If you got your copy of Rappan Athuk by investing in the Kickstarter, you may have one or more of the following extras.
1) Necromancer Games Note Pad. Just a folio of blank pages with a silver Necromancer Games Logo and a title of "Frog God Games".
2) Rappan Athuk Player's Guide. Although called a "Player's Guide", this supplement is really a 16 page folio of notes that canny GM's will introduce to the players when the time is right. Most of the material is about the town and it's residents - and the stories they can tell to the PC's.
3) Rappan Athuk Bestiary. This is a 32 page folio (although a couple of the pages at the end are blank so that a GM can put other creatures in). This folio contains 35 monsters that are unique to Rappan Athuk or the surrounding area.
3) Rappan Athuk - Cyclopean Deeps - Part 1: Down to Ques Querax. This 24 page folio also has a couple of blank pages that cold be used by a GM to add their own touches. Note that later, Frog God Games printed a =much= larger book for part one. Pages three through ten are guides to wandering monsters, and mentions that these deeps are even below the usual range of such underground dwellers as Drow. Pages 11 thru 16 are either maps, or keys to those maps. Pages 17 through 20 are new monsters for these realms.
4) Rappan Athuk - Cyclopean Deeps - Part 2: Cult of the Khryll. Although on the cover, it says: "Part 2: Cult of the Khryll", the real subtitle should be: "Eye of the Titan". This 20 page folio lays out the basics of Underdark lands even below Rappan Athuk! There are 11 pages devoted to the Eye of the Titan and the remaining four are devoted to catacombs even lower in the Cyclopean Deeps.
5) Rappam Athuk GM's Screen. This is a four panel regular height GM's screen. It only has a large picture that faces towards the players on the front - but, on the other side, is valuable info for the potential Rappan Athuk Gamemaster. On page 1 is a map of the area around Zelkor's Ferry showing the river and other features, including the infamous Mouth of Doom. A rumor chart fills up page two with 66 rumors that characters can hear in the town. The GM could roll a dice, but I feel they would be better advised to take the rumor that the players might follow up on. The 3rd panel Shows all of the connections from one level to another including almost everything from Area 3 to area 15. Finally, on the 4th page is a map of the area around, not just Rappan Athuk, but also of the wilderness fairly far away from the mega-dungeon.
6) Pregenerated Characters. A comprehensive look at 12 possible characters that GM's could allow their players to use instead of their own.
7) The Battle Maps. These are detailed maps of the lower areas of Rappan Athuk. First, Area Zero has 1 page. Then area 1A-4 has 1, then area 3A-8 has 2 more, area 3C-30 has 2 more, then area 4-9 has six more, area 5-6B has four more, areas 7-3 and 7-4 come in two parts, area 9-C-19 has two, 9-D to area 9 K has three more.
Wait! But there's more!
Area 10-19 has 4 more, area 10-C3 has 2 more, area 11-4 has 2 parts, as do 11-6. Area 12-6 has 2, and finally, area 13 B8 covers B8-8, B8-9, and B-10, and concludes with area 13C. Prospective GM's should copy these maps and put the related sections together before starting. 1" per square is the standard throughout. The Chessboard, BTW, has a Harry Potter like feel. as you move humanoid characters the correct way to defeat your opponent.
The full kit also includes a dry erase map making board, and a large sized diagram of the huge mega dungeon showing the levels and how to get to them..
As I look at this super sized campaign, I am reminded of the fact that it grew from a series of three modules from the old "Sword and Sorcery" system - R1 - "The Dungeon of Lost Graves - The Upper Levels", R2 - "The Dungeon of Lost Graves - The Middle Levels", and R3 - "The Dungeon of Lost Graves - The Lower Levels". The three modules, combined together, come nowhere near the total for the entirety of Rappan Athuk. In the R3 series, there were only 224 pages. But in the "final" version of Rappan Athuk, there are (counting the new improved Cyclopean Deeps) 1,284 pages! BTW, there are two =more= booklets - "Level 7B" and "Rappan Athuk Expansions 1".
I cannot recommend this any higher! My heartfelt congratulations to the whole Rappan Athuk team - and especially, its author, Matt Finch. I know I'll be using this in my Pathfinder campaign, and Frog God Games is doing a Kickstarter for a conversion to 5th Edition D&D. Absolutely one of my very highest recommendations!
Thursday, March 8, 2018
Wednesday, February 21, 2018
Mega Dungeon? This is a Super Dungeon!
This incredible book (and several minor booklets), create what just may be the single largest Mega-Dungeon ever! At a retail price of $100.00 it's not cheap, but the sheer volume of material is worth every penny.
Clocking in at 672 pages (counting a few advertisements), its very hard to believe that this entire series was based on three ordinary modules by Necromancer Games - R1 = "The Dungeon of Graves - Upper Levels" at 48 pages, R2 = "The Dungeon of Graves - Middle Levels" at 64 pages, and R3 = "The Dungeon of Graves - Lower Levels" at 112 pages.
15 main levels to Rappan Athuk, and a number of side quests and supplements, which were released on their own. I'll mention those in separate reviews. The layout and design of Rappan Athuk is very good, and the table of contents in the front is a big help. There is no index. To be fair, at this size of scope, I did not expect color art.
The wilderness areas outside the dungeon should only be attempted by a party of at least an average of level 4 or better. The chart about levels of Rappan Athuk is a big convenience. A lower level party just traveling through the area on the way to something else should simply mark the danger(s) on their overland maps and come back prepared for anything.
The outer area of the main dungeon consists of three areas to start in - 1st Level 0A = "The Cavern of the Kraken" or Level 0B = "The Cloister of the Frog God", or Level 0C = "Zelkor's Ferry". A more sadistic GM would use either level 0A or 0B. Even on Level One of Rappan Athuk, there are three sub-quests. There's almost always a sub-quest or two in every level, except for Level 15 - "The Chapel". There are 53 quests and sub-quests, and seven appendixes.
I won't spoil the fun, but any Game Master worth his salt could possibly use this mega-dungeon from the PC's starting at level one and then all the way to level 20. A few new monsters, a couple new classes, some new magic items, the Gods and Demons of Stoneheart Valley, some very good pre-generated characters, a few battle maps, and the final revelations.
Because other products by Frog God Games are mentioned (such as "Stoneheart Valley" above) this super dungeon gets even bigger! With the additions of the remaining Frog God products, I suspect (because I'm still missing one or two) that there are =well= over a thousand pages of material! I can't recommend this any higher! With the addition of the supplementary material, I don't have to move my PC's at all unless they want to leave the area! This has got to have one of my very highest recommendations!
Clocking in at 672 pages (counting a few advertisements), its very hard to believe that this entire series was based on three ordinary modules by Necromancer Games - R1 = "The Dungeon of Graves - Upper Levels" at 48 pages, R2 = "The Dungeon of Graves - Middle Levels" at 64 pages, and R3 = "The Dungeon of Graves - Lower Levels" at 112 pages.
15 main levels to Rappan Athuk, and a number of side quests and supplements, which were released on their own. I'll mention those in separate reviews. The layout and design of Rappan Athuk is very good, and the table of contents in the front is a big help. There is no index. To be fair, at this size of scope, I did not expect color art.
The wilderness areas outside the dungeon should only be attempted by a party of at least an average of level 4 or better. The chart about levels of Rappan Athuk is a big convenience. A lower level party just traveling through the area on the way to something else should simply mark the danger(s) on their overland maps and come back prepared for anything.
The outer area of the main dungeon consists of three areas to start in - 1st Level 0A = "The Cavern of the Kraken" or Level 0B = "The Cloister of the Frog God", or Level 0C = "Zelkor's Ferry". A more sadistic GM would use either level 0A or 0B. Even on Level One of Rappan Athuk, there are three sub-quests. There's almost always a sub-quest or two in every level, except for Level 15 - "The Chapel". There are 53 quests and sub-quests, and seven appendixes.
I won't spoil the fun, but any Game Master worth his salt could possibly use this mega-dungeon from the PC's starting at level one and then all the way to level 20. A few new monsters, a couple new classes, some new magic items, the Gods and Demons of Stoneheart Valley, some very good pre-generated characters, a few battle maps, and the final revelations.
Because other products by Frog God Games are mentioned (such as "Stoneheart Valley" above) this super dungeon gets even bigger! With the additions of the remaining Frog God products, I suspect (because I'm still missing one or two) that there are =well= over a thousand pages of material! I can't recommend this any higher! With the addition of the supplementary material, I don't have to move my PC's at all unless they want to leave the area! This has got to have one of my very highest recommendations!
Monday, February 12, 2018
Choose Your Own Adventure
The Tome of Adventure Design claims to be "A comprehensive adventure creation sourcebook for Swords and Wizardry and the Pathfinder Roleplaying Game."
Let's take a look...
There are only four sections: Book One - Principles and Starting Points, Book Two - Monsters, Book Three - Dungeon Design, and Book Four - Non-Dungeon Adventure Design.
Basically, this book is a book of nothing except tables allowing you to create and populate an adventure. There are hundreds of tables of various types - everything from the Villain's Master Plan, a great selection of monsters and creatures, a giant sized book of tales for dungeon design, and a fairly large section about building castles, cities, underwater and waterborne adventures, some material about wilderness such as deserts, forests, hills and mountains, and swamp bogs to slog through. There's even a small section on planar worlds and realms, and also alternate worlds.
I've been a Dungeon Master for a very long time - and you can believe me when I tell you that this book is one of the best aids for quickly and easily constructing an adventure on the fly. Even on the back cover, this book exclaims: "It's Friday night, 6 p.m. You haven't prepared an adventure and you still need to get to a store and buy snacks. The rest of your group is heading over to game in two hours. What do you do?" I wish I had a book like this many years ago. It reminds me greatly of products that were created by "Judges Guild" in the 1980's.
There are seemingly hundreds of tables covering everything from locations for starting points, missions, the Master Villain and his plan(s?), and even the minions and Lieutenants of the Villain. Animals ranging from beasts, to constructs, to Draconic, and after several more you arrive at vermin. Basic elements of adventure design, designing the adventure and map(S?), various (non-dangerous, and dangerous) tricks you can use on the PC's, Traps the party can set off, and a huge section on miscellaneous items.
In all, I believe that there are over 400 different tables you can consult when creating an adventure quickly, or when you are stuck at a point from which you don't know where to go. THis book has absolutely one of my very highest recommendations, and I believe that every Game Master would love it.
Let's take a look...
There are only four sections: Book One - Principles and Starting Points, Book Two - Monsters, Book Three - Dungeon Design, and Book Four - Non-Dungeon Adventure Design.
Basically, this book is a book of nothing except tables allowing you to create and populate an adventure. There are hundreds of tables of various types - everything from the Villain's Master Plan, a great selection of monsters and creatures, a giant sized book of tales for dungeon design, and a fairly large section about building castles, cities, underwater and waterborne adventures, some material about wilderness such as deserts, forests, hills and mountains, and swamp bogs to slog through. There's even a small section on planar worlds and realms, and also alternate worlds.
I've been a Dungeon Master for a very long time - and you can believe me when I tell you that this book is one of the best aids for quickly and easily constructing an adventure on the fly. Even on the back cover, this book exclaims: "It's Friday night, 6 p.m. You haven't prepared an adventure and you still need to get to a store and buy snacks. The rest of your group is heading over to game in two hours. What do you do?" I wish I had a book like this many years ago. It reminds me greatly of products that were created by "Judges Guild" in the 1980's.
There are seemingly hundreds of tables covering everything from locations for starting points, missions, the Master Villain and his plan(s?), and even the minions and Lieutenants of the Villain. Animals ranging from beasts, to constructs, to Draconic, and after several more you arrive at vermin. Basic elements of adventure design, designing the adventure and map(S?), various (non-dangerous, and dangerous) tricks you can use on the PC's, Traps the party can set off, and a huge section on miscellaneous items.
In all, I believe that there are over 400 different tables you can consult when creating an adventure quickly, or when you are stuck at a point from which you don't know where to go. THis book has absolutely one of my very highest recommendations, and I believe that every Game Master would love it.
Monday, January 8, 2018
Review of "Shadizar - City of Wcikedness"
This four piece boxed set from Mongoose details a lot of information on a little explored area of Conan's world - The City of Shadizar - also known as "The City of Wickedness". This set is meant for the GM's eyes only!
Coming in four pieces - Book I - "Games Master Guide", Book II - "Secrets of the Streets", Book III - "Dark Dens of Iniquity", and a large fold out map.
Book I - The largest of the three, in its 86 pages are four major sections. 1 - "Into the City", 2 - "Districts of Depravity", 3 - "The Nature of the Beast", and 4 - "Venturing Abroad". There are also pages for the Credits, an Introduction, and the usual OGL.
In Section One, "Into the City", a very large group of crafts and professions (no less than 108 different), then my personal favorite section of this booklet, comes nine different tables of sample NPC's your characters could meet in this city. This is a very well fleshed out section that details some of the flavor.
In Section Two, "Districts of Depravity", we look at the geography of Shadizar and the many districts within. From the City Gates to areas near the city, this section is chock full of good info for GM"s.
In Section Three is a very well thought out part about Game Mastering Shadizar, its natures and campaigns, its conflicts, plots, religions, and deals.
In Section Four, is a very small set of adventures in and near the city. Laws and crimes, Political intrigues, Dark Mysteries, and some sample starting scenarios and adventures.
Book II - Secrets of the Streets" is a smaller, 32 page booklet about potential foes, secrets to discover, a small bestiary, and a nice NPC prestige class ("The Professional"), and one new race ("Kezankian Hillman").
Book III - "Dark Dens of Iniquity" is a 32 page booklet of mostly small adventures using Shadizar as a location. "Dark Dens of Debauchery in Shadizar", "A Tavern of Merchants", "The Noblewoman's Estate", "Into the Tunnels", "The Guild Hall", "The Temple of Bel", "The Inn of the Three Crowns", and two major NPC's.
In my upcoming "Primeval Thule" campaign, I can't think of another product that has set the bar higher for the largest and almost certainly, most evil, city in my world. If you are a GM and would love a evil city for your players to visit, live in, and perhaps even rule, this is it.
Coming in four pieces - Book I - "Games Master Guide", Book II - "Secrets of the Streets", Book III - "Dark Dens of Iniquity", and a large fold out map.
Book I - The largest of the three, in its 86 pages are four major sections. 1 - "Into the City", 2 - "Districts of Depravity", 3 - "The Nature of the Beast", and 4 - "Venturing Abroad". There are also pages for the Credits, an Introduction, and the usual OGL.
In Section One, "Into the City", a very large group of crafts and professions (no less than 108 different), then my personal favorite section of this booklet, comes nine different tables of sample NPC's your characters could meet in this city. This is a very well fleshed out section that details some of the flavor.
In Section Two, "Districts of Depravity", we look at the geography of Shadizar and the many districts within. From the City Gates to areas near the city, this section is chock full of good info for GM"s.
In Section Three is a very well thought out part about Game Mastering Shadizar, its natures and campaigns, its conflicts, plots, religions, and deals.
In Section Four, is a very small set of adventures in and near the city. Laws and crimes, Political intrigues, Dark Mysteries, and some sample starting scenarios and adventures.
Book II - Secrets of the Streets" is a smaller, 32 page booklet about potential foes, secrets to discover, a small bestiary, and a nice NPC prestige class ("The Professional"), and one new race ("Kezankian Hillman").
Book III - "Dark Dens of Iniquity" is a 32 page booklet of mostly small adventures using Shadizar as a location. "Dark Dens of Debauchery in Shadizar", "A Tavern of Merchants", "The Noblewoman's Estate", "Into the Tunnels", "The Guild Hall", "The Temple of Bel", "The Inn of the Three Crowns", and two major NPC's.
In my upcoming "Primeval Thule" campaign, I can't think of another product that has set the bar higher for the largest and almost certainly, most evil, city in my world. If you are a GM and would love a evil city for your players to visit, live in, and perhaps even rule, this is it.
Saturday, January 6, 2018
Demonology 404
"The Deluxe Guide to Fiend Summoning and Faustian Bargains" is probably one of the only books I would not want certain people to buy.
Within its 180 pages live a lexicon of 72 Devils, Daemons, and Demons - from page 49 to page 177, chock full of the very thing that Anti-D&D people talk about. It gives =game= directions for summoning, binding, and dispelling creatures of evil intent. Even the front cover, which depicts an upside down pentagram, is kind of disquieting. This book is not one that I would recommend giving to anyone who might just be a little off kilter. Supposedly, it has rituals for summoning these 72 creatures, the necessary components of the ritual, and even a sigil in the background of each monster's summoning sign.
If there =ever= was a book that I hope the Christian Community does =not= see, it's this one. By "Necromancers of the Northwest", it would make a great resource for Necromancers and other evil mages. There's only a scant 29 pages of info on summoning the fiends in this volume, as well as bargaining with them, dispelling them, and the types of payment(s) they accept.
I can only recommend this book to gamers who are =very= mature, and take a good look at it to see if they want this type of detail on what amounts to NPC's in your game. Although I own a copy, I cannot see myself ever wanting to use this in any campaign. Remember - you have been warned!
Within its 180 pages live a lexicon of 72 Devils, Daemons, and Demons - from page 49 to page 177, chock full of the very thing that Anti-D&D people talk about. It gives =game= directions for summoning, binding, and dispelling creatures of evil intent. Even the front cover, which depicts an upside down pentagram, is kind of disquieting. This book is not one that I would recommend giving to anyone who might just be a little off kilter. Supposedly, it has rituals for summoning these 72 creatures, the necessary components of the ritual, and even a sigil in the background of each monster's summoning sign.
If there =ever= was a book that I hope the Christian Community does =not= see, it's this one. By "Necromancers of the Northwest", it would make a great resource for Necromancers and other evil mages. There's only a scant 29 pages of info on summoning the fiends in this volume, as well as bargaining with them, dispelling them, and the types of payment(s) they accept.
I can only recommend this book to gamers who are =very= mature, and take a good look at it to see if they want this type of detail on what amounts to NPC's in your game. Although I own a copy, I cannot see myself ever wanting to use this in any campaign. Remember - you have been warned!
Friday, January 5, 2018
Review of "Jade Magi"
Jade Magi, a 72 page module for the D20 system (and thus D&D 3.5) is a "Dungeon" crawl through the sewers for fourth to sixth level characters. Normally, I generally do not buy modules. I enjoy making up my own world more. But this offering from Monkey God Enterprises allowed me a quick way to introduce an oriental themed area into my world.
I suspect any character with sinus problems will never want to go on this adventure, because the sewers under the town are still in use. (Everybody say: "EEeeeeeewwwww!") In it, the party members will find the town has recently had a minor earthquake. The quake caused a long hidden magical pool under the city to crack open. The properties of the pool's water were allowed to enter the sewers. This caused many of the normal sewer inhabitants to mutate and become Dire Animals and Monsterous Vermin. Can the party help defend the city from the attacking creatures, go into the sewers and roust out remaining monsters, and seal the pool before it can cause any more mutations?
There are full page black and white maps of the town and the main sewers, and two half page maps that detail major encounters while exploring. There a couple of "mandatory" encounters that set the stages for adventures, and details of both the city and the sewer encounters.
There is an amazing amount of material crammed into the 72 pages available. Three in town adventures, and three sewer encounters. I feel like Monkey Gad has delivered a quality product for a reasonable price for any GM to begin to present an oriental themed area of their world. Recommended.
I suspect any character with sinus problems will never want to go on this adventure, because the sewers under the town are still in use. (Everybody say: "EEeeeeeewwwww!") In it, the party members will find the town has recently had a minor earthquake. The quake caused a long hidden magical pool under the city to crack open. The properties of the pool's water were allowed to enter the sewers. This caused many of the normal sewer inhabitants to mutate and become Dire Animals and Monsterous Vermin. Can the party help defend the city from the attacking creatures, go into the sewers and roust out remaining monsters, and seal the pool before it can cause any more mutations?
There are full page black and white maps of the town and the main sewers, and two half page maps that detail major encounters while exploring. There a couple of "mandatory" encounters that set the stages for adventures, and details of both the city and the sewer encounters.
There is an amazing amount of material crammed into the 72 pages available. Three in town adventures, and three sewer encounters. I feel like Monkey Gad has delivered a quality product for a reasonable price for any GM to begin to present an oriental themed area of their world. Recommended.
Thursday, January 4, 2018
Inner Sea Races expanded?
Paizo has hit another home run with the this add-on book for Pathfinder. I did not buy Inner Sea Races as quickly as I normally buy Hardcover Pathfinder books because I believed that it would just cover a lot of the races on their world of Golarion. But, I got an extended look at it in my local BAM, and decided to get it. I was not disappointed! This book takes the races we already know and love (heck, such as Humans, for instance) and breaks them down much further. Humans can be created in 12 different types based on the tribe that they are from! There are many other examples. Including the now expanded Humans, this book covers 37 races rather thoroughly, and also has a few other smaller entries. I particularly like the Catfolk - because I have a regular player that would make one up as soon as I told them Catfolk were acceptable. In fact, this book pleased me so well that I went out and got the 'companion' volume - "Inner Sea Gods". A good GM, of course, should take a look at the races that are presented and make sure that they would "fit" into their campaign. This book has my recommendation for any GM using Pathfinder.
Wednesday, December 20, 2017
Shipwrecked on the Razor Coast!
Razor Coast is yet another huge campaign by Frog God Games, as assisted by Necromancers.
This book is 532 pages of mostly overland and overseas adventures! It is packed to the brim with pirates and swashbuckling adventure, tempered well with dark fantasy.
Yes, this is another huge book that occurs in Frog God's universe, just like "Slumbering Tsar" and "Rappan Athuk". It consists of seven chapters: #1) "Into the Razor", #2) "Build an Adventure Path", #3) "Port Shaw", #4) "Beneath and Near Port Shaw", #5) "To Sail the Razor Sea", #6) "Night of the Shark", and #7) "The Kraken Strikes".
It also has no less than eight appendixes: #1) "Everything New Except Monsters", #2) "Recurring NPC's", #3) "Bestiary", #4) "Gazetteer", #5) "Book of Indulgences", #6) "Deep Waters", #7) "Handouts", and #8) "Campaign Worksheets". as well as a couple advertising sheets in the very back for other games produced by Frog God.
Folks, this is a great book for GM's who would love to set their campaign firmly in an age of Piracy and Sail! The "Adventuring Path" allows GM's to meld the facts from "Into the Razor" with "Port Shaw". If you are going to use this as your entire campaign (and you can!), it is recommended for characters level 5 through level 12. Good GM's will probably be able to take their party from Level 1 to Level 5 easily by using some of the info in this book. I would like to recommend that you encourage your players and their characters to use "Port Shaw" as their home base.
Created by Nicolas Logue, Chapter One details an overview of history of the Razor Coast, and has a great deal of summary material. Chapter Two is the meat of how to use this tome to create an adventuring path. You may already have good ideas for testing your PC's to their limit, even before they get to the material in this book! If you do that's great! Chapter Three, Port Shaw, introduces Port Shaw as a very viable place for PC's to rest up and re-equip. Chapter Four has even more material - this time both under the city (read: dungeons!) and near the city. Chapter Five takes the PC's on their first true adventure into the Razor Coast and surrounding areas. Chapter Six should be the GM's favorite chapter! It has the Were-Sharks. With this, you can even start designing and putting your own touches onto the waters of the Razor Coast. Chapter Seven should probably be the concluding chapter to adventures in the Razor Sea, as it introduces the final adversary, the Shark God!
I don't want to totally ruin the fun, but one of my favorite things in this book was (get this!) Were-Sharks! Were-Sharks can transform from what appears to be a normal human into a combination of man and shark (which I am fond of calling their "Crinos mode") and yet another transformation into a total Great White Shark!
The appendixes claim a huge amount in this book - 187 pages! The first is a flotilla of new items and rules. The second is a group of recurring NPC's - which canny GM's will not let the players kill! A virtual cornucopia of monsters (of course) makes up the next appendix, including some templates to add spice to already existing monsters, as well as a host of totally new ones! The Gazetteer has a limited amount of starting info on the areas that are part of the Greater Razer Coast - but a few places that should be investigated by the PC's! The Book of Indulgences starts with some fragmentary info on campaigns, some new Player Options, a complete adventure for 7th level characters, and finally, "What would happen if the group went out into deeper waters beyond the Razor Coast?". A few options for further adventures is presented last, with a NPC Checklist and seven more charts for GM's use to manufacture the whole game!
Once again, Frog God hits the nail firmly on the ship's plank on this one. Although the cost may seem to be prohibitively expensive, remember, this book essentially, produces an entire campaign from start to finish. Buy one and see the Razor Coast claim even more victims! One of my higher recommended recommendations!
This book is 532 pages of mostly overland and overseas adventures! It is packed to the brim with pirates and swashbuckling adventure, tempered well with dark fantasy.
Yes, this is another huge book that occurs in Frog God's universe, just like "Slumbering Tsar" and "Rappan Athuk". It consists of seven chapters: #1) "Into the Razor", #2) "Build an Adventure Path", #3) "Port Shaw", #4) "Beneath and Near Port Shaw", #5) "To Sail the Razor Sea", #6) "Night of the Shark", and #7) "The Kraken Strikes".
It also has no less than eight appendixes: #1) "Everything New Except Monsters", #2) "Recurring NPC's", #3) "Bestiary", #4) "Gazetteer", #5) "Book of Indulgences", #6) "Deep Waters", #7) "Handouts", and #8) "Campaign Worksheets". as well as a couple advertising sheets in the very back for other games produced by Frog God.
Folks, this is a great book for GM's who would love to set their campaign firmly in an age of Piracy and Sail! The "Adventuring Path" allows GM's to meld the facts from "Into the Razor" with "Port Shaw". If you are going to use this as your entire campaign (and you can!), it is recommended for characters level 5 through level 12. Good GM's will probably be able to take their party from Level 1 to Level 5 easily by using some of the info in this book. I would like to recommend that you encourage your players and their characters to use "Port Shaw" as their home base.
Created by Nicolas Logue, Chapter One details an overview of history of the Razor Coast, and has a great deal of summary material. Chapter Two is the meat of how to use this tome to create an adventuring path. You may already have good ideas for testing your PC's to their limit, even before they get to the material in this book! If you do that's great! Chapter Three, Port Shaw, introduces Port Shaw as a very viable place for PC's to rest up and re-equip. Chapter Four has even more material - this time both under the city (read: dungeons!) and near the city. Chapter Five takes the PC's on their first true adventure into the Razor Coast and surrounding areas. Chapter Six should be the GM's favorite chapter! It has the Were-Sharks. With this, you can even start designing and putting your own touches onto the waters of the Razor Coast. Chapter Seven should probably be the concluding chapter to adventures in the Razor Sea, as it introduces the final adversary, the Shark God!
I don't want to totally ruin the fun, but one of my favorite things in this book was (get this!) Were-Sharks! Were-Sharks can transform from what appears to be a normal human into a combination of man and shark (which I am fond of calling their "Crinos mode") and yet another transformation into a total Great White Shark!
The appendixes claim a huge amount in this book - 187 pages! The first is a flotilla of new items and rules. The second is a group of recurring NPC's - which canny GM's will not let the players kill! A virtual cornucopia of monsters (of course) makes up the next appendix, including some templates to add spice to already existing monsters, as well as a host of totally new ones! The Gazetteer has a limited amount of starting info on the areas that are part of the Greater Razer Coast - but a few places that should be investigated by the PC's! The Book of Indulgences starts with some fragmentary info on campaigns, some new Player Options, a complete adventure for 7th level characters, and finally, "What would happen if the group went out into deeper waters beyond the Razor Coast?". A few options for further adventures is presented last, with a NPC Checklist and seven more charts for GM's use to manufacture the whole game!
Once again, Frog God hits the nail firmly on the ship's plank on this one. Although the cost may seem to be prohibitively expensive, remember, this book essentially, produces an entire campaign from start to finish. Buy one and see the Razor Coast claim even more victims! One of my higher recommended recommendations!
Sunday, December 17, 2017
This City isn't slumbering....
My first comment has to be..... what a monster of a book! Over five pounds (!) of one of the biggest dungeon crawls I have =ever= seen!
Divided into three "books" - "The Desolation", "The Temple City of Orcus", and "The Hidden Citadel" - and a slightly smaller "bonus" chapter called "Sleeping Dogs" - this has to be one of the very largest books for Role Playing Games ever. There are a few others, such as "Rappan Athuk", "The Blight", and "The Northlands Saga" that come close. This version of "Slumbering Tsar" was put together out of smaller modular parts - if I remember right, it was 15 pieces!
At best, I call these Magnum Opuses "Mega-Dungeons". Meant, in most cases, to take a role playing party of adventurers from 1st level to 20th and possibly beyond! TSR has some of these now too, such as most of their 5th edition hardcovers like: "Curse of Strahd", "Hoard of the Dragon Queen", "The Rise of Tiamat" and others. But Necromancer Games and Frog God Games beat them to the punch!
I've got to admit that I was blown away by just the sheer size of this tome - 960 pages of nothing but dungeon crawl crunch and great illustrations. In the first section, "The Desolation", you are taken from your first base camp to a crossroads - one of which leads to "The Slumbering Tsar" and the other one leads to "Rappan Athuk"!
Upon reaching "The Desolation", the party sees the outskirts of The Slumbering Tsar - an area of blasted ruins that surrounds the supposedly sleeping city. Just using the 'feel' from this place should give players a warning that they are approaching a very evil place indeed. After about nine days of travel with plenty of adventures through the blighted area, they reach the entrance to the 2nd section - "The Temple City of Orcus"!
Although about a thousand years have passed since the Temple City was supposedly destroyed, DM's should =really= play up the area around the entrance as being extremely dangerous. If the players decide to go further, after many encounters with evil monsters both human (mostly Cultists and the like), and non-human (like the many creatures and monsters that inhabit the area since just after the ruination of the Temple City), the party would be wise to make a second camp near the entrance to the underground areas. If they don't keep a =very= good watch, the deserve what they get.
Entering the Hidden Citadel should really tax any character to their limit! Once inside the Temple City, characters are taken on a roller coaster ride through various ruined temples for worshipping evil deities, and the old city that surrounded them. If the party isn't dead by then, there is always the 3rd "book" - "The Hidden Citadel. "
The final object of this, believe it or not, is to eventually challenge Orcus himself! If, by some miracle, the party manages to "kill" Orcus, GM's should remember that the only way to really destroy Orcus forever is to challenge him on his home plane. If the party succeeds in dispelling Orcus, the first thing a good GM should remember is that Orcus, like any other Demon (or Daemon, or Devil) is that he can remanifest himself on this plane after a year and a day - and he will be hopping mad at the characters that did it!
Folks, I cannot say enough good about this huge saga. I was really impressed by the way that this book allows a GM to raise a party from essentially 1st level to 20th level. It is very obvious to me that this is not your usual 'cakewalk'. It is deadly in the extreme - filled with high level monsters and creatures, and bunches of traps. If you can handle the huge price tag ($150.00!) it is absolutely worth the money. One of my very highest recommendations.
Now that you've read all of this about one super mega dungeon, let me remind you that "Slumbering Tsar" is on the same world as "Rappan Athuk" - another mega-dungeon!
My compliments to Frog God and Necromancer for this masterpiece!
Divided into three "books" - "The Desolation", "The Temple City of Orcus", and "The Hidden Citadel" - and a slightly smaller "bonus" chapter called "Sleeping Dogs" - this has to be one of the very largest books for Role Playing Games ever. There are a few others, such as "Rappan Athuk", "The Blight", and "The Northlands Saga" that come close. This version of "Slumbering Tsar" was put together out of smaller modular parts - if I remember right, it was 15 pieces!
At best, I call these Magnum Opuses "Mega-Dungeons". Meant, in most cases, to take a role playing party of adventurers from 1st level to 20th and possibly beyond! TSR has some of these now too, such as most of their 5th edition hardcovers like: "Curse of Strahd", "Hoard of the Dragon Queen", "The Rise of Tiamat" and others. But Necromancer Games and Frog God Games beat them to the punch!
I've got to admit that I was blown away by just the sheer size of this tome - 960 pages of nothing but dungeon crawl crunch and great illustrations. In the first section, "The Desolation", you are taken from your first base camp to a crossroads - one of which leads to "The Slumbering Tsar" and the other one leads to "Rappan Athuk"!
Upon reaching "The Desolation", the party sees the outskirts of The Slumbering Tsar - an area of blasted ruins that surrounds the supposedly sleeping city. Just using the 'feel' from this place should give players a warning that they are approaching a very evil place indeed. After about nine days of travel with plenty of adventures through the blighted area, they reach the entrance to the 2nd section - "The Temple City of Orcus"!
Although about a thousand years have passed since the Temple City was supposedly destroyed, DM's should =really= play up the area around the entrance as being extremely dangerous. If the players decide to go further, after many encounters with evil monsters both human (mostly Cultists and the like), and non-human (like the many creatures and monsters that inhabit the area since just after the ruination of the Temple City), the party would be wise to make a second camp near the entrance to the underground areas. If they don't keep a =very= good watch, the deserve what they get.
Entering the Hidden Citadel should really tax any character to their limit! Once inside the Temple City, characters are taken on a roller coaster ride through various ruined temples for worshipping evil deities, and the old city that surrounded them. If the party isn't dead by then, there is always the 3rd "book" - "The Hidden Citadel. "
The final object of this, believe it or not, is to eventually challenge Orcus himself! If, by some miracle, the party manages to "kill" Orcus, GM's should remember that the only way to really destroy Orcus forever is to challenge him on his home plane. If the party succeeds in dispelling Orcus, the first thing a good GM should remember is that Orcus, like any other Demon (or Daemon, or Devil) is that he can remanifest himself on this plane after a year and a day - and he will be hopping mad at the characters that did it!
Folks, I cannot say enough good about this huge saga. I was really impressed by the way that this book allows a GM to raise a party from essentially 1st level to 20th level. It is very obvious to me that this is not your usual 'cakewalk'. It is deadly in the extreme - filled with high level monsters and creatures, and bunches of traps. If you can handle the huge price tag ($150.00!) it is absolutely worth the money. One of my very highest recommendations.
Now that you've read all of this about one super mega dungeon, let me remind you that "Slumbering Tsar" is on the same world as "Rappan Athuk" - another mega-dungeon!
My compliments to Frog God and Necromancer for this masterpiece!
Friday, December 8, 2017
Net Neutrality
Re: Net Neutrality
On the Net Neutrality link I provided, for those who are still unclear as to what this is about, there are really good articles out there. The short answer is this: without Title 2 oversight of ISPs, your Internet provider, Comcast, Spectrum, AT&T, whoever is free to do several things they currently can't. One is to block sites they have decided are places they don't want you to visit. More importantly, they can throttle data back to the 2400 baud days on certain services and sites, should they choose to. So, if you have (the mythic) Zowie Internet service, maybe they make a deal with Google, so if you're not using Chrome, things slow down for Opera, Safari, Firefox, MSEdge, or they make a deal with Microsoft so Edge and Bing work like magic, but Yahoo is a turtle.
And . . . if you want to visit ESPN, CNN, and another handful of sites, you can buy a monthly bundle! Think of the current TV streaming options on Sling, Hulu, YouTube Red, and probably a bunch more, and suddenly besides your normal connection fee (let's say Zowie charges you $50 a month for "Zippy!" at 50 Mbps) but only for those sites on their internal "approved list," and if you go off that list they cut the speed to 10 Mbps. You find that the latency on all the online games you play, Warcraft, Battlefield, world of Tanks, etc. is killing you, but if you pay $5 month for the Game Bundle, it's going to go to 20 Mbps, but for the "Elite Game Bundle," it's back to 50! So, another $5 a month gets the TV bundle, then another gets the movie bundle, the streaming sports bundles, etc.
OK, simple example, but that why I use the phrase, don't let them turn a freeway into toll roads. Those in favor of abolishing Net Neutrality have all sorts of BS reasons to explain why, but the answer is simple. It gives them another way to monetize the service and make more profits. Great for stockholders. Not so great for end users.
So, let your Congress creature and the FCC know you want no part of this!
Thursday, October 19, 2017
The Seventh Continent
If there was a board game that reminded you of the classic "Choose Your Own Adventure" books, or the old "Myst" series of computer games, look no further than The 7th Continent. Now in it's 2nd Kickstarter campaign, the Black Box is already in my hands and I've looked at the rules, and basically know how to play. (P.S.: Yes, there is a solo mode). Wonderful board game that takes you on a trip to remove curses you receive at the beginning of the game.
It's in the home stretch now, as there are only 8 hours left to pledge. Please consider taking a look.
https://www.kickstarter.com/projects/1926712971/the-7th-continent-what-goes-up-must-come-down
I feel fairly confident about this being at least Board Game of the Year 2017, but may make it even to the top 10 board games =ever=. I love it, and I'm in for the Veteran Plus level and hope this message reaches a few of you before the deadline!
Bruce
It's in the home stretch now, as there are only 8 hours left to pledge. Please consider taking a look.
https://www.kickstarter.com/projects/1926712971/the-7th-continent-what-goes-up-must-come-down
I feel fairly confident about this being at least Board Game of the Year 2017, but may make it even to the top 10 board games =ever=. I love it, and I'm in for the Veteran Plus level and hope this message reaches a few of you before the deadline!
Bruce
Saturday, October 14, 2017
Primeval Thule - the ideal Pathfinder setting?
Primeval Thule Campaign Setting
Authors: Richard Baker, David Noonan, and Stephen Schubert
Some may like what I have to say about this book, and some may not. As usual, Your Mileage May Vary. This 272 page book from relative newcomer Sasquatch Games presents a campaign setting like no other. Folks, if there were ever a campaign setting made especially for me, it could not be any better than Primeval Thule.
Unlike almost every other medieval type fantasy setting, this book is not about Kings and Queens, or elegant cities - the basic medieval times rolled liberally with various monsters both creature and human. This book is a =lot= more like "Conan the Barbarian", or "King Kull of Atlantis", or "John Carter of Mars", or "Krull". Magic is relatively rare and generally leads Mages into deeper and deeper evils. There are =no= Monks. It is a setting of Barbaric proportions, with unexplored savage wildernesses and wicked cities. Thule, at its heart is supposed to be mysterious - full of ancient evils, freebooters, mercenaries, and opportunists.
I'd be willing to bet that you're thinking about the movie featuring Arnold. No way, Jose! You must read the source materials - especially the various "Conan" books, as well as the John Carter of Mars series, and the Tarzan books at least to catch a glimpse of the real Primeval Thule.
There are only seven headings for chapters and an appendix.
1) Primeval Continent
2) Heroes of Thule
3) Atlas of Thule
4) Thulian Campaigns
5) Quodeth - City of Thieves
6) Monsters and Villains
7) Magic and Spells
The art is great throughout the book, and also matches the theme well. The short timeline of Thule deserves a close look. There are great sections devoted to helping players personalize their characters. A =huge= section for GM's wanting to run a Thulian Campaign. Also primarily for the GM is a big write up of the largest city in Thule, Quodeth. You can, of course, use creatures from any Pathfinder materials, but, there is also a big section of the book for Monsters and evil humanoids.
The magic and spells chapter should be of vital interest to a prospective GM. There are also a few items and spells that can only be used by certain races, certain classes, or both. The appendix contains some info on character creation, broken down into the various classes and races you can become in Thule. A great index, and of course the obligatory OGL page comes last.
I know some people have not liked this book for one reason of another. But if I could give it 10 stars, I would. Absolutely one of my very highest recommendations!
PS: Make sure the copy that you get includes the nine panel fold out map!
Authors: Richard Baker, David Noonan, and Stephen Schubert
Some may like what I have to say about this book, and some may not. As usual, Your Mileage May Vary. This 272 page book from relative newcomer Sasquatch Games presents a campaign setting like no other. Folks, if there were ever a campaign setting made especially for me, it could not be any better than Primeval Thule.
Unlike almost every other medieval type fantasy setting, this book is not about Kings and Queens, or elegant cities - the basic medieval times rolled liberally with various monsters both creature and human. This book is a =lot= more like "Conan the Barbarian", or "King Kull of Atlantis", or "John Carter of Mars", or "Krull". Magic is relatively rare and generally leads Mages into deeper and deeper evils. There are =no= Monks. It is a setting of Barbaric proportions, with unexplored savage wildernesses and wicked cities. Thule, at its heart is supposed to be mysterious - full of ancient evils, freebooters, mercenaries, and opportunists.
I'd be willing to bet that you're thinking about the movie featuring Arnold. No way, Jose! You must read the source materials - especially the various "Conan" books, as well as the John Carter of Mars series, and the Tarzan books at least to catch a glimpse of the real Primeval Thule.
There are only seven headings for chapters and an appendix.
1) Primeval Continent
2) Heroes of Thule
3) Atlas of Thule
4) Thulian Campaigns
5) Quodeth - City of Thieves
6) Monsters and Villains
7) Magic and Spells
The art is great throughout the book, and also matches the theme well. The short timeline of Thule deserves a close look. There are great sections devoted to helping players personalize their characters. A =huge= section for GM's wanting to run a Thulian Campaign. Also primarily for the GM is a big write up of the largest city in Thule, Quodeth. You can, of course, use creatures from any Pathfinder materials, but, there is also a big section of the book for Monsters and evil humanoids.
The magic and spells chapter should be of vital interest to a prospective GM. There are also a few items and spells that can only be used by certain races, certain classes, or both. The appendix contains some info on character creation, broken down into the various classes and races you can become in Thule. A great index, and of course the obligatory OGL page comes last.
I know some people have not liked this book for one reason of another. But if I could give it 10 stars, I would. Absolutely one of my very highest recommendations!
PS: Make sure the copy that you get includes the nine panel fold out map!
Review of Advanced Races Compendium
So, after my experience with Kobold Press' "Tome of Beasts" (reviewed elsewhere) I began a search locally at my Friendly Local Game Store (FLGS) to find other Kobold Press editions.
What I ended up buying was the "Advanced Races Compendium" - a book created to allow Player Characters to choose from over 20 new races for Pathfinder/ So, I bought it. What a tome again! 336 pages (with three pages of ads for other Kobold Press books). Over twenty new races possibly for players. However, I found that I probably would not use the vast majority of these races for PC's. Certainty the more evil races should always be NPC's - but the rules for evil races in this book allow for great customization for the GM.
Everything from Aasimars to Werelions - but a few should have been better off in the Appendix - which includes much shorter write ups of four races. Also, a couple of the detailed races should have gone into the Appendix and good races brought out to expanded write ups. If it had been me, I would have shortened the "Werelion" section to the Appendix, and enlarged the Kitsune.
Kobold Press has done a decent job of converting these unusual choices to characters that would not overbalance a game. The Centaurs section is my personal favorite. About 10 pages of gorgeous art an equal amount for statistics. Lizardfolk would probably become Serpentfolk in my campaign. Then, somewhere, there is a Kitsune settlement or two. The Drow section took me back to my first real exposure to D&D, where I played a half-Drow/Half-Human hybrid that =hated= Drow because they had raped his mother and, oddly enough, conceived him.
Overall, this is just about as nice a book as the fantastic Tome of Beasts (5th Edition). Every Pathfinder GM should at least take a look at it. One of my highest recommendations. If i was allowed, I'd give it 4 1/2 stars for including a couple races that should have been relegated to the Appendix, and at least one race in the Appendix that should have been one of the choices for expansion to a full entry.
What I ended up buying was the "Advanced Races Compendium" - a book created to allow Player Characters to choose from over 20 new races for Pathfinder/ So, I bought it. What a tome again! 336 pages (with three pages of ads for other Kobold Press books). Over twenty new races possibly for players. However, I found that I probably would not use the vast majority of these races for PC's. Certainty the more evil races should always be NPC's - but the rules for evil races in this book allow for great customization for the GM.
Everything from Aasimars to Werelions - but a few should have been better off in the Appendix - which includes much shorter write ups of four races. Also, a couple of the detailed races should have gone into the Appendix and good races brought out to expanded write ups. If it had been me, I would have shortened the "Werelion" section to the Appendix, and enlarged the Kitsune.
Kobold Press has done a decent job of converting these unusual choices to characters that would not overbalance a game. The Centaurs section is my personal favorite. About 10 pages of gorgeous art an equal amount for statistics. Lizardfolk would probably become Serpentfolk in my campaign. Then, somewhere, there is a Kitsune settlement or two. The Drow section took me back to my first real exposure to D&D, where I played a half-Drow/Half-Human hybrid that =hated= Drow because they had raped his mother and, oddly enough, conceived him.
Overall, this is just about as nice a book as the fantastic Tome of Beasts (5th Edition). Every Pathfinder GM should at least take a look at it. One of my highest recommendations. If i was allowed, I'd give it 4 1/2 stars for including a couple races that should have been relegated to the Appendix, and at least one race in the Appendix that should have been one of the choices for expansion to a full entry.
Wednesday, October 11, 2017
True Tome of 5th Edition Monsters
Folks, if you are a 5th Edition Dungeon Master looking for ways to spice up your campaign, there's nothing better than a few new monsters ....
Few, did I say? There are well over 400 new 5th edition creatures ranging from a Nihileth Aboleth (listed under Aboleth, Nihileth) to Zmey. There is a very comprehensive Table of Contents. There is also a very handy Monsters by Challenge Rating index for, believe it or not, everything fro CR 1/8 (yes, folks, that is one eighth CR) to CRs of 20 or more. In fact, the only thing keeping me from giving this tome a perfect 5 is the lack of an index.
432 pages counting the standard OGL statement and a single two sided advertisement for other Kobold Press books.
If this is any indication of their ability to produce a great book, I know I shall be seeking out other Kobold Press Books.
Few, did I say? There are well over 400 new 5th edition creatures ranging from a Nihileth Aboleth (listed under Aboleth, Nihileth) to Zmey. There is a very comprehensive Table of Contents. There is also a very handy Monsters by Challenge Rating index for, believe it or not, everything fro CR 1/8 (yes, folks, that is one eighth CR) to CRs of 20 or more. In fact, the only thing keeping me from giving this tome a perfect 5 is the lack of an index.
432 pages counting the standard OGL statement and a single two sided advertisement for other Kobold Press books.
If this is any indication of their ability to produce a great book, I know I shall be seeking out other Kobold Press Books.
Saturday, July 1, 2017
Totems of the Dead GM's Guide
"Totems of the Dead - Gamemasters Guide" by Matthew Kaiser
Published by Gun Metal Games and distributed by Cubicle 7
ISBN = 978-0-85744-126-3 - 140 pages
Table of Contents
Chapter 1 = Intro
Chapter 2 = Bestiary
Chapter 3 = NPC's
Chapter 4 = GM Tools
Chapter 5 = Savage Tales
Appendix A = Hazards
Index
1) Intro
Not counting the full page black and white art, there are 8 pages here.
2A) Animals
22 different creatures from this setting start the Bestiary. Everything from Alligators to Wolverines.
104 different monsters with which to terrorize your players. Including an incredible 62 pages of the 140 page softcover. Starting with Animated Trees, and finishing with Woodland Stalkers.
Animals normally will not attack a character unless very hungry, or threatened, or protecting its eggs or young. Monsters, however, will generally attack PCs, NPC's, or any food source.
3) Supporting Cast
These 24 humanoids virtually add at least 24 new NPC classes, or possibly even new Player Characters.
4) The Adventure Generator and the Nameless Horror Generator are dang near wonderful if stuck in a place where you have nothing planned. You simply roll the dice, and "poof!". There's your Setting for the day and/or a totally new creature or monster.
5) The Savage Tales section is a list of ideas for adventures and campaigns. Elevan plot ideas can be filled out with material from this book, or, you could conceivably make an entire campaign out of one. If you own other Savage Worlds books containing various creatures and monsters, you don't even need to convert!
Appendix A = Hazards
Various poisons and diseases make up this short section.
Once again, it is the North American "medieval" setting that makes this unique. I can't say enough about the Native American type setting. Quite a bit of common fantasy RPG's use a European medieval type setting. This book has both a Table of Contents in the front, and an index in the back - having both is a real help. The art is very good even if it is black and white. This book uses the Savage Worlds ruleset, and you must have a copy of the Savage Worlds books - either the Savage Worlds Deluxe Explorer's Edition or the Savage Worlds Deluxe Hardcover edition.
I'd say if you are a GM that thi is worth at least a real good look. I have both the Player's Guide and the GM's Guide, and there a PDF on Drive Thru/RPG Now that adds quite a bit of South AMerica. They rarely sell you less tha n original price, and the fact that they are hard to get will do nothing except eventually raise this cost. Get both - exactly like mine!
Published by Gun Metal Games and distributed by Cubicle 7
ISBN = 978-0-85744-126-3 - 140 pages
Table of Contents
Chapter 1 = Intro
Chapter 2 = Bestiary
Chapter 3 = NPC's
Chapter 4 = GM Tools
Chapter 5 = Savage Tales
Appendix A = Hazards
Index
1) Intro
Not counting the full page black and white art, there are 8 pages here.
2A) Animals
22 different creatures from this setting start the Bestiary. Everything from Alligators to Wolverines.
104 different monsters with which to terrorize your players. Including an incredible 62 pages of the 140 page softcover. Starting with Animated Trees, and finishing with Woodland Stalkers.
Animals normally will not attack a character unless very hungry, or threatened, or protecting its eggs or young. Monsters, however, will generally attack PCs, NPC's, or any food source.
3) Supporting Cast
These 24 humanoids virtually add at least 24 new NPC classes, or possibly even new Player Characters.
4) The Adventure Generator and the Nameless Horror Generator are dang near wonderful if stuck in a place where you have nothing planned. You simply roll the dice, and "poof!". There's your Setting for the day and/or a totally new creature or monster.
5) The Savage Tales section is a list of ideas for adventures and campaigns. Elevan plot ideas can be filled out with material from this book, or, you could conceivably make an entire campaign out of one. If you own other Savage Worlds books containing various creatures and monsters, you don't even need to convert!
Appendix A = Hazards
Various poisons and diseases make up this short section.
Once again, it is the North American "medieval" setting that makes this unique. I can't say enough about the Native American type setting. Quite a bit of common fantasy RPG's use a European medieval type setting. This book has both a Table of Contents in the front, and an index in the back - having both is a real help. The art is very good even if it is black and white. This book uses the Savage Worlds ruleset, and you must have a copy of the Savage Worlds books - either the Savage Worlds Deluxe Explorer's Edition or the Savage Worlds Deluxe Hardcover edition.
I'd say if you are a GM that thi is worth at least a real good look. I have both the Player's Guide and the GM's Guide, and there a PDF on Drive Thru/RPG Now that adds quite a bit of South AMerica. They rarely sell you less tha n original price, and the fact that they are hard to get will do nothing except eventually raise this cost. Get both - exactly like mine!
Hi friends - and especially MtG players!
I've been playing MtG since the very beginning. But the time has come for MtG and me to part ways. I have two four-row boxes of assorted MtG cards - some going back as far as the Arabian Knights expansion. The first box is just about packed. That's about 4,000 cards. The 2nd box has three rows packed, and the fourth contains other MtG material. An educated guess would be right on about 7,000 cards of varying condition, rarity or lack thereof, and many decks - both pre-made and customs - and other items.
I would be willing to take $1000.00 for all. Please write me here on Facebook, or e-mail me direct at gurpsgm@gmail.com - or, if you are in a hurry, call (540) 434-4671. I'll give it a shot or two till the end of the month. If I get no response, I'll be taking the lot to Star City Games in Roanoke. A great deal like this may come along only once.
I've been playing MtG since the very beginning. But the time has come for MtG and me to part ways. I have two four-row boxes of assorted MtG cards - some going back as far as the Arabian Knights expansion. The first box is just about packed. That's about 4,000 cards. The 2nd box has three rows packed, and the fourth contains other MtG material. An educated guess would be right on about 7,000 cards of varying condition, rarity or lack thereof, and many decks - both pre-made and customs - and other items.
I would be willing to take $1000.00 for all. Please write me here on Facebook, or e-mail me direct at gurpsgm@gmail.com - or, if you are in a hurry, call (540) 434-4671. I'll give it a shot or two till the end of the month. If I get no response, I'll be taking the lot to Star City Games in Roanoke. A great deal like this may come along only once.
Tuesday, June 20, 2017
Review - Totems of the Dead - Players Guide
"Totems of the Dead - Players Guide" by Matthew Kaiser
Published by Gun Metal Games and distributed by Cubicle 7
ISBN = 978-0=85744-122-6 - 160 pages
Table of Contents
1 = Intro
2 = Heroes
3 = Gear
4 = Magic and Sorcery
5 = Gods
6 = Setting Rules
7 = Gazetteer
8 = Index
Finally! A Fantasy Role Playing games that does =not= use medieval European myths and legends as its source!
Let's look at the breakdown:
1) A short guide to the basics of the "Untamed Lands". Here, we discover that the setting is not the usual, but is firmly based on primarily Native American myths and legends, along with other civilizations throughout North and South America. Although some of the other parts of the world creep in, the characters that will be created for this game are from tribes in North America.
Even in the introduction, we are presented with the other races in the world as being the enemy. For example, the Sea Wolves, or "Skadians" are sort of Vikings. A relatively quick look at other enemies follows.
2) This chapter gets right into the game by presenting all of the various character classes available. By my count, there are no less than 29 of these! Another 14 "races" are available, although almost all of these are humans of various tribes. The Savage Worlds Deluxe System is used very well here, as it gives a flavor of the setting that implies that it will be "savage". There are 18 languages that can be learned, but the emphasis is to learn your own language first. You are encouraged to select your race first, and it is here that a more detailed description of the races is given. My favorite of these is the "skinwalker" - a character from any other available race who may shape shift into an animal. There are no less than 12 of these! Edges, a characteristic of Savage Worlds (which you will need at least the Core Rulebook in addition) are given that compliment the setting.
3 - Even the currency used gives a flavor to the setting - it is called the "bead". Several pages are devoted to equipment.
4 - 23 pages regarding the creation of a spell user - whether as PC or an NPC. The spell list, called "powers", is a great start towards a Arcane background. Alchemy, Blood Magic, Runes, "Sangoma" - sort of like priests or shamans, "Seidr" - Viking magic, true Shamanism, and the 56 various spells! There's also a small section on magic items.
5 - No less than 70 deities covering not only the gods of the natives, but the gods of their enemies as well. Atlantean, Native, Maztlani (these are sort of a synthesis of Aztec, Mayan, and other South Americans), Shenese (a synthesis of Japanese, Chinese, and other Far Eastern) gods, and the Skadian gods.
6 - It is here where we find what makes a campaign set in this setting different.
7 - Fronting this section is a map of the Untamed Lands. Although quite similar to a map of North and South America, the differences are obvious. Virtually the remainder of the book is a look at the people who make up this land. This is where the true beauty of this setting shines. Pages 107 to 153 cover the known world.
Chapter 8 is just a eight page index to the book - very comprehensive!
If you couldn't tell by now, I am =very= fond of Totems of the Dead. It is very unfortunate that Gun Metal and Cube 7 only produced one other book, the GM's Guide, for this world. I, for one, would have liked to have more. The art, although black and white, is very good and evokes the atmosphere well, The layout of this book is well done, and includes an unobtrusive border. I must say that the author appears to have really done his research into this background.
If you like the idea of a setting that is radically different from the norm, I suggest you at least look at this book.
Published by Gun Metal Games and distributed by Cubicle 7
ISBN = 978-0=85744-122-6 - 160 pages
Table of Contents
1 = Intro
2 = Heroes
3 = Gear
4 = Magic and Sorcery
5 = Gods
6 = Setting Rules
7 = Gazetteer
8 = Index
Finally! A Fantasy Role Playing games that does =not= use medieval European myths and legends as its source!
Let's look at the breakdown:
1) A short guide to the basics of the "Untamed Lands". Here, we discover that the setting is not the usual, but is firmly based on primarily Native American myths and legends, along with other civilizations throughout North and South America. Although some of the other parts of the world creep in, the characters that will be created for this game are from tribes in North America.
Even in the introduction, we are presented with the other races in the world as being the enemy. For example, the Sea Wolves, or "Skadians" are sort of Vikings. A relatively quick look at other enemies follows.
2) This chapter gets right into the game by presenting all of the various character classes available. By my count, there are no less than 29 of these! Another 14 "races" are available, although almost all of these are humans of various tribes. The Savage Worlds Deluxe System is used very well here, as it gives a flavor of the setting that implies that it will be "savage". There are 18 languages that can be learned, but the emphasis is to learn your own language first. You are encouraged to select your race first, and it is here that a more detailed description of the races is given. My favorite of these is the "skinwalker" - a character from any other available race who may shape shift into an animal. There are no less than 12 of these! Edges, a characteristic of Savage Worlds (which you will need at least the Core Rulebook in addition) are given that compliment the setting.
3 - Even the currency used gives a flavor to the setting - it is called the "bead". Several pages are devoted to equipment.
4 - 23 pages regarding the creation of a spell user - whether as PC or an NPC. The spell list, called "powers", is a great start towards a Arcane background. Alchemy, Blood Magic, Runes, "Sangoma" - sort of like priests or shamans, "Seidr" - Viking magic, true Shamanism, and the 56 various spells! There's also a small section on magic items.
5 - No less than 70 deities covering not only the gods of the natives, but the gods of their enemies as well. Atlantean, Native, Maztlani (these are sort of a synthesis of Aztec, Mayan, and other South Americans), Shenese (a synthesis of Japanese, Chinese, and other Far Eastern) gods, and the Skadian gods.
6 - It is here where we find what makes a campaign set in this setting different.
7 - Fronting this section is a map of the Untamed Lands. Although quite similar to a map of North and South America, the differences are obvious. Virtually the remainder of the book is a look at the people who make up this land. This is where the true beauty of this setting shines. Pages 107 to 153 cover the known world.
Chapter 8 is just a eight page index to the book - very comprehensive!
If you couldn't tell by now, I am =very= fond of Totems of the Dead. It is very unfortunate that Gun Metal and Cube 7 only produced one other book, the GM's Guide, for this world. I, for one, would have liked to have more. The art, although black and white, is very good and evokes the atmosphere well, The layout of this book is well done, and includes an unobtrusive border. I must say that the author appears to have really done his research into this background.
If you like the idea of a setting that is radically different from the norm, I suggest you at least look at this book.
Wednesday, January 4, 2017
Hurry Up and Wait Syndrome
Why is it that so many people are in a hurry these days?
Jesus Christ said: "Many Shall Run To and Fro" (Dan 12:4)Have you ever said to yourself that time seems to pass so quickly now?
If you have children, they seem to grow up all too fast.
Has it seemed to you that many people are in a real hurry to get to wherever they are going these days?
A while back, a friend of mine and I were on our way to a movie. Another car pulled up next to us with a screech of tires. The instant the light changed, another screech of tires. This happened over several lights all the way to the movies. You guessed it - they were exactly six people in line in front of us.
I'm not sure exactly what they accomplished by this except for proving that they were a bonehead.
Jesus Christ said "Many Shall Run To and Fro". If this "emphasis" on what I like to call the "hurry up and wait syndrome" is any indication, this is yet another sign that the times are right for the return of Christ to the world.
If "Hurry Up and Wait Syndrome" isn't "Many Shall Run To and Fro" - I don't know what is.
Solution?
So, what do you do about it?Just take the time to "smell the roses". Why?
Let's look at the value of time.
To realize the value of one year - ask a student that failed a final exam.
To realize the value of one month - ask a mother who gave birth prematurely.
To realize the value of one week - ask a soldier on leave.
To realize the value of one day - ask a daily wage earner who has children to feed.
To realize the value of one hour - ask a person who was late for work.
To realize the value of one minute - ask a person who has missed their flight.
To realize the value of one second - ask a person who has survived an accident.
To realize the value of one millisecond - ask a person who won a -silver- medal.
To realize the value of one nanosecond - ask a space scientist.
We begin each day with 86,400 seconds in the Bank of Time.
Every day opens a new account.
Every night the account is closed out.
If you fail to use your day's deposits - the loss is yours.
There is no going back.
There is no drawing against tomorrow.
You -must- live in the present day on today's deposits.
Invest them.
The clock is running.
Make every second count.
Redeem your time.
Even Jesus said: "Save tomorrow for tomorrow and think about today instead."
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Tuesday, December 30, 2014
The Stars are slowly dying...
"Fading Suns" by Bill Bridges and Andrew Greenberg
Published and distributed by Holistic Designs
ISBN = 1-888906-18-9 FS 202
Here is one of the more unique and unusual science fiction role playing games I have ever encountered. In its 312 pages are details of a galactic civilization in decline for one major reason - the suns are slowly dying.
This book was originally conceived by developers of White Wolf's World of Darkness, and thus has more than a bit of angst. Psychic powers are called "occult" by the church, and are generally frowned upon on civilized worlds.
There are nine chapters in this volume:
1) The Universe
2) Rules
3) Characters
4) Traits
5) Occult
6) Combat
7) Technology
8) Gamemastering
9) Planets
and a small appendix.
Far into the future, a few major "houses" and several minor "houses" battle over the remnants of the universe. There are five major houses: the Hawkwood, the Decados, the Hazat, the Li Halan, and the al-Malik. In addition, a huge church-like group also has its tendrils everywhere. Also, there is a mercantile guild that has almost a stranglehold on shipping. This is not to mention the alien races, and the enigmatic Anunnaki. There are "jump gates" originally created by the Anunnaki that make system-to-system travel possible.
There is a very small table of contents, and a good index. There are two pages of additional products for the game, and a character sheet. There's also a D20 edition, and the newly invigorated FASA has printed a third edition of the Player's Handbook and the Game Masters Guide. I look for more from FASA for the new third edition of Fading Suns.
I would like to take this short opportunity to tell you that I use this game for an adaptation of "Dune". Although I have eliminated the references to the suns going out, the Spice provides just as much, if not more, reasons to use this material. I believe this game is just about tailor made for "Dune". If you are looking for a different setting for a sci-fi game, look no further.
Published and distributed by Holistic Designs
ISBN = 1-888906-18-9 FS 202
Here is one of the more unique and unusual science fiction role playing games I have ever encountered. In its 312 pages are details of a galactic civilization in decline for one major reason - the suns are slowly dying.
This book was originally conceived by developers of White Wolf's World of Darkness, and thus has more than a bit of angst. Psychic powers are called "occult" by the church, and are generally frowned upon on civilized worlds.
There are nine chapters in this volume:
1) The Universe
2) Rules
3) Characters
4) Traits
5) Occult
6) Combat
7) Technology
8) Gamemastering
9) Planets
and a small appendix.
Far into the future, a few major "houses" and several minor "houses" battle over the remnants of the universe. There are five major houses: the Hawkwood, the Decados, the Hazat, the Li Halan, and the al-Malik. In addition, a huge church-like group also has its tendrils everywhere. Also, there is a mercantile guild that has almost a stranglehold on shipping. This is not to mention the alien races, and the enigmatic Anunnaki. There are "jump gates" originally created by the Anunnaki that make system-to-system travel possible.
There is a very small table of contents, and a good index. There are two pages of additional products for the game, and a character sheet. There's also a D20 edition, and the newly invigorated FASA has printed a third edition of the Player's Handbook and the Game Masters Guide. I look for more from FASA for the new third edition of Fading Suns.
I would like to take this short opportunity to tell you that I use this game for an adaptation of "Dune". Although I have eliminated the references to the suns going out, the Spice provides just as much, if not more, reasons to use this material. I believe this game is just about tailor made for "Dune". If you are looking for a different setting for a sci-fi game, look no further.
The Age of Exploration for D20
"Twin Crowns" by John Faugno and Steven Novella
Published and distributed by Living Imagination
ISBN = 0-9712145-0-6
"Twin Crowns" bills itself as "Age of Exploration Fantasy" and it delivers a nice mesh of quasi-Victorian and semi-Renaissance feel to the world of D20.
There are 304 pages, broken down into three "books" - The Player's Section, the World, and the GM's section.
In Book 1 - in the Player's section lie nine chapters:
1) Races - there are a total of ten playable races
2) Classes - there are 16 classes - some old and some new
3) Skills - some dealing with rituals and some with professions
4) Feats - Feats new to D20
5) Equipment - including gunpowder weapons
6) Naval Adventuring - rules for ships
7) Religion and Magic - much on the unique religious system
8) Spells
9) Rituals
Book 2 - The World in four parts:
1) History
2) The Northern Empire
3) The Southern Empire
4) Other Lands
Book 3 - The GM's Section covers:
1) Adventuring
2) Magic Items
3) Monsters
There's also a small appendix with maps and tables.
Right now, I can't think of a better book for Naval adventures. Although there are only 20 pages here, it provides detailed info on ships, ship-to-ship combat, and other naval hazards. The religious chapter has a unique take on the Gods and Goddesses of the world. The spells included are in addition to what is normally available in D20. The new "Rituals" section has some rather interesting additions to your D20 collection. GM's may want to limit PC access to rituals, as they can be rather powerful. One of the more interesting additions are the gunpowder weapons, and how they are created so as to not unbalance a campaign. This book includes a small Table of Contents, =and= an index, a rarity to find both in a single game book.
My take on this book is simple - should you want to move ahead in time to at least the Renaissance, if not to the Victorian age, you should highly consider this book.
Published and distributed by Living Imagination
ISBN = 0-9712145-0-6
"Twin Crowns" bills itself as "Age of Exploration Fantasy" and it delivers a nice mesh of quasi-Victorian and semi-Renaissance feel to the world of D20.
There are 304 pages, broken down into three "books" - The Player's Section, the World, and the GM's section.
In Book 1 - in the Player's section lie nine chapters:
1) Races - there are a total of ten playable races
2) Classes - there are 16 classes - some old and some new
3) Skills - some dealing with rituals and some with professions
4) Feats - Feats new to D20
5) Equipment - including gunpowder weapons
6) Naval Adventuring - rules for ships
7) Religion and Magic - much on the unique religious system
8) Spells
9) Rituals
Book 2 - The World in four parts:
1) History
2) The Northern Empire
3) The Southern Empire
4) Other Lands
Book 3 - The GM's Section covers:
1) Adventuring
2) Magic Items
3) Monsters
There's also a small appendix with maps and tables.
Right now, I can't think of a better book for Naval adventures. Although there are only 20 pages here, it provides detailed info on ships, ship-to-ship combat, and other naval hazards. The religious chapter has a unique take on the Gods and Goddesses of the world. The spells included are in addition to what is normally available in D20. The new "Rituals" section has some rather interesting additions to your D20 collection. GM's may want to limit PC access to rituals, as they can be rather powerful. One of the more interesting additions are the gunpowder weapons, and how they are created so as to not unbalance a campaign. This book includes a small Table of Contents, =and= an index, a rarity to find both in a single game book.
My take on this book is simple - should you want to move ahead in time to at least the Renaissance, if not to the Victorian age, you should highly consider this book.
Saturday, December 27, 2014
Review of "More Guns"
"More Guns" by Greg Porter,
Published and distributed by BTRC.
ISBN = 0-943891-26-4 BTRC # 4002
More Guns is Greg Porter's expansion to his highly popular "Guns, Guns, Guns". Within its 232 pages is even more info on firearms and ammo then was included with the first book.
There are three major sections - Archaic Weapons, Modern Weapons, and The Future. There's also a chapter on guns that never were. Near the back are the conversion parts for Time Lords, CORPS, GURPS, Torg, Hero, Traveller, Twilight 2000, and Cyberpunk 2020.
Within the chapter on archaic weapons are Pistols, Rifles, Shotguns, and Heavy Weaponry. Within the chapter on modern weapons are: more Civilian Pistols, Machine Pistols, Civilian Rifles, Military Rifles, Shotguns, Machine Guns, and heavy weapons. Inside the Future are: even more Civilian Pistols, Machine Pistols, Civilian Rifles, Military Rifles, Shotguns, Machine Guns, and more heavy weapons. Included with the "Guns that Never Were" are, of course, Civilian Pistols, Machine Pistols, Civilian Rifles, Military Rifles, Shotguns, Machine Guns, and even more heavy weapons. If these categories seem familiar, they are. But the separation into the types make it easier to find that little detail you knew you missed.
Although there is no index, the Table of Contents should allow readers to quickly access the info they want. If you already own Guns, Guns, Guns ("3G3") and like it, you owe it to yourself to get a copy of More Guns.
Published and distributed by BTRC.
ISBN = 0-943891-26-4 BTRC # 4002
More Guns is Greg Porter's expansion to his highly popular "Guns, Guns, Guns". Within its 232 pages is even more info on firearms and ammo then was included with the first book.
There are three major sections - Archaic Weapons, Modern Weapons, and The Future. There's also a chapter on guns that never were. Near the back are the conversion parts for Time Lords, CORPS, GURPS, Torg, Hero, Traveller, Twilight 2000, and Cyberpunk 2020.
Within the chapter on archaic weapons are Pistols, Rifles, Shotguns, and Heavy Weaponry. Within the chapter on modern weapons are: more Civilian Pistols, Machine Pistols, Civilian Rifles, Military Rifles, Shotguns, Machine Guns, and heavy weapons. Inside the Future are: even more Civilian Pistols, Machine Pistols, Civilian Rifles, Military Rifles, Shotguns, Machine Guns, and more heavy weapons. Included with the "Guns that Never Were" are, of course, Civilian Pistols, Machine Pistols, Civilian Rifles, Military Rifles, Shotguns, Machine Guns, and even more heavy weapons. If these categories seem familiar, they are. But the separation into the types make it easier to find that little detail you knew you missed.
Although there is no index, the Table of Contents should allow readers to quickly access the info they want. If you already own Guns, Guns, Guns ("3G3") and like it, you owe it to yourself to get a copy of More Guns.
Review of "Guns, Guns, Guns"
"Guns, Guns, Guns" by Greg Porter,
Published and distributed by BTRC.
ISBN = 0-943891-19-1 BTRC # 4001
3G3, as it is affectionately known to its fans, provides weapon and ammo statistics for role playing games such as CORPS (Greg Porter's own game), Cyberpunk 2020, GURPS, Hero, Traveller, Time Lords, Torg, and Twilight 2000. In its about 136 pages lie hundreds or even thousands of firearms and ammo. Remember, this is =far= before the advent of the Open Gaming Licence.
It starts with a section on basic terminology, and moves from that beginning to a section on conventional weapons. This is the meat-and-potatoes for people wanting to use this book's highly accurate statistics for running games other than the ones included. Fade that into a section on Lasers, followed by sections on: Particle Beams, Railguns, and melee weapons.
Then starts the games sections with conversions to: Time Lords, CORPS, GURPS, Master Book, Hero, two flavors of Traveller, Cyberpunk 2020, Battlelords of the 23rd Century, Nexus, and Heavy Gear.
Although it has no table of contents, the index is good. In the back of the book are charts for ammunition, and design sheets for several types of weapons and ammo.
Although this does not include ay D20 Modern conversions, the info on the weapons and ammunition are easily converted into almost any game system. I would recommend this book (even now!) to GM's who want to add more than a dash of realism to their modern campaigns.
Published and distributed by BTRC.
ISBN = 0-943891-19-1 BTRC # 4001
3G3, as it is affectionately known to its fans, provides weapon and ammo statistics for role playing games such as CORPS (Greg Porter's own game), Cyberpunk 2020, GURPS, Hero, Traveller, Time Lords, Torg, and Twilight 2000. In its about 136 pages lie hundreds or even thousands of firearms and ammo. Remember, this is =far= before the advent of the Open Gaming Licence.
It starts with a section on basic terminology, and moves from that beginning to a section on conventional weapons. This is the meat-and-potatoes for people wanting to use this book's highly accurate statistics for running games other than the ones included. Fade that into a section on Lasers, followed by sections on: Particle Beams, Railguns, and melee weapons.
Then starts the games sections with conversions to: Time Lords, CORPS, GURPS, Master Book, Hero, two flavors of Traveller, Cyberpunk 2020, Battlelords of the 23rd Century, Nexus, and Heavy Gear.
Although it has no table of contents, the index is good. In the back of the book are charts for ammunition, and design sheets for several types of weapons and ammo.
Although this does not include ay D20 Modern conversions, the info on the weapons and ammunition are easily converted into almost any game system. I would recommend this book (even now!) to GM's who want to add more than a dash of realism to their modern campaigns.
Review of The Book of Fiends
"The Book of Fiends" by various,
published and distributed by Green Ronin.
ISBN = 1-932442-09-X GRR # 1025
Although the Book of Fiends is an older book, I think it is one well worth considering. Here are some details.
There are a total of nine chapters in this volume, which I will look at in four sections.
The first four chapters deal with "The Armies of the Abyss" - a section based on Green Ronin's earlier book, "Armies of the Abyss", but it has been revised and expanded for this book, and has some new material as well. Some of the more important features of this section are the new Thaumaturge class (which I only recommend for NPC's), and the denizens of the Abyss, including some info on the rulers of the Abyss and detailed info on the creatures of the Abyss - namely Demons. There are 21 entries for the rulers of the Abyss, and 43 various creatures of the Abyss.
The next two chapters are concerned with the never before seen "Hordes of Gehenna" and its residents - the Daemons. There are entries for 44 totally new monsters that you can perplex players with. There's also info about the plane of Gehenna, its rulers, and inhabitants.
The next two chapters deal with the "Legions of Hell" - material formerly presented in Green Ronin's "Legions of Hell" book, and once again it has been revised and updated for this volume and includes some new material. There are 51 more residents detailed.
The final section deals with the appendices, including three new Prestige classes (better off left to NPC's). info on Angelic choirs, the most useful section - info on the Unholy Warrior (think "Anti-Paladin"), two fiendish cities, and monsters ranked by challenge rating - all the way from 1/2 to (believe it or not) 40!
There's a useful Table of Contents, =and= an equally useful index. Altogether, there's over 130 various Devils, Daemons, and Demons. The black-and-white art is a bit put-offish, but I think that it is put to good use to illustrate things in this volume. I think this is a very good book for details on the Underworld races and rules. Although 3.5 is a little out of date nowadays, it can be converted easily to other systems. My recommendation to GMs - buy it.
published and distributed by Green Ronin.
ISBN = 1-932442-09-X GRR # 1025
Although the Book of Fiends is an older book, I think it is one well worth considering. Here are some details.
There are a total of nine chapters in this volume, which I will look at in four sections.
The first four chapters deal with "The Armies of the Abyss" - a section based on Green Ronin's earlier book, "Armies of the Abyss", but it has been revised and expanded for this book, and has some new material as well. Some of the more important features of this section are the new Thaumaturge class (which I only recommend for NPC's), and the denizens of the Abyss, including some info on the rulers of the Abyss and detailed info on the creatures of the Abyss - namely Demons. There are 21 entries for the rulers of the Abyss, and 43 various creatures of the Abyss.
The next two chapters are concerned with the never before seen "Hordes of Gehenna" and its residents - the Daemons. There are entries for 44 totally new monsters that you can perplex players with. There's also info about the plane of Gehenna, its rulers, and inhabitants.
The next two chapters deal with the "Legions of Hell" - material formerly presented in Green Ronin's "Legions of Hell" book, and once again it has been revised and updated for this volume and includes some new material. There are 51 more residents detailed.
The final section deals with the appendices, including three new Prestige classes (better off left to NPC's). info on Angelic choirs, the most useful section - info on the Unholy Warrior (think "Anti-Paladin"), two fiendish cities, and monsters ranked by challenge rating - all the way from 1/2 to (believe it or not) 40!
There's a useful Table of Contents, =and= an equally useful index. Altogether, there's over 130 various Devils, Daemons, and Demons. The black-and-white art is a bit put-offish, but I think that it is put to good use to illustrate things in this volume. I think this is a very good book for details on the Underworld races and rules. Although 3.5 is a little out of date nowadays, it can be converted easily to other systems. My recommendation to GMs - buy it.
Monday, December 8, 2014
It's been a =long= time since I posted here, but I'm rebooting my 13th Age campaign on Sunday Dec 14 2014 at the Dragon's Horde in Staunton VA at about 12 noonish. I have pre-gens and blank sheets for new players, and plan on using this as a springboard for Pelgrane's Organized Play scenarios. If you need directions, please do not hesitate to ask. The only thing that might get in my way is a storm, so keep the Shenandoah Valley in mind when traveling.
Friday, March 28, 2014
Judges Guild is back!
Yes, for all of you old school games, Judges Guild is making a restart on Kickstarter.
Come on and pledge for one of the best, if not =the= best, Old School gaming settings!
Bruce
Come on and pledge for one of the best, if not =the= best, Old School gaming settings!
Bruce
Monday, March 10, 2014
Linwood Whitsel passed away a few days ago, and his wife and friends are having a Celebration of Linwood Whitsel Party at American National University on Country Club Rd on Saturday March 22, at 2pm. Many friends and family are attending. If you cared in any way about my good friend, I suggest you try to be there.
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