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Forgotten Realms Adventures (2e)
by Brett D. [Verified Purchaser] Date Added: 10/18/2014 07:23:31
Not bad, but this is a weird book as it's most definitely coverage for the 1st edition to 2nd edition conversion for AD&D. The 'Travel Guide' info is limited to one region, so you may want to go elsewhere if you're looking for a general overview of the Forgotten Realms setting.

Rating:
[3 of 5 Stars!]
Forgotten Realms Adventures (2e)
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Van Richten's Monster Hunter's Compendium, Vol 2 (2e)
by Billy L. [Verified Purchaser] Date Added: 10/13/2014 20:14:53
This pdf is a sloppy mess. The scans aren't cropped, the pages are not centered or straightened.
This is an unprofessional attempt to digitally convert a product that deserves better.

Rating:
[2 of 5 Stars!]
Van Richten's Monster Hunter's Compendium, Vol 2 (2e)
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Forgotten Realms Campaign Setting (3e)
by Luca R. [Verified Purchaser] Date Added: 10/03/2014 13:43:02
An easy guide to get information across the chaos of the Forgotten Realms.
I would like it to go more deep with details.

Rating:
[4 of 5 Stars!]
Forgotten Realms Campaign Setting (3e)
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X3 Curse of Xanathon (Basic)
by Jonas M. [Verified Purchaser] Date Added: 08/28/2014 02:50:01
Curse of Xanathon is really bad apple for a published module you are expected to pay for. If these would be someones campaign notes offered for free my tone would be different.. Illogical and railroaded adventure that does not even have anything special, weird or gonzo to redeem it from utter mediocrity. DM really has to shine and take extra effort to make this work, I have been lucky enough to play this module with one and after getting the PDF to satisfy my curiosity my it is my respect for the DM that rose.

Rating:
[2 of 5 Stars!]
X3 Curse of Xanathon (Basic)
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The Forgotten Realms Atlas (2e)
by Jeff G. [Verified Purchaser] Date Added: 08/22/2014 06:26:56
This was once one of my most treasured gaming books. It had a wealth of information and it was easy to 'follow along' with many of the novels released about the wild frontier of D&D that was Forgotten Realms. I had already read the bulk of those novels when I got this tome, and it was easy to go back and see where the events of note happened.

The scan is really clean, almost looks like it was from an original digital source though the era this book is from makes that unlikely.

If the fact that I've rated this poorly for a title that shows so much nostalgia for me is confusing, there is a serious issue with this product that significantly aggravates me.

Because of the way "Two Page" mode works with PDF readers, the publisher and/or producers of this product needed to add an extra page to offset the cover scan. They failed to do this. Thus on every map that was meant to be spread across the spine of the book, are seperated from their proper page siblings. This sounds like a quibble to some, but for those of us with widescreen displays that could easily view two pages at 100% or higher zoom, its really annoying.

The preview only shows the title and first six pages which are all front-matter and one-half of a map. It makes it impossible to see pre-purchase that the maps meant to be facing one another are split apart.


Perhaps the worst part of this mess is that if they had put in a single blank page between the front cover and the beginning of the front-matter, this would not have happened.

Rating:
[2 of 5 Stars!]
The Forgotten Realms Atlas (2e)
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Forgotten Realms Campaign Setting (3e)
by Michael B. [Verified Purchaser] Date Added: 08/19/2014 04:46:16
This is not a review of the source material, but of the quality of the pdf.

The resolution of all the pages is very good. The images look brilliant (like you had the hardcover in hands) and all texts are readable. Not only that, the document is completely searchable, which is a must have for PDFs as I see it.

On the downside there are only thumbnails for the first two chapters in my download. I guess this will change in later releases, but for now that takes away the 5th star of my rating. Another star is subtracted for the lack of links in the document. I don't expect a fully linked document, but links from the Table of Contents to the different chapters of the book would be enough to make this book a lot more useable and thus earn another star.

Overall I'm satisfied with my purchase. To earn a full 5 star rating, some "modern" pdf features are still missing.

Rating:
[3 of 5 Stars!]
Forgotten Realms Campaign Setting (3e)
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Player's Secrets of Binsada (2e)
by Megan R. [Featured Reviewer] Date Added: 08/13/2014 10:16:18
Of all the realms in the Birthright world of Cerilia, Binsada is one of the most fascinating - not least because it is ruled by a female line that goes back centuries. A player representing Binsada in a classic Birthright game will need to play a female character if they wish to be the ruler, although advisors and courtiers can be of either gender as the player chooses. Prospective queens will need courage, determination and a flair for the dramatic to win their realm over.

The work starts with the High Priest's Exhortation, addressed to that would-be queen (but fascinating and useful to anyone wishing to exert influence in Binsada, of course). He has a startling secret to reveal, and also makes it plain that he wants to see the spread of worship of his deity, Leira, even more than he'd like the realm to flourish and grow! Fortunately, he claims that Leira has told him that Binsada and her Queen are destined to rule Cerilia...

Next comes the history of Binsada, grown out of nomads who once ruled a long-lost mighty empire but whose descendants conquered these lands and have held them ever since. The geography of the realm is described next: in the main a flat grassy savannah ideally suited to nomads and their herds. A major feature of Binsada is that whichever way you travel out of the land, you run into monsters. Hydras, harpies, a sphinx... maybe it is safer to stay at home!

The provinces and people are then introduced. Binsada is remarkable in that it has no roads, and only two permanent settlements, one of which is the capital Ber Dairas. Twelve nomad clans range their own territories, camping during the spring and summer months in 'sun camps'.

As for government, in some ways it's an oligarchy, in some ways a theocracy and to many minds it's sheer anarchy! The queen rules as an 'elder of elders' but each clan mostly listens to its own elders; and everyone listens when the priests of Leira speak. Although most citizens belong to the clans, there are also subservient settlers who farm or fish and who are required to pay tribute to whichever clan rules the province in which they live. Each clan, as well as governing their province, has overall charge of some aspect of Binsada's affairs - one handling customs, some providing the army, and so on.

Law is simple and direct, although ancient retributions like from like have now been replaced by monetary penalties. All is judged by clan elders and the aggrived party may choose to accept or reject payment. If accepted, the perpetrator is no long held to be guilty of anything. An oral tradition governs such matters as what price should be paid for what transgression.

There's plenty of detail on the habits and customs of the citizens, especially the nomads. Everything you might want to know - clothing, diversions, festivals, the animals and birds to be found (and the uses to which they can be put). The capital is described, as is a typical sun camp, and other landmarks along with notable nomads are detailed. There is a detailed accounting of the ruler's holdings along with law, guilds, temples, magical sources, income and expenses so that if you choose to play the Queen or one of her close advisors, you know just what you have to deal with. Finally, there is a selection of rumours and plots ongoing within the realm and some strategic advice.

If you are particpating in a classic Birthright game, this provides you with all you need to represent Binsada's interests. And if you are not, this would prove a fascinating country to visit, repleate with masses of activity and intrigue with which to get involved!

Rating:
[5 of 5 Stars!]
Player's Secrets of Binsada (2e)
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D&D Rules Compendium (4e)
by Nicholas A. [Verified Purchaser] Date Added: 08/12/2014 17:29:36
Quick warning: this has no player facing content. That said, if you want a good reference of all of 4e's rule, it's perfect. Came in handy more than once.

Rating:
[5 of 5 Stars!]
D&D Rules Compendium (4e)
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Ravenloft Campaign Setting, Revised, Boxed Set (2e)
by Brett D. [Verified Purchaser] Date Added: 08/12/2014 07:34:45
Nice books, but the conversion to PDF is extremely lacking.

The cards were scanned by placing nine cards at a time on a scanner bed. As such, there's no common alignment. If someone wanted to trim and use these, it'd be a mess. Maybe re-scan and offer these with DTRPG's card POD service I've heard about?

The maps were provided as pages for each 'tile' of the map instead of a single big page for each map. Very hard to navigate. (I thought it was only one map at first, actually.)

The poster art piece is just nonexistent.

Rating:
[2 of 5 Stars!]
Ravenloft Campaign Setting, Revised, Boxed Set (2e)
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Birthright: Book of Priestcraft (2e)
by Megan R. [Featured Reviewer] Date Added: 08/05/2014 12:46:33
Never mind the Birthright setting, if you want to play a Priest character as more than a healing machine who casts spells (never mind that they're divine in origin rather than arcane) and can fight a bit, this is worth a look. If you are playing Birthright, all the better... let your Priest take a full part in the intrigue and manoeuvering that is part and parcel of this unique game.

It starts with a thorough review of the different gods in the pantheon of Cerilia. Your chosen deity need never again be merely a name on your character sheet... you will know all about him or her, understand the organisation of that deity's church and know the festivals and rituals, and if you are playing a priest or a paladin you know what you need to do and what powers you get. So even if you are merely a devout individual rather than one of the 'professionally' religious, the bits about the deity and the church are worth reading!

It's really all quite fascinating. There's enough here to fuel many a religious debate between devotees of different deities, you can learn about different orders and strands of belief even within the faith of a single deity... this really makes the clerical scene come to life, providing a rich backdrop to everyday life. Even the most worldly folk will find the odd festival worth celebrating, or may seek a church in times of need... or just when they want to get wed or have dead to bury.

You may think this is overkill, but it can add real depth and flavour to your game. When you find the ranger sneaking out at dawn to say his prayers or a paladin getting really embarassed because the murder he's investigating has led him to have to quiz the Madam of a brothel... then you know that your game's alternate reality is coming to life in your players' minds. Giving them this level of detail about the deity they casually wrote on their character sheet is a part of it.

The next chapter is Strategies and Tactics, and it is particularly aimed at those players who decide that their Regent character is a priest by trade, although much of what is said can work equally well for the clerical cohorts of a Regent who is a layman. A Priest-Regent has great assets at his command, but is also quite a good target! Any senior clergyman will have cohorts and most wield some temporal power as well as spiritual power - owning lands and commanding allegiances, for example. Diplomacy, the role of faith in peace and in war, even the relationships between faith and state are discussed here. Even a layman Regent is likely to have some religious beliefs, and these can have a significant effect on the support he receives and on which faith is regarded as the 'state religion' in his domains.

And then there's ceremonial as a political tool. Most Regents want some kind of investiture or coronation ritual to mark their assumption of office, and such ceremonies are generally religious in nature. This has special significance if people believe in a sacred bond between a ruler and his domain... one which can be established by spell and ritual.

The final part of the book covers spell lists (and plenty new spells) for priests of the different Cerilian faiths, battle magic, spells for Regents and an array of magical items and relics.

Even a cursory study of history will show you how in the real world religion and politics and statecraft are entwined: with this book you are equipped to generate the same level of involvement and intrigue within the context of a Birthright game... or give you ideas for how to do so even if it's not Birthright that you are playing!

Rating:
[5 of 5 Stars!]
Birthright: Book of Priestcraft (2e)
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N1 Against the Cult of the Reptile God (1e)
by Martin K. [Verified Purchaser] Date Added: 08/04/2014 14:08:29
One of the best modules for AD&D. It's not just a location with a flimsy justification for the players to explore at their leasure, but actually provides a solid background for why the PCs went there in the first place and what they want to accomplish, as well as providing an explaination why there inhabitants live in the place as they do.

Rating:
[4 of 5 Stars!]
N1 Against the Cult of the Reptile God (1e)
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D&D Basic Set - DM's Rulebook (BECMI ed.) (Basic)
by Stephen Y. [Verified Purchaser] Date Added: 07/30/2014 13:17:59
The scan of the DM book is pretty good.
Prints out well.
Quite clear; and cheap at £2.94.

I tried finding the error that was mentioned, but couldn't seem to find it ( I might be reading it wrong).

Wizards: PDFs of the Expert, Companion, master, etc WOULD BE A GOOD IDEA.
You've done a good scan of the basic set; get the others done (or is it too much to ask for?).

Rating:
[4 of 5 Stars!]
D&D Basic Set - DM's Rulebook (BECMI ed.) (Basic)
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D&D Basic Set - Player's Manual (BECMI ed.) (Basic)
by Stephen Y. [Verified Purchaser] Date Added: 07/30/2014 13:01:16
A pretty good scan of the Player's Manual.
And very good at £2.94.

I just wish Wizards would make PDFs of the Expert, Companion, Master, etc.

Rating:
[5 of 5 Stars!]
D&D Basic Set - Player's Manual (BECMI ed.) (Basic)
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D&D Expert Set Rulebook (B/X ed.) (Basic)
by Christina F. [Verified Purchaser] Date Added: 07/16/2014 04:52:02
This is an excellent product, and a great follow on from the basic version. I first picked up the Easy to Master (Black Box) edition of D&D in 1991, and followed that up with the Rules Cyclopedia, but I really like seeing how the rules of the system have evolved over time.

Obviously, this product gets only 4/5, since it is not perfect by any means, especially when compared to today's standard. However, it does give an immense insight in to just how far D&D has come over the past 40 years.

Hopefully, the other rulebooks will also be added here in the future. I am curious to see exactly what the Companion and Master sets added, even though I believe these were released under the BECMI revisions, but I much prefer the single book format of B/X ed. for some reason...

Rating:
[4 of 5 Stars!]
D&D Expert Set Rulebook (B/X ed.) (Basic)
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Dark Sun Campaign Setting (4e)
by Megan R. [Featured Reviewer] Date Added: 07/15/2014 11:25:54
The Introduction jumps right in, explaining what is unique about the Dark Sun setting. Athas is a dying world, where mere survival is a constant battle... and where any sensible person would concentrate on creating a stable sustainable environment, 'heroes' of course prefer to seek glory. The differences between Athas and more conventional fantasy settings is encapsulated in the Eight Characteristics of Athas - it's a desert planet, most people living there are pretty unpleasant selfish types, metal is scarce, arcane magic caused a lot of the current problems and still does damage if you try to use it, long-lived sorcerer-kings rule city-states as the main centres of power, deities seem to have lost interest in the place, the monsters are deadly, and even 'familiar' races are not quite what one would expect. Handy thumb-nail sketch, which makes me wonder if I actually want to visit... well, I do like deserts! There's a note about the original Dark Sun - published in 1991 by TSR using the AD&D 2e ruleset, and saying that while the timeline has been moved on a little from that portrayed in the original books, this version is a complete rewrite and so what you remember from them may not be the case in this D&D 4e setting.

On to Chapter 1: The World of Athas for the full low-down on what to expect. This setting is so different for other ones that you need to study it carefully to be able to play a native... unless your DM has some innovative idea for bringing characters from another setting in to this world, so that it as strange to your character as it is to you. However you got there - native or immigrant - you're going to be a hero, and so the first part of the chapter discusses what manner of heroes are to be found here and how to carve out your own legend. Quite a few ideas are given both here and further on in the book as to how to both embed your character in Athasian society and empower him for greatness. One notable feature of the place is that psionic abilities are an inherent part of the setting, an integral part of what makes Athas what it is, so if you are not comfortable with using psionics in your game, this may not be the setting for you. While a lack of deities and clerical classes is also an integral part of the setting, a few suggestions are given for those who want to be one of the few god-botherers in the entire world - but you will have to resign yourself to the fact that you may never meet another person who believes in gods at all, let alone your own deity!

Next comes a look at the possibilities for adventure on Athas: as you can imagine there are plenty! Whether tomb-raiding or engaging in courtly intrigue, building a trade empire or earn fame and fortune as a pit-fighter appeals, it's likely that a peculiarly Athasian spin can be put on it; this is certainly a setting ripe with opportunity. While a lot of Athasians are motivated by what's in it for them - and even heroes may have an eye on political advancement, their bank balance or on who is the local bard singing about this week - some rise above personal gain and act out of altruism, even if they prefer to try to do things right - ethical merchants, perhaps - rather than go around righting wrongs. The discussion then moves on to Athasian civilisation and the social order as it stands, and then to the history of the world - what little is known by most people anyway, those sorcerer-kings are not too keen on ordinary people learning to read let alone know how (and by whom) the world has been brought to its present state!

Chapter 2: The Races of Athas both runs through the new world-specific races and gives an Athasian spin to existing playable races. The two new races are the mul and the thri-keeen. Mul are incredibly tough humanoids, a result of mixing human and dwarf. Unsurprisingly, they make excellent fighters... although rather too many folk on Athas think that they make excellent slaves. Thri-kreen are insectoid in nature, experts at hunting and survival, often becoming rangers, druids or monks (perhaps the extra pair of limbs gives an advantage when practising the martial arts?). Character backgrounds - based on race, region or something else - are available to help customise each character, each gives an appropriate minor advantage. Then on to the existing races. Dragonborn, despite popular opinion, are not all slavers and sorcerers, although many practise at least one of these trades. Dwarves are still stoic and single-minded, but tend to earn their living as craftsmen, builders or farmers... and rarely manage much in the way of a beard! Eladrin are rare, haughty folk who are very good at psionics but they have abandoned arcane magic completely. Elves are nomadic traders - often rogues - and travelling entertainers. Goliaths or half-giants tend to be barbarians or fighters. Half-elves tend to be rejected by elves and distrusted by humans, making for a lonely life. Halflings are closely linked to nature, seeing themselves not as individuals but merely part of a whole... and are fierce and savage, regarding just about anybody or anything as a potential resource (or lunch). Humans are as ubiquitous as ever. Tieflings are nomadic raiders, or sell their swords to whomsover needs them. Other races may or may not be available at the DM's discretion, but it is possible to play the sole representative on Athas of just about anything with a plausible story of how you got to be there - planar travel is often a good start, or mutation (possibly assisted along by magical experimentation) or perhaps a member of a race that once lived here but died out, leaving a few in stasis... The chapter ends with some racial paragon paths to aim for.

Chapter 3 is titled Character Themes, and its purpose is to introduce a new option for building characters. Your 'theme' is a calling or vocation, a concept that might be met by a variety of routes, different classes or skillsets, something that defines you. It goes beyond race and class, ehancing those basic definitions to explain what drives you as an individual, distinct from everyone else who happens to be of the same race and class. Ten themes are provided for Athasian characters, as well as notes on how the idea works and on the mechanical side, giving additional powers that each theme may use as well as theme-based paragon paths to aspire towards. Athasian minstrels, the first theme presented, are often bards... but they can be rogues or fighters, even warlords or battleminds. They entertain, true, but may also spy or kill, or teach skills other than the lute in their travels. Thus it continues with the other themes. Dune traders can be of virtually any class, whatever it takes to travel the world in a merchant caravan, trading with all comers on behalf of your master or for yourself. Elemental priests venerate the elements and draw on primal power, and this path is common amongst those who seek the ability to heal. You can probably guess what a gladiator does for a living, but any race or class, slave or free, may for some reason enter the arena and fight in front of a crowd. Noble adepts may be of any race or class although of noble birth, but they have chosen to spend their time in the study of psionics. Primal guardians take it upon themselves to defend what remains of nature against further depredation and defilement. Templars are the long arm of the law in the city-states, enforcing the will of the sorcerer-kings, many receiving training in the arcane arts. Members of the Veiled Alliance likewise study matters arcane, but are dedicated to the 'preserving' form rather than the 'defiling' types of magic that caused the present state of Athas. Wasteland nomads seek the freedom of desert life while the final theme, the wilder, hones psionic powers whose origins elude him. Interesting ideas for how to integrate a character cleanly into this particular setting, although I'd have relished some guidance on how to create themes of my own.

Next, Chapter 4: Character Options explores the whole concept of making characters truly Athasian, rather than just any old D&D 4e character that just happens to be adventuring here. It starts off by looking at what makes arcane magic so distinctive, the idea that using it can 'defile' or damage the world by sucking out lifeforce from the caster's surroundings, but that an alternate methodolgy called 'preserving' enables an arcane spellcaster to operate without doing damage, although it takes more effort. Despite defiling having obvious effects, like plants crumbling to ash around your feet, most people regard ALL arcane magic as evil, so arcane spellcasters need to be very careful about letting on what they do for a living, especially as it is actually illegal in most places! Next comes an optional rule for Wild Talents which are minor psionic abilities available to virtually all natives of Athas, the place is so infused with psionic powers that even those who don't actually train in psionic arts have the chance of being able to do the odd trick or two - if the DM allows, all starting native characters may select or roll for a single wild talent. This is followed by a few new builds for existing character classes that are particularly suitable, such as the wild battlemind who uses raw untrained psionic power. Shamans can be animists, while fighters rather unsurprisingly can specialise in arena combat and a warlock may make a pact direct with one of the sorcerer-kings. Each build of course comes with an array of new character powers.

We then take a look at some epic destinies that characters seeking the highest levels of play can aim towards. Many place characters in roles which could lead to a legendary transformation of Athas, healing it of the damage that has been done in the past. The usual collection of new feats also appears. Many of the combat-related ones deal with weapons only found on Athas or with the specialist skills associated with arena fighting. There is also a section on rituals, many of which do not work as expected - or at all - on Athas. The DM is advised to exert control of ritual choices, but some new ones developed here are available for ritual-using characters to select. As can be imagined, in the harsh environment of Athas, good equipment can be crucial to survival so the final part of this chapter looks at useful gear, riding animals and magic items. It also explores the effect of the lack of metal on the weapons and armour available - metal ones are generally ancient heirlooms and beyond the means of all but the most successful adventurers. In the main, however, the use of alternate materials is a matter of flavour rather than a requirement to change the rules relating to use, although optional rules to reflect the increased likelihood of non-metals breaking in use are provided. Still, even if you do find a full set of plate armour, wearing it in the desert sun is not advised! There are some unusual new weapons described and illustrated.

All kitted out, Chapter 5: Atlas of Athas provides a glipse of this arid, harsh yet fascinating place. It begins with a desert primer - there is a lot more to deserts than rolling sand dunes. A whole range of environments of varying degrees of hospitality are covered, all posing a challenge to survival for all but the best-prepared traveller. Next comes the City of Tyr. The place is in turmoil following the fall of its sorcerer-king, plenty of opportunity for adventure here! While there's a lot of detail given, DMs wanting to set campaigns in Tyr might wish to obtain City State of Tyr (TSR, 1993) to supplement it. This is followed by a section on another city, Balic. Despite being ruled by a sorcerer-king, this city practises democracy on a surprising scale... but within certain prescribed limits. Transgress at your peril! Next comes the city of Draj, ruled by a mad sorcerer-king who believes himself to be a deity and requires citizens to worship him. As he is given to demanding blood sacrifice, most people do not dispute his godhood openly. Moving on we reach the Estuary of the Forked Tongue, on the edges of the Sea of Silt. Other places follow thick and fast - more cities, semi-civilised lands and outright wild places - plenty of descriptive text to help you set the scene but a distressing paucity of maps.

Finally, Chapter 6: Running a Dark Sun Game is aimed primarily at the DM. Delightfully, much of the emphasis is on creating the correct atmosphere of the alternate reality of this particular setting - this is a setting in which the exquisitely balanced combat-oriented D&D 4e ruleset is blended and meshed with tools to facilitate role-playing to the full by evoking all the things that make Dark Sun a very special place to visit. To this end, the chapter looks at appropriate campaign themes, a detailed look at travel and survival issues, advice on arena and survival encounter design, and treasures and other rewards suited specifically to Athas. A major theme on Athas, and one particularly suited to the 'characters as heroes' ethos of D&D 4e, is that the world is ruled by evil - both the sorcerer-kings themselves and the all-pervading influence of slavery - and that epic legends can be built around those prepared to dedicate themselves towards eradicating such evils. Likewise, if you take a more ecological view, attempts to repair the damage done to the world by defilers can create memorable campaigns. One interesting idea for those groups who are not interested in the details of surviving in the desert - which can make a whole adventure in itself if you do enjoy that kind of challenge - is the concept of a purchasable 'survival day.' This is a mechanical shorthand to allow characters to acquire what they need for a given number of days without the need for bookkeeping their quantities of food, water, sunscreen and the like. Of course, if for some reason the characters run out of survival days they are going to have to work out how to stay alive...

While most of the encounter types from the ruleset apply, activities in the gladatorial arena feature large in Athas - particularly if any characters are gladiators by choice or perforce. Thus plenty of detail is provided to enable you to create and run memorable arena encounters, pitting characters against other fighters or wild beasts while bringing the whole atmosphere of the spectacle to life. There are also notes about fitting wilderness encounters to the specific environment and some typical Athasian skill challenges that can be used to good effect. Examples given include attempting to join the Veiled Alliance of preseving arcanists and trying to hide from ones enemies inside a city - while these are things better resolved by role-playing rather than skill checks alone, backing up interaction with mechanics makes for an exciting challenge. The chapter ends with an adventure, Sand Raiders, in which 1st-level characters are set the task of finding a missing wagon from a trading caravan that has arrived at its destination a wagon short. Three intense encounters are laid out to introduce characters to the way things work, although you may wish to add some desert travel and survival elements (plenty ideas in earlier parts of this chapter to help you set them up) to round the adventure out a bit.

Overall, this is an impressive introduction to the setting, managing to remain true to the original concepts of Dark Sun while meshing in the D&D 4e ruleset and empowering role-playing as well as combat in a distinctive alternate reality... but it does need more maps!

Rating:
[5 of 5 Stars!]
Dark Sun Campaign Setting (4e)
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