7.25.2014

EZG reviews Journey to Cathreay

Journey to Cathreay




Journey to Cathreay clocks in at a massive 115 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, leaving us with 112 pages of content, so let's take a look!

The module begins with a massive explanation of the module for the DM - essentially, the module provides an extremely helpful explanation of the module's structure, making the modification on the fly very easy on the DM. A total of 5 maps are provided and a table of all encounters with CR, treasure, XP to be seen at a glimpse. It should also be noted that the pdf also comes with a 25-page NPC-book that has versions of the NPCs of varying strength depending on the number of PCs your party sports - one statblock for 4, 5 and 6 PCs. Indeed, DMs have an extremely easy time with this book - a reference for all animal tricks, beasts, items, rules and spells used in the module is part of the deal - i.e. you ONLY need this book when running it. No book-flipping. (And yes, these take up quite a bunch of pages, but a massive 67 is still left, making this a long module. This being a journey-module, we also get a massive write-up of a caravan resting, with rules for slashing through tents and the like as well as stats for bisons and their handlers - and yes, we actually get multiple stats for guards and handlers, making these guys more versatile than what most modules would provide.

This being an adventure-review, the following contains SPOILERS. Potential players should jump to the conclusion - believe me, you'd hate spoiling this one.

Okay, still here? Roco P'loma is a man with a reputation for making the trip to the domain of the Crimson Khan a couple of times and bringing back curious wonders - and now, his guards have ran off, claiming the caravan's haunted.  P'loma, imbued with the power to negotiate by the Khan, offers a significant reward for the PCs and after signing the contract (yes, paperwork etc. would be part of the module's realism, though you can skim over this fast) and after that, the first subplot immediately kicks off  - Acomat, the brother of Tegana and an important part of the caravan, is about to have the time of his life with gorgeous gal named Daisy. And after that, the worst, and last time of his life. In truth a doppelgänger, the creature wants to infiltrate the Khan's court and her plan is lavishly detailed. Know how usually in a module, such a plot works like "He is killed and replaced, the end." Well, here we get a full write-up, step by step of the infiltration process and thus also ample opportunity for the PCs to foil the gambit. This level of realism (including, btw., plainly hilarious moments of unobtrusive humor) is mixed with an uncommon assassination weapon (a giant rot grub - yeah...nasty) for the best handling of such an operation I've seen in quite a while. Whether the infiltration works or not much depends on what you as the DM want to do with it and how perceptive and paranoid your players are. After this, the PCs will have to make a short 4-mile trek to a dwarven bison ranch and escort bison to the caravan - in a dynamic skill-challenge type escort. And yes, bison are not that easy to ride or lead and accidents may well happen... This journey already uses a level of detail nigh unprecedented - take potentially poisonous berries bison may or may not eat, a wizard practicing his fierball-spell and unintentionally creating a stampede

The journey hasn't even started yet. Now if I go through the day-to-day things that happen, this review will become bloated beyond repair. So let me tell you: Yes, EVERY DAY of the 5-week journey has its own write-up of small things happening, landscapes changing, stops at settlements, interactions with ratfolk traders, taking down a fire drake so the caravan may safely progress (in its disturbing cave of 500 eyes) - there is a LOT going on and beyond these effects, it should be noted that 7 NPCs in here are of particular interest -interacting with them and driving forward their respective plots allows for maximum customization options for the DM. And yes, these interactions are relevant, but more on that later. Assaults by very smartly planned div-assailants and wonder galore await on this journey - what about an oasis, where peacock-feather-like reeds grow and turn towards those closer, making it look like the plants are watching you? (Including a neat, challenging combat here that makes nice use of the strange place...)

What about a Jiang-Shi that has managed to stowaway among the people of the caravan, making for yet another complex foreshadowing and multi-part plot that may see an innocent man and his goat exiled. Rescuing a desperate man from a cyclops? Crashing an arranged marriage via trial by combat and potentially winning the freedom of a lady by besting her less than enthusiastic husband to be's champion? An Elk-hunting mini-game with a megaloceros? The wonders of the journey are plenty and varied indeed.

On day 32, the PCs finally arrive at the Khan's winter palace to a roaring welcome party...during which, their employer bites of more than he can chew and unintentionally makes a bet with the Khan that he (or another of the NPCs with their various plots that the PCs unearthed during the trek) and the PCs can take on Sennacherib. What is Sennacherib, you ask? Well, it is a legendary Tendriculous. , dare I say, MYTHIC adversary. Yeah. And before you say anything - I've been using mythic foes as legendary adversaries in my campaign for quite some time and they make for superb bosses against non-mythic groups. However, they imho require proper foreshadowing and the module does a superb job - a fully depicted legend of the creature, extensive and superbly written, makes clear from the get-go that this beast is indeed something to be feared. Even the end of the creature, should the PCs and their NPC-ally prevail, is the stuff of legends. By the way, this is not the only legend provided in the module - remember the fire drake's cave? I failed to mention that another legend the PCs may have encountered hides the true treasure of the place in an unobtrusive puzzle. Yes. This module has it all.

Conclusion:
Editing and formatting are top-notch - I only noticed 2 minor typo-level glitches à la "Ncps". Layout adheres to a printer-friendly 2-column standard that is exceedingly easy to print out. The module comes with a handy NPC-book, varied stats, includes all the rules required to run it, is extensively bookmarked with nested bookmarks and has two versions, one optimized for the US-standard and one for the A4-default used in Europe - awesome! A total of 6 solid full color maps are provided, also as high-res jpgs and the artwork is provided, handout-style, in the back of the module, allowing you to print them out and hand them to your PCs. The artwork is solid, btw., and adheres to a very old-school aesthetic.

The last 2 modules by 4 Dollar Dungeons made my top spot of my top 10 list of 2013. "Horn of Geryon" can be considered an apex of the art of wilderness sandboxes. "Panataxia" is one of the best dungeons/planar modules I've ever read, regardless of system. Then this one hit my review-list and I was concerned - caravans? Urgh. Two massive potential issues seem to be ingrained in such a scenario - a) the caravan-rules introduced in Jade Regent just aren't that good and b) such modules are by definition railroads.

"Journey to Cathreay" deals with both issues remarkably well - by ignoring the caravan-rules and replacing them with STORYTELLING. You know, with developments, cool wilderness-scenery and a ton of things to do. The second gripe is harder to handle, though - how do you change that up? Via great NPCs and subquests galore the DM can introduce on the fly, by providing varied challenges and options to amp up or slow down the pace whenever required. Then, there would be the potential issue with the final boss and its mythic nature (and no, you don't eed mythic adventures to run this module - all rules required are provided) - the module manages to properly foreshadow it and makes for a truly epic final fight that is challenging, yes, but NOT unfair. Each combat, each encounter comes with round-by-round tactics, interesting terrain-features and at the end of each section, all relevant skill-checks/DCs are collated into a handy box, available at a glimpse.

Richard Develyn seems to be out on a quest to demonstrate mastery in all types of module possible - this journey breathes the spirit of wonder so often lost in fantasy, the sense of exploring a truly different world. The level of detail provided is simply staggering and the world feels ALIVE. It may be ugly at times, it may be hilarious - but over all, these NPCs and places feel like they truly exist, like you could just fall from this world and wake up in the pages of this module. The diverse choices of the PCs and how they matter, the simply astounding, great writing, the unobtrusive, realistic puzzle (that can be brute-forced), the bison-herding mini-game, the hunting mini-game - adventuring is not always a fight to the death and this module shows exceedingly well why one would embark on such a career. PCs actually get to do something that may be considered fun not only for the players, but also for the characters. Add to that the copious amount of read-aloud text, legends, ridiculously easy to use format, the fact that NOT ONE ENCOUNTER in here is boring/common, that creatures get smart tactics and actual background stories/reasons for their actions and we get a module that is on par with the superb predecessors, perhaps even beyond it.

Want to know how good this is? My players actually were sad when the module was over. They've been badgering me about more 4 Dollar Dungeon-modules ever since Horn of Geryon, and this module took them a long time to complete and unlike every caravan module I've ran before, not one of them lost interest even for a short time - invested from beginning to end, this module just blew them away. This beast is long and never loses its stride. When your players refuse to get up from the table at midnight, even though they have to  go to work on the next day, when they ask for more roleplaying sessions because they are so into a module, then you realize you have one glorious beast of a module on your hands. This module cements Richard Develyn as one of the best, perhaps even the best, adventure-writers currently active for PFRPG. It's hard to describe what makes this so impressive, how this quasi-realism and wonder go hand in hand - let it be known that there are few modules that breathe the spirit of old-school gaming to this extent and combine it with all that is great about new school gaming for a result that can only be described as master-class.

Modules like this make reviewing worthwhile. Seriously. And then there is the ridiculously low price, the fact that you need no other book to run this. And the rather interesting fact that this module surpasses its predecessors in length. If this review is short on the actual story of the module, then only because I want YOU to experience this beast like I did - with eyes wide open at the wonder that oozes from every page, chuckling at the humor, grinning at the smart encounters and all the details. The writing is so captivating, it also makes for simply a great experience to read and honestly, I've read a lot of fantasy novels I found less engaging than this.

You won't find a better bang-for-buck-ratio anywhere. Seriously. This is, by any scale I apply, the apex - if there were 10 stars, I'd slap 10 stars + seal of approval on this book. This is the best caravan/journey-style module I've ever read. This is a must-purchase. This module makes me run out of superlatives to slap on it and, at least as far as I'm concerned, may actually surpass its predecessors. This is a hard contender for the number 1 slot of my Top Ten list this year and, barring the means to rate it higher, I'm going for the highest honors of 5 stars + seal of approval. I guarantee you'll love this module if the idea of a caravan even remotely interests you, if you're looking for this sense of wonder the old grognards always complain about being absent from most current modules - here is where it lives and breathes and has been blended with all the comfort we now expect.

Why are you still reading this ramble? Seriously, buy this. 

You can get the best journey module I've ever read here on d20pfsrd.com's shop.

Endzeitgeist out.

7.24.2014

EZG reviews Parsantium: City at the Crossroads

Parsantium: City by the Crossroads


This massive city sourcebook clocks in at a brutal 178 pages, 1 page front cover, 1 page blank inside the front cover, 1 page editorial, 1 page ToC,1 page SRD, 1 page back cover, leaving us with a whopping 172 pages of content, so let's take a look, shall we?

Author Richard Green kicks off the book by telling of its genesis - the city's inspiration would essentially be a Byzantium-inspired metropolis, closer to far-east influences than our real world equivalent was - and of course, as one glimpse at the superb 2-page map by Jonathan Roberts (Yes, THE Jonathan Roberts - you know the Fantastic Maps/Song of Fire and Ice-cartographer!) tells us, the city is vast and detailed. Nestled around a massive river delta flowing into the ocean, the city covers the north and south banks with its sprawling streets, while the merchant quarter, situated on the central island, the walls, the extents of the harbor and docks just feel right- all of these, at a glance, convey the believable illusion of a city that actually could have existed and developed. It may be a small thing, but people tend to note when settlements feel inorganic, constructed. This one feels RIGHT, including wards extending beyond the confines of the city walls, which also separate the respective wards. Even the array of streets, the bridges - all of these feel like they belong and this is seriously not an easy task to achieve, especially for a city of this size.

Now, as befitting of a city f this size, we kick off with an overview from the ruler, the so-called Basileus Conrandias XVIII and his less than popular consort (nicknamed Mendatrix - two brownie-points if you can guess the meaning, though the pdf explains for the less-linguistically-inclined among us) to the city's history and quarters and development. With a good overview out of the way, you'll be happy to note that the city gets a full-blown PFRPG-city statblock complete with demographics etc..

Now if you've been to Athens, Rome or Venice (or less famous: Rothenburg, Dresden...), you'll notice something peculiar about these cities - they have a kind of living, breathing flair, their very own mythologies steeped in stone and ready to be discovered at your leisure, if only your eyes are open and your mind (and literature/language-skills) sharp. Much of this has developed slowly over the ages, with the very rocks of the pavement, the ancient monuments speaking a language for those inclined and willing to hear. Ah, how glorious must that be in a world, where fantastical elements actually exist? Well, here's the crux - Parsantium's massive history, including a timeline stretching almost 2000 years, actually manages to lay the foundation for just such an endeavor - the basic mythologies of the place are in place.

Now a city sans people is just a ruin waiting to happen and the roles of the races, including dragonkin and gnolls as well as the default-races and their respective roles within the context of Parsantium are provided - but how are your player characters going to fit in? Well, know my ranting about boring character traits? Well, herein are traits (called character backgrounds) that allow you to customize your character within the confines of Parsantium.. Now in contrast to most traits, these actually come with extensive fluff-text detailing the precise implications and possibilities growing from these, making them so much more compelling. On a nit-picky side - why not call them properly "traits"? Why are the bonuses of the backgrounds untyped and not trait-bonuses? Nothing to break the content here, but good indicators that the focus on the narrative potential here is warranted.

Now beyond people, of course, government (with classic style b/w-artworks for the rulers), law and structure in general shape a city's life and experiences - and from bureaucracy, the Strategos, tribunes to praetor and council and yes, even FINES for crime and the respective punishments are included here. Don't believe these influence and mirror a society/are important? I'd suggest Michel Foucault's "Discipline & Punishment" - and the punishments detailed here actually conform much to the proper etiquette of punishment and the city's culture technology-level work well with these in context. Then again, you might not care at all, but the culture science-teacher in me rejoices when I see things make sense.

Speaking of making sense - from city watch to possible sources of entertainment like chariot races, local festivals, bathhouses, brothels and drugs to proper greeting and social customs and even superstitions, trade-routes and currencies, this chapter misses NOTHING of the constituting elements that make a city and its culture come alive. Commodities, healing and the trade of magical items also is covered in their own respective entries and, taking a cue from Raging Swan Press' superb offerings, a random table of different events happening in the city help further make the place feel organic. This also constitutes one gripe I have with the city - one of the reasons Raging Swan Press' villages and cities feel so organic would be the short entries of whispers and rumors and events available in tables for the DM to randomly roll - having one of these for the respective quarters would have made the city feel even more alive.

"I don't care about your academic squeeing, Endzeitgeist, tell me about what this does for me as a DM!" All right, what about a selection of campaign themes ranging from street gangs (perhaps with a Streets of Zobeck gone Byzantium tie-in?) to politics and intrigue or the return of a legendary rakshasa - Parsantium supports just about all play-styles you can conceive and the pdf offers some interesting guidance and inspiration for the DM in that regard.

Speaking of helping the DM - the districts are detailed in an exceedingly detailed manner that would blow the format of my reviews out of all proportions, so let's just say that the respective areas of the city are exceedingly detailed and also come with their own symbols, iconography and landmarks the local populace might use to tell you where to find certain areas.

Caravan-centric wards, forums, hippodrome, clubs for gentlemen arcanists (the Fireball Club - nice nod to the Hellfire Club...) - the wards come with first impressions, sample passer-by characters (fluff only) and places of interest. And yes, a 200+ feet colossal bronze statue is in here as well as just about all variations of sample businesses relevant for adventuring - taverns (also those frequented by the wizards of the esoteric order of the blue lotus +2 browniepoints if you get that allusion), shops, scribes, theatres, a garden mausoleum, mosques, a secret temple of Kali, a chinatown-like sub-ward , gambling halls on galleys and even a tasteful (and non-explicitly depicted!) BDSM-brothel and yes, even a flotsam town within the city - the mind boggles at the amount of surprisingly concisely fitted elements that constitute the sprawling metropolis and the adventure hook potential just about each of these has. Even before the tunnels that constitute the hidden quarter (including random encounter chart, btw...) and e.g. a mapped hideout for your convenience. From halfling camps outside the city to forests, the area around the city is also glanced at, just should you feel this wilderness itch.

If you require more motivation or some sample pro-/antagonists, you'll be happy to hear that no less than 16 organizations, from aforementioned mage-order to the friendly half-orc society and even more guilds provide for ample social networks for PCs to work and DM to use to tailor proper adventure potential....even before the obligatory noble houses and rakshasas influencing the city's fortunes. It should be noted, though, that none of the organizations provides distinct prestige-mechanics-related benefits - as fluff-only, they work, though.

Finally, religion of course shapes a city's life and feeling and Parsantium is no different - well, actually it is. At least for ole' Europeans like yours truly who isn't that used to religious multiculturalism from everyday life as some of you fellow American city dwellers might be - The eclectic mix of Byzantium-inspired gods and those drawn from the Indian and Chinese folklore makes for a broad selection that supports well the multicultural nature of Parsantium. It should be noted, though, that this supplement was released prior to "Gods of the Inner Seas" - thus, we get no explicit notes on obeisance, but also no inquisitions or sub-domains, restricting the gods to being rather rudimentary and, compared to the rest of the source-book, disappointing.

The pdf concludes with a massive index.

Conclusion:
Editing and formatting are very good, I didn't notice any particularly grievous issues - in fact, for a book of this size, the editing is very, very tight, so kudos! Layout adheres to a printer-friendly 2-column b/w-standard with scarce (but as far as I could tell) original and fitting b/w-artworks. The embroidered line of glyphs on the top of the page is nice to look at, but had a curious effect on me - during the course of this review, I skipped a lot of pages back and forth and the odd and even pages have a slightly different set, which means that staring at the screen while skipping pages might be slightly disorienting. Note that as an utmost nitpick, though. The pdf comes with EXTENSIVE nested bookmarks for your convenience, making reading Parsantium easy on the DM.

Superbly ambitious for a first product, I did not expect much from Richard Green's metropolis - and I'm seldom so glad to be proven wrong. Parsantium BREATHES authenticity and love - New York City meets Byzantium, modern metropolis meets swords & sorcery - this book actually manages to portray a believable, interesting, unique city that oozes the spirit of Al Qadim, early weird fiction and recent phenomena like the god of war-series, all while staying believable. Down to earth grit, high fantasy epics - this place supports everything and is better off for it -and manages to walk the tightrope and NOT become generic. Think Kaer Maga if a book of this size had been devoted to the city - only larger. The drop-dead-gorgeous map by Jonathan Roberts (which btw. also comes as high-res jpeg for your perusal) is just the icing on the cake here. Not since books like 3.0's Hollowfaust or since the Great City by 0onegames have I read a city and actually wanted to visit it. This is on par with how iconic Zobeck by now is - and feels thoroughly, wholly RIGHT. Concise. Well-conceived. A stunning achievement indeed! Now I wouldn't be me if I had no complaints now, right? So yeah, what hurts the city is its obvious intention to be multi-format. Don't get me wrong - I don't object to fluff-centric books and honestly, by now I'd rather have good fluff than the oomphteenth bad archetype, feat etc. But e.g. the Esoteric Order of the Blue Lotus screams at least PrC to me. The organizations practically demand prestige benefits. Concise addiction-rules for the drugs and beverages would have been so cool...what about vehicular combat rules expanded from UC for e.g. the chariot-races? Yes, I know - not the intention.


But these things, at least to me, are the only things missing from this glorious city. Now don't get me wrong - look at the price-point - exceedingly low. Note that this has been made sans kickstarter. Add the SUPERB writing and good production values and we still get a city that should find a home in Qadira, in Al-Qadim, in Conan- and similarly Sword & Sorcery-themed campaigns. We still get a superb milestone of a book, one of the best settlements available out there right now. There's a reason I evoked some of my all-time favorites in the above text - you simply won't find any comparable resource out there. This city is unique and daringly so, bravely carving its own niche and making for one of the most furious freshman offerings I've seen in quite a while. Light on the crunch-side yes, but any writing that manages to draw me in to the extent I want to walk a city's streets does it right in my book. Parsantium establishes one superb framework, one I hope will get ample crunchy books and especially, adventures to support it. If the muses and fates be just, this will be remembered just as fondly as e.g. Freeport in the years to come. Yes, the absence of whispers, rumors and events and lack of statblocks are minor downsides, but not enough to drag this down. The place deserves a chance - give Parsantium a visit! Final verdict? 5 stars + seal of approval. And yes, the relative absence of crunch and somewhat disappointing entry on the gods are the only minor nitpicks I could muster. For the exceedingly low price, this is a true steal!

You can get it here on OBS!

Endzeitgeist out-