAAoM/2AUqYMFeAv4/s1600/half_rudis.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;Hej everybody,&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;I'm back for another city and a pdf I should have reviewed a long time ago - without further ado, here are the mean&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;&lt;a href="http://paizo.com/products/btpy8l0t?Midgard-Streets-of-Zobeck"&gt;Streets of Zobeck&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-XdUzkOY9DW0/Tx5q69lWLYI/AAAAAAAAAn8/J20QuPgMzi4/s1600/Streets.jpeg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/-XdUzkOY9DW0/Tx5q69lWLYI/AAAAAAAAAn8/J20QuPgMzi4/s320/Streets.jpeg" width="240" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;This urban noir adventure anthology set in the by now
legendary clockwork city of Zobeck is 94 pages long, 1 page front cover, 1 page
editorial, 1 page ToC, 1 page advertisement, 1 blank page and 1 page back
cover, leaving 88 pages of content, so let's follow Ben McFarland's advice and
get gritty and grimy!&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;The pdf kicks off with so-called faces of Zobeck, i.e.
characters and creatures that dwell at the dark and dirty underbelly of the
city, from grimy urban fey to drug-addicted mages, enigmatic individuals that
can make corpses disappear, goblin assassins and alchemist who dilute their
potions - all the Npcs featured in this chapter come with their own background,
goals and secrets and all are somewhat influenced by the harsh dog-eat-dog-
realities of life in the grime - if you want an example from literature, think
Thieves World.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;Of course, we not only get new NPCs, but also new
places and it is here that the anthology starts to truly rock hard - each of
the locations is iconic and comes with its own, highly detailed map. The Black
Lotus, an opium den led by the enigmatic, kabuki-style painted man who offers
any magical favors you require would be only one example. Of course, we also
visit the black market in the eponymous cartways of Zobeck. Once we're done
shopping with illicit goods, we show up at the neutral ground of the city's
underworld, the botanical rooftop garden of Hommal for a nice tea (or other
substance) we'll visit the old Stross bathhouse/massage parlor, before we,
refreshed, but somewhat disturbed by the glimpse of a shadowfey in the pool, go
to the silken scabbard to relax with the prostitutes there. It is also here,
where we find Tyron, king of fixers, the best of a kind of rogues (new
archetype + new roguish talent) who can get/repair just about anything - for
the right price/favor! &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;Before we jump head-first into all the adventures
awaiting us, let's check out the traces of Zobeck at the end of the book: 8 new
feats center on urban (and non-lethal - yes!) problem-solving and 16 regional
traits to create e.g. characters who are sons of butchers or gang members. We
also get 4 excellent new spells (including a amoral atonement), 3 stellar new
mundane items (e.g. special paint only visible via a certain lens), a new
weapon quality (disarming) and 6 new magic items, including a black book of
confessionals, a bag of traps and a cloak that makes people forget they even
saw/met you. Excellent tools for those on the problematic side of the law.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;That being said, we'll dive into Ben McFarland's contribution
to the adventures with "Everyone Lies" (House M.D. anyone?). From
here on, the SPOILERS reign. potential players might want to jump to the
conclusion.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;Still here? All righty! Everyone lies is a take on the
quintessential femme fatale story - a thief has botched a job and wants the PCs
to find his lady and warn her. Unfortunately, that's not all - said thief has
acquired a black book of confessions of a noble and now the secret police also
tries to press-gang the PCs into getting it back for them. Said thief's guild
happens to be the dread cloven nine and this guild also wants the book. The PCs
will have to embark on a investigation that is hindered by all factions,
several brawls and finally meet to girl and keep her safe - unfortunately, she
doesn't have to book with her. The PCs have to plan a heist to get to the book
and&lt;/span&gt;&lt;span style="mso-spacerun: yes;"&gt;&lt;span style="font-size: small;"&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: small;"&gt;manipulate the power-structures of
the city's underbowels to get out of the crossfire - possibly even with the
help of the notorious drakhul! An excellent and quintessentially noir
adventure.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;The second adventure, "Rust" by the master
of creepiness Richard Pett has two disreputable merchants contact the PCs -
Mister Corpulent and Mister Doldrum, both more than meets the eye, want to hire
the PCs to put an end to the hauntings of the "night-things" and
claim a treasure of one butcher-lord/minor industrialist that has been disposed
by his workers. Unfortunately, the greedy slaughterman does not rest easy and
neither his new body, nor his automatons and newfound gargoyle-artist allies
want the twisted merchants or the PCs to succeed, resulting in first a
disturbing sandbox investigation and then a showdown in an animated, possessed
slaughterhouse. Backstabbing clients included... Stellar. Richard pett at his
finest - grimy, iconic, disturbing - Mnar, indeed!&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;Of course, no noir anthology would be complete without
a heist, and Christina Stiles provides one in "The Fish and the Rose"
- the PCs are supposed to steal a magical picture and&lt;/span&gt;&lt;span style="mso-spacerun: yes;"&gt;&lt;span style="font-size: small;"&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: small;"&gt;hand it over to a shadowy employer. Of
course, only a most lethal entrance to the cartways, guarded by a local legend
of a brawler leads to the vault and said vault is guarded as well. However, the
planning of the heist/possibilities for the PCs to find these means of entrance
feel a bit shoehorned - more versatility/ options for the Pcs to plan the heist
as well as a more lethal vault for a more Mission Impossible-feeling would have
been nice. A good adventure, but not on par with the first two.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;Next on the line would be "The First Lab" by
Mike Franke, which opens a rather dark chapter in the history of Zobeck:
Kovacs, one of the masterminds (if not THE mastermind) behind the clockwork
knights seems to have experimented with soul removal, infernal creatures etc.
and some of his prestigious creations might be still out there. Worse, someone
has stolen a diary leading to his lab and there still are...things...inside.
The PCs are hired to reclaim the diary and keep their mouths shut. In order to
make up the advantage of thieves, the PCs will have to sell some of their
dreams to the dragged woman. Once the deal's been made, they'll be at Kovac's
lab and will have to deal with the infernal clockwork abominations and
clochworker assassins. Their primary antagonist hiding behind the lab's
defenses - an insane clockworker cleric hell-bent on utter eradication of his
own kind.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;Matthew Stinson's "Rebuilding a good man" is
a completely different kind of scenario - &lt;/span&gt;&lt;span style="mso-spacerun: yes;"&gt;&lt;span style="font-size: small;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: small;"&gt;Heet Nul, philanthropist, sponsor of
orphanages and downright awesome guy is dying of old age and his heir is a
greedy, evil s-o-b. Fortunately, a devil is currently trying to extort the
painted man, who doesn't take lightly to any such attempts, leaking precious
information to Heet's friend - the devil's lackeys are stealing a clockworker
body and it's up to the PCs to steal it back from them. Of course, that's only
the beginning - they need a specialist to transfer Heet's soul from his failing
form to his new body. Unfortunately the only guy available is in the Silent
Scabbard, drunk and uncooperative. Even worse, the parts are not enough and
potions, a heart etc. is still missing - tailed by the devil and Heet's heir,
the PCs are on a run through the night to scrounge everything together and save
at least one good man in this cesspool of corruption. Even better, each and
everything they do has to be weighed between doing the prudent thing and the
faster thing - Heet's clock is ticking... By far my favorite of the scenarios
in this anthology!&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;Mike Franke's "Ripper"is a story that has
the PCs press-ganged into a murder-investigation against a serial-killer after
they fail to stop a lynching. The investigation is intriguing, but there is one
thing I really didn't like about it: It's yet another
"possessed-dagger"-story. All right, I can name "Fury in
Freeport" and "Hour of the Knife" from the top of my head and
could probably find more examples that have done this schtick. Not impressed,
in spite of the cool imagery involved.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;The final adventure, Christina Stiles' "Flesh
Fails" is more interesting - a love-triangle between two archmages and a
master alchemist has ended rather unpleasantly with an engineered death and now
the PCs stumble into the machinations of one truly powerful antagonist and his
diabolical schemes. In order to find the truth, the PCs will have to do some
research in an exclusive BDSM-club devoted to Marena and finally stop one of
the most powerful arcanists in all of Zobeck! I really liked this adventure,
not only for the mature depiction of BDSM not only being for the evil guys, but
also because the adventure has potential galore to be expanded - the masterplan
of the villain lends itself to further expansion and all in all, I would have
loved for the adventure to be a full-blown mega-adventure instead of a part of
an anthology, but oh well.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;Conclusion:&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;Editing and formatting are good, though not as good as
I've come to expect from Open Design-projects, there are a lot of bold/non-bold
inconsistencies in e.g. the feats. Layout is STUNNING, though - 2-column
standard and the artworks by Glen Zimmerman, distinct, creepy, grimy and dirty
is simply AWESOME and something that truly helps the feeling of this
noir-anthology. The pdf comes fully bookmarked. Streets of Zobeck is a stellar
anthology of locations, characters and adventures that center on the grimy
parts of the city - in fact, the overall details of the setting converge into a
sense of detail that makes the city as much a character as the people who
inhabit it. While I'm not too excited about the traits and feats, the magical
items and especially the characters and locations are simply stellar and should
be considered the new benchmark for urban characters/locations. Add to that a
selection of mature, grimy adventures from the seedy underbelly that mostly
feel distinct and completely different from your usual fare and you get another
excellent anthology from Open Design. My final verdict, due to the one
adventure that falls flat and the editing and formatting glitches, will be 4.5
Rudii.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;a href="http://2.bp.blogspot.com/-R_Zh9794BWM/Tx5rF3uaTRI/AAAAAAAAAoE/rOUIo-5Xb4s/s1600/rudis.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-R_Zh9794BWM/Tx5rF3uaTRI/AAAAAAAAAoE/rOUIo-5Xb4s/s1600/rudis.jpg" /&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-R_Zh9794BWM/Tx5rF3uaTRI/AAAAAAAAAoE/rOUIo-5Xb4s/s1600/rudis.jpg" /&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-R_Zh9794BWM/Tx5rF3uaTRI/AAAAAAAAAoE/rOUIo-5Xb4s/s1600/rudis.jpg" /&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-R_Zh9794BWM/Tx5rF3uaTRI/AAAAAAAAAoE/rOUIo-5Xb4s/s1600/rudis.jpg" /&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-DWyrCfDAPMk/Tx5rWUc76kI/AAAAAAAAAoM/2AUqYMFeAv4/s1600/half_rudis.JPG" /&gt;&lt;/a&gt;&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;Of course, there's also the web-enhancement&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;&lt;a href="http://paizo.com/products/btpy8lii?Midgard-Alleys-of-Zobeck"&gt;Alleys of Zobeck&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-0MOMQbAt3v8/Tx5r2bOjirI/AAAAAAAAAoU/i-zGzQIzaUY/s1600/Alleys.jpeg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/-0MOMQbAt3v8/Tx5r2bOjirI/AAAAAAAAAoU/i-zGzQIzaUY/s320/Alleys.jpeg" width="240" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;This web-enhancement for Streets of Zobeck is 17 pages
long, 1 page front cover/editorial, 1/2 a page SRD, leaving 15 1/2 pages of
content to add to the adventure anthology, so what exactly do we get?&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;First of all, we get a&lt;/span&gt;&lt;span style="mso-spacerun: yes;"&gt;&lt;span style="font-size: small;"&gt;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: small;"&gt;great way to introduce the PCs to Zobeck's corrupt side - coming to the
city on board of a boat, Jaroslav Strauz, a corrupt city official who tries to
have the PCs set up for alleged smuggling/similar crimes - even better, the
set-up makes for a great introduction of the PCs to one of the adventures.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;We get an alternate form of lust-domain for Marena and
additional encounters for the respective adventures: The Fish and the Rose gets
an added encounter with two barghests. The First Lab is expanded by full rules
for the creation and modification of clockwork modifications and
"Ripper" gets a new template.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;Then, there are new characters (all with their
original artworks!): We get Goldscale, a kobold paladin, a crazy gutter prophet
and a river captain who struck a deal with the unseelie.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;Players get even more tools with 5 new feats and 7 new
traits as well as grafts - additional dirty fighting feats and rules for
grafting clockwork hands etc. on your body. Even cooler, we get 4 new magic
items (like a deceptive scarf) and a new incantation to steal memories. The
true winners here, though, are the alchemical smoke bombs and the clockwork
caltrops.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;The pdf goes on to provide us 50 common items on a
list and 50 valuable items - neat! &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;Seeing how important locations are in Streets of
Zobeck, the addition of two fully mapped locations is great - the rampant roach
and Ulmar's rare book shop. Even better, several scenario ideas are provided
not only for these new locations, but also for ones from Streets of Zobeck. The
final cool NPC introduced is the loyal kobold, Blackeye, proprietor of
Blackeye's carriage. &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;Conclusion:&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;Editing and formatting are top-notch, I didn't notice
any glitches. Layout adheres to the 2-column standard and the artwork sets a
new standard for any web-enhancement out there - all original and of the
highest quality - very impressive. The pdf has no bookmarks, my only and very
minor gripe. The bits and pieces contained herein add even more value to the
anthology and the new characters/introduction encounters are top-notch. Seeing
I have nothing to complain and that the quality is as stellar as possible for
the low price, I'll settle for a final verdict of 5 Rudii - if you own Streets
of Zobeck, you need this.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;a href="http://2.bp.blogspot.com/-R_Zh9794BWM/Tx5rF3uaTRI/AAAAAAAAAoE/rOUIo-5Xb4s/s1600/rudis.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-R_Zh9794BWM/Tx5rF3uaTRI/AAAAAAAAAoE/rOUIo-5Xb4s/s1600/rudis.jpg" /&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-R_Zh9794BWM/Tx5rF3uaTRI/AAAAAAAAAoE/rOUIo-5Xb4s/s1600/rudis.jpg" /&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-R_Zh9794BWM/Tx5rF3uaTRI/AAAAAAAAAoE/rOUIo-5Xb4s/s1600/rudis.jpg" /&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-R_Zh9794BWM/Tx5rF3uaTRI/AAAAAAAAAoE/rOUIo-5Xb4s/s1600/rudis.jpg" /&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-R_Zh9794BWM/Tx5rF3uaTRI/AAAAAAAAAoE/rOUIo-5Xb4s/s1600/rudis.jpg" /&gt;&lt;/a&gt;&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All right, that's it for now, see you soon and as always, thank you for reading my ramblings,&lt;br /&gt;
&lt;br /&gt;
Endzeitgeist out.&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="font-size: 16.0pt; line-height: 115%; mso-ansi-language: EN-US;"&gt;&lt;/span&gt;&lt;/div&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/rpgaggression/~4/DgZ5M8r9V0s" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://rpgaggression.blogspot.com/feeds/5133707828037300574/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=8094253580295035742&amp;postID=5133707828037300574&amp;isPopup=true" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/8094253580295035742/posts/default/5133707828037300574?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/8094253580295035742/posts/default/5133707828037300574?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/rpgaggression/~3/DgZ5M8r9V0s/ezg-reviews-streets-of-zobeck.html" title="EZG reviews Streets of Zobeck" /><author><name>Endzeitgeist</name><uri>http://www.blogger.com/profile/14901346386314639723</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-XdUzkOY9DW0/Tx5q69lWLYI/AAAAAAAAAn8/J20QuPgMzi4/s72-c/Streets.jpeg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://rpgaggression.blogspot.com/2012/01/ezg-reviews-streets-of-zobeck.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEYNRnY7eyp7ImA9WhRUE0k.&quot;"><id>tag:blogger.com,1999:blog-8094253580295035742.post-748843965538800647</id><published>2012-01-23T14:15:00.004-05:00</published><updated>2012-01-23T14:16:37.803-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-01-23T14:16:37.803-05:00</app:edited><title>Fire as She Bears: Design Challenges #1</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;Hey all!&lt;br /&gt;
&lt;br /&gt;
This is just a little noodle on some of the design challenges in finishing up &lt;i&gt;Fire as She Bears&lt;/i&gt;. As some of you may know, FaSB is an in-the-works extension of the Pathfinder Roleplaying Game rules aimed at bringing the thrill of Age of Sail ship-to-ship combat to the gaming table -- without anyone ever winding up bored.&lt;br /&gt;
&lt;br /&gt;
The worst things about ship combat (airship, sailing ship, what have you) in TRPGs crawl up from under the table, mid play, and punch players in the boredom sacks. Who wants to sit around watching one player at the table captain a ship, round after round, inching it toward an opponent across the battle mat? BORING.&lt;br /&gt;
&lt;br /&gt;
Good ship-to-ship rules need to empower every player to make important, encounter affecting decisions every round. Good rules need to offer options and choices, not leave some players twiddling their thumbs while others engage in a tactical board game. The same thing seems to plague sci/fi settings and hacker rules -- but that's another discussion.&lt;br /&gt;
&lt;br /&gt;
To beat this problem, one of FaSB's tools is an abstraction for ship movement and ship related actions, blended with initiatives in standard Pathfinder combat rounds. The ship is moving, crew are active, cannons fire, sails burn, grapeshot takes off legs -- all at the very same time the PCs carry out initiative order combat.&lt;br /&gt;
&lt;br /&gt;
Here's the design challenge that's been bugging me: develop an easy to use, swift to apply heuristic for GMs to leaven ship movement and shipped based responses (PC decides to help put out sail fires, PC decides to man cannon to the improvement of accuracy and rate of fire, PC decides to lose legs to grapeshot while exhorting crew to prepare to repel boarders) into the initiative round.&lt;br /&gt;
&lt;br /&gt;
The core of the solution I'm currently noodling starts by assigning an moment of ship movement to every initiative in the initiative order, up to the limit of ship movement. If the ship has a movement of 6 (different scale for ships, as you can imagine) and there are 6 combatants in an initiative order, then ship moves 6 times.&amp;nbsp; That just leaves developing a simple procedure for a GM to follow when there are more or less instances of ship movement than initiative order combatants.&lt;br /&gt;
&lt;br /&gt;
The trick is to neither overly-complicate nor overly slow setting up an encounter, placing initiative markers, etc.&lt;br /&gt;
&lt;br /&gt;
I think I've got it figured, but I'd love to hear other peoples noodles.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8094253580295035742-748843965538800647?l=rpgaggression.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/rpgaggression?a=RTlGOfDYjas:ggysOkUo4wc:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/rpgaggression?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/rpgaggression?a=RTlGOfDYjas:ggysOkUo4wc:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/rpgaggression?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/rpgaggression?a=RTlGOfDYjas:ggysOkUo4wc:-BTjWOF_DHI"&gt;&lt;img src="http://feeds.feedburner.com/~ff/rpgaggression?i=RTlGOfDYjas:ggysOkUo4wc:-BTjWOF_DHI" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/rpgaggression?a=RTlGOfDYjas:ggysOkUo4wc:dnMXMwOfBR0"&gt;&lt;img src="http://feeds.feedburner.com/~ff/rpgaggression?d=dnMXMwOfBR0" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/rpgaggression?a=RTlGOfDYjas:ggysOkUo4wc:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/rpgaggression?i=RTlGOfDYjas:ggysOkUo4wc:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/rpgaggression?a=RTlGOfDYjas:ggysOkUo4wc:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/rpgaggression?i=RTlGOfDYjas:ggysOkUo4wc:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/rpgaggression?a=RTlGOfDYjas:ggysOkUo4wc:7Q72WNTAKBA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/rpgaggression?d=7Q72WNTAKBA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/rpgaggression?a=RTlGOfDYjas:ggysOkUo4wc:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/rpgaggression?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/rpgaggression?a=RTlGOfDYjas:ggysOkUo4wc:KwTdNBX3Jqk"&gt;&lt;img src="http://feeds.feedburner.com/~ff/rpgaggression?i=RTlGOfDYjas:ggysOkUo4wc:KwTdNBX3Jqk" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/rpgaggression?a=RTlGOfDYjas:ggysOkUo4wc:gIN9vFwOqvQ"&gt;&lt;img src="http://feeds.feedburner.com/~ff/rpgaggression?i=RTlGOfDYjas:ggysOkUo4wc:gIN9vFwOqvQ" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/rpgaggression?a=RTlGOfDYjas:ggysOkUo4wc:l6gmwiTKsz0"&gt;&lt;img src="http://feeds.feedburner.com/~ff/rpgaggression?d=l6gmwiTKsz0" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/rpgaggression?a=RTlGOfDYjas:ggysOkUo4wc:TzevzKxY174"&gt;&lt;img src="http://feeds.feedburner.com/~ff/rpgaggression?d=TzevzKxY174" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/rpgaggression/~4/RTlGOfDYjas" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://rpgaggression.blogspot.com/feeds/748843965538800647/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=8094253580295035742&amp;postID=748843965538800647&amp;isPopup=true" title="7 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/8094253580295035742/posts/default/748843965538800647?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/8094253580295035742/posts/default/748843965538800647?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/rpgaggression/~3/RTlGOfDYjas/fire-as-she-bears-design-challenges-1.html" title="Fire as She Bears: Design Challenges #1" /><author><name>Lou</name><uri>http://www.blogger.com/profile/07408801554095867320</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="31" height="21" src="http://2.bp.blogspot.com/_LDMSAynCfxY/Ssq6qK0lETI/AAAAAAAAAg8/Jdh16SX815E/S220/clip_image002.jpg" /></author><thr:total>7</thr:total><feedburner:origLink>http://rpgaggression.blogspot.com/2012/01/fire-as-she-bears-design-challenges-1.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0UNRX4-eyp7ImA9WhRUEUU.&quot;"><id>tag:blogger.com,1999:blog-8094253580295035742.post-1173895013408878979</id><published>2012-01-21T17:34:00.001-05:00</published><updated>2012-01-21T17:34:54.053-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-01-21T17:34:54.053-05:00</app:edited><title>Lou's Review #1: Kobold Quarterly #20</title><content type="html">&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-K3tNmqfpp7k/Txs6gxWZ61I/AAAAAAAAApI/12-iL_p2IRs/s1600/KQ20-Cover-Art_220px.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-K3tNmqfpp7k/Txs6gxWZ61I/AAAAAAAAApI/12-iL_p2IRs/s1600/KQ20-Cover-Art_220px.png" /&gt;&lt;/a&gt;&lt;/div&gt;Hey all! I've owed this blog a review for a long time now and -- excuses about the never-ending busy, busy aside -- the latest issue of Kobold Quarterly just dragged me to the table, kicking and wailing. Well maybe not wailing, but definitely kicking my heels up for joy. I've said it before, here it is again: Dragon and Dungeon Magazine are not dead, they're just renamed Kobold Quarterly.&lt;br /&gt;
&lt;br /&gt;
Thank you Wolfgang -- and all your little Kobold's too.&lt;br /&gt;
&lt;br /&gt;
And there isn't a better reason to come to the keyboard then to trash...er...&lt;i&gt;review&lt;/i&gt; the work of a fellow designer and Werecabbage. KQ #20 not only features the stunning artwork of my friend Rich Clark on the cover, it showcases the Elven Archer core class, designed by John Ling.&lt;br /&gt;
&lt;br /&gt;
Now John and I have a long history of disagreeing about design on most everything. Our bitter dispute about magical toilets or the lack thereof deeply influenced our collaborative contributions to 0onegames &lt;a href="http://paizo.com/store/v5748btpy84xh"&gt;Great City Campaign Setting&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
I pause here to reflect: what does it say about me as a designer that I could have a dispute both bitter and deeply influential -- about &lt;i&gt;magical toilets&lt;/i&gt;? *sigh* Sometimes I wonder...&lt;br /&gt;
&lt;br /&gt;
Full disclosure: John and I have frequently collaborated. The man is a mechanics mavin. Rone Barton of the Ennie winning &lt;a href="http://www.atomicarray.com/"&gt;&lt;i&gt;Atomic Array&lt;/i&gt; podcast &lt;/a&gt;dubbed him the "Ling 9000" for just that reason, and I've relied on him to ground my more gonzo design notions in solid mechanics time and again. All that said, we do indeed frequently disagree, and I LOVE rubbing his nose in his errors.&lt;br /&gt;
&lt;br /&gt;
So, here we go. Here are John's errors with the Elven Archer&lt;br /&gt;
&lt;br /&gt;
[[&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; ]]&lt;br /&gt;
&lt;br /&gt;
That blank space contained all the places where I disagree with or dislike Ling's archer.&lt;br /&gt;
&lt;br /&gt;
*sigh* Yeah. It's blank.&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://3.bp.blogspot.com/-cKoImn_jF0g/Txs4bAUtZVI/AAAAAAAAApA/2nklaBVo7Fk/s1600/Drmg045_2.bmp" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/-cKoImn_jF0g/Txs4bAUtZVI/AAAAAAAAApA/2nklaBVo7Fk/s320/Drmg045_2.bmp" width="180" /&gt;&lt;/a&gt;It burns me to say it, but Ling's "The Elven Archer" rocks! Not since Lenard Lakofka's little article "Missile Fire and the Archer subclass" from his Leomund's Tiny Hut column in Dragon #45 (dating myself!) have I found myself so enamored of a designer's take on archery. After reading this, I'm just itching to pull back the gut and let fly the shaft. &lt;br /&gt;
&lt;br /&gt;
Here are some highlights:&lt;br /&gt;
&lt;ul style="text-align: left;"&gt;&lt;li&gt;A little gem of a section on adapting the class away from Elves and even away from archery! I'm so gonna steal this from him.&lt;/li&gt;
&lt;li&gt;The careful introduction of sneak attack like damage&lt;/li&gt;
&lt;li&gt;The power to grant divine enchantment to arrows &lt;/li&gt;
&lt;li&gt;A dollop of ranger and a sprinkling of rogue to create the ultimate silent forest archer&lt;/li&gt;
&lt;/ul&gt;Then I noticed in a little aside at the end of the article that John and his group have been playtesting and refining this class for &lt;i&gt;three years&lt;/i&gt;. Can you say dedication anyone?&lt;br /&gt;
&lt;br /&gt;
It's a great class, and I'm looking forward to running one. Then KQ takes things a step forward by adding an article on magical arrows of the Arbonesse, tying the class into their campaign setting without &lt;i&gt;locking&lt;/i&gt; it in there -- deftly done and a great article to boot.&lt;br /&gt;
&lt;br /&gt;
If I have one beef with KQ it's lies with their recently introduced book review column. Most of the reviews are great. Thorough. Informative. They really help me decide if I want to spend my money and time on a book. I particularly enjoyed Ben McFarland's review as well as his cozy reviewing style. Other reviews? Not so much. I'd like to see a bump in quality there. But I'm nitpicking. Really nitpicking. &lt;br /&gt;
&lt;br /&gt;
Let me close by singing KQ praises again: &lt;a href="http://www.koboldquarterly.com/k/front-page10894.php"&gt;check out KQ #1&lt;/a&gt;9. They introduced a class there that I absolutely adore -- the White Necromancer. A necromancer who only uses his powers for good. I'd like love to combine that class with a &lt;a href="http://paizo.com/products/btpy8qh8/discuss?Anachronistic-Adventurers-The-Investigator"&gt;Super Genius Investigator&lt;/a&gt; birthing something out of a medieval John Carey novel or a magical &lt;u&gt;Name of the Rose&lt;/u&gt;.&lt;br /&gt;
&lt;br /&gt;
I suggest you pick up a subscription to KQ if you haven't already. You really won't regret it. Oh, and KQ doesn't pay me to say that, but if you want to suggest it to Wolfgang? I won't disabuse you. ;)&lt;br /&gt;
&lt;br /&gt;
Game on!&amp;nbsp; &lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8094253580295035742-1173895013408878979?l=rpgaggression.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/rpgaggression/~4/bstBaJRyZFw" height="1" width="1"/&gt;</content><link rel="related" href="http://www.koboldquarterly.com/k/front-page11558.php" title="Lou's Review #1: Kobold Quarterly #20" /><link rel="replies" type="application/atom+xml" href="http://rpgaggression.blogspot.com/feeds/1173895013408878979/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=8094253580295035742&amp;postID=1173895013408878979&amp;isPopup=true" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/8094253580295035742/posts/default/1173895013408878979?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/8094253580295035742/posts/default/1173895013408878979?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/rpgaggression/~3/bstBaJRyZFw/lous-review-1-kobold-quarterly-20.html" title="Lou's Review #1: Kobold Quarterly #20" /><author><name>Lou</name><uri>http://www.blogger.com/profile/07408801554095867320</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="31" height="21" src="http://2.bp.blogspot.com/_LDMSAynCfxY/Ssq6qK0lETI/AAAAAAAAAg8/Jdh16SX815E/S220/clip_image002.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-K3tNmqfpp7k/Txs6gxWZ61I/AAAAAAAAApI/12-iL_p2IRs/s72-c/KQ20-Cover-Art_220px.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://rpgaggression.blogspot.com/2012/01/lous-review-1-kobold-quarterly-20.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CkEEQnYzeip7ImA9WhRVGU0.&quot;"><id>tag:blogger.com,1999:blog-8094253580295035742.post-4749768045371678803</id><published>2012-01-18T10:30:00.001-05:00</published><updated>2012-01-18T10:30:03.882-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-01-18T10:30:03.882-05:00</app:edited><title>EZG reviews The Island of Life</title><content type="html">Hej everybody,&lt;br /&gt;
&lt;br /&gt;
today I'm taking a short break from fantasy-rpg civilization and bring to you my review of a very particular wilderness:&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://paizo.com/products/btpy8pff?Intrepid-Expeditions-The-Island-of-Life"&gt;Intrepid Expeditions - The Island of Life&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-hsYYmHFdMcE/Txbk82DdlNI/AAAAAAAAAn0/4biIVPEZSes/s1600/kawalea.jpeg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/-hsYYmHFdMcE/Txbk82DdlNI/AAAAAAAAAn0/4biIVPEZSes/s320/kawalea.jpeg" width="247" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;



&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;This pdf is 51 pages long, 1 page front cover, 1 page
editorial, 1 page SRD and 1 page back cover, leaving 47 pages of content.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;So what exactly do we get here? We are introduced to
the fabled island of Kawa'lea. On the mundane side, we start our exploration of
the island with a discussion of the climate and the peculiarities of the
monsoon weather there. The interesting component about Kawa'lea, though, is the
non-mundane aspect of the island - due to the abundance of life-energy on the
island, death is far from final on Kawa'lea - if you die, you make a will-save
depending on your level. If you succeed, you are reincarnated and get mutations
that might be benevolent or unpleasant. There are 3 basic categories of
mutations, ranging from hump backs to backwards bent knees. You might even get
tentacles, reflective spells etc. Polymorph also tends to result in mutations
on Kawa'lea. &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;That's not all, though: The very vegetation on the
island of life is infused with magic and life and might reproduce a wide
variety of magical effects. The waters of the island offer enough adventuring
as well - underwater politics, a graveyard of ships wasted upon the dread reefs
surrounding the island. There is a secret war being waged beneath the waves -
the sea serpent wizard, the self-styled serpent king has problems with
revolutionaries and the magical pearls make for powerful incentives to join
either side.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;The plains of Kawa'lea contain the only true speck of civilization
left - after a settlement of people mysteriously disappeared and left their
home Roanoke-style:&lt;/span&gt;&lt;span style="mso-spacerun: yes;"&gt;&lt;span style="font-size: small;"&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: small;"&gt;Pennar, a wizard is
studying the strange effects of the island and has a (very unreliable)
teleportation circle. The herd of horses, unicorns and pegasi as well as awakened
horses make for another rather interesting faction on the island.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;The Western Forest of the Island has more in store for
you - a village of awakened animals where rabbits live in harmony with
carnivores. Hidden in this forest, we also find Nathrigaeus, the immortal tree
that guards the orchard of enlightenment and seeks to expand his influence via
his dryad slaves. The primitive gorilla-like humanoid uktans make for another
potential threat in this part of the island. In the eastern forest, which is
more swampy, the PCs can find an abandoned temple, which alongside the
Uktan-base contains the puzzle-pieces for one of the island's greatest
mysteries. Oh, there also are demons here, mysterious standing stones....and
the fountain of youth. &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;Finally, mount Kawa'lea features deadly foes, even more
iconic locations and potentially even the secret behind the island's mysterious
properties, which I'll exclude from this review.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;A unique island like Kawa'lea also spawns unique
critters - from arcanum birds with magical plumes to mutated island behemoths,
deadly fish, crab jellies etc., the critters uniformly come with unique
signature abilities. Have I mentioned Forgebelly Fishes and Megastirges? &lt;/span&gt;&lt;span style="mso-spacerun: yes;"&gt;&lt;span style="font-size: small;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;The product also comes with a 15-page player's guide,
1 page front cover, 1 page editorial, 1 page SRD and 1 page back cover, leaving
11 pages of content. The player's guide comes&lt;/span&gt;&lt;span style="mso-spacerun: yes;"&gt;&lt;span style="font-size: small;"&gt;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: small;"&gt;with a wide array of rumors to lead the PCs there. There's also the
Devotee of the Sacred Isle-10-lvl PrC that comes with d10, 4+Int skills per
level, full BAB and medium fort-saves. The PrC focuses on rejuvenations,
special mutations like gaze attacks etc. and, of course, the power to transcend
death even easier.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;Conclusion:&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;Editing and formatting are top-notch, I didn't notice
any glitches. Layout adheres to the 2-column standard and artwork is stock,
which, while not great, makes for the only gripe I have with this pdf. Both the
regular guide and the player's guide come with printer-friendly b/w-versions
and&lt;/span&gt;&lt;span style="mso-spacerun: yes;"&gt;&lt;span style="font-size: small;"&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: small;"&gt;are bookmarked.&lt;/span&gt;&lt;span style="mso-spacerun: yes;"&gt;&lt;span style="font-size: small;"&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: small;"&gt;The island is iconic in mechanics, ideas and
content, there is a lot of content for the moderate asking price and in the
end, just have to applaud the creative guys over at Necromancers of the
Northwest. The exploration is by far the best pdf they released since Advanced
Arcana. Fluff, writing, crunch - everything is stellar. my only gripe is that I
would have enjoyed stats for the NPCs, but i guess that's ok - we already get
more than 60 pages of content. Seeing that I don't have any true gripes apart
from minor nitpicks, my final verdict will be a hearty recommendation alongside
5 stars and the Endzeitgeist seal of approval. &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;

&lt;/span&gt;&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;I hope you enjoy this detour, next time I'll be back in civilization - a seedy type of civilization! See you then and as always - thanks for reading my ramblings!&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: small;"&gt;Endzeitgeist out.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: small;"&gt;&lt;/span&gt;&lt;br /&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/rpgaggression/~4/ngdovNd8sGM" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://rpgaggression.blogspot.com/feeds/4749768045371678803/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=8094253580295035742&amp;postID=4749768045371678803&amp;isPopup=true" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/8094253580295035742/posts/default/4749768045371678803?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/8094253580295035742/posts/default/4749768045371678803?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/rpgaggression/~3/ngdovNd8sGM/ezg-reviews-island-of-life.html" title="EZG reviews The Island of Life" /><author><name>Endzeitgeist</name><uri>http://www.blogger.com/profile/14901346386314639723</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-hsYYmHFdMcE/Txbk82DdlNI/AAAAAAAAAn0/4biIVPEZSes/s72-c/kawalea.jpeg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://rpgaggression.blogspot.com/2012/01/ezg-reviews-island-of-life.html</feedburner:origLink></entry><entry gd:etag="W/&quot;C0UBRH09fyp7ImA9WhRVE0o.&quot;"><id>tag:blogger.com,1999:blog-8094253580295035742.post-1549262487883704952</id><published>2012-01-12T07:27:00.001-05:00</published><updated>2012-01-12T07:27:35.367-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-01-12T07:27:35.367-05:00</app:edited><title>EZG reviews Mor Aldenn and some hags</title><content type="html">Hej everybody,&lt;br /&gt;
&lt;br /&gt;
I've been to the great city for quite a while and I felt like a temporary change of turfs - thus, I went to the frontier and a city no less magical, yet completely different from metropolitan, Moloch The Great City:&lt;br /&gt;
Headless Hydra Games have recently published their own setting, centered on magic, with a rather interesting old world ambiance and magic that still feels magical in its rural and fey style. I present to you the&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://paizo.com/products/btpy8qai?Mor-Aldenn-City-of-Mages-Setting-Guide"&gt;Mor Aldenn Campaign Setting&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-fi944qpIbtQ/Tw7PUrJzo3I/AAAAAAAAAnU/PbuoGi57AmY/s1600/MorAldenn.jpeg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/-fi944qpIbtQ/Tw7PUrJzo3I/AAAAAAAAAnU/PbuoGi57AmY/s320/MorAldenn.jpeg" width="244" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;This pdf is 167 pages long, 1 page front cover, 1 page
editorial, 1 page ToC, 1 page SRD, leaving a whopping 164 pages of content for
the setting, so let's check out HHG's City of Mages!&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;As has been the tradition with Mor Aldenn books, this
one also includes a short story that is supposed to draw us into the city's
flair - in contrast to all 3 of the player's guide, though, Jason Kimble's
12-page short story Demon Dreams actually paints an understandable, logic and
exciting city rife with adventure, social structures and most of all, doesn't
fall into the "Alert the Mages"-scheme, but rather provides valid
reasons why the mages don't immediately act and why one of the most powerful
figures of the city remains behind the scenes. Clever and a nice read.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;After that, we get a guide to the city, including a
b/w-2-page map, information on the archmages and governing bodies, guilds,
religions (including some sample religious tales) and, most of all: The 3 laws
of magic that serve as the judicial foundation of how Wizardry is practiced in
Mor Aldenn. Local holidays, festivals, organizations etc are covered as well
and after reading this mere paragraph, the city makes more sense to me than
after the lecture of the whole player's guide. More importantly, the grand
logic bugs have been wiped and while I'd love to see a more detailed section on
festivals, laws etc., the amount of information provided is enough to create
plenty of adventures. Any awkward wordings that have plagued the predecessor
have completely vanished and been replaced with text that is fluent to read and
is actually enjoyable. The section can be considered a success.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;After this very fluffy introduction to the city of
mages, we are introduced to crunch galore in the player's options. The first
new bit of crunch would be the Spellwarden, a 20-level base-class alternative
for the Magus focused on defense, especially against magic users. This class
was somewhat of a surprise for me, as I sincerely didn't think it would work.
Surprisingly, though, it does: The class gets d8, 2+ Int skills per level, 3/4
BAB,&lt;/span&gt;&lt;span style="mso-spacerun: yes;"&gt;&lt;span style="font-size: x-small;"&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: x-small;"&gt;good fort and will-saves, profiency
with light weapons and armor and martial weapons, Int-based spellcasting like a
wizard and an arcane pool that can be used to apply defensive qualities to
armor and shield as well as defensive bonuses. He gets medium armor proficiency
relatively fast and can cast with shields. Quite cool, he also can use his
arcane pool to grant defensive auras when casting spells, the effect of the
aura depending on the school of the spell cast, effectively adding another
usage to prepared spells that would otherwise be useless in combat. They also
are rather adept at counterspelling and get spell progression of up to 6th
level. His arcana selection is limited, though, as is his spell-list and he
gets 4 additional arcanas. I really like the class, as it makes for a great
"anti-magic-cop"-character/SWAT-team-like style. Think about
Spellwardens attacking a cabal of wizards conducting a ritual with the PCs...or
the PCs trying to pull one of while beset by them. Two thumbs up for this one! &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;This section also contains 3 new races - the Centaur,
the Gaiant and the Sprite. I have already commented on the hgaiant and centaur
in their respective original products (Player's Guide &amp;amp; Gaiants
Discovered), so just to quickly sum it up: Centaurs - I prefer SGG's
Lapith-race, as they can turn bipedal and thus explore normal dungeons etc
without the mount/large creature problems of the centaur. Gaiants: I like the
race per se, their fluff and idea, but some parts of them are overpowered:
There is a racial trait that gives them a natural attack (with reach, they are
large!) that does 1d12 damage. Go forth and weep, ye monks! This section was a
wasted chance to repair/improve some balance-concerns. The Sprite is an
interesting race:&lt;/span&gt;&lt;span style="mso-spacerun: yes;"&gt;&lt;span style="font-size: x-small;"&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: x-small;"&gt;They get +2Dex and
Cha, -2 Str, an additional form of movement, low-light vision, a bonus feat, +2
to a kill selected from a limited list, a daily reroll and...well. They are
tiny. PFRPG's first tiny PC-race. There are also new feats (29 to be precise)
that support the sprites, centaurs and the ley-lines. Ley lines? Yep, these
feats grant supernatural abilities and work better on ley lines and not at all
in anti-magic fields, but more on ley-lines later. &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;Next up are 4 archetypes: An arcane paladin, a hunter
of magical creatures (ranger, including a new combat style) and 2 new rogue
archetypes, the Prestidigator who can use his talents at range (think a better
arcane trickster of the 3.0 days of yore) and the street magician who gets
minor magic access. Then there is also a new wizardry subdomain for the cleric
and we get new spells as well - the spells mostly centered on nature and the
land, fitting with the fey/old world theme. It should be noted that some of the
spells are reprints from e.g. the Gaiant-book etc. Finally on the new-rules
side, we get the Aldennic Spellshield 5-level PrC. Where the Spellwarden is the
magic anti-mage specialist, the Spellshield is his mundane equivalent: Gaining
full BAB, d10, medium fort and will saves and 6+Int skills per level, they get
minor spell resistance and several tricks for using dirty fighting to
neutralize arcane threats. Nice PrC and one of the examples where a PrC is
truly prestigious and justified - nice!&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;This concludes the player chapter and we'll now go
into detail - the third chapter details specific sites of the City of Mages:
The chapter contains information on the wizard's towers and the fallen tower
(the latter complete with a detailed map and read-aloud text), the tower of
all-magic (the center of the mage's administration, also with a map) and
include some fully stated NPCs and hooks galore. The setion also contains
detailed information on inns and taverns, including maps for the Wizard's Staff
and Ugly Harpy. We also get 16 shops with read-aloud texts, including a place
to care for animals and an arena to battle strange creatures. The section also
includes a map of the dungeon of barrowdelve, the citiy's necropolis that
contains benign ancestral spirits as well as recently a disturbing influx of
undead that roam the street at night. The mechanics of ancestral spirits make
them essentially benign haunts - neat idea! The final location that comes with
a onepage map is teh house of blades, a kind of fighter's guild. (And if you
want more, I'd recommend Soldragonn Academy...)&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;Chapter 4 details one of the truly unique aspects of
Mor Aldenn, the ley lines - set on a nexus of several of them, the chapter
includes rules to tap into their respective powers, a map of Mor Aldenn with
the known ley lines drawn into it. We also get write-ups for teh respective ley
lines including lore-sections to detail the strange aspects of the
overabundance of magic and several other bits and pieces of knowledge on them.
The lines also come with DCs to know/recognize them and generally, the section
makes creating more&lt;/span&gt;&lt;span style="mso-spacerun: yes;"&gt;&lt;span style="font-size: x-small;"&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: x-small;"&gt;rather easy. The
chapter also includes places of power, another cool staple of fantasy
literature that is rather underused and contain fey circles, monolithic mounds
and stone-circles as well as specific information for e.g. the Nexus of Mor
Aldenn. I did VERY much enjoy this section in particular, due to it being
unique and helping set the city of mages apart from other fantasy settings.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;Now, what is adventure without foes? Mor Aldenn, the
city of mages definitely has enough of them and chapter 5. Unique villainous
foes like the Demon of the Fallen Tower, a unique demon (CR 18, btw.) with
rather deadly powers that is confined to the fallen tower that once housed the
city's summoners, seething and seeking to escape. The giants of the grand
Ossindrilon also get their fully stated king and the skin-less, flayed-looking
harpies of the Spindlewood flow get an erinyes-queen. And then, there are two
more major foes - Taraathalorm Wyrmmother: A green dragon ghost that still
stalks the woods, lusting for revenge. And then, there is the final primary
antagonist of the city, the dreaded mistress of covens, the Night Hag - she is
a CR 18 witch 14 and sheis quite an iconic, almost Baba Yaga-like figure. Have
i mentioned the malign, intelligent cauldron?&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;After these movers and shakers, we get a brief
timeline of Mor Aldenn' history and then new monsters. That is, they might be
new for you. They include the Marsh Dragon, the Bog Giant, the Gold Cap, the
Hag Spider, the Leyspinner, the Mahr, the Mirejack, Mythravens, Portunes, Spell
Pikes and Veraxar. It should be noted that all of these creatures are included
in the Mor Aldenn Creature Compendium (for detailed information, check out my
review of it) and that the Spell Pike got a new piece of artwork - nice.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;In chapter 8, we are introduced to the lands
surrounding the city, including stats for the clockwork-possessed Miller, Moon
Folly (I'd recommend checking out the pdf, though!), Ossindrilon and the
Spindleflow as well as some pieces of information on hazards and a&lt;/span&gt;&lt;span style="mso-spacerun: yes;"&gt;&lt;span style="font-size: x-small;"&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: x-small;"&gt;random encounter table.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;The last chapter is devoted to an introductory
adventure called Ringside seats. This contains SPOILERS, so potential players
might wish to jump to the conclusion.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;...Still here? SPOILERS ahead.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;All right! The PCs are contacted by Arvin Pheltapor,
owner of Pheltapor's Phantabularium, the place where due to a loop-hole in the
law, people may bet on (non-lethal) bouts against strange creatures. If the PCs
have only knocked out his escaped wild animals, they will have a thankful
customer at their hands who wants them to escort his latest acquisition home.
On their way to get the goods, the PCs are beset by Lizardfolk and finally
receive the boars - boars? Well... the particularly ugly, scaled boars are in
fact three imps in disguise and thus&lt;/span&gt;&lt;span style="mso-spacerun: yes;"&gt;&lt;span style="font-size: x-small;"&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: x-small;"&gt;can
manage to easily escape from their confinement. One leads the PCs on a merry
chase, one confronts them in the Phantabulrium and the final wants to be taken
as a familiar once his brothers have been vanquished. (Though until Improved
Familiar is taken, the creature is more than unreliable=. I did enjoy this
rather light-hearted introduction to the City of Mages and while the scenario
per se is nothing to gasp in astonishment at, I do have read far, far worse
scenarios, especially at the back of a campaign setting book. The pdf concludes
with an NPC-name appendix that would be even more useful, would it include the
page numbers where the information on the NPCs can be found - after all, many
of them are scattered throughout the book.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;Conclusion:&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;Editing and formatting are actually top-notch - I did
notice less than 5 glitches on over 160 pages - neat! In contrast to some of
the other offerings of Headless Hydra Games, I noticed only one page that
contains some rather awkward wordings, making this a very good read and
pleasantly surprising me with the quality of the rather concise writing. The
pdf comes with quite extensive bookmarks that make navigation of the pdf very
easy. The pdf is slightly bigger than 100 mbs, at this length, with the wide
variety of high-res maps and fully bookmarked, this is ok. Layout adheres to
the 2-column b/w- standard and the b/w-artworks rock. I already commented on
the quality of writing and the new crunch is mostly nice. While I'm still not
sold on centaurs and a certain racial trait of the Gaiant, I do absolutely love
the fluff of the city. The city of mages&lt;/span&gt;&lt;span style="mso-spacerun: yes;"&gt;&lt;span style="font-size: x-small;"&gt;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: x-small;"&gt;makes sense and is a concisely-presented magocracy that makes for a neat
little setting and contains some rather interesting characters, hooks galore
and dreadful villains. I particularly enjoyed the "anti-mage"-classes
like the magus-variant and the PrC. &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;Since I already commented on the high quality artworks
and neat maps, I'll move on to some bits that didn't quite strike my fancy as
much: If you already own all the other Mor Aldenn-pdfs like e.g. Moon's Folly
and the Player's Guide, you'll find some of the information/content repeated.
This holds especially true for the monster-section. I would have loved to see
new critters there or alternatively get all the monsters from the compendium
reprinted, not just a selection. I also would have loved some sample statblocks
for Spellwarden-guardsmen and similar characters that utilize the unique crunch
of the city - as written, you'll have to build the statblocks for e.g. watchmen
yourself. On the other hand, the campaign setting is actually cheap for the
amount of content provided and the quality you'll encounter in these pages. &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;While personally, I think some of the options to be on
the upper scale of power, generally these glitches are by far outweighed by the
cool ideas and content and the rather distinguished, unique fluff of the
setting. The Ley lines especially offer potential galore. I am really
hard-pressed to judge how to rate this particular pdf - On the one hand, I
absolutely loved a lot of the content and Mor Aldenn actually came to a logical
life in my mind - this by one who abhorred the player's guide and thought that it
made no sense, by the way! On the other hand, there are some crunchy bits that
are unbalanced, some wordings that could be slightly more precise and there is
some reprinted material. Due to these minor issues, I can't bring myself to
rating this campaign setting the full 5 Rudii, but I'll settle gladly for a
final verdict of 4.5 Rudii. Your mileage may vary whether you'd round up or
down. Due to the low price of only 10 bucks, though, and due to liking the
fairy-tale like, truly magical atmosphere, villains with unique abilities
etc.pp. of the setting, I'd suggest rounding up. Just please be aware of the rough edges
I mentioned in this review.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;a href="http://4.bp.blogspot.com/-BmvkBwVW2Mw/Tw7QCYqSs7I/AAAAAAAAAnc/uEbSRvLDNYs/s1600/rudis.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-BmvkBwVW2Mw/Tw7QCYqSs7I/AAAAAAAAAnc/uEbSRvLDNYs/s1600/rudis.jpg" /&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-BmvkBwVW2Mw/Tw7QCYqSs7I/AAAAAAAAAnc/uEbSRvLDNYs/s1600/rudis.jpg" /&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-BmvkBwVW2Mw/Tw7QCYqSs7I/AAAAAAAAAnc/uEbSRvLDNYs/s1600/rudis.jpg" /&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-BmvkBwVW2Mw/Tw7QCYqSs7I/AAAAAAAAAnc/uEbSRvLDNYs/s1600/rudis.jpg" /&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-tzaiDZi6oDc/Tw7QNGi1lGI/AAAAAAAAAnk/-0YRWZBU3Zs/s1600/half_rudis.JPG" /&gt;&lt;/a&gt;&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;
Need some additional Hags for the covens of the dread Night Hag?&lt;br /&gt;
&lt;br /&gt;
Super Genius Games have just what you've been looking for with&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://paizo.com/products/btpy8pz0?Mythic-Menagerie-Covens-of-Chaos"&gt;Mythic Menagerie: Covens of Chaos&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-0HpQk6CIurI/Tw7Qj7WfW0I/AAAAAAAAAns/i4Sd0f7UhLs/s1600/Covens.jpeg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/-0HpQk6CIurI/Tw7Qj7WfW0I/AAAAAAAAAns/i4Sd0f7UhLs/s320/Covens.jpeg" width="250" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;This installment of the Mythic Menagerie-series is 23
pages long, 1 page front cover, 1 page foreword, 1 page editorial/SRD, leaving
20 pages for new hags to add to covens and conjure up the darkest powers, so
how do they hold up?&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;The pdf begins with a short discussion on coven magic,
arguably one of the defining characteristics of hags before delving into the
latest addition to the roster of evil crones, the disgusting Bangungot (CR 6): Terribly
obese, these grotesque creatures have lost their teeth and can vomit up the
bones of the poor unfortunates they have consumed to obey their every whim as
undead servitors or support them, when their spear-like nails don't do the job
alone. Very cool!&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;The fanged Gwrachod (CR 13), with flesh like teak and
disgusting tusks come with their own poison, a horrible, bleeding bite and are
attuned to the elements of their lands. The may enchant bodyparts of the fallen
to create truly disgusting magic items.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;The Hu'Pochtli (CR 9) are jungle witches inspired by
Aztec-style cultures and make for fearsome combatants - not only due to their
rage-inducing auras and the ability to turn snakes into spears (and back
again!), but also because they heal every time they cause injury. Her Serpent
Spear (Sp)-ability is not in italics, though.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;The most powerful of the Witches herein is the
Kalaratri (CR 15), a large, 4-armed witch inspired by Indian mythology, which
is mechanics-wise the most interesting creature in the book: Using her Skirt of
severed humanoid arms (!!!), these harbingers of apocalypse, consummate foes of
outsiders and schemers can cast via the skulls of her three first victims by
having her skirt of arms configure the skulls. This, of course, leaves her
hands free...all 4 of them. Fearsome, deadly, iconic - what's not to love?&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;The Night Filcher (CR 6) is less powerful, but
disturbing nonetheless: Consummate kidnappers, their very touch causes a
searing pain and their gaze can send you into spastic seizures. To add insult
to injury, when not rescued fast enough from their clutches, you'll probably
have to face the blades and spells of your erstwhile comrades - the filcher can
change people into their slaves. Slaves that do everything to keep their new
mommy happy...&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;The Rokurokubi (CR 7) is a special, rather eastern
witch that shares some similarities with Hebi-no-onnas, namely that her arms
end in snake-heads. She does not stop there, but adds disguises, illusions and
snake legs and a disturbing head to the portfolio. Nevertheless, I felt a bit
like "been there, done that" here.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;The CR 7 Truie is something completely different:
Boar-headed, violent and eternally hungry, these gluttonous creatures make
for&lt;/span&gt;&lt;span style="mso-spacerun: yes;"&gt;&lt;span style="font-size: x-small;"&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: x-small;"&gt;powerful enforcers and serve as a
nice variation from the cliché of the scheming hags by putting some raw, brute
strength in the mix. Neat!&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;The final new hag we get is the CR 3Whaitiri - bowed
women constantly weeping blood, in whose distended bellies the remains of their
former victims can be seen. Have I mentioned their magical guffaw? Creepy
imagery, well-presented and cool to spring upon low-level PCs. Two thumbs up!&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;Hags are known for creating disturbing items and thus,
we get a neat little array of deadly tools utilized by the covens of chaos:&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;Ever wanted to use large mosquitoes as darts to drain
foes of blood and subsequently heal yourself? Use nets of hag's hair? Put
death-bearing skulls on poles, Egil Skallagrímr-style? Use severed human ears
to&lt;/span&gt;&lt;span style="mso-spacerun: yes;"&gt;&lt;span style="font-size: x-small;"&gt;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: x-small;"&gt;survey conversations? Do you love
these items as much as I do?&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;The 7 new feats centering on hags and coven magic are
ok, but pale in comparison to the AWESOMENESS of the magic items, while the 4
new spells (including a rain of leeches!) capture the grimy, dread flair of
hags perfectly again.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;Conclusion:&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;Editing and formatting, while not perfect, are very
good and offer apart from very minor glitches no major reasons for concern. Layout adheres
to the 2-column, full-color standard and the b/w-artworks are neat. The pdf
comes with bookmarks, which is always nice to have. I generally liked the
witches, ähem hags, herein - With the exception of the lame snake-hag, they all
bring some interesting aspect that hasn't been done to death to the table. The
new items rock and ooze style and while I'm not into the new feats, I figure
the "every book needs feats, whether it makes sense or not"-disease
has not yet abated. The new spells are cute, although I would have preferred
some coven-exclusive rituals for the poor hags...perhaps in a future
installment? *winkwink, nudgenudge* Seeing that I have only minor gripes and
that the amount of content that rocks surpasses any suboptimal aspects, I'll
settle for a final verdict of 4 Rudii - a good installment of the series that
could have been the best.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;br /&gt;
&lt;span style="font-size: x-small;"&gt;
&lt;a href="http://4.bp.blogspot.com/-BmvkBwVW2Mw/Tw7QCYqSs7I/AAAAAAAAAnc/uEbSRvLDNYs/s1600/rudis.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-BmvkBwVW2Mw/Tw7QCYqSs7I/AAAAAAAAAnc/uEbSRvLDNYs/s1600/rudis.jpg" /&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-BmvkBwVW2Mw/Tw7QCYqSs7I/AAAAAAAAAnc/uEbSRvLDNYs/s1600/rudis.jpg" /&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-BmvkBwVW2Mw/Tw7QCYqSs7I/AAAAAAAAAnc/uEbSRvLDNYs/s1600/rudis.jpg" /&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-BmvkBwVW2Mw/Tw7QCYqSs7I/AAAAAAAAAnc/uEbSRvLDNYs/s1600/rudis.jpg" /&gt;&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span lang="EN-US" style="line-height: 115%;"&gt;&lt;span style="font-size: x-small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;
&lt;span style="font-size: x-small;"&gt;

&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://4.bp.blogspot.com/-BmvkBwVW2Mw/Tw7QCYqSs7I/AAAAAAAAAnc/uEbSRvLDNYs/s1600/rudis.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;
&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-size: x-small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-size: x-small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-size: x-small;"&gt;All right, that's it for now from me, as always, thank you for reading my ramblings,&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-size: x-small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-size: x-small;"&gt;Endzeitgeist out.&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-size: x-small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8094253580295035742-1549262487883704952?l=rpgaggression.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
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