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.
"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 AEG. Show all posts
Showing posts with label AEG. Show all posts
Friday, January 27, 2012
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.
Saturday, January 21, 2012
Legend of the Five Rings, Find A Mark
Legend of the Five Rings is a game that I have basically no experience with. I have always heard people say good things about it. This is one of those games that I had the misfortune of missing as it came out during the period of time where I was under the influence of the addictive ink that use on Magic cards.
As I have mentioned before I fell in love with the idea of playing in an oriental setting back when TSR released their Oriental Adventures but never had the chance. I had seen Legend of the Five Rings first as another collectible card game. I had fallen prey to other card games such as Wyvern and Star Trek which both failed to live up to Magic, I had even tried Jyhad which was later Vampire: the Eternal Struggle. Having spent time and money on these I avoided the L5R card game and then this when released.
This is the first edition of the game and never having played it I can not say how the newer editions compare to this. From reading this version the game seems to be as much about setting as it is about game mechanics which is a good thing. I find that games with fewer rules often lead to more role playing. I am not sure if it has ever been put forth as a correlation or the like but I think there is an indirect relationship between the complexity of the rules and the ability to role play. If this has not been done perhaps it can be called the Wymarc Scale.
Getting back to the task at hand though I think that Legend of the Five Rings in the AEG editions at least would be a fine addition to anyone's game collection. I know that there have been at least four editions put out by AEG and then the setting was used for the 3e OA products. I can only make educated suggestions though as I have no direct experience with the game play.
Published: 1996
Pages: 256
From the introduction:
Welcome to Rokugan, the Emerald Empire(TM). Rokugan is a place of mystery and wonder, inspired by the legends of feudal Japan and other places in the far East. It's a world of samurai and ninja and spellcasting shugenja, where dragons soar the skies and danger lurks in every shadow. The Legend of the Five Rings Role- Playing Game (L5R RPG) allows you to take the role of one of those legendary figures in search of honor, glory, and adventure.
Spell:
Find A Mark
Level: Third
Range: 6"
Duration: 1 Round/Level
Area of Effect: One Missile Weapon
Components: V,S
Casting Time: 5 Segments
Saving Throw: None
When this spell is cast by the magic user it must be cast on a hand held missile weapon. It will cause any ammo shot from that weapon to hit something.
When ammo is shot/fired or slung from the missile weapon it will have a +2 to hit the desired target. If this does not occur even with the bonus to hit the projectile will continue on trying to hit another target.
After the initial target the next possible target would be chosen at random, excluding the shooter, from all inside the initial range of the missile. The missile can travel as far as needed to hit further than it's range would allow but can not exceed that in a maximum distance from the point of origin.
If it misses it's second target it will continue on until all possible targets have been exhausted. If the only possible target remaining is the individual shooting the missile then they will be struck by it. If by some means the shooter is incapable of being hit by the missile by means of other spells or abilities then the whole process begins again.
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.
As I have mentioned before I fell in love with the idea of playing in an oriental setting back when TSR released their Oriental Adventures but never had the chance. I had seen Legend of the Five Rings first as another collectible card game. I had fallen prey to other card games such as Wyvern and Star Trek which both failed to live up to Magic, I had even tried Jyhad which was later Vampire: the Eternal Struggle. Having spent time and money on these I avoided the L5R card game and then this when released.
This is the first edition of the game and never having played it I can not say how the newer editions compare to this. From reading this version the game seems to be as much about setting as it is about game mechanics which is a good thing. I find that games with fewer rules often lead to more role playing. I am not sure if it has ever been put forth as a correlation or the like but I think there is an indirect relationship between the complexity of the rules and the ability to role play. If this has not been done perhaps it can be called the Wymarc Scale.
Getting back to the task at hand though I think that Legend of the Five Rings in the AEG editions at least would be a fine addition to anyone's game collection. I know that there have been at least four editions put out by AEG and then the setting was used for the 3e OA products. I can only make educated suggestions though as I have no direct experience with the game play.
Published: 1996
Pages: 256
From the introduction:
Welcome to Rokugan, the Emerald Empire(TM). Rokugan is a place of mystery and wonder, inspired by the legends of feudal Japan and other places in the far East. It's a world of samurai and ninja and spellcasting shugenja, where dragons soar the skies and danger lurks in every shadow. The Legend of the Five Rings Role- Playing Game (L5R RPG) allows you to take the role of one of those legendary figures in search of honor, glory, and adventure.
Spell:
Find A Mark
Level: Third
Range: 6"
Duration: 1 Round/Level
Area of Effect: One Missile Weapon
Components: V,S
Casting Time: 5 Segments
Saving Throw: None
When this spell is cast by the magic user it must be cast on a hand held missile weapon. It will cause any ammo shot from that weapon to hit something.
When ammo is shot/fired or slung from the missile weapon it will have a +2 to hit the desired target. If this does not occur even with the bonus to hit the projectile will continue on trying to hit another target.
After the initial target the next possible target would be chosen at random, excluding the shooter, from all inside the initial range of the missile. The missile can travel as far as needed to hit further than it's range would allow but can not exceed that in a maximum distance from the point of origin.
If it misses it's second target it will continue on until all possible targets have been exhausted. If the only possible target remaining is the individual shooting the missile then they will be struck by it. If by some means the shooter is incapable of being hit by the missile by means of other spells or abilities then the whole process begins again.
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.
Friday, December 9, 2011
7th Sea GM Screen, Keeping Pace
As I have said before one of the standard requirements for any game system seems to the DM/GM Screen. I have not had a chance to play 7th Sea but picked up the GM screen cheap at Half Price Books at some point in the past. I will now have it if I ever decide to run a session or two of the game.
The screen seems to be your standard fare. The outside image is a nice on for the players to look at. I go back and forth about having an image or make the outside tables that the players might find useful. I think a combination of both is perhaps the best option.
The screen game with a module and I have not even looked that over. It is the first part of some larger three part series. If I ever get a chance to run it I will be sure and post an update here or in another post and link back to this one. In the end it is a GM screen with a module that is included. It has become standard fare in the RPG world.
Product Description...
"This essential aid includes a three-panel, fold-out screen, helpful GM hints, and the first in a three-part adventure series. This module includes a fast-paced journey across main land Théah, with the player encountering action and intrigue at every turn. Also included is the first installment in the Explorer’s Society Source Book."
1999 ... AEG 7003
Spell:
Keeping Pace
Level: Second
Range: None
Duration: 1 Turn + 1 Turn/Level
Area of Effect: Caster + 2 Creatures/Level
Components: V,S
Casting Time: 1 Segment
Saving Throw: None
By means of this spell the magic user enables the targeted creatures to keep pace with and eventually evade something that is pursuing them. The spell will only be in effect while the caster's group is being chased.
As soon as the spell is cast the creatures selected will be able to keep ahead of and even outdistance anything that is pursuing them. The movement rate of the targets will be increased to the maximum rate that any of their pursuers are moving plus 2". So if they are being chased by a creature with a run speed (and they are running) of 12"/round then they will run at 14"/round. For the movement rate to be increased the group must be trying to evade and escape their chasers. The spell will remain in effect but not increase the movement rate until it expires if the targets are not being chased.
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, October 24, 2011
AEG- Monsters, Summon Piper
I previously reviewed Gods and talked about how it would be useful for a HM wanting to use Monsters in their campaign. Monsters is actually the book that addresses that option directly. I am not sure I would ever want to run or participate in a campaign made up strictly of monsters. I was in an "evil" campaign once and it turned into who can commit the biggest atrocity.
In a limited scope I can see how adding some monsters/creatures as a race might be useful. It might even be that in certain campaigns that what are evil creatures normally are now peaceful creatures that coexist normally with the other races. Monsters does not take this route though so it would be up to the GM to make some changes.
Monsters was released by AEG in 2002 under the d20/OGL platform. The book is done in B&W with a limited amount of art but what is used is really quite good and used to compliment the material and not as filler. The book is 152 pages long and contains a lot of material. Though it was originally released with a $24.95 price sticker it can be picked up for a song now.
Monsters is broken down into six chapters. The chapters are as follows:
The Age of Man
Monster Races
A New Breed
Anti-Heroes
Outcasts
From the Hands of Giants
The first chapter deals with what would be considered the normal monster races that already exist in the in the d20 environment. This sections gives an overview of the races. It addresses their society and how they interact with other races. The capsules give the DM an idea on how the races might function in the world as a whole if used. The section is a good read even if the book is not going to be sued as is.
The second chapter si where the book lays out the various races as if they are going to be used as races in the game. The section takes each of the races and provides overall information on them as a race and then racial traits. The information provided about them as a race is Personality, Physical Description, Relations, Alignment, Their Lands, religion, Language, Names and Adventurers. It then provides a description of a tribe from that race to give the GM some ideas.
Chapter three presents the GM with new races that they might use. Some of these are interesting but may too unique for most campaign worlds. Many of these are crossbreeds from the previously listed but there are new races entirely as well as variants of the previously provided races. This section provides the GM two options. the first would be to use as suggested. but I think the option of introducing them as new monsters in the proper format is a better option. Something that is rearing its head after lurking in secret for centuries.
The next chapter is not a bad chapter but it is one of the reasons I am not a big fan of the d20 3.x system as whole. Chapter four deals with feats which I do ot have a problem with. These I understand the need for as part of the system as whole. The chapter does include a number of new Prestige Classes. There are actually nine new prestige classes provided. I have never been a fan of the idea of prestige classes. To me this has always been like getting a mini splat book in every new d20 product.
Chapter five deals with the idea of a a monster campaign. If you have an inkling of running such a campaign this will give you a solid idea on how it might be done and some of the pitfalls you may encounter and how they can be avoided. This may be the most useful chapter in the book though chapter three with the new races offers it some strong competition. There are parts of this chapter where the advice can be applied to a traditional campaign.
Chapter six provides the GM with spells and magic items that would be geared towards a monster specific campaign. With the spells this is the case and I did not find any of the spells all that interesting or useful. The magic items provided are better and there are even monster artifacts provided. I can see using these in reverse where the players need to find and then destroy the monster artifacts. It also provides a Monster manual style entry for each from chapter three.
I can see a use for this book and am glad that I have it in my collection. I am not sure it will ever get used for the stated purpose but there are races that can be taken and used in a normal campaign with a little work. It also provides the GM with new races that can be sued as adversaries in a normal type of campaign and then finally it provides some new magic items as well as artifacts that be used as ongoing adventure fodder as previously mentioned. The book can often be picked up for less than a $1 online and even with a few bucks in shipping this is worth the price.
From the Publisher:
Where reality ends, fantasy starts and at the heart of fantasy lies monsters. Roaming bands of mercenary monsters run along side their human and elven compatriots, searching out adventure and making names for themselves. Orcs, minotaurs, and all the rest are packed into one book. And now that you have Evil, GMs can run full monster campaigns. Details about monster culture, psychology, and adventuring provide GMs and PCs with enough information to run an entire party of trolls, ogres, ettins, orcs, goblins, and more. Rules for mixed races, new feats, and skills only monsters know. New prestige classes, rules for PC monster races, and new magic await.
From the back cover:
TOOTH * CLAW * FANG
My people have stood watch over this land for centuries. There was a time when wars between our kind and the ogres were commonplace. Savage, brutal campaigns left both sides demoralized and broken, But, in one season, each would be prepared to fight again. This was always the way of things.
The ogres have moved on, but the need for watchful eyes has not passed.
Our brothers are savage and warlike, but we are not. Our cousins make enemies with everyone around them, while we stand vigilant and hopeful. Our kin take offense at the slightest misunderstanding, provoking war with nations twice their size and strength. It seems that no matter where we live, conflicts arise.
Our hope is to find a place where we belong and our children can live in peace.
-Gr'gthyr, Gnoll Warden
THIS IS A GUIDE TO EXTINCTION
This sourcebook contains everything a GM or player needs for campaigns involving monster races as PCs. It includes all of the information you need for playing orcs, trolls, and all manner of monsters as player characters. Additional rules for new races and cross-breeds are also included.
The beasts within are yours to command.
THE WEAK SHALL BE CULLED
* New feats
* New spells and magic items
* Rules for monster PCs
* 9 new prestige classes
* New monsters races as adversaries
* 17 new races and original cross-breeds
Spell:
Summon Piper
Level: Third
Range: 6"
Duration: Special
Area of Effect: 1 Creature + 1 Creature/Level
Components: V,S,M
Casting Time: 3 Segments
Saving Throw: Special
When this spell is cast the magic user summons forth a mystical being who will serve as a piper to lure away a number of creatures. The piper will only be able to exist for a limited period of time in the world of the caster though.
The piper will be able to pull away one creature for each level of the caster. The caster targets which creatures will be affected though they must be in hearing range of the piper and must be able to hear the pipers music. Those selected by the caster will be affected by the spell for at least two rounds.
After the initial period each creature affected is entitled to a saving throw every third round. The first saving throw will be made at -4 and then next at a -2. Future saving throws will be made normally. The piper will continue leading the victims away for a number of rounds equal to the casters charisma score.
The material component for this spell is a small flute like instrument. The flute is not used up with the casting of the spell. The cost of this item will be 100gp.
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.
In a limited scope I can see how adding some monsters/creatures as a race might be useful. It might even be that in certain campaigns that what are evil creatures normally are now peaceful creatures that coexist normally with the other races. Monsters does not take this route though so it would be up to the GM to make some changes.
Monsters was released by AEG in 2002 under the d20/OGL platform. The book is done in B&W with a limited amount of art but what is used is really quite good and used to compliment the material and not as filler. The book is 152 pages long and contains a lot of material. Though it was originally released with a $24.95 price sticker it can be picked up for a song now.
Monsters is broken down into six chapters. The chapters are as follows:
The Age of Man
Monster Races
A New Breed
Anti-Heroes
Outcasts
From the Hands of Giants
The first chapter deals with what would be considered the normal monster races that already exist in the in the d20 environment. This sections gives an overview of the races. It addresses their society and how they interact with other races. The capsules give the DM an idea on how the races might function in the world as a whole if used. The section is a good read even if the book is not going to be sued as is.
The second chapter si where the book lays out the various races as if they are going to be used as races in the game. The section takes each of the races and provides overall information on them as a race and then racial traits. The information provided about them as a race is Personality, Physical Description, Relations, Alignment, Their Lands, religion, Language, Names and Adventurers. It then provides a description of a tribe from that race to give the GM some ideas.
Chapter three presents the GM with new races that they might use. Some of these are interesting but may too unique for most campaign worlds. Many of these are crossbreeds from the previously listed but there are new races entirely as well as variants of the previously provided races. This section provides the GM two options. the first would be to use as suggested. but I think the option of introducing them as new monsters in the proper format is a better option. Something that is rearing its head after lurking in secret for centuries.
The next chapter is not a bad chapter but it is one of the reasons I am not a big fan of the d20 3.x system as whole. Chapter four deals with feats which I do ot have a problem with. These I understand the need for as part of the system as whole. The chapter does include a number of new Prestige Classes. There are actually nine new prestige classes provided. I have never been a fan of the idea of prestige classes. To me this has always been like getting a mini splat book in every new d20 product.
Chapter five deals with the idea of a a monster campaign. If you have an inkling of running such a campaign this will give you a solid idea on how it might be done and some of the pitfalls you may encounter and how they can be avoided. This may be the most useful chapter in the book though chapter three with the new races offers it some strong competition. There are parts of this chapter where the advice can be applied to a traditional campaign.
Chapter six provides the GM with spells and magic items that would be geared towards a monster specific campaign. With the spells this is the case and I did not find any of the spells all that interesting or useful. The magic items provided are better and there are even monster artifacts provided. I can see using these in reverse where the players need to find and then destroy the monster artifacts. It also provides a Monster manual style entry for each from chapter three.
I can see a use for this book and am glad that I have it in my collection. I am not sure it will ever get used for the stated purpose but there are races that can be taken and used in a normal campaign with a little work. It also provides the GM with new races that can be sued as adversaries in a normal type of campaign and then finally it provides some new magic items as well as artifacts that be used as ongoing adventure fodder as previously mentioned. The book can often be picked up for less than a $1 online and even with a few bucks in shipping this is worth the price.
From the Publisher:
Where reality ends, fantasy starts and at the heart of fantasy lies monsters. Roaming bands of mercenary monsters run along side their human and elven compatriots, searching out adventure and making names for themselves. Orcs, minotaurs, and all the rest are packed into one book. And now that you have Evil, GMs can run full monster campaigns. Details about monster culture, psychology, and adventuring provide GMs and PCs with enough information to run an entire party of trolls, ogres, ettins, orcs, goblins, and more. Rules for mixed races, new feats, and skills only monsters know. New prestige classes, rules for PC monster races, and new magic await.
From the back cover:
TOOTH * CLAW * FANG
My people have stood watch over this land for centuries. There was a time when wars between our kind and the ogres were commonplace. Savage, brutal campaigns left both sides demoralized and broken, But, in one season, each would be prepared to fight again. This was always the way of things.
The ogres have moved on, but the need for watchful eyes has not passed.
Our brothers are savage and warlike, but we are not. Our cousins make enemies with everyone around them, while we stand vigilant and hopeful. Our kin take offense at the slightest misunderstanding, provoking war with nations twice their size and strength. It seems that no matter where we live, conflicts arise.
Our hope is to find a place where we belong and our children can live in peace.
-Gr'gthyr, Gnoll Warden
THIS IS A GUIDE TO EXTINCTION
This sourcebook contains everything a GM or player needs for campaigns involving monster races as PCs. It includes all of the information you need for playing orcs, trolls, and all manner of monsters as player characters. Additional rules for new races and cross-breeds are also included.
The beasts within are yours to command.
THE WEAK SHALL BE CULLED
* New feats
* New spells and magic items
* Rules for monster PCs
* 9 new prestige classes
* New monsters races as adversaries
* 17 new races and original cross-breeds
Spell:
Summon Piper
Level: Third
Range: 6"
Duration: Special
Area of Effect: 1 Creature + 1 Creature/Level
Components: V,S,M
Casting Time: 3 Segments
Saving Throw: Special
When this spell is cast the magic user summons forth a mystical being who will serve as a piper to lure away a number of creatures. The piper will only be able to exist for a limited period of time in the world of the caster though.
The piper will be able to pull away one creature for each level of the caster. The caster targets which creatures will be affected though they must be in hearing range of the piper and must be able to hear the pipers music. Those selected by the caster will be affected by the spell for at least two rounds.
After the initial period each creature affected is entitled to a saving throw every third round. The first saving throw will be made at -4 and then next at a -2. Future saving throws will be made normally. The piper will continue leading the victims away for a number of rounds equal to the casters charisma score.
The material component for this spell is a small flute like instrument. The flute is not used up with the casting of the spell. The cost of this item will be 100gp.
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, October 13, 2011
L5R Game Master's Pack, Cassandra's Sphere of Protection
Legend of the Five Rings is a game that I wish I knew more about. I had the misfortune of having it come out while I was in the depth of my M:tG addiction. It was released in 1997 for the first edition of L5R by Alderac Entertainment Group. I know it was popular and had quite a following. The concept of a game based on an oriental culture has intrigued me going back to Bushido and Oriental Adventures from TSR.
The item above is one of those items that I am not sure how I came across it or why I bought it. I suspect it was part of a bulk lot I bought at an auction or off eBay perhaps. I am not sure that I even own the L5R core rulebook. If I don't own the game owning the Game Master's Pack does not seem like a logical acquisition but then sometimes logic does not factor into the situation.
The Game Master's Pack your standard GM Screen and includes a book of supplemental material. In the book are new rules and a short adventure. I have not had a chance or really a reason to review the book so this is not much of a review. I will hopefully someday have reason to use this or better yet see it in use from the players side of the screen...mental note that would be a great title for a blog or a series of articles.
The following was taken from RPG Geek:
The first edition three panel GM's screen for Legend of the Five Rings. The included pack adds rules for maho (black magic) and hit locations. It also includes an adventure, "The Hare Clan" which ties into the adventure included in the first edition rulebook. The adventure also includes a "Kolat Code" sheet for which no solution was included. Certain elements of the adventure tied into the L-1 City of Lies and S-1 Tomb of Iuchiban boxed sets.
Spell:
Cassandra's Sphere of Protection
Level: Seventh
Range: None
Duration: One Round/Level
Area of Effect: 1" Sphere/Level
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: None
When this spell is cast the magic user causes a sphere of protection to come into being. The sphere will cause any who try to enter it to be teleported away. The effect of the teleportation will cause any who try to enter the sphere to be teleported in a random direction. The affected will be teleported anywhere from 25" to 36" inches away from the edge of the sphere.
The sphere will be able to send away a limited number of individuals per round. This will be a number equal to the level of the caster. If more than that number try to enter the sphere then any in excess will make it through for the remainder of that round. If at any point anyone in the caster's party or the caster themselves leave the sphere then the spell is broken.
The material component of this spell will be a crystal sphere. The sphere will not be used up with the casting of the spell and may be reused.
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 item above is one of those items that I am not sure how I came across it or why I bought it. I suspect it was part of a bulk lot I bought at an auction or off eBay perhaps. I am not sure that I even own the L5R core rulebook. If I don't own the game owning the Game Master's Pack does not seem like a logical acquisition but then sometimes logic does not factor into the situation.
The Game Master's Pack your standard GM Screen and includes a book of supplemental material. In the book are new rules and a short adventure. I have not had a chance or really a reason to review the book so this is not much of a review. I will hopefully someday have reason to use this or better yet see it in use from the players side of the screen...mental note that would be a great title for a blog or a series of articles.
The following was taken from RPG Geek:
The first edition three panel GM's screen for Legend of the Five Rings. The included pack adds rules for maho (black magic) and hit locations. It also includes an adventure, "The Hare Clan" which ties into the adventure included in the first edition rulebook. The adventure also includes a "Kolat Code" sheet for which no solution was included. Certain elements of the adventure tied into the L-1 City of Lies and S-1 Tomb of Iuchiban boxed sets.
Spell:
Cassandra's Sphere of Protection
Level: Seventh
Range: None
Duration: One Round/Level
Area of Effect: 1" Sphere/Level
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: None
When this spell is cast the magic user causes a sphere of protection to come into being. The sphere will cause any who try to enter it to be teleported away. The effect of the teleportation will cause any who try to enter the sphere to be teleported in a random direction. The affected will be teleported anywhere from 25" to 36" inches away from the edge of the sphere.
The sphere will be able to send away a limited number of individuals per round. This will be a number equal to the level of the caster. If more than that number try to enter the sphere then any in excess will make it through for the remainder of that round. If at any point anyone in the caster's party or the caster themselves leave the sphere then the spell is broken.
The material component of this spell will be a crystal sphere. The sphere will not be used up with the casting of the spell and may be reused.
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, October 9, 2011
GODS - AEG, Observe Customs
In any fantasy campaign one of the driving elements that a GM can use is religion. The power of religion tops that of nationality in what it can bring about in way of action and in some cases atrocity. The same is true in reality as well but I am not going to be stepping up on the soapbox today. For their to be a religion there is usually a god connected with it. There are godless religions but they are much more rare.
The GODS book by AEG, released in 2002, offers the GM information on deities for races that are not part of the core races in the D20 system. There are a total of sixteen races covered in the book. Many of these will fall into the realm of monsters. This may not be helpful in allowing players new options but it will serve to provide the GM information on their adversaries.
The book packs quite a bit in its 160 pages. The same information is not provided for each of the races detailed in the book because in some races it may not be relevant such as there not being an organized religion among that race. The book contains enough in the way of illustrations to be helpful but not overwhelming. Overall the quality of the art is well done.
The chapters which are broken down by race will begin with a discussion of the deity or deities connected with that group. There will then be information on how the deity is worshiped and the goals of their followers. Being a D20 book there will be the standard mixture of new prestige classes, feats and spells along with new domains. There are also a large number of new magic items that are detailed some crossing into the realm of artifact or relic in power.
The races, as mentioned earlier, contain a good mix with the majority seeing to be what would be considered monsters. There is a mix though and even some of what would be considered monsters may be something that the DM might allow as a player character race. The information from this book might even be enough to serve the GM to allow them. The list includes some races that already have enough information provided elsewhere but it provides new options. The races that have information provided in the book are below:
Barbarian Tribes
Bugbears
Dark Elves
Deep Dwarves
Giants
Gnolls
Goblins
Hobgoblins
Impossible Things (Abominations)
Kobolds
Lizardfolk
Minotaurs
Ogres
Orcs
Sylvan Forces
Trolls
The final portions of the book are chapters on the importance of religion in the game and concerns about role-playing of religions. The book features a nice set of summary tables as well. There is a listing of all the various deities described in the book. This table will include their holy symbol and weapon as well as their alignment. The last section will be a summary of all the new domains and the spells in each.
As I put forth earlier on the strongest storyline elements a GM can use is religion. If the campaign goes beyond a series of hex or dungeon crawls geared toward personal wealth and power there will have to something that drives the campaign along. The two major options will be politics and religion and I find that the latter is more polarizing in most cases. This book will help the GM come up with new adversaries to assist in this and might even offer up new found allies for the players to draw from.
From the back of the book:
This is a Guide to the Heavens
This sourcebook contains the gods of dark elves, orcs, minotaurs, trolls, and even monstrous aberrations that have no religion. 16 different races are detailed within, providing DMs and players with information and rules about the divinity of their adversaries. Each chapter details a separate race, with enough information to fuel an entire campaign or just a few evenings of gaming.
The Righteous Shall Prevail!
*16 races
*19 prestige classes
*30 spell
*Over 60 magic items
*Complete backgrounds on over a dozen religions
*25 gods
*34 domains
*16 temple maps
*25 relics
*Complete NPC priests for each race
Spell:
Observe Customs
Level: Cantrip
Range: None
Duration: Eight Hours
Ares of Effect: Caster
Components: V,S
Casting Time: 2 Segments
Saving Throw: None
When this spell is cast the magic user will find themselves with the knowledge on the social mores of a particular culture. They will know the proper way to behave in a given situation.
The caster must select a target creature to base this knowledge off of. The knowledge will be based on what the core culture believes to be normal and not what the target might want to do or would even normally do. The knowledge will be enough to make sure that they do not do something that would be considered insulting to those from that culture.
The spell will prevent them from committing a social faux pas but will not prevent them from being insulting in what they are saying. The caster will know when it is ok to speak and whom they can address but they can still insult others based on politics, religion etc. They will need to still role play interactions but this will prevent them from speaking out of order or using the wrong fork at the feast. The can still say something dumb or insulting.
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 GODS book by AEG, released in 2002, offers the GM information on deities for races that are not part of the core races in the D20 system. There are a total of sixteen races covered in the book. Many of these will fall into the realm of monsters. This may not be helpful in allowing players new options but it will serve to provide the GM information on their adversaries.
The book packs quite a bit in its 160 pages. The same information is not provided for each of the races detailed in the book because in some races it may not be relevant such as there not being an organized religion among that race. The book contains enough in the way of illustrations to be helpful but not overwhelming. Overall the quality of the art is well done.
The chapters which are broken down by race will begin with a discussion of the deity or deities connected with that group. There will then be information on how the deity is worshiped and the goals of their followers. Being a D20 book there will be the standard mixture of new prestige classes, feats and spells along with new domains. There are also a large number of new magic items that are detailed some crossing into the realm of artifact or relic in power.
The races, as mentioned earlier, contain a good mix with the majority seeing to be what would be considered monsters. There is a mix though and even some of what would be considered monsters may be something that the DM might allow as a player character race. The information from this book might even be enough to serve the GM to allow them. The list includes some races that already have enough information provided elsewhere but it provides new options. The races that have information provided in the book are below:
Barbarian Tribes
Bugbears
Dark Elves
Deep Dwarves
Giants
Gnolls
Goblins
Hobgoblins
Impossible Things (Abominations)
Kobolds
Lizardfolk
Minotaurs
Ogres
Orcs
Sylvan Forces
Trolls
The final portions of the book are chapters on the importance of religion in the game and concerns about role-playing of religions. The book features a nice set of summary tables as well. There is a listing of all the various deities described in the book. This table will include their holy symbol and weapon as well as their alignment. The last section will be a summary of all the new domains and the spells in each.
As I put forth earlier on the strongest storyline elements a GM can use is religion. If the campaign goes beyond a series of hex or dungeon crawls geared toward personal wealth and power there will have to something that drives the campaign along. The two major options will be politics and religion and I find that the latter is more polarizing in most cases. This book will help the GM come up with new adversaries to assist in this and might even offer up new found allies for the players to draw from.
From the back of the book:
This is a Guide to the Heavens
This sourcebook contains the gods of dark elves, orcs, minotaurs, trolls, and even monstrous aberrations that have no religion. 16 different races are detailed within, providing DMs and players with information and rules about the divinity of their adversaries. Each chapter details a separate race, with enough information to fuel an entire campaign or just a few evenings of gaming.
The Righteous Shall Prevail!
*16 races
*19 prestige classes
*30 spell
*Over 60 magic items
*Complete backgrounds on over a dozen religions
*25 gods
*34 domains
*16 temple maps
*25 relics
*Complete NPC priests for each race
Spell:
Observe Customs
Level: Cantrip
Range: None
Duration: Eight Hours
Ares of Effect: Caster
Components: V,S
Casting Time: 2 Segments
Saving Throw: None
When this spell is cast the magic user will find themselves with the knowledge on the social mores of a particular culture. They will know the proper way to behave in a given situation.
The caster must select a target creature to base this knowledge off of. The knowledge will be based on what the core culture believes to be normal and not what the target might want to do or would even normally do. The knowledge will be enough to make sure that they do not do something that would be considered insulting to those from that culture.
The spell will prevent them from committing a social faux pas but will not prevent them from being insulting in what they are saying. The caster will know when it is ok to speak and whom they can address but they can still insult others based on politics, religion etc. They will need to still role play interactions but this will prevent them from speaking out of order or using the wrong fork at the feast. The can still say something dumb or insulting.
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, August 19, 2011
Farscape - AEG, Summon Companions
For someone who doesn't read hard science fiction anymore I still seem to like the games and TV shows. I think if there were more fantasy on TV then that would not be the case. All that aside one of the shows I saw two or three episodes of once was Farscape. Almost immediately I was caught up in the quality of the show. I even went to the extent of recording every episode on VHS at one point but never got the time to watch them all.
When I saw that they released a Farscape RPG back in 2002 I knew I wanted it but I waited until I could find it used since I knew I would most likely never play it. The book was released by AEG and was not a disappointment as far as presentation. It is a big book being 320 pages long and it was done in color and the production quality is very good. When you pick it up and look it over you can not help but admire the job that was done putting it together.
The concern is that it is yet another d20 based game. I know that the d20 system has made it easier for game manufacturers to release products. In some cases these seem to work but in other cases it misses the mark. With Farscape the material is good enough that it covers the fact that it misses the mark. I love that the game is out there but I would love to see is if another company could get the license and release it under its own system but keep the quality of the AEG edition.
This is again one of those games that you see all the time in the aftermarket. I don't see it so much in the used book stores. Apparently either once you buy it you keep it or since I see it all the time on eBay being sold as new I suspect that Farscape was not enough of a franchise to have sold all the print run. This means you can get it cheap but for me it ends up being a bad thing because unless it is taken on as a labor of love there probably will never be a new Farscape role playing game.
Spell:
Summon Companions
Level: Fifth
Range: 100 yards/level
Duration: Instantaneous
Ares of Effect: Special
Components: V,S,M
Casting Time: One Round
Saving Throw: None
When this spell is cast the magic user summons to them a number of their companions. The companions that are being summoned will sense that are to be pulled away and can resist this if desired. The companions will be called to a location that is safe for them to exist that is within 2" of the caster.
The companions that are summoned in addition to being within the range of the spell must be fully on the same plane as the caster. Beings that are out of phase will not be summoned. The summoned beings must be sentient beings who have an intelligence of 3 or higher. When summoned the beings will appear only with whatever gear is on their being when summoned.
The caster will be able to summon one companion plus an additional number based on their level. They can summon one additional companion for every five levels of experience. This is rounded up so at tenth level they could summon three companions and at eleventh the number would increase to four.
The material component of this spell is a personal item from each of the companions that are to be summoned. The items used must have been touched or in the possession of the companion to be summoned within twenty-four hours of the spell being cast.
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.
When I saw that they released a Farscape RPG back in 2002 I knew I wanted it but I waited until I could find it used since I knew I would most likely never play it. The book was released by AEG and was not a disappointment as far as presentation. It is a big book being 320 pages long and it was done in color and the production quality is very good. When you pick it up and look it over you can not help but admire the job that was done putting it together.
The concern is that it is yet another d20 based game. I know that the d20 system has made it easier for game manufacturers to release products. In some cases these seem to work but in other cases it misses the mark. With Farscape the material is good enough that it covers the fact that it misses the mark. I love that the game is out there but I would love to see is if another company could get the license and release it under its own system but keep the quality of the AEG edition.
This is again one of those games that you see all the time in the aftermarket. I don't see it so much in the used book stores. Apparently either once you buy it you keep it or since I see it all the time on eBay being sold as new I suspect that Farscape was not enough of a franchise to have sold all the print run. This means you can get it cheap but for me it ends up being a bad thing because unless it is taken on as a labor of love there probably will never be a new Farscape role playing game.
Spell:
Summon Companions
Level: Fifth
Range: 100 yards/level
Duration: Instantaneous
Ares of Effect: Special
Components: V,S,M
Casting Time: One Round
Saving Throw: None
When this spell is cast the magic user summons to them a number of their companions. The companions that are being summoned will sense that are to be pulled away and can resist this if desired. The companions will be called to a location that is safe for them to exist that is within 2" of the caster.
The companions that are summoned in addition to being within the range of the spell must be fully on the same plane as the caster. Beings that are out of phase will not be summoned. The summoned beings must be sentient beings who have an intelligence of 3 or higher. When summoned the beings will appear only with whatever gear is on their being when summoned.
The caster will be able to summon one companion plus an additional number based on their level. They can summon one additional companion for every five levels of experience. This is rounded up so at tenth level they could summon three companions and at eleventh the number would increase to four.
The material component of this spell is a personal item from each of the companions that are to be summoned. The items used must have been touched or in the possession of the companion to be summoned within twenty-four hours of the spell being cast.
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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