Showing posts with label dd eberron. Show all posts
Showing posts with label dd eberron. Show all posts

The Crimson Talisman (Eberron / War-Torn, Book 1) Review

The Crimson Talisman (Eberron / War-Torn, Book 1)
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The Crimson Talisman (Eberron / War-Torn, Book 1) ReviewIt took me a while to finish this book, as another reviewer said, it is boring in many places. The book suffers from several over done cliches. At first everyone and everything is just too mysterious; you have a mysterious cleric leading a boy with a mysterious artifact on a mysterious journey where they meet a mysterious peddler and are chased by a mysterious evil knight.
Later, the book suffers from the "Show me, don't tell me" syndrome. The characters continually repeat the same thing over and over just to remind the reader of certain facts.
The book also fails as a Dungeons & Dragons tie in product. First, a D&D book needs to have reconizable aspects of the game within it. If I am halfway into the book and the Cleric has not cast a single spell, something is wrong here. Secondly, the author did not do his homework where Eberron is concerned. House Orien is a human house, a half elf would not have the Mark of Passage. The creator of Eberron, Keith Baker has pointed this out.
One thing more I would point out, while this book is part of a series of books; Thw War Torn series. They are all stand alone stories with the theme of recovery from the last war. Don't let this book stop you from looking at the other books in this series.The Crimson Talisman (Eberron / War-Torn, Book 1) OverviewThe first book in a series of high adventure novels set in the Eberron™ Campaign Setting.The Crimson Talisman is the first title in a new Eberron™ series that focuses onwar-torn souls that have known nothing but a world in chaos. Each book in thisseries will focus on the aftermath of The Last War, in which every realm ofthe Eberron setting fought a bitter and long-lasting battle.AUTHOR BIO: ADRIAN COLE is currently the Director of College Resources in a large secondary school in Bideford, England. He remains best known for his DreamLords trilogy as well as his young adult novels, Moorstones and The Sleep of Giants.

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Explorer's Handbook (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Eberron Supplement) Review

Explorer's Handbook (Dungeon and Dragons d20 3.5 Fantasy Roleplaying, Eberron Supplement)
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Explorer's Handbook (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Eberron Supplement) ReviewWell, another Eberron book, and another winner.
The artwork in this book is awesome, the cover art, the chapter beginning and pictures throughout are all of consistent high quality.
The content seems to be well laid out, however the lack of index in reference books is becoming frustrating.
The book contains the following Chapters (you will need the TOC as there is no index...)
Introduction
Intro and overview, how to read the stat block etc.
Chapter 1: Travel
Reasons for travel, motivations for travel, (I especially liked the section on travel vs. teleport, which gives a range of situations in which travel not teleport is appropriate.), how to travel, modes of transport, travel encounters
Chapter 2: Tools of the trade
Elemental vessels, everything you wanted to know, how to construct, controlling bound elementals, freeing them and so forth. Airships, attacking airships, elemental landcarts.
Lightning rail, movement of, battles on and a useful lightning railcar map.
Stormships and wind galleons and other vessels.
The chapter then goes on to boarders, forged papers, funded expeditions, organisations and then has...
3 Prestige classes
Cataclysm Mage
A seer like mage who's desire for forgotten knowledge and prophecy leads to great power and greater risk
Thunder Guide
A sort of scout/ranger adventurer
Windwright Captain
Most likely an NPC class as it revolves around piloting elemental vessels.
Chapter 3: Points of Origin
(Containing 4 Map Sites)
Where adventures start, a few adventure hooks, a map of the docking tower at stormhome, a lightning rail station etc.
The Crimson Ship deserves special mention as an inventive and potentially exciting role-play side adventure.
Chapter 4: Midpoints
(Containing 4 Map Sites)
The places along the way, along with many further adventure ideas to go with them
Chapter 5: Destinations
(Containing 9 Map sites)
The final destination of the adventure, described in the chapter are several fairly well detailed locales. The Khyber Dragonshard Cavern, the Shalquar Monastery and Tharkgun Dhak appeal particularly to me.
Appendix: Ancient Treasures
Giant and Dhakaani Antiquities
Magic items from past ages, some cool new items and a new special material (Eldritch whorlwood)
The book is packed with adventure hooks, detailed maps and ideas.
Looks like it will be a fantastic game aid and the artwork is fantastic.
4 stars, possible 4.5, however the lack of index prevents a 5 star rating.Explorer's Handbook (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Eberron Supplement) OverviewThe ultimate sourcebook for players wishing to explore the world of Eberron. The Explorer's Handbook showcases the multi-continental aspect of the Eberron setting. The chapter on travel discusses instantaneous and played out travel and provides deck plans for airships, the lightning rail, and galleons, plus other methods of conveyance. A chapter on Explorer's Essentials offers information on travel papers, preassembled equipment kits, how to join the Wayfarers' Foundation, and more.This handbook encourages players to explore the entire world rather thanremain fixed in one region.DAVID NOONAN is an RPG designer/developer at Wizards of the Coast, Inc. Recent credits include authoring Complete Divine™ and co-authoringRaces of Stone™ and Unearthed Arcana™.RICH BURLEW is a freelance writer whose previous design credits includeMonster Manual™ III. He was also one of the three finalists in Wizards of theCoast, Inc.'s new campaign setting search in 2002.FRANK BRUNNER has been working in the game industry for four years andhas written several articles for Dragon® Magazine and Dungeon® magazine.

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Eberron Campaign Setting (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) Review

Eberron Campaign Setting (Dungeons and Dragons d20 3.5 Fantasy Roleplaying)
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Eberron Campaign Setting (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) ReviewI should start by saying that Eberron did not save D&D for me, but it rather breathed a new, healthy interest into the hobby for myself. I waited for months like many others, listening to the naysayers who were so convinced that it was going to bomb royally, and picked up the book without reading any reviews by others who bought it.
It was everything that I expected, and more. Ranking in at 320 pages, the book is not going to set any records, but the existing detail that was packed into the space is amazing.
The Introduction sets the tone of Eberron nicely, and gives a list of 'Ten Things That You Need To Know About Eberron'. It also gives a list of pulp and film-noir movies like the Maltese Falcon that fit the mood of Eberron nicely.
Chapter One deals with character races, introducing the Changeling (human with a doppelganger ancestor that has the ability to alter her appearence at will), Kalashtar (psionic race, long backgound that I'll have to skip here), Shifter (humans with lycanthrope ancestors, extremely well done), and the Warforged (constructs powered by magic that have souls and intelligence, they were built as elite units during the Last War). The chapter also gives descriptions of the existing races and how they fit into Eberron. Some, like the elves and gnomes, go through a major reenvisioning that I think is definetely for the better.
Chapter Two deals with Character Classes, introducing the Artificer (a type of mage who infuses items with magic, kind of like limited use staves or scrolls, and is very big with crafting items) and giving example characters and backgrounds for each of the other classes. The Artificer is very unique and well-thought out, and fits in well with a party that has a warforged 'tank'.
Chapter Three deals with Heroic Characteristics, describing Action Points (a similar system is found in the SW RPG with Force Points and d20 Modern) and the 70-odd new feats.
Chapter Four introduces us to 8 new prestige classes, actually 12, because one, the Eldeen Ranger is actually five-in-one (its' abilities are adjusted depending on which druidic sect you choose). My personal favorite is the Master Inquisitive, a 5 level prestige class perfectly suited for pulp detectives and some bounty hunters.
Chapter Five deals with Magic and the Planes of Eberron. The beginning of the chapter summarizes nicely what role the magewrights (a new working NPC class of mages, fulfill the low-level industrial uses of magic, like lighting continual flame lanterns in the streets) and the Dragonmarked houses fulfill in everyday life. It also introduces a new concept of 'manifest zones' for the planes. Every so often, one of the planes will stray close to Eberron (all of them are on an 'orbit', remiscent of the planets of our solar system around the sun) and in the area that is affected, certain spells may be extended or maximized for example, and others may be impeded. The chapter ends with numerous new domains and spells, many devoted to aiding or injuring constucts.
Chapter Six details Adventuring Equipment, mainly exotic weapons, weapon/armor materials, and identification documents that most of the upper-class uses while traveling.
Chapter Seven, Life in the World, in easily the longest section at 96 pages. It describes each of the nations of Khorvaire in detail, as well as Aerrnal and the other continents in Ebberon (Xen'Drik, Argonnessen, and Sarlona in case you were wondering). It ends with a timeline of the World, the first dated entry being a whopping 10,000,000 years ago!
Chapter Eight describes the various Organizations of Eberron, along with example characters. I can't say too much without giving some brilliant stuff away, but many of the evil forces in the world have their sticky hands in some high places, to say the least.
Chapter Nine gives you advice on how to Run an Eberron Campaign, ranging from how to get the party together to pulp-noir mission types.
Chapter Ten deals with Magic Items, the most notable being the three types of Dragonshards that make late 1800's-eque technology available in a pulp-fantasy setting. Two new concepts include elemental bound items (which are exactly what they sound like, items that have an elemental bound inside them, giving various bonuses) and warforged components, items that specifically take up slots meant only for the warforged. A mystery surrounds some, since some are tens of thousands of years old and function only on the warforged (who were first produced 30-odd years ago).
Chapter Eleven gives statistics and decriptions for new types of monsters in Eberron, as well as information on how to fit existing ones into your campaign.
The book ends with an example adventure meant for four 1st level characters in the city of Sharn. I don't plan on running it myself, but the overall tone of it looks quite suited for a pulp campaign.
The artwork in the book IMO is well-done, although not all may approve of the new comic book style of some pieces, mainly traditionalists. Some of the artwork, like the overview of the Aundairian countyside on page 140 is awe inspiring, while others like the warforged wizard on 112 I could live without.
I believe that this is best setting sourcebook that I have ever bought for D&D, and would recommend it to anyone that wants to try out a different style of campaign then the straight out genocide of the orcs and goblinoids.
My only drawback about the book is that there is no fold out map. Fortunately, some resourceful people online made one of their own, complete with towns and places of interest.
Keep an open mind while reading this friends, this is brilliance in a bound cover here.
Au revoirEberron Campaign Setting (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) OverviewAn entirely new campaign setting for the Dungeons & Dragons® roleplaying game.During the spring and summer of 2002, Wizards of the Coast, Inc., put out a request to the gaming community for proposals for a new D&D game setting. 11,000 proposals and two years of development later, the Eberron Campaign Setting is the result of that search. This brand-new setting for the Dungeons & Dragons roleplaying game is an avenue for any D&D fan to experience swashbuckling adventure and explore mysterious new territories.Designed to introduce a new, fresh world with unlimited possibilities for exploration, the Eberron Campaign Setting includes everything needed to develop characters and run campaigns in this exciting new arena. It includes new character races, monsters, prestige classes, feats, organizations, and equipment unique to the world, and it introduces a new base class to the D&D game. It contains substantial information on new elements of magic, including spells, domains, items, artifacts, and more. Also included are historical and cultural details of the world, along with extensive illustrations and a wealth of maps that put the setting into vivid context. This title will also include both adventure hooks and a full adventure so that players and Dungeon Masters can immediately begin enjoying everything this rich new setting has to offer.

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