Saturday, June 1, 2019

The Coyote Woman

A man lay dying on the earth, his bandages leaking, blood being soaked into the soil like the ground itself accepting this offering.
His legs are numb, and his vision tunneling. Staccato breaths transition to final gasps. His head turns, with his blurred vision focusing on an approaching beast. It’s eyes as gold as the morning sun. It bares its teeth just as his vision goes dark.


Some say she is a soothsayer, devoting her life to the predictions and studies of the universe, with her mystical power of foresight. Others claim she is a witch, who traded her soul with a being of the lower planes in exchange for her powers. But everyone can agree, the coyote woman is dangerous, and should be avoided if at all possible.

Many have tried to find the location of the coyote woman, but to no avail. Perhaps there is a spell she has cast to shield herself from unwanted intruders. The people of the village only know of one way to guarantee her arrival. On very specific nights, a woman must bring her youngest child and leave them at the forest edge. Then, when the twin moons meet, the woman may return to the forest, and await to coming of the witch.

Large in figure, her grey skin covered in dirt, she approaches. The only form of cover on her body is the crusted layer of mud, and the thin animal skin that covers her eyes. When she is close, she smells of rain-soaked earth.

Accompanying her is a coyote with gold, pupiless eyes.

Her powers vary, depending on what is asked of her. If she is asked to heal a sickness, it is done through the coyote’s bite. A scar from the bite is all that is left behind. It is impossible to remove the scar, even if Wished.
If they ask for knowledge, she will grant insight.

The price paid, is the child left. The coyote either picks up the child, or leads them back to her hut composed of animal bones and moss. The coyote woman performs a ritual, where she devours the child, and will immediately put her body into labor, birthing a new child, almost identical to the last.

These replica children are known as the Lightless, for the light in their eyes have disappeared. They are forever in service to the druid, with abilities to shapeshift, If she ever comes to harm, the many Lightless will always come to her aid. They no longer remember their past life if they had one, or any memories. The Lightless do not speak.

The coyote woman began life as a normal woman centuries ago. Her people starving in the harsh winter, turned to prayer. If the gods were just, they would answer. What answered was not as just as she had hoped. She had a vision, or perhaps a hallucination, and a being instructed her that if she and her last remaining child were to live, she would be in service to it. Now her and her child take the light from children’s eyes, feeding the celestial or demonic entity, granting her these powers.

Sunday, April 21, 2019

Just A Quick Little Fiction

I wrote this tonight, not really knowing where it was going. It was an idea that randomly popped into my thoughts, and I typed it out. 
WARNING: This is NOT edited in any way, which will be obvious. I haven't even reread it. But I was chuckling as I wrote it.


“I knew we should never have went into the cave!” The young warrior dove into a somersault to avoid a large club, the size of a man and a half, as it slammed into the earth. Agile, even in her heavy armor, she was back up in an instant readying her blade and holding her shield aloft in a defensive position. Sweat was pouring into her eyes, but she was a trained soldier, not allowing the sting of it to throw her off.
A multitude of vines erupted forth from the earth grabbing the small, long-nosed creature, wrapping it in a stranglehold. The dwarf bounded over to it, now-suspended, as it wailed and slammed it on the head with a downward strike from his staff. The wailing ended abruptly, and it slumped over, the vines now retreating back into the earth. He glanced over his shoulder and saw that his companion was not in the best of circumstances.
The large, bumbling monster ripped the club from the ground, bits of grass and soil shrapnel flying about. With a roar, and a mighty two-handed swing, it swung the club with all its might to knock the warrior off her feet. This creature was slow and its movements predictable. As the club seemed as if it would make contact, she ducked, feeling the burst of wind across her face. Without hesitating, she quickly thrust her weapon into its large belly, piercing a thick layer of various animal hides. As it reeled in pain, she lost grip of the sword, but it remained lodged into the monster. Angrily, she unsheathed her dirk from its scabbard, and began to take evasive maneuvers. She knew it would now act without thought, making its movements much more difficult to follow.   
The dwarf began to run over to aid his companion, but felt a sharp pain in his leg as an arrow struck it, sending the dwarf tumbling head over feet. In what seemed like whole minutes, the dwarf came back to himself, just as another spindly, malnourished, long-nosed creature came to finish him off with a rusty dagger. It screeched at him and attempted to jump on him, but not before a large animal intercepted the execution with a well-placed tackle. The goblin looked on in fear as a much-larger-than-usual hog was standing steadfast in between the dwarf and it. The pig’s demeanor was resolute. After a brief moment, the hog burst forth in a sprint, heading straight for the little goblin. With a lucky sidestep, the creature avoided the attack and managed to slice into the thick pink and black skin of the hog. The pig shrieked out in pain, and turned around for another pass at the goblin. Afraid of the beast’s tenacity, the goblin turned and raced away from the mighty pig. The dwarf’s attack on the goblin was coordinated. A hard slam to the temple from the staff did the trick. The body of the little monster hit the ground with a hard thud.
She was able to dodge another wild swing from the big monster. As she found an opening to stab her knife into its large thigh, she caught a glimpse of something. A bright orange insignia glowed on the creature’s forehead, and its eyes went white. The flailing stopped in an instant, and the beast removed her sword from its belly and with uncanny accuracy, slammed the warrior across the head with the crossguard of her own sword.
Hitting the ground, she ripped the helmet off of her sweat-drenched head. Her vision blurred, she was unable to act. Through her hazy vision, the monster was towering over her, the orange etching glowing brightly. It raised the club and the sword simultaneously. Blood dripped onto her face, as it ran from the monster’s hand down his arm. She closed her eyes, ready for the final blow to be struck, but it did not come. She opened her eyes again, and saw that vines coiled themselves around its wrists, leaving it unable to attack.
“Get out of the way, I can’t can’t hold him for long!” the dwarf yelled from afar.
Not wasting her second chance at life, she backpedaled out of the way and got to her feet. The monster had not broken eye contact with her, its white eyes staring lifelessly at her. Just seeing them like this gave this hardened warrior chills down her spine. She wiped hair out of her face, and looked for her knife, but to no avail.
The wrists of the oaf trembled and broke free of the plant bonds. It was making its way toward the young woman. Feeling naked without her weapons, she nervously darted her vision looking for any chances at safety. Glancing to the east, she squinted against the sun’s light, but saw that there was a large tree. Her only chance was to race to it and hopefully gain some height advantage over it.
Sprinting now, she headed straight for the old tree. There was a branch low enough to grab and pull herself up, with enough of a running start. Feeling the earth shake behind her, the creature was not far off. She would have one chance. This was her moment.
Leaping off her strong foot, she jumped for the branch. Her gauntleted fingers wrapped themselves around the circumference of the branch, and as she pulled herself up with a fluid motion, another branch much thicker hidden by other foliage, knocked right against her head and immediately her vision went blurry again. Her hands went numb and lost grip, and she fell straight onto her back.
Blackness started to take her. She felt cold. Her tunnel of sight was narrowing, and all seemed quiet.

But just as she began to close her eyes, a loud, booming voice was heard in a tongue she had not heard but once before. The shaking of the ground intensified to an incredible degree, but she was already out cold.

Wednesday, April 3, 2019

Shaming Fellow Game Masters

I am always on the lookout for more D&D, OSR, and TTRPG videos, blogs, and the like because I love hearing different takes on similar subjects. We content creators have unique (and sometimes not so unique) stances on various subject matters that pertain to our hobby. This is a good thing. Variety is the spice of life, so they say. But I am appalled when I hear creators specifically shame a type of playstyle, or shaming fellow game masters on certain calls they make.

Every group is different. What works for your group may not work at another. This pertains to every aspect, every rule, every kind of behavior at the game. But do NOT tell me how to run my group. Do NOT infer that I am a poor GM because of a certain call I allow, or disallow.

The person I am referring to will remain unnamed, but suffice it to say, this individual has a large following and must have some sort of mild influence among their fan base. This wouldn't bother me so much, if it wasn't a constant occurrence in their views.

"DMs, if you're doing this, then you should stop because this is bad." (Obviously a summary of what the YouTuber meant)

Excuse me, but I will prepare whatever content my group is happy with. If I want to start my group in a tavern and have a slow start to the campaign, or if I want to start them in the heat of action, neither is superior to the other. Some players enjoy describing their character's appearance in detail, and some players like to listen to said descriptions and patiently await their turn to do so as well.

Look, if you decide that there is a method you don't have a lot of luck with, and doesn't work for your players, great. But don't act all high and mighty and pretend you have all the good answers, and the rest of us are lesser because we have yet to absorb your brilliant ideas.

Sorry, but I had to get this off my chest. It was a sloppy rant, but I want it to be clear to all game masters and players that if there is a certain behavior at your table or trope you succumb to , don't worry. The only time anything becomes a problem is when whatever is happening makes another player at the table uncomfortable. 

Sunday, March 24, 2019

Classic Fantasy Tropes In Your Home Campaign

This is a topic that seems to come up all the time all over the internet, at least once in a few days. The discussion on whether or not common tropes are accepted or shunned by the RPG genre (and really any other kind of media i.e. novels, film, etc.) plague our forums and message boards.

Perhaps "plague" seems a bit melodramatic, but you catch my meaning.

Yet here I am putting my own two cents in, or tossing my hat in to the ring so to speak. The conclusion I've come to is...

...do whatever you want. Do what makes you excited to create. That to me is the most important aspect of creating at all.

There is a high probability that the content you happen to be creating is for yourself, and your regular gaming group. So what is the harm of leaning into those cliches? Tropes are tropes because they've worked in the past, and have become the normal default assumption. And you know what? That's totally ok.

Just because you like your knights to be gallant, and your wizards to be mad, or your dwarfs to live in mountains or your elves to steal halfling children in the night to feast upon their supple flesh under the light of the moon...no? Just me? Damn alright.

It's totally valid. Don't let anyone tell you that just because you happen to like a specific trope that you're a lazy creator, or too narrow-minded to come up with more "clever" ideas. Guess what? No idea is original. Everything has been done in one fashion or another. Good ideas spread. Good ideas spark more creativity, and at the end of the day, if you are sitting down smiling at your work station because of how jazzed you are about creating this specific aspect of your campaign, you're doing it right.

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On the flip side though, it is great to broaden your horizons a bit. Perhaps you're sick and tired of your orcs always being the same tribalistic, simple-minded brutes from the hills. Something I did in my homebrew campaign is *loosely* model my orcs after ancient Romans. Their military is their strength and core of the nation and they desire to expand their empire.

While the characters have been busy clearing out abandoned keeps and liberating towns, there has been a war raging in the northwest between the invading orcs and the natives of Krysul (my continent). Orcs managed to slip their way into the heartland and confront the characters. None of them had seen orcs before but word spread through the land that they were just savages ready to steal your children away and snack on their supple flesh under the light of the moon...
...but when they actually encountered them, the heroes quickly learned that the orcs were not only not savages, but were highly intelligent and organized. Their infantry moved as a unit in defensive positions. They knew to use subtlety to their advantage. They knew when to retreat and when to stand their ground.

I've also had other ideas in the works such as naval halflings. Imagine the mighty English Royal Navy, but the sailors, captains, and pirates were all three feet tall. Their ships would long and wide instead of tall due to their height and reach disadvantage.


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Well, I'll step off the soapbox for now, and will leave it at that. I wish we would just leave this topic to rest, because it brings me no pleasure to see people being put down over ridiculous comments from those who think that every idea must be as wacky and crazy so it brings a modicum of variety to the genre.

Write the content that makes you excited to create. If that's a dwarf warrior with a drinking problem and a hatred for orcs, or a hermit in the woods who actually isn't mad at all and only wishes to reduce his carbon footprint upon the land, living peacefully with his gnomish family, smuggling illegally mined sapphires into the port city.



Thursday, March 14, 2019

Short Resting In 5e D&D

There seemed to be quite a trend during my sessions I ran at Gary Con this year, and that was the short rest.
 
In 5e, a short rest is about an hour long, and you can expend your hit dice to regain lost hit points as well as certain spells and/or abilities. This is nice since it allows the players to try and find a way to *essentially* press pause on the dungeon crawl or adventure, and come back to it a little stronger. Well, during my one-shot adventure, this took away some of the tension I had attempted to build. 

I understand that as the GM, I could always reach into the toolkit and whip out a random encounter, and I do many times. But what happens when that rest is interrupted and they defeat the encounter? "All right guys, that was a pain. Lets try and take another." 
I may be missing something, as in perhaps they can't attempt a certain number of short rests per long rest, but in my example, you sort of see my point. This is something I had noticed in my many home games, but never paid much attention to. It really came to a head when I was doing my best to ramp up the tension for the folks at the convention, but they all wanted to take rests and rightly so. Some of them even wanted to try and take a long rest to regain everything back!

So, this had me thinking. What could I do to not shoot the players in the foot and ruin their fun, but make it a bit more difficult and/or tactical, so resting is really something that has to be thought through? This is my solution:

The 5e DMG has a variant rule, where you do not get the hit dice of a short rest, unless someone expends one use per player, of the Healer's Kit. This really spoke to me, and I even wanted to take it one step further. I will also only allow a player to use the Healer's Kit, if they are proficient in the Medicine skill.

This will allow those with the Medicine skill to effectively use their proficiency to really be a vital asset to the group. So, a soldier background who was once a medic can effectively use the healer's kit, the life cleric can use the healer's kit as a backup if their spells are gone, etc.  

So, take this as you will. Maybe you think this is interesting (certainly not new or revolutionary), or perhaps you think I'm a horrible game master. This new rule I'm implementing is purely based off of my own experiences, and your mileage may vary. I just thought that maybe this would add a bit of flair to the thought of resting, "I only have two uses of the healer's kit left, but three of us need it." It adds a bit more risk, I think. 

My next hurdle to conquer is that of Encumbrance. I really never use it, but I think it is because I've never found the right tool to use for it, without the headache of micromanaging every last coin. Perhaps it will involve that these healers will only have room for one healer's kit and they can't continually bring a bunch of them without sacrificing other equipment. Eh, just more thoughts to straighten out.

Tuesday, March 12, 2019

Running Games @ Gary Con 2019

Gary Con 2019 was my first convention running an adventure at any convention, and I had a blast. After running various campaigns for the past couple years, I made the leap into running sessions for those that would sign up for my events. The adventure chosen was Kiel Chenier's, Orcs In Tarodun's Tomb. I hosted 4 sold out events, one per day. I was psyched to get playing!

Thursday, Game 1

This is where I met Trish and David McFarlin. A mother and son duo who go all over playing at conventions, and playing many online games of D&D. They were great people, and great adventurers. 
The session went great. I was curious as to how I might have to tweak the adventure on the fly, but it honestly came more naturally than I thought. I'm used to doing it at home, so I guess I didn't know why I thought a convention game might be different. 
We ran the entire length of time allotted, with a very climactic finish. Things were looking grim when characters went down (the Cleric actually died, failing all 3 death saving throws), but Trish playing Riordan the fighter, rolled two natural twenties to get back to 1hp on two separate occasions, the last allowing her to plunge the sword right up Tarodun's incorporeal ass! 
This group was a lot of fun. They had solid tactics, roleplayed well, and came out the end alive! Unfortunately, they did not find the stash of secret treasure Tarodun was hiding. 

Friday, Game 2

By far, this was the group that was craziest. First, two extra players showed up, but it worked out since one of the original attendees didn't show up (bastard!). They were a bit younger, definitely in their teens, and their friend was one of the ticket holders. This individual also quaffed an entire bottle of red wine during the session, so you can imagine where this story is going.
There is a point in the module where a couple wolves are introduced. Well, the ranger (wine guy) decided that he was going to tame the wolf, or at least attempt. After some successful rolls and interesting ideas, I let it slide, curious to see how this would work out. Well, his friend (one of the extras) decided it would be funny to derail his friend's ideas and stab the wolf. But it didn't stop there, he decided to follow said wolf into the forest after it escaped. He never did find it again, and almost got completely lost trying to find his way back to the tomb. Eventually, the wolf I decided would come back when they decided to rest. But it brought back a much larger, deadlier wolf. They attempted to rest when this dire wolf crashed through the door, and ripped the throat from the bard character who had stabbed its kin, killing him outright with a natural 20.
This whole wolf subplot was fun for them, but I could sense that it was not for the other players at the table. I should have been a bit more authoritative perhaps in reigning everyone back in. Not to mention I had to remind them to be courteous to other tables because they had become quite rowdy.
In the end, they did not complete the adventure, and found no treasure. 

Saturday, Game 3

This was my favorite group next to Thursday's crew. Once again, their plans were solid, the roleplaying was good, and they completely finished the adventure, AND found the treasure secretly hidden away. 
One of the ticket holders didn't show up again (bastard!) but my father-in-law stepped in to join them. There really wasn't much to report on this one. It went about as smoothly as possible. This group got done about a half hour early, and posed to be a challenge for them, which they admitted was a breath of fresh air as many of their events proved to be watered-down and not very lethal. I think I run a pretty lethal game, and they thanked me for it, which was nice to hear. 
They also are from my neck of the woods, and I' love to get together to play more games with them.

Sunday, Game 4

Out of all the games of the weekend, this was by far the most boring. None of the players seemed to be into it very much, or did much planning, and almost no one roleplayed. Inspiration tokens were pretty rare in this session. Though it was Sunday, and everyone's brains were probably fried by this point. 
Our fighter was definitely the brightest of the bunch, providing most of the commentary and ideas for plans. 
The entire adventure seemed like a slog to get through. There was no sense of urgency with them, despite my best efforts. I honestly was surprised that everyone showed up, though. They ended up in a TPK situation, but it was pretty early on, and I wanted them to have a better experience, so the orc captain recruited the wizard (who was the last one left) to help her with solving the puzzle of the bas relief doors, in exchange for bringing the wizard's companions back up to 1d4 hp, but no gear in case the tried to stage a coup. 
The puzzle took longer than expected, but at least they tried to be as cordial with the orcs as possible. I was worried they'd try to rise up, but I would not have been so generous this time around. 
In the end, they did defeat Tarodun, but found no treasure at the end. This group was also the only one who thought to use the orcs to help fight the wraith, which did help a bunch.
The rogue player also brought 3D-printed inspiration tokens and little dice for everyone, which was really nice. 
Overall, I blame most of the slog on it being the end of a very taxing weekend for us all. 

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At the end of the weekend, I was pooped. My wife, son, and I made little bags of treasure for the players that consisted of a ring pop and some chocolate gold and silver coins. The players really enjoyed them, although I forgot to bring them for the first group (sorry Trish and David!). After running the adventure many times now, I clearly see what needs to be changed, and will adjust it all accordingly. The more I run it, the more I see its flaws. But the players all seemed to really enjoy the adventure and more than once I was asked about it, and if I had made it, which I clearly declined and pointed them in the direction of Kiel Chenier, and his blogs and social media. 

All in all, Gary Con was a great learning experience. I played with a variety of folks from all walks of life, and I believe it has made me a better Game Master. I look forward to running more games at conventions in the future. 

Thursday, January 24, 2019

LET'S TAKE A LOOK: Echoes From Fomalhaut Issue #1

Echoes From Fomalhaut Issue #1: Beware the Beekeeper!

By: Gabor Lux

Illustrated: Denis McCarthy, Stefan Poag, Gabor Lux, and past masters (whatever that means?)

*Disclaimer* - I was not given a copy, nor requested by the author to review this product. I do this on my own accord without any form of sponsorship, purely to shed light on RPG resources I find interesting. My copy is a first printing, that is signed and was sent with a custom hand-drawn map from Gabor.



INTRODUCTION:

This is the first installment of a tabletop roleplaying fantasy zine series titled, Echoes From Fomalhaut by Gabor Lux. Gabor has much experience writing other zines, but had never published anything himself. Much of the content within is from his own home games and campaigns, "...with an emphasis on adventures and interesting locations." -Gabor Lux 2018
Fomalhaut is the campaign world where this all takes place, I'm guessing.
Gabor also wishes to bring more Hungarian creators to the forefront, as this zine is a part of the E. M. D. T. First Hungarian D20 Society. In fact, some of the rules showcased here are excerpted from the Hungarian RPG, Catacombs & Companies.



CONTENTS:

First off, after a quick intro page where Gabor provides an introduction to the reader, we get a random table called Bazaar of the Bizarre. This table is a d100 table where you can generate the nature(s), persona, what they're selling, and complication(s).
Here's an example: An intoxicated vagrant is selling mascara from a demon dimension
I honestly found this table to be quite entertaining, and useful. There are tons and tons of possibilities for really unique and interesting merchants. Very well done.

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Afterwards, there is a small random table where you can generate what goods a specific caravan is carrying. Anything from artwork, to spices, to weapons. There is a brief paragraph going over what consists of a caravan, such as how many guards to expect, how many camels, and how many travelers. A short little blurb that I didn't quite think was useful enough to justify putting it in. I think most GMs would be able to think of what a caravan is carrying on the fly, as opposed to rolling on this chart, or would have already thought about it beforehand.

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Now comes to the real beef of this zine. The premier adventure. Beware the Beekeeper! For characters level 2 to 4. The author assumes players will be interested, since those that have claimed to delve within the caverns come out rich. There are two levels to the Singing Caverns.

The Good:

  • The maps are generally easy to follow. Everything is labeled, and the sketchy-quality is something I enjoyed since it seemed a bit more personal in style. 
  • The cave system is pretty lengthy, with plenty of different encounters and a variety of areas. The Door of Faces, Grol's Pipes and the Cavern of the great tree stand out to me.
  • There are a variety of different NPCs to customize, found throughout the caverns. 
  • The gauntlets of Arnold Schwarzenogre
  • Assortment of creatures/monsters
  • Assortment of various items magical and not
The Meh: 
  • The NPCs provided are bland, including the namesake of the adventure, the beekeeper. No real tangible background is provided for any of them. The beekeeper, Hellona, and Rothald's Roughnecks are important NPCs that seemed either out of place, or completely sidelined. It definitely leaves more for you to customize, but I like a bit more information. (Not to mention there's another hermit down in the caverns, who had a bit more physical flair to him.)
  • It's described as a relatively high traffic area (at least some of the areas) but there is an immediate tripwire trap, where rocks fall on characters. This seems a bit odd, because I don't understand why there would be such a deceptive trap on the way to a high traffic area right at the beginning of the caverns. 
Overall (Beware the Beekeeper!): I liked more about it than I disliked. And my only gripe about it, is the serious lack of any information. This provides a more blank canvas, so that may be more of a boon for yourself, but it was not for me. A good adventure, to be sure.

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After the adventure comes a couple pages featuring custom Philtres and Dusts. I was really happy with this section. There is a ton of flavor describing each one, and they can be brutal. Some cause such excruciating pain to corpses, that the spirit may answer any question you present because of the pain. Another presents a dust when mixed with a small amount of spit, creates an entire skin of fresh water. These are all very neat and useful.

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More than halfway through the zine, we are given a location called the Red Mound. A rock as red as the surrounding lands, spearing 300 feet above the ground. The only sign of life are the giant beetles an giant scorpions that come out to feed at night. It is said to be the resting place of a great hero of old, and revered by the red men, who are not given much information, but it is known that they will kill anyone who sets foot on the Mound. 
There is an encounter here I won't spoil. but it is very cool. Another thing that is of note is an item you can acquire here, called the Thrice-Accursed Sword, and it is a powerful sword that literally has 3 curses. A very cool item that will undoubtedly make its way into my game.

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On page 27, there are rules for finding retainers and their morale. A simple tool to use if you're not familiar with the concept. This section is by Istvan Boldog-Bernad and Sandor Gebei. 

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To close out the first issue of EfF, is another adventure titled, The Mysterious Manor. This is designed for characters between levels 2 to 4. There are three levels to the manor; the ground floor, the upper floors and the cellar.

A manor a ways from the coast is host to a pirate captain named Saydir the Kassadian, who has hired a host of goblins, orcs, and ogres to keep watch over the grounds. 
Essentially, this is a haunted manor, complete with moving eyes in a portrait, Scooby-Doo style.
Players come to the manor is whichever way they choose. The orcs and goblins are not very loyal to the pirate, so they can be bribed in exchange for free exploration of the manor and ground as long as they don't enter the upper floors where they reside. After exploring the manor, they are bound to find Felinor Bonifaces who is haunting the manor. He pleads for the characters to save him in the cellar.

This adventure has some interesting elements to it, for sure. This is also pretty deadly, since there are 30 or so goblins alone, let alone orcs, ogres and hellhounds. Not to mention undead feature heavily as well, with countless zombies and several skeletons. So players will have to be very cautious not to anger the host, while they attempt to explore every aspect of the manor to get all the flavor clues to what's going on around here. 
The maps are not so good this time around. I found these ones to be much harder to follow, and are quite sloppy. 
There are plentiful problems to solve, all with valuable rewards for their *successful* efforts. I use the term successful heavily, because there are some nasty events that can seriously hurt the characters in more ways than one, as well as at least one save or die scenario, so be aware of that. 

Overall, this is a fun location with a story that can be altered to fit your campaign. The encounters within are fun and a nice change from plain hack n slash tactics. Plus, a funhouse haunted manor should always find room in any decent campaign, as a nice change of pace. 



MISCELLANEOUS NOTES: 

The art within I enjoyed as well. Most all of the illustrations do a great job sparking the imagination in a way to really bring the content to life. Aside from a few of the maps, the art is very well done. 

The paper quality is good, and had no qualms with it. My copy also doesn't lay completely flat on the table, which is not a deal breaker for me, but I figured I'd mention it. 

CONCLUSION:

Echoes From Fomalhaut has a lot to offer those ready to delve into its fun, and unique content. Multiple adventures with a surprising amount of care and consideration put into them, as well as useful tables and great art, this zine rolled a natural 20 for sure. I thought this to be a great first installment to a successful zine. I am looking forward to getting my hands on the next issues, and will be definitely be reviewing them in the future. 


Look HERE if you wanna check out more from Gabor!