Monthly Archives: March 2012

Demons for Legend – Arachnodemon and Imp

Hi Legend players !

   This is my second article about summon-able monsters for the Legend RPG, using the rules in Arcania of Legend : Blood Magic. After my last article featuring the Succubus and Incubus, I decided that now I will create some much more combat oriented monster, and another one, which is something smaller and easier to summon.

  So for the first goal I created the Arachnodemon – while it’s much more a hunter than a fighter it’s poison is extremely dangerous. For the second I though a classic like a winged Imp could be a perfect summoned assistant.

As before this is the base summoning cost. For each additional hour of servitude spend an additional Magic Point.

Arachnodemon (Demon)

  This demon looks like the biggest giant spiders around, but even more dangerous. It’s poison is unnaturally strong, and it has a human intelligence to turn it to be a very effective predator. It’s magic resistance is a nasty surprise to those who would think it’s just a “simple” giant spider.

STR     1D6 + 30 (34)
CON    1D6 + 30 (34)
SIZ      1D6 + 36 (40)
INT     1D6 + 6 (10)
POW   1D6 +12 (16)
DEX    1D6+12 (16)
CHA   1D6 (4)

Hit locations                HP/AP
1       Right Fourth Leg         14/3
2      Left Fourth Leg             14/3
3       Right Third Leg            14/3
4      Left Third Leg               14/3
5-10      Abdomen                 17/3
11       Right Second Leg      14/3
12      Left Second Leg          14/3
13       Right Second Leg      14/3
14      Left Second Leg          14/3
15-20   Cephalothorax       17/3

Combat Actions   5
Damage modifier   +2D8
Magic Points   16
Movement   12m
Strike Rank   13


Physical Apperance : Arachnid
Natural weapons : Bite (1D10)
Magic Resistance 3
Features : Climbing, Poisonous
Poison : Potency 170% Paralysis

Skills : Athletics 120%, Evade 82%, Perception 86%, Persistance 102%, Resiliance 118%, Stealth 96%

Combat style : Bite 100% (1D10 + 2D8 + Poison)

Summoning : Abilities 28 + Skills 7 + Protections 3 + Mystical abilities 0 + Features 2 = 40 Magic Points

Imp (Devil)

   This little devil is often accompany evil spellcasters, and it’s very usable as a general helper. It’s often disguise itself as a small common animal (most often a cat, a raven, a rat or a toad), because it know that is has no chance against trained opponents in a direct confrontation.

They are often summoned because the strongest casters (POW 17 or above) could call them without much preparations. Older Imps often have even more Mystical Abilities, higher POW, INT and/or CHA. They, of course cost more Magic Points to summon.

STR     1D6 + 6 (10)
CON    1D6 + 6 (10)
SIZ      1D6 (4)
INT     1D6 + 12 (10)
POW   1D6 +6 (10)
DEX    1D6+12 (16)
CHA   1D6+6 (10)

Hit locations       HP/AP
1-3       Right Leg       3/0
4-6      Left Leg           3/0
7-8      Abdomen       4/0
9-10    Chest              5/0
11-12  Right Wing    2/0
13-14  Left Wing      2/0
15-16  Arm                2/0
17-18  Arm               2/0
19-20 Head              3/0

Combat Actions   3
Damage modifier   -1D4
Magic Points   10
Movement   6m/8m (flying)
Strike Rank   13


Physical Apperance : Special (Biped – Winged)
Natural weapons : Claw (1D3), Bite (1D4)
Features : none

Mystical Abilities

Shapechange (Itself to Animals), Wrack (Electricity), Enhance (STR)

Skills : Athletics 64%, Evade 82%, Influence 70%, Perception 70%, Persistence 70%, Resilience 70%, Stealth 76%

Combat styles : Bite 76% (1D4-1D4), Claw 76% (1D3-1D4)

Summoning : Abilities 14 + Skills 0 + Protections 0 + Mystical abilities 3 + Features 0 = 17

Zoltán “Cain” Mészáros

Review – FotTS Gobseck Vaultwright, Meister of the Golden Anvil

   A new NPC supplement arrived from Rite Publishing to continue their Faces of Tarnished Souk series : FotTS Gobseck Vaultwright, Meister of the Golden Anvil. The new NPC is no other, than the personal banker of the Khan of Nightmares.

The character

   Gobseck Vaultwright is a very powerful – both in combat or with his financial/political powers – and tragic character at the same time. While he is a ruthless banker his true love’s betrayal left him heartbroken and cold. As his specialty he has a living vault, filled with riches (both his own and for his business partners)

   On it’s recommended version Gobseck is an air-infused smoke duergar fighter (unbreakable) 3/magister 16, CR 20 creature. Of course, as always we receive several versions of him, ranging from CR 6 up to CR 23.

   Speaking about the recommended version, it’s a very powerful character, but I think it’s appropiate for his CR. He has a lots of spellcasting power and Channel Positive Energy from hos Magister levels and Feats, and he also has some interesting abilities like a breath attack and some unique resistances.

Equipment and other assets

   In it’s base the character’s weapon, his most powerful equipment, Cheater’s Bane is equal to an adamantine magic weapon with a +8 enchantment bonus with multiple additions. It’s special Greater Bane ability works against “cheaters” and also triggers a Daylight and a Faerie Fire effect, and also a new weapon enchantment, equal to a +6 enchantment bonus.  In a long battle this weapon could provide up to +16 attack and an extra 4d6+16 damage with improved critical range, so I’m not sure that is should cost less than a +10 weapon. His helm is also a very interesting and powerful item, but I don’t ant to spoil all the fun things!

   Interestingly I find his much cheaper magic item the Day Ring much more problematic, as I think such item should not exist, especially not for this cheap cost. It’s basically a cheap item to completely negate light sensitivity. With it’s cost at only 1500 gp I think most medium to high level light sensitive character would have one.

   There is one thing I find really problematic in the book : the Vault of the Golden Anvil itself. Why ? Well, maybe because it’s a CR 33 construct (created by a CR 20 character), so it’s equal or greater than many already published Demon Lords and Arch-Devils, and at +8 CR compared to the dreaded Tarrasque.  The most ridiculous part is, that it has a TPK ability (area Imprisonment) with a DC 58 Will save. Ouch.

Additional content

   The book also features several new weapon and armor properties, feats, some new spells and some creature templates. I think most of these thing are really good, but I think Exemplar Creature is too powerful for even as a +3 template.

   From the additional content I think I will surely use the Zone of Parley spell, as it’s really appropriate for many encounters. Feats like Cosmopolitan, Prodigy or Stone-Faced are really good to personalize many non-combat oriented characters.

Final words

   I think Gobseck Vaultwright is an interesting character, who could fill many roles in a campaign. On the other hand several things (especially the Vault) is not something I could really get behind, so I give a final score of 4/5.

For those who are interested in Gobseck Vaultwright, Meister of the Golden Anvil is avaialble on DriveThruRPG  here as a single product, or as a part of the Faces of the Tarnished Souk NPC bundle.

Zoltán “Cain” Mészáros

Marvel Heroic Roleplay – Random Datafile Generator is out for free!

   Margaret Weis Production released another nice supplement to the Marvel Heroic Roleplay game : a Random Datafile Generator. Now it’s easier to make your new superhero (or villain) than ever !

   The Generator is working with a very simple and tried out method : dice rolling. You should roll for your hero’s type/origin (mutant, altered human, his powers, distinctions and specialties. In some cases you have to make some easy but important decisions.

   WARNING : As I sad it’s a very easy system, but it’s no way balanced. It’s entirely possible to get a hero with a single Power Set and few specialties and a single Power Trait, or somebody with two Power Sets, 5+ power traits and specialties. Of course, this is in line with the pregenerated characters, and I think it’s not a game about player vs player balance, as Thor or Iron Man is surely stronger than Spider Man in the comics too.

Example of Datafile Generation

Lets see, how is it going. First I roll for origin and get 8, which means my character will be a Non-Human with 2 power-sets, and with an additional SFX and Limit to my Primary Power Set.

Next I roll for my Affiliations and I get a 4, meaning my character like to work with a single partner : Buddy d10, Team d8, Solo d6

Now comes the best part, my Power Sets !

For my Primary Power Set I roll 2, meaning 2 Power Traits at d8. Subsequent rolls : 10 – it’s a Physic power, and with 2 rolls of 6 and 3 I get Mind Control d8 and Physic Blast d8. Great offensive powers! For the two SFX I choose Unleashed and Conterattack, the later representing a physic backlash on anybody who attacks my character mentally. For the limits I choose Conscious Activation and Uncontrollable.

For the Secondary Power Set I really hope for some defensive powers! I roll 9, meaning 2 Power Traits at d10. Based on a later roll of 6 I receive some uncommon power and it’s became Mimic d10 and Stretching d10. As an SFX I add Versatile, as I guess it’s makes sense for these powers. I think Exhausted will be a good Limit for this.

Now I roll for Specialties and I get 10, meaning 3 Expert and 1 Master Speciality. Because my Physic Power Set I choose Psych, and I choose Cosmic for the second. As anybody else I could choose Combat too (which is self-explanatory) and I made one less roll to get an 1, meaning Acrobatics. So finally : Psych Master, Cosmic Expert, Combat Expert and Acrobatics Expert.

Looking through my powers and considering my Non-Human status I decide to be a rogue skrull physic, who turned into a hero on Earth.

Now, I have to roll for Distinctions 3 times, and I get 4, 5, 5. That means one Catchphrase or Title and two Notable Feature, and I choose “There is something I can do” (because he believes his variable powers could solve any problem), Unaccepted Hero (as his a know skrull, and also see his 3rd Distinction), Ruthless by Human Standards (he was trained as a unmerciful skrull warrior, and it’s takes time to adapt)

Now only one thing left, to make some Milestones. With 2 rolls of 4 and 9 I have an Origin based and one Speciality based Milestone. I guess that’s easy !

At the end the character looks like this :


Affiliations : Buddy d10, Team d8, Solo d6

Distinctions : “There is something I can do”, Unaccepted Hero, Ruthless by Human Standards

Mental Assault

Mind Control d8, Physic Blast d8

SFX : Unleashed. Step up or double any Mental Assault power for one action. If the action fails, add a die to doom pool equal to the normal rating of your power die.

SFX : Counterattack. On a reaction against a Mental Stress attack action, inflict Mental Stress with your effect die at no PP cost or spend a PP to step it up by +1.

Limit : Conscious Activation. If stressed out, asleep, or unconscious, shutdown Mental Assault. Recover Mental Assault when stress is recovered or you awake. If Mental Trauma is taken, shutdown Mental Assault until trauma is recovered.

Limit : Uncontrollable. Change any Mental Assault power into a complication and gain 1 PP. Activate an opportunity or remove the complication to recover the power.

Body Adaptation

Mimic d10, Stretching d10

SFX : Versatile. Split Mimic into 2d8, or 3d6.

Limit : Exhausted. Shutdown any Body Adaptation power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.

Specialties : Acrobatic Expert, Combat Expert, Cosmic Expert, Psych Master


Looking for acceptance
1 XP – when you use the Unaccepted Hero distinction for a d4 and a PP
3 XP – when you perform some heroic deed for your new home
10 XP – when you are finally accepted by humans as one of their heroes or you finally abandon your guest for acceptance

Divided loyalties
1 XP – whenever you must face your past and reputation as a traitor
3 XP – when you either attacked because you are a skrull, or because you are a traitor to the Skrull Empire
10 XP – when you either kill another skrull defending your new home or you help other skrulls in some anti-Earth endeavour

Zoltán “Cain” Mészáros

Review – So What’s For Sale, Anyway? IV

   While it’s a very common thing in an adventure, the “adventurers gone for shopping” event is rarely touched upon in sourcebooks. Most Game Master’s use some simplified system for these thing, stating that everything under a certain gold limit is present, or decide what’s available on the fly. There are few of us who prepare pre-generated lists about what’s is available in a certain “random village”.

    Thankfully Raging Swan Press recognized our laziness fellow Game Masters, and the started to release their So What’s For Sale, Anyway? series, as a part of their Game Master supplements.

  This series feature ready to use lists of magic items for sale in different sized settlements, even including some cursed treasures in the mix.  Written by Julian Neale the series recently reached it’s fourth issue, now dealing with elven settlements.

The book itself

    So what is in the book ? In short there are not less than 107 pre-generated, ready-to-use lists for settlements of different size from tiny Thorps to the great Metropolises, and some random tables to chose between them. Most of the items are really something you would find in an elven settlement like magical bows, elven blades, protective items and other likely magical treasures.

  I think it’s an interesting twist, that some of the available items are actually cursed. In some cases this means some minor limitation, but there are some really evil effects to surprise unsuspecting players. I have to note that for the most items not even the seller is aware that the item has some “unwanted properties”.

So What’s For Sale Anyway? IV also contains several sample settlements for all sizes which is a nice touch.

Overall I think it’s a useful supplement,  and while it could get some improvements (much more unique items for some cases, especially for cursed items), it’s really usable as is. As a final score I give it 4/5, as it’s good,  but not a must have in it’s price range.

For those who are interested in the book it’s thankfully avalailbe on DriveThruRPG on this link.

Zoltán “Cain” Mészáros

The final round of voting for RPG Superstar 2012 is open !

   As you may know, this year’s RPG Superstar contest is close to it’s end, as Paizo yesterday revealed the final four entries. So for now, the voting is open !

    I think this part of the contest is the most complex, since now the participants had to create full adventure proposals with a plot, encounters, background and opposition. How is it turned out ? I think we received mixed results.

   In the earlier turns I only talked about my favorites, but since we have only four entries now I share my opinion on all of them. From my three last round favorites two advanced to the top 4, so I have high hopes for their submissions.

So, lets see what we have here…

Rescue Under the Steaming Sea (Steve Miller) – Honestly, I was surprised when Steve Miller become one of the Top 4, as his round 4 encounter was very underwhelming with some strong conceptual problems (like the Sphere of Annihilation in a low level encounter) Now, he is adding insult to injury by expanding that encounter without changing anything what was a problem before, and adding even more errors during the process.

  He practically introduced all of his round 2, 3, and 4 submissions into the adventure, which feels both forced and lazy, even added more weird things without context (like a whale sage). The adventure lacks a true villain, and the mastermind behind this is too high CR (between 20 and 25) to face even as a follow up. Also, since the whole thing is his plan, and it’s intended to elevate him to godhood why he doesn’t manage the things personally? Maybe this is the weakest top 4 entry this year. Would I play this as a player ? – 2/5 (not really), Would I use this adventure as a Game Master ? – 1/5 (never)

The Unsheathed Revolution (James Olchak) – I think this adventure idea has some mojo in it : a group of cultists create a curse spreading though metal which turns it’s victims to loyal undead warriors. While I think that it could use some changes, and several of the opportunities created were passed I still like this entry.

   Turning the metal weapons into intelligent magical items by the curse (albeit temporary) is a nice twist, and sentient mechanical traps sounds even better. These could make some very interesting encounters! The non-drider major villain is also interesting. On the other hand the other encounters don’t seems to be interesting enough, but it could be enhanced easily. Also, this is the only adventure out of the four which don’t feature some strange, almost never visited location (like under the sea or Leng) Would I play this as a player ? – 4/5 (yes), Would I use this adventure as a Game Master ? – 5/5 (definitely !)

The Scarlet God (Tom Philips) – As in round 4, Tom Philips demonstrated again that he could design memorable encounters and locations. Now he provides an adventure idea with an old school feel, with giants, catacombs, an evil sorceress and strange beings. And what’s even more, part of the adventure visits the strange and alien Leng, and it’s filled with interesting encounters.

  The submission is not without it’s errors, as the final confrontation with the so-called Scarlet God is underwhelming, and “save or die” effects from the environment are pretty bad design decisions. There are also some smaller errors – like non-Leng Lovecraftian horrors on Leng – but nothing unmanageable. The only thing what makes me sad, that the judges mentioned that they would change many parts (including the whole Leng angle) to something entirely different, but I hope they would keep the feel of the adventure. Would I play this as a player ? – 5/5 (of course !), Would I use this adventure as a Game Master ? – 5/5 (definitely !)

Doom Comes to Dustpawn (Mike Welham) – While most of the judges really appreciated this submission I tend to agree with Ryan Dancey on this one : “Weak scenario, needs extensive development, commercially suspect, poorly presented.” It’s really sad, because at the start it had some promise.

    It’s all starts with a space program, as a group of wizards travel into the stars in a spaceship built by them, but they get warped by the Dark Tapestry and came back as evil familiar-wizard hybrids. Well, it’s strange that wizards build something like that, instead of using spells or magic items, but it’s still awesome.  So what’s the problem ? That’s it’s only used as an excuse to create several unrelated monster lairs around the village with animal-human hybrids. No space technology or strange magics… even the spaceship is only a prop without details. HUGE letdown. Also, there is no real villain to fight, and whats even worse : no real plot or agency here.

   Even the final fight is weak, as it’s implied that the major villain is chasing around villagers in the middle of the fight to turn them into Young Chaos Spawns. Also, it don’t makes any sense, as if starting a Dark Tapestry invasion was this easy (the Emissary just visits a small isolated village and transmute/kill the villagers) then it would be already started. Would I play this as a player ? – 3/5 (has some interesting combat encounters at least), Would I use this adventure as a Game Master ? – 2/5 (maybe if I don’t have anything else at hand, which is highly unlikely)

I guess after reading all of the entries my vote goes for Tom Philips, but I would gladly use the adventure proposed by James Olchak too.

If you would like, you may take your vote here.

Zoltán “Cain” Mészáros

Press Release : Blue Mammoth Games released the Dungeon Blitz browser RPG

Blue Mammoth Games Brings Multiplayer, Side-Scrolling Mayhem

To Browsers with New Action RPG, Dungeon Blitz

ATLANTA – March 26, 2012 – Dungeon Blitz — a free-to-play, side-scrolling brawler with light RPG and MMO elements — has been launched by Blue Mammoth Games.

The start-up’s founders, both with deep experience developing AAA titles for hardcore gamers, set out to create a game that offers players a full featured, multiplayer game challenge, even if they only have a few minutes to play.

Dungeon Blitz combines the fast paced combat of side-scrollers with the character development and customization of RPGs and the social interaction and cooperative combat of MMOs. New players can immediately jump into the action and play a full game session in as little as 10 minutes.

Dungeon Blitz’s combat system is extremely easy to learn with simple point-and-click controls; no tedious menu driven combat here. Players unleash physical and arcane abilities while actively moving and dodging enemy attacks in real time. Players can also join together to combine abilities from different classes to create even more powerful attacks.

Players choose from three classes, each with their own play styles, from the Paladin’s stalwart strength to the Rogue’s swift, deadly attacks to the Mage’s mastery of the elements. Players upgrade their abilities, gain new powers and take on greater challenges through leveling up, collecting loot and crafting.

While the game can be played solo, Dungeon Blitz really shines when friends gather to party. Gamers can quickly team with other random players or use the in-game communication and guild features to easily organize a few spare minutes of play with buddies.

“Talking with friends, we realized there are tons of guys like us who used to be hardcore MMO players but just don’t have the time anymore.  Our goal was to create a fun, light, but still challenging title that would let us get together with friends as well as get an online fix — but to do it in bite-sized chunks,” Lincoln Hamilton, Founder, Blue Mammoth Games, explains. “By taking advantage of the browser environment, we’ve created a new twist on side-scrollers with a mash up of the best features from brawlers, RPGs and MMOs.”

Dungeon Blitz is set at the crossroads between the mundane Human World and the mystical Sleeping Lands. The free-to-play game features optional micro transactions that can be used to purchase in-game items and boosts.

Dungeon Blitz is now available at

About Blue Mammoth Games:

Blue Mammoth Games was founded in 2009 by two veteran MMO designers/developers to bring the rich, immersive fun found in persistent worlds to the browser. Before Blue Mammoth, founders Matt Woomer and Lincoln Hamilton helped build some of the largest MMOs including City of Heroes, Champions Online, Star Trek Online, Global Agenda, and World of Darkness. They also built the online site for gamers, Arena Junkies. Headquarters are in Atlanta, Georgia.

Media Contacts:

Derek Asato/Robert Brown

The Bohle Company

(310) 785-0515 ext. 201/231 /

Shadowrun: Damage Control is released, starting a new adventure series

   Catalyst Game  Labs just released a new adventure,  Shadowrun : Damage Control. It’s a start for a new series of adventures called Boardroom Backstabs for Shadowrun: Twentieth Anniversary Edition.

   The new Boardroom Backstabs series will explore one of the most common themes of the Shadowrun RPG : corporate machinations and politics, where maybe nothing is what it seems to be, and you could trust nobody. There is a lot of money for those who could navigate these dangerous waters, but the unlucky will be just nameless victims of the mighty corporations.

   Shadowrun: Damage Control place the action into Dubai, where the great dragon Hestaby leveled the Middle East Headquarters of Saeder-Krupp. Lofwyr left Hans Brackhaus in charge of the damage control operation, as they must defend their remaining assets (including a secret project) and strike at their enemies hiding in the shadows. For that end they need professional but disposable personnel to do the job : shadowrunners.

   So be ready to fight at every opportunity, as many corporations think that it’s time to turn the temporary weakness of Saeder-Krupp to their benefit and attack. They think the giant corporation is vulnerable while it’s recuperating it’s losses. Now, it’s up to the player characters to prove that they are dead wrong.

  All in all Shadowrun: Damage Control seems to be an interesting title, as standing between the power of two great dragons could be really dangerous. But danger pays well.

For those who are interested in this title, it’s already available on DriveThruRPG here.

Zoltán “Cain” Mészáros

Review – The Tribute (PFRPG) adventure

   Back in February Carl Bussler at Timeless Adventures designed a very interesting Pathfinder adventure : The Tribute. It’s a rare gem, where time is essential and player decisions has a great effect on the end result. Those decisions could mean life or death to the PC-s and to inhabitants of the local village.


   The Tribute is a Pathfinder adventure for four 7th level characters. The adventure is 40 page long (including covers) plus features six high-quality maps for the most important locations.

    In the story the players have to defend the village of Honningstad. For about 30 years the village payed tribute to a dragon and a group of Bondsmen clerics “guarding” it to maintain the peace. Everything was fine, until this year the tribute weren’t able to reach it’s destination as a group of marauding ogres attacked the delivery. It’ now the players turn to save the village and the survivors of the assault. But could they do both in time ?

The details

    The Tribute adventure features a clear 2-column layout with several nice-looking maps. I think you could find everything easily in the book, the only confusing thing I found that the three different roads to take from the village are divided into two different pages. I see the reasoning behind this, so I guess it’s  matter of personal preference.

   The most unique aspect of the adventure is the so-called Scroll of Omens : much like a time-line it’s follows that what happen to the prisoners at the giant camp and the villagers if the players don’t take action. Anything they do it’s advance the track on the Scroll of Omens, so they really have to act fast and effectively, avoiding unnecessary time consuming. While the entire mechanic is optional I HIGHLY recommend it.

   Looking at the adventure structure it’s like a sandbox campaign where players could freely travel between the locations and do as they wish, with their only limit is time. On the other hand, there is not much to do outside the main areas. This also means that the players won’t find any opposition (except the occasional non-combat encounter) except at the Fangcrag Keep and the giant camp, but this makes sense as the area is well traveled.

   Speaking about opposition, some of the possible enemies are quite strong and the major villains both have some memorable and unique combat encounters, using the surrounding environment to their benefit. I don’t want to spoil much, but the dragon really packs a punch and several tricks in it’s (metaphorical) sleeve.

    What I really like that while The Tribute features many different enemies, none of their appearances feels forced as in many adventures.  This is a great plus for me.

Final Words

   I think The Tribute is a very interesting and challenging adventure with no obvious errors I could point out. On the other hand, I think that without the Scroll of Omens some of the tension is lost, so I give it 5/5 if you use that mechanic and 4/5 if not, as the ability to rest more often and and to make more preparations could turn things much easier.

I really recommend this adventure.

For those who are interested, The Tribute is available at DriveThruRPG, on this link.

Zoltán “Cain” Mészáros

Thunderstone Advance – Compatibility Guide is available !

   Last week AEG produced a highly demanded expansion for Thunderstone Advance : a Compatibility Guide. This means that from now on you may use your old Thunderstone cards with the new game (almost) without a problem. If you don’t know what I’m speaking about, I mentioned the compatibility issues in an earlier article.

The Good

   Since the new game added several new concept to the brand some of the components from the older game needed some clarification to use. For example monster groups hadn’t levels back then (useful at setup), while heroes didn’t had a race (useful for Dwarf Hammer).

Thankfully the Compatibility Guide assign levels to monster groups (so now you could know a monster group relative strength without fighting it first), and define tha races for heroes. Well, most of the heroes are definitely human, but there are exceptions (see below).

Dwarves : Dwarf, Clan, Deep, Stoneguard, Magehunter

Elves : Elf, Feayn, Sidhe, Slynn, Veris

Half-Orc : Half-Orc

  The rules also offer clarifications that cards effecting the original Militia has the same effect on Regulars and it’s the same for Diseases and Curses.

The Bad

   Some monster groups now has some abilities which could turn them unbeatable in some setups : if the Village lacks food or edged weapons. This means that you may pass the monster group (so you must check the reference in the guide) or to add Daggers or Iron Rations to the Village as additional options.

   Also, because the meaning of the Battle ability changed, all old Monsters featuring a Battle ability count as having an Aftermath ability instead. This is confusing. Honestly, I don’t understand why they didn’t changed the timing of Battle, and add a new ability to the effects happening earlier.

Surprise and confusion

  The first surprise to me that they mention Spear and Polearm (the weapon) as potential candidates for the Polearm weapon group, but it’s not official, just a house rule thy tried. Interesting at least.

   What is even more suprising, that the Ranger and Archer classes are different, and not the same class with a new name as most people (myself included) predicted.

All in all, I think the Thunderstone: Compatibility Guide is a must have to merge the new game with the old, so I recommend to download it. I provide a download link here.

Zoltán “Cain” Mészáros

Rifts World Book: Lemuria is coming in April !

   Last week Palladium Book announced, that the new Rifts World Book: Lemuria is already at the printers. The new book packs a lots content, including new Biomancy spells, mounts, weapons, and gear suitable for both land-dwellers and aquatic adventurers.

   So what is included in this 233-page long book ? Well, quite a lot of things from floating cities to sea monsters and rules for underwater combat. I try to give an overview below.

    Naturally the book starts of with the background information on the Lemurians and their lands. We also get a detailed description about their floating cities, using the City of Mu as an example. This is a very advanced city indeed, able to travel both underwater or even fly on it’s own power, while housing an estimated population of 375.000. You may check the details in the sneak preview.

   As character options the book includes several aquatic races and new skills and weapon proficiencies, as well as several Lemurian O.C.C-s. Among the 8 new O.C.C. you may find the Spouter (Psychic). the Biomancer Gene-Mage amd the Birdman among others. A great deal of new abilities from magic to water-based psionics are also included in the book.

   Speaking about biomancy and magic : the book includes rules for Biomancy gardens, as well as 50+ new Biomancy spells and a handful of new Ocean Magic spells and 11 types of Biomancy armor. The later leads us to equipments and weapons, including bio-weapons, bio-construct symbiotes  (even symbiotic vehicles!) and other interesting bits.

   Of course World Book: Lemuria wouldn’t be complete if it would include Lemurians without a context, so the book includes information about the different factions and powers connected to them, be them enemies (both living and undead, and even the famous Davey Jones) or not. We also receive information about the different denizens of the deep, including sea monsters and dragons, exotic creatures like the Saber-Toothed Sea Lion and even the Lemurians’ own bio-engineered war beasts and mounts.

All in all, it looks like an interesting package, and it’s highly recommended for Rifts fans out there. Until the release you may take a look at the sneak preview, including some interesting things in itself. (floating cities, Panther Shark mount)

Zoltán “Cain” Mészáros

Review – The Secrets of the Inqusitor (PFRPG)

  Yesterday Rite Publishing added a new sourcebook to one of their most successful Pathfinder product lines, The Secrets of the Inquisitor. As the name implies the book contains a great deal of options for the title character class.

   At first I must say that I’m a little bit biased, as I’m not a great fan of the inqusitor class. I always felt that it’s a swiss army knife class, which could do practically anything, and even features some “silver bullet vs. everything” abilities like Bane. So in this light it’s quite telling that I really like this new sourcebook.


   This short 23-page supplement has a surprising amount of content, even with Rite Publishing standards. While the rules are on only 19 pages it’s includes 7 new archetypes, 5 new inquisitions, 36 new feats for solo tactics (also compatible with the Super Genius Games‘s Warmaster class) and 11 new judgements.

   The layout of the book is the usual 2 column format, and the artwork is the same mixed quality you find in most products from the publisher. Well, except for the cover image, which is maybe the best (at least to my liking) I seen recently.

The Content

   The book starts with the 6 archetypes, each providing a new kind of inquisitor never done before. I think they made a good work researching a market and asking potential customers, as most of the new archetypes are really feeling like something you must have.

    The first archetype Herons of the Fountain are trying to cleanse the land from drugs, alcohol, curses, insanity and other afflictions. The next one, the Thief-Taker is an interesting one, something between a bounty-hunter and an intermediate to the underworld, and they are often (mostly) redeemed thieves themselves. I guess the Monster Hunter is really self-explanatory, while the Questioner of Trail and Tide is hunting brigands, highwaymen and pirates in the name of vengeance, and without any regard to local laws. The Channeling Martinet has no special “story focus”, but they replace most of their class abilities for the cleric’s channel energy, offering an interesting option to players. All four archetypes are really spot on.

   Maybe the most interesting archetype, and something which I really wanted to see are the Purifiers of the Burning Pentagram, the inqusition of Asmodeus. I’m really happy to see evil inqusitors at last, and the will surely purify a lots of souls with fire around many gaming tables.

   From the game mechanics perspective the most interesting is the Truth Seeker : a non-spellcaster inqusitor with rage class feature. I think a combat oriented inqusitor is an interesting option, even if it’s an interesting choice for a Truth Seeker, as I think a more spellcasting oriented one with divination spells could be more fitting.

   As I mentioned we received five new inqusitions, all nicely complementing the archetypes of the sourcebook. For example the Asmodeus’ Inquisition features a Hellfire Bolt, and the ability to Greater Command on higher levels.

   The next big part of the book contains 36 feats inspired by the 36 Stratagems attributed to Sun Tzu and/or Zhuge Liang. I think the feats are really good and unique, and only a few (like the Beauty Trap) which seems to do too much for a feat.

   The new 11 judgements cover the last page of the book, providing even more options for inqusitors. While most of those are combat oriented my favorite is the Warning Sign judgement, which enables the character to inform somebody or a group of people if any debilitating afflictions, conditions, charms or compulsions affect him.

Final words

   I have to say that The Secrets of the Inqusitor is a very good Pathfinder supplement, providing a lot of content with high quality. As I mentioned in the beginning I’m not a big fan of the class, so congratulations to Steven Russell to write a book about it I really like. Clearly it’s 5/5 points from me.

For those who are interested in the book, it is already available on DriveThruRPG.

Zoltán “Cain” Mészáros

Demons for Legend – Succubus and Incubus

Hi Legend players !

   Since I reviewed Arcania of Legend : Blood Magic I was very intrigued by the summoning rules. I think the potential to include demons, devils and other strange things is great, and must be exploited.

   I think to get the intended result the demons and their otherworldly ilk should be not only powerful but strange, unique and characteristic. Thankfully we have a lots of material to work with.

   I think the random monster creation system provided in the book is good, but there are so many established types of strange beings in fantasy and mythology that we shouldn’t pass the opportunity to use them.  Things like Balors, Succubi or denizens of the Cthulhu mythos should be included in the game, for two reasons : players could instantly relate to them, and by providing ready-to-use summonable monsters we could help the Game Masters if they need a monster instantly.

   So I’m thinking about writing a whole book of monsters for the Summon skill from small to epic levels with references (monsters by type, monsters by Mana Point cost), and house rules. Some of them could deviate from the core rules slightly, but not much. (for example the succubus below has a winged biped form)

I’m asking you now : is anybody interested in a book like this, or should I abandon the project ?

As examples I provide some already finished materials below, including a house rule and the stats of the Succubus and Incubus.

Optional Rule : Outsiders and Common Magic

    I don’t know what you think, but I find it strange that even a common orc warrior or a village blacksmith could use some common magic, while demons are unable to do the same. Of course, they could receive magical resistance and sorcery spells, but it’s not appropiate for every demon or other outsider.  So I think they should receive some common magic as anybody else.

Rule : A summoned creature have points to spend on Common Magic spells equal to it’s POW. No single spell could have a higher magnitude than POW divided by three.

Succubus (Demon)

   The Succubus is a non-combatant demon, but this doesn’t mean that she is not dangerous. The Weaken ability could help her in a fight, but her real strenght is manipulation, which is bot represented by her high charisma, skills, and Dominate (sorcery spell) and Alluring (feature) powers. Since they are able to take humanoid forms often when somebody recognize the danger they represent it’s already too late.

They are very useful as diplomats, manipulators, spies or even as assassins.

STR     1D6+6 (10)
CON    1D6+6 (10)
SIZ      1D6+6 (10)
INT     1D6+12 (16)
POW   1D6+12 (16)
DEX    1D6 +12 (16)
CHA   1D6 +18 (22)

Hit locations       HP/AP
1-3       Right Leg       4/2
4-6      Left Leg           4/2
7-8      Abdomen       5/2
9-10    Chest              6/2
11-12  Right Wing    3/2
13-14  Left Wing      3/2
15-16  Arm                3/2
17-18  Arm               3/2
19-20 Head              4/2

Combat Actions   3
Damage modifier   -1D2
Magic Points   16
Movement   8m (10m flying)
Strike Rank   16


Physical Apperance : Special (Biped – Winged)
Natural weapons : Horn (1D4), None (uses weapons)
Additional AP 2 (strong skin)
Magic Resistance 3
Features : Alluring, Weakening

Mystical Abilities
Dominate (Human), Spell Resistance, Shapechange (Demons to Humanoids)

Skills : Dance 98%, Influence 114%, Insight 82%, Persistence 82%, Resilience 80%, Sing 88%, Stealth 92%, Courtesy 88%, Seduction 88%

Combat styles : Horn 76%, Melee Weapons 76%, Ranged Weapons 82%

Summoning : Abilitities 19 + Skills 15 + Protections 6 + Mystical abilities 3 + Features 2 = 45 Magic Points

Incubus (Demon)

   The male version of the Succubus is much more powerful physically, but they are weaken in the magic and skills department. They are a little bit more aggressive, but this difference aside they act the same way.

STR     1D6+12 (16)
CON    1D6+12 (16)
SIZ      1D6+12 (16)
INT     1D6+12 (16)
POW   1D6+6 (10)
DEX    1D6 +12 (16)
CHA   1D6 +18 (22)

Hit locations       HP/AP
1-3       Right Leg       7/3
4-6      Left Leg           7/3
7-8      Abdomen       8/3
9-10    Chest              9/3
11-12  Right Wing    6/3
13-14  Left Wing      6/3
15-16  Arm                6/3
17-18  Arm               6/3
19-20 Head              7/3

Combat Actions   3
Damage modifier   +1D4
Magic Points   10
Movement   8m (10m flying)
Strike Rank   16


Physical Apperance : Special (Biped – Winged)
Natural weapons : Horn (1D6), None (uses weapons)
Additional AP 2 (strong skin)
Magic Resistance 3
Features : Alluring, Weakening

Mystical Abilities
Dominate (Human), Spell Resistance, Shapechange (Demons to Humanoids)

Skills : Dance 98%, Influence 104%, Insight 76%, Persistence 80%, Resilience 82%, Sing 82%, Stealth 82%, Courtesy 88%, Seduction 88%

Combat styles : Horn 82%, Melee Weapons 82%, Ranged Weapons 82%

Summoning : Abilitities 21 + Skills 13 + Protections 6 + Mystical abilities 3 + Features 2 = 45 Magic Points

Zoltán “Cain” Mészáros

Marvel Heroic Roleplay – Example of Play

   Margaret Weis Production created a very useful supplement for the Marvel Heroic Roleplay, a nicely detailed example of play document. I really think it was a good idea, as many players inexperienced with the Cortex Plus system asked for a document like this.

   The document includes a 9-page example of play during an action scene, featuring almost every aspect of the game. A lots of notes on the side-panel help to find the relevant pages in the rulebook to check on the details.

  In the scene a team of X-Men (Wolverine, Emma Frost, Cyclops and Shadowcat) are standing against a group of rogue S.H.I.E.L.D. agents and Black Widow (Yelena Belova) The whole scene is finished in a two turns (however in the second turn only Wolverine acts), and feature some cinematic moments, like Black Widow taking Cyclops visor and Logan intimidating a group of agents.

For those who are interested in the Marvel Heroic Roleplay – Example of Play you may download it here.

I highly recommend it, if you have problems understanding the game system.

Zoltán “Cain” Mészáros

Review – Shadowed Keep on the Borderlands (PFRPG)

   Raging Swan Press released an interesting location based adventure for Pathfinder today :  Shadowed Keep on the Borderlands. In this adventure the players have the chance to just loot the place and leave it there, or to start a bigger campaign to clear the area of monsters and other dark influences.

The basics

   Shadowed Keep on the Borderlands is a Pathfinder adventure for a team of four level 1 characters. If they clear every single corner from it’s current inhabitants (including goblins, bandits and monsters) they could go up to level 3 until the end.

   In it’s basics it’s an old-style adventure with dungeon crawling and such, and while I’m not a big fan of the style it’s presented with a lots of merits. Obviously the author Creighton Broadhurst done a lot of work to turn the keep and it’s surrounding area to much more than an extensive battle-map – it’s a place with a history, and a dynamic “environment”, where NPC-s and monsters are really living their own life, instead of waiting for their turn in “room d4″ to be killed. And that’s great.

Design and layout

   I think what we see here is a simple but really good layout and format. Thankfully there is a lot of information included for each encounter/area, and everything is clearly visible and easy to find. But I will be back on that later.

  On the other hand there are relatively few artwork in the book, and while they are OK it’s  not outstanding. I don’t consider this as a problem, since as a Game Master I’m mostly interested in the maps and they are good and clearly labeled.

The adventure

   There are many things to love in this adventure. As I mentioned this is a really living setting, where different characters try to act pro-actively without (or even against) the players. It’s possible that the different factions partly kill each other without the adventurers “help”, or a group of bandits offer alliance, and one of the goblins want to betray the current leader to mention few possibilities.

  As I already mentioned the different areas and encounters are nicely detailed, including tactical notes on the environment (cover, lighting, etc.), and tactics of the enemies involved. Also there are exact DC-s added for each possible “locate things”, “know things” and even “identify magic things” check, making the Game Master’s work much easier.

   Thankfully the adventure also consist several possibilities to use it as a start for further adventures. The players may find several maps about an abandoned dwarf fortress, or they may claim the keep as they own and clearing the area, or enter the underworld under the buildings.

Final words

I think Creighton Broadhurst presented one of the best old-school adventures I’ve seen recently, so naturally I give it 5/5 points, and highly recommend it.

For those who are interested the Shadowed Keep on the Borderlands is available on DriveThruRPG in a full version, or as a free version with just a good part of the fun.

Zoltán “Cain” Mészáros

The Last Sons is available for Deadlands (Savage Worlds)

  The Last Sons is an extensive Plot Point campaign for Deadlands, using the Savage Worlds Deluxe system. On the other hand it’s much more than that, as it contains a lots of information about the Weird West.

   It provides detail on the strange locales and trails of the Disputed Territories, and contains a lots of player information, including Edges and Powers (including shamanic ones) and a full catalog of top secret Agency and Texas Ranger gadgets. The book also contains about 30 Savage Tales to boot.

   Thankfully for us, most of the player information is available for free in the The Last Sons Player’s Guide, which could be downloaded from Pinnacle’s website.

    The time period of the book is after the great flood and the end of the first part of the Rail Wars. Now the second round is going on, including a lots of fighting in the Maze and the coastline. It seems a very good time for the Reckoners and their followers I think, so heroes could find their hands full with problems to solve.

   Speaking about problem solving, the new stuff in Last Sons, including character options and equipment could help a lot for hopeful heroes. Shamanic characters could summon spirits to their aid, while Agents and Rangers have shiny new things to play with. Weapons like grenades, gatling rifles and even explosive watches is one thing, but turning ghosts into corporeal form is really something to look at !

For those interested I really recommend to take a look at Pinnacle’s Weird Website, and check out The Last Sons.

Zoltán “Cain” Mészáros

Review – The Ruins (PFRPG)

   I’m a big fan of adventure seeds, locations, and other game components I could easily incorporate into my campaigns, so I was happy to see The Ruins from Headless Hydra Games as a completely free download.

   This short pdf features an interesting location – the title ruin of a temple in an ages ago abandoned temple – including maps and encounters. The encounters in the book are using the Pathfinder system, and ranging from EL 4 to 7, so maybe an average party level of 5 or 6 would be recommended. On the other hand, I think it’s not hard to “populate” the ruins with appropiate creatures, if you play another RPG.

The location

   The location the characters could explore is an acient and forgotten temple of the centaurs, close to the city of Mor Aldenn, the so called City of Mages. (the setting is available here) Thankfully, it could be easily integrated into other settings, where an abandoned centaur temple makes sense. Of course, you may even change the centaurs into something entirely different…

   Currently only the top three floors of the temple is aboveground, as the rest sunk into the earth during the years. It’s currently populated with wandering monsters, like molds, rats and rust monsters, but it hide a big secret in one of it’s long abandoned chambers.

Integration into a campaign

   The best part, that the location is easy to include into a campaign. It’s entirely possible that the characters are after some of the rumors regarding the area (about the ruins of giant elves…), or they may find it by coincidence. Regardless, the final secret of the temple could lead to further adventures, or to even a long-term campaign based on what the GM want.

    It’s also easy to expand upon the location, as you may decide that the underground parts are still reachable in some way. Maybe through the unstable floor, or maybe the characters could clear the ramp leading downwards. Also, it’s quite possible that several other buildings remained relatively intact in the area, the same way as the temple.

Final words

  I think it’s a fine little supplement, but most of the encounters are somewhat uninteresting, so without further ado I give it 4/5 points.

Zoltán “Cain” Mészáros

New Elric and Legend books are coming!

  Mongoose Publishing announced two new books in the works for Legend and Elric of Melnibone. The new sourcebooks, Talons of Winter and Pirates of Legend will be great additions for the growing brand. It seems that the release date is in June, but I guess that electronic copies will be available earlier.

Talons of Winter (Elric of Melnibone, Legend)

  This sourcebook add further locations to the northland of the Young Kingdoms Northern Continent, and a new campaign tied to the area.

   We receive details about the legendary city of Xanardwys, which feature an enchanted land with warm waters, peaceful citizens and trade opportunities. We get to know the famous citizens, key locations and everything else to include the city in our campaigns, as well as several scenario seeds. Additionally the fearsome northern giants and the troll-like Snow Hag also find their place in the book.

  The included campaign Vengeance Served Cold is very flexible, including several plot hooks and scenarios. The ambition of the Gods and their servants are fighting each other, threatening  an all out war on the Dakwinsi Steppe.

Pirates of Legend (Legend)

   Let’s explore the Caribbean in the golden age of piracy ! Pirates of Legend add this interesting setting to the brand, so now we could wield our cutlasses, fire our pistols and board enemy ships. I can only guess, but I think this include rules for cannons and naval combat.

   I hope that the quality of the work and the background material will be the same as in Vikings of Legend and Arcania of Legend : Blood Magic, as both of those books were excellent.

And others…

   If you check out the Mongoose Publishing‘s website you could see that several other books are on the way for the Legend RPG, steadily growing the available material.

   The Cities of Legend line opens with Skarr: City of Orcs in April, adding an unique location (a home of about 25.000 savage orcs) to our campaigns. In the same month Secrets of the Steppes  give detail on the Dakwinsi Steppe of the Elric of Melnibone setting, including geography, denizens and scenario seeds among others. And if even this is not enough Legend RPG to you, than take a look at the incoming Historia Rodenta setting, where animals go to war in a twisted version of the 19th Century.

I think this will be a good year for Legend fans (including myself).

Zoltán “Cain” Mészáros

Baldur’s Gate: Enhanced Edition has been announced!

    In the recent months there was a discussion about the new homepage. After it’s opened in January most people guessed that we receive a new Baldur’s Gate, continuing the successful brand. Many players (including me) thought that it will be a new story, supposedly with 3d graphics and maybe with D&D 4e as it’s core system.  Well, we were wrong.

   On March 15 Wizards of the Coast, Atari and Overhaul Games announced the Enhanced Edition of Baldur’s Gate and Baldur’s Gate II, a reforged version of the old classic.

   There is few things we already know about the new game. First thing to mention, that the core stays, but they add some additional content which will be (hopefully) true to the spirit of the original. To this end, Overhaul Games hired several of the original Baldur’s Gate developers, as well as a talented team of artists, programmers and designers.

  The games will run on a remade version of the Infinity Engine, and it will feature a reworked (improved) game interface, new (but similar) voice overs and improved 2d graphics. Also, the new games will be very mod friendly.

  The core of the Enhanced Edition game-play will be still 2nd Edition Dungeons & Dragons, as the designers decided that it’s core to the Baldur’s Gate brand. Honestly, I’m an 3.x edition fan, but I think it makes sense to stay with the old edition to appease fans. At least it’s not 4e.

the games will be available only for PC (despite the rumors), and hopefully they will be released in this Summer! That’s great, I think.

Hopefully we could even see the first screenshots in less than a week.

Zoltán “Cain” Mészáros

Review – DC Adventures Heroes & Villains, Vol. 2

   Earlier this month Green Ronin released DC Adventures Heroes & Villains, Vol. 2, a great catalog of characters for the DC Universe. Featuring hundreds of characters and teams alphabetically from L to V, it’s an extremely valuable resource if you play DC Adventures or the core Mutants & Masterminds 3rd edition.

   While neither this book nor the previous volume of Heroes & Villains is perfect, I think they have immerse value, especially because there is no other NPC resource is available for the current edition from the publisher. Well, except the Threat Report series,  but $0.99/character is high, compared to a full book.

(BTW, I don’t know why Green Ronin hadn’t re-released their “old” books like Crooks! and Freedom’s Most Wanted for 3rd edition)

So, for now lets take a look at the new book.

Design & outlook

   So what is in the book ? As I already mentioned the heroes, villains and teams of the DC Universe are sorted in an alphabetical order in this volume. For each entry we receive a picture about the character or group in question, as well as background information and game statistics. We also get several indexes t the back of the book, sorting out the characters by power level.

   I think the artwork is a mixed bunch, and I guess many of them is directly drawn from the comics. This also means that several obscure characters feature seemingly very old artwork, but I guess this is a part of the DC history.

  What is a difference from Volume 1. is the inclusion of Minion Archetypes for common NPC’s (like soldiers, robots or cultists) and animals, as well as the addition of three hero animals. This is great, but the sad part that the Minion Archetypes are the same as in the Mutants & Masterminds 3rd Edition Gamemaster’s Guide, so they offer value only to those players who don’t own that book. On the other hand, I think their inclusion in the book is resonable, as that book is not a  part of the DC Adventures line, even if it’s 100% compatible.

   As in Volume 1 many of the characters has their name highlighted with green in the table of contents and the characters by power level tables. This again represent those characters, whose power points total are correct for a player character of the same level (150 for a PL 10 character). I guess this is a fine feature, but I think it would be great if  I could see their level in the Table of Content too, not just in the PL tables.

The content

   I think the designers tried hard to include as much characters in the book as they can, and they work proved really fruitful. I think they were able to cover most of the well-known characters and groups, and even many obscure ones. On the other hand it’s not always easy to find what you are looking for, and in some cases I still feel that something is missing.

   Maybe one of the main problems with the Heroes & Villains books the way they manage groups. Some of the members are receiving their own entry, while others are merged under the respective group which is quite annoying. For example from the current 9 Teen Titan members 2 is under the team’s entry, and the others have their own entries divided in the two volumes. Also, if you look at the (former) members list, there is no way to know that which characters are included in the book and which are not.

   Also, it helps a lot if you know the  aliases of the character you looking for. One example is Beast Boy, who has his Changeling alias listed in some cases, without anywhere mentioning that it’s the same person (and that include his volume 1 entry). On the other hand, if several characters used the same title (like Starman) they tried hard to include all of them.

  Of course, even a double-book of characters can’t feature all heroes and villains from the DC Universe, so, there are no 1st Rag Doll or Ravager nor Titan’s East. Also, if a character has varied powers in different sources then you will get only one version.

Final words

   As I said in the beginning, DC Adventures Heroes & Villains, Vol. 2 and it’s Volume 1 counterpart is a really good addition for those groups who play DC Adventures. While there are errors here and there, and sometimes it’s not easy to find what you are looking for the sheer quantity and usefulness of the book’s content is great. So as a final score I give it 4/5 points.

For those who are interested in the book, it’s already available on DriveThruRPG, so don’t wait any longer.

Zoltán “Cain” Mészáros

Shadowrun: The Twilight Horizon campaign book is available!

   There is a new campaign book is available for Shadowrun Twentieth Edition – the  Shadowrun: The Twilight Horizon sourcebook. Catalyst’s new book is dealing with one of the biggest powerhouses of the Sixth World, the Horizon corporation.

   The Horizon is a Triple-A corporation which is everywhere in communication, public relations and entertainment. It seems they are working for a greater good, but maybe it’s just a ruse. The trids, the music and the news are both coming from them, and they know how to manipulate people. Thats a terrifying power.

   Now the corporation in under pressure, as technomancers, Mojave spirits, and even the dreaded Aztechnology is on the offensive.  If there is a dark side of Horizon, then it’s soon comes into the light, and that could have a tremendous effect upon the Sixth World.

   As with other Shadowrun campaing books, The Twilight Horizon is also divided into several parts.  The first two part contain campaign information on the Horizon’s current state and Las Vegas respectively. The remaining two contain the usual missions and the characters, which is the real “meat” of the book.

   Of course, the new adventures are connected to the Horizon company, and as players are dealing with dark secrets in a web of corporations and other powers Horizon and the Sixth World may change around them.

The Shadowrun: The Twilight Horizon book is already avaialbe at DriveThruRPG for those who want to delve deeper into the secrets of a megacorp.

Zoltán “Cain” Mészáros