Saturday, September 21, 2019

Eight Elements!

The Eight Elements by Aleksandar Petrovic November 2019 - True Mask Games Available on Drive Thru RPG I had already developed a five-tier system - Air, Earth, Fire, Water, and Void. This small booklet gave me my "Void" magic. Their "Duul" seems fairly close to my Void Magic, and then adds two more - 'Nature', and 'Metal'. I've read the "Malazan Books of the Fallen" and know a bit about how their magic system might work. The addition of Nature (green growing living things) and it's opposite, Metal (no growth here - just solid metals), seemed to me to be even closer to what I want for my setting! Elementalists are one of the most respected and powerful magic users in my world! This was great! I'll be using this quite a bit in my newest campaign worlds and settings!

Friday, September 20, 2019

A "Captivating Guide"

"The Anglo-Saxons" by Matt Clayton ("A Captivating Guide to the People Who Inhabited Great Britain from the Early Middle Ages to the Norman Conquest of England") Published by "Independent" ISBN-13: 978-1096156635 This small, almost pamphlet-sized document tries to put the entire history of the people and lands finally known as Anglo-Saxon into one place. In its mere 136 pages, Matt Clayton manages to put more of the history of these people, how they lived their daily lives, and how they defended their territories against invaders, into one place. The people who became known as the Anglo-Saxons were from primarily Germanic stock, the Angles and the Saxons. This covers from the time period when both the Angles and the Saxons came to Brittania in about 450 AD, to 1066 AD, the Norman Conquest. Since this covers a great deal of history, one cannot expect this 136-page booklet to go into very much extended detail. But this booklet should stimulate the reader to find out more about these people and this time. Its chapters include: 0) An Introduction 1) The Anglo-Saxons Arrive 2) Early Anglo-Saxons 3) Culture of Anglo-Saxons 4) Everyday Life 5) Anglo-Saxon Kingdoms 6) Anglo-Saxon Legacy 0) A Bibliography, Reference Works, and Notes Oddly enough, the author begins by referencing what seems to be a totally unrelated book - or is it? The inclusion of George R. R. Martin's masterwork, "A Song of Ice and Fire" makes obvious comparisons between that work and the real history of the Anglo-Saxons. Martin based his whole story (more or less) on the history of the Anglo-Saxons. For instance, "Westeros" is clearly the Island of Britain. Then Clayton's book heads back to the main points. First, we seen Britain under the rule of the Romans. But with the declining power of the Roman Empire, they paid less and less attention to ruling Britain. It is said that the end of Roman Rule in Britain was the year 410 AD. After that, the story of the Sub-Roman rule follows. Many examples of culture and social structure are given. Finally, a glimpse into the legacy left behind by the Anglo-Saxons is presented. Reading this study, one can get a sense of what life might have been like in that era. By addressing their culture, what they did in life, their religions, the fracturing into small kingdoms and from there to the growth of larger kingdoms, and leaving off with the legacy left us by the Anglo-Saxons (including much of what was to become the English Language) makes the remainder of the work provide the casual student a good idea of what went on, and also provides for a great jumping-off point for a more thorough study of those times. This is one of many "Captivating Guides" by Matt Clayton available. I rather liked this one, especially when presented with the similarities between the real Anglo-Saxon beginnings and their connection to one of my favorite novels. Recommended.

Wednesday, September 18, 2019

Worth More Than it Looks

Men and Monsters of Ethiopia by Michael O Varhola Skrmisher Publishing - 50 pages ISBN-13: 978-1935050698 Although small, this booklet packs a very large information database for both the men (tribesmen, etc) and the Monsters of Ethiopia. Ethiopia is an extremely old area of the world and has a very rich history of the country of Ethiopia at its beginnings, and also the legends and myths of the Tribesmen that populated that area. The author, Michael O Varhola, has included first-hand research of this nation, its peoples, and its mythology. Cracking in at only 50 pages, you will be amazed at this small, but comprehensive guide. My high recommendation!

Wednesday, September 11, 2019

Always Remember

On this solemn day, everyone should take the time to remember those who perished in the 9/11 attack, and those who perished =because= of the 9/11 attack, and their families. A moment of thought from the GURPSGM.

Tuesday, August 27, 2019

Porphyra - Planet of Many WOrlds!

"Lands of Porphyra" by Perry Fehr Published and distributed by Purple Duck Games ISBN-13: 978-0-9937702-8-9 As a long-time GM, I can tell you that I'm familiar with all kinds of types of RPG's. From Fantasy to Science Fiction, to Horror, and many more. My current favorite series is Monte Cook's "Numenera" setting. It's sort of like a combination of Science Fiction with Fantasy. The variety of this never fades. But, if I had to pick a new game to run, I think I would have to choose Pathfinder (1.0) with Purple Duck's "Lands of Porphyra" setting. In its 216 pages, it presents a setting even more bizarre than Numenera! The first thing you get to is the info on the book, info on the world, info on how the world is set up, a one-page history, and then - an incredible fifty-two different areas of the world and its inhabitants! Believe it or not, there are an even more incredible 72 different races, most of which are playable! Following this are Religions, what life on this world is like, Trade, Flora and Fauna, Giants, Languages, Weather, Magic, and a host of new spells to go with it, Organizations, Regional Traits, an NPC section, and finally a quick start dungeon crawl! The full color really helps the reader visualize some of the things you might see, and all this is packed into the setting book! So, if you are looking for a book to use to help Pathfinder 1.0 go out with a big bang, I'd highly recommend this!

Saturday, August 24, 2019

Gaming Industry Giant passes beyound the silver veil.....

The following comes directly from Rick Loomis' own "GoFundMe" account..... Fate is a strange mistress. For today is August 24th and that is Rick's Birthday. Unfortunately, today is also the sad, sad day that I have to tell you all that Rick Loomis passed away, just seven hours before his birthday of complications of his cancer. Rick was an amazing person. He had the ability to inspire and nurture talented people to be more talented than they thought they could be. He had the ability to give his people the freedom to develop their own solutions to problems and then he would calmly guide them. He did this in every facet of his life, whether it was in gaming or management or even his church softball league. Maybe that's one of the reasons why so many people loved Rick and loved working with and for him and why he attracted so many talented people like Mike Stackpole, Larry Ditillio, Liz Danforth, Jennifer Roberson, Ken St Andre and so many others who went on to create entire worlds and realms -- Rick encouraged that in a way few do. Rick sacrificed his life for a dream. A dream of wonderful, fun games and worlds of adventure. Games that inspired creativity and fun. Rick' s games were always in the end, about fun - not winning. Rick's dream will live on and we who he has left behind will do our part to carry that dream forward. And we will never forget what he taught us - patience, persistence, fun, and kindness. That is what Rick stood for. His loss will leave a hole in our community, our industry, and our hearts - but I urge you to remember to be kind to each other, be patient with each other and don't let go of your dreams. Rick never did. The world is lessened by your absence Rick, and you are missed... https://www.gofundme.com/f/help-gaming-legend-rick-loomis?member=2733348. A howl greets the Warriors of Sto-Vo-Kor today. A true giant of the RPG industry has now arrived. Bruce Gray

Friday, August 16, 2019

If you use Tarot then the Radiant Rider-Waite is for you!

"Exploring Tarot Using Radiant Rider-Waite" by Avia Venefica Published and distributed by U. S. Games Systems ISBN-13: 978-1-57281-809-5 Although I am an experienced reader, I've been looking for a long time now for a book that I could recommend to people who want a book for beginners. This =is= that book. In its nine sections, it beautifully illustrates using the Rider-Waite Tarot, and specifically the Radiant Rider-Waite Tarot. I cannot recommend this book (and, for that matter, this deck) highly enough to beginners as well as to those like me who would like to refresh their reading skills. Basically, the book is broken down into major parts - the beginning, the cards, reading the cards, the four basic spreads, spreads for specific questions, and three appendixes. In Section One, there is a bit of info on the Tarot deck itself, how to use your natural intuition, using allegory, and your dialogue, then a bit about how to use this book, and a glossary of Tarot related terms. In Section Two, certainly the largest section of this book, are the cards - the 22 Major Arcana, then the suit of Wands, the suit of Pentacles, the suit of Swords, and the suit of Cups. Each card from the Radiant Rider has an illustration of that card, some info about the card, and, most importantly, the meaning of that card in your readings - both in an upright and in a reversed position. The guidelines for quick reads is a great starting point for beginners and comes in four parts - what that card may represent in the areas of love, money, career, and family. Although each card is only given two pages each, you are given quite enough data to interpret each card. In Section Three you will see reading basics. how to ask questions and how to get answers, and your readings! Four basic spreads are included: #1) Past, Present, Future #2) Daily Encounters Another three-card spread, this time into #1) You, #2) Encounters, and #3) Outcome, #3) Take Action A four-card spread of #1) You, #2) The Known, #3) the Unknown, and #4) action and #4) A modified Celtic Cross with only six cards. After that is parts about Financial Forecasting, Love & Relationships, and a Whole Health spread with seven cards. Finally the Appendixes - a FAQ, Symbolism, and the Index. I don't believe I've ever seen a better book for beginners! Every card spelled out, simple direct meanings of upright and reversed cards, and much more, all in the same vivid color of the Radiant Rider Tarot! And it accomplishes this with only 264 pages! As a long-time Tarot reader, I get asked frequently about a book I'd recommend to novices. As I said in the beginning, this =is= that book!

Tuesday, May 28, 2019

A true beginner's guide!

"Hero's Handbook" by Jason Bulmahn and Sean Reynolds Published and distributed by Paizo Publishing ISBN-13: 978-1601256300 The Hero's Handbook is an integral part of the Beginner Box. It is probably the very best way for a new player to become at least semi-familiar with the basic Pathfinder rules. In its scant 64 pages, it gives new players a great way to immediately enter the world of Golarion! Instead of the usual boring "What is a Role-Playing Game", it has a very short solo adventure called "The Skeleton King's Crypt". It is more like the old "Choose Your Own Adventure" books. In only seven pages, it is a rather unique entry into Pathfinder and Role-Playing Games. The "Getting Started" section it gives info on "Creating a Character", then moves into choosing a race. There are only three choices, but they are the "bread and butter" of a Fantasy Role-Playing Game. Only Dwarves, Elves, and Humans are covered. At that point, it gives player info on the various character classes available in this book. It covers: Clerics, Fighters, Rogues, and Wizards. After that, it allows players an opportunity to customize their first character. Skills are next, and there are only 12 of these. Once again, these are the skills that a beginner might use. Feats follow, with thirty classic feats. So - what is your character going to need while adventuring? The equipment section gives a few ideas. Some weapons, some armor, and some gear. Now - Let's roll some dice! In the "Playing the Game" section, it deals with how to use the "Rules of the Road". Do you want to strike out and adventure? Go exploring! There are three basic environments - Dungeons, Wilderness, and Cities. The remainder of this pamphlet is devoted to thing like: Combat, Special Actions, Criticals and Threats, Armor Class, Damage, Concealment, Injury and Death, Casting Spells, Saving Throws, Mounted Combat, Reading Spells, and Leveling Up. Virtually the entire booklet is used. Even the inside front cover, inside back cover, and outside back cover are not wasted! I'd say this was a pretty good book for beginning Pathfinder - especially if you are new to the game. Even an experienced Dungeon Master like me can use this book for basic info. If you want to start with Pathfinder, there is almost no better book - despite the forthcoming Pathfinder 2.0.

Tuesday, November 27, 2018

Maybe you could win.....

THere's a giveaway going on right now to provide one lucky winner with boatloads of new RPG books. Visit: https://www.rafflecopter.com/rafl/display/8fa474c514/?fbclid=IwAR3b5a5C83xsIC4TbewOKgQwq5fjoBan-vYSsTHUNZC2YkwrjM8cFFAepXg and find out more!

Thursday, October 18, 2018

Raising awareness about Querent

There's a great idea floating on the seas of Kickstarter right now that I believe you should support! It's called "Querent" and it is a role playing game that uses Tarot Cards for play! I've used Tarot ever since my Great-Aunt Jessica taught me how to read cards and auras in 1968! Here's the link to the project - they are a little below half way to thier final goal of $17,000 to produce an actual Tarot Deck that would be sold with the game! Here you go: https://www.kickstarter.com/projects/fatbirdstudios/querent-the-cartomancers-tome Thanks for watching my blog entries! Bruce

Friday, October 5, 2018

Querent? What is it?

Folks, I may have just found my favorite Kickstarter project of 2018! It's called "Querent" - and it is a way to use Tarot Cards in a Role Playing Game in many ways! There are ways to use Tarot for Character Generation with a "Personality Spread"! There are ways to use Tarot for your plot generation.... And, believe it or not, there are ways to use Tarot for SOLO gaming! I've never seen a project that so dovetails into my ideas this way! Here's the link to follow - let's all get involved and push this project over the $17,000 mark! https://www.kickstarter.com/projects/fatbirdstudios/querent-the-cartomancers-tome/description or use their Facebook page: https://www.facebook.com/querentgame/

Wednesday, September 12, 2018

The Arcane Wonders

Hi fellow gamers! If you want to take a bit of the load off the GM's shoulders, this is a great resource: https://www.thearcanelibrary.com https://www.facebook.com/gurpsgm?hc_ref=ARTeqxA8ObDmixzR0Wgi-Q2dTaPnWhuu6nZp7nxItTZyg6YncW_HqoMyrNvdtQ1IF0k&fref=nf&__tn__=C-R https://twitter.com/gurpsgm These cards will be a great resource for GM's and handy, too, as they are much smaller that a whole book.... I did, and bought practically all of the https://www.thearcanelibrary.com/products/ and enjoy them very much! You probably will, too. Bruce

Thursday, September 6, 2018

Wednesday, September 5, 2018

Not just Towers of Adventure

"Towers of Adventure" by James M Ward Published and distributed by Troll Lord Games ISBN-13: 978-1-936822-92-8 In its mere 54 pages, ToA provide dozens, if not hundreds, of possible adventures and adventure seeds. There are only three chapters: "Book One: Illustrations and Maps", "Book Two: Hooks, NPC's, and Monsters", and "Book Three: Treasures and Traps". There are 15 pages in Book 1, which details fifteen different towers. These are simple Black and White one page illustrations, which have numbered rooms corresponding to the map and a map key. In the Map Key, however, are only slots for the GM to use for whatever happens to be in that location, if indeed there is anything at all. Some pages have a small number of rooms, the smallest of which was 11; and some pages have a large number of rooms - the largest of which was 31. There are 17 pages in Book 2. Part 1 of this has charts for assorted 'services' that a crafty GM could use to separate PC's from their gold; in Part 2 there are small adventure 'hooks' a potential GM could use for rumors (some of which might be true), and the largest section, Part 3, deals with NPC's; and finally monsters in Part Four. Finally, in Book 3, Part 1 deals with themed treasures, which are treasures geared to a specific class of character, and Part 2 has some diabolical traps a GM could spring on PC's - and, even better, ways for PC's to use those same traps to entrap their hideways against NPC's and/or monsters. This product reminded me of the good old days of Judges Guild, who produced many supplements for early D&D. It reminded me the most of the "Maps" series - a collection of booklets just detailing a group of maps (such as "Island Book I" or "Castles Book I"). This book is a great resource for potential GM's using =any= system that is based on a fantasy setting. Heck, on a =good= day, you could argue that these maps could exist on some strange unknown planet your Sci-Fi characters were exploring. The "Siege Engine" system of Troll Lord Games is incredibly easy to convert to any D20 based game, and most of this book could almost be used in any game - period. Considering the low price and the almost universal system, I'd highly recommend it to any of my D20 gamers, and at least recommend it to any gamer. Your Mileage May Vary.

Monday, September 3, 2018

Hellenica: Story of Greece

Anyone who knows me, knows that I love stuff like the Ancient Egyptians, Greeks, Romans, Norse, and all other mythologies. Now I have a chance to promote what looks like it's going to be a great 4X type game about Ancient Greece - "Hellenica: Story of Greece". This game will give players the opportunity to be Emperor of Greece! I've always loved 4x games (BTW: 4X stands for "EXplore, EXpand, EXploit, and EXterminate." starting with the very first edition of Civilization and all the way to the present day. It's the hundreds, if not thousands, of different ways that a group can act out controlling a civilization! There's a Kickstarter going on right now (Monday, Sept 03, 2018) that might do the trick. You have only three days to get involved! So - what are you waiting for? Here's the URL: https://www.kickstarter.com/projects/532062403/hellenica-story-of-greece Funding closes on Friday Sept 7, 2018 at 5 PM EDT. I know I'm getting one..... Bruce

Wednesday, August 8, 2018

Twilight Imperium 3rd Edition

Although the entry level price seems high, this game box contains ten available races to use, with over 200 (!) miniatures! I would recommend this, but there is a fourth edition now that includes not only this third edition, but the two expansions to the third edition as well. Even so, Twilight Imperium 3rd is an absolute blast to play! At its heart, it is basically a 4X type game. (BTW: 4X is an abbreviation for "eXplore, eXpand, eXploit, and eXterminate".) Any player may use any of the four types of actions. This is one of the main selling points of this game. Any race can do anything, including nothing at all! The bad news about this game is that even if you are an experienced user of TI, it can take at least three hours to play, all the way up to at least four hours, or more! However, this is allows for a lot of interaction by the players in this "Space Opera" style game! Not to mention that you better have a very large table to spread it out on! The good news is that with only the included ten races, it might take quite a few games for even one player to have played all ten available races! Each race has its good points, and its bad points. Some are better at one of the four types of actions than others, and some are worse than others at those same actions. And all four of those actions are in the player's control. I should mention that there are two expansions to the 3rd Edition: "Shattered Empire", and "Shards of the Throne". which can allow users to have as many as six players at a time! For a game with a high Space Opera feel, and huge replayability, you can't beat it!

Friday, July 27, 2018

Don't let mapmaking stall your game!

"How to Draw Fantasy Art and RPG Maps" by Jared Blando, should be required reading for any Game Master, whether Fantasy or Science Fiction, or somewhere in between!  In its 128 pages are more than thirty examples of how to put your dreams of a new gaming world to paper.  It really is step-by-step cartography for gamers and fans!

Written by Jared Blando, who is a professional cartographer and concept artist, it bridges a gap that allows even beginners to take the vision of their worlds in their minds and put them to paper.

Each example builds upon the foundations of the last.  You can use this book to begin, or build out, or complete, a real paper map of the world your players are adventuring in.

The main reason, I think, that you should do this, is to not only to give your world 'flesh' - but to make sure that you don't make the mistake of forgetting where your characters started, where they are now, and where you would like them to go at least.

I believe (and this has happened to me) that players might and probably will think about the places they've been, and expect those places to still be in the same locations, more or less.  It might cause players to lose interest if they believe that, for instance, your capital city is in the west, and then suddenly find that you now say that same city is in the east.

A map of your world can serve another useful function - what happens if your players go a completely different direction than the one that you so methodically set up?  Having a drawn map would make life a little easier if you know where more than one area to explore is!  And, if your players decide to go north when you wanted them to go west, a map should show areas around the current players location so that you and they don't go too far astray.

So what if your Northlands are an expanse of frozen wastes?  If the players know that's where they want to go, then with a printed map, you can provide details about this winter wonderland which may deter them from going there.  As a 1st level character, I don't know about you, but I'd probably not want to go north if you know in advance that the Northlands in your world are filled with Frost Giants, Dragons, and other deep northern denizens!

In addition, the rich illustrations in this book could conceivably be used as your fantasy world map itself!

To wrap up then, I have found this book an invaluable resource for Fantasy and other role playing game map creation.  If you have ever held the thought that you might like to actually see what your world looks like, this would be one of my first choices.

Tuesday, April 24, 2018

Imagine Player's Guide

It seems almost like everyone thinks that this is yet another D&D clone of some type.  If it were truly a clone, I'd agree with you.  But I do not believe that this game is a D&D clone.  There are, for instance, only four major stats: Endurance, Perception, Affinity, and Fortune. 

Then, each of those stats are broken down into three sub-categories:

For Endurance (or Physical), you have: Strength, Agility, and Vitality.

For Perception (or Mental) you have: Intelligence, Wisdom, and knowledge.

For Affinity (or Personal) you have: Appearance, Charm, and Social Class.

Finally, in Fortune (or Mystical) you have: Aura, Piety, and Will Force. 

I purchased these in a trade for some of my old stuff - and I must say I could not be happier!

Sure, this system has some problems.  But, what systems don't?

But, this game I like a lot!  For instance, the Character sheet has a very nice hit location slot.  You shouldn't use it all the time, but for criticals, it's almost indispensable.

Plenty of room to grow with skills, weapons, spells (or invocations).

There are, believe it or not, even character sheets for Centaurs, and Lizard-folk.  On the main character sheet are also places for the Bird-folk Wing stats!

In its 330 pages there are (among other things) a real Table of Contents, and a "Table of Tables" that allow you to look up a table you want quickly.  The Appendix has two pages of quick info, a Glossary, and a very comprehensive Index!  This book is a hardcover and very easy to lay on the table for use, 

Sure, the disclaimer on the back cover is a little overbearing, but the info you really need is there too: 12 Attributes, 18 races, 26 classes, over 340 skills, 450 spells and incantations, over 150 different weapons and armor, and over 500 items of equipment!

I'd like to rate this at least four stars, or even five!  I know I'll be using it very soon.

Thursday, March 8, 2018

Rappan Athuk Extras

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!

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!