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Starships Book I0III : Orbital Launch
Starships Book I0III : Orbital Launch
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100 High Fantasy Treasures Worth 100 Gold Coins Each
Publisher: Fishwife Games
by Megan R. [Featured Reviewer]
Date Added: 02/02/2013 13:00:43
When creating treasure hoards, or even the contents of someone's bedroom chest, for your characters to loot it can be quite hard work to come up with something interesting. Stacks of coins and the odd gem may satisfy their desire for wealth, but it's not exciting and carries little story potential.

This product should get you going on both points. Interesting stuff, things of reasonably high intrisic value, but also with some air of significance or a story to tell. Roll your percentage dice or read down the list and pick appropriate items for the place where you intend to put them... or use it to spark your own ideas.

Then think of the story potenial. Take item # 29 (she says, rolling her bones). "Very rare brewer's book with 400 recipes for beers, ales, mead, and cider." Now, in one of my games there's a recurring NPC who is a former bandit, now reformed through the good offices of the characters and working as a brewer, a trade at which he shows a surprising talent. If I put this in the next hoard the characters find, they'll have a reason to go visit Sinon to give it to him. The journey - several days across the territory - could prove more adventurous than expected, or they may find something going on when they get there... moreover, it's added a little more realism into the game.

And I still have 99 more items to find a good use for... a neat little supplement to have to hand when laying my plots.

Rating:
[4 of 5 Stars!]
100 High Fantasy Treasures Worth 100 Gold Coins Each
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Consult Appendix Z - No 1: Interstellar Travel Events
Publisher: Arion Games
by Megan R. [Featured Reviewer]
Date Added: 02/02/2013 12:26:36
Like battle plans, scenarios never survive first contact with the enemy... er, sorry, characters... and it's always handy to have something to come up with on the fly to cope with untoward choices. Roll your dice and it soon will be THEM dealing with the untoward events!

Designed as a generic resource for any game system that accommodates interstellar travel, the concept is simple. Just roll three six-sided dice - either serially, or if you have 3 of different colours, all at once. One gives the section, then another a sub-section within it and the last the detail of whatever is going on. It seems more complex to explain than it is to actually do, sorry. Naturally, you can just read through and select something that seems appropriate, or you may prefer to use this as an aid to adventure planning rather than trouble-shooting pesky characters who do not go where you expected!

No assumptions are made about HOW you are travelling between the stars, just that you are doing so, hence there are no jarring references to a specific ruleset. At most you might be 'emerging into normal space' - but those sort of encounters are ones that occur in the outer reaches of a planetary system so it doesn't really matter how you got there. It should be a trivial matter to dress your description appropriately to suit however interstellar travel is conducted in your chosen game.

The actual events are ones that empower you to either make a full adventure out of dealing with whatever is happening or just mention it and carry on with whatever else you want to happen. There are alien encounters, spacial anomalies, system failures on board ship (including something getting soggy... that bugbear of mine, the 'inertial dampener' - why do people think inertia can even get wet?) and some truly weird events.

Never be stumped for something to do in space when your characters are getting restless....

Rating:
[5 of 5 Stars!]
Consult Appendix Z - No 1: Interstellar Travel Events
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Publisher Reply:
Thanks, Megan. Now, you'd think after 20+ years of watching Star Trek I'd know the inertia only needs damping and not a sponge bath. File updated - and feedback always welcome! -- Paul
Wisdom from the Wastelands Issue #24: Weapon Modifications
Publisher: Skirmisher Publishing
by Megan R. [Featured Reviewer]
Date Added: 02/02/2013 11:52:41
This could aptly be described as the 'Gun Bunny' issue of Wisdom from the Wastelands - it's jam-packed with information (both flavour text and good solid game mechanics) for a whole bunch of ammunition types for both firearms and bows, as well as additional rules for range and a few accessories.

For the budding gunsmith, there are numerous modifications that can be made to your weapons. Remember that in the 'post-apocalyptic' genre, the corner gunstore may well not exist any more and if you want to repair or improve your weapons, it will be up to you! Likewise ammunion doesn't always come in bright boxes, you will end up having to hand-load. To make a modification you need to be proficient with the weapon in question, you should have the necessary parts to hand, and you have to make a successful repair roll.

For those who upgrade their sights, there's a neat table which enables modifications to targetting rolls depending on what sights you have - so the effort is made worthwhile.

A little more on handloading, beyond a simple list of ammunition types and their game effects, would have been nice, but otherwise a very useful resource for those who want to take the art of gun and bow combat to greater heights than mere survival.

Rating:
[4 of 5 Stars!]
Wisdom from the Wastelands Issue #24: Weapon Modifications
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Ultimate Warriors Catalogue
Publisher: Arion Games
by Megan R. [Featured Reviewer]
Date Added: 02/02/2013 11:34:59
This is a really useful generic resource for any warrior in need of some retail therapy... and even better if you happen to be the GM for such warriors!

Within the pages of this product, which is written 'in character' as a mail-order catalogue for armour, weapons and, well, just about anything the fighting man or woman might want or need, you will find a wealth of armour, helmets, shields and weapons. Each is illustrated - as if posed on a shop dummy/stand - and accompanied by notes and commentary, even down to its availability for human, elf, dwarf, etc... customers. Even better, there is a fillable space (which saves) to allow a GM to add appropriate prices for his chosen game system and setting. So, instead of the poor GM having to look up everything the characters want to purchase, he can add prices and print it out to pass to the players to make their selections.

It's filled with all manner of realistic comments such as for a suit of Paladin plate armour: "This armour has an integral chain for a holy symbol and side chains for attaching a holy book." Now, what Paladin wouldn't fancy that? Or maybe you want your gear personalised? "A heraldic design can be added to the breastplate for a small extra charge."

The sketches are crisp and clear, and the accompanying descriptions explain precisely what you get for whatever you choose to purchase. There are even specially-designed armours for female warriors - and I don't mean chainmail bikinis but proper armour that you can fight in! A nice touch...

Weapons come in similar generous amounts, illustrated and described (but please, find out how to spell 'vicious' - about the only error I've found!)

As an added bonus, the product rounds out with a listing of the sales staff - excellent instant NPCs to assist your warriors when they set out for their retail therapy! Overall, a delightful work and useful too.

Rating:
[5 of 5 Stars!]
Ultimate Warriors Catalogue
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MDI: UNWELCOME VISITORS (Dungeon Module)
Publisher: Stainless Steel Dragon
by Megan R. [Featured Reviewer]
Date Added: 02/01/2013 05:55:19
Here is another romp through the cellars of the Moon Dragon Inn, this time aimed at novice characters (1st-4th level if you're using a level-based ruleset) who are asked to investigate after another customer mentions to the innkeeper that it looks like the storm cellar door has been broken into. This quite naturally alarms the innkeeper, one Bear Killer, as he's got lots of valuable stuff down there as well as a brewery and his ale supplies!

So it is a nice contained area for new-minted characters to investigate. There are traps a-plenty - Bear Killer has set them to keep folk away from his treasures, and warns anyone going downstairs even on legitimate business that if they see a 'Keep Out' sign it means just that! Assorted low-level monsters have indeed got in and are wandering around, so provided the characters stay in the parts they're supposed to visit, they ought to be able to gain valuable experience dealing with them.

Notes are provided on who has snuck in, with advice on making suitable selections from the monster books of your chosen system. There is also a page of details about Bear Killer's valuables should the characters ignore the 'Keep Out' signs, and the traps they'll risk should they be foolhardy enough to do so.

Happy prowling!

Rating:
[4 of 5 Stars!]
MDI: UNWELCOME VISITORS (Dungeon Module)
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101 Legendary Curses
Publisher: Rite Publishing
by Megan R. [Featured Reviewer]
Date Added: 02/01/2013 05:06:04
Keep your GM far away from this nasty little collection!

Here we have a selection of potent curses, powerful enough that getting rid of one can easily be the focus of a whole adventure if not a major component of your plot arc. The neat thing is that many do not rely on some malevolent person actually cursing you, they are engineered so that they come into effect based on your own actions: breaking a taboo, forsaking a deity you used to worship and the like.

These are something to use sparingly, as the actual effects of the curses are pretty nasty and the need to get rid of them will likely derail anything else the affected character had in mind for the next few months. Each comes with a background legend which explains how the curse came to be as well as the circumstances which will cause it to come into effect. It is possible to save against these curses coming into effect, but you have to be really lucky on your die roll to make the save.

Mechanically, they're a bit like haunts. A specific set of circumstances or actions are required to get shot of them, even - here's the kicker - if you have a remove curse spell to hand! Others can only be remived by actions and/or the right circumstances, no matter what counterspells you throw at them. The fun comes in researching just what you have to do and when to deal with the curse, which may affect an individual or a whole community.

Whilst the backgrounds given are quite precise, it won't be too difficult to change names and situations to suit your own campaign world, or to use these as a model for coming up with your own curses - just make them appropriate to the situation in which you intend to use them.

A neat addition to the arsenal of horrors available to the GM, and one redolent of story flavour.

Rating:
[5 of 5 Stars!]
101 Legendary Curses
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Fantastic Maps - Iconic Island
Publisher: Rite Publishing
by Megan R. [Featured Reviewer]
Date Added: 02/01/2013 04:34:54
If you are into world creation this is a bit of a treat: a beautifully-mapped island all ready for you to decide what's where and what is going on there.

The only features provided are topographical: rivers, mountains, and some indication of vegetation - forests in the main and something that I think is supposed to be marshy land. Oh, and a very bare coastal area with no rivers that is probably desert. It all looks pretty natural and realistic with the rivers rising in appropriate places in the mountains and winding their way down to bits of the coastland the right shape for river mouths.

There are actually FOUR versions provided: a plain map, one with icons, one with icons and hexes and a greyscale version of the icons & hexes one. If you don't care for the pre-positioned icons they are all provided as transparent PNG files which are a doddle to locate where you think they ought to go. As well as assorted township/castle type icons, there are crossed axes (site of an historic battle, perhaps?), a shipwreck and a delightful sea-serpent - which reminds me of the variant of my university site plan I drew, place was built round a lake so I put a sea-serpent much like this one in it... then I was approached by the administration to update the 'official' plan...

There are other icons too: anchor, sword, skull, cave-mouth, and flag. You can decide what they are supposed to represent. Don't forget to do a map legend (key) to show what your icons mean, or to add a scale. A scale of about 6 miles to a hex is suggested, but you may have other ideas. The one thing that's missing is a compass rose, so that you can indicate which way is north, but that's a minor quibble and a suiitable symbol is easy enough to find.

This is really nice, and I'm sure my characters' boots will be tramping over here 'ere long!

Rating:
[5 of 5 Stars!]
Fantastic Maps - Iconic Island
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Treasures of NeoExodus: Raindrop (PFRPG)
Publisher: LPJ Design
by Megan R. [Featured Reviewer]
Date Added: 02/01/2013 03:01:58
Hiding things in plain sight is alway a neat trick... especially if you play the Great Game (spying, that is...). So here is the very epitome of tradecraft, what is more innocuous than a ladies' silk umbrella? Just a gaily-painted fashion accessory, surely.

But no. Within its handle is hidden a fine blace, sword-stick style; while the canopy - due to enchantment - acts as a shield and has the added effect of being able to generate an hypnotic pattern (as in the spell) when twirled.

The main part of the product gives the item's backstory, how in a few short years both Raindrop and its owner became legendary as she snuck into all manner of places she ought not to have been in yet evaded capture until a cunning trap was laid - and even then escaped before being brought to trial. Not to mention that the umbrella vanished from the evidence locker! Nobody knows where either of them are now...

There are brief details of the item's construction and two item cards: one with all the details as supplied in the text and a blank one if you have ideas for a variant (she says, wandering off muttering in Bulgarian!). It's a neat and original item which could prove a diverting focus for a side adventure or even more...

Rating:
[4 of 5 Stars!]
Treasures of NeoExodus: Raindrop (PFRPG)
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Myths of the Far Future Campaign Guide (4E)
Publisher: EN Publishing
by Megan R. [Featured Reviewer]
Date Added: 01/31/2013 03:58:47
Designed as a DM's Guide to a science-fiction setting for D&D4e, especially for those intending to run the upcoming 'adventure path' campaign (which rather confusingly appears to be known both as 'Myths of the Far Future' and 'Santiago'), this opens with a bit of atmospheric fiction - at least I think it is, trouble is small black text on a stridently striped background is very hard to read and I gave up and moved on to the meat of the product.

The first section is a campaign overview, and is very much DM only, with such insights to the overall campaign as key players and synopses of each of the adventures that compose the campaign arc. It gives a clear idea of the campaign as an entirety, and includes trouble-shooting hints for dealing with characters who persist, for example, in being on the wrong planet, as well as ideas for mixing in your own plotlines and other modifications. Perhaps you do not like giving characters the freedom of a ship of their own, and prefer them to rent or book passage when travel is required. There is a sidebar (again on that annoying striped background) about using D&D 4e as a science fiction ruleset including how to modify the terminology of the ruleset to suit a futuristic rather than a fantasy setting.

Section two is a gazetteer of planets, giving comprehensive yet compact details about many worlds. Although the DM ought to have the Myths of the Far Future Player's Guide as well, the notes here give additional information on the planets described therein, often things not readily discernable on a casual visit or from reading the databases. It's a useful and fascinating resource, both for running the campaign and for those who want to run their own adventures in this setting.

Next, section three looks at campaigns in space, beginning with thoughts on travel and a glorious-looking (but too small and unclear for actual use - it would make a lovely poster!) starmap. Resources are provided for those who like to create their own planets to add to the worlds of the previous section, as well as notes on dealing with aliens, currencies and adventures.

On to section four, which contains new game rules honed specifically for a science fiction game with this ruleset. These cover new features for characters, firearms and spaceships. It's to be noted that the intention here is to concentrate on adventures taking place on different worlds in the setting, the actual travel is just something you do to get there.

Finally, the fifth section provides enemies. Lots of them. Most walk on two legs, being anything from bandits to native dwellers on particular worlds to law enforcement officers. Some can be used as player characters and there are notes on playing them to good effect. There are one or two beasties, but if it's beasties you are after, hit the Monster Manuals and other bestiaries!

Overall this is a good introduction to science fiction gaming with the D&D 4e ruleset, and this campaign in particular.

Rating:
[5 of 5 Stars!]
Myths of the Far Future Campaign Guide (4E)
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Crimenet - AoV Teams (M&M3e)
Publisher: Xion Studios
by Megan R. [Featured Reviewer]
Date Added: 01/31/2013 03:10:29
This account of a major criminal organisation opens with an introduction explained how it came to be: a long process during which the author refined his ideas from the original starting question of how do supervillains acquire their minions anyway? From this eventually Crimenet was spawned.

It's built along the lines of a regular corporation with a few key members for whom the operation of the organisation - rather than criminal activity itself - is their main source of income. Their core business is as an agency for supervillains, selling their services to clients, and providing resources and networking opportunities to service the supervillains' needs. They even provide legal advice or loans... after all, the average supervillain's normal interaction with a bank manager is to rob him, not to trundle round for a chat about financing his next venture!

As well as the actual provision of services, personnel and employment opportunities, it's also a membership organisation with considerable benefits for members over and above mere networking opportunities. These increase with the rank of membership that a supervillain wishes to have, neatly linking in with game mechanics to provide graded levels of benefit.

There is an interesting account of how Crimenet first came to the attention of the authorities, a cautionary tale for any over-enthusiastic hacker. Moreover, it gives ideas of how to embed Crimenet and its activities into your campaign. Then comes detailed statblocks for various 'generic' employees and agents working through or for Crimenet, from low-level henchmen and muscle up to specialists and executives, as well as named individuals complete with backgrounds and other material who are all ready to roll straight into one of your adventures. This section ends with full-blown character sheets for the highest level members of Crimenet: Mister Crime, Miss Information, Payback and Kit-Bash.

Finally, there are some notes on using Crimenet in your game (as if what you've already read hasn't been giving you ideas... well, it has me at any rate!). Assuming you are running a standard set of superheroes combatting costumed crime, Crimenet is best used as a shadowy background organisation that is revealed over time. There are notes on how different individuals within the organisation get along (or don't) and how they might make an appearance in your ongoing story. Overall, this is a fine and thoughtful resource that provides a worthy long-term adversary to weave into your game.

Rating:
[5 of 5 Stars!]
Crimenet - AoV Teams (M&M3e)
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Fantasy Playset: Sea Dog Cave
Publisher: Fishwife Games
by Megan R. [Featured Reviewer]
Date Added: 01/31/2013 02:38:57
Pirates are popular, right? And pirates need somewhere to live when not terrorising the high seas...

This neat generic resource provides a home for your pirates on a tropical island in a quite extensive cave system. Whether your characters are hot on their trail and wish to attack them, or are looking for a base themselves, there are plenty of details here to support their activities - all you need to do is find a suitable location in your campaign world and add the mechanics appropriate for your chosen game system.

You get a full-page map, quite colourful and clear, with a further couple of pages giving detailed descriptions of what is to be found in each location. It's well-appointed and organised with most of the needs of around a dozen inhabitants catered for - quite literally, the kitchen and mess hall area is nicely detailed, while although these pirates seem a grubby lot with no bathroom facilities they do at least have chamber pots in their sleeping quarters. Perhaps they wash in the sea and attend to other needs in the surrounding bushes?

Just who the current residents are, how they attracted the attention of your characters and the loot available are left up to you, otherwise this is a well-resourced location to slot in wherever your plotline requires pirates with a shore base.

Rating:
[5 of 5 Stars!]
Fantasy Playset: Sea Dog Cave
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Call to Arms: Crusader
Publisher: Crafty Games
by Megan R. [Featured Reviewer]
Date Added: 01/30/2013 04:56:49
When you go forth to preach, the saying says, do not forget your cudgel. Sometimes words (or spells) alone are not enough to further your deity's ends upon this earth, and that is when you call upon the Crusader, an holy warrior dedicated to the service of his god and expressing his faith through force of arms against the enemies that dare oppose him.

The Crusader's primary abilities revolve around combat, with his prowess being enhanced with powers granted through his faith by his deity. As well as slaying his god's enemies, he may quest for artefacts sacred to his faith or those which threaten it, and provide martial support to other devotees such as Priests or Inquisitors. Indeed, a whole campaign might revolve around a god-fearing party sent on missions to further their chosen faith, with the Crusader providing the muscle.

In battle, the Crusader can increase his effects through Battle Chants in which he calls down divine aid upon himself and his comrades, as well as having the ability to smite targets of a particular type abhorred by his deity. It's an excellent class for players who enjoy combat but don't want to be mindless in their violence. Many races do well at this class, provided they match unswerving faith with physical strength and intelligence. A powerful influence is the Crusader's 'Call to Arms' in which a divine mission is selected, a point at which GM and player can collaborate in shaping the Crusader's role and the entire campaign; with futher opportunities to add more subplots as the game develops.

This class takes a basic 'Holy Warrior' concept and turns it into something truly game-changing.

Rating:
[5 of 5 Stars!]
Call to Arms: Crusader
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Call to Arms: Inquisitor
Publisher: Crafty Games
by Megan R. [Featured Reviewer]
Date Added: 01/30/2013 04:28:22
Suitable for a campaign where at least one deity demands worship and has an organised and influential organisation to meet that deity's needs, the Inquisitor character class is based around the role of an agent charged with keeping devotees on the straight and narrow, and stamping out heresies and dissent wherever they raise their head.

An Inquisitor needs to be wise as well as forceful, and it is a suitable role for lovers of intrigue. Whilst they can use violence to further their ends they are not generally front-rank combatants when it comes to a brawl although they can be potent in a supportive role, particularly when they can be theatening and intimidating against those of an alignment (or faith) different to their own. Many say Humans make the best Inquisitors but both Elves and Orcs have proven successful in their own way too. Whilst religious fervour and an unbending nature are common, some Inquisitors hone their investigative skills to become effective dectectives rooting out malcontent and dissent even when it is well-hidden. It is a role full of possibilities both for the player and for the GM seeking to embed this strand within the overall plotline or even weaving adventures around this approach to religious purity.

A series of style feats based around persecution provides an added advantage when dealing with those of a different alignment and gives scope for non-combat activities. Overall this is a role suitable for both players and NPCs alike, one full of story potential (and one that's causing me to reach for the plotbook even as I finish writing the review!).

Rating:
[5 of 5 Stars!]
Call to Arms: Inquisitor
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Call to Arms: Avatar
Publisher: Crafty Games
by Megan R. [Featured Reviewer]
Date Added: 01/30/2013 04:03:43
Fantasy gods like to meddle in the affairs of mortals, but prefer not to get their own hands dirty or put themselves at risk... and the Avatar class is a perfect vehicle for their machinations!

This beautifully-crafted class allows the character to promote the interests of his deity whilst remaining eminently playable as an autonomous character. It is well-suited to the dedicated role-player interested in developing a rounded character with a specific devotion to something 'higher' than himself. Class-specific abilities are honed to represent the chosen deity's influence and patronage with a range of options available to suit both deity and the concept that is required: anything from a brash youngster marked out for a bright future to a wise counsellor drawing on more than his own knowledge, a grim and ruthless performer of his god's dirty work or a quiet labourer toiling to further the interests of a more gentle deity.

The role is intended to be a supportive one, someone who provides quiet direction to the rest of the party, perhaps even subtle manipulation to achieve the deity's ends. The Avatar can be a potent spell-caster and battlefield support with a range of abilities that empower both the Avatar himself and his companions to survive - including several ones which allow rerolls at critical moments! You can just image the deity looking down and saying "Hmm, can't have that happen now!"

This class could be a potent force in a campaign where the Gods play a pivotal role, and will work best when player and GM are prepared to collaborate to create a real sense of divine intervention during the course of the action. Neat!

Rating:
[5 of 5 Stars!]
Call to Arms: Avatar
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MDI: LIZARDS ON THE LOOSE! (Dungeon Module)
Publisher: Stainless Steel Dragon
by Megan R. [Featured Reviewer]
Date Added: 01/30/2013 03:28:15
This is a fun turn of events to enliven a quiet night at the local tavern: the bar tender comes up from the cellar panic-stricken because the place is crawling with ferocious lizards! The characters are enlisted as exterminators and off they go...

There's a comprehensive map of the extensive cellars under the Moon Dragon Inn (or if you don't have than, under whatever tavern you choose!) with a second page giving one-line descriptions of the contents of each chamber. There are notes about selecting suitable creatures from the game system of your choice, some choice traps (which don't seem very relevant but maybe those pesky lizards scuttle off into areas not intended for visitors and conscientious exterminators will follow them...) and treasure listings.

A simple side-trek adventure for a single session's play, intended for reasonably experienced but not overly powerful characters (4th-7th level if it's D&D or similar that you play), nicely put together and capable of being run with minimal prep time if a quick 'crawl' is what you and your players are after!

Rating:
[4 of 5 Stars!]
MDI: LIZARDS ON THE LOOSE! (Dungeon Module)
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