"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

Saturday, August 3, 2013

D20 Bergholt I By Shadow of Night

One of the pluses of the D20/OGL era is the veritable glut of material that became available from a broad spectrum of publishers. As should happen in a free market those that published good products or marketed well survived. In some cases I am sure companies with good products failed but that is the way things happen at times. Troll Lord Games is one of those companies that have stood the test of time.

Bergholt was released ten years ago and would work well for a GM who is looking to add some urban adventures into their games. The advantage of this setting is that it is not as well known as others and it can be picked up fairly inexpensively If you are looking for a crossroads setting this may be just the product you are looking for.

From the back of the book:

The crumbling walls of Bergholt sit astride a transhipment point between the far-flung realms to the east and west. The citizens of this backwasj consider themselves free of the chaos of the world. This myth rests well with those weary travelers seeking respite from the horrors of the trail and the vile intrigues of the lands. But villainous deeds are afoot beneath the veil, luring adventurers to journey Bergholt's dark streets in pursuit of answers and a common thief.

This d20 System Companion Book begins the "Dens og Iniquity" campaign backdrop. Set in the World of Inzae, it continues the story of the "Death on the Treklant" trilogy, or stands alone as the first part of an intriguing city adventure. With over 46 encounter areas, cultural and historical background information, new weapons, and new skill interpretations, this sourcebook is perfect for DMs and players seeking the thrills of gritty urban adventure.

Friday, August 2, 2013

D20 - Arsenal

Arsenal is a book that if I were betting on whether or not it would be in my collection I would have bet on no. The reason being is that I am not a fan of crossing technology and magic...except again for the case of Shadowrun. This book takes a different slant in that it is not technology but magic that serves as technology. I am not sure that I am willing to accept this premise so I am really surprised it is in my collection except for the fact that apparently I will buy anything gaming related. I have not given this book as much attention as I would others in my collection and most likely never will.

From the back cover:

"Any sufficiently advanced magic is indistinguishable from technology." - Arthur C. Clark

Arthur C. Clark might have made this observation if he had lived in a universe where magic superseded logic throughout the history of technological development. In any sword and sorcery world, such a hypothesis is well within the realm of possibility, a possibility that this book helps you explore.

Arsenal intensifies your d20 campaign with the following equipment:

· Over 200 magical firearms, from the arcane blaster pistol to the divine vindicator autocannon, modifiable by 11 special abilities and 10 accessories. · 8 different types of advanced magical armor.
· 36 special abilities for armor.
· 12 specific suits of armor, from Blisskin designer gowns to the divine Paragon Battle Suit.
· Over 100 different types of grenades, explosives, launchers, missiles and rockets.
· 2 gun-oriented prestige classes.
· Combat rules options, additions, and suggestions for maximizing your lethality with the new equipment.

Thursday, August 1, 2013

D6 Metabarons: Path of the Warrior

Here I offer to you, the gentle reader, a book I know nothing about. I know when I must have bout it as there was one single purchase that was a bilk lot that contained many, many books that I never even had the time to go through. This is not an eBay purchase, nor a Half Price Books purchase. Since I am not a player of the D6 system it has to come down to that since I would not have bought it new. Below is some information I was able to find elsewhere online. Hopefully tomorrows post will be better..hopefully I will do better.

Discover a universe of endless possibilities....

The Metabaron is the most feared warrior in the galaxy. Cunning, meticulous, and fierce, the Metabaron is unparalleled in battle. Long before this unstoppable force roamed the universe, his ancestors spent generations crafting his legacy and formulating his unique code of honor. The comic book series, "The Metabarons," examines this lineage from the very beginnings of the Metabaron clan.

The first five issues of The Metabarons comic book were collected into a one-volume trade paperback (called "Path of the Warrior") in 2001. As an aid to the play of The Metabarons RPG, we have prepared Guidebook #1 with background information, stats, and other data to integrate this storyline into your gaming sessions. In addition, Guidebook #1 offers a gamemasters' guide to working with comics continuity, a new scenario called "The Pirate Necklace," and rules to convert between the Classic D6 System and the new D6 Legend System.

Are you ready to experience playing in one of the most fully developed space opera settings in history? "Metabarons RPG Guidebook #1: Path of the Warrior" will give you everything you need to begin your journey. Surviving is up to you....

More Info:

The Metabaron first appeared in 1981 in the French printing of Moebius and Jodorowsky's "The Incal," which eventually grew to six volumes. It was first seen on American shores in three soft-cover editions printed by Marvel/Epic in 1988. As The Incal spun off successful sequels, the Metabaron became so popular that Jodorowsky began work on a story that would trace the history of the Metabarons' bloodline. The result was the comic book series, "The Metabarons."

This supplement, "Metabarons RPG Guidebook #1: Path of the Warrior," is the second follow-up to the Metabarons Roleplaying Game Rulebook, released in March, 2001. As in the Metabarons RPG and the original Star Wars RPG, the authors suggest that you do not necessarily play one of the major characters, and instead weave your campaigns around the rich subplots and supporting characters that populate the stories. To that end, they naturally recommend mining the Metabarons comics or trade paperback collections for ideas and source material to fully enhance your game.

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