"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 Accessory. Show all posts
Showing posts with label Accessory. Show all posts
Sunday, August 12, 2012
Birthright - Tribes of the Heartless Waste
Tribes of the Heartless Waste is a product that I have not given the attention it deserves. I had wanted to give it more attention before I wrote about it but that has not happened and the likelihood of it happening given RL stuff is not likely to happen. I feel like this is not much of a post (I am right about that) but hopefully things will get better soon.
Published: 1997
Pages: 96
From the back of the book:
The threat of death lurks everywhere
Dmitri lost sight of his quarry in the gathering darkness and stumbled back from the carnage. Minutes ago, he and his comrades had been trudging homeward across the snowfield when, without warning, their guide plunged beneath the snow in a spray of slush and blood. By the time the ice borer attacks subsided, only Dmitri was left, himself beaten and bloodied from trying to save his friends.
The warrior broke into a run, aiming for a small stand of pines. Winter wolves howled a greeting to the night and sniffed the cold air. As Dmitri neared the trees, he could feel the snow beneath his feet softening with each step....
Vosgaard remains one of the truly unconquered, untamed regions of Cerilia. In the frozen landscape of the heartless north, only the hardiest will survive - and few of those will thrive. Would-be rulers face the double threat of Vosgaard's climate and its denizens, each dangerous on its own and deadly in tandem, neither willing to be conquered.
Even those who venture into the wastes only for adventure must step lightly. The snow-choked lands keep an icy grip on their secrets and their victims. Some say that only Belinik and Kriesha can hear the pleas of their faithful above the winter winds, leaving the region truly godforsaken.
This expansion to the Birthright campaign setting includes:
DM's Guidebook - 64 pages of realm and adventure information for Dungeon Masters.
Player's Chronicle - A 32-page booklet of history and domain details crucial to player character hero-kings.
New war cards for Vos, elf, and humanoid units.
A full-color map of Vosgaard.
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Friday, July 27, 2012
Birthright - Player's Secrest of Khourane
I have said before that the setting of Al-Qadim is one that I find the most interesting to play in. There is something about the middle eastern setting that simply captures my imagination. The domain of Khourane comes close to the setting in the Birthright system and if used as a stand alone campaign I think I would try to incorporate more of the Al-Qadim flavor into Khourane. That being said Khourane works well on its own without help. This not only has the advantage of an unusual setting but it also adds a fair mix of political intrigue and conflict. This would not be my first choice to play as a straight up Birthright domain but it is fairly high up there. As a domain to adventure in if used a setting it fares even better in the rankings.
Published: 1996
Pages: 32
From the back of the book:
Khourane stands out among the arid Khinasi lands like a blooming lily in a barren field. It boasts some of the most enviable territory in this corner of the world: mountains, deep jungles, and a stunning coastline.
These enviable features inevitably lead to conflict, however: The lands are coveted by the Serpent, the Magian, and the Minotaur. What's more, the elves still resent the humans who claim control of their hereditary forests.
Combine these problems with fierce trade wars, in a harsh climate, and a missing rule, and the result is trouble. Khourane needs a new regent in a hurry--is your character ready to face its challenges? The new rule of this domain will be challenged by some of the greatest problems-- and could realize some of the finest rewards--in all of Cerilia!
This BIRTHRIGHT domain sourcebook is designed for players who wish to take the role of Emir of Khourane. It may also be used by players seeking to play nobles, servants of the regent, or adventurers from Khourane.
Labels:
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Wednesday, July 25, 2012
Birthright - Player's Secrets of Talinie
The way that Talinie is described must be what places seem like before the explode into situations that most people could never have seen coming. Places that seem like everything is fine and then some event that seems like it should not have nearly the effect it did sends out ripple effects that shake a whole area. There are places and events in the real world that have experiences this. Some of these have occurred in the last century and even this one.
Played as the Birthright setting is intended to be played this would be a domain that would not be taken on lightly as a player. As a setting the turmoil that is brewing right beneath the surface is ripe with adventure seeds and roleplaying potential. I think this would be an excellent locale for the characters just below name level to have great impact and set themselves up to start down the road of becoming a ruler themselves...of course if you are playing the game as intended that has already happened but where's the fun in that.
Published: 1995
Pages: 32
From the back cover:
To the casual observer, the realm of Talinie seems a pastoral place full of hard-working, law- abiding citizens. But those who look beneath the surface - as a regent must - will see what lies beneath the beauty.
From the south, a power-hungry archduke has moved troops into two of Talinie's seven provinces, supposedly as a safeguard against goblin invasion. From the north, greedy guildmasters have encroached upon Talinie's lush forests and have ravaged large areas for the timber and ores they yield.
To keep yourself on the throne known as the Oak Seat, you must control these foreign interests without giving them reason to rise up against you, and at the same time beware of traitors within your own court - it is whispered that the death of your predecessor was not really an accident.
This package includes:
A full-color, eight page foldout cover containing detailed maps of the
domain and other information every Talinien needs.
Facts about the realm's history, geography, economy, and laws.
Descriptions of the major NPCs in Talinie, friend and foe alike.
Secrets and strategy tips to help the new regent manage the realm.
This BIRTHRIGHT domain sourcebook is designed for players who want to take the role of Thane of the realm, playing either a lawful priest or a paladin. Players of nonregent characters who live in or come from Talinie will also find this sourcebook useful."
Labels:
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Monday, July 23, 2012
Birthright - Players Secrets of Medoere
If you are on the same side as the Theocracy playing in one can be a fun and rewarding experience. If you are not on the same page or in some cases in the same book as the ruling body then things can get a little dicey. Living in the United States I think we are somewhat shielded from the power that religion can have over the government. I will stop at that and ask that we not have any real world commentary as a result of that statement. The church in a fantasy setting can be one of the most powerful thematic elements in story telling if they are played right. More often than not they aren't played to their full potential though. If you want to test your players put them in Medoere and have them not be aligned with the church and run with it.
Published: 1995
Pages: 32
From the Back of the Book:
Ranging from the Spiderfell in the north to the Straits of Aerele in the south, Medoere was born of faith and the blood of revolution. As regent, you fulfill the duties of Archpriest of the Church of the Celestial Spell, leading the theocracy to greater heights of glory. The domain is yours to command--if you have the courage, the conviction, and the blood of kings in your veins.
This BIRTHRIGHT domain sourcebook is designed for players who want to take the role of Archpriest. It may also be used by players playing vassals to the regent, or adventurers who want to explore the mysteries of the theocracy.
Labels:
2e,
Accessory,
ADnD,
Birthright,
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Saturday, July 21, 2012
Birthright - Player's Secrets of Endier
Endier is a realm that I think I would want to try playing if I were going to play Birthright as it was intended to play. It is a realm that should not be where it is and it is only there through the guile of its rulers. I always thought of it as Switzerland if they had an agenda and weren't protected by impenetrable mountains. If playing it as a campaign setting, but not with the Birthright system, once the players found themselves in the realm the game would take on much more role than roll in the playing aspect.
Published: 1995
Pages: 32
From the back cover:
"Welcome to Endier, one of the smallest domains in Anuire. Carved from the treacherous forest known as the Spiderfell, it is precariously balanced between three of the more powerful realms in the land, playing a delicate game of politics and diplomacy to survive. One misstep could mean its ruin; the fate of the land rests squarely on the shoulders of you, its regent. It is said that with great risks come great rewards. If this is so, then the rewards of ruling Endier must be great indeed.
This package includes:
A full-color, eight-page foldout cover containing detailed maps of the domain and important locations within it.
Facts about the history, geography, and economy of Endier.
A summary of how the government works, and how the regent manages to keep control of it.
Descriptions of the major NPCs in Endier, friend and foe alike.
Rumors to keep the regent on the alert, and royal secrets to help keep enemies at bay.
This BIRTHRIGHT domain sourcebook is designed for players who want to take the role of the Lord of Endier, the thief regent of the realm. It may also be used by players playing nobles, servants of the regent, or adventurers of Endier."
Labels:
2e,
Accessory,
ADnD,
Birthright,
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Friday, July 20, 2012
Birthright - Player's Secrets of Roesone
Roesone is a realm that seems to have a perfect mix for those who like to adventure. It is recently carved out of wilderness so it is not overly civilized. It also has a good mix of terrain that would allow for varied wilderness type situation, though it does lack any mountains. It also has access to a seaport meaning that players could take a nautical adventure if they wanted to. The movers and shakers are all, or for the most part all, descended from rough and tumble adventurer types or maybe a little grittier than that even so that is plus. The one drawback in looking at using it is the fact that it says that it is monster light. If I were using it I would just simply ignore that line. This is the domain that I think most fits the standard starting type of location for campaigns.
Published: 1995
Pages: 32
From the back of the book:
Once a lawless frontier less than a century ago, Roesone is one of the youngest states in all of Anuire. as the ruler of the land, you'll find that Roesone is surrounded by uncertain allies and dangerous enemies. Plots and intrigues creep through the halls of your court and shadowed powers are moving against you. It will take strength, courage and determination to keep your crown on your head - and your head on your shoulders.
This BIRTHRIGHT domain sourcebook is designed for players who want to take the role of Baron Roesone, the warrior regent of the land. It may also be used by players playing nobles, servants of the Baron, or adventurers from Roesone.
Labels:
2e,
Accessory,
ADnD,
Birthright,
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TSR
Wednesday, July 18, 2012
Birthright - Player's Secrets of Tuarhievel
One of the thoughts I have long dabbled with in a campaign is that the races seem to get along all too well for things to be realistic. Nothing in the entire history of humanity has ever set the precedent that elves/dwarves/humans/halflings/gnomes should get along even in a fantasy world. Add in other races that appear even less human in appearance or are animal in nature and we have a powder keg waiting to go off.
This is represented to some extent by the domain of Tuarhievel in the Birthright setting. A once idyllic elven realm that has man introduced into it and in less than 100 years peaceful coexistence has turned into man deciding it is theirs to do with as desired. The result is the near complete defeat of man and then a resulting civil war situation amongst the elves because of their taking sides and then an extended uncomfortable stalemate situation. This sounds like a realistic fantasy world to me.
I have always been more attuned to playing elves than dwarves so this works better for me as a domain to play in. The dynamics of the realm also add a higher level of role playing potential in my mind. There may not be as many dungeon crawls out of this but there could be countless "Diplomacy" style evenings which is what Birthright was designed for anyway.
Published: 1996
Pages: 32
From the Back of the Book:
Before the humans descended on Cerilia, the continent was virtually untouched, inhabited only by those who understood how to live in harmony with nature. Since the human incursion, however, the natives have been forced to realign themselves with their homelands and their neighbors. No group has felt the effects of these maneuverings as much as the elves, who now engage in a daily struggle to keep a hold on their lands, fight off human interests, and preserve their heritage.
In Tuarhievel, matters have recently gotten worse. Prince Fhileraene has disappeared after being coerced into answering a summons from the Gorgon--but before he went away he transferred his bloodline to his consort, a human female named Savane Mhoried. Many of the elves of Tuarhievel consider this act to have been a betrayal of their heritage, even though the interim regent has promised to pass the bloodline to her yet unborn child as soon as that child comes of age. But in the meantime, the elven nation is in upheaval. The land needs a strong leader to prevent traditional values from clashing with the needs of the nation, lest it be torn apart. Can your character walk the fine line between tradition and necessity to unify Tuarhievel?
This BIRTHRIGHT domain sourcebook is designed for players who wish to take part in the rulership of Tuarhievel, either as regent of as the leader of one of the domain's noble families. This information is invaluable to anyone who might wish to approach Tuarhievel as a political ally or embark on adventures in the area.
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Monday, July 16, 2012
Birthright - Player's Secrects of Baruk-Azhik
I have never been a fan of playing Dwarves. In all my days of roleplaying I am not sure I have ever played one. I most likely did and have simply forgotten about it. I have played a gnome so I have to have played a dwarf, right? As a result this is one of the sourcebooks that I would most likely not have used as a player but as a DM it is nice to have if you want to use the Birthright setting as a stand alone setting.
Published: 1996
Pages: 32
From the back of the book:
Long before humans invaded Cerilia, the dwarves of the land had carved out a peaceful life for themselves, marred only by the persistent savagery of orog tribes. Since the human incursion, life has changed little for the natives of Baruk-Azhik, sequestered safely beneath the inhospitable mountains known as the Iron Peaks.
Baruk-Azhik is a domain of untold riches; there seems to be no end to the precious metals under the mountains, and surface-dwellers are always eager to trade. But the domain is not without perils. The orogs have grown more numerous and more cunning, and outside help may be needed to defeat them once and for all.
The character who ascends the throne of Baruk-Azhik assumes command of a mighty and loyal nation - but one whose existence hangs in the balance. Only a leader with nerves of steel, hardened determination, and superior command skill can guide the dwarves into a future full of promise and free of war.
This BIRTHRIGHT domain sourcebook is designed for players who wish to take the role of the Overthane of Baruk-Azhik. It may also be used by players playing nobles, vassals of the regent, or adventurers from this domain.
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Saturday, July 14, 2012
Birthright - Book of Priestcraft
Much of what I said about the Book of Magecraft will be true for the Book of Priestcraft. If you replace the portions about alternate magic system with pantheons of deities then I could have almost used what was written again. I have often dabbled with the idea of removing clerics from the game to see what it would be like or making them a magic user specialty dealing with life magic.
It would not be a stretch to say that the format used to write up the entries for the pantheon in this book should be the format used for any similar products. It lays out the particulars of the individual deity and then provides information on the church and its operation. Next it lays information on clerics of the order and their limitation and benefits and then it repeats this for paladins of the order if there are any. It then also lists information on where temples connected with the deity can be located.
Published: 1997
Pages: 128
From the back of the book:
Priests are more than mere physicians tending the wounded and healing the sick - they are defenders of the realm, champions of their god, and the politicians of Cerilia. Whether they are ministering aid, performing diplomacy, inspiring the people, or dispersing undead legions of evil, priests command great power and authority. For the power of the Blood comes from the gods, and only their priests can make a king!
The Book of Priestcraft describes the devoted followers of the gods of Cerilia, their philosophies, tactics, and daily duties. It also details new battle and realm spells for priests, and examines the legend of Cerilian religious relics. This book further explores the investiture ceremony - the mysterious transfer of blood power from ruler to heir. And it contains advice to priest regents on diplomacy, ruling domains, waging wars, and beginning crusades. It's everything a priest must know to build an empire in Cerilia - or even to survive.
Come, don the robes of the true kingmakers of Cerilia!
Friday, July 13, 2012
Birthright - The Book of Magecraft
If you intended to play Birthright I think this is an essential book to have. If you want to use the setting as a campaign without using the setting as it was intended this is just as essential to have. If you want to have book that lays out an interesting twist on the core magic system in the AD&D game to use in your game this is a damn nice book to have. If you just want something to mine for ideas connected with spells and magic this is a great book to have. I think I have made the point that for almost anyone this runs anywhere from essential to good.
Published: 1996
Pages: 128
From the back of the book:
Magic permeates the very air, earth, and sea of Cerilia - yet escapes the mastery of all but a rare few. Those who control the continent's magical energy can call upon forces incomprehensible to the rest of its inhabitants. These powerful figures are Cerilia's wizards: adventurers, advisers, and kings whose spells can affect the destinies of thousands.
This 128-page book contains everything players and Dungeon Masters need to make wizard characters more distinctive, mysterious, feared, and true to the BIRTHRIGHT setting. Inside are details on:
The secrets of sources and ley lines.
Strategies for building and maintaining a magical domain.
Spells unique to Cerilia, including new conventional spells, realm spells, and war magic.
Cerilian magical items and Mount Deismaar artifacts.
The status, philosophy, and role of wizards in each of Cerilia's spellcasting cultures.
The unique magician character class and the study of magic in Cerilia.
Near-mythical creatures said to grant boons to wizards fortunate enough to encounter them.
Warriors, priests, and rogues beware: The wizards of Cerilia have come to power!
Thursday, July 12, 2012
Birthright - Blood Enemies: Abominations of Cerilia
Some may say I am beating a dead horse by saying this but as I have said before the Birthright setting is in my top five of TSR settings and could be as high as two depending on how the mood strikes me when it comes to rating them. This is not a book that I have had a chance to use though. IN reviewing it I am not sure I will ever use it as intended but it is full of material that gets the creative juices flowing. I am sure some parts of it will be used as written and other parts will at some point serve as inspiration for items I will build upon and most likely lay claim to them as my own.
Published: 1995
Pages: 128
From the back of the book:
Cerilia: Where gods died and kings now rule with divine powers. Where dark powers contaminate flesh and blood, and evil shows its true visage in the abominations that stalk the land. Where monarchs both true and corrupt clash over rulership of the Birthright campaign world!
This book, designed for the Dungeon Master, is a guide to the most dangerous creatures on the face of Cerilia: the awnsheghlien. Sovereign creatures of their own realms, these dark creatures wield their power with iron fists, and many seek to tear more power from weaker leaders. These 128 pages' worth of monstrous dictators and wandering nightmares will strike fear into the hearts of all blooded rulers from the Sea of Storms to the Isle of the Serpent!
Wednesday, July 11, 2012
Faeries - Bastion Press
Faeries get a bad rap in my opinion. Even the cover of this book sends the idea that they are all the commercialized version of elves (before Peter Jackson gave us his interpretation of Legolas) that were made popular in cartoons and animated films. The stories of the Fey in cultures where they originated give us a much darker portrayal than the images that have made them popular. They were creatures not to be taken lightly and to deal with only if you had to and most times that would not end well for the even the best intentioned if they were not careful.
Other than the image on the cover I think this book does a fair job of trying to put them in a light more consistent with the legends that they sprang from. The book is a D20 offering so it has much of the overhead that comes with that in the way of prestige classes, feats and the like. If you are a 3.x player then these are at least average for offerings from that period. The book offers details on the lands of the Fey and background on the races that can be used in any game system as well as other material that taken into systems or settings. I think this is one of the better Bastion Press offerings I have read and am glad to have it in my collection.
Published: 2003
Pages: 128
Publisher Blurb:
Welcome to the Twilit Lands, where all is fey and faeries rule. This d20 guide to Faeries provides answers on the fair folk, the fey races and creatures more ancient than dragons and far more enigmatic than their sizes or shapes ever reveal. The secrets held by the fey far outstrip all the other races combined, and this book brings them right to players and Game Masters alike.
This supplement provides new rules and a new understanding of fey monsters as well as many new faeries for your d20 games. Players can learn more skills and spells, plus discover magical artifacts and secrets from the fey. Meet new monsters and fey legends that cross many worlds and cultures, from Old Man Winter to the Lady of the Lake. Best of all, the world of Faerie, a world as close as a dream and as magical as its denizens, comes alive with its legends and lore for the Game Masters and can easily be linked to all d20 worlds.
Labels:
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Accessory,
Bastion Press,
D20,
DnD,
Races,
Setting,
Supplement
Tuesday, July 10, 2012
Arms & Armor - Bastion Press
Books like this take me back to the days when Oriental Adventures and Unearthed Arcana were released for the first edition AD&D. Both of these featured new weapons and armor options that the group I played with were more than willing to milk for every perceived advantage they could. It was in those early days that I learned on of my most valuable DM tricks. That was that if the players can do it so can their adversaries. Nothing like having that same "rule breaking" option used on a player to make them see the folly of the option.
This book is one that I would never have really bought unless I had been able to get is cheap like I did. The material in it is not bad but the weapons selection seems too exotic as it were. I am not sure that there was ever such a varied selection of weapons in any one place, in history, other than a gaming convention in the early 21st century. If you can get it cheap the books is worth having but unless you want your players running around with weapons like Duck Spades and a Cicada Winged Sword while wearing Aeroglass Plate or Subdermal Armor I might limit its use.
Published: 2001
Pages: 96
From the back of the book:
Weapons of Valor
Weapons make the adventurer, granting a cutting edge against fearsome foe and cunning villains alike. Players and GMs discover new and innovative ways to arm their favorite personages within these pages. With more than 70 new weapon qualities and 100 new weapons, everyone can find something to arm their imaginations.
Armor of Faith
Bardic armor? Spellcaster's spidersilk? No matter the class, new types of armor await discovery. Coupled with more than 70 new armor qualities, armorsmiths the world over prepare to forge a host of new possibilities for the world's greatest heroes.
Labels:
3e,
Accessory,
Bastion Press,
D20,
DnD,
Supplement,
Weapons
Monday, July 9, 2012
Bob, Lord of Evil
This is a supplement to a game called Murphy's World. Sometimes you buy a game for the cover, sometimes you buy it based on past experience, sometimes based on the reviews of others and then at times like when I bought Bob, Lord of Evil you buy it for the title and the premise of the game. I bought this knowing that I would never ever play it. I bought it simply to read it and to own it. I am not sure it is possible to be a better person for owning an object, I know for a fact it isn't but I am am a happier person having this in my collection and happier has to count for something doesn't it. I don't want to neglect mentioning the art which is so appropriate for the system it isn't funny...well actually it is. If you want to get an idea on why it is good to own this read the information on the publisher's site using the link below.
Link to more information
Published: 1998
Pages: 154
From the Back of the Book:
The Dark Lands, ruled by Bob, Lord of Evil, is a silly place where you can play light- hearted adventures with a techno-fantasy-horror theme. This book can be used with any existing system of rules - you're not required to generate a new Character to visit the Land of Bob, as Characters from other worlds can easily be brought to the Dark Lands via a crashed spaceship, magical backfire, or interdimensional teleportation gate. Characters could even suffer an individual or collective bout of unconsciousness and visit Tir Nan Bob in their dreams, er... nightmares!
What's inside? Everything you need to start Adventuring!
Labels:
Accessory,
Murphy's World,
Peregrin,
Setting,
Supplement,
Weird
Sunday, July 8, 2012
Blue Rose Companion
I wish I could tell you that I didn't buy this game based on the cover. I am not sure what it is about the art but the first time I saw the core rulebook I had to have it. This is no less true about this book and also the World of Aldea book as well. There are times that judging a book by it's cover will lead you down the path of ruin. Luckily this was not the case with these books. I have not had a chance to play the system as of yet but it reads like it will be a solid play and the material is presented in an easy to read and yet still striking manner.
Published: 2005
Pages: 120
From the publisher's website:
Blue Rose Companion A Blue Rose Sourcebook Written by Chris Aylott, Elissa Carey, Joseph Carriker, Steve Kenson, Alejandro Melchor, Aaron Rosenberg, and Rodney Thompson Cover art by Stephanie Pui-Mun Law 120-pages, perfect bound ISBN: 1-932442-36-7 Every great hero needs a companion. The Blue Rose Companion expands upon the game systems and options for the Blue Rose fantasy roleplaying game. The Companion offers more options for creating your heroes, from heroic paths to new feats and arcane abilities. It provides game systems for arcane rituals, places of power, and creating arcane items. It also offers a selection of new arcane items and an expanded bestiary of monsters for your heroes to fight. With the Blue Rose Companion you can take your adventures in the world of Aldea to the next level.
Friday, July 6, 2012
Bloodshadows Mean Streets
This is a book I remember buying and when it was bought. It was at the last or next to last of a small convention that had been around for years. Origins had settled for it's extended and maybe permanent stay in Columbus and that spelled the end for CapCon apparently as it has never returned. This was sold at the auction that year with one or two other pieces of Bloodshadows material. I picked it up thinking it looked interesting and I was always looking for a new game to play. It was at that convention a buddy told me about a new card game he tried and a month or two later a mutual friend introduced me to crack (and by crack I mean Magic the Gathering). Needless to say I never got around to using the Bloodshadows system or this book.
Published: 1994
Pages: 96
From the back of the book:
BLOODSHADOWS CAMPAIGN PACK
Take a long trip through the Wilderness or a short trip through a gate and you might end up in Albredura. You could do worse, you could do better. Albredura's a city of survivors and cynics, hard magic and cold steel. Trying to turn a profit is tough in a town where breaking even might not even mean survival.
Mean Streets is a campaign supplement for Bloodshadows, the World of Fantasy Noir. It contains details on the isolated city of Albredura as well as gamemastering tips for the Bloodshadows roleplayer.
Also included in Mean Streets is the Bloodshadows Gamemaster Screen, containing many of the necessary charts and tables included in the Bloodshadows Worldbook and Masterbook.
Mean Streets is a Campaign Supplement intended for use with the Bloodshadows game.
A MasterBook Game
Friday, June 29, 2012
Birthright - Player's Secret Ilien
The Birthright setting is one that came out when I was in the depth of my card flipper stage (Magic the Gathering) and as a result I did not even know that this existed until long after it was released. I came to my senses for a brief period of time and started picking these items up as I could find them in stores. To complete the tale of woe though in 1999 I fell into the trap that was Everquest and then Warcraft. There was almost a whole decade of role playing time lost.
I have said before that this comes in third, and at times maybe even second, in my favorite retail gaming settings. The first is Greyhawk, then Mystara and then Cerilia. I would not say the the Player's Secrets supplements are as detailed as those for Mystara but then they in turn allow a little more customization by the DM. In the end these can be picked up for a lot less making them a better value in my opinion.
Published: 1995
Pages: 32
From the Back of the Book:
The benevolent wizard Count Aglondier of Ilien is dead! He has left control of his realm to you, his trusted apprentice. With the considerable power of realm magic behind you, your task is to govern Ilien and defend it from those who wish to conquer your small domain.
This BIRTHRIGHT domain sourcebook is designed for players who want to take the role of the wizard king, or play a guild leader, a lieutenant, or a servant to the king.
Thursday, June 28, 2012
BHAC1 Boot Hill Referee's Screen
There is not much that needs said about a GM Screen. It accomplishes the intended purpose of providing the GM with necessary tables that allow the game to move along at a quicker pace by eliminating the need to flip through a number of books to find countless charts. It also serves a secondary purpose in preventing players with wandering eyes from seeing parts of maps and other items they should not see. I am not sure if this was the first of the TSR screens to include a small adventure but it became the norm for quite sometime for TSR and even other companies. I have never played this module so I can't speak to it.
Published: 1981
Pages: 4/8
From the front cover
Fast-paced gunslinging action will never bog down in a search for missing tables with the BOOT HILL Referee's Screen handy. Fourteen of the most used tables from the BOOT HILL rulebook are arranged on this durable playing aid. A special 8-page BOOT HILL adventure, Shootout in Northfield and other Famous Gunfights lets players recreate the famous gun battle that destroyed the Jesse James-Cole Younger gang, plus six other famous showdowns.
Published: 1981
Pages: 4/8
From the front cover
Fast-paced gunslinging action will never bog down in a search for missing tables with the BOOT HILL Referee's Screen handy. Fourteen of the most used tables from the BOOT HILL rulebook are arranged on this durable playing aid. A special 8-page BOOT HILL adventure, Shootout in Northfield and other Famous Gunfights lets players recreate the famous gun battle that destroyed the Jesse James-Cole Younger gang, plus six other famous showdowns.
Saturday, June 23, 2012
Bastion of Faith
Bastion of Faith is in the same series as Den of Thieves that I have written about previously. The other supplement in the series is College of Wizardry. Of the three this is the one that I felt the least love for. It is still an excellent offering but I just found the other two more interesting but they are all very good source material. Even though it was written under the second edition I think this is something that can be used by fans of previous or later editions of the game.
Published: 1999
Pages: 96
From the back cover:
"Bastion of Faith presents a complete temple of priests and affiliates (holy warriors, devout rogues, and pious wizards) that can be placed into any campaign or adventure. Bastion of Faith follows the format of the popular Den of Thieves and College of Wizardry sourcebooks. This 96 page book contains:
A complete roster of the priests and affiliates of the temple called the Bastion of Faith, including detailed descriptions for the temples upper hierarchy.
Rules for incorporating nonpriest characters into the temple as affiliates.
Maps of the temple, its public spaces ... and the tainted catacombs beneath it.
New priest spells and new blessed magical items.
Four mini-adventures for priest or nonpriest characters.
The full story behind the Bastion's 'Secret Doctrine' and the consequences for the temple should the truth ever get out."
Saturday, April 7, 2012
Arcana Evolved - Ruins of Intrigue
I have written about Dragon Magazine #54 before. This may very well be one of if not my absolute favorite issue. I wrote previously that I have referred to it innumerable times in the past. One of the reasons is the article on city ruins. I am not sure why the idea of city ruins fascinate me so much. It might be from the first look at the Statue of Liberty covered in sand that sparked it and then it was fueled to its height by the cover of the original Gamma World box and the remains of DC in Logan's Run. I have designed a few ruined cities but have never been fully satisfied with what I designed.
I am afraid that this book though promising did not live up to what I had hoped it would be. Please don't take that as me saying the product is not a good product but it is still not what I want in a ruined fantasy city. I may have to some day take a great fantasy city and destroy it into ruins. If anyone knows of any good products with ruined cities I would love to hear about it.
Ruins of Intrigue is more of a framework that a pen to paper layout of a ruined city. It is a campaign or adventure setting more than an adventure proper. For what it is it is an excellent product and the premise answers one of my dilemmas concerning city ruins. It is hard to have a large city in ruins anywhere near civilization and if it is not near civilization how to get the players close enough without seeming contrived. What better than a city that was hidden in plan sight for centuries.
The book is well done and is missing the watermarked pages that in some cases make newer products hard to read test wise. As I have aged I would like to see a larger font used in some books and this could use a slightly larger one. The book is also a little text heavy and it might benefit from some more images breaking the text up though a larger font could reduce the need for that. The material more than makes up for the concerns over the formatting though. This book may not be for everyone and it is very much campaign specific so using it outside Arcana Evolved might pose a serious level of work but for ideas it is well worth it.
Published: 2005
Pages: 94
From the back:
"The ruins of Serathis loom high in the mountains. Only recently discovered, this ancient city draws many to its shattered streets in search of treasure and adventure. Giants and dragons square off on opposite sides of the ruins, each seeking to hold the city and its wealth. The winds of war howl in the distance. Vast wealth and terrible monsters await!
Ruins of Intrigue is an innovative approach to adventure creation. It provides a detailed, modular overview of Serathis. Major NPCs and locations have sets of optional secrets and variants, making every campaign different. A rich array of ideas, plots, and vying factions gives you varied ideas for creating adventures. Just pick a hook, choose a goal, select an obstacle, and you're ready to go. Suitable for Arcana Evolved characters of all levels."
Publisher Blurb:
Adventure and Intrigue in the World of the Diamond Throne!
The ruins of Serathis loom high in the mountains. Only recently uncovered, this ancient city draws hundreds to its shattered streets in search of treasure and adventure. Giants and dragons square off from opposite sides of the ruins. The winds of war howl in the distance. Vast wealth and terrible monsters await!
Ruins of Intrigue provides the foundation for an entire campaign using the Monte Cook's Arcana Evolved variant player's handbook. It presents Serathis, a ruined city located between territories claimed by the giants and dragons. Both factions seek to hold the city and its treasure, setting the stage for conflict. The book's adventure source material will take your characters to 10th level and beyond.
Ruins of Intrigue also contains new monsters, secret societies, organizations, and other material that reflects the city's ancient secrets. And its modular design allows all player levels and character affiliations to use this campaign-in-one-book.
This comprehensive look at an exciting new realm of adventure gives DMs the chance to start and run a campaign with ease and offers an characters the opportunity to play an important role in the Lands of the Diamond Throne.
Labels:
3e,
Accessory,
Arcana Unearthed,
D20,
Diamond Throne,
OGL,
Setting
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