Friday, June 26, 2015

About the Flag of the Confederacy

History books, the media, the school systems, etc., abound in falsehoods and inaccuracies of Confederate and Southern history. This fact sheet will help to clarify and dispel some of these rampant inaccuracies.

MYTH - The War of 1861 - 1865 was fought over slavery.

FACT - Terribly untrue. The North fought the war over money. Plain and simple. When the South started Secession, Lincoln was asked, "Why not let the South go in peace?" To which he replied, "I can't let them go. Who would pay for the government?" Sensing total financial ruin for the North, Lincoln waged war on the South. The South fought the War to repel Northern aggression and invasion.

MYTH - Only Southerners owned slaves.

FACT - Entirely untrue. Many Northern civilians owned slaves. Prior to, during and even after the War Of Northern Aggression.

Surprisingly, to many history impaired individuals, most Union Generals and staff had slaves to serve them! William T. Sherman had many slaves that served him until well after the war was over and did not free them until late in 1865.

U.S. Grant also had several slaves, who were only freed after the 13th amendment in December of 1865. When asked why he didn't free his slaves earlier, Grant stated "Good help is so hard to come by these days."

Contrarily, Confederate General Robert E. Lee freed his slaves (which he never purchased - they were inherited) in 1862!!! Lee freed his slaves several years before the war was over, and considerably earlier than his Northern counterparts. And during the fierce early days of the war when the South was obliterating the Yankee armies!

Lastly, and most importantly, why did NORTHERN States outlaw slavery only AFTER the war was over? The so-called "Emancipation Proclamation" of Lincoln only gave freedom to slaves in the SOUTH! NOT in the North! This pecksniffery even went so far as to find the state of Delaware rejecting the 13th Amendment in December of 1865 and did not ratify it (13th Amendment / free the slaves) until 1901!

MYTH - The Confederate Battle Flag was flown on slave ships.

FACT - NONE of the flags of the Confederacy or Southern Nation ever flew over a slave ship. Nor did the South own or operate any slaves ships. The English, the Dutch and the Portuguese brought slaves to this country, not the Southern Nation.

BUT, even more monumental, it is also very important to know and understand that Federal, Yankee, Union ships brought slaves to America! These ships were from the New England states, and their hypocrisy is atrocious.

These Federals were ones that ended up crying the loudest about slavery. But without their ships, many of the slaves would have never arrived here. They made countless fortunes on the delivery of slaves as well as the products made from raw materials such as cotton and tobacco in the South.

This is the problem with Yankee history History is overwhelmingly portrayed incorrectly by most of the Federal & Yankee books and media.

MYTH - The Confederate Battle Flag represented the Southern Nation.

FACT - Not true. While the Southern Battle flag was carried into battle, the Southern Nation had 3 different National flags during the course of the war.

The First National flag was changed due to a resemblance of the US flag.

The Second National flag was subsequently modified due to the similarity to a flag of truce.

The Third National flag was the adopted flag of the Confederacy.

The Confederate Battle Flag was never a National Flag of the Confederacy. It was carried into battle by several armies such as the Army Of Northern Virginia and the Army of Tennessee. Was also used as a Naval Jack by the Confederate Navy.

MYTH - The Confederate Battle Flag is known as the "Stars & Bars".

FACT - A common misconception. The First National Confederate Flag is correctly known as the "Stars & Bars". The Confederate Battle Flag is known as the "Southern Cross".

MYTH - The Confederate Battle Flag represents racism today.

FACT - The Confederate Battle Flag today finds itself in the center of much controversy and hoopla going on in several states. The cry to take this flag down is unjustified. It is very important to keep in mind that the Confederate Battle Flag was simply just that. A battle flag. It was never even a National flag, so how could it have flown over a slave nation or represented slavery or racism? This myth is continued by lack of education and ignorance. Those that vilify the Confederate Battle Flag are very confused about history and have jumped upon a bandwagon with loose wheels.

MYTH - The United States Flag represented freedom.

FACT - No chance. The US flag flew over a slave nation for over 85 years! The North tolerated slavery and acknowledged it as a Division Of Labor. The North made a vast fortune on slavery and it's commodities. It wasn't until the South decided to leave the Union that the North objected. The North knew it could not survive without the Southern money. That is the true definition of hypocrisy.

MYTH - Abraham Lincoln was the Great Emancipator.

FACT - While Lincoln has went down in history as the Great Emancipator, many would not care to hear his real thoughts on people of color. Martyred President Abraham Lincoln was fervently making plans to send all freed slaves to the jungles of Central America once the war was over. Knowing that African society would never allow the slaves to return back to Africa, Lincoln also did not want the slaves in the US. He thought the jungles of Central America would be the best solution and conducive to the freed slaves best interest. The only thing that kept this from happening, was his assassination.

MYTH - The South revered slavery.

FACT - A very interesting fact on slavery is that at the time the War of 1861 -1865 officially commenced, the Southern States were actually in the process of freeing all slaves in the South. Russia had freed it's servants in 1859, and the South took great note of this. Had military intervention not been forced upon the South, a very different America would have been realized then as well as now.

MYTH - The Confederate Army was comprised of rich slave owners.

FACT - Very far from true. The vast majority of soldiers in the Confederate Army were simple men of meager income. Most of which were hard working farmers and common men. Then, as now, very few rich men ever fight a war.

MYTH - Only the North had men of color in their ranks.

FACT - Quite simply a major falsehood of history. Many blacks, both free and of their own will, joined the Confederate Army to fight for their beloved Southern home. Additionally, men of other ethnic extraction fought as well. Oriental, Mexican & Spanish men as well as Native American Indians fought with pride for the South.

Today, many men of color are members in the heritage group SCV - Sons Of Confederate Veterans. These men of color and pride rejoice in their heritage. The continued attacks on the Southern Nation, The Confederacy, and her symbols are a terrible outrage to these fine people. These attacks should be denounced with as much fervor as those who denounce the South.

MYTH - The Confederate Flags are an authorized symbol of Aryan, the KKK, and other hate groups.

FACT - Quite the contrary. These despicable organizations such as the KKK and Aryans have taken a hallowed piece of history, and have plagued good Southern folks and the memories of fine Confederate Soldiers that fought under the flag with their perverse agenda. IN NO WAY does the Confederate Flag represent hate or violence. Heritage groups such as the SCV battle daily the damage done to a proud nation by these hate groups. The SCV denounces all hate groups, and pridefully boast HERITAGE - NOT HATE.

MYTH - The SCV - Sons Of Confederate Veterans are a racist, hate group.

FACT - This is a blatant attack on one of the finest heritage groups ever. The SCV - Sons Of Confederate Veterans are a historical, patriotic and non-political organization comprised of descendents of Confederate Soldiers and sailors dedicated to insuring that a true history of the 1861 -1865 period is preserved and presented to the public. The SCV continues to educate the public of the memory and reputation of the Confederate soldier as well as the motives for his suffering and sacrifice.

The SCV - Sons Of Confederate Veterans are in NO WAY affiliated with, nor does it recognize or condone the terrible legacy of hate groups such as the KKK.

Wednesday, March 25, 2015

The Lost Nordic Colony

"Greenland Sage: The Lost Norse Colony" by Various
Published and distributed by Avalanche Press
ISBN = 0-9707961-2-9 - 48 pages

Table of Contents
Part 1 - Greenland Background
Part 2 - The Mission
Part 3 - The Voyage
Part 4 - Greenland

This is a D20 booklet for version 3.0 of "The World's Greatest Roleplaying System".

Basically, this is a module that will allow player characters to discover the fate of the Greenland Settlers.

There are a number of text boxes throughout this booklet that provide good info on the module. 

Near the center of the booklet are four pages of maps that GM's can use.

My favorite section in the Greenland backgrounds the info on hunting, wildlife, Magic, food sources, livestock, personal hygiene, language, life & war, clothing, the economy, trade, and finally the Unipods, all have at least a paragraph or two to help flesh out Greenland - even from a historical viewpoint. 

Another good idea is to use this book as a module for Avalanche Press' "Ragnarok" setting.  Greenland was settled by Nordic people, and one of the Norse Gods could send low level lesser Gods to find out why there is no more worship coming from Greenland.  If you decide to use this module for that purpose, just throw out all the references to the Christian religion.

One of the things I really hate is the cover.  It has another titillating almost naked female displayed in the center.  If I had judged a book totally by its cover alone, I probably would not have bought this booklet.

Although I may use some of the info from this book in my own campaign in the Nordic-like areas, if you are planning to use this book, I can't recommend it - especially for newer GM's.

No Mythic China here....

"Jade and Steel: Roleplaying in Mythic China" by Various
Published and distributed by Avalanche Press
ISBN = 097079613-7 - 48 pages

Table of Contents
Part 1 - Life and Times in the Three Kingdoms
Part 2 - Characters
Part 3 - For Love or Money

This is a D20 booklet for version 3.0 of "The World's Greatest Roleplaying System".

Part One includes info on mythical history (some of which has elements of truth), Magic, Philosophy and Religion, and Crime and Punishment.  Although small, this part provides a good, but simple, overview of a China deeply rooted in mysticism.

Part Two allows players to create characters for use in a mythic China setting,  Included are the new classes of Alchemist, Dim Mak Practitioner, Diviner, Geometer, Iron Hand Disciple, and Sword Saint.  Nine new feats allow for customization of characters.

But, most of this booklet is a module called "For Love or Money".  A play in four acts: Act One: Pai-San, Act Two: On the Road, Act Three: A Forest Encounter, and Act Four: Battle for Pai-San.

One of the things I really hate is the cover.  It has another titillating almost naked female displayed in the center.  If I had judged a book totally by its cover alone, I probably would not have bought this booklet.

Because so much of this booklet is devoted to what amounts to a module, it has very scanty information on Mythic China as a setting.  If looking for a book that allows you to have a truly Mythic China, my suggestion is to look somewhere else.  GM's with a good central Mythic China setting or campaign may find the module useful.

Add Aztecs to your campaign

"Aztecs: Empire of the Dying Sun" by Various
Published and distributed by Avalanche Press
ISBN = 193209102-5 - 64 pages

Table of Contents
Part 1 - Aztec Culture
Part 2 - Empire of the Dying Sun
Part 3 - Magic, Religion, and Faith
Part 4 - Aztec Characters
Part 5 - Outfitting the Character
Part 6 - Aztec Creatures
Part 7 - Aztec Adventures

This is a D20 booklet for version 3.0 of "The World's Greatest Roleplaying System".

Of the ones I have, this is certainly the most useful.  There's a great overview of the savage Aztec culture, including a look at their behavior, their death ceremonies, their weddings, how they conducted war, their education of citizens, and, believe it or not, dancing.

There's also a look at their empire, and the city-states within it.

The part about magic includes a description of their strange calendar, a look at their definition of the Thirteen Heavens and the Nine Hells, and three types of magic users - Priests, Shamans, and Sorcerers.

One of the things I really hate is the cover.  It has another titillating almost naked female displayed in the center.  If I had judged a book totally by its cover alone, I probably would not have bought this booklet.

There are two new character classes, two new Prestige Classes, eight new monsters, and eight adventure seeds.

I've got to admit, that until I had a copy of Aztecs in hand, I never had any part of my world that was dedicated to any Mezo-American culture.  But Aztecs changed my mind.  Although, once again, there is a somewhat scantily clad female on the cover, I quickly came to ignore it.  This is one that might be worth a look if you want to add an Aztec themed section to your world.

More for Ragnarok

"Doom of Odin: Tales of the Norse Gods" by Various
Published and distributed by Avalanche Press
ISBN = 097079616-1 - 64 pages

Table of Contents
Part 1 - Character and Campaign
Part 2 - Setting
Part 3 - The Bride of Grivensir

This booklet is a continuation of Avalanche Press' "Ragnarok!" campaign setting.  It is a D20 booklet for version 3.0 of "The World's Greatest Roleplaying System".

Two new Prestige Classes, two new skills, three new feats, five new monsters, and two new magic items add to your Ragnarok campaign. 

There is a section on Jotunheim that includes more details on that realm then were in the first book.  There are also a couple of pages on Nidavellir.

If you are using Ragnarok, then one of the sections you will really like is the large module called "The Bride of Grivensir".  It takes up the lion's share of this booklet.  Even the relatively high level characters created using Ragnarok may find this module difficult.  A character that just plows in will probably end up dead.  About 34 of the 64 pages make up the module.  The module is a great compliment to the earlier Ragnarok book.

If you do not already own the Ragnarok book (and you should, if you want to use this booklet successfully) the great section on Nordic Runic Magic is re-printed.

One of the things I really like is the inclusion of Valkyries as player characters.  Although they are not lesser gods, as the characters or Ragnarok are, they are very playable.  If I were to run a campaign using this series, I'd be =very= tempted to get =all= players to run Valkyries.

One of the things I really hate is the cover.  It has another titillating almost naked female displayed in the center.  If I had judged a book totally by its cover alone, I probably would not have bought this booklet.

Although I may use some of the info from this book in my own campaign in the Nordic-like areas, if you are planning to use this book, I can't recommend it - especially for newer GM's.

They should have waited for Ragnarok...

"Ragnarok! Tales of the Norse Gods" by Various
Published and distributed by Avalanche Press
ISBN = 097079611-0 - 48 pages

Table of Contents
Intro
The Race of Lesser Gods
The Campaign
The Gods

Ragnarok!, a D20 booklet for version 3.0 of "The World's Greatest Roleplaying System". It is meant to be a whole campaign by itself - an adventure module for high level characters.

When they say "High Level Characters" they mean it.  Players take the roles of lesser Gods in the Nordic Pantheon.  Although this means that they cannot play Gods such as Thor, Loki, or Odin, the player's roles are so powerful that the 5th to 8th level lesser gods that they run are actually equivalent to about a minimum of 12th to 14th level "regular" characters. 

The booklet really shines when describing the Nine Worlds of Yggdrasil.  There is good info here about Alfheim, Svartalfheim, Nidavellir, Jotunheim, Muspelheim, Nifleheim, Asgard, Vanaheim, and, of course, a large section on Midgard.

One of the things I really like is the small section in the center of the booklet on Runic Magic.  The 24 Nordic Runes have a possible beneficial or a possible baleful effect.  This small section could be used in any campaign that includes Nordic backgrounds.

One of the things I really hate is the cover.  It has a titillating almost naked female displayed in the center.  The booklet states inside that this is a representation of Aesa Lokisdottir who prefers to wear "armor" that will totally distract her usually male opponents.  If I had judged a book totally by its cover alone, I probably would not have bought this booklet.

Although I may use some of the info from this book in my own campaign in the Nordic-like areas, if you are planning to use this book as a stand alone campaign, I can't recommend it - especially for newer GM's.

Sunday, March 1, 2015

More for your Rogue...

"Player's Advantage: Rogue" by Charles W Plemons III
Published and distributed by Mystic Eye Games
ISBN = 1-932374-03-5 - 104 pages

Note: I do not see any references to Mystic Eye's "Hunt: Rise of Evil" campaign, but this could fit into it very nicely.

Basically, this is a collection of Rogue types and Rogue sub-types.  The nine chapters deal with:

1 - Archetypes
2 - Classes
3 - Prestige Classes
4 - Killer Combos
5 - Feats
6 - Equipment
7 - Powers, spells, and magic items
8 - Monsters
9 - NPC's

There are 8 new archetypes, 7 new classes, 6 new prestige classes, 18 "Killer Combos", about 50 new Feats, a few new pieces of equipment, a couple new spells and magic items, 6 new critters, and 9 great NPC's.  Considering that this book is only slightly more than 100 pages, they packed plenty of info in it. 

GM's - this would make a very welcome addition to one of the more underused characters.  It's been a =long= time since I've had anyone wanting to be a thief.  Take a look if the price is right.

A host of new Prestige Classes

"Librum Equitis" by M Jason Parent
Published by Ambient and distributed by Mystic Eye Games
ISBN = 0-9719238-2-5 - 64 pages

This short booklet contains only 23 new Prestige Classes and 11 new Feats.  Prestige Classes range from the Bounty Hunter to the Zombie Master.  Although the subtitle says: "Volume 1", I can't see any references online to other volumes.

GM's - if you're putting together a new D20 type campaign, then this book deserves a look.  Although I, personally, would not allow players to use these Prestige Classes, they are darned near perfect as NPC's.  There's even an entry for an NPC for every new class, making the GM's job much easier.  This booklet does not seem to be part of Mystic Eye's "Hunt: Rise of Evil" campaign, although it easily could be. 

My favorite possible NPC in this book would have to be the Psycho Pyretic.  Imagine, if you will, combining a Psychotic character with a character able to use =all= PSIonic abilities and you'll have a good idea of what this class can do.  D20 GM's should look at this book for great possibilities for NPC's.

Add Mystic Warriors

"Mystic Warriors" by Various
Published and distributed by Mystic Eye Games
ISBN = 0-9713241-5-8 - 144 pages

This is part of their "The Hunt: Rise of Evil" series.

This D20 supplement includes:

Intro
How to use this book
Mystic Warrior Rules
Congulair
Crimson Cloak
Dancing Knife
Gogiyo
Harvester
Holy Knights of St Bathipus
Iron Fist Academy
Infernal Sons
Order of the Leech
Order of the Lone Wolf
Cult of Madness
School of Many Eyes
Brotherhood of Moving Stone
Novus Ordo Somnium
Revenant Guard
Shiva's Chosen
Brotherhood of the Sparrow Hawk
Stone Soldiers
Totem Warrior
Warrior-Soldier School
School of Wind
Sisterhood of Xan-Rhea
Playing Without Vitus
Techniques
Feats
Special Items

and others...

The lion's share of the book is about the new secondary classes available to Warriors.  There are 18 all together, from a Nordic Fighter type to a group of Amazon-like female warriors.  There are over 50 new techniques available to these secondary classes. 

The art is black and white, and varies in quality.  I found these new fighter types to be very refreshing.  Although they are meant to be part of "The Hunt: Rise of Evil" campaign, almost anything out of this book could be dropped into any D20 campaign.  Especially if you mix and match - you do not have to use them all... 

Personally, I moved virtually directly from the "Vitus" chapter (basically a system for using Mana) to the chapter about playing without Vitus.  I liked the "Stone Soldiers" the best - after completing training as a warrior, they transfer their "essence" into a Golem-like body.  I know I'll be using this book in my campaigns from now on.

Adventuring in the Dry Lands...

"Dry Land: Empires of the Dragon Sands" by Becky Glenn
Published and distributed by Mystic Eye Games
ISBN = 0-9713241-5-8 - 144 pages

Although this does not appear to be part of their "The Hunt" series, it easily could be. 

This D20 supplement includes:

Intro and Overview
01 - No Man's Land
02 - Granite Kingdom
03 - Burning Sands
04 - The Dragori Empire

and a host of appendixes:

01 - NPC's
02 - Hazards
03 - Arid Regions
04 - Classes
05 - Creatures
06 - Equipment
07 - Feats
08 - Languages
09 - Magic Items
10 - Races
11 - Spells
12 - Skills

There are a few maps, and =many= Places of Interest, and peppered with quite a few creatures and NPC's, the art is black and white, and good, and compliments the text well.  The Classes appendix has both PC and NPC types.  For instance, I almost always include some type of Shaman into my campaigns as a PC, and this one would be very acceptable.  The 14 new monsters would make great additions to a desert environment.  There's even both a Table of Contents and an index.  If you are thinking of running a desert campaign, or even an adventure, I think this book would be worth your while. 

Different Strokes for Different Folks...

"The Year's Best D20 Volume One" by Monte Cook
Published by Sword and Sorcery and distributed by White Wolf
ISBN = 1-58846-798-8 - 96 pages

Generally, when I see the name "Monte Cook", I know I'm getting a good RPG product, but I think this book is a mixed bag of stuff from at least 18 other D20 books.

Chapters include:

Intro
1 - Character Classes
2 - Feats and Skills
3 - Magic
4 - Monsters
5 - Variant Rules
Appendix

In chapter one - Classes, we find seven new ones - the Arcane Warrior, the Cosmographer, the Gemcaster, the Knight of Tears, the Reliquarian, the Urban Ranger, and the Yogi.  I, personally, didn't find these as appealing as I have come to expect from Monte Cook, however, they would make great NPC's.

Next, within the Feats and Skills section, there are 16 new player abilities.  I'm not going to list them all,, but I again found about half to be useful to me.

The Magic chapter primarily contains 27 new spells.  Once again, about half were usable by me.  The "Awaken Tome" could serve useful for enchanting a spellbook before the players discover it.  There are even a couple wondrous items. 

There are 23 new monsters, everything from the Arcanoplasm to the Warding Visage.  Most, if not all of these creatures would make a great one-shot adventure focus.

There are only eight new variant rules, Although short, I liked the Combat Defense maneuver.  The pages about Incantation would make your villains memorable. 

The text for all of these entries is reproduced from at least 18 different sources, and I believe that this caused the book to become a mixed bag for me.  My suggestion is that if you find a copy of this book, you should scan it to see if it would be useful enough to buy it.

Saturday, February 28, 2015

Wish there had been more...

"DM's Idea Pipeline: 2004 Collection" by Michael Hammes and Philip Reed
Published and distributed by Ronin Arts
ISBN = unknown -72 pages

Ronin Arts obviously meant this booklet to be the beginning of a line of idea pipeline selections, but as for as I know, there were no books either before or after this one.

The ten chapters include a host of new feats, new classes, new spells, new treasures, rumors, new contacts and NPC's, locations, events, and monsters.  I particularly liked the Specialty Priests, and loved the Elemental Priests.  There are four new Prestige Classes, but I, personally, found them to be uninteresting.  The Spells and Treasures are a mixed bag of good and not-so-good.  But, I use rumors quite a bit to start new adventurers for campaigns.  There are only nine of them, but the small amount of basic info provided makes a great jumping off place.  I also use NPC's for the same purpose, and the fifteen provided here have good info to give to players.  The ten locations are good in a city setting, and the five Events include some really good ones.  The four monsters, and one unique monster (you have to see it), have a place in many D20 campaigns. 

GM's may want to scan this book to see if the info is useful to them or not.  Personally, although I liked it, I thought it was generally a mixed bag of varying quality. 

Add realistic guilds to your campaigns!

"Guilds and Adventurers" by Various
Published and distributed by Mystic Eye Games
ISBN = 0-9708265-6-7  128 pages

This older book was supposed to be part of Mystic Eye's "The Hunt: Rise of Evil" campaign.  In its 44 small chapters, are details for 30 different guilds.  There's also a section on other groups. 

The Prestige Class presented is better off used as an NPC.  But where this book really shines is in the descriptions of the 30 guilds presented.  Everything from an Adventurer's Guild to a Weaponcrafters Guild has at least a couple good pages of design notes.  Although the art is black and white, it is good, and complements the text nicely.  About 70 pages of the 128 pages are devoted to guilds.  The remaining pages give details on Associations, Societies, and Specialty Groups. 

Every guild presented also has an icon associated with it which could be useful when in a strange city with a strange language.  The crests are universal to the guilds.  There are also tables and charts scattered throughout the book in places where they relate to a specific guild.  New feats, new skills, new items, even a new monster or two, and new spells are also included. 

I could not find anything in this book that could not be used in almost any campaign, although the book is designed for D20.  It's too bad Mystic Eye Studios is no more.  So far, I've come to really enjoy almost everything they produced.  GM's - even if you're running, say, Pathfinder, you will probably find this book to be incredibly useful.  Highly recommended even just for campaign city flavor.

Too bad there were no more...

"Sun and Scale: The Gryphon's Legacy" by Wolfgamg Baur
Published and distributed by Gaslight Press
ISBN = 0-9713526-0-7  48 pages

Generally, when you see the name "Wolfgang Baur", you can pretty much guarantee that this Role Playing Game product is gonna be a good one!

The Gryphon's Legacy was to be a start for Wolfgang's Sun and Scale world. 

At only 48 pages, plus coded maps on the inside front and inside back pages, this is basically a module for the D20 system. 

It includes:

1 - The World of Sun and Scale
2 - Adventure Intro
3 - The Gryphon's Legacy
4 - Conclusion

There are three Appendixes:

1 - Quick References
2 - New Items and New Spells
3 - The usual License Agreement

Most of the meat of this module takes place in a small castle with a tower.  The series of maps, which includes the main floor, the tower cellar, the three upper floors of the tower, and the two crypts, are keyed to the text.  There are 56 keyed areas.  This would provide for one very long session, or a small series of smaller adventures. 

As usual, Baur does not disappoint, and this is a worthy mod for anyone still using the D20 system. 

Second Storehouse of Treasures

"Adventurer's Vault 2" by Various
Published and distributed by Wizards of the Coast
ISBN = 978-0-7869-5204-5  160 pages

Adventurer's Vault 2 provides some more treasures for your D&D 4th Edition campaign. 

Broken down, it looks like this:

In the 1st chapter, Magic Items, you find: Armor, Weapons, Ammo, Holy Symbols, Orbs, Rods, Staffs, Tomes, Totems, Wands, Arms Slot Items, Feet Slot Items, Hands Slot Items, Head Slot Items, Neck Slot Items, Rings, Waist Slot Items, Wondrous Items (including Wondrous Lair Items...), Tattoos, and Consumables.

Next, the 2nd Chapter, Item Sets, has sets of weapons and armor grouped by Heroic, Paragon, Epic, and Group sets.

The appendix has an Item Table.

I was hoping that there was more to treasures than what was in the Core Rulebooks.  This provides at least part of the answer.  There's also a first "Adventurer's Guide" with even more...

The Item Sets portion of this book was my favorite part.  I can see players scattering alll over the world trying to find that one last part... :-)

Although players can use this book, it is, of course, primarily for Game Masters.  It contains literally thousands of new items for adding to 4th Edition.  Thank the maker that someone had the idea to group the Master Table by Item Level, and sub-grouped by type.  If you want to still DM using the 4th Edition, I'd say this was a no-brainer.  GM's should try to limit player access to this book.  If you're running 4th Edition, it has my recommendation.

The first storehouse of treasures

"Adventurer's Vault" by Various
Published and distributed by Wizards of the Coast
ISBN = 978-0-7869-4978-6  224 pages

Adventurer's Vault (1) provides some sorely needed treasures for your D&D 4th Edition campaign. 

Broken Down, it looks like this:

In the 1st chapter, Equipment, you find: Masterwork Armor, Masterwork Weapons, Vehicles, and Alchemy.  There are lots of charts for all of these.

Next, in the 2nd Chapter, Magic Items, you find Magic Armor, Magic Weapons, Implements, Arm Slot Items, Companion Items, Feet Slot Items, Hand Slot Items, Head Slot Items, Neck Slot Items, Rings, Waist Slot Items, Wondrous Items, and Consumables.  Yes, more charts here.

Appendix 1 deals with Unique Items, Item Level, and Enchanting Items.  Some good higher level info here.

Appendix 2 is simply a huge chart (called a "master table") for all Magic Items in this book. 

There are only about 16 pages dedicated to Equipment.  However, at least 150 pages for Magic Items.  There are only about 28 pages for both appendixes. 

I was hoping that there was more to treasures than what was in the Core Rulebooks.  This provides at least part of the answer.  There's also a "Adventurer's Guide 2" with even more...

Although players can use this book, it is, of course, primarily for the Game Master.  It contains literally thousands of new items for adding to 4th Edition.  Thank the maker that someone had the idea to group the Master Table by Item Level.  If you want to still DM using the 4th Edition, I'd say this was a no-brainer.  GM's should try to limit player access to this book.  If you're running 4th Edition, it has my recommendation.

Thursday, January 1, 2015

The best Dungeon Master's Guide ever...

"Premium Dungeons and Dragons Dungeon Master's Guide" by Various
Published and distributed by Wizards of the Coast
ISBN = 978-0-7869-6245-7  320 pages

This is often called "Core Rulebook 2 v.3.5".  Within its pages are the closest thing to perfection that the 3.5 rulebooks have ever had.  In this Premium edition, all errata has been removed, if possible, and entries have been slightly altered to make rulings clearer.

There are eight major chapters in this volume:
     1) Running the Game
     2) Using the Rules
     3) Adventures
     4) NPC's
     5) Campaigns
     6) Characters
     7) Magic Items
     8) Glossary

I'm not going to bore you with long descriptions of the chapters.  But I will say that the Premium volume, with its semi-metallic cover, really stands out in my bookcases.  The art is great, as usual for WotC, and is rarely out of place.  The basics of what might be called "the ultimate D&D" are all included.  In the back of the book are several small maps and map templates, and some color floor tiles.  There's also a removable map of a dungeon.

There is a really good Table of Contents and a good index.  There's also a list of all pertinent tables, which was a nice touch - it makes the specific info you are looking for easier to find.

Folks, if you play =any= 3.5 or D20 game, you should have a copy of this book.  The DMG contains many great hints and tips for running a campaign or adventure.    Highly recommended.

Simply put, the best Monster Manual ever.

"Premium Dungeons and Dragons Monster Manual" by Various
Published and distributed by Wizards of the Coast
ISBN = 978-0-7869-6144-0  320 pages

This is often called "Core Rulebook 3 v.3.5".  Within its pages are the closest thing to perfection that the 3.5 rulebooks have ever had.  In this Premium edition, all errata has been removed, if possible, and entries have been slightly altered to make rulings clearer.

There are seven major chapters in this volume:
     1) Monsters A to Z
     2) Animals
     3) Vermin
     4) Improving Monsters
     5) Making Monsters
     6) Monster Skills and Feats
     7) Glossary

I'm not going to bore you with long descriptions of the chapters.  But I will say that the Premium volume, with its semi-metallic cover, really stands out in my bookcases.  The art is great, as usual for WotC, and is rarely out of place.  The basics of what might be called "the ultimate D&D" are all included.  In the back of the book are two pages of Monsters sorted by Challenge Rating.  There is a really good Table of Contents, making it vary easy to find the creature you want.

Folks, if you play =any= 3.5 or D20 game, you should have a copy of this book.  The Monster Manual contains the stats for all of the basic monsters - from the Aboleth to Zombies.  Don't forget that things like cats and dogs are considered 'animals' and not monsters, and things like ants are considered 'vermin'.  If you're a GM, you gotta love the monster creating chapters.  Highly recommended.

Quite Frankly, the best D&D 3.5 Player's Handbook

"Premium Dungeons and Dragons Player's Handbook" by Various
Published and distributed by Wizards of the Coast
ISBN = 978-0-7869-6146-4  320 pages

This is often called "Core Rulebook 1 v.3.5".  Within its pages are the closest thing to perfection that the 3.5 rulebook has ever had.  In this Premium edition, all errata has been removed, if possible, and entries have been slightly altered to make rulings clearer.

There are eleven major chapters in this volume:
     1) Abilities
     2) Races
     3) Classes
     4) Skills
     5) Feats
     6) Descriptions
     7) Equipment
     8) Combat
     9) Adventuring
     10) Magic
     11) Spells

I'm not going to bore you with long descriptions of the chapters.  But I will say that the Premium volume, with its semi-metallic cover, really stands out in my bookcases.  The art is great, as usual for WotC, and is rarely out of place.  The basics of what might be called "the ultimate D&D" are all included.  In the back of the book is a small section of general guidelines and a glossary.  At the rear of the book is a character sheet.

There is a really good Table of Contents and a good index.  There's also a list of all pertinent tables, which was a nice touch - it makes the specific info you are looking for easier to find.

Folks, if you play =any= 3.5 or D20 game, you should have a copy of this book.  I don't know of a single case where a 3.5/D20 book does not require the Player's Handbook in addition to whatever book you're reading.  And if you're going to need one, you may as well buy the best you can buy.  This is, quite simply, the best.  As a long time player of D&D and D20 games, I find this volume indispensable.  I think you will, too.  Highly recommended.