By - October 30, 2014 - Leave a comment

Behind the Gear-spun Curtain: A Purely Steampunk Look at Game Design »

As the leaves turn and the skies grow cloudy, we turn our minds toward All Hallows’ Eve and things of an often creepier, spookier, or more macabre appeal. Let us turn our minds then toward a sweet sample of the garish gallery to be found in the westerly lands of the Pure Steam™ Campaign Setting.

As one ventures west across the Feral Expanse of Ullera’s frontier, one discovers more and more dangerous monsters akin to those we know so well in fantasy role-play across all genres. In our hands, though, these creatures take on a vibe that breathes into them American folklore and cryptology, much as the very geography and culture of Ullera is a “weird-Western” steampunk mirror of the real world.

This gruff humanoid has the upper torso of a weightlifter, the sturdy legs of a bighorn sheep, a pair of ox-like horns, wooly hair, and a prominent hunchback.
XP 1,200
N Medium fey
Init +2; Senses low-light vision; Perception +18


AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 52 (8d6+24)
Fort +5, Ref +8, Will +7
DR 5/cold iron


Speed 40 ft.
Melee light pick +7 (1d4+3/x4), horns +2 (1d8+1)
Ranged short bow +6 (1d6/×3)
Special Attacks powerful charge (gore +9, 2d6+2)
Spell-Like Abilities (CL 8th)
At will—create water, know direction, longstrider, speak with animals
1/day—gust of wind, summon nature’s ally III, quench


Str 16, Dex 14, Con 16, Int 12, Wis 16, Cha 12
Base Atk +4; CMB +7; CMD 19
Feats Endurance, Improved Bull Rush, Improved Overrun, Power Attack
Skills Acrobatics +10, Bluff +7, Diplomacy +13, Intimidate +13, Knowledge (geography) +11, Knowledge (nature) +11, Perception +18, Perform (dance) +11, Perform (percussion), +11, Stealth +10, Survival +14; Racial Modifiers +4 Perception, +4 Perform, +4 Stealth
Languages Common, Sylvan


Environment plains
Organization solitary, pair, band (3–6), or militia (7–11)
Treasure standard (light pick, short bow plus 20 arrows, other treasure)


Powerful Charge (Ex) The bison satyr deals an additional 2d6+2 damage on a charge when attacking with its horns.


A nomad living in peace with the animals on the prairies, the bison satyr is otherwise very aggressive toward people in motorized vehicles, or toward those who create loud noises disturbing its serenity. It has no difficulty mixing in with wild bison or other herds as they are also herbivores.

Regarding monsters like these, Brennan, our Lead Designer, notes: “The design philosophy behind each of their abilities was to first match their lore, and then add a little Pure Steam/Pathfinder spin on the creature. We also tried to design them around the standard power level of Ulleran inhabitants, when determining their CR. We wanted their CR to be somewhere slightly above that of a common person, but not so high that the creature’s power went beyond its folklore; a CR that made them just mysterious, dangerous, and troublesome enough if confronted by a small group, but not so powerful that they could wipe out entire settlements single-handedly. Aside from the design philosophy and techniques employed, the reason why we chose the monsters we did, out of the sea of suggestions, falls to Davin.…”

This doll-like figure is dressed in colorful feathers, furs, and beadwork. It peers inquisitively out from behind the contours of an elaborate mask that hides its face.
XP 200
NG Tiny fey
Init +3; Senses low-light vision; Perception +6


AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 3 (1d6)
Fort +2, Ref +5, Will +4; +4 vs. mind-affecting effects
DR 5/cold iron


Speed 20 ft., climb 20 ft.
Melee quarterstaff +1 (shillelagh, 1d6-1/x2)
Ranged sling +6 (magic stone, 1d6-1/x2)
Special Attacks hatred (goblinoids and constructs)
Spell-Like Abilities (CL 1st)
At will—dancing lights, magic stone, prestidigitation, shillelagh, vanish
1/day—faerie fire, speak with animals, speak with plants


Str 6, Dex 16, Con 10, Int 12, Wis 14, Cha 14
Base Atk +0; CMB –4; CMD 9
Feats Great Fortitude, Go Unnoticed
Skills Acrobatics +7, Diplomacy +6, Escape Artist +7, Knowledge (nature) +6, Perception +6, Stealth +15, Survival +6
Languages Sylvan, empath 30 ft.
Special Qualities wild empathy


Environment Any
Organization solitary, war party (4-8), or tribe (9+)


Empath (Su) Kachinas possess a crude form of telepathy, allowing them to transmit mild impressions, general emotions, and remembered sensations to other creatures that don’t share their language. This form of telepathy cannot convey language or hinder a target in any way (such as by transmitting pain). Thus, a kachina can relate a feeling of fear or the faint smell of leaves, but cannot directly warn an ally of a monster or tell of a treasure under a dirt mound.
Hatred (Ex) Kachinas receive a +1 bonus on attack rolls against humanoid creatures of the goblinoid subtype and creatures of the construct type due to special training against these hated foes.
Wild Empathy (Ex) A kachina can improve the attitude of an animal. This ability functions just like the druid class feature of the same name, using the kachina’s HD in place of its druid level.


Kachinas appoint themselves the guardians to communities, tree groves, springs, mountaintops, and canyons in the southwest. They are brightly garbed in feather and bead costumes and body paint given to them by locals in hopes of earning their good will and protection. A fine costume is a tremendous status symbol among kachinas. Travelers should make an offering to local kachinas to appease them or they risk being harassed and harried so long as they remain in the kachina’s territory. A kachina may adopt a child, family, or community that is especially generous and guard it from predators and pillagers. The most hated foe among kachinas are goblinoids and their clockwork constructs due to centuries of Dominion raids.

Davin, our steampunk guru, shares, “Many of the new creatures for Westbound have a supernatural feel to reflect the campfire tales and pulp fiction popular in the 19th century. We touch on examples of ‘science-gone-wrong’ with our steampunk lich and clockwork plague. Native mythology is represented by kachinas, the rachache, and the cataract. We’ve even mined more recent myths like the jackalope, the dire armadillo, and the loch satyr. The rest are based on native animals gone monstrous such as the gigante gila, the dire roadrunner, the beaman, and the tumbling razorweed.”

From all of us at the Pure Steam DevTeam to you, have an eerily happy Halloween! And join us next month as we delve into the design thinking behind feats and skills — until then!

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By - October 28, 2014 - Leave a comment

Early ‘treats’ for Halloween »

2014-GreatGolemSaleJust to be clear, is written to be as ‘System Neutral’ as possible to allow as broad a leadership as possible.  Certainly d20 design is hard to ignore, so apologies to any grognards still rolling THACO with 2nd or even rocking 1st Ed. And yes, I’m currently in Darkwarren’s Rise of the Runelords (Anniversary version) campaign, playing a diminutive Halfling Dawnflower Dervish every Thursday night.  That’s the closest admission to a ‘Paizo preference’ that you’ll get from me.

But the good folks out at Redmond, Washington have 2 very cool seasonal things for gamers and we wanted to be certain that our readers were at least aware of them.  The first is their annual Great Golem Sale, with some gaming stuff up to an absurd 90% off.  Moreover, for orders over $100 (which won’t be hard to do) Paizo will pay the first $10 in shipping costs.  Here’s the direct link to the madness:  This sale lasts through November 2nd, and of course supplies are limited.  Even more so after we went through & dumped a few dozen things into our shopping carts.  {cough}  Such as D&D adventures for $3.50 or even just a buckMonte Cook’s Collected Book of Experimental Might (OGL) Hardcover for $2, and a very cool glow-in-the-dark Cthulhu rubbery toy.  And of course there’s dice, shirts, comics, board games, art.  And more.  My personal favorite is the 4’x6′ Yoda banner for Imax, MSRP $200, on sale for $30.

The second is an open playtest for their upcoming (Summer 2015 release) Occult Adventures.  It “includes 6 new base classes to add to your game, each one focusing on one aspect of psychic magic. Similar in some ways to arcane and divine magic, psychic magic ventures into new territory, utilizing the power of the mind, body, and soul. Each of the classes in this playtest uses psychic magic in different ways, from the raw power of the kineticist to the subtle manipulations of the mesmerist.”  Much like their playtest for the Pathfinder setting/game, people review the initial design then offer commentary on the forums.  The Devs then try to take this feedback into account, modifying where appropriate.  This was such a Duh way to do things most game companies from the personal to WotC have followed suit.

The 6 base classes in this book are: “the reality-warping kineticist, the spirit-infused medium, the manipulative mesmerist, the relic-wielding occultist, the mind-master psychic, and the phantom-bonded spiritualist,” which all sound pretty dang cool.  And of course there’s more spells, gear, archetypes, and magic items.  Which is always a good thing.

Here’s the link to the playtest where you can download a PDF of Occult Adventures yourself:


Happy Early Halloween!

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By - October 26, 2014 - 2 Comments

D&D Lessons from The Walking Dead Season 5 Premiere »

imagesThe new season of Walking Dead premiered spectacularly a short time ago, and then in typical AMC fashion the show was re-run before the newest episode.  Having seen it twice now, here are some lessons for your D&D games.  And yes, spoilers abound- you’ve been warned.  (Plus we’ve waited over a week to do this so get to your DVR/On Demand/Piratey Bay already.  Here we go.

When you know they’re planning to go for the throat, gas them from above WHAT WE SEE: So the episode opens with the group imprisoned in a cargo shipping container, quickly making improvised weapons out of belts, nails, hoop earrings, boot laces.  Anything they can from what little they still have left.  They’re ready to rush whomever slides open the door, gouging eyes and throats.  Too bad the people imprisoning them have an effective counter- dropping tear gas through the roof first.  HOW YOU CAN USE IT: If the antagonists in your story have had the chance to enact their plan a few times, then that plan has had the chance to be improved upon.  Meaning any obvious reactions have already been taken into account.  The smarter the party’s opponent, the more variations will be possibly checkmated- creature like Dragons, Liches, or Mind Flayers would have dozens of moves sorted in advance.  But even bandits could pull out some new tricks in their ambushes; try to be creative by thinking like bandits would have stayed alive by being successful would.

Never underestimate the power of a last ditch weapon WHAT WE SEE: His neck literally on the chopping block, (actually a trough) Rick carefully saws through his bonds with a sharpened stick that he managed to keep concealed in a boot.  Surprise round on his side, the former sheriff then plants it in the necks of both of his would-be executioners.  HOW YOU CAN USE IT: Always give your important NPCs a way out, whether it’s a Possum Pouch, a secret go-to stash, a Contingency spell, magical shiv etc.  In fact, give them 2 last ditch weapons so if the PC’s find or otherwise take out the first one, the backup might still let your cool NPC escape.  Or at least go down swinging- such as with a bead from a Necklace of Fireballs.  Speaking of fire…

Normal Fire + Zombies = Flaming Zombies WHAT WE SEE: A Carol-caused explosion of a natural gas tank turns several walkers into flaming walkers which means that instead of just being regular chomping teeth, they now also do fire damage.  The burning biters  keep stumbling forward, not only eating a few people but also spreading the fire further.  HOW YOU CAN USE IT: Whether by accident or on purpose some undead get set on fire.  They now do d6 extra in flame attacks while also alighting any nearby squares.  If the PCs aren’t careful, they’ll soon be fighting Fire Zombies as well as a full-blown fire.  You can mark map squares with red X’s or just describe the scene becoming more hellish by the round.

You’re either the Butcher or you’re the Cattle.WHAT WE SEE: A Terminus member tries to justify her group’s murderous lure of safety with a claim of cannibalism for preventative self-defense.  Suffice it to say, explanation denied and segue to another great Carol moment of killing karma.  HOW YOU CAN USE IT: In the D&D cosmos, per the Book of Exalted Deads, the ends never ever justify the means.  Ever.  Evil is evil.  Nevertheless, that doesn’t mean it won’t try.  Perhaps appealing to the PCs that what they were doing they had to do, or otherwise offering up an explanation for their acts.  It’s quite possible that some NPCS or even entire races don’t in fact consider themselves evil at all- in their world view, it’s the PC’s who are the bad guys.  Hey, there ARE a lot of Murderhoboes out there.  But bottom line, try having the bad guys give out some motivations behind their misdeeds or at least their actions.  Maybe not full-blown long expositions, just some general rebuttals or taunts.  A lot of interesting villain creation never gets shared with the PC’s, so try to wedge it in through quick conversation.

Well that’s what I got out of watching Episode 501, titled “No Sanctuary.”  After I’ve seen 502 for a second time, I’ll do a write up for that one as well.  But is there anything I missed?  Or if you haven’t seen the show, did any of these lessons seem applicable to your gaming?  Please let us know in the comments section.  Thanks!

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By - October 15, 2014 - 1 Comment

Mannegishi »

pen2Welcome back to Pen & Pixels, where I share stories about of the the RPG images that I’ve created as a professional artist.  Here’s a Halloween-ish piece I illustrated for Four Winds Fantasy  for one of their monster books. This particular creature was a Mannegishi, a trickster race from Cree folklore. In doing my research on this one, I learned that Mannegishi were semi-humanoid, six-fingered creatures with thin and lanky arms and legs and large heads but no nose! Now THAT sounded like a fun illustration to do.

Mannegishi lived among the rocks in rapids. They delighted in tipping over canoes and then drowning people once the’d fallen into the water. A charming and friendly folk to be sure!

So, I needed to come up with what a creepy little water-dwelling trickster with thin, lanky arms and legs, six fingers and a large head but no nose was going to look like!Mannegishi

The resulting illustration is what you see here. I gave my Mannegishi long stringy hair that looked partially wet and added little water droplets to his skin. I also sometimes like to add little extra details to my illustrations, so I gave him tattoos on his chest and forearms that resembled stylized American Indian symbols. I can’t remember for certain anymore, but I think I even based the tattoos on symbols for actual American Indian water spirits.

Now that I’m looking at the illustration and remembering the fun details of these nasty creatures, I think I need to find a way to incorporate a few of them into a future adventure. All I have to do is figure out how to get the PCs into a canoe …

Coolest Comment
Since this dude is so creepy and odd looking, post you best caption for the illustration. It can be funny, witty, clever or just cool. Best caption gets the  Mannegishi original art

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By - October 1, 2014 - 1 Comment

The 09-11 column we weren’t sure we we were going to run »

Let’s just get this out of the way right from the start: this is not an attempt to write something ‘sensationalist’ or otherwise capitalize on a tragedy.  However a weird thing happened this past (13th) anniversary.  That Thursday night I was playing Pathfinder with my weekly group, currently being run by fellow columnist Darkwarren.  And over the course of a 4ish hour D&D session, I don’t remember the September 11th attacks being mentioned.  I wasn’t necessarily expecting that we’d do anything formal, like pause for a moment of silence before the dice start rolling.  But thinking back, I just found it…weird…that the subject didn’t come up at all.  Which made me wonder if other gaming groups went through a similar situation, & then later on, if there was a way to respectfully incorporate aspects of what horribly happened on that tragic day into roleplaying games.

And after much back & forth, then forth & back, I honestly still don’t know if there is a way to do that latter part.   This piece that you’re reading is admittedly an attempt that is more of thinking aloud onto a white screen with a keyboard.  And despite coming in at the end of the month, I didn’t want to be completely absent of the topic this year, as we have in year’s past.

When I was traveling after 2001 & people asked where I was from, (I have one of those faces that everyone seems to think is someone else) answering ‘New York’ inevitably brought the question, “Where were you when the Towers fell?”  I explained that I was teaching high school, & that our classes watched what happened as it was unfolding on TV.  Cue the ‘Couldn’t-you-see-it-out-the-window’ question, followed by my explaining how I lived in the part of New York state that has more cows than skyscrapers.  Also a local delicacy appropriately known as garbage plates.

Yet as the years went by, the NY/NYC confusion gradually diminished less & less until it’s stopped coming up at all.  Which got me wondering this week about humans & how we remember or don’t remember historical occurrences.  And this memory fading of ours compared to how Elves/Dwarves/Dragons would most likely recall almost everything.  So in the context of 09-11, if there was a fantasy equivalent, at some point the humans of that world might still recognize that event.  But as the years pass- and more and more of the Humans who were alive then pass on, the remembrance shifts from part of the collective psyche to historians.  A good example would be Pearl Harbor, which had only 50 survivors attend last year’s memorial ceremony.   Days which will live in infamy eventually- perhaps inevitably- become just another day.  Go far enough into the future & they can be forgotten entirely, as a civilization falls with others rising to take it’s place.

However other longer-living races would still vividly recall a monumental event decades or possibly centuries afterward.  While they might not literally say, “Why, I remember that comet crash like it was yesterday,” when they’re describing it, the level of detail should suggest that in fact they sort of do.  And they would probably resent how human characters did not still share that or have the same amount of respect.  If you live hundreds or thousands of years, certain disasters like earthquakes or fires could blend together; one icestorm can be much like the other.  Yet it’s unlikely that they’d ever truly forget when the Drow tried to block out the sun or the time a Tarrasque came to town.  Particularly when the past isn’t that ‘past’ at all.

I don’t know.  This is obviously a touchy subject & although D&D has it’s share of controversy (I remember an old adventure that had mind-controlled townspeople taking Delayed Blast Fireball Gems into town) I was wary of delving too deep here.  Certainly you could include such elements as a kingdom rushing to war, conspiracy/False Flag theories, civil liberties being curtailed, ‘enhanced interrogation techniques,’ etc.  Or that might simply be too much reality intruding in on your fantasy.  Big reason I go to a different world every week is to take a much-needed break from this one.  So I’ll definitely respect anyone who doesn’t want to use any of this at all.

But at the very least, please consider having your gaming group mark the occasion of September, 11th.  Thank you for reading.

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By - September 22, 2014 - 1 Comment

Behind the Gear-spun Curtain: A Purely Steampunk Look at Game Design »

Pure-Steam-logo-300x90Gamemastering at GenCon can be a blast. It’s a way to introduce people to a game you love, or even a game you’re trying to publish. It can also be a way to play obscure games that just don’t have a big following in your hometown. It’s a lot of work, though, and can be taxing. Here are some tips we’ve learned the hard way after a few years at GenCon.


  • Set a goal. Are you simply going to run a couple games for fun? Are you trying to build support for your indie project? How much time do you want to spend just “enjoying” the convention and playing games GMed by others? GenCon will comp a 4-Day badge if you GM a minimum number of player-hours (citation needed – GenCon Exhibitors Guidelines). They’ll discount your hotel room if you hit a higher number of player-hours, and if you can get a group to run enough hours of games, you can get your hotel room paid for!
  • Prep like a pro. Depending on how much time you set aside for your session, you may not have a lot of time to play. Players sometimes show up late. Others may not know every rule or character option. Reduce the amount of time it takes you and the players to get up to speed, and maximize play time. For our Pure Steam sessions this year, we printed all our encounter maps in full color, and laminated them. When it was time to roll initiative, we just pulled out the map, slapped it on the table, and had the players arrange themselves. This saved a a few hours of drawing on battle mats over our 20 sessions of play. If you’re providing pre-generated characters, consider printing the explanatory text for all the feats, class features, and traits you’re giving the pre-gens. At the very least, provide the sourcebook and page reference. Bottom line: anything you can do to streamline.
  • Broaden your horizons. Consider running an event that stretches your comfort zone or allows for people with no experience, of any age, to play. My favorite moment of GenCon 2014 was a session of Pure Steam which a family of three attended. I had it set up for all ages, no experience required. The mom, dad, and six-year-old son jumped right in. I quickly realized the parents were entrusting their youngster’s first roleplaying game experience to me—a sobering thought. That boy rolled his first natural 20, resulting in a critical hit and a kill on a bandit, and raucous cheers for the boy’s heroism. He beamed with pride, as did his parents. A stranger at the table—who had loaned the kid some dice—told the kid to keep the d20 he used on his first crit. It was awesome.


  • Let your devotion to GMing wreak havoc on your mind and body. You may feel like a rock star for a day or two, but by the end of the convention you could find yourself sick (“Con Crud,” Fort DC 16, 1d6 Cha damage), exhausted, and emaciated. Hydrate, eat healthier than you would normally, and take some sort of vitamin supplement. Expect to lose your voice, especially if you’re GMing next to seven other tables competing with you on decibels. Force yourself to eat on some sort of schedule, even if you aren’t hungry. One day during the con, it was mid-afternoon when I realized I hadn’t taken in any calories that day. As a result of this and the general intensity of my GMing schedule, I lost six pounds during this year’s con. Those were pounds I was happy to lose, but it wasn’t a healthy way to do it. Just take care of yourself out there behind the screen.
  • Run the game like you would at home. Homebrew rules tend to be a no-no at GenCon, as there isn’t time for people to get acclimated to them. Folks come from all over the globe to rock their favorite games, and imposing new restrictions on them can spoil the table relationship. If you are going to change/augment the published rules of a game, share those changes as early as you can, preferably in the event registration info.
  • Forget to turn in your event tickets, if you want your badge/hotel room to be compensated.

These rules can be applied to any convention, with some tweaking, but your average local convention just doesn’t have the size, options, or challenges as “The Best Four Days in Gaming.”™

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By - September 18, 2014 - 2 Comments

FREE D&D Audiobook! »

All rights reserved.  Please don't send a magical panther after us.

All rights reserved. Please don’t send a magical panther after us.

Like free stuff?  Have an Amazon account?  Want to listen to a dozen voices you’ll (probably) recognize read an unabridged RA Salvatore collection?    In case you haven’t heard by now, there’s a FREE (as in free-free) D&D Audiobook; The Legend of Drizzt: The Collected Stories.  And when they say unabridged, man do they mean unabridged: 10 hours & 24 minutes of double scimitar-wielding Drow action.

But the offer ends real soon (September 20th 2014 11:59PM ET soon) so get going guys.  Put on your Boots of Speed.  It does take a little finagling to make it happen, yet its nothing that gamers can’t problem solve.  After all, we’re the ones who both invent & circumvent dungeon traps.

Someone from will post an article about lessons from this audiobook for your D&D games after we’ve had a long weekend to listen through.  ’til then.

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By - August 31, 2014 - 4 Comments

Bonus to your Save vs. HotDQ »

WARNING: This is not a review.  In fact, I don’t own the product in question.  Haven’t even flipped through it.  What this is, instead, is an attempt to make a decision about said unowned book based on information gathered from the Interwebs.

Ok, still with me?

I had done a piece about the first actual module for D&D Next- Hoard of the Dragon Queen, & why I was recommending people ‘pass’ on it.  It garnered some reaction, mostly negative, so before I delve a little deeper, (most likely in a follow-up to this follow-up) I wanted to reply to the criticism.  Here we go.

Now my recommendation mainly came from a single review on a website called which up to then, I hadn’t known about.  But bar none, it was absolutely the most thorough review out there.  However here’s what bothered readers as well as my responses to them:

  1. he seems to think that adventures should spell everything out and that the DM should not be using what he finds as a spring board for a really creative adventure.” Honestly if I’m paying 20 bones for an adventure written by acclaimed game designers who have won awards, then yeah, I expect things to be pretty well spelled out.  That’s what I’m paying them $ for; anyone can come up with a stop-the-cult-before-it’s-too-late idea. More importantly if this is the flagship of a new edition which is supposed to do nothing less than revitalize the ailing D&D brand by introducing a new generation to it, then yes, some hand holding is in order, no?    
  2. There’s very little in the various editions of D&D that meet his (the reviewers’) high standards.”  Actually there’s a list of 45+ adventures that Bryce gave an A/B rating to: 
  3. MythicParty did not dig even 10′ deep by reading one review and judging the product solely on the contents of that review.”  Just FYI, I started with everything about it on Amazon (16 as of when I write this), then branched out.  Read one from Diehard GameFan which was lengthy but felt pretty general, a Nerdvana one which called it a ‘cult classic,’ then onto TheRPGsite where I learned in a book missing monsters there was a page of ads, & ended with tenfootpole.  Was that enough to form an intelligent opinion?  Guess it depends. Also although I usually genderbend & play female characters, very much a dude.
  4. I was hoping for a substantive review when I saw this, and what I got was a regurgitation of someone else’s opinion. This in no way helps me decide whether or not this module is worthwhile for me.” I get the expectation looking for something deeper, but the reality is rather than pay for the book then find out it wasn’t up to snuff- contrary to most of what’s out there- I thought it instead worthwhile to offer readers a dissenting opinion via pointing them towards an actually comprehensive review: 5,550 words of comprehensiveness.  
  5. {paraphrased} “I already have the book”/”I wasn’t buying the book.” Congrats to you both- but I still think there’s something to be gained from reading a detailed analysis of what an experienced module reviewer felt didn’t work & why it didn’t work.  If you have the book, you could modify things for when your group plays through the adventure.  If you weren’t going to buy the book anyway then you still might learn some things to look out for.  The very least of which is to not blindly trust Amazon reviews.

That’s it for now guys.  Part 2 of this I’ll highlight those things from the tenfootpole review I found to be the most convincing & why you might want to pay at least a little attention to them.

Thanks for reading.



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