| | You are not authorized to post a reply. |
| | Author | Messages | |
 B Underboss
 1189 Posts




 | | 09/07/2006 9:36 PM |
| Running on Fumes You know when the Check Gauge light comes on in your car, telling you that you're running low on gas? Sometimes it's just because you're on a hill, and the sensor just thinks the fuel's low. And sometimes you're actually about to get the chance to take a hike down the highway to the next Chevron 'cause you really don't have enough juice to make it to the exit. Somewhere in there is an explanation for why this article's a little light (for my taste) on content. But that doesn't preclude the fact that there's a lot of really good stuff hitting shelves this month and in the next couple -- head out to your FLGS and see for yourself. And, if you want an idea of what to look for and what to look forward to, check it out:
On Sale Now: Dungeon Tiles I gave you a heads-up about this hot-off-the-press accessory last month. I don't really have anything more to add to that, but since Dungeon Tiles popped up, seemingly out of nowhere, I thought I'd give it another turn here in the article.
 Just to reiterate what the product's all about, Dungeon Tiles is a nonrandomized pack of sturdy, portable, and easy-to-use terrain that will help Dungeon Masters improve every adventure and maximize the use of their D&D Miniatures. Each double-sided piece is constructed of durable, laminated, game board and features full-color artwork depicting any of a variety of dungeon features and settings. (The flipside of many of the tiles features a plain, 1-inch grid that'll let you build an endless variety of rooms and passages. This first pack contains over three dozen pieces and provides a number of classic settings and features, including a tavern and magic shop, as well as pits, statues, stairs, doors, chasms, and other elements of a classic dungeon delve. The good bit is that you can pick up multiple copies of the pack and expand your dungeon-building options. And as new releases come out, you'll gain access to more dungeon-building materials, new features, other environments, and terrain.
September: Dungeons & Dragons Basic Game D&D is easy to play, but it can be hard to learn. Those big hardcover rulebooks can be kinda daunting (or challenging) for someone interested in playing, especially if they've never touched a twenty-sider before. That's why this redesigned Dungeons & Dragons Basic Game provides everything 2-5 people need to sit down and start playing D&D: dice, character sheets, adventures, maps, rules, and miniatures. Back in June, I gave you the back-of-box text. I passed along the list of contents back in July And last month, you got the low-down on which minis are inside the box (and the various reasons why collectors will be interested in them.) That's about all I've got on this thing, other than to point out that it's a great addition to your shelf (for bringing new players aboard) or as an ideal gift that'll pass along the legacy.
September: Dragon Magic Hitting shelves this month, the hardcover Dragon Magic offers 160 pages of options, guidelines, suggestions, and rules for creating/adapting and adventuring in a world where dragons openly share their secrets and power with the other sentient races. July's article, passed along the back cover copy. Last month, I pulled out a nice chunk of text from the introduction.
This month, I thought I'd give you a look at a swath from Chapter Two, which introduces you to a new base class and seven prestige classes that allow you to create characters that seek to emulate dragons -- these individuals are known as dragon aspirants. Dragon Aspirants Dragons are known to inspire fear and terror wherever they roam, dominating their enemies, subjugating the residents of their domain, and making even the most stalwart adventurers quake at the thought of fighting them. However, dragons sometimes inspire something else: ambition. Certain brave and foolhardy people hold them up as models, aspiring to become more dragonlike, expanding their own philosophies and thoughts to encompass the frightening and amazing world of dragonkind. To a dragon aspirant, a dragon is a role model to be studied and emulated. Some dragon aspirants are friends or allies with dragons already. These lucky few need not go far to find their source of inspiration; they have ready access to the knowledge, wisdom, and practices of dragons. Others are not so fortunate and must embark upon quests to seek an audience with a benevolent dragon. Some dragon aspirants are content to study dragons from afar, learning through history and the firsthand accounts of others. Regardless of how the aspirants come to possess knowledge of dragons, these rare adventurers apply what they learn to their own lives. A dragon aspirant usually has a profession or course of study before adopting a draconic philosophy; wizards, soldiers, thieves, and religious leaders might take an interest in dragons as a means of furthering their own careers. To a dragon aspirant, becoming more dragonlike will help her do what she already does -- only better. - For a soldier, dragons represent the epitome of combat prowess, and so the more ambitious soldier studies to fight like a dragon.
- For a spellcaster, dragons represent the highest known form of intuitive magic, and so the more powerful caster studies to channel magic like a dragon.
- For a cleric or paladin, dragons represent proof that the deities can create beings of magnificent power beyond those of their angelic hosts, and so to model oneself after a dragon is to aspire to be like the greatest of all creations.
- Regardless of a character's role in the world, dragons represent something greater than she could achieve by being merely humanoid. This chapter presents a new standard class, the dragonfire adept, who channels draconic powers in a manner similar to the warlock (from Complete Arcane). Following this are seven new prestige classes for those who aspire to be more like the legendary creatures.
|
September: The Twilight Tomb This is a 160-page adventure set in the Forgotten Realms, designed to challenge a party of four 3rd-level characters. I showed you the back cover copy for this thing back in July. And, it goes on sale this month, so you'll just have to take an adventure hook and find out what it's all about for yourself.
September: Faiths of Eberron If you play in or run a game that uses the Eberron Campaign Setting, you're going to find this 160-page supplement to be invaluable, as well as inspirational. It offers an exhaustive amount of information and detail about all of the established pantheons in Eberron, as well as a number of secret cults and other religious organizations. Dungeon Masters will find campaign-expanding material to help flesh out NPCs, encounters, adventures, and campaigns. Players will sift through the shiny treasure contained within the pile of new prestige classes, feats, spells, and magic items.
I got things started by passing along the back cover copy back in July. Last month, there was a moral imperative to show off Wayne Reynold's stunning interior spread artwork. I followed that with the book's introductory section, which included a chapter-by-chapter overview of the book. And I finished with a snippet from Chapter Six: Other Cults, which provided insight into the warforged faith of The Becoming God. This month, I thought I'd give you a look at a chunk of Chapter Four (and some background that might be useful when looking at one of this month's Blood War minis) -- the lawful evil chapter detailing The Blood of Vol. The Blood of Vol Few religions are as misunderstood as the spiritual path known as the Blood of Vol. Seekers, as followers of the faith call themselves, do not worship a divine entity, nor do they revere their ancestors, as do the elves of Aerenal. Indeed, it would be difficult to classify the Blood of Vol as a religion at all were it not for the fact that its adherents do believe in a divinity -- albeit a most unusual one.
Doctrine If any single religious doctrine unites the Blood of Vol, it is the concept worshipers call the Divinity Within. This notion is embodied in one of the Seekers' most treasured axioms, spoken at the opening of almost every ritual gathering: Look not to the skies, nor to the depths below, nor even to the distant past or future. Seek the divine within, for the blood is the life, and in its call can be heard the promise of eternal life. One has but to listen. This chant illustrates how the faith stands apart from more traditional religions. Seekers believe in no divinity but that which courses through their own veins, and refuse to acknowledge the existence of any "god" on principle alone. To them, followers of the Sovereign Host and the Dark Six are living deluded lives that will ultimately end in despair. Seeker philosophy does not exclude the three great Dragons but views them more as concepts than as literal beings. Worshipers believe in the power of things seen and grasped, and a dragonshard can be held in the hands, power coursing through it. Seekers hold that any "creator" who would devise the plane of Dolurrh as a soul's final reward is worthy only of contempt. Thus, the faith focuses on the pragmatic -- specifically, the life-or-death coin toss that is existence. Seekers believe that traditional faith is a self-indulgent conceit, a means for small minds and even smaller souls to come to terms with the true nature of existence. In a world as unforgiving as Eberron, the only faith that is not misplaced is faith in oneself and one's own capabilities. When priests of Vol meditate on their daily spells, for example, they are praying not to deities or to concepts, but in truth, to themselves. The Divinity Within grants the power to shape reality, not some outside force. History Before moving onto the details of the Divinity Within, it is instructive to learn how the Blood of Vol came to be. Most would be surprised to learn that the roots of the faith stretch back tens of thousands of years to the time of the giants in Xen'drik. It was not until the lost mark -- the Mark of Death -- appeared among the elves of House Vol, however, that the Blood of Vol as we know it was born. In a misguided attempt to put an end to the conflict that had ravaged both elves and dragons, the matriarch of House Vol mixed the blood of the two races, resulting in the birth of a baby girl who embodied both. The matriarch, a powerful necromancer named Minara d'Vol, named her daughter Erandis after her grandmother. Unknown even to the rest of House Vol, Minara fell deeply in love with the girl's father, a mighty green dragon known as the Emerald Claw (his true name is believed known only to Vol), over the course of her pregnancy. Erandis was raised in secret while both House Vol and the Emerald Claw tried to secure a peaceful end to the conflict. How word of the half-dragon's existence got out is still a mystery to this day. Some claim the baby girl was betrayed by one of the elves of House Vol, but none can explain who did so or why. The prevailing belief is that the girl's own father, desperate for an end to the intermittent but devastating conflicts between the elves and dragons, announced the news of the successful union between elf and dragon. Whatever the cause, revelation of Erandis's existence did indeed unify of the two races (and ironically, brought an end to the periodic conflicts) but not in the House Vol as they had hoped. Mutual outrage brought elves and dragons together, and they immediately began a campaign to obliterate all traces of both half-dragons and House Vol from the face of Eberron. According to legend, the Emerald Claw vanished not long after the purge began. Some say he was killed defending the race of half-dragons (of which his daughter was now the most famous example). Others claim he withdrew from the world in shame over what his hubris had wrought. Twenty-six hundred years ago, House Vol was brought low, and the Mark of Death was lost in the process. Rather than see her daughter destroyed, Minara used her powers over life and death to transform Erandis into a lich. She had just enough energy left to send her daughter to safety before a powerful red dragon named Avothirax arrived at the head of a thousand elf warriors. [Note: You can see the rest of this chapter when we post our monthly excerpts.] |
| *****************************************************************
September: d20 Dark*Matter As if aliens or government agents in black helicopters swept in and confiscated all documentation and evidence, I still don't have anything to show you for this book. So, I'll just point out, once more, that this is a d20-ified update of the original Dark*Matter Campaign Setting that will now take the form of a 160-page softcover supplement for thed20 Modern Roleplaying Game, And, if you're curious about the back cover copy, you'll find it tucked away at the very bottom of July's article. Unless it's been disappeared.
October: Special Edition Monster Manual Right. If you've been paying attention around this time of year the past couple of years, you're probably familiar with the Special Edition Player's Handbook and Special Edition Dungeon Master's Guide. So, at last, you'll be able to complete your collection of 320-page core rulebooks bound in embossed, black leather, complete with gilt-edged pages, a red marker ribbon, and errata.
October: Dungeons & Dragons Limited-Edition Chess Set It's a chess set. Bahamut and good dragons are on one side of the board; Tiamat and the evil dragons are on the other. Last month, I gave you a run-down of the various and sundry features and details, including a mention of the special optional rules that put a particularly D&D-esque spin on your game.
October: Complete Mage This'll be short: I couldn't find anything to show you from this 224-page hardcover, which, I'm led to believe, offers a wizard's tower's worth of new rules, options, and material for those of you interested in magic of the arcane variety. If that doesn't grab you, take a look at the back cover copy, which I grabbed for you last month.
October: Expedition to Castle Ravenloft Based on one of the most popular and (in)famous adventure modules of all time, this 224-page hardcover adventure updates and expands upon the classic horror adventure that made Count Strahd von Zarovich the household name he is. Seeing as this is an adventure, and I'm not inclined to pass along any chunk from its interior, we're all set and ready to include the link to last month's article, which contained back cover text and then move on. Okay, wait -- spoiler space -- there might be a vampire.
November: Cityscape This is 160 pages full of rules, options, guidelines, and materials that DMs and players can make use of when creating campaigns and characters that delve into the urban areas of their worlds. I don't have much more than that, but, thankfully, I can at least pass along the text from the back of the book.
As Deadly as Any Dungeon There's more to adventuring than crawling around in dungeons. The city holds many avenues of peril and intrigue. It teems with adventure and offers unsurpassed opportunities and challenges. Dark alleys, busy guildhalls, rowdy taverns, fetid sewers, and palatial manors hold secrets to be discovered and mysteries to be explored. This supplement for the Dungeons & Dragons game reveals the city in all its grandeur and grimness. It makes the "urban dungeon" feel alive with politics and power, especially through influential guilds. This tome also describes new feats, spells, urban terrain, hazards, and monsters guaranteed to make the party's next visit to the city a vibrant and exhilarating event. |
November: Scourge of the Howling Horde This'll be easy -- it's an adventure. You'll find 32 pages in this adventure book, and it's designed to help a beginning Dungeon Master really get the hang of running a challenging adventure. I recall flipping through an early version of this, and I remember being impressed with how cleverly done it was -- start dicing to see who gets to take the first turn behind the DM screen. Here's the back cover text:
Take Your First Steps On the Road to Adventure Goblins set upon the quiet town of Barrow's Edge, and the community cries out for heroes to save them. What has turned the secretive and reclusive goblins into bloodthirsty raiders? Who is the mysterious new leader of the tribe? The truth lies deep within the Howling Caves. . . . Scourge of the Howling Horde is a stand-alone adventure designed for a group of 1st-level characters. Perfect for new players or seasoned players, it features an easy-to-use encounter format and includes useful DM advice for beginning and experienced Dungeon Masters. |
November: Dragonmarked If you've dabbled around using the Eberron Campaign Setting, you may have heard of the dragonmarked houses, and the members of those powerful entities. And, if you've ever wanted an in-depth look at either or both of those, you're in luck. With 160 pages at its disposal, Dragonmarked delves into the thirteen dragonmarked houses and the power of the marks borne by their members with material that includes roleplaying hooks, feats, prestige classes, and spells. And, here's the back cover copy:
The Mark of Dragons -- a Sign of Destiny You belong to one of the great dynastic houses of commerce, and you bear an arcane symbol of your house's power on your skin. This dragonmark makes you special. It grants you access to arcane powers. Whether it's a gift of the great dragon Eberron or a sign of the draconic Prophecy, no one knows. However, one thing is certain: Those who possess dragonmarks have a destiny, the exact nature of which has yet to be revealed. . . . This supplement explores each of the thirteen dragonmarked houses in detail and presents advice for playing dragonmarked characters within a house or house guild. In addition, the book introduces exciting new options for dragonmarked characters, including prestige classes, feats, and spells. Finally, it discusses aberrant dragonmarks and their role in the campaign. |
There it is. | | Do not go gentle into that good night, Old age should burn and rave at close of day; Rage, rage against the dying of the light.--Dylan Thomas
| |
| maijstral Underboss
 2105 Posts



 | | 09/08/2006 8:37 AM |
| some good stuff and some not so good stuff.
I would like to see the dragonmarked but the faiths of Eberron.....eh. One of the things I like about Eberron was the deemphasis of the dietys and giving more emphasis to the churches themselves. You couldn't even be 100% sure the gods exsisted it was a matter of faith. I hope the book continues this and doesn't stat out the gods or even present them to us.
The complete mage, once again I'm torn about this one. I am a huge fan of the arcane classes,and psions, but will this book just be a rehashing of the complete arcane or is there enough new,and usefull,stuff for a second book.
Dragonmagic, as a DM i'm dreading this book simply because i have two players that buy every book and want new characters based on what ever the latest book offers, one of them has already asked me if he can use this book and its not even out yet . Really though I don't have anything against the book in fact I am looking forward to it since i am running the RHoD and want to continue the dragon theme a bit even after the module has run its course.
The thing I am most looking forward to is the Expedition to Castle Ravenloft. Ravenloft was one of the best and most fun adventures I ever played, and i had just as much fun running it as a DM years later. If the newest version is even half as good it will be fantastic. | | | |
| Count Dooku Commander
 4636 Posts



 New York
 | | 09/08/2006 9:31 AM |
| Im thrilled about the Faiths of Eberron book. I think it will stay true to the setting and no stat out gods. i think it will still focus on the faiths and churches themselves.
Dragon Magic and Complete Mage arent doing a thing for me.
Ravenloft is of course the #1 book of 2006 for me. This will be WotC's first (and hopefully not he last) hardcover 3rd edition adventure. | | Champion of the Skulk Vindicated Champion of the Twig Blight | |
| yack Commander
 3134 Posts



 Ottawa, Canada
 | | 09/08/2006 12:39 PM |
| I'm excited just a little on some of theses..the FR adventure is a must for me. Ravenloft module ..never played it but I will pick this up for something different...people rav about the setting there must be something good in it. Scourge of the Howling Horde... its alow level adventure but the timing is good for after RHOD and a couple smaller ones we will be starting fresh again. I could make this work...
| | Champion of the Peryton Vindicated Champion : Pit Fiend, Devourer ATG: Fog Giant DW: Duergar Priest RPG Only!!!! The Drumming Drunkn' DM | |
| gss_000 Commander
 3204 Posts



 Baltimore, MD
 | | 09/08/2006 8:53 PM |
| | Out of all those, I'm most interested in Complete Mage. I thought Complete Arcane was very weak towards sorceror's and wizards since it had to deal with so many other classes as well, so I'd like to see what this does. I'm an FR dork as well so I'll get my hands on Twighlight Tomb at some point but probably not for a bit. | | Completed trades: blackthorne, Drakkengi,Thorgrin, Ironfist Boulderbender x2, ckissee, nasamonkey, Username, Star, Ace13 x3, emontedodger x2, Drconveyor, church, Joeyb, Sir Bozak The Damned, Xeromod, the other guy x2, Qucalion of Celene, Dagaron x2, berus316, qillan_dvra, AshloreDarkShadow
For further info go to My Reference Thread and Trade Interface
Champion of Radiant Sevant | |
|  B Underboss
 1189 Posts




 | | 09/09/2006 11:12 AM |
| I have to admit that the complete mage is the one book I'm waiting for as well. I loved the "Complete" series, and I'd like to see what new ideas the guyus and gals at WOTC have come up with. I expect to see a good amount of recycling from the old "Tome and Blood" supplement, but I've been waiting for some of those PrC's to be reprinted. I just hope that WoTC took the advice of Mr. Miyagi "if do right no can defend". If they do this book righ there is no way I'll be able to stop myself from buying it. Only time will tell thoughÂ
| | Do not go gentle into that good night, Old age should burn and rave at close of day; Rage, rage against the dying of the light.--Dylan Thomas
| |
|  zenthrus Commander
 4647 Posts



 SLC, UT
 | | 09/09/2006 2:08 PM |
| Dungeon Tiles look good and they've been getting great reviews from
those who snagged them at GenCon. Now my only decision is one pack or
two.
The Complete line of books has been quite useful for my gaming group,
so at least one of us (likely me, if not, the alt DM) will pick it up.
I recently acquired Races of the Dragon which has been one of my
favorite source books (very well written, albeit a few rather sketchy
spells/abilities). If the Dragon Magic book is written in a similar
fashion, I'll pick it up.
Twilight Tomb, Expedition to Castle Ravenloft, and Scourge of the
Howling Horde: I'm a sucker for pre-published mods, so I'll be
acquiring all three.
Special Edition MM: The special edition books are available from Amazon
for ~$45, which isn't terrible. They look great and incorporate errata
(which is significantly nice). I end up using the special editions more
often than the standard eds, so this is a definite pickup for me.
D&D Basic Game '06: Already have the previous version. More tiles
(that I don't need) and minis (that I already have) aren't incentive
enough to plunk down the cash for this. Looks good for those who missed
the original Basic Game or who are just starting into the hobby.
The only other thing I'll be taking a look at is Cityscape. I don't use
the Eberron campain setting nor do I use the d20 Modern setting (prefer
Cyberpunk 2020). Cityscape looks interesting, however, I won't decide
to buy until it's in the local stores and I can thumb through it.
| | Knight Warlord a.k.a. Commander (#32) in only 6 months. Where's my pie? Champion of Dwarven Thunderlashers Knight of the Large Dire Chicken Have/Want List Trade References | |
|  Fun Guy from Yuggoth Cthulhufnord Warlord
 10615 Posts



 Umass Amherst Baby!
 | | 09/22/2006 12:17 AM |
| The re-printing of Dark Matter is very welcome. I was considering hunting down the older edition of the game not too long ago. An' hey now there's a D20 version of it.  | | Ash nazg durbatulûk, ash nazg gimbatul, ash nazg thrakatulûk, agh burzum-ishi krimpatul | |
| rocksalt Warrior
 194 Posts




 | | 10/05/2006 7:58 AM |
| Posted By Count Dooku on 09/08/2006 9:31 AM
Ravenloft is of course the #1 book of 2006 for me. This will be WotC's first (and hopefully not he last) hardcover 3rd edition adventure. Same here. Ravenloft is a must buy for me and I'm not even running a campaign right now.
| | | |
| gss_000 Commander
 3204 Posts



 Baltimore, MD
 | | 10/06/2006 7:43 PM |
| | I've never really been impressed with the horror genre. I do hope they do a good job on it, as it was such a classic that it'd be a shame if it fell short. | | Completed trades: blackthorne, Drakkengi,Thorgrin, Ironfist Boulderbender x2, ckissee, nasamonkey, Username, Star, Ace13 x3, emontedodger x2, Drconveyor, church, Joeyb, Sir Bozak The Damned, Xeromod, the other guy x2, Qucalion of Celene, Dagaron x2, berus316, qillan_dvra, AshloreDarkShadow
For further info go to My Reference Thread and Trade Interface
Champion of Radiant Sevant | |
|
| | You are not authorized to post a reply. |
|
| |
ActiveForums 3.7 | You must be signed in to participate in the
games. |