"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.

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.

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.

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.

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.

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.

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.

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. 

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.

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.

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.

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.

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.

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.

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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