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.

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.

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.

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. 

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.

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

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.

Tuesday, February 4, 2014

Lost our cat today...

We had to put down our cat just a couple hours ago - giant tumor in it's intestines.  Just too much money to fix - and that's if the tumor was benign.  His name was Smokey and he was only three.  Please send positive thoughts to me and my daughter as we deal with this tragedy......

Friday, January 31, 2014

Birthday Blast!

Hi!  It's my birthday this Sunday February 2!  I'm planning a get-together and gaming session probably with the new Pathfinder Card Game (Rise of the Runelords).  C'mon out and have a good time at the Dragon's Hoard, 17 East Johnson St, Staunton, VA 24401.  I plan on getting there at about noon.  I may bring some other treats. 

Monday, November 18, 2013

13th Age at Comic Toast in Harrisonburg VA

I'll be trying to get a group up for 13th Age tomorrow, Tues 19 Nove at 5:30 pm. Anyone availablr is invited. I hae dice and blank character sheets, as well as some pre-gens if you want to go that way. 13th Age is sort of a D&D clone with lots of dieeference.

Sunday, September 8, 2013

Burning Suns - Looks Like a Great Board Wargame...


 

 http://www.kickstarter.com/projects/suntzugames/burning-suns?ref=category

Burning Suns is an intense tactical science fiction game set in an expansive universe, where you'll be competing for supremacy through technology, diplomacy, exploitation, and destruction.

Tactical 4X thematic action > Burning Suns is not a traditional 4X game. It takes the 4X actions and gives you complete tactical control. This means you'll have to adapt and improvise on the way to victory.

A strategy can only take you this far, in the meantime you'll have to rely on your abilities to analyse the situation and calculate the best possible moves ahead of you.

Being able to force, trick, and outmanoeuvre your opponents is key to success. Seize opportunities as they arise and don't wait for the perfect moment - because it doesn't exist! It's about being proactive and reactive according to your chances and the risk you're willing to take!

Create an Empire > You'll be able to create no less than 343 possible empires, using the 3 elements of Ideology, Race, and Structure. All with unique strengths and weaknesses.

Galaxies in motion > Galaxies can be created just as you see them fit. And they might evolve during a game.

Immediate actions > The order in which actions are executed will change every turn. All actions in Burning Suns are carried out immediately and players are therefore involved throughout the game - bringing downtime to a minimum.

Your empire, your strategy > In Burning Suns there are many ways to victory. Depending upon your empire, how you use abilities, leaders and agents, whether you choose to ally or conquer worlds and how you choose to engage your opponents with the many various units.

Probably one of the better board wargames with miniatures I've ever had the chance to look at.  Pledged enough to get a copy, and, since it's already funded, can't wait to see it in person.  Feel free to add your name to the list of supporters even though it's already funded.  Looks like a lot of fun...




Friday, September 6, 2013

...and another good author leaves us

Sad news...

Boing Boing is reporting that Author Ann Crispin has died. Ann, one of the founders of Writer Beware who published 23 novels writing as A.C. Crispin, is perhaps best known for her Starbridge series of science fiction novels, as well as several Star Wars novels (The Han Solo Trilogy) and Star Trek novels (Yesterday's Son). She also wrote 2 books in the Witch World series (Gryphon's Eyrie and Songsmith).

Wednesday, September 4, 2013

One of my favorite authors is getting ready for the final leap...

Ann Crispin is saying goodbye, farewell and thank you. The acclaimed author of her own, original StarBridge series and novels set in the Star Wars, V, Alien and Pirates of the Caribbean universes, as well as, of course, such beloved and bestselling Star Trek tales as Yesterday’s Son, Sarek and Time for Yesterday, has revealed that she’s nearing the end of a protracted battle against cancer.

“I've been hesitant to make this post, but it's time,” Crispin – whose pen name is A.C. Crispin -- wrote today on her Facebook page. “I want to thank you all for your good wishes and prayers. I fear my condition is deteriorating. I am doing the best I can to be positive but I probably don't have an awful lot of time left. I want you all to know that I am receiving excellent care and am surrounded by family and friends.

“I wish all aspiring writers the will to finish and a good contract. Please continue to monitor Writer Beware and be careful who you sign with. Victoria Strauss and Richard White are there to help.
“I've asked Michael to collect and read me your messages. As I don't know how things will proceed, I don't know if I'll have the strength to post on Facebook again.”

Saturday, August 31, 2013

Giant Equipment List for Pathfinder

"Ultimate Equipment" by Jason Bulmahn and others,
published and distributed by Paizo Publishing.
ISBN = 978-1-60125-449-8.  PZO # 1123.

Quick Look-see:
01) Arms and Armor
02) Gear
03) Magic Arms and Armor
04) Rings, Rods, and Staves
05) Wondrous Items
06) Artifacts
07) Appendices
08) Index
09) OGL

Detailed Look:

Part 01 - Arms and Armor.  Covers Armor, Weapons, and Special Materials.

Part 02 - Gear.  Sections about Adventuring Gear, Tools, Animals and their gear, Clothing, Entertainment, Food and Drink, Lodging, Alchemical remedies, Alchemical Tools, Alchemical Weapons, and Poisons.

Part 03 - Magic Arms and Armor.  Armor Special Abilities, Specific Magic Armor and Shields, Weapon Special Abilities, and Specific Magic Weapons.

Part 04 - Rings, Rods, and Staves.  Sections about many rings, rods, and staves.

Part 05 - Wondrous Items.  Belts, Body, Chest, Eyes, Feet, Hands, Head, Headband, Neck, Shoulders, Wrists, and slotless items.

Part 06 - Artifacts and others.  Artifacts, cursed items, and intelligent items.

Part 07 - Appendices.  Section 1 - Treasure Generator, Section 2 - Gems and Jewelry, and Section 3 - Art.

Part 08 - Index.  A decent index for the book.

Part 09 - OGL.  The usual Open Gaming Licenses.

This is probably one of the best and most thorough collections of items for PC's and NPC's alike available.  It includes a section on firearms should you want to include them in your campaign.  The small drawings throughout, I believe, helps you visualize your tools of the trade.  No less than eight tables of slotless equipment - four pages of random item generation.  Altogether, 400 pages of crunch for both players and GM's.  There are almost too many to count pages of random items.  Each section includes a table of items and costs.  The book includes both a good Table of Contents and a comprehensive index.

This is another hardcover book from Paizo that should be indispensable for GM's, and close to indispensable for players.  One of my higher recommendations.

Not just about campaigns...

"Ultimate Campaigns" by Jason Bulmahn and others,
published and distributed by Paizo Publishing.
ISBN = 978-1-60125-498-6.  PZO # 1125.

Quick Look-see:

01) Character Background
02) Downtime
03) Campaign Systems
04) Kingdoms and War
05) Index
06) OGL

Detailed Look:

Part 01 - Character Background.  Everything from creating a background for your character, to Story Feats.  My favorite part in this chapter is the random background generator.

Part 02 - Downtime.  What =is= your character doing when they are not being currently played?  My favorite part in this chapter is the buildings and organizations section.

Part 03 - Campaign Systems. Covers a bunch of ideas including everything from your character's alignment to younger characters.  My favorite part in this chapter is the Magic Item Creator.

Part 04 - Kingdoms and War.  The two sub-sections are: Kingdom Building and Mass Combat.  My favorite part in this chapter is the whole section on mass combat.

Part 05 - Index.  A decent two page index to the book.

Part 06 - OGL.  The usual Open Gaming Licences.

My major unusual "complaint" about this book is that it spends 195 pages of its 254 pages for character development.  Although characters are a vital, nay, indispensable, part of any campaign, DM's that pick up this book were probably looking for less about character development, and more about campaign development.  This info probably should have been in an "Ultimate Characters" book. 

"Character Development" is the area where GM's should consider putting things that link the character to their campaign world.  This should become an idea factory for things that can crop up during your campaign that affect a single character while providing adventures for all your other characters.

"Downtime" includes stuff like repairing and maintaining equipment, and resting to name two.  It even starts by going into building a single building, hiring managers to run your business while you are adventuring, and some ideas on random events that can occur in the city.

The "Campaign Systems" section has a lot that I don't consider part of campaign systems, as it is about single campaign development.  This is where I would like to have had more about building a world.  One of the better parts of this section is the "Companions" part.  There's also a really good section about purposely losing skills that you don't want anymore, and retraining that now empty slot for another skill, with ideas for all character classes. 

The "Kingdoms and War" section includes a really good part about building kingdoms, although it seems to me to be geared towards PC use.  But, it still is a really good idea factory for GM kingdom development.  But, for sheer usefulness to GM's, you can't beat the mass combat section.  There's a lot of info about building a single building and what they cost.  Buried in the K&W section is a great part about special abilities. 

Even including all that, though, this is another hardcover book from Paizo that should almost be indispensable for GM's, and close to indispensable for players.  One of my higher recommendations.

Monday, July 1, 2013

Dangerous Denizens

"Blackdirge's Dungeon Denizens" by Aeryn Rudel, published and distributed by Goodman Games.

ISBN = 978-0-9816663-8-9  GAG # 5224

This 144 page book includes many new monsters from the Goodman Games line of Dungeon Crawl Classics adventure modules up to slightly over DCC 50.  There are tables for monsters by keyword, monsters by type, and monsters by origin.  There are 64 different types of monsters, many of which have at least one, if not more, variants. The back of the book lists racial traits and monsters by level.  The monsters by level chart reveals creatures from the ordinary level ones all the way to level 30 (!).  Although there are a couple pages of advertisements, the vast bulk of the book consists of creatures that even jaded players have never encountered.  There's a short Preface and Intro, both of which are a single page. 

Although I generally do not use 4th Edition, the chance to pick up a bunch of new critters was hard to resist.  There were pictures for almost every monster.  Personally I'd usually rather convert these monsters into, well, let's just call it "3.75".  I found the stat blocks from each creature easy to read, and the creatures that exceed level 20 a good match for an well experienced party.  There are only 13 of these upper level creatures, including the evilest dragon I've ever seen.  I can't wait to pull a few of these monsters out of my hat to plague my players.  I recommend this book to GM's looking to spice up a campaign.

Friday, June 28, 2013

Finally! A "Cities of Fantasy" done right!

"Sheoloth" by Sam Witt, published and distributed by Mongoose Publishing.
ISBN = 1-9034577-20-2.  MAP # 5005.

Quick Look-see:
01) History
02) Overview
03) Life in Sheoloth
04) Powers of Sheoloth
05) Magic of the Drow
06) Darkness and Heresy
07) Ward Descriptions
08) Ashen Bulwark
09) The Blood Tithe
10) Burning Pit
11) Cabal Hold
12) Charred Gate
13) Crystalspine
14) Ebon Dock
15) The Foreign Ward
16) The Fungus Pits
17) The Glory Crypt
18) Granite Circle
19) The Hordes
20) The Leviathan Shield
21) Night Seal
22) The Noble Labyrinth
23) Outland Thieves
24) Roaring Gate
25) Rusted Vein
26) Shrieking Hive
27) Silver Street
28) Sun Gate
29) The Vault of Tombs
30) The Wailing Way
31) Web of the Dark Mother
32) Witch Daggers
33) Ward Summary
34) OGL

Part 01 - History.  Includes info on the Schism, The Benighted Age, The Reign of Karzai, The Nobles Rebellion, the War of Vengeance, Tears of Stone, The Second War of the Elves, The Coming of the Dark Mother, the War of Terror, and the Reconstruction.

Part 02 - Overview.  Layout of the City, including a cross-section map, Building Materials, Food and Water, The Powers of the City, and the Merchant Guilds.

Part 03 - Life in Sheoloth.  Disposable Slaves, Valued Slaves, the Fleshcrafted Slave, the Outsider, the Commoner, the Merchant, the Drow Noble, Clergy of the Drow, a look at Air, Food, Light, Waste, and Water, Law and Order, the Economy, the Military and Defences, and Holidays and Customs.

Part 04 - Powers of Sheoloth.  Religion, the Nobility, Criminals, Arcanists, and Merchants.

Part 05 - Magic of the Drow.  Necromantic Domination, the Secret of Domination, the Process of Domination, Fleshbuilding, and Virurgy.

Part 06 - Darkness and Heresy.  The Incabulos Heresy, and the Woven Mothers.

Part 07 - Ward Descriptions.  A quick look at how each ward is discussed, Building Types, and Business Types.

Part 08 - Ashen Bulwark.  A quick look at the Ashen Bulwark Ward, including four locations.

Part 09 - The Blood Tithe.  A quick look at the Blood Tithe Ward, including four locations.

Part 10 - The Burning Pit.  A quick look at the Burning Pit Ward, including three locations.

Part 11 - Cabal Hold.  A quick look at the Cabal Hold Ward, including two locations.

Part 12 - Charred Gate.  A quick look at the Charred Gate Ward, including two locations.

Part 13 - Crystalspine.  A quick look at the Crystalspine Ward.

Part 14 - Ebon Dock.  A quick look at the Ebon Dock Ward, including two locations.

Part 15 - The Foreign Ward.  A quick look at the Foreign Ward, including a location.

Part 16 - The Fungus Pits.  A quick look at the Fungus Pits Ward.

Part 17 - The Glory Crypt.  A quick look at the Glory Pit Ward, including two locations.

Part 18 - Granite Circle.  A quick look at the Granite Circle Ward, including two locations.

Part 19 - The Hordes.  A quick look at the The Hordes Ward.

Part 20 - The Leviathan Shield.  A quick look at the Leviathan Shield Ward, including two locations.

Part 21 - Night Seal.  A quick look at the Night Seal Ward, including two locations.

Part 22 - The Noble Labyrinth.  A through look at the Noble Labyrinth Ward, including several locations.

Part 23 - Outland Thieves.  A quick look at the Outland Thieves Ward, including three locations.

Part 24 - Roaring Gate.  A quick look at the Roaring Gate Ward, including two locations.

Part 25 - Rusted Vein.  A quick look at the Rusted Vein Ward, including two locations.

Part 26 - Shrieking Hive.  A quick look at the Shrieking Hive Ward, including a location.

Part 27 - Silver Street.  A quick look at the Silver Street Ward, including two locations.

Part 28 - Sun Gate.  A quick look at the Sun Gate Ward, including four locations.

Part 29 - Vault of Tombs.  A quick look at the Vault of Tombs Ward, including three locations.

Part 30 - The Wailing Way.  A quick look at the Wailing Way Ward.

Part 31 - Web of the Dark Mother.  A quick look at the Web of the Dark Mother Ward.

Part 32 - Witch Daggers.  A quick look at the Witch Daggers Ward, including two locations.

Part 33 - Ward Summary.  Tables of merchants present in each ward.

Part 34 - OGL.  The usual Open Gaming Licenses.

This is the fifth and last in a short series from Mongoose called "Cities of Fantasy", although the Cities of Fantasy logo is not present.

Now, =this= is a city book.  In previous Cities of Fantasy, there was a shortage of material that covered the city.  But here we have a city book (Hardcover!) that has 256 pages of info for creative GM's.  This is the first of the series that I consider almost ready to "just drop" into a campaign.  The look at each ward within the city provides jumping off points for many adventures.  There are over 45 encounter locations, and it would be easy to add more. 

Although maps are present, and well done, it was hard to consolidate them all and really see what Sheoloth might look like.  But, despite the shortcomings, I'm giving it a strong four stars and might have gone to five stars if a really good map of Sheoloth was available.  Great for enterprising GM's that want to add a living Drow City to their world.  It has my recommendation for any GM - but not for players.

Tuesday, June 25, 2013

Complete Content an Illusion?

"Stonebridge" by Patrick Younts, published and distributed by Mongoose Publishing.
ISBN = 1-903980-82-8.  MGP # 5004.

Quick Look-see:

01) Introduction
02) History and the Present Day
03) Palazzo, Piazzo, and Sandstone Streets
04) Vineyard, Farm, and Villa
05) Dragons, Dreamers, and Builders
06) Stonebridge Adventures
07) Beasts, Magic, and Wondrous Machines
08) OGL

Part 01 - Introduction.  The intro includes a one page short story, and a short intro to the book.

Part 02 - History and the Present Day.  A good timeline, info on the citizens, Apprentices, Masters, and pursuit of genius, Science in Service, Guilds, Religion, Government and the Law, Military Service, and the Cycle of the Seasons.

Part 03 - Palazzo, Piazzo, and Sandstone Streets.  Stonebridge at a glance, Landmarks, the First Terzo, Ponte Sofferenza and the River Canyon, the Second Terzo, and the Third Terzo.

Part 04 - Vineyard, Farm, and Villa.  The River Canyon, its north side and south side, and several locations.

Part 05 - Dragons, Dreamers, and Builders.  Five important NPC's, four dragons (!), and a bit about the city watch.

Part 06 - Stonebridge Adventures.  Nine adventure seeds set beginning in Stonebridge.

Part 07 - Beasts, Magic, and Wondrous Machines.  One new critter, one new Prestige Class, six new Feats, seven new Spells, and eight new Magic Items.

Part 08 - OGL.  The usual open gaming licence.

This is the fourth in a short series from Mongoose called "Cities of Fantasy".  Mongoose has used almost every open space in this book for info on Stonebridge.  The map of Stonebridge is on the inside front cover, but on the inside back cover are advertisements from Mongoose.

Stonebridge suffers from the same 64 page limitations as its earlier predecessors, "Skraag", "Stormhaven" and "Highthrone".  I thought all of it could use a little bit more fleshing out - maybe even enough for a 128 page book.  There just doesn't seem to be enough info to "just drop" this city into your campaign. 

Having said that, though, I still think enterprising GM's could supply this city with enough detail to last a hundred adventures.  Only three stars from me, although I =might= have given it four if it had been even 80 pages.  Not for Players.

Doesn't Quite Reach the Clouds

"Highthrone" by Alejandro Melchor, published and distributed by Mongoose Publishing.
ISBN = 1-903980-43-7.  MGP # 5003.

Quick Look-see:

01) Introduction
02) Highthrone - Overview
03) Lay of the City
04) Valley of Crowns
05) The Terraces
06) The Mines and the Floating Islands
07) Factions and Players
08) Running Highthrone Adventures
09) Creatures of the Peaks
10) Magic and Secrets
11) OGL

Part 01 - Introduction.  The intro includes a one page short story, and a short intro to the book.

Part 02 - Highthrone - Overview.  Looks at the history of Highthrone.  There's a look at The Long Walk, the Voice of the Wind, the First Invasion, Unearthing Windsteel, the Second Invasion, the Coming of the Assembly, the Stormbreaker, Commercial Dominance, the Giant's War, the Growing City, the Mountainside, the Valley of Crowns, Flora and Fauna, Natural Resources, Weather, and Trade and Relations.

Part 03 - Lay of the City.  Government, the Armed Forces, Life Above the Clouds, Law and Order, and Religion.

Part 04 - Valley of Crowns.  Market Square, Forest of Sun and Wind, Ossuary, Shipyards, Warehouses, Longhaven, Arms Plaza, Condor Trail, and the Plazas.

Part 05 - The Terraces.  Terrace Features and Neighbourhoods.

Part 06 - The Mines and the Floating Islands.  The Mines and Clan Thorbrindas Holdings, a small map of Thorbrindas Holdings, and details on the various floating islands.

Part 07 - Factions and Players.  Six organisations, five well-wrote-up NPC's, and some generic city defenders.

Part 08 - Running Highthrone Adventures.  Details on using Highthrone in a campaign, including plots and story hooks, Altitude Sickness, Terraces, the Flying Ships, Skyships, and other flying devices.

Part 09 - Creatures of the Peaks.  Three new critters.

Part 10 - Magic and Secrets.  Three new feats, two new divine forces, and a description of Windsteel.

Part 11 - OGL.  THe usual Open Gaming License.

This is the third in a short series from Mongoose called "Cities of Fantasy".  Mongoose has used almost every open space in this book for info on Highthrone.  The map of Highthrone is on the inside front cover, but on the inside back cover are advertisements from Mongoose.

Highthrone suffers from the same 64 page limitations as its earlier predecessors, "Skraag", and "Stormhaven".  I thought all of it could use a little bit more fleshing out - maybe even enough for a 128 page book.  There just doesn't seem to be enough info to "just drop" this city into your campaign. 

Having said that, though, I still think enterprising GM's could supply this city with enough detail to last a hundred adventures.  Only three stars from me, although I =might= have given it four if it had been even 80 pages.  Not for Players.