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.