"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Showing posts with label 3e. Show all posts
Showing posts with label 3e. Show all posts
Wednesday, July 11, 2012
Faeries - Bastion Press
Faeries get a bad rap in my opinion. Even the cover of this book sends the idea that they are all the commercialized version of elves (before Peter Jackson gave us his interpretation of Legolas) that were made popular in cartoons and animated films. The stories of the Fey in cultures where they originated give us a much darker portrayal than the images that have made them popular. They were creatures not to be taken lightly and to deal with only if you had to and most times that would not end well for the even the best intentioned if they were not careful.
Other than the image on the cover I think this book does a fair job of trying to put them in a light more consistent with the legends that they sprang from. The book is a D20 offering so it has much of the overhead that comes with that in the way of prestige classes, feats and the like. If you are a 3.x player then these are at least average for offerings from that period. The book offers details on the lands of the Fey and background on the races that can be used in any game system as well as other material that taken into systems or settings. I think this is one of the better Bastion Press offerings I have read and am glad to have it in my collection.
Published: 2003
Pages: 128
Publisher Blurb:
Welcome to the Twilit Lands, where all is fey and faeries rule. This d20 guide to Faeries provides answers on the fair folk, the fey races and creatures more ancient than dragons and far more enigmatic than their sizes or shapes ever reveal. The secrets held by the fey far outstrip all the other races combined, and this book brings them right to players and Game Masters alike.
This supplement provides new rules and a new understanding of fey monsters as well as many new faeries for your d20 games. Players can learn more skills and spells, plus discover magical artifacts and secrets from the fey. Meet new monsters and fey legends that cross many worlds and cultures, from Old Man Winter to the Lady of the Lake. Best of all, the world of Faerie, a world as close as a dream and as magical as its denizens, comes alive with its legends and lore for the Game Masters and can easily be linked to all d20 worlds.
Labels:
3e,
Accessory,
Bastion Press,
D20,
DnD,
Races,
Setting,
Supplement
Tuesday, July 10, 2012
Arms & Armor - Bastion Press
Books like this take me back to the days when Oriental Adventures and Unearthed Arcana were released for the first edition AD&D. Both of these featured new weapons and armor options that the group I played with were more than willing to milk for every perceived advantage they could. It was in those early days that I learned on of my most valuable DM tricks. That was that if the players can do it so can their adversaries. Nothing like having that same "rule breaking" option used on a player to make them see the folly of the option.
This book is one that I would never have really bought unless I had been able to get is cheap like I did. The material in it is not bad but the weapons selection seems too exotic as it were. I am not sure that there was ever such a varied selection of weapons in any one place, in history, other than a gaming convention in the early 21st century. If you can get it cheap the books is worth having but unless you want your players running around with weapons like Duck Spades and a Cicada Winged Sword while wearing Aeroglass Plate or Subdermal Armor I might limit its use.
Published: 2001
Pages: 96
From the back of the book:
Weapons of Valor
Weapons make the adventurer, granting a cutting edge against fearsome foe and cunning villains alike. Players and GMs discover new and innovative ways to arm their favorite personages within these pages. With more than 70 new weapon qualities and 100 new weapons, everyone can find something to arm their imaginations.
Armor of Faith
Bardic armor? Spellcaster's spidersilk? No matter the class, new types of armor await discovery. Coupled with more than 70 new armor qualities, armorsmiths the world over prepare to forge a host of new possibilities for the world's greatest heroes.
Labels:
3e,
Accessory,
Bastion Press,
D20,
DnD,
Supplement,
Weapons
Sunday, April 8, 2012
A Distant Echo - Viking Games
I know I have mentioned many times that I have material that I am not too familiar with and even that I am not sure how I came to posses it. To date this may be the biggest mystery yet. Most often it is something I bought and never had a chance to use. I am a bit of a hoarder when it comes to RPG materials perhaps.
Most often times I recall buying the item though because I don't buy just to buy 99% percent of the time or better I would say.This book though is a complete mystery to me. I even recall when I scanned it thinking to myself "Where did this come from?" Most often strange buys will be the $1 or $2 Half Price Books variety and I bought it just to see what it had idea wise. This is lacking the price tag I see all too often.
When I buy from eBay most often it is a more directed buy though. I am usually on a kick to try and finish off material in a particular system or on a topic such as magic items. This does not fall into that category that I can recall. My best guess is that a number of years ago I bought a fairly substantial bulk lot of Guido-the-Gypsy on eBay. It showed some older Traveller material and a few other items so I bought it. It had a mixed bag of goods but was a good purchase. I suspect this came in that lot.
As far as "A Distant Echo" by Viking Games. I have nothing to say except what I was able to find on RPG Geek. From what I was able to find out this was the only module offering from Viking Games and the only material specific to their world Axander. They only had one other product from what I could tell and it was a monster manual type offering. If anyone has any insight into this I would love to hear about it.
Published: 2001
Pages: 32
From the back of the book:
One Sword, One Word, One Way
Twin cities, two nations, vying for regional power have encountered a rise of goblin tribes and raids to their national coffers. After a brutal encounter, player characters are drawn into national intrigue, which must be handled quickly or else the region will fall to the hands of the goblins.
The first question that needs answering is: who is supplying the enemy with its quality weaponry?
On the Wrong Side of Loyalty
Designed as the first in a series of adventures detailing the Axandar world a the brink of chaos and war, this d20 system adventure is for characters of beginning levels. Referees will be able to start new campaigns, or add exciting new dimensions to their current campaigns.
Saturday, April 7, 2012
Arcana Evolved - Ruins of Intrigue
I have written about Dragon Magazine #54 before. This may very well be one of if not my absolute favorite issue. I wrote previously that I have referred to it innumerable times in the past. One of the reasons is the article on city ruins. I am not sure why the idea of city ruins fascinate me so much. It might be from the first look at the Statue of Liberty covered in sand that sparked it and then it was fueled to its height by the cover of the original Gamma World box and the remains of DC in Logan's Run. I have designed a few ruined cities but have never been fully satisfied with what I designed.
I am afraid that this book though promising did not live up to what I had hoped it would be. Please don't take that as me saying the product is not a good product but it is still not what I want in a ruined fantasy city. I may have to some day take a great fantasy city and destroy it into ruins. If anyone knows of any good products with ruined cities I would love to hear about it.
Ruins of Intrigue is more of a framework that a pen to paper layout of a ruined city. It is a campaign or adventure setting more than an adventure proper. For what it is it is an excellent product and the premise answers one of my dilemmas concerning city ruins. It is hard to have a large city in ruins anywhere near civilization and if it is not near civilization how to get the players close enough without seeming contrived. What better than a city that was hidden in plan sight for centuries.
The book is well done and is missing the watermarked pages that in some cases make newer products hard to read test wise. As I have aged I would like to see a larger font used in some books and this could use a slightly larger one. The book is also a little text heavy and it might benefit from some more images breaking the text up though a larger font could reduce the need for that. The material more than makes up for the concerns over the formatting though. This book may not be for everyone and it is very much campaign specific so using it outside Arcana Evolved might pose a serious level of work but for ideas it is well worth it.
Published: 2005
Pages: 94
From the back:
"The ruins of Serathis loom high in the mountains. Only recently discovered, this ancient city draws many to its shattered streets in search of treasure and adventure. Giants and dragons square off on opposite sides of the ruins, each seeking to hold the city and its wealth. The winds of war howl in the distance. Vast wealth and terrible monsters await!
Ruins of Intrigue is an innovative approach to adventure creation. It provides a detailed, modular overview of Serathis. Major NPCs and locations have sets of optional secrets and variants, making every campaign different. A rich array of ideas, plots, and vying factions gives you varied ideas for creating adventures. Just pick a hook, choose a goal, select an obstacle, and you're ready to go. Suitable for Arcana Evolved characters of all levels."
Publisher Blurb:
Adventure and Intrigue in the World of the Diamond Throne!
The ruins of Serathis loom high in the mountains. Only recently uncovered, this ancient city draws hundreds to its shattered streets in search of treasure and adventure. Giants and dragons square off from opposite sides of the ruins. The winds of war howl in the distance. Vast wealth and terrible monsters await!
Ruins of Intrigue provides the foundation for an entire campaign using the Monte Cook's Arcana Evolved variant player's handbook. It presents Serathis, a ruined city located between territories claimed by the giants and dragons. Both factions seek to hold the city and its treasure, setting the stage for conflict. The book's adventure source material will take your characters to 10th level and beyond.
Ruins of Intrigue also contains new monsters, secret societies, organizations, and other material that reflects the city's ancient secrets. And its modular design allows all player levels and character affiliations to use this campaign-in-one-book.
This comprehensive look at an exciting new realm of adventure gives DMs the chance to start and run a campaign with ease and offers an characters the opportunity to play an important role in the Lands of the Diamond Throne.
Labels:
3e,
Accessory,
Arcana Unearthed,
D20,
Diamond Throne,
OGL,
Setting
Thursday, February 23, 2012
All the King's Men, Rightful Owner
All the King's Men is a murder mystery. Many times these types of modules are written for lower level characters. This module is written for characters of seventh to ninth level which opens up the material that can be included.
The premise is pretty straight forward. The acting troupe known as The King's Men are accused of murdering the archbishop who is well known for his dislike of actors. The setting is very much a fantasy London and the them of the module is Shakespearean even to the point that the theater when the performances occur are the Orb Theater.
The module is written so as to be very non linear even presenting the DM with two different hooks that can be used to pull the characters into the story. After these all of the other events (called episodes) can be run in whatever order the players end up getting to them.
The module has enough combat to make it something that won't bore the players who like to roll dice. The real charm of the module is the level of role playing that will be required to make it work. The module is stocked with well written NPCs that will test the ability of the DM to role play. The story itself is well done with a plot rich in twists and turns that will make the detective portion fun as well. The module is also ripe with puns that will be painful to those who do not like a bad one.
I think the fact that the module is written for higher level characters and is written in such a way that it is generic enough to let it drop into most any campaign is a huger set of selling points for the module. By the time characters reach the levels the module are for they will most likely be thinking about settling down. What a great means on introduction for a possible kingdom for them to become involved in.
Published: 2002
Pages: 48
From the back cover:
Alas,poor Yorrick!
Filled with bizarre characters, twisted plots, and a macabre sense of humor, All the King's Men takes the PCs on a wild romp through the dark underbelly of Hamdon, a fantasy version of renaissance London. When the archbishop turns up dead at the production of the latest play, the acting troupe known as The King's Men is accused of murder. It's up to the PCs to track down the killer and prove the actors' innocence. But not everything is as it seems in the world of acts and actors.
Spell:
Rightful Owner
Level: Fourth
Range: Touch
Duration: Special
Area of Effect: One Item
Components: V,S
Casting Time: 2 Rounds
Saving Throw: None
By means of this spell the magic user will cause any item to return to its rightful owner. The spell will require that the item be accompanied to make this possible though.
When the spell is cast the item that the spell is cast on will become invisible and levitate. It will then begin to head in the direction of it's rightful owner. The caster will need to follow the item once this begins. At no point in time can the item be out of line of sight of the caster. Once the item is within hte line of sight of its owner it will become visible again.
The item will continue to be invisible and levitate as long as it is in line of sight and making some progress towards the owner. If there is ever a period of time where caster falters in their attempt to return the item then it will immediately return back to its point of origin and the spell is broken. For this to occur then the caster will have had to have spent more than ten turns doing something not related to or a result of trying to get the item to the owner. Time spent resting overnight will not count as time not progressing.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Friday, January 27, 2012
AEG - Wilds, Return to the Grave
Wilds is the last of the AEG books that I will be reviewing unless I add the missing ones in my collection and get around to scanning them for inventory. I am sure this will happen so I should say the last for a period of time. The collection ends well though as I like Wilds overall.
The Wilderness Survival Guide that released for 1e AD&D is the best thing that this book could be compared to. It looks at six different specific types of environments and goes over them in some level of detail. The book starts by having an overview of outdoor survival. This section is perhaps the best because it is not specific and addresses concerns that the DM, and as a result, the players might have dealing with the great outdoors. It deals with the ideas of building the ecology from the ground up as well as specific advice on how to build outdoor adventures and encounters. This chapter also added the section on new uses for old skills and well as new skills and feats.
The specific chapters on the different environments each add a ranger that is specific to that type of environments. I am not ill disposed to this idea but it is not something that I would really ever see allowing as a character class but that is just me. The chapters provide an overview of the specific environment and what the players might encounter. There are then feats specific to that environment provided as well as new spells and monsters. There are of course also a varying number of new prestige classes added for each as well. The environments discussed in the book are:
Desert
Forest
Jungle
Marshes
Mountains
Tundra
As I said I found this book to be in the upper half of all the AEG books I have been able to look over. I think it may just be that I am partial to the hex crawl idea and can see more direct usability for the information in the book than perhaps in others. As with the other books these can be found at a reasonable cost in the secondary market and suggest any DM interested in outdoor adventures grab s copy of this.
Published: 2003
Pages: 176
From the publisher:
The wild frontiers of demon-haunted forests, sun-blasted deserts, windswept glaciers, and rolling plains are now open for adventure with this exciting d20 sourcebook. Features include guidelines for constructing wilderness adventures, complete with ready-made encounters, new creatures, rules for weather, and other effects unique to the outdoor environment, plus new prestige classes, feats, and skills tailored to exploring the wilderness.
From the back of the book:
Go Beyond the Dungeon
This sourcebook expands the venues of adventure, presenting an array of hostile environments for your wilderness campaigns. From the tundra's deadly cold to the desert's searing heat, the wilderness offers dangers and threats that make an angry ogre or hungry troll look like a pushover. With the rules and advice outlined here, DMs can design adventures that emphasize the environment's daunting challenges and strange, wondrous realms.
Leave the dungeons behind.
The Wilds Await:
*Over 80 new feats
*Nearly two dozen prestige classes
*New ranger classes for each environment
*40 new spells
*26 monsters
*New rules for six different environments
Spell:
Return to the Grave
Level: Fourth
Range: 9"
Duration: Instantaneous
Area of Effect: 6" Radius
Components: V,S
Casting Time: 2 Segments
Saving Throw: Negates
This spell allows the magic user to act as a poor mans cleric when it comes to ridding a party of undead. When the spell is cast it will cause the affected undead to return to the location of their demise.
The undead who fail the save will immediately turn and proceed to move as directly as possible to the location in which they died or became undead. They will continue to make their way to that point for a period of time equal to one turn plus the caster's level in rounds. Those who make their save will not leave but will suffer one point of damage per level of the caster.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
The Wilderness Survival Guide that released for 1e AD&D is the best thing that this book could be compared to. It looks at six different specific types of environments and goes over them in some level of detail. The book starts by having an overview of outdoor survival. This section is perhaps the best because it is not specific and addresses concerns that the DM, and as a result, the players might have dealing with the great outdoors. It deals with the ideas of building the ecology from the ground up as well as specific advice on how to build outdoor adventures and encounters. This chapter also added the section on new uses for old skills and well as new skills and feats.
The specific chapters on the different environments each add a ranger that is specific to that type of environments. I am not ill disposed to this idea but it is not something that I would really ever see allowing as a character class but that is just me. The chapters provide an overview of the specific environment and what the players might encounter. There are then feats specific to that environment provided as well as new spells and monsters. There are of course also a varying number of new prestige classes added for each as well. The environments discussed in the book are:
Desert
Forest
Jungle
Marshes
Mountains
Tundra
As I said I found this book to be in the upper half of all the AEG books I have been able to look over. I think it may just be that I am partial to the hex crawl idea and can see more direct usability for the information in the book than perhaps in others. As with the other books these can be found at a reasonable cost in the secondary market and suggest any DM interested in outdoor adventures grab s copy of this.
Published: 2003
Pages: 176
From the publisher:
The wild frontiers of demon-haunted forests, sun-blasted deserts, windswept glaciers, and rolling plains are now open for adventure with this exciting d20 sourcebook. Features include guidelines for constructing wilderness adventures, complete with ready-made encounters, new creatures, rules for weather, and other effects unique to the outdoor environment, plus new prestige classes, feats, and skills tailored to exploring the wilderness.
From the back of the book:
Go Beyond the Dungeon
This sourcebook expands the venues of adventure, presenting an array of hostile environments for your wilderness campaigns. From the tundra's deadly cold to the desert's searing heat, the wilderness offers dangers and threats that make an angry ogre or hungry troll look like a pushover. With the rules and advice outlined here, DMs can design adventures that emphasize the environment's daunting challenges and strange, wondrous realms.
Leave the dungeons behind.
The Wilds Await:
*Over 80 new feats
*Nearly two dozen prestige classes
*New ranger classes for each environment
*40 new spells
*26 monsters
*New rules for six different environments
Spell:
Return to the Grave
Level: Fourth
Range: 9"
Duration: Instantaneous
Area of Effect: 6" Radius
Components: V,S
Casting Time: 2 Segments
Saving Throw: Negates
This spell allows the magic user to act as a poor mans cleric when it comes to ridding a party of undead. When the spell is cast it will cause the affected undead to return to the location of their demise.
The undead who fail the save will immediately turn and proceed to move as directly as possible to the location in which they died or became undead. They will continue to make their way to that point for a period of time equal to one turn plus the caster's level in rounds. Those who make their save will not leave but will suffer one point of damage per level of the caster.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Tuesday, January 24, 2012
AEG - War, Eyes of a Mother
The topic of war in a fantasy campaign is not one that I have ever really used in an serious manner. I have had battles between large forces but never an ongoing war where things such as the topics discussed in AEG's WAR had to be considered. This book as the others they have released does a good job of discussing the topic it intends to cover.
The first chapter of the book is best thought of as a primer for the idea of warfare in a fantasy environment. It actually goes a little beyond that in discussing ideas behind war in general and then adds to that by adding the idea of war in a fantasy campaign. The chapter discusses topics such as the supply chain and various secondary effects such as the way the war will affect those on the home front. This is a good chapter for a DM to read to decide if a war based campaign is one that they would want to run. It will also provide ideas where the war is secondary to the campaign.
Chapter two is titled War Makes Soldiers and it deals with the rules and changes connected with characters. This is the section that I have come to appreciate in the AEG books that deal with new uses for old skills, new skill and new feats. The bulk of the chapter is dedicated to new prestige classes for player use. The chapter lays out a total of fifteen new prestige classes. The range from Beast Handler to Wild Rider. Some of these seem very specialized and I am not sure players would want to use then as a prestige class. Since the book deals with War the classes are specialized in that and without running a war based campaign most of these might find limited use otherwise.
Chapter three deals with one of the more common and sometimes boring in game term concepts of war, that of the siege. The chapter is a good basic description of the various types of siege engines that one might find used. It also covers the various defensive tactics used by those who are on the defensive side of a siege. This section feature two sidebars that deal with historical uses of siege equipment. It also feature two magic items connected with sieges of which one is an artifact that though useful may not be one anyone would want to use.
War Magic is the topic of chapter number four. The chapter begins by discussing the how the various schools of magic might be used in war. It then transitions over to the discussion of deities that might be connected in some manner with the concept of war. It lays out a number of domains that are war themed and as in the past I have found these something that can be used outside the books intended topic. The chapter finishes off with new spells and magic items. These are limited in nature which was a little disappointing.
The final chapter is a little bit of a mixed bag and I found myself wondering if the topics were cut short and then all lumped together. There were even topics that I thought should have been included earlier in the book. This is not a deal breaker for the book but I just found it off. There is a section with very brief descriptions of types of was such as wars of conquest, civil wars and rebellions. The chapter then touches on the idea of a war based campaign. This section has a lot of information and makes one think about the idea at least. It goes over how each race and then class might see use in that type of campaign. It also discusses how each alignment would act in a war environment. These are of course all braod strokes but still provided some good ideas as well as insights.
Though I might not ever use the book as it was intended and of all the books I have reviewed so far this is perhaps the one that has the least amount of portable material it is still a book worth having. If the reader has not had any previous studies on military topics it is enough of an overview to serve that purpose. There are also topics such as the effects on the home front that can be utilized if war is a backdrop and not the focus. It would not be the first of the AEG books I would buy but I would say a DM would eventually want it.
Published: 2002
Pages: 144
From the Back of the Book:
This is the Tome of Champions
This sourcebook contains everything a GM or player needs for campaigns in war- torn worlds. Regular and irregular troops, closed and open formations, cavalry, infantry, and artillery are all tools at a Field Commander's disposal. Lift your banner and join you men in a glorious battle against the forces that oppose your countrymen.
Up the rebels.
Victory is at Hand:
* Rules for mass combat
* 15 prestige classes
* New gods of war
* Rules for siege engines
* New feats
* New spells and magic items
* Unit compositions and strategies
* War campaigns and more
Spell:
Eyes of a Mother
Level: Second
Range: Touch
Duration: 2 Turns + 1 Turn/Level
Area of Effect: One Creature
Components: V,S
Casting Time: 4 Segments
Saving Throw: None
When this spell is cast the magic user grants the target of the spell an extra sensory perception ability. The ability will allow the target of the spell to detect things that are going on behind them.
Though there are no actual sensory organs that will appear the spell will otherwise allow the recipient to see as if they had eyes in the back of their head. This will have the effect of making the target unable to be surprised except by invisible or similarly shielded creatures. The target of the spell will also be immune to backstab attacks while the spell is in effect. An odd side effect of this spell is that if the target is in fact a mother then the duration will be doubled.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
The first chapter of the book is best thought of as a primer for the idea of warfare in a fantasy environment. It actually goes a little beyond that in discussing ideas behind war in general and then adds to that by adding the idea of war in a fantasy campaign. The chapter discusses topics such as the supply chain and various secondary effects such as the way the war will affect those on the home front. This is a good chapter for a DM to read to decide if a war based campaign is one that they would want to run. It will also provide ideas where the war is secondary to the campaign.
Chapter two is titled War Makes Soldiers and it deals with the rules and changes connected with characters. This is the section that I have come to appreciate in the AEG books that deal with new uses for old skills, new skill and new feats. The bulk of the chapter is dedicated to new prestige classes for player use. The chapter lays out a total of fifteen new prestige classes. The range from Beast Handler to Wild Rider. Some of these seem very specialized and I am not sure players would want to use then as a prestige class. Since the book deals with War the classes are specialized in that and without running a war based campaign most of these might find limited use otherwise.
Chapter three deals with one of the more common and sometimes boring in game term concepts of war, that of the siege. The chapter is a good basic description of the various types of siege engines that one might find used. It also covers the various defensive tactics used by those who are on the defensive side of a siege. This section feature two sidebars that deal with historical uses of siege equipment. It also feature two magic items connected with sieges of which one is an artifact that though useful may not be one anyone would want to use.
War Magic is the topic of chapter number four. The chapter begins by discussing the how the various schools of magic might be used in war. It then transitions over to the discussion of deities that might be connected in some manner with the concept of war. It lays out a number of domains that are war themed and as in the past I have found these something that can be used outside the books intended topic. The chapter finishes off with new spells and magic items. These are limited in nature which was a little disappointing.
The final chapter is a little bit of a mixed bag and I found myself wondering if the topics were cut short and then all lumped together. There were even topics that I thought should have been included earlier in the book. This is not a deal breaker for the book but I just found it off. There is a section with very brief descriptions of types of was such as wars of conquest, civil wars and rebellions. The chapter then touches on the idea of a war based campaign. This section has a lot of information and makes one think about the idea at least. It goes over how each race and then class might see use in that type of campaign. It also discusses how each alignment would act in a war environment. These are of course all braod strokes but still provided some good ideas as well as insights.
Though I might not ever use the book as it was intended and of all the books I have reviewed so far this is perhaps the one that has the least amount of portable material it is still a book worth having. If the reader has not had any previous studies on military topics it is enough of an overview to serve that purpose. There are also topics such as the effects on the home front that can be utilized if war is a backdrop and not the focus. It would not be the first of the AEG books I would buy but I would say a DM would eventually want it.
Published: 2002
Pages: 144
From the Back of the Book:
This is the Tome of Champions
This sourcebook contains everything a GM or player needs for campaigns in war- torn worlds. Regular and irregular troops, closed and open formations, cavalry, infantry, and artillery are all tools at a Field Commander's disposal. Lift your banner and join you men in a glorious battle against the forces that oppose your countrymen.
Up the rebels.
Victory is at Hand:
* Rules for mass combat
* 15 prestige classes
* New gods of war
* Rules for siege engines
* New feats
* New spells and magic items
* Unit compositions and strategies
* War campaigns and more
Spell:
Eyes of a Mother
Level: Second
Range: Touch
Duration: 2 Turns + 1 Turn/Level
Area of Effect: One Creature
Components: V,S
Casting Time: 4 Segments
Saving Throw: None
When this spell is cast the magic user grants the target of the spell an extra sensory perception ability. The ability will allow the target of the spell to detect things that are going on behind them.
Though there are no actual sensory organs that will appear the spell will otherwise allow the recipient to see as if they had eyes in the back of their head. This will have the effect of making the target unable to be surprised except by invisible or similarly shielded creatures. The target of the spell will also be immune to backstab attacks while the spell is in effect. An odd side effect of this spell is that if the target is in fact a mother then the duration will be doubled.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Monday, January 23, 2012
AEG Undead, Share Strength
The undead have always been one of my favorite types of monsters. I remember reading Dracula growing up and thinking that he was a great villain. Throughout the years that appreciation for the potential for undead as major campaign antagonists has only grown. It has taken a hit over the last few years now that vampires or not big bads any more but angst ridden teens or love struck metrosexuals. I am not sure where or when things went south for the poor vampire but it sucks to be one anymore. Talk about losing all respectability as an evil monster! At least I still have zombies but let's not get into the fast or slow zombie debate.
AEG did a fine job of portraying them in the way they deserve to be shown. I will not say that this is my favorite of their books i have written about but it does have a number of good points. As with all of their books there is as much that can be taken and used in other ways as there is that has to be used as written.
The first chapter of the book looks at undead in broad stokes. It deals with the cornerstones of the undead such as why they exist and why some of the living seek to become undead. It serves to lay out the feel of the book. It does a good job of what it is meant to do though it reads like a term paper at times. There are sidebars in this section that do go beyond that though and provide excellent ideas on devices that can be used in the game.
Chapter two provides section that I have come to expect in the AEG books. There are sections on new skills, new uses for old skills and new feats. The chapter also provides information on something that I have never been shy on expressing a dislike for. This chapter provides information on no less than fourteen new prestige classes. Some of these I can see making into opponents of the characters and some would even make for good characters in fantasy novels but I do not see anything here that I would ever let a player use. I could see me using the Wasteland Druid in some fashion in a campaign but not allowing it for player use.
In the third chapter we get information on magic including the deities that would be connected with the undead. These are system neutral and could be dropped in even in an existing campaign as forgotten deities. The chapter also discusses new clerical domains that can be connected with the worship of undead related deities. There are of course new spells and new magic items. The chapter closes off with providing six new artifacts. I can not see using most or any of these in a campaign but then I may be crazy because every DM wants to allow a +10 Unholy Keen Vorpal Scythe into their campaign....right?
Chapter four presents us with archetypes for most if not all of the standard types of undead. I think the intent was for these to be used for characters as much as for NPCs. Since I find it hard to ever see myself allowing undead player characters into the game this would be limited to use for villains. There is some great ideas here though. I can see a DM taking some of these and using them to make very memorable villains or NPCs for their players. I would not allow an undead character but an undead benefactor or mentor is another story.
In Chapter five the topic turns to an undead campaign. There are things here that I can see using in a campaign but not one where the entire topic is undead connected and never one where the players are undead. There is still good information here for the DM to borrow and steal from. The section on settings ranging form low magic to ultra modern are nice sources of ideas. If allowing players in an undead form or a strictly undead campaign is something a DM would allow they will appreciate the section.
The final chapter deals with the creation of both liches and mummies. This is something that a DM could use as a blueprint for an NPC trying this out or if a player wanted to end their character and perhaps run them as an NPC both of these would be options they might consider. The section has parts written in character and these are fun to read. I wish that more of the book had been written in character as it were.
Undead like all of the other AEG books I have reviewed so far are worth picking up. This is by no means a book I regret having though too large a portion is dedicated to prestige classes for my taste. In the end the sections on magic and the archetypes for the undead are the highlights for me.
Published: 2001
Pages: 128
From the Back of the Book:
This is a Guide to Immortality
This sourcebook contains everything a GM or player needs for campaigns and adventures involving undeath. All of the torments of hell are bound within these pages. Undead and undead hunter prestige classes, magic items and artifacts for life and unlife, and details on the rituals of mummifications and lichdom are detailed within.
The text within this tome is forbidden, its secrets damnable. The records of undeath cost more than any can afford.
Flesh is an Illusion
* New feats
* 13 new prestige classes
* New divine domains
* Returning from the grave
* New spells and magic items
* New gods
* Undead campaigns
* Faith Hunters and more
Spell:
Share Strength
Level: Fourth
Range: Touch
Duration: 1 Turn + 1 Turn/Level
Area of Effect: One Creature
Components: V,S
Casting Time: 5 Segments
Saving Throw: None
When this spell is cast the magic user allows other characters or NPCs to share their strength with the target creature. The strength that is shared is not a perfect transfer and there is a recovery time for those sharing the strength.
To share their strength the willing must be in either direct or indirect contact with the recipient of the strength. The type of contact does not matter but they must remain in contact until the casting of the spell is complete. They can join anytime during the casting of the spell though.
Each person sharing their strength will donate two points of strength to the cause. The recipient will only receive one of these though. The calculation of the recipients strength will not take percentile strength into account. The additional strength will go from 18 to 19 directly. The recipients strength will max out at 25.
The donated strength will return though in parts. The donated strength will return at a rate of one point per day starting the day after the spell is cast. The recipient of the spell will also suffer a strength loss when the spell expires. They will lose one point of strength until such time as they have had eight hours of uninterrupted rest.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
AEG did a fine job of portraying them in the way they deserve to be shown. I will not say that this is my favorite of their books i have written about but it does have a number of good points. As with all of their books there is as much that can be taken and used in other ways as there is that has to be used as written.
The first chapter of the book looks at undead in broad stokes. It deals with the cornerstones of the undead such as why they exist and why some of the living seek to become undead. It serves to lay out the feel of the book. It does a good job of what it is meant to do though it reads like a term paper at times. There are sidebars in this section that do go beyond that though and provide excellent ideas on devices that can be used in the game.
Chapter two provides section that I have come to expect in the AEG books. There are sections on new skills, new uses for old skills and new feats. The chapter also provides information on something that I have never been shy on expressing a dislike for. This chapter provides information on no less than fourteen new prestige classes. Some of these I can see making into opponents of the characters and some would even make for good characters in fantasy novels but I do not see anything here that I would ever let a player use. I could see me using the Wasteland Druid in some fashion in a campaign but not allowing it for player use.
In the third chapter we get information on magic including the deities that would be connected with the undead. These are system neutral and could be dropped in even in an existing campaign as forgotten deities. The chapter also discusses new clerical domains that can be connected with the worship of undead related deities. There are of course new spells and new magic items. The chapter closes off with providing six new artifacts. I can not see using most or any of these in a campaign but then I may be crazy because every DM wants to allow a +10 Unholy Keen Vorpal Scythe into their campaign....right?
Chapter four presents us with archetypes for most if not all of the standard types of undead. I think the intent was for these to be used for characters as much as for NPCs. Since I find it hard to ever see myself allowing undead player characters into the game this would be limited to use for villains. There is some great ideas here though. I can see a DM taking some of these and using them to make very memorable villains or NPCs for their players. I would not allow an undead character but an undead benefactor or mentor is another story.
In Chapter five the topic turns to an undead campaign. There are things here that I can see using in a campaign but not one where the entire topic is undead connected and never one where the players are undead. There is still good information here for the DM to borrow and steal from. The section on settings ranging form low magic to ultra modern are nice sources of ideas. If allowing players in an undead form or a strictly undead campaign is something a DM would allow they will appreciate the section.
The final chapter deals with the creation of both liches and mummies. This is something that a DM could use as a blueprint for an NPC trying this out or if a player wanted to end their character and perhaps run them as an NPC both of these would be options they might consider. The section has parts written in character and these are fun to read. I wish that more of the book had been written in character as it were.
Undead like all of the other AEG books I have reviewed so far are worth picking up. This is by no means a book I regret having though too large a portion is dedicated to prestige classes for my taste. In the end the sections on magic and the archetypes for the undead are the highlights for me.
Published: 2001
Pages: 128
From the Back of the Book:
This is a Guide to Immortality
This sourcebook contains everything a GM or player needs for campaigns and adventures involving undeath. All of the torments of hell are bound within these pages. Undead and undead hunter prestige classes, magic items and artifacts for life and unlife, and details on the rituals of mummifications and lichdom are detailed within.
The text within this tome is forbidden, its secrets damnable. The records of undeath cost more than any can afford.
Flesh is an Illusion
* New feats
* 13 new prestige classes
* New divine domains
* Returning from the grave
* New spells and magic items
* New gods
* Undead campaigns
* Faith Hunters and more
Spell:
Share Strength
Level: Fourth
Range: Touch
Duration: 1 Turn + 1 Turn/Level
Area of Effect: One Creature
Components: V,S
Casting Time: 5 Segments
Saving Throw: None
When this spell is cast the magic user allows other characters or NPCs to share their strength with the target creature. The strength that is shared is not a perfect transfer and there is a recovery time for those sharing the strength.
To share their strength the willing must be in either direct or indirect contact with the recipient of the strength. The type of contact does not matter but they must remain in contact until the casting of the spell is complete. They can join anytime during the casting of the spell though.
Each person sharing their strength will donate two points of strength to the cause. The recipient will only receive one of these though. The calculation of the recipients strength will not take percentile strength into account. The additional strength will go from 18 to 19 directly. The recipients strength will max out at 25.
The donated strength will return though in parts. The donated strength will return at a rate of one point per day starting the day after the spell is cast. The recipient of the spell will also suffer a strength loss when the spell expires. They will lose one point of strength until such time as they have had eight hours of uninterrupted rest.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Sunday, January 22, 2012
AEG - Mercenaries, Will of Atlas
Mercenaries is best described as a sourcebook with an identity crisis. Most of the other AEG source books have been very specific about their topic and have done a good job sticking to that topic. Nothing could be further from the truth with Mercenaries. With that being said this may be one of the best general source books they have produces...and they talk about mercenaries to boot.
The first two chapters deal with new races and new classes. These are actual classes and not prestige classes....those come later. There are suggestions on how the races might be mercenaries and the classes as described could be ones that might be common for mercenaries but they still seem a little forced in a book dealing with mercenaries. Both have items that work and others that fail. I have a problem with races that number less than 200 would they not be considered something other than a race (and the numbers are not low by death or genocide).
Chapters three and four deal with Feats and Skills. These will be of interest to both the DM and player. The chapters contain good information and as in other books the section detailing new uses for old skills provides one with ideas and should help get the creative juices flowing. The section of Feats contains both new and old information. Some of the Feats are reprinted from the Dungeons offering.
It is in chapter five that we get our first real state of the topic of the book. This section paints a good overview of mercenaries. The section on alignments was of particular interest. The chapter also lays out what it calls the Mercenary Profiles. I am not sure why that was chosen but it is best thought of a primer on how to be an effective mercenary. We also get information on deities that would be favored by mercenaries and an good synopsis of types of contacts mercenaries might have.
Chapter six is one of the ones I like best and also one of the ones that might not be material that belongs here. The section is on equipment and it has a wealth of information on equipment including availability and costs. It also lays out information the costs for services and information. It also contains information on a vast array of new equipment including adventuring gear, weapons, armor and a smattering of topics that seem thrown in.
In the seventh chapter we have a list of new spells for the classes described in chapter two. There are also other lists for spells by domain that are nice though again I am not sure if this was the venue. There are also spells for exiting classes that are included though not all or even most would seem to be mercenary related. All of that aside this is another section that is very useful just not on topic.
Chapter eight takes on an interesting topic in a book on mercenaries...that of mercenaries. This is the meat and potatoes of the books topic. It also covers skirmishes which are rules for larger unit combat. The rules work and I can see a connection to the topic at hand but I might have broken it out into its own section. The chapter goes over the chance of finding mercenaries, their cost and goes over morale for mercenaries. It also contains a number of tables the DM can use to generate random mercenaries which is nice. Also here are 100 plot hooks that can be used even without mercenaries being the focus.
In the ninth chapter the topic is Mercenary Companies. The chapter spends the first portion of it going over specific roles of mercenaries though. Regardless this is good information. When it gets to the companies portion...wait I forgot they provide three or four examples of mercenary legends. When they get to the companies this is again good information and generic enough to drop into any campaign and really system.
Chapter 10 lays out the rules for no less than 23 new prestige classes. This is as you may have guessed a section I could live without though some of the information provides ideas that could be used elsewhere and in other ways. I am not sure Fifth Column needs to be a prestige class but it does make me think about including a resistance element in a campaign and the The Grey Walkers won't make me want to allow Druids to use this class but it does reinforce my thought that there will be good and evil druids alongside the neutral ones and they need their own groups.
Chapter eleven deals with Magic items. It offers a fair number of new ones as well as introducing classes of magic items. This is akin to the templates used for monsters and though I am not as big a fan of them for monsters I do like the idea for magic items. This is again a chapter that though could be mercenary related seems to be thrown in.
Finally in chapter twelve we get new monsters. Not sure how this is mercenary related but one can never have too many monsters in their arsenal no can they. The collection is a good hodgepodge collection of creatures of differing levels and uses. The Mesmeric Crawler and Nith are ones that I took a particular like to.
Overall the book is a good book on mercenaries and an excellent sourcebook on general and vaguely related mercenary topics. I think a DM will use it for mercenaries when they have too but will find many other uses for it as well and they might even forget about it when it came time for mercenaries as they have used it for so many other things. It is good they put Mercenaries on the cover and spine to remind us.
Published: 2002
Pages: 256
From the back of the book:
Money is the only goal worth dying for; mercenaries know this, and have learned profit from their wisdom.
This sourcebook is the perfect resource for playing mercenaries and running mercenary campaigns. Inside these 256 pages you'll find new races, classes, feats and magic - everything DM's and players need for endless adventuring opportunities.
Spell:
Will of Atlas
Level: Fourth
Range: Touch
Duration: Special
Area of Effect: One Humanoid
Components: V,S
Casting Time: 1 Segment
Saving Throw: None
By means of this spell the magic user will bestow virtually unlimited strength upon the target creature. The strength is limited in its uses and its duration though.
This spell will allow the target to lift and carry any item regardless of it's size and weight. The item lifted will need to be a single solid item. It would not allow the target to lift a castle but a gigantic bronze statues is possible. The item needs to be something that is freestanding and movable.
Once the item is lifted then the target will be able to carry it for as long as needed. The spell will remain in effect for as long as the target is carrying the item. If they ever sit the item down or drop it then the spell will end and the item will not be movable again without use of the spell.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
The first two chapters deal with new races and new classes. These are actual classes and not prestige classes....those come later. There are suggestions on how the races might be mercenaries and the classes as described could be ones that might be common for mercenaries but they still seem a little forced in a book dealing with mercenaries. Both have items that work and others that fail. I have a problem with races that number less than 200 would they not be considered something other than a race (and the numbers are not low by death or genocide).
Chapters three and four deal with Feats and Skills. These will be of interest to both the DM and player. The chapters contain good information and as in other books the section detailing new uses for old skills provides one with ideas and should help get the creative juices flowing. The section of Feats contains both new and old information. Some of the Feats are reprinted from the Dungeons offering.
It is in chapter five that we get our first real state of the topic of the book. This section paints a good overview of mercenaries. The section on alignments was of particular interest. The chapter also lays out what it calls the Mercenary Profiles. I am not sure why that was chosen but it is best thought of a primer on how to be an effective mercenary. We also get information on deities that would be favored by mercenaries and an good synopsis of types of contacts mercenaries might have.
Chapter six is one of the ones I like best and also one of the ones that might not be material that belongs here. The section is on equipment and it has a wealth of information on equipment including availability and costs. It also lays out information the costs for services and information. It also contains information on a vast array of new equipment including adventuring gear, weapons, armor and a smattering of topics that seem thrown in.
In the seventh chapter we have a list of new spells for the classes described in chapter two. There are also other lists for spells by domain that are nice though again I am not sure if this was the venue. There are also spells for exiting classes that are included though not all or even most would seem to be mercenary related. All of that aside this is another section that is very useful just not on topic.
Chapter eight takes on an interesting topic in a book on mercenaries...that of mercenaries. This is the meat and potatoes of the books topic. It also covers skirmishes which are rules for larger unit combat. The rules work and I can see a connection to the topic at hand but I might have broken it out into its own section. The chapter goes over the chance of finding mercenaries, their cost and goes over morale for mercenaries. It also contains a number of tables the DM can use to generate random mercenaries which is nice. Also here are 100 plot hooks that can be used even without mercenaries being the focus.
In the ninth chapter the topic is Mercenary Companies. The chapter spends the first portion of it going over specific roles of mercenaries though. Regardless this is good information. When it gets to the companies portion...wait I forgot they provide three or four examples of mercenary legends. When they get to the companies this is again good information and generic enough to drop into any campaign and really system.
Chapter 10 lays out the rules for no less than 23 new prestige classes. This is as you may have guessed a section I could live without though some of the information provides ideas that could be used elsewhere and in other ways. I am not sure Fifth Column needs to be a prestige class but it does make me think about including a resistance element in a campaign and the The Grey Walkers won't make me want to allow Druids to use this class but it does reinforce my thought that there will be good and evil druids alongside the neutral ones and they need their own groups.
Chapter eleven deals with Magic items. It offers a fair number of new ones as well as introducing classes of magic items. This is akin to the templates used for monsters and though I am not as big a fan of them for monsters I do like the idea for magic items. This is again a chapter that though could be mercenary related seems to be thrown in.
Finally in chapter twelve we get new monsters. Not sure how this is mercenary related but one can never have too many monsters in their arsenal no can they. The collection is a good hodgepodge collection of creatures of differing levels and uses. The Mesmeric Crawler and Nith are ones that I took a particular like to.
Overall the book is a good book on mercenaries and an excellent sourcebook on general and vaguely related mercenary topics. I think a DM will use it for mercenaries when they have too but will find many other uses for it as well and they might even forget about it when it came time for mercenaries as they have used it for so many other things. It is good they put Mercenaries on the cover and spine to remind us.
Published: 2002
Pages: 256
From the back of the book:
Money is the only goal worth dying for; mercenaries know this, and have learned profit from their wisdom.
This sourcebook is the perfect resource for playing mercenaries and running mercenary campaigns. Inside these 256 pages you'll find new races, classes, feats and magic - everything DM's and players need for endless adventuring opportunities.
Spell:
Will of Atlas
Level: Fourth
Range: Touch
Duration: Special
Area of Effect: One Humanoid
Components: V,S
Casting Time: 1 Segment
Saving Throw: None
By means of this spell the magic user will bestow virtually unlimited strength upon the target creature. The strength is limited in its uses and its duration though.
This spell will allow the target to lift and carry any item regardless of it's size and weight. The item lifted will need to be a single solid item. It would not allow the target to lift a castle but a gigantic bronze statues is possible. The item needs to be something that is freestanding and movable.
Once the item is lifted then the target will be able to carry it for as long as needed. The spell will remain in effect for as long as the target is carrying the item. If they ever sit the item down or drop it then the spell will end and the item will not be movable again without use of the spell.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Friday, January 20, 2012
AEG - Guilds, Mirror Universe
Guilds is an AEG book that I have mixed feelings about. I am a fan of it but I know that I can sometimes fall into a place where I like to be a little too manipulative and control the plot of the campaign. I know this is something that is needed but not always wanted and perhaps not to the intent I like to take it sometimes. Guilds allows the GM another great avenue to input plot devices and control the players in some fashion.
The book is going to be very dry for most DMs in mu humble opinion. Most players will also not see the implementation of Guilds in a fashionable manner. I think it adds a layer of realism and also an increased role playing potential. This can sometimes split a party though. I recall a group with two distinct camps where one group loved to role play almost everything and the others half or so wanted nothing to do with bartering in a city.
The book does exactly what it's name would suggest that it does. It lays out the idea of guilds in a fantasy campaign in great detail. It goes over this in such a way that I think it would serve as a great reference to a fantasy writer who was going to implement guilds in a piece of fiction. After reading it for the first time I could even see a book written just about the guild from the ground up. I think it would be a mash up of the Gord series, Beckett and Pillars of the Earth from the perspective of the organization. I can even hear "the Guild" as a narrator.
The book has five chapters and then an appendix. This book saves the prestige classes for the last chapter as opposed to leading off with them though they are still there. In the premise of reference material for fiction I found this somewhat more palatable. The chapters are as follows:
Guild Basics
Benefits of a Guild
Guild Creation/Operation
Sample Guilds
DMing Guilds
Appendix: Sample Contacts and Adventure Ideas
The first three chapters are the driest portion of the book but even these are useful and informative. In addition to information on the guild just reading these section gives the DM some ideas on plot ideas even if the guilds are not used directly. The second chapter is the one that would be of most interest to players. It includes new spells, feats and equipment.
The fourth section was the one I found the most useful and enjoyed the most. The DM can take any of these guilds and drop them right into any campaign with only minor work. This section gives the DM a Guild Stat Block which they can work from to easily create a high level overview of a guild.
Chapter five even with the prestige classes was good. It gives a lot of solid ideas and examples on adventures that can be used with the implementation of guilds. The sections covering the maintenance of a PD operated guild will be of great use if that were to ever happen in a campaign. Some of the information could even be adapted to other PC operated ventures.
The appendix may actually be the gem of the book though. Anytime I can get a collection of premade and well described NPCs I am going to be a happy camper. In addition to the NPCs there is also a list of 100 plot hooks or adventure threads for the DM to use. This is to a large extent something that could be sued even if the players are not guild members or there is extensive use of the other information in the book.
The book may not be for everyone but if you like the idea of Guilds it will be essential or close to it. If you want to add something that can either direct the characters or give them direction a Guild might be an option that goes beyond quests or adventures. It is very much like kingdom management on a smaller scale. As with most of the AEG books the information is system specific but can be worked into system neutrality. I am glad I own this one and think if it can be picked up at the right price most would appreciate it.
Published: 2004
Pages: 160
From the publisher:
It's not what you know. It's who you know. Add more detail and flavor to your d20 fantasy games with Guilds, a book that introduces arcane orders, fraternal brotherhoods, secret conspiracies, and other organizations. Member characters can receive training, material support, and social connections. Guilds introduces a new concept to the d20 system: chapters. A chapter is a social institution that pursues a specific goal. Characters can join chapters that match their aims, gaining access to training and other resources that improve their abilities and further customize their talents.
From the back of the book:
This is the key to the city.
Inside this 128-page book you’ll find rules for creating guilds of all detail levels and how to manage fantasy economics. Inside, you’ll find adventures for PCs as members of guilds, rules for PCs becoming guild masters, and the benefits gleaned from guild membership. This is not a rigid system locking in your creativity. It’s loaded with advice, components for various guilds, and detailed examples for creating a guild for any craft, profession, class or interest you can imagine!
The hammer and the anvil are one.
New prestige classes
New feats and spells tailored to specific guilds
Six fully defined guilds and over a dozen class guilds
Guild NPCs and plot threads
New equipment
PC-owned fantasy guilds
Complete rules for creating your own guilds, from the ground up
Spell:
Mirror Universe
Level: Seventh
Range: 6"
Duration: Special
Area of Effect: One Mirror
Components: V,S,M
Casting Time: 8 Segments
Saving Throw: None
When this spell is cast the magic user converts a standard non magical mirror into a magical portal. The mirror allows the caster and in some cases others to enter a different dimension.
The dimension that is enters is actually not a mirror universe but a pocket mirror universe. The entirety of the universe that is enters is what is visible in the mirror when the spell is cast. Entering that universe through the mirror gives access to anything that is reflected on the mirror. Items inside containers and such will be there as well. It should be noted that the mirror in no way reflects those inside or shows what they are doing.
While in the mirror those inside will not age or suffer any harmful effects from spells or any other ill effects from the actions while in the mirror. Those inside will not need to eat, drink or sleep while in the mirror. The caster can normally only bring themselves through the mirror. If they have an intelligence in excess of 19 they can bring one person per point in excess of 19 through as well.
Those in the mirror can stay there indefinitely. If the caster leaves the spell is ended though. It is possible for the caster to leave and strand any companions. There is a 5% cumulative chance per day after a period of one week that the magic will become unstable though. When this happens there are a number of possible results that can occur. The possible results are below:
25% - Cast into the original plane outside mirror
25% - Cast into the original plane but at a random location
25% - Cast into an alternate plane of existence
15% - Cast into the Astral or Ethereal plane (equal chance)
10% - Trapped in dimension (Wish required to extract)
The material component of this spell is the mirror that the spell is cast on. While the spell is in effect the mirror will radiate magic. It is not unheard of for mirrors so enchanted to be thought of as real magic items and moved to different locations.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
The book is going to be very dry for most DMs in mu humble opinion. Most players will also not see the implementation of Guilds in a fashionable manner. I think it adds a layer of realism and also an increased role playing potential. This can sometimes split a party though. I recall a group with two distinct camps where one group loved to role play almost everything and the others half or so wanted nothing to do with bartering in a city.
The book does exactly what it's name would suggest that it does. It lays out the idea of guilds in a fantasy campaign in great detail. It goes over this in such a way that I think it would serve as a great reference to a fantasy writer who was going to implement guilds in a piece of fiction. After reading it for the first time I could even see a book written just about the guild from the ground up. I think it would be a mash up of the Gord series, Beckett and Pillars of the Earth from the perspective of the organization. I can even hear "the Guild" as a narrator.
The book has five chapters and then an appendix. This book saves the prestige classes for the last chapter as opposed to leading off with them though they are still there. In the premise of reference material for fiction I found this somewhat more palatable. The chapters are as follows:
Guild Basics
Benefits of a Guild
Guild Creation/Operation
Sample Guilds
DMing Guilds
Appendix: Sample Contacts and Adventure Ideas
The first three chapters are the driest portion of the book but even these are useful and informative. In addition to information on the guild just reading these section gives the DM some ideas on plot ideas even if the guilds are not used directly. The second chapter is the one that would be of most interest to players. It includes new spells, feats and equipment.
The fourth section was the one I found the most useful and enjoyed the most. The DM can take any of these guilds and drop them right into any campaign with only minor work. This section gives the DM a Guild Stat Block which they can work from to easily create a high level overview of a guild.
Chapter five even with the prestige classes was good. It gives a lot of solid ideas and examples on adventures that can be used with the implementation of guilds. The sections covering the maintenance of a PD operated guild will be of great use if that were to ever happen in a campaign. Some of the information could even be adapted to other PC operated ventures.
The appendix may actually be the gem of the book though. Anytime I can get a collection of premade and well described NPCs I am going to be a happy camper. In addition to the NPCs there is also a list of 100 plot hooks or adventure threads for the DM to use. This is to a large extent something that could be sued even if the players are not guild members or there is extensive use of the other information in the book.
The book may not be for everyone but if you like the idea of Guilds it will be essential or close to it. If you want to add something that can either direct the characters or give them direction a Guild might be an option that goes beyond quests or adventures. It is very much like kingdom management on a smaller scale. As with most of the AEG books the information is system specific but can be worked into system neutrality. I am glad I own this one and think if it can be picked up at the right price most would appreciate it.
Published: 2004
Pages: 160
From the publisher:
It's not what you know. It's who you know. Add more detail and flavor to your d20 fantasy games with Guilds, a book that introduces arcane orders, fraternal brotherhoods, secret conspiracies, and other organizations. Member characters can receive training, material support, and social connections. Guilds introduces a new concept to the d20 system: chapters. A chapter is a social institution that pursues a specific goal. Characters can join chapters that match their aims, gaining access to training and other resources that improve their abilities and further customize their talents.
From the back of the book:
This is the key to the city.
Inside this 128-page book you’ll find rules for creating guilds of all detail levels and how to manage fantasy economics. Inside, you’ll find adventures for PCs as members of guilds, rules for PCs becoming guild masters, and the benefits gleaned from guild membership. This is not a rigid system locking in your creativity. It’s loaded with advice, components for various guilds, and detailed examples for creating a guild for any craft, profession, class or interest you can imagine!
The hammer and the anvil are one.
New prestige classes
New feats and spells tailored to specific guilds
Six fully defined guilds and over a dozen class guilds
Guild NPCs and plot threads
New equipment
PC-owned fantasy guilds
Complete rules for creating your own guilds, from the ground up
Spell:
Mirror Universe
Level: Seventh
Range: 6"
Duration: Special
Area of Effect: One Mirror
Components: V,S,M
Casting Time: 8 Segments
Saving Throw: None
When this spell is cast the magic user converts a standard non magical mirror into a magical portal. The mirror allows the caster and in some cases others to enter a different dimension.
The dimension that is enters is actually not a mirror universe but a pocket mirror universe. The entirety of the universe that is enters is what is visible in the mirror when the spell is cast. Entering that universe through the mirror gives access to anything that is reflected on the mirror. Items inside containers and such will be there as well. It should be noted that the mirror in no way reflects those inside or shows what they are doing.
While in the mirror those inside will not age or suffer any harmful effects from spells or any other ill effects from the actions while in the mirror. Those inside will not need to eat, drink or sleep while in the mirror. The caster can normally only bring themselves through the mirror. If they have an intelligence in excess of 19 they can bring one person per point in excess of 19 through as well.
Those in the mirror can stay there indefinitely. If the caster leaves the spell is ended though. It is possible for the caster to leave and strand any companions. There is a 5% cumulative chance per day after a period of one week that the magic will become unstable though. When this happens there are a number of possible results that can occur. The possible results are below:
25% - Cast into the original plane outside mirror
25% - Cast into the original plane but at a random location
25% - Cast into an alternate plane of existence
15% - Cast into the Astral or Ethereal plane (equal chance)
10% - Trapped in dimension (Wish required to extract)
The material component of this spell is the mirror that the spell is cast on. While the spell is in effect the mirror will radiate magic. It is not unheard of for mirrors so enchanted to be thought of as real magic items and moved to different locations.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Thursday, January 19, 2012
AEG - Good, Startle
As I have said before I have found all of the AEG books along the lines of Good to be useful in some way. This book has come the closest to making me regret having said that. The first 50 or so pages are geared toward nothing more than new kits and prestige classes. I won't spend much time going over those. Actually that is about all the time they will get.
The third section goes over the topic of Magic. This section is much better than the previous two but that bar had been set pretty low. It goes over the summoning of good creatures which is actually not a topic I recall reading about in any other material before. The spells and magic items are items that can be borrowed from and there was nothing so bad in here to make the section unappealing.
In section four the topic is Heroic Legions. The book refers to them as scaled down prestige classes and at first glance they most likely are. I however have always thought clerics had it too easy in D&D. If they are minions of a deity why are they not expected to follow the tenants of that deity and even try and convert the people they adventure with. A cleric should never be traveling around in a group that were not all of the same belief or close to them.
This section lays out the idea of faith points which are awarded based on Deeds or taken away for Transgressions. The section lays out good examples of Deeds and Transgressions for different types of deities. The Faith Points can then be used to gain what the book calls Boons. These are abilities awarded by the deity to the faithful. Once spent the character has to start accumulating them again. There are also Banes which are to be applied to those who waiver in their faith. The Banes might not be as well thought out or useful as the Boons but they could be adapted. Section four also lays out the idea of Groups and Orders which I think would greatly add to the role playing potential of clerics and other religious based classes in the game.
The final section gives the DM a fairly broad selection of new monsters. New monsters are never a bad thing provided they are not overly silly or too powerful. Some of the creatures in this section come close to crossing the line in both directions. In the end though taken in context they end up be acceptable for the topic of the book. I am not sure that most of them would ever find widespread use in any campaign I was running but then again one never knows.
Bypassing the first two chapters the book ends up redeeming itself. The prestige classes and kits are most likely something that DMs will use. The kits provide ideas for characters but I am seeing the beauty in the post on another blog (forget which sorry) about this is suck and this is you. The characters start as adventurers and become heroes. I say let them develop over time. If they want a back story let them have it but let them pick their profession as they learn just like a college kid declaring a major. In the end the book is worth it but I would pick up others in the line first. It does have a great cover though!
Published: 2002
Pages: 128
From the back of the book:
The World Needs Heroes
Fantasy games have long allowed players to take the roles of mighty heroes battling demons, dragons, giants, and other villains. This sourcebook expands the options for good characters, presenting new magic items, heroic orders, new paladin classes to give every facet of good its champions, and rules that allow the gods to have a tangible effect on a character's actions and choices.
There's never been a better time to be a hero.
It's Time to Save the Day!
*New artifacts
*Heroic orders
*New divine allies
*New classes and prestige classes
*Worship points system
*New magic systems
Spell:
Startle
Level: Second
Range: 6"
Duration: 1 Round + 1 Round/Level
Area of Effect: One Creature
Components: V,S
Casting Time: 1 Segment
Saving Throw: Negates
When this spell is cast the magic user causes the target creature to become endowed with the ability to startle creatures viewing them. This spell will have varying effects based on the level of the victims and their saving throw.
The initial effect of the spell will cause all seeing the target to spend the remainder of the round the spell is cast or their portion of the following round, if they have already acted the round this spell was cast, startled not being able to take any action. Those affected will need to roll a saving throw after the first round.
Those of a lower level than the target of the spell who fail will turn and flee in terror for the reminder of the spells duration. Those who make their save will spend one more round startled and unable to do more than defend themselves. After that round they will suffer a -2 to hit and to all saves for the duration of the spell their confidence shaken.
Those of the same level or higher than the target of the spell who fail their save will suffer the same effect as those who made their save but were lower level. Those who make the save will actually be embarrassed that they were affected in such a way and will become emboldened. They will get a +1 to hit as well on saves and with damage.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
The third section goes over the topic of Magic. This section is much better than the previous two but that bar had been set pretty low. It goes over the summoning of good creatures which is actually not a topic I recall reading about in any other material before. The spells and magic items are items that can be borrowed from and there was nothing so bad in here to make the section unappealing.
In section four the topic is Heroic Legions. The book refers to them as scaled down prestige classes and at first glance they most likely are. I however have always thought clerics had it too easy in D&D. If they are minions of a deity why are they not expected to follow the tenants of that deity and even try and convert the people they adventure with. A cleric should never be traveling around in a group that were not all of the same belief or close to them.
This section lays out the idea of faith points which are awarded based on Deeds or taken away for Transgressions. The section lays out good examples of Deeds and Transgressions for different types of deities. The Faith Points can then be used to gain what the book calls Boons. These are abilities awarded by the deity to the faithful. Once spent the character has to start accumulating them again. There are also Banes which are to be applied to those who waiver in their faith. The Banes might not be as well thought out or useful as the Boons but they could be adapted. Section four also lays out the idea of Groups and Orders which I think would greatly add to the role playing potential of clerics and other religious based classes in the game.
The final section gives the DM a fairly broad selection of new monsters. New monsters are never a bad thing provided they are not overly silly or too powerful. Some of the creatures in this section come close to crossing the line in both directions. In the end though taken in context they end up be acceptable for the topic of the book. I am not sure that most of them would ever find widespread use in any campaign I was running but then again one never knows.
Bypassing the first two chapters the book ends up redeeming itself. The prestige classes and kits are most likely something that DMs will use. The kits provide ideas for characters but I am seeing the beauty in the post on another blog (forget which sorry) about this is suck and this is you. The characters start as adventurers and become heroes. I say let them develop over time. If they want a back story let them have it but let them pick their profession as they learn just like a college kid declaring a major. In the end the book is worth it but I would pick up others in the line first. It does have a great cover though!
Published: 2002
Pages: 128
From the back of the book:
The World Needs Heroes
Fantasy games have long allowed players to take the roles of mighty heroes battling demons, dragons, giants, and other villains. This sourcebook expands the options for good characters, presenting new magic items, heroic orders, new paladin classes to give every facet of good its champions, and rules that allow the gods to have a tangible effect on a character's actions and choices.
There's never been a better time to be a hero.
It's Time to Save the Day!
*New artifacts
*Heroic orders
*New divine allies
*New classes and prestige classes
*Worship points system
*New magic systems
Spell:
Startle
Level: Second
Range: 6"
Duration: 1 Round + 1 Round/Level
Area of Effect: One Creature
Components: V,S
Casting Time: 1 Segment
Saving Throw: Negates
When this spell is cast the magic user causes the target creature to become endowed with the ability to startle creatures viewing them. This spell will have varying effects based on the level of the victims and their saving throw.
The initial effect of the spell will cause all seeing the target to spend the remainder of the round the spell is cast or their portion of the following round, if they have already acted the round this spell was cast, startled not being able to take any action. Those affected will need to roll a saving throw after the first round.
Those of a lower level than the target of the spell who fail will turn and flee in terror for the reminder of the spells duration. Those who make their save will spend one more round startled and unable to do more than defend themselves. After that round they will suffer a -2 to hit and to all saves for the duration of the spell their confidence shaken.
Those of the same level or higher than the target of the spell who fail their save will suffer the same effect as those who made their save but were lower level. Those who make the save will actually be embarrassed that they were affected in such a way and will become emboldened. They will get a +1 to hit as well on saves and with damage.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Tuesday, January 17, 2012
AEG Dungeons, White Rabbit
Dungeons is again one of the earlier supplements for the 3e of D&D. Though written for the 3e it is generic enough in nature that it can be used by a DM for almost any game system. The items that are specific can easily be adapted. I find that the earlier books written for the new system are much more generic in nature and tend to shy away more than later one on hardcore rules.
This book comes in at 120 pages and is broken down into four major section. The first two section are informative in nature and pain dungeons in broad strokes avoiding a lot of system specific type on information. The second two section are geared first towards the player and then the the Dungeon Master. These are where you will find your system specific information more than in the earlier chapters.
The first section is Tips and Tricks. It contains a mixture of information that is geared towards the player as well as the DM though most of it will be DM level advice. The section covers a variety of topics with some of the highlights being mapping, equipment and traps. One of the other topics covered though is dungeon ecology and this is something that I find is often overlooked when designing a dungeon.
The second section goes over the various types of dungeons that the players might encounter. The book puts forth that there are eight types of dungeon. Each of these is covered in great detail. The dungeon types are Fortress, Madman's Lair, Mine, Caverns, Sewers, Subterranean Communities, Temple and Tombs. I want to stress how much I liked this section. Each of the types has specific questions raised about what might be specific to that dungeon type and things to consider when designing it.
The third section is the 3e specific portion of the book for the players. This section contains everything that one has come to expect for a 3e supplement. It has lists of new feats and skills for the players to use. It also has new spells but also some mundane items that would be dungeon specific for the players to utilize. Finally it has four new prestige classes for players to use. I won't go into too much detail on these as I have a known bias against prestige classes.
The fourth section is geared towards the DM. This is something that is still 3e specific but I find that these are items that are more easily ported to other systems and are therefore more forgiving to them for some reason. It again has all the standard fare for 3e books. It has seven new monsters with a new template to be applied to monsters. It also includes seven additional magic items for the DM to use in the dungeons they design. Finally it includes some items that are closer to being system neutral. It has new traps as well as three sample dungeons. Though written edition specific one can always steal maps and content for conversion.
Overall I have to say the book is worth picking up. It has enough general information that makes it good for use with any game system that would feature dungeons. The system specific information is there but many parts can easily be adapted with little effort and what is there is well done. The layout of the book and the art used are well done and in no way a detriment to the book.
Published: 2001
Pages: 120
From the back of the book:
The Definitive Guide to Dungeons and Catacombs for Players and DMs Alike
Dungeons are an integral part of fantasy gaming, but there's far more to them than just stone corridors and random monsters. This book contains a plethora of tips, tricks and rules to help make your dungeons the stuff of legend. It includes essays on design and construction, overviews of different dungeon types, player advice for surviving underground perils, and a host of new rules, spells, monsters, and magic items.
Spell:
White Rabbit
Level: Second
Range: 3"
Duration: 2 Rounds + 1 Round/Level
Area of Effect: 1 Creature/Level
Components: V,S
Casting Time: 2 Segments
Saving Throw: Negates
When this spell is cast the magic user causes an illusion of some weird creature or individual to appear behind the party. Other than those in the caster's party will find their attention drawn to this manifestation unless a saving throw is made.
The illusion once created will perform actions to draw as much attention to itself from all around. This is most often accomplished by running into the center of the room and making a scene of some sort. It will then run away in the manner best used to draw away those in pursuit from the caster.
While the spell is in effect any attempt to hit or cast spells on the illusion will seem to work but not cause the illusion enough damage to stop its flight. Those who fail their save will pursue the illusion until such time as it vanishes. Any attack on the victims will cause them to forget the illusion though and return their attention to the party.
By default the illusion will be a largish white rabbit dressed in fine clothes and with the ability to talk. It will complain how late it is be in an apparent state of confusion about where it is. The player can of course make it anything they want but unless specified it will be a talking white rabbit.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
This book comes in at 120 pages and is broken down into four major section. The first two section are informative in nature and pain dungeons in broad strokes avoiding a lot of system specific type on information. The second two section are geared first towards the player and then the the Dungeon Master. These are where you will find your system specific information more than in the earlier chapters.
The first section is Tips and Tricks. It contains a mixture of information that is geared towards the player as well as the DM though most of it will be DM level advice. The section covers a variety of topics with some of the highlights being mapping, equipment and traps. One of the other topics covered though is dungeon ecology and this is something that I find is often overlooked when designing a dungeon.
The second section goes over the various types of dungeons that the players might encounter. The book puts forth that there are eight types of dungeon. Each of these is covered in great detail. The dungeon types are Fortress, Madman's Lair, Mine, Caverns, Sewers, Subterranean Communities, Temple and Tombs. I want to stress how much I liked this section. Each of the types has specific questions raised about what might be specific to that dungeon type and things to consider when designing it.
The third section is the 3e specific portion of the book for the players. This section contains everything that one has come to expect for a 3e supplement. It has lists of new feats and skills for the players to use. It also has new spells but also some mundane items that would be dungeon specific for the players to utilize. Finally it has four new prestige classes for players to use. I won't go into too much detail on these as I have a known bias against prestige classes.
The fourth section is geared towards the DM. This is something that is still 3e specific but I find that these are items that are more easily ported to other systems and are therefore more forgiving to them for some reason. It again has all the standard fare for 3e books. It has seven new monsters with a new template to be applied to monsters. It also includes seven additional magic items for the DM to use in the dungeons they design. Finally it includes some items that are closer to being system neutral. It has new traps as well as three sample dungeons. Though written edition specific one can always steal maps and content for conversion.
Overall I have to say the book is worth picking up. It has enough general information that makes it good for use with any game system that would feature dungeons. The system specific information is there but many parts can easily be adapted with little effort and what is there is well done. The layout of the book and the art used are well done and in no way a detriment to the book.
Published: 2001
Pages: 120
From the back of the book:
The Definitive Guide to Dungeons and Catacombs for Players and DMs Alike
Dungeons are an integral part of fantasy gaming, but there's far more to them than just stone corridors and random monsters. This book contains a plethora of tips, tricks and rules to help make your dungeons the stuff of legend. It includes essays on design and construction, overviews of different dungeon types, player advice for surviving underground perils, and a host of new rules, spells, monsters, and magic items.
Spell:
White Rabbit
Level: Second
Range: 3"
Duration: 2 Rounds + 1 Round/Level
Area of Effect: 1 Creature/Level
Components: V,S
Casting Time: 2 Segments
Saving Throw: Negates
When this spell is cast the magic user causes an illusion of some weird creature or individual to appear behind the party. Other than those in the caster's party will find their attention drawn to this manifestation unless a saving throw is made.
The illusion once created will perform actions to draw as much attention to itself from all around. This is most often accomplished by running into the center of the room and making a scene of some sort. It will then run away in the manner best used to draw away those in pursuit from the caster.
While the spell is in effect any attempt to hit or cast spells on the illusion will seem to work but not cause the illusion enough damage to stop its flight. Those who fail their save will pursue the illusion until such time as it vanishes. Any attack on the victims will cause them to forget the illusion though and return their attention to the party.
By default the illusion will be a largish white rabbit dressed in fine clothes and with the ability to talk. It will complain how late it is be in an apparent state of confusion about where it is. The player can of course make it anything they want but unless specified it will be a talking white rabbit.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Monday, January 16, 2012
AEG Evil, Hide In Plain Sight
"No man chooses evil because it is evil; he only mistakes it for happiness, the good he seeks." - Mary Wollstonecraft
Evil by AEG is one of those books that I think every GM needs in their library of reference material. I think it makes an excellent companion to the "Complete Book of Villains" which I have written about in the past. I don't think of this as it's equal but more of a top notch sidekick.
The warning on the back can be a little scary for any that have ever read the Adult Content sticker on the Book of Vile Darkness. Let me assuage any fears that this book might go as deep as the other in it's exploration of evil. I guess the emphasis on the other should be that it's title is vile darkness. I think this book is more of a top level view of evil and not an expose on the depth of the darkness that evil can bring.
The book is divided into two sections. The first of them is the portion exploring why evil exists and how to create evil characters. I have been in a few evil campaigns and have never much cared for them. I have found they quickly become a contest to see who can commit the greatest atrocity. I would instead suggest that this can be sued best for the construction of believable in depth villains for the campaign.
The second section is intended to help the GM create and run an ongoing evil campaign. This is again something I would not ever find myself participating in again. I guess I like my games more on what would be considered the traditional side of heroic fantasy. I understand the desire for the other and one can hardly understand good without knowing something of evil or so I would think. The GM can use this though even in a good campaign. The information could be used to make a richer more detailed setting for adventures where the heroes venture to fight.
This book does touch on some dark themes though and it is not something I would suggest letting younger children read. Not that it has anything that they have not seen on network TV or the news but that it puts for evil in a way that it can almost be accepted and understood. The writes did a good job of injecting material that would warn readers that what is being said is wrong but a less mature more impressionable reader might miss those.
I again think that this is a worthy acquisition for any GM and it can be used as intended or as a sourcebook for how to create better villains. It belongs next to the Complete Book of Villains and also beside in many cases the Book of Vile Darkness. I think the last book has uses also it is just a little too explicit for the average reader.
Published: 2001
Pages: 128
From the Back of the Book:
This is a Descent into Darkness
This sourcebook contains everything a GM or players needs to design imposing villains and use them to thwart the efforts of heroes everywhere. Join the crusade for tyranny, injustice, and oppression, or give your campaign's villains an extra edge.
The text within this book is not for children. It is a journey from which you can never come back.
Just Remember, You Were Warned
* New feats
* New prestige classes
* New spells
* New divine domains
* New monsters
* New gods
* New magic items
* Tips for running evil campaigns
Spell:
Hide In Plain Sight
Level: Third
Range: Touch
Duration: Until Dispelled
Area of Effect: One Item
Components: V,S
Casting Time: 6 Segments
Saving Throw: Special
By means of this spell the magic user causes a single object to become enchanted. The enchantment will cause any who look upon it while trying to locate it to see it as something else. This spell has no effect on the caster trying to locate the item.
The purpose of this spell is to allow the caster to keep an item of value that they may need to use on a regular basis out in plain sight where they can get to it easily. The spell will cause any looking for the specific item to see it as something other than what it really is. It may appear as the same basic item but one of much lesser value or importance.
This spell cast on the magic users spell book would allow them to keep it lying on the table in their workroom. Any that might come looking for it would see it as say a treatise on dung beetles or the like. The spell will also cause those looking for the item to forget that they may have seen it before as the actual item when not looking for it.
This spell will remain in effect on the item until such time as someone actually find the item while looking for it. There is no initial save versus this effect. If anyone picks up the item and examines it for more than two rounds while looking for the item they are entitled to a saving throw though. Each round spent looking over the item entitles them to another saving throw.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Evil by AEG is one of those books that I think every GM needs in their library of reference material. I think it makes an excellent companion to the "Complete Book of Villains" which I have written about in the past. I don't think of this as it's equal but more of a top notch sidekick.
The warning on the back can be a little scary for any that have ever read the Adult Content sticker on the Book of Vile Darkness. Let me assuage any fears that this book might go as deep as the other in it's exploration of evil. I guess the emphasis on the other should be that it's title is vile darkness. I think this book is more of a top level view of evil and not an expose on the depth of the darkness that evil can bring.
The book is divided into two sections. The first of them is the portion exploring why evil exists and how to create evil characters. I have been in a few evil campaigns and have never much cared for them. I have found they quickly become a contest to see who can commit the greatest atrocity. I would instead suggest that this can be sued best for the construction of believable in depth villains for the campaign.
The second section is intended to help the GM create and run an ongoing evil campaign. This is again something I would not ever find myself participating in again. I guess I like my games more on what would be considered the traditional side of heroic fantasy. I understand the desire for the other and one can hardly understand good without knowing something of evil or so I would think. The GM can use this though even in a good campaign. The information could be used to make a richer more detailed setting for adventures where the heroes venture to fight.
This book does touch on some dark themes though and it is not something I would suggest letting younger children read. Not that it has anything that they have not seen on network TV or the news but that it puts for evil in a way that it can almost be accepted and understood. The writes did a good job of injecting material that would warn readers that what is being said is wrong but a less mature more impressionable reader might miss those.
I again think that this is a worthy acquisition for any GM and it can be used as intended or as a sourcebook for how to create better villains. It belongs next to the Complete Book of Villains and also beside in many cases the Book of Vile Darkness. I think the last book has uses also it is just a little too explicit for the average reader.
Published: 2001
Pages: 128
From the Back of the Book:
This is a Descent into Darkness
This sourcebook contains everything a GM or players needs to design imposing villains and use them to thwart the efforts of heroes everywhere. Join the crusade for tyranny, injustice, and oppression, or give your campaign's villains an extra edge.
The text within this book is not for children. It is a journey from which you can never come back.
Just Remember, You Were Warned
* New feats
* New prestige classes
* New spells
* New divine domains
* New monsters
* New gods
* New magic items
* Tips for running evil campaigns
Spell:
Hide In Plain Sight
Level: Third
Range: Touch
Duration: Until Dispelled
Area of Effect: One Item
Components: V,S
Casting Time: 6 Segments
Saving Throw: Special
By means of this spell the magic user causes a single object to become enchanted. The enchantment will cause any who look upon it while trying to locate it to see it as something else. This spell has no effect on the caster trying to locate the item.
The purpose of this spell is to allow the caster to keep an item of value that they may need to use on a regular basis out in plain sight where they can get to it easily. The spell will cause any looking for the specific item to see it as something other than what it really is. It may appear as the same basic item but one of much lesser value or importance.
This spell cast on the magic users spell book would allow them to keep it lying on the table in their workroom. Any that might come looking for it would see it as say a treatise on dung beetles or the like. The spell will also cause those looking for the item to forget that they may have seen it before as the actual item when not looking for it.
This spell will remain in effect on the item until such time as someone actually find the item while looking for it. There is no initial save versus this effect. If anyone picks up the item and examines it for more than two rounds while looking for the item they are entitled to a saving throw though. Each round spent looking over the item entitles them to another saving throw.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Sunday, January 15, 2012
AEG - Dragons, Twisted Vision
I recently wrote about the Draconomicon and had some concerns about the way it portrayed and handled dragons. I still believe that a character should be able to go their whole adventuring life and never see a dragon. Even though the game it was designed for has it in the name encountering a dragon should be a memorable event in both magnitude and rarity.
I think Dragons by AEG does a better job than Draconomicon. It is still a D20 splat book by any other name though so it is not something I am ever going to be in love with. The book is filled with both good and bad but the good is better than the best in the Draconomicon and the worst is either on the same level or marginally better.
The book has some great sections that even if you never encounter a dragon that the DM can use for their game. Dragons as magical beasts have always been as much a treasure as the piles of coins and items they guard in their horde. The sections on Dragon Alchemy and From the Belly of the Dragon both offer ideas on how a dragon could be turned into valuables even if they never have any coin.
The book also has sections that will help make the encounter with the dragon much more deadly and memorable if that type of encounter ever were to happen. The book lays out sections on Dragon Tactics and Dragon Lairs which will help give the encounter the added touch to help turn the dragon from a monster to an epic foe. The sections on Dragon Magic and Dragon Artifacts can be pillaged for ideas if a dragon is ever encountered or not.
As I suggested the book has it's bad points as well. The prestige classes though not all bad have an option for characters who have dragon in their bloodline. I guess no one would ever want to play that now would they. I can be normal or I can come from a line of mythical beasts and have great power. Sign me up for option A...not. I won't go into the section on Playing Dragon Characters. There are other portions of the book that I can't see a use for or find distasteful but I think the book overall is worth trying to talk positive about.
I have found the AEG products to be well done and think they can transcend the 3.x limitation and be used for almost any system in some manner. They can still be found quite easily in the secondary market and for prices much cheaper than the cover price. I think this book in general though would be a worthy addition to a DM's library.
Published: 2002
Pages: 208
From the publisher:
This sourcebook contains everything a GM or player needs to campaign in a world of dragons. Hunting, training, or riding them - even cutting up the pieces and selling them for alchemical powders - all these possibilities lie within the pages of this tome. Carry well the knowledge you have been lent.
New feats
New prestige classes
New magic items
Draconic alchemy
New monsters
New spells
Dragon lairs
New Dragon types
Spell:
Twisted Vision
Level: Third
Range: 9"
Duration: 5 Rounds + 1 Round/Level
Area of Effect: 1 Creature/Level
Components: V,S
Casting Time: 2 Segments
Saving Throw: Negates
When this spell is cast the magic user causes the vision of the affected creatures to twist. This will have the effect of causing them to see things other than they really are.
The spell will cause those affected to see the casters party as members of their group. The reverse will also be true in that they will see their group as the casters group. The victims vision will fade for the two segments while the spell is being cast and then restored with the twisted vision.
Those affected by this spell will be allowed an initial saving throw though this save will be made at a -2. As action proceed the affected will be allowed a new save each time something occurs that might suggest things are not what they seem and these are made as normal saves. Once one individual has made their save a +1 per person who has made a save is added to any other attempted saves.
At no point is the caster's party affected by this spell unless it is cast by another magic use in the opposing party. If this were to happen the DM will need to make a roll each round to see what spell is affecting each person if both parties are affected.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
I think Dragons by AEG does a better job than Draconomicon. It is still a D20 splat book by any other name though so it is not something I am ever going to be in love with. The book is filled with both good and bad but the good is better than the best in the Draconomicon and the worst is either on the same level or marginally better.
The book has some great sections that even if you never encounter a dragon that the DM can use for their game. Dragons as magical beasts have always been as much a treasure as the piles of coins and items they guard in their horde. The sections on Dragon Alchemy and From the Belly of the Dragon both offer ideas on how a dragon could be turned into valuables even if they never have any coin.
The book also has sections that will help make the encounter with the dragon much more deadly and memorable if that type of encounter ever were to happen. The book lays out sections on Dragon Tactics and Dragon Lairs which will help give the encounter the added touch to help turn the dragon from a monster to an epic foe. The sections on Dragon Magic and Dragon Artifacts can be pillaged for ideas if a dragon is ever encountered or not.
As I suggested the book has it's bad points as well. The prestige classes though not all bad have an option for characters who have dragon in their bloodline. I guess no one would ever want to play that now would they. I can be normal or I can come from a line of mythical beasts and have great power. Sign me up for option A...not. I won't go into the section on Playing Dragon Characters. There are other portions of the book that I can't see a use for or find distasteful but I think the book overall is worth trying to talk positive about.
I have found the AEG products to be well done and think they can transcend the 3.x limitation and be used for almost any system in some manner. They can still be found quite easily in the secondary market and for prices much cheaper than the cover price. I think this book in general though would be a worthy addition to a DM's library.
Published: 2002
Pages: 208
From the publisher:
This sourcebook contains everything a GM or player needs to campaign in a world of dragons. Hunting, training, or riding them - even cutting up the pieces and selling them for alchemical powders - all these possibilities lie within the pages of this tome. Carry well the knowledge you have been lent.
New feats
New prestige classes
New magic items
Draconic alchemy
New monsters
New spells
Dragon lairs
New Dragon types
Spell:
Twisted Vision
Level: Third
Range: 9"
Duration: 5 Rounds + 1 Round/Level
Area of Effect: 1 Creature/Level
Components: V,S
Casting Time: 2 Segments
Saving Throw: Negates
When this spell is cast the magic user causes the vision of the affected creatures to twist. This will have the effect of causing them to see things other than they really are.
The spell will cause those affected to see the casters party as members of their group. The reverse will also be true in that they will see their group as the casters group. The victims vision will fade for the two segments while the spell is being cast and then restored with the twisted vision.
Those affected by this spell will be allowed an initial saving throw though this save will be made at a -2. As action proceed the affected will be allowed a new save each time something occurs that might suggest things are not what they seem and these are made as normal saves. Once one individual has made their save a +1 per person who has made a save is added to any other attempted saves.
At no point is the caster's party affected by this spell unless it is cast by another magic use in the opposing party. If this were to happen the DM will need to make a roll each round to see what spell is affecting each person if both parties are affected.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Wednesday, January 11, 2012
Pool of Radiance: Attack on Myth Drannor, Swap Coins
Pool of Radiance: Attack on Myth Drannor is a module that I guess I have been mistaken about for a long period of time. I knew that there was a Pool of Radiance computer game and I always assumed that the computer game was a derivative of the module. In getting ready to write this I have found out the opposite was true.
I have not had a chance to play this module. It was a very early 3e module or perhaps the very first 3e module. I know it was released in 2000 and was being written during the same time as the rules were being written. The Wizards web site discusses this and has corrections and errata for the module. My experience with 3e is very limited having become engrossed in the cult of Everquest two weeks after release in 1999 and Magic the Gathering before that.
The reviews I have been able to find have been fairly kind to the module. There have been some that have not been nice though. The major concern that I have been able to find and can see from the module as I have read it is the very linear nature of the module. It expects players to go from A to B to C and does not allow for much variation. Being based off of a computer game this makes sense.
Other concerns have been with the rationals for becoming involved in the module being either very weak or even a little contrived. I do not hold much stock or concern with that. A DM should be able to tie a module into whatever else they have going on in their campaign. If they can't find a way to this then simply don't use the module.
Looking beyond all of the negatives above from what I have seen I like the module. It brings to mind the line about having "3rd edition rules, First edition feel" from Necromancer Games. This module feels like a second edition TSR module which is not a bad thing in my world. I prefer First edition but Second edition is not bad.Not long after this I am certain this was lost as modules designed under the new rules and not adapted lost that.
I am mixed about suggesting that someone buy this. There are items that could be borrowed and used outside the module so it is most likely worth it. The fact that it is basically based off of a computer game scares me since I have not actually ran it. Take a look at it if you have a chance and if on the fence flip a coin is what I would say. If anyone has experience with it please feel free to chime in.
Published: 2000
Pages: 96
From the back of the module:
"Evil Reigns in the Elven Ruins
Where elves once built the shining city of Myth Drannor, demons and devils now prowl in search of prey. Ancient evil slumbers beneath mossy stones, waiting for those foolish enough to venture within its grasp. Bold swordsmen, stealthy rogues, and skillful wizards have all met their end within the walls of Myth Drannor. But the lure of the city's magical treasures still draws heroes and villains alike to tempt death - or worse.
Drawn by the dream of limitless magical power, the Cult of the Dragon has carved out a secret stronghold in the heart of the ruins. Using the power of a corrupted pool of radiance, the Cultists stand poised to attain their goal of subjugating all of Faerûn.
Unless a group of brave heroes can stop them first....
This adventure can be played as a stand-alone or as a tie-in with Pool of Radiance: Ruins of Myth Drannor computer game."
Spell:
Swap Coins
Level: Zero
Range: 9"
Duration: Permanent
Area of Effect: 20 Coins + 20/Level
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: Special
Through the use of this spell the magic user is able to become a petty thief of sorts. It allows them to swap coins in their possession out with those of another.
For this spell to work the target will have to have at least as many coins as the the caster is trying to swap them out for. If the target does not then the spell will fizzle and nothing will happen. The spell must also always use all the same type of coins on both sides of the swap.
There is a progression of coins in the casting of this spell. The progression goes as follows Slugs > Copper > Silver > Gold > Platinum. There is something in the nature of the magic that will not allow the spell to work on Electrum. The progression is important in that as long as the caster is only stepping up one then there is no save. If more than one step is being made then there is a save and for each jump over the first one then there is a +1 to the save. For example silver to Gold is no save. Copper to Gold gets a save and Copper to Platinum gets a +1 to the save.
The material component of this spell is a blank slug coin made of iron or other base metal of no real value. The slug is consumed by the spell when cast. There is only one slug used regardless of the number of coins being swapped.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
I have not had a chance to play this module. It was a very early 3e module or perhaps the very first 3e module. I know it was released in 2000 and was being written during the same time as the rules were being written. The Wizards web site discusses this and has corrections and errata for the module. My experience with 3e is very limited having become engrossed in the cult of Everquest two weeks after release in 1999 and Magic the Gathering before that.
The reviews I have been able to find have been fairly kind to the module. There have been some that have not been nice though. The major concern that I have been able to find and can see from the module as I have read it is the very linear nature of the module. It expects players to go from A to B to C and does not allow for much variation. Being based off of a computer game this makes sense.
Other concerns have been with the rationals for becoming involved in the module being either very weak or even a little contrived. I do not hold much stock or concern with that. A DM should be able to tie a module into whatever else they have going on in their campaign. If they can't find a way to this then simply don't use the module.
Looking beyond all of the negatives above from what I have seen I like the module. It brings to mind the line about having "3rd edition rules, First edition feel" from Necromancer Games. This module feels like a second edition TSR module which is not a bad thing in my world. I prefer First edition but Second edition is not bad.Not long after this I am certain this was lost as modules designed under the new rules and not adapted lost that.
I am mixed about suggesting that someone buy this. There are items that could be borrowed and used outside the module so it is most likely worth it. The fact that it is basically based off of a computer game scares me since I have not actually ran it. Take a look at it if you have a chance and if on the fence flip a coin is what I would say. If anyone has experience with it please feel free to chime in.
Published: 2000
Pages: 96
From the back of the module:
"Evil Reigns in the Elven Ruins
Where elves once built the shining city of Myth Drannor, demons and devils now prowl in search of prey. Ancient evil slumbers beneath mossy stones, waiting for those foolish enough to venture within its grasp. Bold swordsmen, stealthy rogues, and skillful wizards have all met their end within the walls of Myth Drannor. But the lure of the city's magical treasures still draws heroes and villains alike to tempt death - or worse.
Drawn by the dream of limitless magical power, the Cult of the Dragon has carved out a secret stronghold in the heart of the ruins. Using the power of a corrupted pool of radiance, the Cultists stand poised to attain their goal of subjugating all of Faerûn.
Unless a group of brave heroes can stop them first....
This adventure can be played as a stand-alone or as a tie-in with Pool of Radiance: Ruins of Myth Drannor computer game."
Spell:
Swap Coins
Level: Zero
Range: 9"
Duration: Permanent
Area of Effect: 20 Coins + 20/Level
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: Special
Through the use of this spell the magic user is able to become a petty thief of sorts. It allows them to swap coins in their possession out with those of another.
For this spell to work the target will have to have at least as many coins as the the caster is trying to swap them out for. If the target does not then the spell will fizzle and nothing will happen. The spell must also always use all the same type of coins on both sides of the swap.
There is a progression of coins in the casting of this spell. The progression goes as follows Slugs > Copper > Silver > Gold > Platinum. There is something in the nature of the magic that will not allow the spell to work on Electrum. The progression is important in that as long as the caster is only stepping up one then there is no save. If more than one step is being made then there is a save and for each jump over the first one then there is a +1 to the save. For example silver to Gold is no save. Copper to Gold gets a save and Copper to Platinum gets a +1 to the save.
The material component of this spell is a blank slug coin made of iron or other base metal of no real value. The slug is consumed by the spell when cast. There is only one slug used regardless of the number of coins being swapped.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Thursday, December 8, 2011
Stronghold Builder's Guidebook, Living Shield
The Stronghold Builder's Guidebook was written for the 3e of Dungeons & Dragons but is one that can be used by a DM for almost any game system with a little bit of effort. I have not had a chance to compare it to the 2e DMGR2: The Castle Book but I am sure it is similar in nature.
The material presented in the Stronghold Builder's will give the players and the DM enough information so that they can build any size stronghold that they might want. The information is presented in a modular nature so that rooms and complex features can be done a la cart. The DM is also presented with five completed strongholds that can be used as examples. I would find myself using them as adventures eventually.
This book is one that transcends the edition it was written for in my opinion. If you want a resources for building castles, keeps or even manor houses and the like this will serve you will.
Published: 2002
Pages: 128
From the back of the book:
Stronghold Builder's Guidebook Accessory
Defenses wrought of mortar and magic
Heroes need impregnable fortresses to assault, wondrous towers to explore, and majestic castles to protect. This book is stocked with everything needed to design any fortified structure imaginable, including:
* Over 150 new magic items.
* More than two dozen magical augmentations for stronghold walls.
* Rules for magic portals, mobile strongholds, and trap creation.
* Five complete strongholds, including maps, ready for immediate use.
Players and Dungeon Masters who want to create customized strongholds will find all the construction materials they need within these pages.
Spell:
Living Shield
Level: Fourth
Range: Touch
Duration: 1 Round/Level
Area of Effect: One Creature
Components: V,S
Casting Time: 4 Segments
Saving Throw: None
When this spell is cast the magic user calls for a swarm of insects from the surrounding area. The swarm will then cover the target creatures body serving as a suit of living armor.
The swarm of insects will serve to improve the armor class of the target by a factor of two. It will also mitigate dame that the target might receive when they are struck. Any damage done to the recipient of the spell from combat blows will be halved.
In addition to helping the armor class and prevent damage the shield will also aid in offense as well. Whenever the recipient of the spell is struck in melee combat a number of insects will jump onto or crawl along the weapon of the attacker. These insects will then crawl under the armor of the attacker biting and stinging them. This will serve to do 1d4 points of damage and cause them to attack at a -2 for the duration of the spell.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
The material presented in the Stronghold Builder's will give the players and the DM enough information so that they can build any size stronghold that they might want. The information is presented in a modular nature so that rooms and complex features can be done a la cart. The DM is also presented with five completed strongholds that can be used as examples. I would find myself using them as adventures eventually.
This book is one that transcends the edition it was written for in my opinion. If you want a resources for building castles, keeps or even manor houses and the like this will serve you will.
Published: 2002
Pages: 128
From the back of the book:
Stronghold Builder's Guidebook Accessory
Defenses wrought of mortar and magic
Heroes need impregnable fortresses to assault, wondrous towers to explore, and majestic castles to protect. This book is stocked with everything needed to design any fortified structure imaginable, including:
* Over 150 new magic items.
* More than two dozen magical augmentations for stronghold walls.
* Rules for magic portals, mobile strongholds, and trap creation.
* Five complete strongholds, including maps, ready for immediate use.
Players and Dungeon Masters who want to create customized strongholds will find all the construction materials they need within these pages.
Spell:
Living Shield
Level: Fourth
Range: Touch
Duration: 1 Round/Level
Area of Effect: One Creature
Components: V,S
Casting Time: 4 Segments
Saving Throw: None
When this spell is cast the magic user calls for a swarm of insects from the surrounding area. The swarm will then cover the target creatures body serving as a suit of living armor.
The swarm of insects will serve to improve the armor class of the target by a factor of two. It will also mitigate dame that the target might receive when they are struck. Any damage done to the recipient of the spell from combat blows will be halved.
In addition to helping the armor class and prevent damage the shield will also aid in offense as well. Whenever the recipient of the spell is struck in melee combat a number of insects will jump onto or crawl along the weapon of the attacker. These insects will then crawl under the armor of the attacker biting and stinging them. This will serve to do 1d4 points of damage and cause them to attack at a -2 for the duration of the spell.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Wednesday, December 7, 2011
Red Hand of Doom, Teleport Item
Red Hand of Doom is a super-adventure published for the Dungeons & Dragons 3.5 game system. It has received many good reviews among the places I have found information on it. It has even been compared favorably to the Temple of Elemental Evil. I know that Richard Baker, who is listed as one of the authors, is someone who receives praise often in the gaming community.
I have not had an chance to run this and given my predilection for 1e or even 2e I am not sure this is something that I would ever run native to the system it was designed for. Still it gets good reviews and anything is possible. I found it cheap as you can see from the scan which is the real reason I have it. To be honest when I bought it based on the cover I had the idea it was written for the short lived Chainmail game.
Published: 2006
Pages: 128
From the back of the book
Who can stand against the Son of the Dragon?
The Wyrmsmoke Mountains shook with the thunder of ten thousand screaming hobgoblin soldiers. From the phalanx emerged a single champion. One by one the tribes fell silent as the warlord rose up, blue scales gleaming along his shoulders, horns swept back from his head. A hundred bright yellow banners stood beneath him, each marked with a great red hand. He stood upon a precipice and raised his arms. "I am Azarr Kul, Son of the Dragon!" the warlord bellowed, "Hear me! Tomorrow we march to war!"
Red Hand of Doom is a Dungeons & Dragons adventure designed to take characters from the 6th level to the 12th level. Confronted with the relentless advance of Azurr Kull's horde, the characters must undertake vital missions to influence the outcome of the war. Can they shatter the armies of the enemy, or will Azarr Kul's dreams rain destruction upon the human lands?
Spell:
Teleport Item
Level: Fourth
Range: Touch
Duration: Permanent
Area of Effect: One Item
Components: V,S
Casting Time: 6 Segments
Saving Throw: None
When this spell is cast the magic user is able to cause on item to be teleported to a known location. The spell will cause just one item to be teleported and the item must be an inanimate object.
The caster must be in direct physical contact with the item that will be teleported while the spell is being cast. In addition to being inanimate the item can not ever have been a living creature. At the discretion of the DM the spell can be allowed to affect items such as plants.
The location the item can be sent to is one that the caster has physically been at previously. An "item" must be a single individual item but it can contain other items. A chest of gold pieces could be teleported but not a pile of gold pieces. The total weight of the item being teleported can not exceed the weight of the caster.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
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From the web: Instant rub-down picture transfers with classic AD&D monsters! Series 1600 Sheets 1-4
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From the web: THRESHOLD! The northernmost town in the Duchy - and your last stop before your adventures begin. Threshold, t...
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From the back of the book: Look out adventurers, they're here! This handbook describes in detail over 20 humanoid races that can be ...
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From the back cover: The glorious world of elvenkind shines from these pages! Detailed herein are their societies, rituals, and myths - a...
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From the back of the folder: The Western Countries Fantasy worlds are vast, with many strange places to discover and marvel, but only th...