Showing posts with label WotC. Show all posts
Showing posts with label WotC. Show all posts

Monday, July 27, 2009

Divine Power (WotC)

Just as with Arcane Power; Divine Power serves as vehicule for the return of several old friends, including Divine Favor, Armor of Faith, Dismissal, Air Walk, Cure Critical Wounds, Heal, Mass Cure Serious Wounds, Righteous Might and Bless Weapon - All as dailies, of course, and quite powerful.

The Avenger, the paladin and the invoker all three get a new build (or two). They all look pretty solid in general (quite a few "fixes" for the paladin), but they also look about as exciting as Mlle Rousseau, my French teacher when I was a kid. Nothing wrong with them, and I might even play the invoker, but nothing that makes me stand up and scream odd things out loud in my native language.

No, the real gems are hidden within the cleric-chapter and within the fluff. The cleric gets a new build as well, and this one is a winner. Well, actually the build in itself is fairly irrelevant, but the powers made to support the build (which can be taken by any cleric) will please the lot that have been bitching about the fact that just about every cleric spell (power) is a damage spell. At every level you have 1 or 2 (mostly 2) options of powers that do not deal any damage. Instead they provide bonuses to your allies and inflict status effects. This is a relative new way of balancing things, and of course they made a gaffe or two. Iron to Glass, I am looking at you! But overall, it looks awesome. I can't wait to play with one of those.

The other gem is as mentioned previously the sidebars. There are quite a few (around 25) sidebars in Divine Power, and most of them holds a lot of divine fluff for the implied PoL setting. Now they just need to collect all the fluff in a centralized place, and I will be a happy campaer.

The biggest (and only real) disappointment in Divine Power was the way they had chosen to handle spheres. Feats, feats and more feats. This could definitely have been done in a cooler way but it is not all bad. There is room for some fixing - at least I think so.
Rating:* * * * *

Buy Divine Power: A 4th Edition D&D Supplement

Eberron Campaign Guide (WotC)

Let me just come out and say it right away: The ECG is the new yardstick by which every future 4e campaign setting will be measured.

Comparing it to the FRCG, It is far superior. It has way better maps, better organization, better art and better writing, and last but not least, it paints a much clearer picture of the setting. Now, do not get me wrong. It is still a campaign book that sets the tone, that provides the framework for the campaign, it is not a book that tells you what zombies Lady Vol prefers, or what High Cardinal Krozen eats for breakfast.

It does however provide the DM with some awesome tools and pointers to really make Eberron feel like Eberron. In fact, there is 11 pages of it, at the beginning of the book, where the authors go over the campaign themes (last war, draconic prophecy, dragonmarked, urban intrigue & dungeon delving) of Eberron and how to implement them in the campaign.

All this before they dive into the setting and start describing the different parts, from the national threats to the gods and passing by the countries and the 13 houses. I won't go into any details regarding the content, except to say that it definitely looks (for a non-expert such as myself) as if the new fluff of Eberron is very compatible with the older fluff. So if you have a host of old Eberron books, they should convert just fine - most of the time anyway.

As I started out by saying, this will be the new yardstick. Go buy this book, because frankly, it has everything a campaign book ought to have. And I am not even an Eberron fan. Or rather, I wasn't an Eberron fan. I still do not like warforged and shifters, but I would definitely play Eberron now. And I am most certainly going to yoink a bucketload of great ideas for my own campaign. Go buy this book, because even if you do not like Eberron, it is so full of great ideas that it is very hard for me to even imagine how it couldn't bring a lot of inspiration to any DM.
Rating:* * * * * *

Buy Eberron Campaign Guide: A 4th Edition D&D Supplement

Friday, July 24, 2009

Seekers of the Ashen Crown (WotC)

In Seekers of the Ashen Crown, the heroes get caught in a race for the acquisition of an ancient goblin artifact almost by accident. In the race are at least two different factions of goblins, spies of the Emerald Claw (including the obligatory double-agent), an evil necromancer and perhaps many more.

Between the University connection, the weird clues, several puzzles and overall theme, this adventure does come with a bit of Indiana Jones-vibe. Too bad it's more Crystal Skull than Raiders. Not that is a bad adventure, not at all. It seems fairly solid based on my initial read-through. Decent spacing of the combats, a good deal of variation of encounter areas (caverns-> city-> wilderness-> caves-> city-> airship-> dungeon) and encounter level. Most enemies are humanoids, so thank god that humanoids actually play differently in this edition. There are a few gems around in this module (the random encounter with a dragon aboard an airship looks just as cool as it seems to be, and the solo trap seems like it just might work) but overall it never rises above the assembly line work that WotC excel in by now.
Rating:* * * *

Buy Seekers of the Ashen Crown: A 4th Edition D&D Adventure for Eberron

Thursday, June 4, 2009

Kingdom of the Ghouls (Wizards of the Coast)


With the last instalment (E1 -Death's Reach) one of my complaints was that it didn't feel epic enough. Either the guys at WotC thought the same, or they read my little reviews (okay, I need to learn to keep that ego in check). Either way, they have totally redeemed themselves with KotG. Sure, at it's heart, it's still just another classic "Sorry, your princess is in another castle"-adventure, much like Thunderspire Labyrinth, but Kingdom of Ghouls is however in a different league than TL. Deal with an ex-exarch of Vecna, check; strike a deal with "Death", check; travel through an undead the size of a mountain, check; battle on the edge of the infinite vortex that is the Abyss (yep, if you fall, you FALL!), check; and last but not least, face of the exarch of Orcus and his pet Balor on top of a sea of ghouls, CHECK! Except for a non-rail-roady story, KotG has it all. Some very cool new monsters with nasty abilities. What looks to be very cool skill challenges (negociating with Vocar, travelling through the White Kingdom, travelling through the undead mountain and negociating the heart of a player with an ancient ghoul), awesome combats -The hydra on the lake of necrotic acid, the ghoul minions re-enacting Hamlet with a demilich(!), the surprise in Sigil where everyone on the market square turns out to be angels sent by Vecna and of course the final spout with Doredain, which as mentioned takes place on a sea of living (okay okay, undead) ghouls. Had the adventure been more sandboxy and had a few more of roleplaying opportunities, it would have been near perfection. But it's still darn good.
Rating:* * * * *


Eberron Player's Guide (Wizards of the Coast)


The EPG does it's job. It provides enough information about the world of Eberron for a player to get a general feel of the setting and enable him to make a character which aligns with the world. How useful the book will largely depend on whether you play in Eberron. Most people who play D&D most likely do not play in Eberron, and neither do nor will I. So just how useful is this book? Well, I guess it's usefulness to non-Eberron players is directly related to the artificer, the PP's and ED's, the new pantheon and the related feats, the 3 new races (2 really, since we already have warforged in eDragon). I must admit that in that regard, the book surprised me. I had only briefly looked at the artificer playtest, as the prior version never caught my interest. But I really like this new artificer. It appears to be a solid and flexible (a great mixture of weapon melee or ranged attacks, magical ranged attacks and summons) class, with lots of potential for roleplaying quirks (lunatic gnome tinkerer anyone?). The Pantheon is really awesome, and it's different from the core and FR pantheons, making it even more interesting. I am not quite sold on the Kalashtar (although it does have some interesting mechanics) and the Warforged (I doubt I ever will though), but the changeling is definitely becoming a permanent fixture in my campaign. Last but not least, the PP's are very flavorful and interesting (God I love the chameleon - was that you Ari?), especially those tied to Eberron. But it should be fairly easy to file of the serial numbers and use them in your own campaign. Overall, and even though I really like the swordmage and FR, I think that I will get more mileage out of the EPG than I have gotten out of the FRPG and it is thus a book that I am not afraid to recommend to any DM, whether he plays Eberron or not.
Rating:* * * * *


Monday, May 4, 2009

Monster Manual 2


Arguably one of the most anticipated books of 2009 (for DM's anyway), MM2 has arrived in style and does not disappoint. In fact, it delivers in buckets. First of all, WotC "completes" the 4e monster list by bringing us all (or at least most of) the classic monsters who were lacking in the MM1. The barghest, Behir, good dragons, golems, cockatrice, couatl, djinns, firebolg, frost giants, nasty hydras (cause the ones in the original MM sucked), maruts., neogis, phasespider, remorhaz, rust monster, stone giants, will o wisp, duergar and the xorn. A few have been published in various adventures, but honestly, those classic monsters belong in a MM and I am happy they were included. Second of all, we get some nifty new guidelines for our combats. Solo monsters now definitely only get *4 hit points and 8 hit points per level, no matter which role it has. Some of the solos published between MM1 and MM2 left us wondering about the hit points per level. We also see solos (especially dragons) have had their damage upped considerably. At the other end of the power scales, minions have also received a boost, dealing more damage and many of them now create an effect when killed. That's just awesome. Third of all, the monsters in MM2 have a lot of new cool abilities. From the feeding powers of the barghest, to the 3 standard actions of the Behir (great way to handle solos if you ask me. You keep the damage per round high while toning down the spikes), passing by the Maw of Acamar who is just made of pure win, to the minion-spawning pod demon, going past the Couatl's radiance which allows it to pass through allies and foes, healing the former and damaging the later, to the bebilith's destruction of armor (-1 culmultative AC for the encounter, on each hit), to the neldrazu's teleport-hit-teleport-with-enemy power of abduction to the djinn's ability to get AP's when critted, to the total-sum hit point system of the ghost legionnaires and finally ending with the eldritch giant's consume magic. Those and many others should provide great moments at your table as well as great inspiration for creating your own monster powers. Nothing is ever perfect (Ankheg has the wrong hit points; there is a reference to a power that doesn't exist; the use of skill checks to tackle aura effects; a few too many pages devoted to monster versions of PHB1/PHB2 races) but honestly, those are very small issues. I love 4e and I love cool monsters, but any 4e DM would be better off buying this book. Heck, the awesomeness of Demogorgon should be enough.
Rating:* * * * * *


Saturday, April 4, 2009

Death's Reach (Wizards of the Coast)


In the latest installment of the H-P-E-series, The heroes are headed to the Shadowfell to pay a visit to the Raven Queen, but when they arrive near her abode, they find it overrun by Orcus' minions. After liberating the place, they heroes meet up with RQ herself and are pointed towards Death's Reach, an ancient place in the Shadowfell, where gods can not go, where a horror from ancient times, the primordial Timesus is kept captive; Someone has penetrated Death Reach and is trying to unleash Timesus and his armies on the world. Yeah, guess who? I like that they tied the hooks to the adventure in with the epic destinies form the PHB - although the deadly trickster hook is mindblowingly silly - "Hey there Neighbour! I just heard that some guys are planning to attack the Raven Queen and I thought you could make something of that information" Another thing that annoys me to no end, is the seemingly random monsters that have been used to populate the dungeon in the adventure. I mean, we are deep in the Shadowfell, a place that has been locked up by the gods and the key thrown away. What are aboleths, githyanki, chuuls, rakshasas doing there? Sure, it's somewhat explained, but still. DR definitely feels epic. I mean, 2 liches and 1 dracolich in the same adventure, and none of them are even remotely near being the BBEG? This epic tier stuff might need some getting used to. That's not to say that it's a bad adventure. There is some very interesting opportunities for a lot of roleplaying and several pages dedicated to those encounters (also a lot of information to be gathered). First and foremost with the Raven Queen, and also with the angel who is not all what she claims to be. There is a couple of interesting skill challenges, and some very cool encounters (The one with a room and 4 traps and a SC to solve a riddle could be a classic I think) - and not to forget, probably the coolest monster designed for D&D yet - The Worm of Ages. Overall though, it's going to need a hand to satisfy my players and their DM.
Rating:* * *


Arcane Power (Wizards of the Coast)


Yeah baby, Grease and Glitterdust are back! When WotC remade D&D and published 4e, there were howls of outrage and nerdrage galore about the "new" wizard. He was no longer a god! I was one of those who really liked the new wizard, but still felt he could have been done better. More control, less damage would have been preferable. And some more varied magic. And now he is (finally) complete. Not only are some of the old-school spells brought back to life (although in more balanced versions) but he can finally summon and cast illusions (yeah yeah, I know about the Dragon Magazine article). The completeness is furthered by the inclusion of several interesting feats (I especially dig those that let a wizard improve his chosen implement), some cool paragon paths (I really want to play a summoner now) and some new builds. A very few things stand out as very unbalanced, most notably the new tome implement (Tome of Readiness + Improved Tome of Readiness) which allows a wizard to cast Sleep every combat. Might be really annoying with Second Implement (Orb). In general, I would say that this book is worth buying alone for the goodies for the wizard. This however does not mean that the rest of the book is bad. No sir.! While it seems that the Swordmage gets the short(est) end of the stick, the rest of the classes in AP (Warlock, Sorcerer, Bard) all get some great things. Aside from a plethora of cool powers and feats, an honorable mention goes to the new bard build (Prescient Bard, a ranged bard), the cosmic sorcerer (a good example of the increased complexity and flexibility of 4e classes) and the new warlock vestige pact (welcome back to the binder, just in a non-broken, non-silly form). Overall a great book that already is very popular with my arcane casters.
Rating:* * * * *

Wednesday, March 4, 2009

Assault on Nightwyrm Fortress (WotC)


AoNF is the last adventure in the P-series, stretching from level 17-20. Naturally, I expected that the Paragon-feel would be even more present in the third installment. The idea is very promising. Urishtar, a crafty shadow dragon, has found an ancient fortress in the Shadowfell, filled with ancient knowledge about the passage of the dead from the mortal world: knowledge that enables her to divert life energy from its proper fate – or in simpler terms, she is stealing souls from right under the nose of the Raven Queen. Sounds like an awesome concept with great potential. Unfortunately, the potential is squandered and the adventure is just another railroad from A to Z with a bunch of monsters in between to defeat. The players start out by being hired when it becomes clear that something is interfering with how the souls usually pass into the afterlife. Luckily for the players, they bump into a shadar-kai who knows the way into the Shadowfell, through a series of caverns nearby. They go through the caverns, access the tomb, defeat its guardians and go through the portal to the Shadowfell, which happens to be within a few hundred feet of the ancient fortress recently discovered by the shadow dragon. From there, they head into the fortress, one chamber at the time, ending with the dragon. Now, I feel it’s important to stress here that the combats are for the most part really good. There is a decent variation in monsters, with some really great combat situations in AoNF (my favorite being a chamber with no floor, so the fight will take place while players jump between small 5’ square islands trying to avoid a drop 60’ down into a very chilly fog) and the encounters are spaced out in a way that gives realistic openings for the players to rest. There are some opportunities for roleplaying that could be fun (negotiating with a Dracolich, striking a deal with two ghost sages and of course the Shadar-Kai that accompanies the players a good bit of the way) and the final battle should be very memorable. For those who played WoW, think Vael! So, in closing, I guess that’s my problem with this module. It’s just too straight-forward an adventure for my taste, at least at that level. But it has too many first-rate ideas to ignore.
Rating:* * * *

Players Handbook 2 (Wizards of the Coast)


Mike Mearls called the PHB2 his best work to date, and since that comment did draw its share of flames from skeptics and the like, I feel that I need to say this: The man was right. There is no longer any getting around that. It was not empty marketing or hollow words without backup. While you shouldn’t exactly expect high literary prose (the writing gets a tad corny at times but that will have little influence on my verdict) this doesn’t matter. PHB2 is a rules book with a focus on classes. I want rules and classes that work before anything else. And Mearls, Wyatt and Crawford have pulled off what I thought would be impossible. They have managed to create 8 new classes or rather, 4 remakes (bard, druid, barbarian and sorcerer) and 4 totally new ones (shaman, invoker, avenger and warden) that are fairly balanced and at the same time look incredibly interesting to play (I <3 the druid already, after playing him for some levels, and the barbarian is also a lot of fun too, although it is probably the closest thing to a powercreep in there). Regarding this powercreep that normally is so common in everything that follows the original core, it really seems that WotC have managed to make classes about equal in power to the eight original ones. No mean feat considering just how hard it seems to be to create balanced, interesting classes with varied powers. I for one am really glad they decided to wait with some of these classes, until their grasp of the system had improved. It was definitely worth the wait. Sure, we all know that the CO-boards will find new ways to break the game, but in any game with many options, that will always be possible. What I mean when I say balanced and equal, is that on their own the classes look and feel right. The PHB2 also has 5 new races (gnome, deva, goliath, shifter and half-orc). Crunch-wise they are fine, and some, like the deva also hold some interesting aspects that should translate into some fun roleplaying. Personally, I am not sure I will use them all in my campaigns, as I was never a huge fan of goliaths and shifters. But to each his own, I am pretty sure there are plenty of people out there who wanted these races, just as some people actually play gnomes ;). All in all, this is simply a book that you have to have. Not only does it double the amount of classes at your disposal, but it gives some sweet options for the classes and races in the first PHB1. I know I have given other books this rating, but the problem with a rating system is that at one point, something better, something more necessary always comes along, and how do you reward that, rating-wise? In short, “If you haven’t bought it yet, you are a fool™”.
Rating:* * * * * *

Dungeon Delve (Wizards of the Coast)


DD was (when announced) the only WotC 4e book not to make it on my to-buy list. I thought the concept was dumb. But, half-starved from a lack of decent 4e releases lately (it’s been a least a week since Mists was released) I drove and picked it up as soon as it got to my FLGS. And as it turns out, I was pleasantly surprised. Each delve (there are 30, one for each level) is started by a ½ page of introductory fluff, a small map and tips for expanding the delve into a full-blown adventure. You are then presented with 3 increasingly harder encounters (for each level, so 90 encounters in total), tied together in the small dungeon (a few seem way too small for the numbers and size of monsters) which is buildable with the Dungeon Tiles sold by WotC (for each delve it is stated which tile sets are needed). At the beginning of the book, there is also some guidelines on reskinning the monsters and tweaking the dungeon delves. You get 42 brand new monsters and 7 "fairly new" monsters (reprinted from Open Grave, Draconomicon and Manual of the Planes), although a few are just leveled versions of monsters we have seen before. Anyway, as I read the book, it struck me that it’s good helper for those times in campaigns where you need the players to get a bit more xp before starting on something else – sort of like an expanded version of a book of random encounters. It’s a book of random dungeons! It’s hardly going to revolutionize the industry, but overall, it’s a useful book that a lot of DM’s ought to at least consider.
Rating:* * * *

Sunday, January 4, 2009

Open Grave: Secrets of the Undead (Wizards of the Coast)


Open Grave is not just a book about undead, no, it’s the undead equivalent of the Draconomicon. It’s a DM’s book. From start to finish of its 223 pages, this book is stuffed with ideas and hooks for your campaigns involving the almost-but-not-quite-dead. It contains 3 different campaign arcs, each broken up for the various tiers (I love the Vampire Kingdom idea - it doesn’t get much darker than that), 9 different lairs each with several encounters (The mausoleum of Ssra-Tauroch looks like an awesome encounter to build an adventure over, with a nasty level 17 solo yuan-ti mummy at the end), 11 templates , 7 famous undead (OMG, Vecna has an aura that deals 50 necrotic damage – this will really suck if you aren’t properly prepared), 8 artifacts, 7 rituals (quite a few must haves for when you explore ancient crypts) and monsters. In fact, there are more than 160 monsters in there (the Death Tyrant looks nasty, but it’s really only one of many that I can’t wait to use), most of which look fairly balanced, although there are definitely some (the Rotvine Defiler) where you wonder if it was just meant to be extremely nasty (minor close burst 5, grabbed, ongoing 15 necrotic and lose 1 healing surge per round until you escape grab) or if you are missing something. Either way, while I love dragons much more than I love undeads, I must admit that undeads do tend to show up a lot more often than dragons. With this in mind, it’s definitely a must-have for me.
Rating:* * * * * *

Thursday, December 4, 2008

Demon Queen's Enclave (Wizards of the Coast)


The heroes find themselves (depending on which hook you use) heading to a drow settlement in the Underdark in order to stop a greater evil brewing. An rebellious drow has been lured to the dark side (as if Lolth doesn’t qualify as the dark side already) by Orcus. The drow, now a vampire, has taken over a domain in the Shadowfell which used to be ruled by an exarch of Orcus. From there, it has launched an attack on the drow settlement, breaching it defences.
So when the players arrive, they find a town-battlefield, infested by undead and demons. And drows, of course. The goal might be to stop the nefarious plans of the Orcus worshipping vampire-drow, but how do you do that. Do you ally with the lone drow necromancer, with the failed drow commander that thinks of himself as dead man walking, or do you see out the matron mother in the temple of Lolth, and strike a deal with the most unholy of all. Or maybe you just plow through everything. That would of course be a pity. Once an alliance has formed, how do you proceed to enter the realm of Orcus? There is also a personification of the plane that has its own agenda, and an artefact that doesn’t quite want what everyone assumes it wants.
The adventure is choking full of interesting encounters, awesome settings, meaningful choices, cool application of skill challenges and interesting NPC’s.

DQE (P2) is by miles the best adventure WotC has ever produced. In fact, I will go so far as to say that it is probably one of the best adventures made for D&D in many years. Buy now!
Rating:* * * * * *

Manual of the Planes (Wizards of the Coast)


The 4e MoP follows the trend started with the 4e FRCG. WotC provides the structure, with enough info to set the correct tone, and leave enough room for the DM to stretch his creative muscles and make it his own. If you are the type that needs to have books with answers for every single question, then this probably isn’t the book for you. If you on the other hand want a framework on which to base your own stuff, to help those C-juices get flowing, then the 4e MoP is an invaluable tool. I am not going to give it six stars, mostly because you can get by without, if you have a lot of material from prior editions. But it’s a damn good investment, if you ask me.
Rating:* * * * *

Tuesday, November 4, 2008

Draconomicon I: Chromatic Dragons (Wizards of the Coast)


The 4e version of the Draconomicon is here. As opposed to the 3.5 version, it is only about the chromatic dragons. Now, this may not please everyone, just as the omission of the metallic dragons in the Monster’s Manual did not please everyone. Want to know everything about the psychology and physiology of the chromatic dragons? Want help on integrating dragons into your campaigns? Want dragon traps? Want dragon rituals? Want page after page of dragon lairs and a large variety of dragons? The Draconomicon is however full of all sorts of all the goodies you will need for running evil dragons. I can’t wait for Draconomicon: Metallic Dragons.
Rating:* * * * *

Martial Power (Wizards of the Coast)



Expectations from my side were both high and low at the same time. High because it is the first real splatbook of 4e, low because it is a splatbook. I was not disappointed. I was not let down by what some claims to be a corporation of evil money-grubbing suits without soul. Martial Powers promises more options for my martial powers, and options it delivers in spades. Sure, not all are equal, and there might even be something horribly broken, but from a first quick read-through, Martial Power is just made of win. You get many new powers, many new class features, and quite a few new builds for greater variety. At a glance, I can easily see the beastmaster ranger becoming a favorite. I know I would like to play a ranger now. I can’t give it 6 stars, but since it is all crunch, I do not feel that I can do that without extensive testing. When that is said, this is a must have, if not only to give your players more options with regards to powers and feats.
Rating:* * * * *

Friday, October 3, 2008

King of the Trollhaunt Warrens (Wizards of the Coast)


Following the Pyramid of Shadows, but not really linked in a significant way, WotC finally get their adventure-writing together and brings us one of the best adventures in many years. The premise is simple. A little town is threatened by trolls and their new troll king. The heroes arrive and must find the secret warrens, kill the troll-king only to haste back to town to foil an attack by the troll-king’s “army”. After the attack, they find out the troll-king is not dead, and return to the warren, killing the troll king again, only to have to follow him into the Feywild, where he has now been reborn as the ancient troll-king Vard, first king of Vardar. Good stuff all around. Skill challenges, fights and role-playing opportunities are all there in good amounts, with seeds for much more.
Rating: * * * * *

Wednesday, September 3, 2008

Forgotten Realms Player’s Guide (Wizards of the Coast)


I am one of those people that the idea of breaking campaigns up in a book for the DM and a book for the players is a great idea. The FRPG gives the players all the information they need to create a character in the Realms. You get two new races (Drow and Genasi), a new class (Swordmage), Realm-specific feats, and a host of paragon paths, also specific to the Realms. You also get an overview of all the major areas of the Realms, and the knowledge someone native to those parts should have. Even if you do not run a FR campaign, the book is worth the money. The drow and genasi could appear in any campaign, and the Swordmage is an awesome gish-class, even better when multi-classing into wizard. The paragon paths are easily made more generic to fit any campaign.
Rating: * * * * *

Forgotten Realms Campaign Setting (Wizards of the Coast)


After reading this book was the first time in more than 10 years that I have considered running a campaign in what was one THE campaign of choice for me. The book does a great job at describing the Realms, in a short and to the point way. It gives you an awesome framework for a campaign, with lots and lots of plot hooks, without going so much into detail that you have no room to maneuver. If you are one of those who think a campaign book should tell you everything, down to the price of inns in the different wards of Waterdeep, or the color of Manshoon’s underwear, this is not a book for you.
Rating: * * * *

Sunday, August 3, 2008

Adventurer’s Vault (Wizards of the Coast)



AV should have been the 4th core book. There is no way around this book, and even though it does have it flaws with some items that can cause problems in the game, this is simply a resource that is too good to pass up. It brings new weapons, new armors, mounts, vehicles and alchemy (non-magical rituals) to your table. Not to mention hundreds and hundreds of magical items. And when I say hundreds, I do mean it. The index of magical items is 24 pages long!
Rating: * * * * *