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FictionalReality-MAGAZINE-17, Fictional Reality Gaming -Magazine
[ Pobierz całość w formacie PDF ] 1 2 Table of Contents RPG Reviews Green Ronin www.greenronin.com Creatures of Freeport 2 Excelsior Entertainment Supplement www.excelsiorentertainment.com The Lunar Voice #1 45 Dezzavold 3 49 Mutants & Masterminds Character Folio 5 Miniature Reviews Reaper Miniatures Mutants & Masterminds Annual 5 54 Thieves’ Quarter 7 www.reapermini.com Dark Age Trojan War 9 66 Modern Magic 10 www.dark-age.com Pulp Figs Badaxe Games www.badaxegames.com Grim Tales 68 www.pulpfigures.com Adiken 11 69 BlackWyrm Games www.blackwyrm.com The Algernon Files www.adiken.com Hasslefree 12 70 www.www.jenova.dk/hassle/front.htm Armorcast Bastion Press www.bastionpress.com Into the Blue 71 www.armorcast.com Eastern Front Studios 13 72 RPG Objects www.rpgobjects.com Modern Backdrops www.easternfront-studios.com Magnificent Egos 15 72 www.magnificentegos.com Maidenhead Miniatures Legends of Excalibur 16 77 Privateer Press www.privateerpress.com Iron Kingdoms Character Guide www.maidenheadminiatures.com Thunderbolt Mountain 18 www.thunderboltmountain.com Crocodile Games 78 Visionary Entertainment www.visionaryentertainment.com Everlasting: Codex of the Immortals 79 www.crocodilegames.com Battle Reports Warmachine www.privateerpress.com Infantry Battle: Cygnar versus Menoth 21 Armitage House P ublishing www.tccorp.com/armitage Delta Green: Denied to the Enemy 22 81 RPG Adventures Mongoose Publishing www.mongoosepublishing.com Judge Dredd d20 - The Stiffy Block Wars Chronopia www.excelsiorentertainment.com Firstborn versus Crystal Lotus Elves 24 87 20 Questions Reaper Miniatures www.reapermini.com Q & A with Ed Pugh Wizards of the Coast www.wizards.com d20 Modern - Return of the Rat King Game/Product Reviews Green Ronin / Humanhead www.greenronin.com Dracula’s Revenge 32 94 Tournament Report Confrontation Infantry Battle 39 98 F luid Entertainment www.dundjinni.com Dundjinni ADVERTISERS INDEX VBAM Project www.vbamgames.com Victory by any Means 39 Great Canadian Miniatures IFC, 97 Luftwaffe 1946 35 Zombiesmith 4 Fantization 43, 65 Excalibur Miniaturen 6 Hirst Arts 51 42 BYMTL 8 Reaper Miniatures 55, 95 Reaper Miniatures www.reapermini.com Warlord Pinnacle / Great White 14 Kryomek USA 62 RPG Objects 17, 33 Dark Age 67 42 Crocodile Games 20 Magnificent Egos 74 Hasslefree Miniatures 23, 38, 93 Majestic 12 Games 78 Mongoose Publishing 27 Privateer Press 84 Cover art by Marcin Rado Kurczewski www.rkgalery.com Warzone GTS 30, 58, 86, 98 Dark Basement 88 1 Terrain Workshop Fantasy Buildings p2 RPG Reviews BASICS Creatures of Freeport is a full size softbound book by Graeme Davis and Keith Baker and published by Green Ronin Publishing. It’s a supplement for Green Ronin’s Freeport d20 Sys- tem setting for Dungeons & Drag- ons® edition 3.5. The book describes in detail around a dozen and a half monsters (depending on how you want to count them) that can be found in the Freeport area. These monsters cover a surprisingly large range of types from the sea, the surrounding forest and “ visitors” to Free- port. The book is 95 pages long and divided into sections to cover the entries which for the most part take three to six pages to cover each monster type (verses the one page normally found in books of this type). The cover art is a very nice full color action drawing and the pictures that go along with each entry are also well done pen and ink drawings. in question. It’s a section that will help enhance role playing and in my opinion brings a lot of character to the encounter. The next really cool section is called “ Uses” . This section goes into the detail about how this creature (or parts of it) can be used. Uses includes such things as obvious as extracting their poison, but also goes into more exotic used s such as creating minor artifacts or wondrous items from the creature. Some of the creatures can be used as advanced familiars, be used to make enhanced spell components or potions, or even to make special armor or weap- ons. I enjoyed this section of the entries so much that I found myself wishing that something similar existed for all the other monsters in our repertoire. But then the size of our books would probably triple in volume and weight. The next section of the monster entry is “ Adventure Hooks” . Usually each entry had at least three or four adventure hooks that involved that specific monster in some way. For people looking for adventure ideas, side adventure ideas, or campaign ideas, the book is almost worth getting just for these adventure hooks. See- ing that in total there are almost sixty different adventure hooks in the book, you are sure to find at least a handful that will wet your whistle. As with the “ Uses” section, it would be really cool to have a section like this for many of the monster sources that already exist, especially for monsters that are rare. I guess hav- ing adventure hooks for a common skeleton or goblin might be a little over the top, but for more exotic monsters it’s a great idea. The book does not simply concentrate on giving the stats for a variety on things to kill, but also presents with each entry “ Knowledge” details for GM’s to give to players and explicit details on how the creature could be used (such as in being used as an advanced familiar, using it’s body parts to make magic items, to enhance magic items, etc). Plus there are a ton of ad- ventures hooks sprinkled throughout the book (normally three to four for each monster). The book’s retail price is $19.95 USD. Another section that some of the entries include is a sample NPC. In all, there are five sample NPC’s given in the book that range in challenge rating from six to eighteen. Of course NPC’s are not appropriate for all of the monster types (for instance the useful- ness of a swarm of vermin has its limits as a NPC), but for the more intelligent and potentially deadly monsters, having sample NPC’s is a neat idea. BETWEEN THE COVERS When I first looked at the tables of contents, my fist reaction was “ Hmmm, a monster manual with less than a couple dozen choices. How good can it be?” Well, I can say that I was suitably surprised. What it lacks in quantity it surely makes up for in quality. There are seventeen actual monsters (or entries) listed in the table of contents, but in the back there is a chart that lists all the monsters in the book by challenge rating and there are forty- three listings on the table (many of the entries give a number of variations of the monster type, plus there are appendices with more monsters). The end of the book has three appendices that cover, in order, Animals, Vermin, and the Challenge Rating table. The Animal appendix has stats for seven different animal types and the Ver- min section includes stats for a variety of vermin that account for almost a fourth of the monsters found on the CR table. So a little less than half of the monsters found on the CR table are actually listed in the first two appendices which helps to explain the why the list seems to be longer than you would expect by looking at the table of contents. The last appendix, as previously men- tioned, is the Challenge Rating table, something every book of Monsters should be required to include. I was very happy to see it here. They even added at the bottom the five NPC’s listed in order of Challenge rating, another great idea that should immedi- ately be mandated by law! The monsters range in challenge rating from a sixth, to a respect- able twenty. But the majority land in the two to five range, with several at seven and several more at twelve. As for alignments, all the non-lawful alignments are at least represented, but the vast majority of the creatures are Neutral. For having so few actual monsters, the types represented are quite varied. You have Plants, Undead, Fey, Animal, Magical Beasts, Humanoid, Out- sider, Elemental and even vermin. Quite an array for the number of entries I’ d say. VALUE I thought this book was well done and has incorporated new ideas in detailing monsters that I would love to see implemented else- where. There is a cost of doing this of course and that is space and if you are willing to pay for the pages containing the extra But I haven’t yet touched on what impressed me most. Each en- try goes into a very detailed description of the required skill checks and the knowledge that can be obtained about the creature 2 information. For me, the answer is a resounding “ Yes” . Al- though all the information will not be used all the time, it’s really nice to at least have it available for those of us that are detailed oriented. I could even see that coming up with books that cover the “ Uses” , “ Adventure Hooks” , and “ Sample NPC’s” , as three different stand alone books to cover already existing monsters in other books might be a neat idea (how’s that for a hint?). The main downside to the book is in the lack of quantity of monster types but as I said before, I think the quality of what is in the book makes up for that. The other downside is that above chal- lenge rating seven or so, the available monsters are VERY lim- ited. As such I would have to say that for running games with higher level parties, the book may have more limited usefulness. However, as an idea book, I think the book is really great for any level. For people running campaigns in the Freeport setting, the book is even more valuable since it will help develop the charac- ter of the setting. Many of the monster descriptions and the his- tories relate directly to the history and setting of Freeport. Plus, being a coastal city, there is an emphasis on sea creatures and sea-going creatures. go out and get Plot & Poison as well (trust me; it will save you some grief). Other books that are recommended (but not nearly as critical) are Corwyl: Village of the Wood Elves and Bow & Blade: A guidebook to the Wood Elves . These books help fill out the entire picture of the situation between these two races and their four hundred year long conflict. They even, on occasion, reference books in the Freeport Series by using things introduced in those books. All this can be taken in one of two ways. The first way is “ Wow, how much do I have to spend to use this book the right way?” The second way is that Green Ronin is doing a good job at fleshing out this world. When I read the opening paragraphs of this book and realized that to do it right I would need to get at least three other books, I have to admit I first fell into the “ First” way. However, I now think that the setting has been well thought out and very well put together. Well enough in fact that I think its cool how they all tie together so well. I mean you can only cover so much in 96 pages, so if you want a well conceived and detailed setting; you of course will need more than one book. Anyway, a long story short, I have now moved into the “ Second” way. I give the book high marks and think its well worth the cover price, and I would love to see other monsters fleshed out with as much detail as you find in Creatures of Freeport. BETWEEN THE COVES The general organization of the book is very good. First you start with the history, then new rules, followed by a detailed descrip- tion of the city. The chapter on the city is rightfully the longest chapter in the book. After the city comes a chapter detailing the Queen’s Fortress which is the largest structure in the city. After that, there is a short chapter on the outlying regions and then the appendix. Review by Clay Richmond BASICS Dezzavold: Fortress of the Drow is a 96 page D&D supplement written by Christina Stiles and Steven Trustrum. The book is published by Green Ronin Publishing and is one of their latest additions to their Races of Re- nown series. It’s a full sized soft bound book with a very nice cover that gives a pretty good flavor of what you find between the covers. Interior art varies in quality from ba- sic pen and ink drawings to very intri- cate black and white drawings, to rough hand drawn maps. But on the whole, I found the interior art to be a cut above average. The book’s retail price is $19.95 USD. The history between the cities of Corwyl (wood elves) and Dez- zavold (Drow) I found to be intriguing and filled with possible angles for an adventure, or even better a campaign. There are enough characters and shifting alliances over the years that for an imaginative GM, “ anything is possible” . For instance, there is a race introduced in Plot & Poison called the Drey that make the Drow look like sorority sisters. They first come in to help some Drow kill some other Drow, then the end up turning on their em- ployers and taking the whole farm for themselves (and oh by the way, the city of Dezzavold is still ruled by these nasty ladies even though they make up only 5% of the population). Then there are the serpent people (a race introduced in the Freeport series) that form a mysterious small minority in the city. Of course there are Dwarves and lots-o-slaves that can fill in any needed holes in any adventure. The main premise of the book is to detail out the Drow city of Dezzavold. The city is not a large city; in fact you may consider it as being a large town. The population is like 6,250 and the army consists of around five hundred soldiers (and that’s after counting mercenaries). The book ends by briefly touching on the outlying regions, but I imagine, as I will discuss below, that these areas are mostly covered in another book. After the history comes the new rules section. Here two new core classes are introduced. These classes are for below ground denizens of, so as you might guess, they would normally be bad guys (one is especially evil while the other is more “ difficult to be good” ). For anyone doing an adventure of campaign in this setting, they are probably assured of bumping into NPC’s in these classes. After the new core classes we have four new prestige classes. Again all four are very usable and I can easily see GM’s working all these into the adventure or campaign as NPC’s (three on the bad guy side and one on the good guy side). I actually found these prestige class descriptions (as well as the classes themselves) to be better than what I’m used to, I mean these pres- Beside the requisite D&D books that you always need to use with supplements of this sort; you will also need Plot & Poison: A guidebook to the Drow also put out by Green Ronin. Although you could conceivable do without it by “ filling in the holes” where needed, I don’t see it being worth the effort. Bottom line is that if you are going to use this book, I highly recommend you 3
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