Ich finde, dass die Rüstkammern mit in den Regionalband gehören. Auf vieles in der Rüstkammer kann ich gut und gerne verzichten und die Hand voll Waffen hätten sicher noch irgendwo in dem Regionalband platz gefunden. Im zweifelsfall hätte man die Rüstkammer auch kostenlos für Käufer des Regionalbandes als PDF zur verfügung stellen können.
This system would be a great and easy way to introduce non-gamers to the world of RPGs. Also, an easy way to start children playing the game. The rules are simple enough for anyone to pick up. The creator did a good job creating this 'Gateway' system to RPGs.
I can defintiely reccomend. It fleshes out Black Hack enough to fit a lot of players needs for a more full fledged substitute for dungoen cralwing, with a little bit more dpeth to the characters and options while still being very light and easy. From expanded classes,to the aspects and armor system I like the advances made, and hope their will be asuppplement soon (I have a player who loves druids wanting to see your take on that). Creative use of the usage die in other subsystems too, I can reccomend it for an Black Hack fans wanting a few new tools....
I really wanted this to be a 5/5 module, this season has been filled with fantastic modules and after running the Tier 1 season finale I had high hopes but after reading through this module and listening to other DMs who have run it and recorded their games it is obvious that the module fails in several areas. Thankfully, I haven't run it yet, and I plan on making modifications to fix the obvious issues I've found so far to the extent that Adventure’s League allows me to.
The players are confronted with their Kobiashi Maru situation, they cannot possibly defeat Jarl Ryndolg who has come to destroy/enslave the Hartsvale and instead the players find themselves investigating a beast that Ryndolg has summoned which turns out to be Hartkiller himself(ancient good-aligned giant who still wishes to see giants take control of worldly affairs through force if necessary), the players are ambushed along the way but the combat should be relatively easy at this point and aside from ...
There are some solid traps here, and quite deadly if the party is not ready for Tier3 level of play. This mod continues it's prequle's journey into the Dwarven Pantheon, but I almost fear it will not stick, as it focuses on four different gods.
The mission plays well until the end fight- which tends to be either too easy, or too nasty, depending on the compsition of the party. The addition of the EE secret mission seems nonsensical, as thought it was forced into the mod.
While the author attempted to add flavor to the magic item, it is of too little practical value to make much of a splash on the play for the item, and a better secondary ability should have been chosen to keep this item away from Fai Chen's a bit longer. ...
I have run this adventure many times, and played it nearly as many. It remains one of my favorite, and a favorite of others in my area.
Not only does it have an exceptionally useful magic item, the mystery that surrounds the entire mod is fun, and it quickly draws you into the web being cast by Littlewing (the antagonist.)
There are so many paths, with so many different memorable NPCs, you rarely play the mod the same way twice. It helps a DM make Mulmaster real, and there is little better that a mod can do, but to help the DM make the world come alive. ...
The first part of the adventure places most of the action outside, I would say Durlag's Land would be a better title. It has an interesting set of varied puzzles to be able to open the tower, and the fights are mostly quick and not particularly lethal.
The mod does a nice job introducing some of the dwarven gods, and it continues on with the lessons in the next mod- as Dieties are so important in FR, I am almost surprised it took this long.
I find the alternate treasure at the end....not compelling or interesting, and it's restrictions overly punishing, considering there are actual items which do what you get with much less downside....
I actually see this mod as Sword of Selfaril part 1. It sets up the next important link in the chain so well, it makes the adventures seem thematic and actually planned.
The setting starts once again in Mulmaster, but quickly takes you to a group of new allies, and very deadly enemies. The Mines themselves are an elemental haven of a type, and continued digging there may bring riches, but the cost will be too high if the party does not help in time.
The layout is innovative, and the storyline compelling. It gives you a sense of place- like folks actually worked at the mine, rather than as an afterthought.
You could develop an entire campaign based around Mayhem and Selfaril. Highly recommended. ...
Black Heart of Vengance is an important module for several reasons:
1) It acts as a type of resting place for a very important NPC from season 1. While I disagree with the eventual outcome of the plot, I do feel the writing on the mod is top notch.
2) It teaches you MORE about the city of Mulmaster, that dangerous den on the Moonsea.
3) It advances several important plot elements needed to show the scope of the two seasons, particularly the involvement of the Elemental Cults.
It is one of the better mods in terms of story you will encounter for the whole of AL, and it would take a heart of stone to not be sad at the ending of the mod. ...
This is one of my favorite modules of all time, because it gives the players a direct IMPACT in the world in which they live- going beyond a simple slash and loot, but tossing in politics, and smart play as elements is always a major + for me.
You are part of a team who can help return a High Blade to his position (one that he lost about 150 years ago.) You have to not only fight, but make the right choices on who to recruit for your alliance.
This mission serves as an overview for all of the factions and subfactions inside the city, and slightly outside the city as well.
So, get your sewer wading boots on...and don't forget, you can subdue an Otyugh...and they are an important part of any sewersystem ecology.......
Publisher: White Wolf
Date Added: 04/25/2017 15:25:17
Much like Scavenger Sons, Games of Divinity was one of the books that really defined how Exalted was different than other games. It's not just that it had a vibrant spiritual ecology, though that was a major part of it--it's true that animism has always been missing from D&D other than incorporeal undead, but plenty of games like Glorantha or, indeed, other White Wolf games like Mage: the Ascension had a vibrant spirit world. It's that the spirit world was so petty.
Back when the Primordials ruled and dinosaurs walked the earth, Creation was run by the Celestial Bureaucracy in which everyone had their place and performed their function or else. After the Primordial War, the gods gave over rule of Creation to the Exalted and some them relaxed into playing the titular Games of Divinity, but everything still worked. Then the Solar Exalted were overthrown and things have steadily gotten worse. Many of the gods now require bribes to perform their duties, or can be bribed to favor certain...
I purchased the POD and am happy with the results. There are a few pages that are a little light, but overall it is more than good enough to read.
The only minor issue with the print version is the order of the booklets. The Explorer's Manual is described as the first one to read and has the list within its pages- but one reading this will not find that out until they get to the fourth booklet within the print version. I honestly don't care as the information it provides isn't vital to understanding and enjoying the product as a whole. Just to warn others who do by the POD option.
As for the contents, there are nine booklets written by four authors in nine different styles- each has a different fictional author (Elminster does the Explorer's Manual only). Some are better than others, but none of them are remotely bad. They cover a lot of different habitats and most of it can easily be applied to other settings. Some of them cover the human inhabitants a bit too much in my opinion...
DDEX1-01 Defiance in Phlan is an introductory adventure with five individual missions each which should take one to two hours to play.
Mission one is a pretty simple and short adventure that starts with the group in a tavern and contacted by a mysterious figure. This figure represents one of the Adventure League factions and needs the group to pose as a merchant, that one of the player character just happens to look similar to, and to do some basic espionage. The story is kind of bland in this one but can shine with players that are really invested in being deceitful and sneaky, for the good team.
Mission two introduces the player characters, who just so happen to be at a tavern, to the Black Fist. The Black Fist are the law and protection in Phlan and more than willing to pawn off their jobs to independent contractors who don't mind getting goblin blood on their weapons. This mission gives the players to be the heroes as the infiltrate a den of goblins to save some of the villag...
Ultramodern5 is a toolkit. It is not complete by no means. So why five stars? Because it does what it does so well. it allows You to play and run almost any type of modern or future game. It is missing rules for supers cyberpunk and starships. However we are assured they will appear in an expansion at a later date. The rules blend seamlessly with the 5th edition ruleset and there are some great additions in there. Everything seems well balanced. This product replaces d20 modern with a slicker faster ruleset. Go buy it!
Edit: I have been comparing this heavily with d20 modern /future to see how it holds up against some of the older classes. With neurospasta and apex adding to the rules I really cannot fault this product. It is every bit as versatile as 5e core books which it should be. Bear in mind there is no setting for these rules nor for apex. But there is for neurospasta. Unless you count amethyst which does not require this book anyway. This book easily replaces the d20 mo...