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Mini-Dungeon Tome (5th Edition)
by Monica G. [Featured Reviewer] Date Added: 10/17/2018 21:34:18

Mini Dungeon Tome is simply a book of adventures for 5th edition Dungeons and Dragons (there is also a version for Pathfinder 1st edition). This is a pretty hefty book of 130 2-page adventures that accomodate all levels from 1-20, and even features some adventures that can be played at any level without any restrictions on the number of party members. Overall, the adventures are of good quality and interesting to play. Some are, of course, simple quests that sometimes have a hook built into them--such as villagers with a quest for the party. Such adventures are great for lower-level campaigns, but higher levels require things like powerful villains and trips to other planes of existence--which this book also nicely delivers.

Some of the features of note are the book's layout, which is designed to help dungeon masters flip through and find adventures based on the level and size of the party they are running for. That's a nice feature, though it sometimes requires a bit of extra page-flipping or scrolling to see the blurb on the side of the page that lists the level or count for your party. As well, the book makes it easy to pick up and run and adventure in that it gives an appendix full of stats for each encounter that players come across throughout. The stats are abbreviated, but they'll do for when you're running the game with minimal prep time. This makes the book very effective to have around for when you're looking for something to run at a gaming convention, or for a pick-up game with some friends. I recommend doing a few minutes of prep work to write down the stats for encounters in advance if you can, so you don't need to flip to the back of the book for each encounter. Most of the adventures in this book are really ideal for one-shots. Most adventures have a hook to get the players started, but if you're running a campaign and working an adventure in, you'll often have to do a bit of setup to get your players in place for an adventure.

As for the adventures, there is some pretty interesting stuff in here that deserves to be noted. This book largely features dungeon settings, such as ruins and tombs, though it does branch out into a few other settings, such as woodlands, aquatic, tundra, desert, and jungle. A few adventures, such as 'The Burning Tree of Coilltean Grove' offer unique situations such as a battlefield contested by two factions of faeries. There is a good amount of variety to the adventures in this book, so that even those with similar settings are not repetitive. You can find simple goblin dens and even a maze in which the contents of each room are determined by a random dice roll. Some of the higher-level adventures get more interesting such as challanges against dark planar entities, in 'Tangle of Web' and a boarding house for extraplanar evil in 'The Unwise Young, They Say Do Ne’er Live Long'. Then some adventures go to exotic locations, such as the experimental demi-plane in 'The World Forge'. This is just to mention a few of the adventures that stuck out as I went through the book.

All in all, this is a solid adventure book that can help any dungeon master. Each adventure can take up several hours and fill an entire game session. As well, the variety of adventure settings and difficulty make it easy to work adventures into any campaign. At higher levels, the book shines as a resource for DMs looking for something to throw something weird and exotic at their players, and at very least this is a great book for pick-up games.

Check out our full review and rating for this game at Geeks A Gogo!



Rating:
[4 of 5 Stars!]
Mini-Dungeon Tome (5th Edition)
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VTT Maps: Haunted Forest
by david w. [Verified Purchaser] Date Added: 10/05/2018 18:01:07

I'm not really sure what the point of this is. the resolution is very low, and the perspective is strange. You can't really make out the details. i.e. you can't see the forest for the trees.

Artistically, its fine, and looks great, but its use as a forest that the PCs can explore virtually is very limited.



Rating:
[2 of 5 Stars!]
VTT Maps: Haunted Forest
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Star System Set: Querritix (FULL SET)
by Thilo G. [Featured Reviewer] Date Added: 10/03/2018 08:33:06

An Endzeitgeist.com review

Okay, I’m going to deviate slightly from my usual formula, due to the unique structure of this series. The Star System series by AAW Games is customer-friendly, in that you can get the whole star system, or just the component that interests you: Just want a new race? You can get just the race and ignore the rest. This is made possible by a card-like presentation akin to what we know from the company’s super-popular mini-dungeons series. You can just get one card, or the whole set.

Each star system consists of 6 different such cards, meaning you’ll get a page-count of 12 pages. In order to facilitate posting the reviews for these component pdfs without having to rewrite my review time and again and losing time to cut-copy-pasting etc., I’m going to structure this review of the complete set accordingly. This set was penned in its entirety by Michael Allen.

Since I will base my reviews on the collected sets, I will provide an overall conclusion etc. at the bottom.

The star system components are:

Planet:

On this card, we are introduced to the Querritix system, which features a yellow dwarf, 4 planets and an asteroid belt – the latter actually features a couple of terraformed dwarf planets with potentially dangerous atmospheres. (And yes, we get an artwork depicting the system!) The planet closest to the sun, Schyllus, is a nickel planet that combines Con-track poison with radiation. The second page is particularly devoted to life here – which is mostly found on the planet Rendari and, surprisingly, the asteroid belt. Indeed, Rendari does have unique defenses – its 16 moons plus asteroid density make it, well, not exactly easy to navigate to, but present an excellent defense versus meteorites. 4 fluff-only entries of neat sample NPCs (with suggested levels/classes and race etc. noted) are provided, and the card also comes with 3 different adventure hooks that all have an interesting angle regarding the new race featured in this system.

Interesting system; not groundbreaking, but worth checking out. 4 stars.

Race:

So, the new race here would be the haesten, who receive +2 Dex and Cha – 2Str, 4 HP, darkvision 60 ft. and a +2 racial bonus to Acrobatics and Athletics. They are Medium aberrations and get +2 to KAC versus combat maneuvers. Oddly, here, the bonus is untyped, when typing it as racial would make more sense. The glowing eyes and membranes of the haesten also provide a +2 racial bonus to Bluff checks made versus creatures that can see them. A big plus here would be that the race is actually interesting: The haesten, while known for being a race of philosophers and smart folks, do have a unique lifecycle and represent an interesting inversion: Artwork-wise, they are very much reminiscent of the mi-go, though they represent a more benign version of the classic. That being said, their hatchlings are pretty much dangerous animals. When haesten approach the end of their life-cycle, their limbs drop off and they become a brain pod – their hatchlings fuse with it and thus gain a kind of racial memory from the brain pod, though variations do occur here, meaning that new haesten are not necessarily copies of their progenitors. As you could glean from that, the race is genderless and comes with a full racial write-up, one only missing the “Playing a haesten…” sidebar that the SFRPG core races feature. I love this race from a thematic point of view – it’s a really cool idea!

That being said, the rules presented for them are slightly less interesting than the concept deserves – the concept is great, the rules less so. Hence, my rating for this component will be 3.5 stars, rounded up.

Character Options:

This card introduces a concept I enjoy – the biofield, basically a connection of living things in the universe. With the Bioconnection feat, you can tap into this field. Once per day, after spending 10 minutes in joint meditation with a willing creature, you gain one of the creature’s feats for 24 hours. You do not need to meet prerequisites. This is problematic, courtesy of the final sentence. You could get feats based on class abilities or racial abilities, which would make no sense and for weird interactions. The prerequisites should be required to be met. The pattern seeker theme nets +1 Wisdom and reduces Life Science and Engineering DCs to identify creatures by 5; it also nets Sense Motive as a class skills. 6th level makes identifying creatures via mysticism easier and nets you +2 to Diplomacy versus identified creatures. 12th level also nets +2 to Intimidate versus identified creatures and a 1/day reroll of such a check. At 18th level, up to 2/day, after succeeding Diplomacy or Intimidate check versus a creature identified, you can spend 10 minutes in contemplation to regain 1 Resolve Point. Kudos: The ability specifies that this does NOT count as replenishing Stamina.

The card also contains 4 different spells: Calm emotions is a mystic level 2 spell and can make for a potent buff/debuff, as it automatically suppresses fear or confusion, as well as rages, morale bonuses – you get the idea of what this does. Enhance mind thrust is interesting, in that it comes in 5 iterations for the mystic and has no effect on its own – it represents a spell to enhance, you guessed it, mind thrust, with a pretty steep Mysticism check to use the enhancement more than twice. Drain biofield is a level 2 – 4 spell for both mystic and technomancer. This one basically acts as an upgradeable nonlethal mind thrust – at higher spell levels, you get to choose whether to inflict nonlethal or lethal damage. Biofield boost is a mystic level 1 – 3 spell, level 2 – 4 for the technomancer. This spell lets you temporarily suspend ability damage or drain – the level 1 version may be a bit strong here, but your mileage may vary.

All in all, a solid card, though not one that blew me away. 3.5 stars, rounded down.

Equipment:

The heart of this section would be the notion of boarding weapons, which reminded me of one of my favorite C-movies of all time, Star Crash. A boarding weapon managing to breech or clamp onto a hull successfully delivers its boarding teams. You roll on the critical damage effect table to determine the system affected by the boarding team, and on a success of the affected crew member’s check, the team is repelled. On a failure, we get one level of critical damage to the system in question. This is interesting in that it does bypass the Critical Threshold, which is a pretty potent thing – however, this is balanced by the rather massive BP-and PCU-costs: The most potent of these clock in at up to twice the PCU of a comparable weapon! 6 of these are provided, and they are all tracking weapons, though e.g. speed also represents a balancing factor. A security bay and drift boosters are provides as expansion bays. Cool: The latter is a one-use emergency drift engine, and once it burns out, its bys can serve as cargo bays. Lost in Space, anyone? There also is the repel boarders crew action, which may be undertaken during Engineering, Helm or Gunnery phases. I liked this. As a whole, the boarding rules do not necessarily mean/imply regular beings, more some sort of tech-style nanite/biogel-etc.-boarding, thus avoiding the huge cluster-f*** that this’d otherwise become; while the flavor does encapsulate teams, I’d strongly suggest making this type of boarding, well, tech-based. The abstraction of boarding team elimination can otherwise become weird for smaller ships. The section also provides two distinctly haesten ships, the tier 1 nursery pod, and the tier 9 nursery crèche.

This card is a strong offering. Some fun ideas here, and I like the ships taking the species’ peculiarities into account. 5 stars.

Monsters:

Here, we get two new critters, both coming with really neat full-color artworks: The CR 1 Haesten Hatchling, whose pincer attacks can cause lesser confusion (not properly italicized) as their attacks attempt to establish a bioelectric link. Killing them causes their bioelectricity to discharge. Now, haesten are introspective by requirement – knowing that, eventually, your legs will fall off and you’ll be subsumed by the next generation is pretty frightening. Some haesten can’t deal with it – these become the CR 3 rogue brain pods, studded with rather dangerous SPs and the ability to fire multiple energy rays, with a cooldown. These mad brain pods are the reason most nursery crèches don’t have an escape pod… Neat. Really like these.

Another strong card in the set. 4.5 stars, rounded up.

Mini-Adventure:

This adventure is intended for 4 – 5 2nd level PCs. The mini-adventure comes with a full-color map, though no player-friendly iteration is included. It also features both of the monsters – a shorthand of the monster-entries sans stories is provided. You can run this module sans access to the monsters-card, though it does lose its impact a bit. There is a formatting hiccup in one of the shorthand statblocks, but nothing grievous.

This being the section of system’s review that talks about the adventure included, the following contains SPOILERS. Players should jump ahead to the verdict/conclusion.

..

.

Only GMs around? Great! Soft Words on Wind, a haesten philosopher-poet, was approaching the end of their life-cycle; as such, they boarded their crèche, far from the Querritix system, preparing for the birth of the new generation of philosopher poets, who’d spread their beliefs to the stars. Unfortunately, Soft Words on Wind broke under the stress, sending forth a distress signal. As the PCs explore the little dungeon of sorts, they will encounter the deadly defenses of the rogue pod brain, as well as the hatchlings – in short, this is an introduction by witnessing it to the unique life-cycle of the race, and yes, traps, DCs etc. are sensible. Now, personally, I would have enjoyed an additional reward for successfully keeping all hatchlings alive, but that is just me nitpicking. The second card-page has a bit blank space: A creepy little dressing-table or small sequence tally would have filled the space and made it even nicer. Similarly, making the NPC BBEG a bit more unique re stats would have been nice.

All in all, this is a fun module, considering the limited space it had available. 4 stars.

Conclusion:

Editing and formatting are good of a formal and rules-language perspective – I noticed a few guffaws, but nothing too serious. Layout adheres to a 2-column full-color standard and the artworks and cartography provided is nice. The complete set does features individual bookmarks for each card.

Michael Allen’s star system is a big step up when compared to the first star system set in the series. The set definitely benefits from a unified creative vision, and Michael Allen did something I did not expect. You see, I saw the Mi-go-ish artwork, rolled my eyes, and put this aside for a while. I shouldn’t have. The star system does present a truly interesting, alien race that feels profoundly strange. It’s what I want, race-wise, from SFRPG – not just x new humanoids, but strange species that feel new. The haesten’s lifecycle and its ramifications are definitely something I’d enjoy exploring as both a player and GM. Is the truth about it known? What if an enemy force hijacked their creches, seeking to spread fear of the race in a propaganda-war? There is quite a lot of potential here.

I liked this star system A LOT more than the previous one; my final verdict for the whole set will clock in at 4 stars. Definitely worth checking out if you’re looking for a truly different type of race!

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Star System Set: Querritix (FULL SET)
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Star System Set: Querritix -- Trouble in the Nursery (Mini-Adventure)
by Thilo G. [Featured Reviewer] Date Added: 10/03/2018 08:30:38

An Endzeitgeist.com review

Mini-Adventure:

This adventure is intended for 4 – 5 2nd level PCs. The mini-adventure comes with a full-color map, though no player-friendly iteration is included. It also features both of the monsters – a shorthand of the monster-entries sans stories is provided. You can run this module sans access to the monsters-card, though it does lose its impact a bit. There is a formatting hiccup in one of the shorthand statblocks, but nothing grievous.

This being the section of system’s review that talks about the adventure included, the following contains SPOILERS. Players should jump ahead to the verdict/conclusion.

..

.

Only GMs around? Great! Soft Words on Wind, a haesten philosopher-poet, was approaching the end of their life-cycle; as such, they boarded their crèche, far from the Querritix system, preparing for the birth of the new generation of philosopher poets, who’d spread their beliefs to the stars. Unfortunately, Soft Words on Wind broke under the stress, sending forth a distress signal. As the PCs explore the little dungeon of sorts, they will encounter the deadly defenses of the rogue pod brain, as well as the hatchlings – in short, this is an introduction by witnessing it to the unique life-cycle of the race, and yes, traps, DCs etc. are sensible. Now, personally, I would have enjoyed an additional reward for successfully keeping all hatchlings alive, but that is just me nitpicking. The second card-page has a bit blank space: A creepy little dressing-table or small sequence tally would have filled the space and made it even nicer. Similarly, making the NPC BBEG a bit more unique re stats would have been nice.

All in all, this is a fun module, considering the limited space it had available. 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Star System Set: Querritix -- Trouble in the Nursery (Mini-Adventure)
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Star System Set: Querritix -- Haesten Hatchling & Haesten Rogue Brain Pod (Monsters)
by Thilo G. [Featured Reviewer] Date Added: 10/03/2018 08:29:22

An Endzeitgeist.com review

Monsters:

Here, we get two new critters, both coming with really neat full-color artworks: The CR 1 Haesten Hatchling, whose pincer attacks can cause lesser confusion (not properly italicized) as their attacks attempt to establish a bioelectric link. Killing them causes their bioelectricity to discharge. Now, haesten are introspective by requirement – knowing that, eventually, your legs will fall off and you’ll be subsumed by the next generation is pretty frightening. Some haesten can’t deal with it – these become the CR 3 rogue brain pods, studded with rather dangerous SPs and the ability to fire multiple energy rays, with a cooldown. These mad brain pods are the reason most nursery crèches don’t have an escape pod… Neat. Really like these.

Another strong card in the set. 4.5 stars, rounded up.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Star System Set: Querritix -- Haesten Hatchling & Haesten Rogue Brain Pod (Monsters)
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Star System Set: Querritix -- Boarding Weapons & Ship Styles of the Haesten (Equipment)
by Thilo G. [Featured Reviewer] Date Added: 10/03/2018 08:28:08

An Endzeitgeist.com review

Equipment:

The heart of this section would be the notion of boarding weapons, which reminded me of one of my favorite C-movies of all time, Star Crash. A boarding weapon managing to breech or clamp onto a hull successfully delivers its boarding teams. You roll on the critical damage effect table to determine the system affected by the boarding team, and on a success of the affected crew member’s check, the team is repelled. On a failure, we get one level of critical damage to the system in question. This is interesting in that it does bypass the Critical Threshold, which is a pretty potent thing – however, this is balanced by the rather massive BP-and PCU-costs: The most potent of these clock in at up to twice the PCU of a comparable weapon! 6 of these are provided, and they are all tracking weapons, though e.g. speed also represents a balancing factor. A security bay and drift boosters are provides as expansion bays. Cool: The latter is a one-use emergency drift engine, and once it burns out, its bys can serve as cargo bays. Lost in Space, anyone? There also is the repel boarders crew action, which may be undertaken during Engineering, Helm or Gunnery phases. I liked this. As a whole, the boarding rules do not necessarily mean/imply regular beings, more some sort of tech-style nanite/biogel-etc.-boarding, thus avoiding the huge cluster-f#% that this’d otherwise become; while the flavor does encapsulate teams, I’d strongly suggest making this type of boarding, well, tech-based. The abstraction of boarding team elimination can otherwise become weird for smaller ships. The section also provides two distinctly haesten ships, the tier 1 nursery pod, and the tier 9 nursery crèche.

This card is a strong offering. Some fun ideas here, and I like the ships taking the species’ peculiarities into account. 5 stars.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Star System Set: Querritix -- Boarding Weapons & Ship Styles of the Haesten (Equipment)
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Star System Set: Querritix -- The Biofield (Character Options)
by Thilo G. [Featured Reviewer] Date Added: 10/03/2018 08:25:59

An Endzeitgeist.com review

Character Options:

This card introduces a concept I enjoy – the biofield, basically a connection of living things in the universe. With the Bioconnection feat, you can tap into this field. Once per day, after spending 10 minutes in joint meditation with a willing creature, you gain one of the creature’s feats for 24 hours. You do not need to meet prerequisites. This is problematic, courtesy of the final sentence. You could get feats based on class abilities or racial abilities, which would make no sense and for weird interactions. The prerequisites should be required to be met. The pattern seeker theme nets +1 Wisdom and reduces Life Science and Engineering DCs to identify creatures by 5; it also nets Sense Motive as a class skills. 6th level makes identifying creatures via mysticism easier and nets you +2 to Diplomacy versus identified creatures. 12th level also nets +2 to Intimidate versus identified creatures and a 1/day reroll of such a check. At 18th level, up to 2/day, after succeeding Diplomacy or Intimidate check versus a creature identified, you can spend 10 minutes in contemplation to regain 1 Resolve Point. Kudos: The ability specifies that this does NOT count as replenishing Stamina.

The card also contains 4 different spells: Calm emotions is a mystic level 2 spell and can make for a potent buff/debuff, as it automatically suppresses fear or confusion, as well as rages, morale bonuses – you get the idea of what this does. Enhance mind thrust is interesting, in that it comes in 5 iterations for the mystic and has no effect on its own – it represents a spell to enhance, you guessed it, mind thrust, with a pretty steep Mysticism check to use the enhancement more than twice. Drain biofield is a level 2 – 4 spell for both mystic and technomancer. This one basically acts as an upgradeable nonlethal mind thrust – at higher spell levels, you get to choose whether to inflict nonlethal or lethal damage. Biofield boost is a mystic level 1 – 3 spell, level 2 – 4 for the technomancer. This spell lets you temporarily suspend ability damage or drain – the level 1 version may be a bit strong here, but your mileage may vary.

All in all, a solid card, though not one that blew me away. 3.5 stars, rounded down.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
Star System Set: Querritix -- The Biofield (Character Options)
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Star System Set: Querritix -- The Haesten (Race)
by Thilo G. [Featured Reviewer] Date Added: 10/03/2018 08:24:47

An Endzeitgeist.com review

Race:

So, the new race here would be the haesten, who receive +2 Dex and Cha – 2Str, 4 HP, darkvision 60 ft. and a +2 racial bonus to Acrobatics and Athletics. They are Medium aberrations and get +2 to KAC versus combat maneuvers. Oddly, here, the bonus is untyped, when typing it as racial would make more sense. The glowing eyes and membranes of the haesten also provide a +2 racial bonus to Bluff checks made versus creatures that can see them. A big plus here would be that the race is actually interesting: The haesten, while known for being a race of philosophers and smart folks, do have a unique lifecycle and represent an interesting inversion: Artwork-wise, they are very much reminiscent of the mi-go, though they represent a more benign version of the classic. That being said, their hatchlings are pretty much dangerous animals. When haesten approach the end of their life-cycle, their limbs drop off and they become a brain pod – their hatchlings fuse with it and thus gain a kind of racial memory from the brain pod, though variations do occur here, meaning that new haesten are not necessarily copies of their progenitors. As you could glean from that, the race is genderless and comes with a full racial write-up, one only missing the “Playing a haesten…” sidebar that the SFRPG core races feature. I love this race from a thematic point of view – it’s a really cool idea!

That being said, the rules presented for them are slightly less interesting than the concept deserves – the concept is great, the rules less so. Hence, my rating for this component will be 3.5 stars, rounded up.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Star System Set: Querritix -- The Haesten (Race)
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Star System Set: Querritix -- Rendari (Planet)
by Thilo G. [Featured Reviewer] Date Added: 10/03/2018 08:24:00

An Endzeitgeist.com review

Planet:

On this card, we are introduced to the Querritix system, which features a yellow dwarf, 4 planets and an asteroid belt – the latter actually features a couple of terraformed dwarf planets with potentially dangerous atmospheres. (And yes, we get an artwork depicting the system!) The planet closest to the sun, Schyllus, is a nickel planet that combines Con-track poison with radiation. The second page is particularly devoted to life here – which is mostly found on the planet Rendari and, surprisingly, the asteroid belt. Indeed, Rendari does have unique defenses – its 16 moons plus asteroid density make it, well, not exactly easy to navigate to, but present an excellent defense versus meteorites. 4 fluff-only entries of neat sample NPCs (with suggested levels/classes and race etc. noted) are provided, and the card also comes with 3 different adventure hooks that all have an interesting angle regarding the new race featured in this system.

Interesting system; not groundbreaking, but worth checking out. 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Star System Set: Querritix -- Rendari (Planet)
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Mini-Dungeon Tome (5th Edition)
by isaiah m. [Verified Purchaser] Date Added: 09/09/2018 08:22:01
  • I love the product, really helps with on the fly stuff, The layout of each dungeon is got the crafts work it needs (and more in some cases) to feel 'lived in'. Truly astonishing.
  • EDIT: Removed outdated 'complaint' about not having Hardcover book for purchase. If you're intrested in a hardcover book you can find a link in the discussion section.



Rating:
[5 of 5 Stars!]
Mini-Dungeon Tome (5th Edition)
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Creator Reply:
HI Isaiah! Thanks for your review and rating! :) Hardcover pre-order is available right here: https://preorder-mini-dungeon-tome.backerkit.com/hosted_preorders
Mini-Dungeon Tome (Pathfinder RPG)
by Breanne W. [Verified Purchaser] Date Added: 08/13/2018 05:59:43

This mini tome is packed with excellent mini-adventures to use in a variety of campaigns! Fantastic product, would highly recommend!



Rating:
[5 of 5 Stars!]
Mini-Dungeon Tome (Pathfinder RPG)
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Star System Set: Muinmos (FULL SET)
by Thilo G. [Featured Reviewer] Date Added: 07/27/2018 03:41:43

An Endzeitgeist.com review

Okay, I’m going to deviate slightly from my usual formula, due to the unique structure of this series. The Star System series by AAW Games is customer-friendly, in that you can get the whole star system, or just the component that interests you: Just want a new race? You can get just the race and ignore the rest. This is made possible by a card-like presentation akin to what we know from the company’s super-popular mini-dungeons series. You can just get one card, or the whole set.

Each star system consists of 6 different such cards, meaning you’ll get a page-count of 12 pages. In order to facilitate posting the reviews for these component pdfs without having to rewrite my review time and again and losing time to cut-copy-pasting etc., I’m going to structure this review of the complete set accordingly.

Since I will base my reviews on the collected sets, I will provide an overall conclusion etc. at the bottom

The star system components are:

Planet:

This section is penned by Michael Allen.

Here, we get planet stats with atmosphere hazards where applicable and a nice visual rendition of the star system. We also get notes for Branch 67-128TT, a station that comes with brief notes and an abstract mini-write-up of the station. 3 adventure hooks are provided, but there is a rules-language hiccup here: It’s Computers check to scan, not “Scan Check.”

Verdict: Okay, if not perfect. 3.5 stars, rounded up.

Race:

This section is penned by Justin Andrew Mason.

The race herein would be the Sideribus Volunt, Medium humanoids descendent from Aventyr’s humans. They have managed to extend their lifespans greatly and adapted to life among the stars, gaining a +2 racial bonus to Piloting checks to navigate or astrogate. They get two bonus languages, low-light vision and immunity to radiation, but reduce their speed to 25 feet in normal gravity. They get 4 HP and deviate from Starfinder race conventions in that they get +3 Int, +1 Con, -1 Str. Uneven modifiers engender minmaxing as much as in previous d20-based games. Not a fan. They get 4 hp. Weird: The write-up, per se interesting, mentions that they are tactile empaths with their own race, but fails to specify how exactly that’s supposed to work, rules-wise. We do not get a “Playing a Sideribus Volunt”-section in the write-up. They get a decent b/w-artwork that looks pretty fantasy-ish.

Verdict: Not a fan. The race has a nice idea, but fails to capitalize on it, ending up bland. Rules-wise not impressive. 2.5 stars, rounded down.

Character Options:

This section is penned by Colin Stricklin.

We get two variant themes and a new one, as well as a nice little section of prose. The first variant theme is the Black Market Med-Tech, a variant Outlaw. Theme knowledge nets Medicine as a class skill (or a +1 bonus if you already have it) and +1 to Wisdom. Checks to remember diseases, drugs or obscure medical knowledge are 5 lower. Instead of the 6th level benefit, this fellow gets the envoy’s Surgeon expertise talent, reprinted here as part of the ability. At 12th level, you get chop shop, which lets you sell augmentations second hand at 10% value, and implant augmentations at base price into your body. The second theme-variant is the sideribus volunt wanderer, a variant of the scholar, whose 6th level ability reduces the time information gathering takes to 1d2 hours. You also get a bonus equal to ½ the number of languages you speak. Instead of the 12th level ability, you get a palm-sized holographic crystal orb that records thoughts and memories of the assigned wanderer. 1/day, you may commune with it as a “full round action” (should be full action). This communion nets you a +2 competence bonus to Perception checks and Knowledge checks you’re trained in for an hour. You may also dismiss the effect when rolling for initiative for a +4 bonus. The third option here would be the primitive. These folks get to choose two terrain types froma list. DC about hazards and geographical features pertaining them is reduced by 5, Survival is the theme-knowledge skill and the character gets +1 Strength. 6th level nets the mechanic’s quick repair trick. 12th level provides another terrain, +2 to initiative in the chosen terrains, and lets you take 20 on Survival check in the terrains. 18th level, up to 2/day when acquiring items of significant value sans purchasing them, you regain 1 resolve. Okay, what’s supposed to be “significant value”? No idea.

Verdict: Okay, but not mind-boggling. 3 stars.

Equipment:

This section is penned by Colin Stricklin.

Okay, here, we have a burnt scrivener as a new technological item with an item level of 6. This duplicates holographic terrain but misses the italicization and level. If the hologram is dispelled, the facet burns out. 20 facets are provided. If all facets burn out, the item explodes. Metamorphic tissue sample would be a level 1 magic item sans bulk. The rules-text references full round action instead of full action. It’s basically grey goo that can be transformed into facsimiles of items, which can net you a bonus to social skills. The goo must be fed and doesn’t actually replicate the items. We also get the graviton capacitor, which reduces damage of extreme gravity, utilizing a special adamantine shard that can be fired in starship combat. Complaint here: Can scanners pick up this mine of sorts? We also get 3 ship styles, including a tier 15 Gargantuan carrier and a tier ¼ survey drone, as well as an unmanned prove depicted with vehicle stats.

Verdict: Solid, but not brilliant. 3 stars.

Monsters:

This section is penned by Michael Allen.

We get three monsters with two cool original artworks: Giant data leeches (CR ½) can sunder equipment and data may be recovered from them. A swarm of these critters is also included – these can temporarily short circuit items. They also cause an injury-based mental disease. The second critter is the videssian shifter (CR 4), a gooey-aberration with an amorphous body. They can form ooze bullets, 1/week boost their holographic image SP. Racial traits are included, but I wouldn’t recommend using these as a a PC race. They are lopsided and pretty damn strong.

Verdict: 3.5 Stars, rounded up.

Mini-Adventure:

The adventure is “The Fate of SKL-167H”, intended for 4 PCs. It comes with a solid map (sans scale noted) and reprints the data leech monster swarms. It's penned Michael O. Holland.

The following brief discussion contains SPOILERS. Potential players should jump to the conclusion.

..

.

Okay, just GMs around? Great! The PCs are sent as bodyguards to help scan a gravitational anomaly with their scientist in charge somewhat obsessed with the shapeshifting Videssians. The PCs find the abandoned ship, get to explore it and may save a member of the weird species. Returning him home will net the PCs a grateful, if weird ally.

Verdict: Fun little sidetrek that introduces the critters and themes of the system. 4 stars.

Conclusion:

Editing and formatting are good on a formal and rules-language level – a few PFRPGisms have crept into the supplements. Layout adheres to a 2-column full color standard and artworks range from okay, if fantasy-looking b/w-pieces to really nice full-color artworks. The pdf comes fully bookmarked for your convenience.

Colin Stricklin, Michael O. Holland, Michael Allen and Justin Andrew Mason’s first star system is a bit of a mixed bag. It’s not a bad system per se, but neither did it really capture my imagination. The two races could have yielded more interesting interactions, and there are a couple of rules-hiccups. My final verdict for the complete set is 3 stars.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
Star System Set: Muinmos (FULL SET)
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Star System Set: Muinmos -- The Fate of SKL-167H (Mini-Adventure)
by Thilo G. [Featured Reviewer] Date Added: 07/27/2018 03:40:18

An Endzeitgeist.com part of the Set-review

The adventure is “The Fate of SKL-167H”, intended for 4 PCs. It comes with a solid map (sans scale noted) and reprints the data leech monster swarms. It's penned Michael O. Holland.

The following brief discussion contains SPOILERS. Potential players should jump to the conclusion.

..

.

Okay, just GMs around? Great! The PCs are sent as bodyguards to help scan a gravitational anomaly with their scientist in charge somewhat obsessed with the shapeshifting Videssians. The PCs find the abandoned ship, get to explore it and may save a member of the weird species. Returning him home will net the PCs a grateful, if weird ally.

Verdict: Fun little sidetrek that introduces the critters and themes of the system. 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Star System Set: Muinmos -- The Fate of SKL-167H (Mini-Adventure)
Click to show product description

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Star System Set: Muinmos -- Giant Data Leech, Data Leech Swarm, Viddessian Shifter (Monsters)
by Thilo G. [Featured Reviewer] Date Added: 07/27/2018 03:38:34

An Endzeitgeist.com part of the Set-review

This section is penned by Michael Allen.

We get three monsters with two cool original artworks: Giant data leeches (CR ½) can sunder equipment and data may be recovered from them. A swarm of these critters is also included – these can temporarily short circuit items. They also cause an injury-based mental disease. The second critter is the videssian shifter (CR 4), a gooey-aberration with an amorphous body. They can form oouze bullets, 1/week boost their holographic image SP. Racial traits are included, but I wouldn’t recommend using these as a a PC race. They are lopsided and pretty damn strong.

Verdict: 3.5 Stars, rounded up.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Star System Set: Muinmos -- Giant Data Leech, Data Leech Swarm, Viddessian Shifter (Monsters)
Click to show product description

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Star System Set: Muinmos -- Technology and Ship Styles of the Sideribus Volunt (Equipment)
by Thilo G. [Featured Reviewer] Date Added: 07/27/2018 03:37:27

An Endzeitgeist.com part of the Set-review

This section is penned by Colin Stricklin.

Okay, here, we have a burnt scrivener as a new technological item with an item level of 6. This duplicates holographic terrain but misses the italicization and level. If the hologram is dispelled, the facet burns out. 20 facets are provided. If all facets burn out, the item explodes. Metamorphic tissue sample would be a level 1 magic item sans bulk. The rules-text references full round action instead of full action. It’s basically grey goo that can be transformed into facsimiles of items, which can net you a bonus to social skills. The goo must be fed and doesn’t actually replicate the items. We also get the graviton capacitor, which reduces damage of extreme gravity, utilizing a special adamantine shard that can be fired in starship combat. Complaint here: Can scanners pick up this mine of sorts? We also get 3 ship styles, including a tier 15 Gargantuan carrier and a tier ¼ survey drone, as well as an unmanned prove depicted with vehicle stats.

Verdict: Solid, but not brilliant. 3 stars.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
Star System Set: Muinmos -- Technology and Ship Styles of the Sideribus Volunt (Equipment)
Click to show product description

Add to Twin Rose Software RPG Downloads Order

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