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Rite Publishing Presents

April 2013 no. 25


This world is but one of untold many,
a flux of chance caught between shadow and light. It
is a world poised between great powers that shape
and define all matter, one of many battlegrounds in
an epic struggle between form and cacophony. This
is the battle between the creators, shapers, and de-
stroyers of worlds. Welcome to the Lords of Gossa-
mer and Shadow!

The Lords of Gossamer and Shadow is an original


sourcebook and role-playing game using Erick Wu-
jcik’s Amber Diceless Role-playing, licensed from
Diceless by Design. It is a standalone product, but
remains fully compatible with the existing rules
system and can be readily used in new and existing
campaigns.

ENnie award winning designer and Amber Diceless Roleplaying veteran Jason Durall brings you the talent and
imagination you’ve seen in his work with Shadow Knight, The Game of Thrones Rpg, and the Basic Roleplaying
game.

The manuscript is complete, written and edited. We’ve packed this book with great art from the talented Jason
Rainville--Who’s fantastic work has recently appeared in the NPC Codex by Paizo Publishing, Lamentations of
the Flame Princess, and works by Rite Publishing.

There’s just one problem. When this project began, we projected only a 60-page book. Sixty pages to create the
spiritual successor to Amber Diceless Role-Playing. To create an entirely new realm of intrigue and adventure.
And then we turned the author loose on it.

What we got back was an additional 100 pages of pure awesome. One hundred and sixty plus pages of adventure.

We knew we had to make this book, no matter what it took, but our resources for Lords of Gossamer and Shad-
ow were spent-- and I think you’ll agree, they were spent well. Rite Publishing could wait for months.
We could internally fund the remaining necessary artwork, but we don’t want to wait. We don’t think you want
to, either. Artists get busy, new projects come up. We want to lock in Jason Rainville to create the remaining art-
work. To keep the same artistic theme. That is the sole purpose of this project-- to fund the few remaining pieces
necessary to fill out the completed manuscript. With your support, our kickstarter campaign hopes to gather the
resources necessary to present an absolutly gorgeous, unified game that is a joy to play and behold.

With design by Jason Durall, cover art by Jason Rainville and editing by Perry Grosshans, we want to give you a
second chance to be a part of a roleplaying legacy. To rescue the project from a purgatory of waiting.

Thank you for your time, and we hope you will be par of Lords of Gossamer and Shadow.

Find out more at


www.RitePublishing.com
Table of Contents
Pathways #25
Deadly Prankster Template
Presenting a creature who is a
master of Practical Jokes and deadly
puns.
7 Publisher
Steve D. Russell
By Steven D. Russell
Editor
11 Secrets of the Master Smiths Dave Paul
Learn the secrets of the Master black
smiths with this collection of items.
By Thomas Le Blanc
11 Layout Artist
Elton Robb

Camping in the Wilderness Cover Artist


In all things of nature there is

14
something of the marvelous. -- Darrenn Canton
Aristotle
By Creighton Broadhurst

Variant Abilities of the Walking


Dead
No one zombie is the same as the
others.
19
By Steven D. Russell

Departments
Editorial 5 Reviews 27
Interview 22

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
Pathways #25 © 2013 Steven D. Russell, Open Gaming License Copyright © 2007 Wizards of the Coast. All rights
reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and
the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under
the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility formore
information on the compatibility license.

3
Editorial
By Dave Paul

I
t’s nice to occasionally do something a little different. power, instead, this
Here at Pathways we avoid themes and gimmicks, individual is likely to see
though, honestly, sometimes themes and gimmicks the world differently than
can be fun. So, this year, at least a little bit in honor of the others do. The prankster,
April Fools’ Day tradition, we’ve been inspired to offer especially an evil one,
you a prankster. will have a very different
I’m glad for this choice. I think it highlights a feature sense of what’s funny than
of both literature and people’s lived experiences. Every what normal folks would.
culture has a trickster figure (Coyote, Loki, Br’er Rabbit, But, the prankster is still
even Bugs Bunny) and every person has had experiences operating within that
where it just feels like “life is messing with me.” As far unusual, sometimes supernatural framework. Let me be
as I know, there are references in trickster figures in ironic for a moment: humor is a funny thing.
written traditions going as far back as there is writing. We know this. There’s something distinct about the
Sometimes even ancient satire pushed characters into intersection of humor and intelligence. I’ve met dogs that
trickster roles (such as Socrates in Aristophanes’ comedy I’d say have a sense of humor (I can’t say the same for
The Clouds). Sometimes in my own life, I’ve had just cats, though I have nothing against them). But, there’s
the weirdest circumstances happen so that they felt something so much more sophisticated in a human’s
contrived. Consider the recent one-two punch when an sense of humor than would ever be the case in an animal.
asteroid came very close to hitting the Earth and on the It does sometimes feel like this scratches at the ceiling of
same day a comet slammed into Russia. Each event is the supernatural. So, in a world where there are many,
exceedingly rare, each event was unrelated to the other, many different kinds of intelligent beings, a world where
and yet they happen on the same day. Sometimes, it feels the gamut of good and evil stretches farther and deeper
like life is messing with us. than in the world the players inhabit, we can expect more
In RPGs, there’s plenty of room for this kind of and stranger individuals and events.
thing, whether it’s a trickster figure (such as the deadly ~~
prankster offered as our creature of the month), a set However, using a prankster or trickster in an encounter,
of weird coincidences happening to an individual, or adventure or campaign can be a challenge for both GM
weird events happening at the same time so that it seems and players. In my own experience, some players have
planned, perhaps by some supernatural agent. had trouble knowing how to react to an element in the
Once upon a time, of course, the simultaneous arrival game that is such a deviation from the norm. This can be
of an asteroid and a comet, especially a comet that a diversion that leads people away from the enjoyment of
struck the Earth causing severe damage, would be seen the game, so use with caution. However, it can also be a
as having a supernatural origin. In 1504, Christopher welcome relief if used correctly, so don’t give up on the
Columbus correctly used the event of an eclipse that he’d idea.
predicted to intimidate locals in the “New World” into In this particular case, we have a bona fide enemy,
acting beneficently rather than with malice toward his an adversary the PCs might not find funny at all. I can
crew. (Interestingly, and itself toying with these concepts, imagine Thaururwyr being in the service of another
it happened on the edge of February 29 and March 1 – so, creature, either as a resentful servant unable to break free
this rare event, an eclipse, was timed so that it happened from some bondage of servitude or as a co-conspirator
on the day of a rare event, a leap day.) Buckminster in terrible acts. From a certain twisted point of view,
Fuller once quipped that those who were in control of there’s nothing quite like a BBEG who happens to have
the invisible could use that power to be in control of the a demented variant of a faerie dragon coiled up on his
visible. Given things like Columbus’ predicted eclipse, it neck or lap. If you go this route, let us know about the
certainly may have appeared that Columbus or his God antagonist. I’m curious to see what you dream up.
had control over the invisible. (Anyone who can make the In any event, we hope you enjoy this prankster.
Sun disappear certainly must have some power!) Whether you use it more as a trickster or more as a
Tricksters and pranksters are of this ilk. On the one prankster, whether you use it as a challenge for the party
hand, we may be dealing with individuals who have great to work together to overcome or as a diversion from the
and mysterious power. On the other hand, we may be norm, use it to serve the greatest end of the game we all
dealing with individuals who willingly violate the norm love: fun.
of social custom. This is more like the prankster. It’s not
so much that the prankster has great and mysterious

5
A Pathfinder Roleplaying Game adventure for 4-6 characters of level 1.
Ancient Ruins. Lost Civilisations. An unexplored island across the sea hiding a treasure of legendary power.
Abandoned. Forgotten. Ripe for the taking for anyone who knows how to get there.
For anyone with a map …

Four Dollar Dungeons are standalone adventures designed to be logical, entertaining, challenging, balanced and
easily integrated into any campaign world.
Each adventure has enough material to last two to three playing sessions and enough experience to raise four
characters of the appropriate level up by one extra level. Treasure is commensurate with the encounter
challenges faced. Scaling information is included for adventuring parties of five or six.
This adventure starts in Port Salth, continues on a sea voyage aboard The Astrid, and finishes where most of the
action takes place on the tropical island of Snakero.

http://paizo.com/store/downloads/fourDollarDungeons
Deadly Prankster Creature Template
By Steven D Russell, Illustrated by Darrenn Canton

P
ractical jokes are often fun and amusing, and many enjoy the high and mighty suffering a lesson in humility
via some clever and humorous jest. However, some pranks can go horribly wrong, or vicious and malevolent
beings perform them with cruel and malicious intent, resulting in injury, mutilation, or even death. Those that
find amusement in the suffering of others, whose practical jokes the fell powers of damnation notice often become what
one calls a deadly prankster creature.

Creating a Deadly Prankster Creature


“Deadly prankster” is an acquired template that can be 3 HD the deadly prankster creature possess of bludgeoning
added to any creature with an Intelligence of 4 or higher damage (max 6d6) from the block and 1d6 for every 10 feet it
(referred to hereafter as the base creature). forces the creature to fall. Creatures are buried by the stone
A deadly prankster creature uses all the base creature’s block at the bottom of the pit; it takes 1 minute to uncover
statistics and special abilities except as noted here. a creature buried at the bottom of the pit; a buried creature
can free itself with a successful Strength Check DC 19.
CR: +3 Upon a successful save any creature standing in the area
where the deadly prankster creature first conjured the
Alignment: Changes to any Evil. pit must make a Reflex saving throw to move to safely to
the nearest open space (this does not provoke an attack
Special Abilities: A deadly prankster creature retains all of opportunity) but it still suffers the damage from being
the special abilities of the base creature, plus the special struck by the stone block as it leaves the area. In addition,
abilities as described below: the edges of the pit are sloped, and any creature ending its
Banana Peel (Su) Once per day as an immediate action turn on a square adjacent to the pit must make a Reflex
a deadly prankster creature creates an area in a 40’ radius saving throw (same DC), with a +2 bonus, to avoid falling
that slows base movement to one-quarter normal, and into it, the pit remains in effect for 1 round per HD the
creatures moving on that area’s surface must make a Reflex deadly prankster creature possesses. At any point during
save or fall to the ground. Creatures trying to return to a the duration of the effect, other targets may be forced into
standing position as a standard or move action must make this pit by means such as a bull rush (or a banana peel
an additional Reflex save or Acrobatics check (DC 10 + ½ affecting the sloped area of the pit).Those creatures do not
the deadly prankster creature’s HD + its Cha modifier) or receive a saving throw.
fall prone again. Creatures expending a full-round action to The pit’s smooth, greased, stone walls have a Climb DC of
right themselves automatically succeed. Naturally, banana 30 and a climber must make a successful Reflex save each
peel only affects creatures in direct contact with it. Deadly round or be forced to move at half his climbing rate. Once the
prankster creatures often combine this with stairs, slopped effect ends, the pit and the block disappear and the creature
floors, or near other traps to make this effect deadlier. is deposited harmlessly on the surface. A deadly prankster
Booby Trap (Su) A deadly prankster creature can set creature can only have one booby trap in existence at a time;
a special trap upon an area as a standard action so that it if a second is created, the first one (if still active) is negated.
comes into effect under some condition it dictates when The deadly prankster creature also has the option of
using this ability. The conditions needed to bring the trap having a bucket of a non-lethal substance falling on the
into effect must be clear, although they can be general. In all subject instead of the block and pit trap. This can include
cases, the trap trigger instantaneously when the prescribed water, paint, tar, chalk powder, urine, feces, but upon a
circumstances occur. If complicated or convoluted failed Reflex save it can inflict the sickened condition for 1
conditions are prescribed, the booby trap may fail when round per HD of the deadly prankster creature.
triggered. The trap occurs based solely on the stated Kick Me (Su): Once per day as a swift action the deadly
conditions, regardless of whether the deadly prankster prankster creature can curse a subject (see bestow curse)
creature wants it to. within 60 ft. A creature subject to this curse can make
When the trap triggers it opens up a 10-foot-by-10-foot a successful Will Save (DC 10 + ½ the deadly prankster
extra dimensional hole in the ground or floor with a depth of creature’s HD + its Cha modifier) to negate the curse when
10 feet per two HD the deadly prankster creature possesses it is first inflicted. This curse causes any creature that can
(maximum 100 feet) and summons a 10-foot square block see it from behind to kick the subject (this provokes an
of stone above the hole that falls, fitting seamlessly into the attack of opportunity if the kicking creature does not have
hole. If the hole is opened directly below a creature, the Unarmed Strike or a natural attack such as hooves, though
creature must make a Successful Reflex Save (DC 10 + ½ often the creature is caught flat-footed by allied attacks.)
the deadly prankster creature’s HD + its Cha modifier) or be This functions as a telepathic suggestion; a successful Will
smashed into the hole, taking 1d6 points plus 1d6 for every

7
8 Pathways Magazine
suggestion effect.
Laxative Prank (Su): Once per day as a swift action the T haururwyr CR 5
deadly prankster creature can curse a subject within 60 ft. XP 9,600
A creature subject to this curse can make a successful Will deadly prankster faerie dragon
Save (DC 10 + ½ the deadly prankster creature’s HD + its CE Tiny dragon
Cha modifier) to negate the curse when it is first inflicted. Init +3; Senses darkvision 60 ft., low-light vision;
This curse causes a living creature experience explosive and Perception +8
sometimes bloody diarrhea, leading to dehydration and
occasionally death. This deals 1d6 non-lethal damage each
day and the target is fatigued and staggered until the curse
is lifted. Defense
Pie in the Face (Su): Once per day as a swift action the AC 18, touch 16, flat-footed 14
deadly prankster creature can make a ranged touch attack (+3 Dex, +1 dodge, +2 natural, +2 size)
against any creature within 30ft. If it hits this burning hot hp 31 (3d12+12)
pie deals 1d6 point of fire damage for every 2 HD the deadly Fort +7, Ref +6, Will +5
prankster creature possess plus the subject must make Defensive Abilities running into windows; Immune
a successful Fort save (DC 10 + ½ the deadly prankster paralysis, sleep; SR 13
creature’s HD + its Cha modifier) or be permanently
blinded.
Prank Date (Su): Once per day as a swift action the Offense
deadly prankster creature can curse a subject within 60 ft. Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
A creature subject to this curse can make a successful Will Melee bite +4 (1d3-1)
Save (DC 10 + ½ the deadly prankster creature’s HD + its Space 2-1/2 ft.; Reach 0 ft.
Cha modifier) to negate the curse when it is first inflicted. Special Attacks banana peel (Ref DC 18), booby trap (Ref
This causes the subject to fall madly in love with another DC 18), breath weapon (5-ft. cone, euphoria, Fort DC 15
creature chosen by the deadly prankster creature that the negates, usable every 1d4 rounds), laxative prank (Will DC
cursed subject is aware of; The cursed creature’s attitude 18), pie in the face (Fort DC 18), prank date (Ref DC 18),
toward the second creature becomes helpful and a romantic Spell-Like Abilities (CL 3rd; concentration +11)
attraction is created even if one would normally not be 3/day greater invisibility (self only)
possible. Otherwise, the effects are similar to a philter of Spells Known (CL 3rd; concentration +11)
love. The deadly prankster creature often uses this to create 1st (6/day) grease (DC 18), silent image (DC 18), sleep (DC
bizarre or dangerous forms of attraction such as a fire 18)
elemental attempting to hug its beloved. 0 (at will) dancing lights, flare (DC 17), ghost sound (DC
Running into The Window (Su): If a creature attempts to 17), mage hand, open/close
charge a deadly prankster creature, he hits an invisible wall
of force that appears just as he enters the square when he
would be able to make the attack. This arrests his forward
movement, deals 1d6 points of non-lethal damage for every
10 ft. of movement the charging creature was attempting to
Statistics
Str 9, Dex 17, Con 19, Int 16, Wis 14, Cha 24
make and knocks the creature prone. A successful Reflex
Base Atk +3; CMB +4; CMD 14 (18 vs. trip)
save (DC 10 + ½ the deadly prankster creature’s HD +
Feats Acrobatic, Dodge
its Cha modifier) results in half damage and negates the
Skills Acrobatics +8 (+0 when jumping), Bluff +9,
knocked prone effect.
Diplomacy +9, Fly +23, Perception +8, Sense Motive +8,
Stealth +17, Swim +13, Use Magic Device +9
Abilities: Increase from the base creature as follows: Con
Languages Common, Draconic, Elven, Sylvan; telepathy
+6 (+3 hp per HD, +3 to Fort saves, +3 to any of the base
100 ft.
creature’s Constitution-based DCs) Cha +8 (+4 to Bluff,
diplomacy, Disguise, Handle Animal, Intimidate, Perform,
and Use Magic Device; attempts to influence others, and Special Abilities
Channel Energy DCs, +4 to any of the base creature’s Breath weapon (Su) 5-foot cone, euphoria for 1d6
Charisma-based DCs). rounds, DC 15 Fort negates. Creatures affected by euphoria
are staggered, sickened, and immune to fear effects for the
Skills: Deadly prankster creatures gain a +8 racial bonus duration. A faerie dragon can use this breath weapon once
on Craft (traps), Disable Device, and Bluff checks, these are every 1d4 rounds. The save DC is Constitution-based.
always class skills for the base creature, and they can use Spells A faerie dragon casts spells as a 3rd-level sorcerer.
them untrained.

Ecology
Environment temperate or warm forests
Organization solitary or clan (2-8)
Treasure standard

9
11 Secrets of the Master Smiths
by Thomas LeBlanc, Illustrated by Arthur Rackham

Many tales tell of weapons created by true masters


of the craft. These weapons are handed down through Flexible: This quality grants the weapon a +2 on CMD
generations and revered for the quality of their whenever a foe attempts to sunder the weapon. This
construction and ease of use. While the Master Craftsman quality may only be added to melee weapons that deal
feat allows a weaponsmith to create magical weapons, piercing or slashing damage. (Crafter must be an elf, DC
a true master smith realizes if magic is suppressed, the +4, +100 gp)
weapon loses most of its worth.
Flight: This quality increases the range of ammunition
The following rules allow for variant masterwork from a ranged weapon by 20 feet. This quality may only
weapons to be created. A variant masterwork weapon may be added to ammunition. (DC +3, +1 gp per single unit of
only have one of the following qualities. In parentheses ammunition)
after each variant are the requirements, alterations to the
Craft DC, and cost changes. If the crafter fails the Craft Folded: This quality increases the weapon’s hardness
skill check for the masterwork component, the weapon and hit points by 20%. This quality can only be used on
gains the fragile quality instead of the masterwork weapons made from only metal or materials that can be
quality. If the weapon already has an ability that grants worked using a forge, hammer, and anvil. (DC +4, +200
a similar effect, the effects do not stack. For example, an gp)
elven curve blade could not have the flexible quality and a
swordbreaker dagger could not have the breaking quality. Lethal: This quality grants the weapon’s wielder a +2 to
confirm a critical hit. (Crafter must have 3 ranks in Heal,
Balanced: This quality increases a one- or two-handed DC +6)
thrown weapon range by 5 ft. and a light thrown weapon
range by 10 ft. This quality decreases the weight of the Penetrating: This quality grants the weapon a +2
thrown weapon by 20%. (Crafter must be a halfling, DC circumstance bonus on Combat Maneuver Checks to
+7) sunder bone and stone armor or shields. The penetrating
quality can only be applied to piercing weapons. (Crafter
Breaking: This quality grants the weapon a +2 bonus must have 10 ranks in Craft (weaponsmith), DC +5, +100
on Combat Maneuver Checks to sunder weapons. (DC gp)
+8, +150 gp)

Crushing: A weapon with this quality deals +4 damage


when sundering unattended objects. The crushing quality
can only be applied to axes and hammers. (Crafter must
be a dwarf, DC +5)

11
Reverberating: This quality grants the weapon a +2 checks while wielding the weapon in combat due to the
circumstance bonus on Combat Maneuver Checks to sunder dangerous look of the weapon. (Crafter must have 5 ranks
glass and metal armor or shields. The reverberating quality in Intimidate, DC +3, +50 gp)
can only be applied to bludgeoning weapons. (Crafter must
have 10 ranks in Craft (weaponsmith), DC +5, +100 gp)

Serrated: This quality grants the weapon a +2


circumstance bonus on Combat Maneuver Checks to sunder
Master Weaponsmith
hide, leather, and wooden armor or shields. The serrated Your superior crafting skills allow you to craft weapons
quality can only be applied to slashing weapons. (Crafter with multiple masterwork variants.
must have 10 ranks in Craft (weaponsmith),DC +5, +100 gp) Prerequisite: Craft (weaponsmith) 8 ranks.
Benefit: You can add multiple masterwork variants to the
same weapon. Each variant quality past the first increases
Wicked: This quality grants a +2 bonus on Intimidate the Craft DC of the masterwork component by +2.

12 Pathways Magazine
THE LONELY COAST
A Pathfinder Roleplaying Game compatible mini‐campaign setting by Creighton Broadhurst 
 
The furthest flung outpost of a mighty kingdom, turbulent waters and forbidding, trackless forests separate the folk of the Lonely Coast from the 
gaudy lights of civilisation. Pirates and slavers ply the southern storm‐tossed waters while goblins and other foul things creep through the gloom of 
the Tangled Wood that seemingly chokes the forgotten holds and sacred places of the Old People. Deep within the forest, a narrow, rock‐choked 
defile piled deep with shadow cuts through a nameless range of rugged, tree‐shrouded hills birthing dark, fearsome legends of terrifying monsters 
and glittering, doom‐laden treasures. The perils of the Lonely Coast are legion and thus there is always a need for those with stout hearts and skill 
with blade and spell or for those merely hungry for glory to defend humanity’s most tenuous enclave. 
 
“...this PDF does a remarkable job of walking the edge between ease of implementation into a given setting and conveying it's very own 
atmosphere...” 
Endzeitgeist (five stars) 
 
 “A perfect starting area for a new campaign, small enough to be dropped into just about any GM’s campaign.” 
Kevin Ray (five stars) 
 
“A neat and elegant adventure setting” 
Megan Robertson (five stars) 
 
“Download this PDF for free and you will get a taste of how great their products generally are.” 
Darren Ehlers (five stars) 
 
 
Available in print and as a free download. 

www.ragingswan.com 
Camping in the W ilderness
By Creighton Broadhurst of Raging Swan Press, Illustrated by Thomas Cole
and Fredrick Edwin Church

T he Campsite
Adventurers often find themselves camping in the wilderness, but sadly the actual campsite normally gets very little
design time. (And if it does have a detailed description, the PCs know that something is going to happen that night!)

Use the table below to generate minor points of interest for a campsite, but take into account the surrounding terrain,
time of year and so on, and modify the entries as needed.

14 Pathways Magazine
15
Around T he Campfire
Adventurers often camp in the wilderness. When they do so, they typically either have a peaceful night’s sleep or they
are attacked. The PCs rarely suffer minor events that may disturb them, but that do not result in full-blown encounter.

Use the table below to generate such minor events, modifying entries as required to take account of the surrounding
terrain, time of year and so on.

16 Pathways Magazine
ABOUT T HE DESIGNER
Creighton lives in Torquay, England where, apparently, the palm trees are plastic and the weather is warm. He shares
a ramshackle old mansion with his two children (“Genghis” and “Khan”) and his patient wife. Famed for his unending
love affair with booze and pizza he is an enduring GREYHAWK fan.

An Ennie Award winning designer (Madness At Gardmore Abbey) Creighton has worked with Expeditious Retreat
Press, Paizo and Wizards of the Coast. He believes in the Open Gaming License and is dedicated to making his games as
fun and easy to enjoy as possible for all participants. Reducing or removing entry barriers, simplifying pre-game prep
and easing the GM’s workload are the key underpinning principles of the products he now releases through Raging
Swan Press. You can read his thoughts on game design at raging-swan.livejournal.com.

17
Variant Abilities of the Walking Dead
By Steven D. Russell, Illustrated by Storn Cook

T
hese abilities can be added to any zombie or
Excoriate (Su): This zombie can strip skin from a living
similar corporeal undead creature, adding any two
victim; if the zombie makes a successful melee attack, the
increases a zombie’s CR by 1.
victim must make a successful Fort save (DC 10 +1/2
the zombie’s HD + its Str modifier) or suffer 1 point of
Acidic Flesh (Ex): This alchemically created zombie is
Charisma and Constitution damage.
covered in a corrosive acid that dissolves only living flesh.
Any successful melee attack or constrict attack deals acid
Fast Healing (Ex) This alchemically-created zombie
damage equal to the zombie’s Str modifier.
gains the fast healing defensive ability equal to its Str
modifier.
Bloody Trail (Ex): This zombie constantly oozes
ichor from the surface of its body, leaving a sticky trail
Fell Resistance (Su) The energies within this zombie
of blood and gore wherever it goes. A flayed zombie is
are potent and it is able to not only resist the channel
easy to follow and characters pursuing one gain a + 4
attempts used against it but also to turn a portion of that
circumstance bonus to Survival checks made to track
energy against its foe. If the zombie successfully saves and
it. However, those engaged in melee combat with it in
resists the effects of channel energy, including effects that
adjacent squares must make a successful Balance check
rely on the use of channel energy (such as the Command
(DC 10 + its Str modifier) or fall prone on the slick ichor.
Undead feat) its opponent suffers negative energy
damage equal to the amount it resisted. The opponent
Cannibal Harvest (Su): This zombie must be able
gets a Will save (same DC as the channel attempt) to
to deal ability damage or drain to gain this ability.
resist that damage. If the effect is not a channel energy
Whenever this zombie deals ability damage or drain it
effect that deals damage, treat it as if it is.
gains 5 temporary hp that last for 1 hour.
Additionally, non-rules-based effects may transpire,
Channel Resistance (Su): This zombie gains channel as deemed appropriate by the GM – holy water bubbling
resistance equal to its Str modifier. or turning to blood, the cleric’s symbol catching fire and
blackening, or the earth in a graveyard churning.
Channel The Decay (Su): This zombie has a flicker of
a connection to the negative energy plane within it. Once
Frost Aura (Su): An aura of freezing chill surrounds
per day it gains the energy drain ability (1 negative level)
the zombie. All within five feet suffer cold damage equal
that it uses with its first successful melee attack upon a
to the zombie’s Str modifier at the end of every round.
living creature.
Those touching the zombie or using metal weapons to do
so suffer an additional 1d4 points of cold damage upon
Chill of the Grave (Su): This zombie’s natural attacks
contact. A successful Fortitude save (DC 10 +1/2 the
deal an additional amount of cold damage equal to its Str
zombie’s HD + its Str modifier) halves this damage.
modifier.

Cold Mantle (Su): Cold spells restore the wounds of The frost aura is cumulative with other frost aura
these zombies. Each point of cold damage restores 1 hit zombies. Two frost aura zombies standing within five
point. A zombie cannot have more hit points than its feet of each other increase the damage per round and the
maximum hit point total. area of effect to ten feet. Five would multiply the damage
per round by 5 with a radius of 25 feet. Multiple zombies
Decaying Touch (Su): With every successful melee increase the CR of these zombies by +1.
attack from this zombie, a living victim must make a
Fortitude save (DC 10 +1/2 the zombie’s HD + its Str Grasp of the Dead (Ex): This zombie gains the grab
modifier) or suffer 1 point of Strength and Dexterity (slam) and constrict special attacks.
damage from the intense dark essence that surges
through its body. Improved Damage Reduction (Su): This zombie’s
damage reduction is increased by 5.
Decaying Wounds (Ex): Living creatures wounded by
this zombie gain the bleed condition; the amount of hp Instant Infection (Su): Zombies have access to a wide
bleed damage is equal to the zombie’s Str modifier. variety of magical, necromantic and mundane diseases,

19
and most are plague carriers, their bodies having vampiric touch. Once per day this spell affects the first
developed a number of fetid diseases (to which they are living creature the zombie makes a successful melee
themselves immune) through the long years of undeath. attack against, with a caster level equal to zombie’s HD.
Select any one disease affliction; creatures who are
successfully hit by this zombie’s melee attack suffer the Quickened Create Spawn (Su): Any creature slain by
effects of that disease immediately, rather than waiting a zombie rises up as a feral zombie within 1d6 rounds.
the usual onset time. Any creature that takes any damage from a zombie and
then dies within seven days of receiving that wound will
Lifesense (Su) This zombie can sense living creatures automatically rise as a zombie.
as if it had blindsight 60 ft.
Viscous Form (Ex) This alchemically-created zombie’s
Living Dead (Ex) This alchemically-created zombie damage reduction is effective against slashing weapons
is more a plant/construct than it is undead. It loses its as well as piercing and bludgeoning weapons.
undead traits, and gains the plant and construct traits.
Vitality Born of Decay (Su) This zombie, unlike other
Petrified Flesh (Ex) This zombie’s flesh has become as undead, uses its Strength score in place of its Charisma
hard as stone on the outside. It gains a bonus to natural score when calculating hit points, Fortitude saves, and
armor equal to its Str modifier. any special ability that relies on Constitution or Charisma
(such as when calculating a breath weapon’s DC).
Putrefaction (Su): This zombie can focus the forces
of decay to deliver a powerful attack as per the spell

20 Pathways Magazine
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21
Twenty Questions with
John Reyst
By Steven D. Russell

1. Could you tell us a little about yourself?

Sure! My name is John Reyst. I’m 45 years old, married


to the amazing and beautiful Debra, and have three
incredible daughters. I also have an attitudinal cat named
“Bella” and a new shepherd/husky mix puppy we rescued
and just named “Loki”!
My oldest daughter is 18 and attending Michigan State
University pursuing a law degree, my middle daughter is
a sophomore in high school, and my youngest is about to
enter middle school.
I’ve lived my entire life in Southeastern Michigan, in
the Detroit suburbs. I started playing RPGs at some point
right around 1980 or so, playing 1st edition Dungeons
& Dragons. Since then I’ve played several other games,
including all editions of D&D and various superhero
systems. For the most part though, my group and I always I’d say the Advanced Race Guide right now, though the
end up playing fantasy RPGs the longest, and right now, Animal Archive is pretty great too. I love the new races
Pathfinder is our baby. and the point-based race building rules. I love so many of
My day job is in I.T. (information technology) for a the races that now I tend to get buried trying to determine
large regional bank and I’ve pretty much always worked which race to choose for every new PC I make!
in I.T. to one degree or another, and so have a fairly broad
skill set in technology terms, which has been very helpful 4. You are currently the owner/operator of
in building and managing d20pfsrd.com. However, I’ve D20PFSRD.com, how did that start and how
never been “published” in any actual book, though I would you characterize the company today?
like to think that one day I might enter the RPG writing
field with some stuff. Doesn’t everyone dream of writing Some of your readers may not know that d20pfsrd.com
gaming stuff and getting published after all? has been around longer than Paizo’s PRD! The original
reason I created it was simply because I wanted a d20srd.
org but for Pathfinder. This was back during the time of
2. What is your home game like? Pathfinder Beta and my personal gaming group had all
decided to switch from 4th Edition, which we had been
I’m currently in two Pathfinder campaigns. One is a trying out for a few months, over to Pathfinder. I began
tweaked Kingmaker campaign and the other is a meat actively seeking out others who might already be doing
grinder Rappan Athuk (by the always deadly Frog God that (setting up a Pathfinder version of d20srd.org) in
Games) campaign we run when the main group is missing order to avoid duplicating effort, and to work together.
too many players. Our main game (the Kingmaker I eventually found one and signed on as a collaborator
variant) is fairly shaky so we’re playing Rappan Athuk but quickly became frustrated at the pace of updates
more often than the main campaign now. Unfortunately, so I decided to start a separate effort that I completely
Rappan Athuk has thus far more than lived up to its name managed. I tend to be very impatient so I just started up
“Dungeon of Graves” since I’m on (I think) my 4th or 5th a new one that I could completely control. Originally it
PC and we’re barely anywhere in the adventure! wasn’t “d20pfsrd.com” but simply an informal quasi-site
I shared with just a few people. However, it very quickly
snowballed into something much larger and people began
3. What is your favorite Paizo product? volunteering left and right to help get new stuff added to

22 Pathways Magazine
it. We’ve even added an estore, Shop.d20pfsrd.com to
showcase some amazing third party publishers and their
products. Since we also run d20pfsrd.com we are in the
unique position of being able to place context appropriate
“Buy Now” widgets onto the appropriate pages of the
site where they are most likely to attract people most
interested in that sort of product. Based on only being
open four months and having about 50% increase in sales
each month so far, I’d say we are doing something right!
We even just added actual Paizo books and other physical the site’s insane number of users to products in the
items like dice, battlemats, dice bags, counters, etc., since d20pfsrd store.
we have a great relationship with our distributor here in From a technology perspective, I’d say relying on
Michigan who also happens to own a hobby store. But my Google for the brunt of the workload. We use Google Sites
workload has now quadrupled. to host the website, a Google Group for managing users,
and various other Google Apps like Google Docs (now
Drive) for embeddable databases and other features.
5. What is your favorite Pathfinder Roleplaying Google has been 100% reliable for our needs and has had
Game compatible product you worked on and zero downtime in going on four years.
could you tell us a little about it? From a gaming perspective, I’d say offering players
a single, convenient and well organized place to get the
Unfortunately I haven’t really contributed in any largest concentration of Pathfinder-compatible content
meaningful way to any “published” 3pp Pathfinder anywhere. Some players and GMs don’t appreciate or
products! However, if you consider d20pfsrd.com a allow “3pp” content but apparently many do. By offering
“Pathfinder Roleplaying Game compatible product” then 3pp content on the site I think we’ve VASTLY increased
that’s the only one I’ve really been involved in so I pick awareness and appreciation of several 3pp who might not
that one. otherwise have much exposure.

6. What was your best moment working on that 8. What was the most challenging aspect of
product? working on it?

I monitor website traffic logs very closely and compare Diplomacy.


traffic on the site to that of other very popular gaming
industry sites. While you certainly have to take traffic
analysis statistics somewhat with a grain of salt, I can 9. Did you learn anything while working on it?
relatively comfortably say d20pfsrd.com is now among the
top tier (as in, the top 5-10) RPG sites in terms of number See #8. I’ve had to learn how to be more diplomatic.
of daily visitors. We’re actually much I’ve had a problem in the past
higher than many of them in other occasionally with personal
categories (like “Time on Page” since interactions with some in the
people actively use the site for long industry. Too often, that has been the
periods of time). From a business result of a misunderstanding and if
perspective, I doubt you could come approached in a different way could
up with one Pathfinder Roleplaying have resulted in a very different
Compatible “Product” with more final outcome. However, due to my
users (other than the Pathfinder occasionally poorly chosen words,
game itself!). So yes, while that’s or manner in conveying them, I’ve
probably pretty egotistical, it’s still a generated some ill will with a few
point of pride, seeing a nobody like individuals. I think over time that
me build something that has become I’ve improved somewhat, and so
so ridiculously popular. most of that is behind me.

7. What do you feel was the 10. Other than your own work
most ingenious part of that and d20pfsrd.com products,
product? what is the best Pathfinder
Roleplaying Game compatible
From a marketing perspective, product out there?
combining context appropriate “Buy
Now” widgets to the site connecting Well I don’t know that I could pick

23
one overall favorite or “best” product. I’ll state right- work is consistently at the highest level.
off that I don’t really know much personally about Rite
Publishing products but I do know they’re consistently 13. What advice would you give to would-be-
among the most popular pages on d20pfsrd.com so you freelancers?
guys must be doing something right. Well I’m not really one who would know much about
Of the products I’m more familiar with, I love dealing with freelancers, since I’ve only recently entered
anything from Total Party Kill Games, Clockwork Gnome the publishing field (under the guise of “d20pfsrd.com
Publishing, Jon Brazer Enterprises, or Purple Duck Presents: Open Gaming Monthly”) but the biggest lesson
Games/4 Winds Fantasy Gaming. I’ve personally learned is that you have to be aggressive
Further, Neo Productions Unlimited is making and you have to be consistent.
some of the coolest suspense/horror products for Aggressive in that you can’t expect work to come to
their “Shadowglade” low-magic campaign setting and you, you can’t assume people will remember who you are,
Legendary Games makes some of the most visually and you can’t be lazy. Opportunities are much more likely
stunning looking books. to occur if you put yourself in the right places at the right
I wish you asked about times and make yourself known
products that aren’t Pathfinder to as many people as possible. Be
compatible, because I love me present on all social networks,
some old school products too. show off your work, and don’t just
The various Swords & Wizardry wait for opportunity to come to
books from Frog God Games are you. You make your own success
incredible, and Lamentations of so you have to go find it and grab
the Flame Princess is a beauty it.
to behold (even if it is a little… Consistent in that you have to
disturbing!) have a consistent level of quality
to your work, and you have to be
11. What in your opinion consistently available. You MUST
makes a good Pathfinder be responsive to email and other
Roleplaying Game communications and you MUST
compatible product? be flexible. You MUST be able
A product that a) addresses to adapt to the fast-changing
a need, b) stays focused, and c) world and you MUST be able to
takes into consideration what interact socially with others. If
has come before. What I mean by you generate great stuff once, and
those: then garbage the second time, or
a) Make sure that you are if you are flaky in responding to
not fixing something that’s not emails or instant messages, or if
broken, or making a product for you don’t know how to interact
which there is no demand. with people socially, you’re going
b) Focus on a narrow band or to have a short career.
rules area. Meaning, products which try to do a million
different things tend not to do any of them well and then 14. Who is your favorite tabletop RPG
bury you in costs (in terms of time to create and time to Illustrator?
bring to market). I tend to prefer realism over super-fantastical art, so
c) Look at what other publishers have already done! anything in that style catches my eye. However, if I were
Maybe someone else has already done what you were to just list specific names, regardless of their overall style,
thinking of doing, and unfortunately they’ve done a better I’d have to say Caldwell, Darlene, Dee, DiTerlizzi, Elmore,
job than you could. Or, maybe you can take what they’ve Holloway, Otus, Parkinson, Trampier, etc. Yes, I’ve been
done and then expand upon it, thereby building up playing a long time.
interest in both your product and theirs. Take advantage
of the OGL by reviewing what’s been done before so 15. What has been your most memorable fan
everyone wins. response to your work?
I’ve mentioned this previously and it may not count
12. Who is your favorite designer of Pathfinder entirely as a “fan” response, but it is by far my favorite
Roleplaying Game compatible products? response. At my first Gen Con I was brave enough to
Creighton Broadhurst of Raging Swan Press approach Erik Mona and introduce myself when I saw
consistently makes either absolutely perfect products, or him manning the Paizo booth. When I explained who I
as close to perfect as you can get. His editing is amazing, was he responded with something along the lines of “Oh!
the quality of the content is consistently of the highest I love your site! I use it more than ours!” d20pfsrd.com
level. There are several others I could list but really, his was up for its first ENnie that year and after getting that

24 Pathways Magazine
response from Erik I told several friends “I don’t even quickly I might add) by Mike Chopswil. The databases
care if we win an ENie at this point. All that matters now themselves serve as the basis for many 3pp products
is that I know Erik likes the site.” We did go on to win currently available and are useful to just your run-of-the-
a Silver ENie that year (and the following year) but that mill Pathfinder players who want to try to find “just the
was just icing on the cake at that point! right spell/feat/magic item/etc.” since you can sort by
many criteria. There are so many other little ways the site
16. Could you give us an exclusive hint or teaser is updated routinely that it’s too hard to list them all. Oh,
about an upcoming product you’re working on? one other thing, at the bottom of all of the Class pages
This hasn’t been mentioned in public previously but on the site, the awesome Caedwyr (Stephen Horsley)
I’m hopeful that we’ll be able to start offering an “offline” has created Class Alterations summary tables, which
version of d20pfsrd.com that is regularly updated via the list every available class archetype, what it changes/
store. The thing is, the amount of work involved in getting adds/removes etc. We’re now doing the same thing for
a complete and accurate download, and then stripping races. These little additions are what I think shows the
it down to a manageable size, is extensive and rather community how we’ve got their backs. We’re trying to
exhausting. That’s the main reason we haven’t really make everyone’s game easier to run and smooth out any
done it regularly previously. However, if I can get a few rough spots.
dollars for it in the store it might make the effort more Or it could be that people like free! Take your pick.
worthwhile so we’re looking at ways to go with that. The
theory at the moment is to do a quarterly update and you 19. Is there anything else that folks should
can always get the latest version in the store (for whatever know about you?
price we can figure would be doable) and then we’ll post YES! I run several SRD websites! I run one for the
the previous quarter’s version for free on d20pfsrd.com. Swords & Wizardry game produced by Frog God Games
That way people can still get the offline version for free and I get awesome support from the Frogs! Chuck, their
and it will be “relatively” up-to-date but the purchasers ever-cranky layout guy, actually helps me get content
get the completely up-to-date version from the store. added to the site all the time and Rachel and Skeeter help
We’re also talking with various 3rd party publishers promote the SRD site on Facebook, Twitter, and Google+
about various exclusivity arrangements where we’ll so I really appreciate that! I also run an SRD site for the
bundle their 3pp content in with the downloadable Mutants & Masterminds 3rd Edition but mostly do that
package and then do a revenue sharing model. However, one solo. I even have one set up for the Modern Path,
all of that is still up in the air and really all depends on if a modern spin on Pathfinder created by Game Room
I can even make the base model functional. Creations and they too have been exceptionally helpful
We’re also considering a subscriber model on d20pfsrd. to me in getting that produced. They sent me all of their
com where people can get all of the latest content as soon stuff early on free of charge and said “HERE PLEASE
as we post it, vs. after the usual “street + 2 weeks” delay BUILD US AN SRD ALSO!” so I couldn’t really turn them
period lapses before we make content available to the down! In all cases though I hope the existence of the SRD
general public. Further, subscribers could help drive sites helps build interest and awareness of the products
WHAT we add and when. Basically tell us what they and helps build communities around them.
want to see most and then we prioritize that over other
content. Again though, the precise details are up in the 20. Is there anything else that folks should
air but we’re hoping to have something in place within know about your work?
the next few months. There’s a LOT of work for one guy! Luckily on d20pfsrd.
com I’m one of many so that one’s not so bad but even so
17. Do you have any goals for d20PFSRD. we can always use help, either in working on d20pfsrd.
com that you have yet to obtain or overcome? com, or on the Swords & Wizardry SRD (http://www.
Too many to list! d20swsrd.com) or on the Mutants & Masterminds SRD
(http://www.d20herosrd.com) so if any of the readers
18. Can you talk a bit about why you believe have some spare time or even just have questions about
d20pfsrd.com is so popular? any of the sites, anyone can email me anytime at jreyst@
Well the first and easiest answer might be that everyone gmail.com. I’d love to hear comments, suggestions,
likes “free.” But I think the better answer is that people critiques, or answer any questions I can.
appreciate the fact that we, all of the editors on the site,
truly are both fans and players of the game, and we all
are maintaining the site with a conscious effort of trying
to make Pathfinder games easier to run and play in. That
means doing little things like adding errata and FAQ
information right on the pages where it’s appropriate, or
adding additional things whipped up by the community
like grappling flowcharts! Or even adding in other helpful
tools like the various databases created and updated (very

25
they are an often coveted
Reviews item - and yet one that is
not that represented among
supplements. This pdf aims
to change that - framed by
Psionic Bestiary: the trademark, nice narration
we’ve come to expect from
Dredge and Mind-Numb Swarm Rite Publishing supplements,
Dream Scarred Press this pdf provides us with new
By Endzeitgeist manuals to grant permanent
5/5 stars! benefits to the readers - but
only once per manual.
This installment of the The respective manuals
Psionic Bestiary-series is 5 feature the market prices,
pages long, 1 page front cover, requirements for constructing the respective books as
1 page editorial, 1 page SRD, well as a short description how the respective book looks
leaving 2 pages of content, like. Now, beyond offering 30 manuals, we actually get 3
1 per creature. So what are variants for the respective manuals, totaling 90 manuals
these creatures exactly? - elementary, advanced and expert versions, all with
The CR 5 Dredge is a cool different results. Each manual requires a set amount of
idea - a psychokinetic ooze hours of study over the course of a limited amount of days
that may launch itself over to gain the respective book’s benefits.
quite some distances at prey It should furthermore be mentioned, that the respective
and leach power points from those it tries to consume. manuals offer sometimes multiple benefits: Take for
The CR 10 Mind-numb Swarm, spawned from idle example the rather basic “Being Comfortable in your
thoughts and lost concentration, is simply brilliant, Armor”-series of manuals: Studying the book nets you
though: Not only does it feature an illusory burn-quality, light, medium or heavy armor proficiency respectively. If,
it also emits a cacophonous, deafening aura that hampers however, you already are proficient with the respective
concentration and may actually regain hp if adversaries class of armor covered by the manual, you’ll increase your
lose concentration. Awesome concept and cool critter! max dex bonus by +1 (light armor)to +3 (heavy armor)
reduce armor check penalty by 1 to 3 to a minimum of
Conclusion: -1 as well as decrease arcane spell failure chance for the
Editing and formatting are top-notch, I didn’t notice respective class of armors by 5% per class of manual - the
any glitches. Layout adheres to a no-frills two-column one on heavy armor reduces the spell failure chance in
b/w-standard and the original b/w-artworks are nice. heavy armor by 15%.
The pdf has no bookmarks, but needs none at this length. Not all books are linear progressions of benefits,
This installment of the Psionic Bestiary-series provides though: Oracles may want to study “Answers to Universal
us with two nice, cool and unique creatures for a low Enigmas” - the book requires you to have a certain amount
price - seeing that I like both creatures in both concept of oracle-levels. The elementary version nets you 1 skill
and execution, I have nothing to complain and will thus rank in two skills of the oracle’s mystery-list, whereas the
gladly settle for a final verdict of 5 stars + seal of approval advanced version of the manual makes the oracle count
- these critters are worth their asking price. as +1 level with regards to two of his/her revelations. The
expert version of the book grants an additional revelation
Endzeitgeist out. and the option to cast 2 spells from his/her bonus spell
list 1/day.
Channeling energy, knowledge, weapon proficiencies,
bombs, favored enemies, disguising, raging, unarmed
strikes, diplomacy, acrobatics, perception, wizardly
#30 Manuals of Improvement spellcasting, improved summoning, stealth and bardic
performance, sleight of hand, movement rate, teamwork,
(PFRPG) domain powers, druidic casting & knowledge nature,
Publisher: Rite Publishing improvised weapons, sorceror bloodlines, witch hexes,
by Thilo G. sneak attack, survival and using magical devices make
4/5 Stars! up the topics for the other manuals herein, just to give
you an impression whether the topics relevant to your
This pdf is 30 pages long, 1 page front cover, 1 page interests are covered.
editorial, 1 page SRD, 2 pages of advertisement, leaving
us with 10 pages of content, so let’s take a look!
Manuals - from bonuses to attributes to unique abilities,

27
you mobility-granted dodge-bonus by +2 until the end of
Conclusion: your move. Weak feat that builds on one of the weaker
Editing and formatting are very good, I didn’t notice feats out there. Not impressed.
any significant glitches. Layout adheres to RiP’s 2-column
b/w rune-covered standard and the pdf features stock-b/ -Improved Sneak Attack Sniper: When gaining the
w-artwork that does its job. The pdf is fully bookmarked. benefits of Sneak Attack Sniper, you may roll sneak attack
Mike Welham delivers a great, useful little supplement damage dice and then choose to discard the appropriate
and one that begs for a sequel - after all magi, gunslingers, number of sneak attack dice after damage is rolled, but
samurai, ninjas or renegade classes could benefit as well before it is applied. That feat is actually rather neat!
from manuals like this. That being said, one minor gripe I
have with this pdf would be that here and there the writing -Improved Tricky Defense: When a creature
could be slightly more concise: Take aforementioned unsuccessfully aids an ally against your atk, that creature
example of armor-proficiency granting manuals, which loses its Dex-bonus to AC against the next attack you
includes the sentence “If the character already has this make this turn.
feat, he increases his maximum Dex bonus by 1, reduces
his armor check penalty by 1 (to a minimum of -1), and -Leaps and Bounds: You can use walls as equivalents
reduces his spell failure chance by 5% when wearing light of running starts for jumps, may jump as part of a run
armor.” (pg. 3) While it is clear that the maximum dex- or charge action and may successfully jump and fly over
bonus allowed by the armor is meant, it could be misread opponents - if you succeed in doing so, you don’t incur an
as granting a +1 to dex-bonuses in general. Nitpicky, yes, AoO from said foe. A rather interesting feat!
but I I encountered minor ambiguities like this here and
there, which remains my only true gripe with this pdf - -Reflexive Step: You may make a 5-foot step before
content-wise and rules-wise, this supplement is solid and making a reflex save versus an incoming area-attack.
thus, I will settle for a final verdict of 4.5 stars, rounded Nice one!
down to 4 for the purpose of this platform.
-Sneak Attack Sniper: Perform sneak attacks beyond
Endzeitgeist out. 30 ft. - for every 10 ft. beyond 30 ft., reduce the sneak
attack bonus dice by 1. This feat is genius. Well worth the
price of admission.

Feats of Dexterity (PFRPG) -Tricky Defense: The DC to aid another versus you
Abandoned is your CMD. When fighting defensively, this DC is
Arts increased by +4.
By Endzeitgeist -Tumbling Charge: As long as you move 5ft., you may
5/5 Stars! use acrobatics to move through squares while charging.

All right, you


know the drill - Conclusion:
3 pages, 1 page Editing and formatting are very good, I didn’t notice
front cover, 1 any significant glitches. Layout adheres to Abandoned
page editorial/ Art’s no-frills 2-column standard and the pdf has no
SRD, 1 page bookmarks, but needs none at this length.
content - this At first, I was not that impressed by this collection
time detailing 10 of feats - Several of the feats herein did not excite
new feats of dexterity! me, whereas others make sense, but in a restricted
environment. However: Sneak Attack Sniper alone is
-Aquatic Acrobatics: Make swim-check in lieu of worth you getting this pdf. It’s actually rather weird
acrobatics-checks to move through occupies squares or in that this one hasn’t been done before and it was high-
and out of them while submerged in water. Also upgrades time that we got such a feat - which remains balanced,
evasion to improved evasion when submerged in water. nonetheless - it’s one of the instances where Abandoned
I’m not a big fan of skill-substitution-feats and this is one Arts has found this nail sticking from the rules tapestry
of them. Not my cup of coffee. and hits it on the head, erasing an unfortunate bump in
the mechanics. Seeing the low price, I consider this pdf
-Backstabber: As long as you’re flanking an opponent, well worth the price of admission for this feat alone and
you gain a bonus to crit-confirmation-rolls equal to the while the other feats for me didn’t live up to this feat’s
amount of sneak attack-dice you have. brilliance, the lack of balance-issues make sure that I can
still rate this 5 stars with a clean conscience - If you have
-Improved Mobility: If you are the target of a failed AoO a ranged rogue - then get this!
caused by moving out or in a threatened area, increase

28 Pathways Magazine
Endzeitgeist out. first being the Couatl-bloodline that nets access to minor
divine magic, a weak poison, telepathy and rainbow-hued
wings. Nice!
The second bloodline is the eidolon-bloodline (who
may not multiclass as summoners) and, let me spell
10 Oracle Magic Items this out: This is the COOLEST bloodline I’ve read so far
Rite Publishing for PFRPG. The bloodline nets you access to evolution
By Megan Robertson points - you may spend these points and maintain these
5/5 Stars! evolutions for 1/2 character + cha-mod rounds. Versatile,
smart and glorious - and well worth the low asking price
Lucky oracles! For here, for this one alone. We also get a nice list of available
presented in delightfully evolutions for convenience’s sake.
atmospheric and in-character And then we get another supremely cool bloodline
terms, are a collection of I never thought I’d see - the poets of the underworld,
magic items specifically Flail-Snail-blooded sorcerors that come with a VERY
designed - by one Suilaliun of interesting ability: Spell specifically targeted at the
Our Sovereigns in Heaven - to sorceror has a 10% + 5% chance per level to be warped.
suit their particular character Spell failures and rebounds are possible - for beneficent
and style. All delightfully and hostile magic, making the ability change the overall
illustrated in the pre- playing experience, which is interesting indeed. You may
raphaelite style too, a feast also exude sticky or slimy slime to modify terrain and
for the eye as well as for the entangle foes etc. AWESOME! What author Perry Fehr
gamer. has done with this one is GLORIOUS.
A suit of armour that bites back - or at least, casts a
curse spell at anyone who has the temerity to damage The Flumph-bloodline is also interesting, featuring a
the wearer - starts the collection. with a fantastical cape cool, interesting background to explain the origin of the
whose mere appearance alone is wonderful even before it bloodline. Ability-wise, sorcerors get access to a spray of
starts reducing the cost of using metamagic feats, a pair stench, acidic flesh and the ability to fly slow, but with
of sandals that aid the oracle’s dodging ability and several perfect maneuverability, culminating in interesting high-
other wonders following. All are soundly rooted in the level abilities to combat aberrant threats.
peculiarities of the oracle class and appropriate to their
qualities, yet they are also customisable to suit a given The Phoenix-bloodline is more conventional/what
oracle’s tutelary deity... at least, they would be if he has you’d expect - fire-touches, flame resistance, and flaming
them made. Of course, you somewhat take what you find wings. The issue the bloodline had at first has been
when rooting through treasure hoards! cleared up.
If you have any oracle characters in your game, get The Pugwampi-bloodline is also interesting: At first
this... and if you don’t, a few hints about the goodies level, they may force foes to roll twice a d20 and take
herein will have at least one player rolling an oracle up the lesser result. The ability does not work for characters
forthwith - yes, they are that good, that fun to play with. that have a luck bonus and now the bloodline has been
stripped of its ambiguities, it works rather well!
The final bloodline is the Time bloodline and its
abilities are unconventional: These sorcerors may
shunt targeted creatures into the future, taking them
Monstrous Bloodlines for Sorcerers II temporarily with touch attacks (that thankfully allow
saves) into the future and thus out of the combat for
[PFRPG] some seconds. The bloodline also gets a more powerful
Purple Duck Games mirror image that always is hit instead of the sorceror -
By Endzeitgeist powerful, yes, but also damn cool and something no other
5/5 Stars! bloodline has done. Nice! The final abilities are not that
exciting, though the option to negate damage done by a
The second installment of single foe slain by you is cool! This bastard has killed all
Monstrous Bloodlines is 9 pages of your adventuring companions? As long as you manage
long, 1 page front cover, 1 page to defeat the adversary, you may unravel him from time
ToC/editorial, 1 page (and a bit) and get them all back. Also: Can you see the narrative
SRD, leaving us with 6 pages of potential not only for this, but also for the repercussions
content, so let’s check out these of the foe being unraveled from time? NICE!
new bloodlines!
This time, the bloodlines are
WEIRD with a capital “W” - the

29
a brief example to demonstrate that quality in action.
Conclusion: They can be quite powerful, quite disturbing or
EDIT: The pdf has been updated to feature excellent startling; and should be used sparingly. Placed to best
editing and formatting, now lacking any obvious glitches. effect, carefully chosen, they can be a potent reminder to
Layout adheres to PDG’s no-frills two-column standard your players that they are not wandering round Kansas or
and the cover-artwork (the only one) makes flumphs Cheshire, but are truly elsewhere, in that shared alternate
actually look hardcore. Nice. The pdf is fully bookmarked, reality that you are creating and inhabiting around your
a neat feature at this length. game table. They ought to be rare. You won’t find a
If I didn’t know any better, I wouldn’t believe that the mystical site on every street corner or every hill top, but
same author that did the imho rather mediocre first book they should reflect the grand sweep of magic through
also made this second Monstrous Bloodline-pdf. Perry your land, influenced by events and in turn influencing
Fehr has REALLY found a stride in this pdf - NONE of future events.
the bloodlines are boring, every one features at least Just reading through them may spawn ideas for
one, often more unique and smart signature abilities. events, encounters or even whole adventures. Or you may
The Eidolon, Flail-Snail and Flumph-bloodlines are just realise that a location already in your campaign world
awesome and the Time bloodline also rocks hard. In is eminently suitable for this treatment. Maybe even
fact, I consider these bloodlines to rank among the best something your characters have done in the past may lay
released by ANY publisher out there. Yes. They are that the seeds for a mystical site... and their discovery of the
good. And now, with the glitches I complained about in changes that have taken place the next time they visit that
my first iteration of the review purged, thisis a glowing spot will be memorable indeed.
5 stars + seal of approval recommendation - these Some are beneficial to creatures entering the area,
bloodlines are interesting, smart and will result in unique some malignant... and some act differently depending
playing experiences. Give them a try! on who you are and what you are trying to do. This is a
resource to study thoroughly and to think about, before
Endzeitgeist out. picking which qualities you want to use and where you
are going to put them. Done with care they will enhance
your world and the adventures you have there.

NeoExodus Chronicles: Usual Suspects


Louis Porter Jr. Design
By Endzeitgeist
5/5 Stars
101 Mystical Site Qualities This supplement is 51
Rite Publishing pages long, 1 page front
By Megan Robertson cover, 1 page SRD, 2 pages
5 of 5 Stars! of advertisement, leaving
us with a whopping 47
OK, so what is a ‘mystical site’ pages of content, so let’s
anyway? To put it simply, it is take a look!
any location that’s got something
special about it, a place where Now the NeoExodus
magic may act a little differently campaign setting has
from normal perhaps due to been around for a while
something that once happened and this book fills a niche
there or as part of the natural ebb I think any 3pp who endeavors to create a campaign
and flow of magical forces across setting should try to fill. Which one you ask? Well,
the land. whether it’s the NPC-Codex or the general statblock
To aid you in making your section in the Gamemastery Guide, any DM needs a
campaign world suitably and subtly different from the selection of statblocks to fall back on. Now the problem,
everyday one you inhabit when not revelling in your often with 3pp-settings is that there are many cool classes
shared alternate reality, herein is presented a whole and options - and no pregenerated statblocks for them.
bunch of ‘qualities’ that you can apply to appropriate “Usual Suspects” is a breaking away from this trend,
locations within it. Each comes with descriptive text that providing us with statblocks for the elite organizations
may explain how the site has developed or what it feels of NeoExodus and making copious use of the respective
like, or something else which lets you know the flavour, PrCs introduced in both the campaign setting and the
the feel of that location. Then the rule mechanics of how supplemental pdfs that detailed the secret organizations
that location’s otherness has an in-game effect, and finally released so far. CR-wise, the statblocks herein span from

30 Pathways Magazine
CR 2 to CR 14 and each type of character/organization
gets 3 statblocks, one at low levels, one at mid levels, and Conclusion:
one at the higher ranges of mid levels, though you won’t Editing and formatting this time around are actually
see extremely high-level builds in here. very good - I didn’t notice any significant glitches and
Additionally, each of the statblocks comes with boons, while I didn’t do the math on all statblocks, I did it on
which of course vary depending on the iteration of the some and they seem to be sans flaws, so kudos there!
statblock - A recruit of the Caneus High Guard, the Layout is as beautiful as we’ve come to expect from LPJr
bodyguards of the empire’s royalty may be game for Design and adheres to a truly gorgeous two-column full-
adventuring, while a CR 10 Aegis may even get the PCs an color standard that is further complemented by an array
audience with the empress. of at least one full-color mugshot of paizo-level quality of
It’s rather interesting to note that the respective one member of the respective class. While some of these
iterations of the statblocks don’t necessarily are straight artworks are known from other NeoExodus-books, not all
progressions - while the High Guard begins at fighter 5 are - kudos at this fair price point. The pdf also features
and the officer is a fighter 5/ high guard 3, the Imperial heraldry for the nations and symbols of the organizations
Aegis is a cavalier (honor guard 6/High Guard 5 build. to complement them. The pdf comes in two versions,
This non-linear build adds variety and versatility to with the second being backgroundless and still beautiful
the respective organisations and is reflected in e.g. the in full color and about 30 MB less weighty. Both versions
statblocks of the Reis Cofederacy’s Panther Warriors and come with extensive bookmarks.
sentinels as well, offering multi-class builds of multiple The title of this product is either ironic or a misnomer
baseclasses combined with PrC-levels. indeed - or born from the fact that there’s a Frog God
The Sanguine Covenant (Catholic Church of the Games-book that is called UNusual suspects. Why?
medieval ages meets bloodmagic) gets a variety of For these statblocks are anything but run of the mill -
inquisitor/paladin-based daemonslayers as well as utilizing a broad variety of archetypes and classes, these
secret agents and the Dominion is covered as well: Both go beyond what I would have expected. Also, they provide
the Khalid Asad, the elite-force serving the realm and ready-made statblocks that utilize PrCs of NeoExodus for
final checks-and-balance-institution versus potentially the beleaguered GM and for those not using the setting/
disruptive khagan and the notoriously powerful who don’t have the books, still provide all the pieces of
wyrdcasters are also part of the deal, making ample use information needed to run the stats from the book. I really
of the mobile fighter-archetype as well as of sorceror hope that some other campaign settings out there will
and conuror levels, respectively. If you’re in need of an see a similar treatment, for even though these statblocks
experimental field doctor, then Imperial Apothecaries never reach the level of complexity of e.g. the Faces of
will have you covered and for those seeking to blend the Tarnished Souk-series, they provide a tantalizing
monk-training and psionics, the notoriously powerful glimpse at NeoExodus and provide DMs with statblocks
Janissaries might have you covered - though at least for that have abilities distinctively set apart from what you
them, psionics remain mostly a fluff concept. see in similar stat-compilations. Varied, fun, making
Beyond these elite forces, we also get statblocks for the copious use of both the options of standard Pathfinder
men-at-arms of the Imperial Alliance and the civilization- and NeoExodus, this collection is all but mandatory
shunning berserkers of the Janus Horde (who btw. get for DMs of the setting and useful to get a sneak-peak
a barbarian/oracle/rage prophet-build at higher levels) for those who don’t that wish to add some uncommon
and their more esoteric fist of the dragon barbarians that options to their NPCs. All in all, a professional offering
draw strength from their draconic ancestry. for a very fair price and worth 5 stars - omitting my seal
Now if the Sanguine Covenant is covered, we of course of approval only because I would have loved to see an
also need to cover the Order of Kaga and its Augurs advanced animal companion/mount/familiar or witch in
and graft-using harbingers. Among the less openly this book.
militaristic (but no less dangerous) individuals, we also
get phoenix guard terrorists and the men and women Endzeitgeist out.
that wield teh really big guns with protectorate artillerists
that use among others, machinesmiths and gunslingers
and combine their talents with the really big guns. The #30 Portable Rooms
Protectorate also gets new stats for their peacekeepers. Rite Publishing
Finally, fans of Dreamscarred Press’ psionics system By Endzeitgeist
should rejoice, for the secret organization of psi-special- 5 of 5 Stars!
op called Section Omega also gets 6 new stats, making
use of the ID Hunter and psychic overseer PrC introduced This pdf is 19 pages long,
in that nifty book. And that’s it - no frills, about one 1 page front cover, 1 page
paragraph of fluff for each organization and the rest is editorial, 1 page SRD, 2 pages
stats. of advertisement, leaving us
with 14 pages of content, so
let’s take a look!

31
After a short narrative framework that establishes for the product. The pdf comes fully bookmarked.
Wyrist Spellweaver, an heir in spirit to Leomund and Author Liz Smith, has created an array of intriguing,
originator of the rooms herein to us, we are introduced interesting rooms, mobile workshops (that should come
to general properties of the rooms herein. Activation as a huge blessing for many campaigns) and not only
and Deactivation is a standard action (and happens after married solid rules and interesting ideas with a sense
12 hours) - upon deactivation, creatures are expelled of wonder, but actually also avoid the trap of repeating
harmlessly. Entrances may accommodate large creatures, benefits and style of the items, instead opting for a wider,
huge ones may squeeze inside and generally the rooms more creative array of options. And for the better! This
block sight and sound and also gaze and breath weapons, collection of rooms is bigger on the inside, much like its
antimagic etc. are also covered interaction-wise. It should topic covered: All the small details and ideas that you
be noted that these rooms are not safe zones - when may not realize are there, but which show up on second
activated anybody can enter them, though they may still and third reading, at least for me, elevate this pdf from
be preferable to otehr surroundings the PCs may find being a good collection of rooms to being an excellent
themselves fighting in. collection of rooms. It is with utmost pleasure that I rate
The respective items that contain the rooms cover a this pdf my full 5 stars + seal of approval. Congratulations
truly interesting breadth - take e.g. the Belt of Winding for the significant increase in writing prowess and quality
Paths that can be made into a ramp that leads up to a since the last offering!
kind of domed observatory, complete with a telescope
that shows you random flashes of scenes from your life, Endzeitgeist out.
past and future, and while it may confuse you, there
also are bonuses to be had here. Of course, the room
also comes with a crystal ball to study the planes. Going
beyond the basics of construction, price etc., the rooms #1 W ith a Bullet Point: 6 Anachronistic
also provide lore-section to glean information about
them. Or take a horseshoe-turned-shoescraper with ends Armors
of broken arrows that works as a mobile stable which Super Genius Games
allows communication with the animals or a bladed boot By Endzeitgeist
that can be used to conjure up a pond (and have others 4/5 Stars!
drop in) - completely with edible, calming fish! Fighters
may now have a mobile armory that not only replenishes All right, by now you
mundane ammunition, but also has the option of having know the drill - 1 page front
one or multiple sets of armor on stand-by, making it cover, 1 page SRD, 1 page
possible for the wearer to quickly conjure them up back content, this time going for 6
to his body. Cool especially for heavily armored PCs who anachronistic armors!
don’t want to sleep in their armor or embarrass their We kick off with two types
adventuring companions when interacting with the high of ballistic vests and from
society. the get-go, both feel not only
Of course, mobile libraries contained in a book, a different, but actually use
pottery workshop in a broach, a brush that contains rules in a way that is befitting
mobile springs, a gym/trap-obstacle course, a mobile of their anachronistic origin,
distillery (Yay for all dwarves!), an idyllic grove to share making them feel distinct from diverse enchanted
with one’s love and even a marble containing a torture medieval means of keeping alive: Since modern armor is
chamber can be found amongst the various items featured made mainly to protect versus bullets, these anachronistic
in this collection - with specifically me feeling the need pieces of equipment sport an increased AC-bonus versus
to mention that not only are the rooms creative and firearms and more importantly, don’t have firearm
intriguing, their respective activating items also feature attacks being resolved as touch attacks versus these
an array of creative, interesting forms. Furthermore armors - interesting take for these armors indeed. On the
it should be noted, that the lore-section and means of light armor side, we get two versions of ballistic vests.
activating the respective items are also covered - from Reinforced ballistic armor is also interesting as a
twirling thrice to throwing up in the air or touching a medium armor, since it does not hamper movement
picture next to a verse - it is such a creative means of with regards to charges and run maneuvers. The other
activation, this detail, that makes these rooms stand out medium armor, the Ceramic Armor, also sports an
as something uncommon, as items that feel magical. interesting rules-options - if the armor is damaged,
its armor-rating is reduced. I actually really like this
simulationalist approach and use it in my home-game
Conclusion: as a house-rule for all types of armor, but repair DCs in
Editing and formatting are top-notch, I didn’t notice an anachronistic context would have been appreciated -
any glitches. Layout adheres to RiP’s old, rune-bordered can the blacksmith do the job or do you require a potter
b/w-standard and the b/w stock arts are nice and fitting or some other profession? Also, as a medium armor,

32 Pathways Magazine
shouldn’t it reduce movement to 20 ft or is this superior greyscale version of the icons & hexes one. If you don’t
speed part of the armor’s rules? care for the pre-positioned icons they are all provided
On the shield side, we get riot shields and tactical as transparent PNG files which are a doddle to locate
shields, with riot shields working especially well versus where you think they ought to go. As well as assorted
improvised weapons and allowing for the dealing of non- township/castle type icons, there are crossed axes (site of
lethal shield bash damage sans incurring the usual -4 an historic battle, perhaps?), a shipwreck and a delightful
penalty. Unfortunately, the shield fails to specify whether sea-serpent - which reminds me of the variant of my
it counts as a heavy or light shield for purposes of base university site plan I drew, place was built round a lake
shield bash damage. so I put a sea-serpent much like this one in it... then I was
Tactical shields hamper firearm attacks just like the approached by the administration to update the ‘official’
armors and count as heavy shields that feature lights plan...
mounted and a viewport. Nothing to complain here! There are other icons too: anchor, sword, skull, cave-
mouth, and flag. You can decide what they are supposed
to represent. Don’t forget to do a map legend (key) to show
Conclusion: what your icons mean, or to add a scale. A scale of about 6
Editing and formatting are very good, apart from miles to a hex is suggested, but you may have other ideas.
the ceramic armor’s glitch. Layout adheres to SGG’s The one thing that’s missing is a compass rose, so that
3-column, landscape presentation and the pdf has no you can indicate which way is north, but that’s a minor
bookmarks, but needs none at this length. quibble and a suiitable symbol is easy enough to find.
I really, really like how the armors herein feel distinct
in crunch and application from standard PFRPG-fantasy This is really nice, and I’m sure my characters’ boots
armor and the overall ideas featured make them valid will be tramping over here ‘ere long!
options without being overpowering. Gunslingers most
definitely will hate these! ;) That being said, the lack
of information on the riot shield combined with the
ambiguity in the ceramic armor make it impossible to ZEITGEIST #3: Digging for Lies
rate this short pdf the full 5 stars. Instead, I will settle for
a solid 4 stars. (Pathfinder RPG)
EN Publishing
Endzeitgeist out. By Endzeitgeist
5/5 Stars

Fantastic Maps – Iconic Island The third part of En


Rite Publishing Publishing’s steampunk-
By Megan Robertson AP is 99 pages long, 1
5/5 Stars page front cover, 1 page
editorial, 1 page ToC, 1
If you are into world page SRD, 1 page back
creation this is a bit of cover, leaving us with 94
a treat: a beautifully- pages of content, so let’s
mapped island all ready check this out!
for you to decide what’s This being a review of
where and what is going an investigation-heavy
on there. adventure, this review
The only features contains SPOILERS for
provided are both this module and its two predecessors. Potential
topographical: rivers, players should jump to the conclusion.
mountains, and some All right, still here?
indication of vegetation After the rather trademark smart and complex narrative
- forests in the main and of Zeitgeist has been expanded and the adventure
something that I think is supposed to be marshy land. Oh, sketched (which includes a new form of madness and a
and a very bare coastal area with no rivers that is probably feat to benefit slightly from insane clarities) we’ll return
desert. It all looks pretty natural and realistic with the to the matter at hand.
rivers rising in appropriate places in the mountains and The agents of the RHC have recently achieved a
winding their way down to bits of the coastland the right stunning victory against Macbannin, only to be stumped
shape for river mouths. by their boss’s boss, lady inspectress Margaret Saxby,
There are actually FOUR versions provided: a plain who subsequently took over the investigation. in the
map, one with icons, one with icons and hexes and a rainy autumn months, though, the constablers will still

33
have something to do. After all, the Kaybeau Arms and summoner) as well as her refreshingly smart use of the
Technology Expedition is going into full swing: Modeled terrain should make this a challenging encounter indeed.
slightly after the World Exhibit, the PCs are commanded While an interrogation of her might yield results, the
to guard the peace there in a village of tents full of conspiracy will move on to kill her - with a surprisingly
experimentational weaponry -what could go wrong? apt plan, nonetheless. Also, her death is not required
After a short briefing by Sara Lockheart, the PCs will have and if the PCs make the connection, she can describe a
opportunity to see some prototypes (and even help fine- tiefling surprisingly like Caius Bergeron in the context of
tune some, engage in philosophical debate with the dwarf the McBannin-case. With her dead or not knowing more,
Kvarti Gobatiy and generally enjoy themselves - until the the investigation, for now, is stumped and in a dead-end,
incident happens - not via an exploding prototype, but via which the module uses for a foreshadowing of module
the incursion of alien, nightmarish creatures! What could #5, in the form of a dead body and a mangled golem,
have been a mishap of magic turns weirder yet, as the mysteriously torn to shreds . Reactivating the golem,
creatures don’t just disappear. If the PCs manage to save who now houses the mind of a rogue Obscurati, will be a
Simon Langfield, the unwitting arcanist who got these project that spans multiple modules but eventually yield
creatures here by using his staff of the ancients, they’ll success.
have a massive mystery at their hands. Of course, first it’s But back to the weird magical items: Seeing that
time for the constabulary to confiscate bodies and items they seem old, the logical step to check for their origins
and Martial Scientist-PCs will also have a background- would be the Pardwright University of Natural History’s
related benefit waiting from what happens here. The Professor Hans Weber. The professor heard rumors
investigation of the fair should prove interesting, as a about a recently unearthed ziggurat in the High Bayou
gang of thieving street urchins and the family complicates and that Dr. Xambria Meredith led an expedition there.
the investigations - yet another way for the PCs to get on Being the only survivor of the ill-fated trip, the woman
the good side of notorious Morgan Cippiano, though. has been slightly addled by the now blurred ordeal.
If they are smart, the PCs may well determine the The constables may make ample conversation with her,
origin of the illegal magic staff that caused the mishap though, and thus fill in gaps in their knowledge of the
and contact the responsible seller, posing as interested ancient secrets. Now also rather interesting: It was Caius
buyers. Hence, they are off to the Lanternwood Subrail Bergeron who financed the expedition of Dr. Xambria
Station, where they meet up with Kaja Stewart. If they and while, for now, they can’t really nail the elusive noble
think the fence helpless, they’ll soon learn otherwise, down - for now.
for the woman has not come unprepared: Multiple With all resources exhausted in town and work slowing
walking turret constructs as well as her eidolon (she’s a to a crawl/busy-work at best, it is time for the PCs

34 Pathways Magazine
35
to leave Risur behind for the city of Bole via train and and she indeed does show traces of massive Apet energy,
from there to the village of Agate and from there to the it’s not that simple and her cooperation and demeanor
High Bayou’s creepy swamps. (Also nice: If the PCs are hold up. When Il Dracon de Mer, a war vessel shows up,
versed in folklore and offer sacrifices to the sleeping fey it’s time for naval battle with a vessel crewed by loyalist’s
titan, they can avoid fighting the native creatures of the to the now deceased Caius. After having defeated the
bayou - great to award immersion and smart thinking.) opposing vessel (optionally via the simplified naval
The ziggurat’s otherworldy aura promptly starts to erode combat rules also featured in here), the PCs will have to
the sanity of the PCs and in a break from investigations, get to the seal, which is defended by specialists that are
they have a dungeon to explore at their hands - one that well-trained for defending the seal beneath the waves and
makes the spirit-seers see bad omens and features fun also have an array of animal companions at their beck
components like hallucinations and dead bodies! Have and call. Aquatic combat is thankfully quickly summed
I mentioned the notes of the lost expedition, the traps up and while I prefer Cerulean Sea’s more complex take
galore, the actually intelligent puzzle based on planetary on underwater combat, terrain wise there is nothing to
correspondences and teamwork and weird aberrations? complain here. The sunken dig site has an inactive portal
Yeah. They’re there. Better yet, the obscurati have not that the leader of the specialists tries to open and a further
been idle and have added their own trickery to the already skyseer dream complement a battle that should prove to
formidable dungeon. If the players persist, though, they be both tactical and interesting - especially when insane
may in a vision witness the sealing of the planet Apet water-creatures erupt from the portal and the PCs have
(from which the weird creatures at the fair hailed) and to work potentially with their adversaries to re-seal it,
the dysfunctional portal to the place that was once sealed establishing the procedure for further situations. (Btw.: I
by the confiscated staff and the legendary axis seal. Once love it when modules do this - establish a cohesive “law”
the PCs have loitered enough, things get UGLY: A flood of or “way how things work” and then actually stick to it -
poison spreads throughout the Ziggurat, forcing the PCs that lends a sense of cohesion to any given setting!)
to make a run for it. Worse yet, EACH and every mummy The return to Flint with their captives will prove
they have seen animates, making the escape a running the mettle of your PCs, especially their paranoia: The
fight through the step-pyramid’s corridors. mastermind of the latter troubles makes its move if the
Upon their escape, the Voice of Rot, the fabled fey-titan, PCs don’t use their wits: A creature called Sijhen, a spy
demands sacrifice: One thing, sentient, has escaped and and scout from the planet of Apet that has lain dormant
the titan wants it dead and rotting - and the PCs better in Xambria’s consciousness - rising from the body when
oblige. the detect Planar Energy-spell here is a great needed and forcing her/modifying memory it tries to
help, in fact, it is throughout the module: A concise and assassinate PCs, crew, anything alive on the ships, really
interesting list of clues helps DMs run the investigation of and the creature also has an evil array of summoned
this particular lead. monsters attack. Probably , the dread creature beats the
Upon their return to Risur, the PCs hence have a PCs back to flint, with the golden icon of Apet, enacting
fey titan to appease and find the suspect - but other its masterplan, thankfully befitting of a creature of its
news also ask for their attention. Their main suspect, intellect. Upon their return to Flint, they’ll realize that
Caius Bergeron, has been murdered, in a locked room. the strange madness from the ziggurat has spread to
Witnesses report a woman fitting Xambria’s description Flint and by now, the PCs hopefully can connect the
having a lively discussion with Caius as well as a ring that items of the ancients with the madness. The Museum
could be the first clue the PCs have for the Obscurati’s of Natural History host a grand gala and the PCs may
means of identifying one another - or get into the deep socialize - until Xambria/Sijhen make their move and
end. More pressing is a map with coordinates... And assault with a contingent of deadly creatures from Apet
celebrity bard Rock Rackus, who also shows traces of - if the PCs manage to defeat the duo, Xambria seems to
Apet energy and is currently languishing in jail. The man wrestle free of Sijhen’s influence and realize her mutated,
with the apt name is something of a rockstar who claims eye-sporting arm, surrendering. Xambria hopefully
to have visited the unseen court of the fey (on the moon) can retain control long enough and thus, the PCs get
and also happens to be a specialist in teleportation magic. her back to HQ while she can stave off the influence of
He also has this particular scroll he misplaced that may Sijhen. Unfortunately, this is also part of Sijhen’s plan - it
lead to quite a bit of interesting treasure and information contacted the Obscurati, threatening to expose them: And
(in module 12) - if only the PCs could get these pesky indeed, Xambria reveals the existence of the conspiracy
charges dropped? Better yet, dockers are looking up to to the PCs, connecting Mcbannin and Bergeron, adding
the man, though he is just riding the wave right now and the information that Caius had the plan “to ride the train”
after his own gain - if the PCs are convincing, they may (to be featured in adventure #4). Worse, She exposes
stir him to become, quite literally, a better man and thus Saxby as a member of the Obscurati before being taken
influence the future modules as well. over by Sijhen again and the creature floods the RHC
Another seal has been discovered (and can be headquarters with planar energy before phasing through
conjectured from Caius’ notes) and Dr. Xambria’s ship, the ceiling.
the dagger, is already waiting when the PC’s vessel arrives The whole headquarter turns first translucent, then
there. While Dr. Xambria might seem like a good suspect transparent and the game is on: Members of the RHC

36 Pathways Magazine
become mad due to the planar energy-influx and not only By Endzeitgiest
is Sijhen escaping, the PCs will have to rally the maddened 4 of 5 Stars!
RHC operatives, defeat the obscurati kill squad sent
to dispatch them (which unprofessionally mentions This module is 30 pages
notorious crimeboss Lorcan Kell) and catch Lady Saxby, long, 1 page front cover, 1
who is guarded by fellow RHC-officers unaware of her page editorial, 1 page ToC,
duplicity and trying to make a run for it. Oh, and Sijhen is 1 page SRD, 1 page back
opening a gate in the subterranean railway-tunnel, trying cover, leaving us with 25
to escape to its home planet. Worse, Sijhen is conjuring a pages of content, so let’s
truly interesting unique vast creature the PCs will have to take a look!
defeat and worse, Xambria is doomed to die unless spirit This being an
mediums intervene - alternatively, her consciousness adventure-review, the
may end up in one of the PC’s bodies. following text contains
The first appendix includes multiple optional SPOILERS. Potential
encounters, like an audit with Lord Viscount Inspector players might wish to
Nigel Price-Hill (husband of Saxby who does her best to jump to the conclusion.
discredit them), Lorcan trying to frame a murder on the
PCs for taking down Kaja’s smuggling operation and a Still here? All right!
radical Vekeshi plot of a less than smart being wanting The rice-farming village of Kinogasa has seen better
to assassinate Rock Rackus - trying to recruit a PC for the times - ever since a failed rebellion versus the rather
job. The pdf also provides stats for the new creatures, new unpleasant ruling forces of Kaidan, the village has been
magical items (including the experimental steam suit), haunted: A Yokinto priest leading the uprising versus the
the boon of sharing Xambria’s consciousness, dramatis undead ruling caste was vanquished and subsequently
personae, 3 beautiful hand-outs, 5 pages of quick naval has haunted the local temple. Ever since, a sohei school
combat rules, and 14 pages of beautiful maps. has been keeping tabs on the populace, while the spirit
of the insurgent priest has continued to haunt the local
ceremonial bell, which is more than relevant for the
Conclusion: harvest. All went well, with corrupt priests suffering the
Editing and formatting are top-notch, I didn’t notice spirit’s wrath. Until the last priest died before having
any glitches, which is quite a feat. Layout adheres to the time to pass on the means to placate the spirit. Worse,
2-column standard and is full-color and beautiful. The a disgruntled onmyoji-wizard has put a curse on the bell
original artworks are GLORIOUS and supplemented with in order to create a problem to rehabilitate himself in
stock-art here and there. Cartography deserves a special the eyes of his superiors - unaware of the spirit, which
mention, since the maps are beautiful indeed. It should subsequently chased the minion tasked with cursing the
be noted that the pdf comes with layers that enable you bell off. With the festival approaching, it’s up to the PCs
to print-it out without draining your printer as much - to save the village.
though there is a problem pet-peeve for me: The maps The module comes with information to run this as a
lack player-friendly versions (with one exception) and are convention-one-shot and when the PCs arrive to deal
studded with numbers. While I don’t mind regarding the with the Bell-problem, the local sohei are not particularly
RHC-headquarters, the other locales should also come glad, wishing to deal with it themselves, but off to the
with player-friendly versions. briefing: The latest priest, one Maeda Takashi, provides
That remains the only gripe I have with this module, basic information for the PCs to start their investigation
though: While less complex than the webs of intrigue and tells them about the sudden influx of terror and
featured in issue 2 of the AP, we still get a truly superb sorrow that accompanied the ringing of the bell since
module of backstabbing and conspiracy, of weirdness and three weeks. The fully mapped (in full color) village comes
horror that is indeed a glorious addition to the stellar AP. with a settlement statblock - and 10 bits of lore about the
My final verdict for the third gutsy, intelligent module of village and its past and 8 NPC-bits and pieces the PCs
the Zeitgeist AP will thus clock in at 5 stars plus seal of may encounter enrich the location as a valid background
approval. and details to flesh out the investigation as desired.
In order to access the bell, the PCs will have to
Endzeitgeist out. contend with the dead priest’s spirit - and potentially
find the remnants of the failed onmyoji-curse. If the PCs
dispatched the spirit, the problem will actually worsen
due to the onmyoji completing the curse if the PCs
temporarily dispatch the ghost. Whether by the priestly
garments or by other means, the PCs might also research
the final resting place of the town’s last priest killed by
T he Tolling of Tears the ghost, buried in an honorless grave. The onmyoji has
Rite Publishing trapped a jikininki in the cave as a means of dissuading

37
suspicions and PCs will have to explore the place - and the product in a nutshell - what you get is a table to roll
find yet another origami-paper, further incriminating on for random encounters, the first one with 11 entries -
the wizard. At this point, it’s up to the PCs to confront all these entries feature where the creature can be found
the wizard, his shikigami-familiar and his skeletal (e.g. in which Bestiary) and generally, all creatures in
bodyguard, unearthing the means to reversing the curse, here fall in one of three categories - basic creatures you
which also placates the spirit. can take straight from the respective bestiary, modified
The pdf also includes 8 pregens - enough for larger creatures that have e.g. the young template applied and
groups, which is great. unique creatures that are provided as statblocks on the
adjacent page -take e.g. an animated candelabra, a sample
necromancer, a wererat-rouge etc. The interesting thing
Conclusion: about these tables, though, is the fact that the respective
tables include massive chunks of text for each entry in
Editing and formatting are very good, I didn’t notice the tables: The text for aforementioned candelabras
any glitches that would have impeded my enjoyment could work as a sample read-aloud text straight from this
of the module. Layout adheres to the bamboo-lined pdf - awesome. In the instance of intelligent adversaries,
2-column full-color standard and the cartography and we get instead a short write-up of the motivation of the
original pieces of artwork by the master of creepy b/w- respective creature.
drawings Mark Hyzer are glorious (though the editorial
lacks the entry for cover artist and illustration) and well- We get one table for the dungeon-environment, one
complemented by a nice array of thematically fitting for caverns and one for wandering denizens - and yes,
stock-art. The pdf comes fully bookmarked. these include also a paladin, a tiefling rogue or a ghost
The Tolling of Tears is a nice low-level sandboxy commoner. Interesting would also be the fact that the
investigation into a none-too-epic problem - but honestly, modified creatures also get names - fire beetles with the
when compared to the other Kaidan-modules released so advanced template are called mining beetles - adding,
far, this one lacks the abject sense of horror, of dread, of just, via a name, more depth to the critters. Very nice!
psychological gravitas displayed by the other modules. In
fact, this sandboxy investigation is VERY simple. While
the location is nice and detailed in its depiction, the basic Conclusion:
clues to pick up are simple and the resolution of the Editing and formatting are top-notch, I didn’t notice
mystery is practically handed to the PCs without much any significant glitches. Layout adheres to RSP’s elegant
work, showing more distinctly than e.g. “Frozen Wind” 2-column standard and the pdf comes fully bookmarked
or “Up from Darkness” that this scenario originated and in two versions - one optimized for screen-use and
from being a convention-scenario and in the end being, one optimized to be printed out. The pdfs both come fully
at least for my tastes, slightly too simple, too obvious. bookmarked.
For inexperienced player that don’t usually do a lot of This is a grand opening for the new product-line -
investigations, this might be an appropriate challenge, mixing fluff with inclusive tables (amoeba swarm, baby!)
but veteran players require the DM to create quite an as well as some ready-made statblocks should provide
array of red herrings/responses to keep this module maximum usefulness and appeal for anybody checking
interesting. That being said, it is still a nice little offering this out. What I’m a bit concerned about in future releases
and thus my final verdict will clock in at 4 stars. would be that the stats necessarily get more complex
in higher ELs and mixed, so I’m hoping that the future
Endzeitgeist out. installments won’t suffer content/page-count-wise from
the required added complexity. For the inauguration
issue, I remain with a glowing recommendation of 5 stars
Dungeon Denizens plus seal of approval.
Raging Swan Press
By Endzeitgeist Endzeitgeist out.
5/5 stars!

This pdf is 13 pages long,


1 page front cover, 1 page
advertisement, 2 pages
editorial, 1 page ToC/
introduction, 1 page SRD
and 1 page back cover,
leaving us with 6 pages of
content, so let’s take a look!
First: Read the
introduction. It’s essentially

38 Pathways Magazine
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n
Sa
le
N
ow
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Open Game License 1.0a
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40 Pathways Magazine
A Pathfinder Roleplaying Game adventure for 4-6 characters of level 1.
Goblins have been raiding the crops and livestock of “Pig’s Trotter” for the last few weeks now. Nobody knows
where they’ve come from or what they’re doing here but local farmers are sufficiently displeased with their
activities to have offered a 200gp reward to have them stopped.
Sounds like a nice little job for a neophyte group of adventurers out for their first taste of fame and glory. “I mean
it’s just a Goblin-Bash, right? What could possibly go wrong …”

Four Dollar Dungeons are standalone adventures designed to be logical, entertaining, challenging and balanced,
and easily integrated into any campaign world.
Each adventure has enough material to last two to three playing sessions and enough experience to raise four
characters of the appropriate level up by one extra level. Treasure is commensurate with the encounter
challenges faced. Scaling information is included for adventuring parties of five or six.
Although The Firemaker begins in a small village, most of the action takes place underground.

http://paizo.com/store/downloads/fourDollarDungeons

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