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Rating: 2 votes, 5.00 average.

More Ultrashort reviews

Posted 20th October 2008 at 09:47 PM by Jack99
Updated 4th July 2009 at 02:42 PM by Jack99
Attention: Jack99's Ultrashort Reviews has moved to http://4eultrashortreviews.blogspot.com/ - All reviews are now indexed by company and rating.
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Short reviews explaning what I think about a product. If you think it is a stupid concept, let me know. Well, if you like the concept, feel free to let me know as well.

All products are graded with stars, from * to ******.
*: For the love of God and all that is holy (and I do not even believe in God), do not buy this product.
**: I wasn’t impressed, but maybe other people could find it interesting.
***: It has some decent things, but overall there is room for a lot of improvement.
****: Good solid product.
*****: Great product, a must buy. You shouldn’t be playing 4e without.
******: If you haven’t bought it yet, you are a fool

One thing worth noting about my system is that the numbers of stars given is relative to the type of product. For example, if you make an awesome class, with great fluff and interesting mechanics and release it on PDF, you might get 5 or 6 stars. On the other hand, if the same class is released within a 240 page product which is really bad, the class will probably be mentioned but the final rating will still be much lower. On the other hand, I also realize that it is far harder to make a 240 page product than making a 10 page PDF that is useful. In short, the smaller a product is, the higher are the expectations of a "flawless" product.

I am in no way involved in the making with any of the products reviewed, and should it ever happen, it will be clearly stated in the individual review.

Wraith Recon (Mongoose) – Wraith Recon is a supplement for all that want the opportunity to run a different campaign. With Wraith Recon, your players will be able to play a different brand of heroes. Here nothing matters beyond the next mission. No one cares who you kill, as long as you get the job done. Looting every creature or running around searching every single room is a thing of the past, as all you need will be provided. All you need to worry about is putting together a kickass team, and getting ready to follow orders.
Wraith Recon provides a really good framework for making a campaign where the players are part of an elite strike team. With some sort of game-mechanics innovation in it, it would have scored higher, but sadly there is none. Also, do not expect too much from the art…
Rating: ****

The Linotaur (Adamant Entertainment) - Maybe it is just me, but, as mentioned when I talked about the Apelord, I have always had a thing against talking animals as player races. The Apelord won me over, so I thought, why not expand that even more. However, four legged talking animals are just not doing it for me, apparently. I never was a fan of the centaur as a player race. I guess there is nothing wrong with the Linotaur per say, aside from the fact that I would probably not have chosen to copy-paste the gnoll’s racial power, ferocious charge. Originality is a great thing. While I won’t allow my players to play one, I kinda like the fluff and feel of the race, so I will most likely use it and create some barbaric tribes roaming the savannahs of the south.
Rating: ***

Anthropophagi (Alea Publishing Group) – As I see it, there are several issues with these monsters. First of all, the crunch seems a bit off. Maybe it is just me (I haven’t compared to other than a few monsters), but 1d8+4 and 1d6+4+weaken for a mere level 4 brute seems nasty. Also, the aura will be a killer, for players that go below 0. The Marauder is also a bit odd, with an immediate reaction that is a bit cryptic. Also, I find the fluff hard to swallow. I mean, in what kind of world are official papers granted to undead, so that they can prowl the battlefield, looking for corpses. Maybe it fits Alea’s world, but it seems hard to fit in a “normal” campaign world.
Rating: **

Forges of the Mountain King (Goodman Games) – FotMK is an oldschool dungeon crawl if there ever was one. No roleplay, many rooms, many monsters in small rooms (9 monsters in a 3x5 room!!) and extremely lethal traps, all of it sprinkled with a riddle and an ancient evil. Liking that is a matter of taste I guess. I <3 the lethal traps, which incidentally are very fitting with the whole dwarven theme, but the lack of room to move around during many of the fights create some very static encounters in 4e. There are some random editing (?) issues, like an item power that should be a free action and not an immediate reaction, and also a referral to the wrong room at a point, but overall, I didn’t notice any huge problems on my first read-through.
I must however mention how very impressed I was with the int 1 zombies’ ability to perform a circling move, in order to be able to ambush the players from behind. That’s putting very little to very good use
Rating:***

The Unbroken (One Bad Egg) – I have two words for you guys. Must. Have. The Unbroken is a paladin paragon path simulating a paladin that has broken with his god, but wants to do things that must be done, be they good or evil. Thematically, it’s hardly breaking new ground, but it is IMO a very important option to have in your campaign. But the best thing about this short PDF is that it gives you a smart way to not only handle the paladin code introduced, but that you can easily use it with the normal paladins and their relationship with their god. Hell, it could fit for any character that wants some sort of code. At $1.49, it’s worth every penny several times over.
Rating: ******

King of the Trollhaunt Warrens (WotC) – Following the Pyramid of Shadows, but not really linked in a significant way, WotC finally get their adventure-writing together and brings us one of the best adventures in many years. The premise is simple. A little town is threatened by trolls and their new troll king. The heroes arrive and must find the secret warrens, kill the troll-king only to haste back to town to foil an attack by the troll-king’s “army”. After the attack, they find out the troll-king is not dead, and return to the warren, killing the troll king again, only to have to follow him into the Feywild, where he has now been reborn as the ancient troll-king Vard, first king of Vardar. Good stuff all around. Skill challenges, fights and role-playing opportunities are all there in good amounts, with seeds for much more.
Rating: *****

Punjar - The Tarnished Jewel (Goodman Games) – While made for their 4e OGL DCC line, PtTJ is easily adapted to any game system, as it has absolutely no crunch in there. The only 4e-ism in there is one mention of the dragonborn. This large city (75k) is run by a former thief turned Overlord is a haven for scum, bribery, murder and other nefarious pursuits and beings. Even the council-seats are as default buyable. Aside from the council, there is little centralization. Each of the wards of the city is run in it’s own fashion, with a common theme of brutality and hopelessness permeating them. Goodman Games and Mr. Stroh have created the basis for something truly great, and this appetizer has definitely let me wanting for more information about the Tarnished Jewel.
Rating: ****

The Demigod (LPJ Design) - Hi, my name is Jack, and I am an 11th level demigod fighter, and I can't die.. what? No seriously, The Demigod race has it's moments. Three things really annoy me though, when I read it. First of all, divine nature? C'est quoi? Well, one must assume that it's mr LPJ dodging the GSL. Fair enough I guess, it just annoys me that the terminology changes from product to product. Second thing that annoys me, is the name. I mean, come one, DEMIGOD? I realize that it is what they are, but in D&D, when someone says demigod, you immediately think of someone extremely powerful. Not to mention the epic destiny from the core rules. So Jack the 11th level demigod fighter/vanguard becomes Jack the 21th level demigod fighter/vanguard/demigod? Say what? Last, but not least, can you spell B-R-O-K-E-N? Well, not the race in itself, but rather one of the paragon feats. Treat any roll of 10 or lower on a death save as a 10? First of all, there is no limit to this, so I guess that makes me pretty hard to kill, unless someone beats me down to below minus bloodied. Also, why would I need a feat to treat a roll of 10 as a 10? Hmm... There is some good stuff in there, I like the feel they got going, but it needs some work.
Rating: ***

The Half-Dead (One Bad Egg) - It had to happen I guess. With The Apelord and The Unbroken One Bad Egg had raised my expectations to a unreasonably high level. Yet, there is something intriguing about the Half-Dead.The concept and flavor really appeals to me, but I am never going to use it as a full player race. I think that is the biggest hurdle of the Half-Dead. I do not see it as a race that many will use. I will however use it at some point, where one of my players die, as some plot device. We will have to see. Overall it's a well designed race, but I do have some concerns about the racial ability. +5 to all death saves is too much (I think, but haven't had time to do the math yet).
Rating: ****

The Death-Mother (One Bad Egg) - "A mockery of motherhood, the death-mother appears a rotting, clawed zombie with an enormous, bloated abdomen that splits open to reveal rows upon rows of sharp, needle-like teeth. A single long tentacle emerge from that maw on occasion; striking a foe, the death-mother exerts a momentary control over the victim’s mind and feeds its gestating get with leeched life-force" - If that just sounds cool, nay awesome, it is because it is. Between producing undeads during combat and devouring more corpses during combat to produce even more undeads, this monster can be a truly horrifying experience for your players. Do not deprieve yourself of the pleasure of using this against them!
Rating: *****

Critter Cache: Big Bugs (Blackdirge Publishing) - So, finally we got us some more monsters! And they even have descriptions! Okay, I must admit I have never been the biggest fan of bugs, but there are some real gems in this product, as long as you do not look too much at the art. It looks like 1e stuff. Okay, I guess some people might dig it, I sure as hell didn’t. We got ant soldiers that frenzy (get more attacks when they are bloodied), we got an ant queen whose pheromone burst has not one, not two, but three different applications, both offensive and defensive, making it an awesome controller/leader hybrid. There are a few places where the author went a bit overboard, such as a beetle (level 6 brute) which does 2d10+10 damage when it has a target grabbed. Ouch. All in all, a good solid product, filled with some nasty critters to dispense of your pesky players. If you feel that 4e is just incomplete without these kinds of monsters, add another star.
Rating: ****

Tankard Tales: Willowbark (Myth Merchant Press) - Okay, so Willowbarks is a tavern at the edge of civilization. It is an interesting, if not completely innovative concept. The PDF describes the owner and his employees, as well as sets up some rumors and adventure hooks and some small adventure ideas. While I think that the author should have included stats for the owner and his friends, I like parts of the adventure seeds and the small adventures in Willowbarks. One sees the players being stuck in an alternate pocket-plane/dimension, due to a gnomish device gone awry. They must repair the device to return to their own plane, but unfortunately a portal to the Feywild is acting up and monsters are literally pouring in through the portal. Fun times, except that if the players fail, we are told that they just wake up unharmed, back at the inn. That’s kind of weak.
Rating:***

Lands of Darkness #2: The Cesspools of Arnac (XRP) - I think I won’t buy any more of the Land of Darkness series. Either they are extremely boring, or the whole concept just doesn’t suit me. The encounters seem repetitive and the new monsters seem without soul. Don’t get me wrong, there is some good, most notably a nasty level 5 disease which leaves you perma-dazed with a hefty penalty to AC and Fortitude defense. I am however not a fan of assured TPK’s which is what has been put in there. Sure, there is a skill challenge which allows you to avoid the encounter, or rather, resolves the encounter without bloodshed. A failed skill challenge is however a sure TPK. Against a level 3 a level 12 controller, 91 hps, insubstantial, flies, phases, and every 3rd round on average, he can make a close burst 6 attack that does 2d8+1 damage, pushes 5, and immobilizes (save ends). Of course, they can flee, I guess, but still...
Rating:**

Paths to Prestige: The Fell Knight (Blackdirge Publishing) – First of all, despite the price tag of $1.50, you aren’t getting a whole lot. A prestige class, the corresponding template for monsters, and an example of a MM monster with the template slapped upon, along with a little fluff. Or maybe I am just spoiled. Anyway, the idea of the fallen paladin is fine, because we do not have it per say. We have the evil paladin via the core books, and the paladin that has given up on the gods via the Unbroken of One Bad Egg. So it’s filling a gap, although a very small gap. The problem I have with the Fell Knight is the implementation. For example, at 11th level, all powers you have that deal radiant now deal necrotic; except (because it is a class feature and not a prayer) your divine challenge. Then at 16th level, targets that are affected by your divine challenge take ongoing necrotic takes some ongoing necrotic damage. So your DC deals radiant damage and necrotic ongoing. Not really smooth in my book. Why not have DC do necrotic damage instead?
Rating:***

Gods of the Shroud (One Bad Egg) - Let me start out by saying that if what you are looking for is a replacement pantheon for your high-magic campaign, this is probably not a product for you. It is however the perfect set of gods for a gritty, dark world on the edge of civilization or humanity. Baring running such a campaign, the Gods of the Shroud should be perfect as Ancient gods, still worshipped by barbarians, various humanoid tribes or really anyone living on the fringe of society. I must admit that I would have liked more fluff, but the fluff gotten was very evocative and sparked a lot of great ideas - just as it should be. The Channel Divinity feats are mostly great, and quite fitting. Overall a product I will be using a lot.
Rating:*****

Martial Power (WotC) – Expectations from my side were both high and low at the same time. High because it is the first real splatbook of 4e, low because it is a splatbook. I was not disappointed. I was not let down by what some claims to be a corporation of evil money-grubbing suits without soul. Martial Powers promises more options for my martial powers, and options it delivers in spades. Sure, not all are equal, and there might even be something horribly broken, but from a first quick read-through, Martial Power is just made of win. You get many new powers, many new class features, and quite a few new builds for greater variety. At a glance, I can easily see the beastmaster ranger becoming a favorite. I know I would like to play a ranger now. I can’t give it 6 stars, but since it is all crunch, I do not feel that I can do that without extensive testing. When that is said, this is a must have, if not only to give your players more options with regards to powers and feats.
Rating:*****

The Kroola (Poison Ivy press) - Okay. I knew I shouldn't have bought it. I mean, jolly but aggressive crocodiles that walk upright, live in swamps or play pirates on the Seven Seas? Maybe it is just me, but it just didn't do anything for me. Fluff aside, one could hope for some decent crunch, but alas. While they probably fit some world, the Kroola are just too powerful for your average campaign. The "no-granting-CA-while-prone" and "the improved unarmed attack" are nice and fit thematically, the Kroola's racial power is just.. well powerful. As an encounter power, spend a healing surge for con modifier + ½ level regen that lasts for the encounter as long as you are not "not-bloodied" or unconscious. Sure, there will be times where you waste it, if ennemies disengage you soon after you are bloodied, but often it will be godsent. Imagine a Kroola Infernal Warlock (I actually have a hard time imagining that, but anyway...). 20 con and at 2nd level that's 7 hp regen per round. He could almost easily play tank with that.
Rating:**

Draconomicon: Chromatic Dragons(WotC) - The 4e version of the Draconomicon is here. As opposed to the 3.5 version, it is only about the chromatic dragons. Now, this may not please everyone, just as the omission of the metallic dragons in the Monster’s Manual did not please everyone. Want to know everything about the psychology and physiology of the chromatic dragons? Want help on integrating dragons into your campaigns? Want dragon traps? Want dragon rituals? Want page after page of dragon lairs and a large variety of dragons? The Draconomicon is however full of all sorts of all the goodies you will need for running evil dragons. I can’t wait for Draconomicon: Metallic Dragons.
Rating:*****


The Quintessential Wizard (Mongoose) - QW is essential a book of crunch. While it does have some decent fluff here and there, I am evaluating it based on the crunch. All I can say is that not much have changed. The Q-series had a reputation of being unbalanced, and even though it is a completely new group of designers, not much has changed. This book has more broken feats than all other 4e books put together. Several of the PP's are also really, really good (trying to avoid using the word broken again). The powers vary more, but seriously, sleep as an encounter power at level 5? Sigh. Oh and what the hell is the "held" condition (I understand what it is, but I shouldn't have to make even educated guesses)? Arguably there is stuff you could find useful in the book, but considering the size and the number of broken stuff, I cannot recommend it in any way shape or form. I expect more, and so should you!
Rating:*

Heroes Handbook: The Dragonborn (Goodman Games) - A lot of people have been complaining that 4e lacks fluff, myself included at times. Well, if it’s fluff you want, it is fluff you will get. The dragonborn are here described as an ancient races steeped in tradition and honor. A sort of samuraiesque-indian hybrid race, divided into very distinct clans, each with their own history and traditions, each with their own interpretation of the Code of the Dragon, the cornerstone of dragonborn society; Courage, loyalty and integrity.
Each clan (8 are described in detail) comes with it’s own paragon path and feats. There is also a whole chapter of feats fitting any (well, there are prereqs) dragonborn character. Overall, it is great stuff, and while there are a few feats you as DM might need to take a look at (as well as a few PP’s), overall the stuff appears to not be completely unbalanced. Not everything has been the subject to the dreaded power-creep, and there are plenty of options for those who wish to build on their dragonborn character, making him even more distinctly dragonborn.
The book has around 60 pages of almost 100% fluff, 10 pages on how (tables) to make a engaging and interesting family history for your dragonborn, 20 pages of monsters (mostly different dragonborn) and finally around 10 pages of new magical items.
While I am 100% sure you could play 4e without this book, I would definitely not be without it.
Rating:*****

Scions of Punjar (Goodman Games) - Scions is a 4th-6th level urban adventure crawl where players are hired by a minor noble family to find out how a pendant, which is supposed to be entombed in the family tombs, has made its way to a local pawn shop. Soon the heroes find themselves embroiled in a tale of revenge, because the slighted and thought-to-be-dead deranged daughter of the family has returned, now an insane necromancer. She has amazed a secret army of undead in the depths of the city of Punjar, and wants her family dead.
As usual, Goodman Games gives an adventure full of deadly traps and nasty combats. However, and this is a big plus, many of the encounters have a non-violent solution, so it’s not all hack and slash. There are a few twists, and room to expand the adventure significantly, if that is what you want. They are also kind enough to provide a flowchart of the major encounter areas, since not all encounters need to be taken in a definite order.
Sadly, there is some editing that really annoys the hell of out me. Wrong xp for some monsters and some 3.x-isms in the fluff, like the rogues having a few wizard or warlock levels to enhance their abilities. Maybe it’s just copy-pasting that hasn’t been caught by the editor, but none the less. I expect more from GG. There are also some parts of the adventure that can’t be copy-pasted, what’s with that. But worst of all is their use of the skill challenge… 6 diplomacy checks and nothing else in a skill challenge? 8 intimidate checks and nothing else in a skill challenge? My advice would be to subscribe to DDI and thus be able to read the advice Mearls gives on skill challenges, or read the DMG. Because that’s just poor use of a great system. Anyway, if you are willing to look past the crunch, add another star.
Rating:***

Critter Cache: Prehistoric Beasts (Blackdirge Publishing) – Yeah. More monsters. One can never get enough monsters. Blackdirge brings us 11 brand new spanking dinosaurs, with 3 variants of each. And as a bonus, at least one of each type of dinosaur is suitable as a mount, and they still all come with a description. Yes thank you. Overall I would say there is little groundbreaking, but the monsters have cool thematically appropriate powers, although, if someone would like to be critical, there seems to be a little issue of damage-inflation. Some of these monsters do quite a lot of damage. But who wouldn’t want a mount at 5th level that can daze and stun (save ends). I know my rogue would .
Rating: ****

Manual of the Planes (WotC) – The 4e MoP follows the trend started with the 4e FRCG. WotC provides the structure, with enough info to set the correct tone, and leave enough room for the DM to stretch his creative muscles and make it his own. If you are the type that needs to have books with answers for every single question, then this probably isn’t the book for you. If you on the other hand want a framework on which to base your own stuff, to help those C-juices get flowing, then the 4e MoP is an invaluable tool. I am not going to give it six stars, mostly because you can get by without, if you have a lot of material from prior editions. But it’s a damn good investment, if you ask me.
Rating:*****

Demon Queen's Enclave (WotC)
- The heroes find themselves (depending on which hook you use) heading to a drow settlement in the Underdark in order to stop a greater evil brewing. An rebellious drow has been lured to the dark side (as if Lolth doesn’t qualify as the dark side already) by Orcus. The drow, now a vampire, has taken over a domain in the Shadowfell which used to be ruled by an exarch of Orcus. From there, it has launched an attack on the drow settlement, breaching it defences.
So when the players arrive, they find a town-battlefield, infested by undead and demons. And drows, of course. The goal might be to stop the nefarious plans of the Orcus worshipping vampire-drow, but how do you do that. Do you ally with the lone drow necromancer, with the failed drow commander that thinks of himself as dead man walking, or do you see out the matron mother in the temple of Lolth, and strike a deal with the most unholy of all. Or maybe you just plow through everything. That would of course be a pity. Once an alliance has formed, how do you proceed to enter the realm of Orcus? There is also a personification of the plane that has its own agenda, and an artefact that doesn’t quite want what everyone assumes it wants.
The adventure is choking full of interesting encounters, awesome settings, meaningful choices, cool application of skill challenges and interesting NPC’s.

DQE (P2) is by miles the best adventure WotC has ever produced. In fact, I will go so far as to say that it is probably one of the best adventures made for D&D in many years. Buy now!
Rating:******

Wyvern Mountain (Goodman Games) - Wyvern Mountain is the latest adventure from Goodman Games. It is an extremely linear adventure that sends the heroes to Wyvern Mountain to investigate what shenanigans are afoot. They follow the road (and monsters on the road) to the former dragon lair, now occupied by a goblin tribe. They kill the goblins, solve the riddle to enter the real lair that has been in temporal stasis, and defeat the guardians and master of the lair. Game over.

Overall I am disappointed. While there are some cool (read nasty) traps (7d10 at 4th level – OUCH), they are never part of an encounter, so unless players die from it, they are never really in any danger. There are some crunch issues, as well as some odd suggestions of tactics (like a monster starting by using a close burst power that makes its allies regain hit points). Worst of all is the lack of interesting terrain or features in combats with high level/high hp opponents. On the positive side, there are some nice puzzles and we get two new cool monsters, the vargouille and the barghest – yeah, when I say new, I mean 4e-style obviously.
I get that DCC's are supposed to have that oldschool hack and slash feel. Screw the roleplaying etc, but where is the harm in making interesting combats, if combats is all there is. Way too often they resort to using one type of monster in their combats. Only once in the whole adventure do they meet more than 2 different monsters at the same time, and that's when they encounter a ranger with his pet dire wolf and eagle. Diversity FTW.
Rating:**

The Shroudborn (One Bad Egg) - The Shroudborn gives us a new multi-class option full of flavor and role-playing abilities that any semi-sane DM should at least consider to introduce in his campaign. Now, not all DM’s will feel that The Shroud fits in his campaign, but no problem there either. The Shroud could really be anything. You could simply be attuned to the Spirit-World. Or you could be cursed by the Gods. Or yet again, you could be touched by the Fey. (Okay, maybe not that one, but you get the idea I am sure). Oh and it works great for NPC’s as well! It's a good way to inject some flavor into that boring Orc chieftain or Hobgoblin captain.

So what does it mean to be touched by the Shroud? Well, first of all, you can swap one of your +2 stat modifiers for a +2 Int modifier and one of your racial skill modifiers for a skill for a +2 stealth modifier. You also acquire some minor physical changes, like milky white skin or pale eyes. After spending a feat, you get to choose another ability (from a very short list, based on race), and qualify for further multi-classing. Which is probably a good idea, if you want to expand on your character’s connection to the Spirit-World.

The powers are cool, thematic and flexible. None seem obviously broken, and OBE even introduces a new key-word: Arena, which pulls you, your target(s) and possibly your allies to a closed off demi-plane sort of place, where you can continue to fight. What can I say? Yet again, OBE delivers.
Rating:*****

Pact of the Vermin Lords (Adamant Entertainment)
– The idea is good, no doubt about it. For the most part, the power s fit well thematically, and there are some great ideas in the fluff. AoE spells become a spreading contagion, healing becomes shedding the husk, zone spell becomes a cloud of nasty tomb insects, ongoing damage a parasite worm etc, etc. Overall some very cool fluff for a very dark character. The issues I have with PotVL come from the crunch. First of all the at-will is extremely controllerish. I know that the warlock is strike with a tad of controller, but that at-will should be a controller at-will. Oh and did I mention that it is very good? There are also a few powers that look broken and/or weird (You Are My Host, I am looking at you), but overall, it’s fairly solid.
Rating:****

Pact of the Angelic Choirs (Adamant Entertainment) – I was very much (okay moderately) looking forward to this one. I have a thing for angels, and if done right, it would definitely be something that would be incorporated very quickly into my campaign. But alas, it wasn’t. There are some decent ideas in the fluff, but the crunch is just horrible. Some of the issues are small, things that annoy more than anything, but when you couple that with a good deal of powers that look horribly broken, it’s kind of hard to ignore. Small stuff includes the at-will dealing radiant damage, despite being described constantly as a fire attack. The constant use of willpower instead of will. Then again, that’s probably because it’s not released under the GSL. Also, Truename. Good idea, poor implementation. I mean, why give penalties to monsters’ defenses (and thus give the DM more work) when you can give the player unnamed bonuses that stack with everything else. Anyway, as I said, mostly small stuff, so let’s move to the bigger issues. How about a level 2 utility that gives 1+int mod to AC, all defenses and resistance 1+int mod vs. fire, acid, radiant and lightning. For 5 minutes… Or how about a level 6 utility that as a minor action gives 1+cha (main stat) modifier to a roll. But it can be any roll used within the next 5 minutes. Or how about a level 10 utility (immediate reaction) that when used gives you temp hit points and an action point. Or how about an immediate interrupt that “rewinds the clock” to before the event, and lets you cut in with a minor, move and standard action. Seriously? A level 5 close burst for 3d10+modifiers+ knock prone? Or a level 29 burst 5 that can do 10d10 (of no less than 3 different types of energy) + knocks prone? Sure, you might have to hit yourself, but still? Too much work in this one, in my opinion.
Rating:*

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I got to be a player - the sequel

Posted 3rd July 2008 at 10:58 PM by Jack99
First of all, sorry for the abrupt ending, but we did stop there, as I had to run and pick up my daughter. That and I was at my 10.000 letter limit in the first blog.

Anyway. My impressions from the wrong side of the screen, compared to normally (second time in 14 years that I am actually a player).

First of all, it was a blast to roleplay again, and not having to think too much, being able to focus on one story, instead of seven stories. I have really been looking forward to playing, not just because of 4e, but that did have something to do with it as well.

We played for around 8-9 hours, although we had lot of cigarette breaks (as we weren't where we usually play) and generally took it very easy. It was the DM's first stab at 4e, and last he DM'ed was sometime around 94, so all things considered it went extremely smoothly. Actually come to think of it, it went amazingly smoothly. Of course, two players isn't much to handle, but the fact that he only had to ask about one rule in 8-9 hours of play, and that he didn't make any mistakes (from what I could see) rulewise coupled with the fact that all encounters were fine and fun.. well it does say something about the accessibility of the system. Or maybe he is just brilliant.. No, trust me, it's the system.

Now, where was I? Ah yes, my paladin and his build. All I can say is OMG he is one sticky and durable mother. Between Divine Challenge (7 damage and -2 to hit others) and Enfeebling Strike (another -2 to hit everyone), bolstering strike to provide some cushion and an AC of 21 (at level 2) he just seemed to be able to go on and on, while keeping the monsters on him. Working as intended. I can't recall ever playing or seeing in play a melee character (during the last 20 years) that could accomplish that to any degree remotely near of him. It was made of awesome-sauce and all those other fancy internet lingo stuff. And it was fun. Even though I was playing a low-level melee, I had several choices to make every single round, and several options to accomplish what I wanted done. It was just great, I am still on a bit of a high because of it. I simply can't wait to play this character again.

What else... Yes, the encounter by the river, first against the goblins, trying to get it done before the fire caught us, then struggling to stay afloat in the river, and finishing by getting surprised by the crocodile was just superb as well. It got extremely close, mostly because it rolled a 20 twice in a row on its special attack, causing 20 damage each time. The only way the cleric stayed alive was by burning all his healing in the meantime. I like that my character, even though wearing plate, could swim some (I lost 3-4 surges, due to missing checks), while it probably isn't very realistic, it felt much more heroic, and I like that a lot.

I could probably go on and on, but in general I will just say that 4e really makes it possible for interesting and varied combats, even when the party is very small (2 players) and low level. I was very impressed with the dynamic of the encounters, and even though we were as mentioned only two players, there was still plenty of movement. Well, except in the fight against the ghoul, since it was immobilizing us, then we immobilized it, etc etc, but it was still an okay fight. Mostly because I haven't really read the MM from front to cover, so I had no idea what the ghoul could do, which added to the suspense and the tension.

Okay, I think I have rambled enough for today, if you made it all the way here, thanks for reading my blog.
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I got to be a player!!!

Posted 3rd July 2008 at 10:20 PM by Jack99
Very shortly after I posted the character that I would play if I ever got to, one of my players suggested that we get together a few of us, and do some off-beat rolling of the dice, when there was the time for it, in addition to our weekly game, run by yours truly. I wonder, does he read my blog. Merely coincidence I hope.

Anyway, I ran Zzaz by the DM, and it was all good. The other player was going to make a dwarf (laser) cleric, so he decided to adopt the faith of the Raven Queen, in order to facilitate some common ground.

After leaving the temple, Zzaz had adventured some, along with 3 other companions. Not long ago, they were charged with clearing a forest of goblins (it can't have been a lot of goblins, since Zzaz was still level 1 ). Unfortunately (for them anyway), all of his friends died. Zzaz collected the pay, and roamed around on his own for a while. One day, he came to a small (unnamed) village on the edge of civilization. There, he ran into the local herb-woman (Witch? warlock? poisoner? these days, an old woman could be just about anything, but really, who cares...) called Madam Mim (chuckle) who needed a love letter transported to the man she loved. He worked in a mine-town (literally, a town down in a coal-mine).

So Zzaz took off, at his usual leisurely pace (10 str + plate + heavy shield tends to do that) and headed down to deliver the love letter (can you imagine the look on the guy's face when a tiefling delivers a love letter). Anyway, returning to the village with no name, with an answer, Zzaz is disappointed when he finds that Madam Mim is not at home. But, asking around (the local tavern), he finds out that it is fairly common for the Madam, err for Madam Mim to take week-long trips to a secret place, in order to collect some herbs which the towns uses to brew it's world?-famous brew - Something with 70% alcohol (that's 140% for the US guys I believe).

With no options, Zzaz installs himself at the Inn of the town, a few hours from Madam Mims house. There, after a few days, he meets and drinks with Grib, a fellow follower of the Queen.

Grib comes up from the south, where he has been searching for a necromancer that kidnapped some of his former friends' (they are dead now) family.

While sitting there, drinking the world?-famous brew, they overhear a local farmer complaining that one of the other farmers hasn't shown up with the sheep that he (the first farmer) has bought of him (the second farmer). As he (the first farmer) hails from a farm near Madam Mim's, Grib and Zzaz offer to check it out, as they are heading to Madam Mim's anyway.

As they arrive at the farm (Madam Mim wasn't home either), they find a starved dog chained to a wall, a broken door that has been kicked in, a bloodstain that looks like someone has had their head smashed into the floor, as well as a general sign of combat.

Despite neither Grib nor Zzaz being especially apt at finding and following tracks, they still manage to find some horse tracks that leave the farm and head west, towards a wood. Having made a new friend (the dog was fed), all three head out to the wood, which lays a few hours away. As they enter it, darkness begins to fall, and a camp is made.

Just in case there are wild animals around, they decide to collect a lot of spare wood. No sooner are they done collecting and eating, before the first howls begin. They (the howls) go on for a while, and Grib and Zzaz get ready to rumble. As the 3 wolves jump out of the shadows, Grib drops his torch, and creates a protective circle of flames, keeping one of the wolves at bay. After a short but fun battle, the wolves are all dead, but the dog has run away.

The next morning, the odd pair return to town. There they encounter a woodsman/guide (ranger) that is in the middle of telling the interested towns-folks of his brush with death. Until a few days? ago, he was leading a caravan from the south, up north. About a day's walk from the wood to the west (the one with the wolves) they were traversing a river, when suddenly he hear some noise from one of the boxes the horses were carrying. Before any of the guards or the owner noticed, he opened the box, and found there to be a man inside. The he was noticed by his employer, and had to flee in order to stay alive.

The 6 horses carried 18 human-sized coffins/boxes..

Grib and Zzaz, smart as they are, immediately put two and two together, and realized that some of the people missing from the area, probably had been kidnapped, and were in the boxes. Especially after Zzaz made one of the other local farmers describe the missing farmers to the ranger. One of them definitely sounded like the man he saw in the box.

Grib and Zzaz quickly promised to find the missing people, and had the ranger draw them a map to the place (an old Keep) he was supposed to lead the group.

After traveling the rest of the evening, Grib and Zzaz once again came to the wood where they had encountered some wolves the day before. The next day, they turned north and as it was time to make camp once again, they came to the river where the ranger had discovered his employer's secret. They found a really nice spot, with cover, overlooking the river. As they began to cook, they could hear the thunder starting. Hours passed, and the thunder grew louder, even though there was still no rain. Suddenly Zzaz (Grib was sleeping) realized that the smell of smoke was getting quite a bit too powerful for such a small campfire. Climbing up and looking over the rocks they had camped behind, he could see that the savanna was on fire. and there was goblins coming their way, fleeing from the fire. Of course, this (the fire quickly approaching) didn't really stop the goblins from taking a shot at Grib and Zzaz.

Although Zzaz managed to wake up Grib before the goblins (there was 5 of them) closed in on them, there was no way to get his armor on him in time. Fighting without his trusted scalemail and shield proved quite hurtful on Grib, and none the less, they managed to dispatch the goblins, right before (as in seconds) before the fire overtook their camp. Having little choice, they had to jump out into the river, which btw had quite a strong current here.

Zzaz, even though wearing his trusted plate, managed, after getting his head underwater 2-3 times, to swim and climb onto a rock about 25 feet out in the river. Grib had more trouble (good thing that he wasn't wearing his armor) and he was about to be overtaken by the current, when an almost miraculous throw by Zzaz landed a rope in his hand. By the help of the rope, he got to the shore, as the fire had died out near the shore, where there wasn't much that could burn for long.

Now, you would think that this was it, but as soon as Grib got to the shore, Zzaz spotted another danger. A crocodile was closing in on Grib, and Zzaz had all but the time to warn him. So, the crocodile grabbed Grib's leg, and tried to pull him out in the river. Zzaz was still standing on a rock, about 40-45 feet from Grib, and in the middle of the river. The crocodile was almost crushing the life out of Grib, who was only still alive due to his dwarven resilience and his magical healing, so Zzaz so no choice, and jumped into the water, getting close enough to the other two, so that he could use his holy powers to attract the attention of the crocodile, while getting near enough to actually attack it. At the end, the odd pair prevailed, but it was very very close that the dwarf had joined his Queen in the Shadowfell.

They decided to rest a bit longer, so that at least Grib would rested. Zzaz was still a bit worn out from the night's extreme waterfun, but they decided (naturally) to press on.

The next day, they quickly found a place where one could traverse the river on foot, and on the other side, they found tracks of the horses. They followed the tracks into a forest, which apparently was inhabited by elves, because suddenly they were faced with 3 elves who had mutilated themselves) shooting arrows at them. The dwarf, a man of nature (cough) noted that this was something that elves did when they faced a great sorrow. Luckily Zzaz could speak elven, and since he had an extremely well gifted tongue, he naturally tried to calm the elves, and explain that whatever had them cut themselves wasn't his nor his dwarven friend's fault. Either those elves didn't listen, or they simply didn't understand Zzaz' very polished elven, because they kept attacking, and actually hurting both Zzaz and Grib quite badly.

Naturally, neither had any plans on meeting their Queen face to face anytime soon, so the elves were killed.

After leaving the 3 dead elves behind, Grub and Zzaz soon stumbled over an empty elven village. They noticed that there were few corpses, and one of the huts/houses was burning. As they approached it, they heard the sound of eating. They found 4 man-sized beetles in the process of devouring a dead elf.

Both figured an easy fight, but it turned out that the savage beetles could breathe fire, much like a dragon. Zzaz thanked his ancestors many times after that fight, because had he been any other race, he would have been dead several times over.

They once again started to feel the weight of the day's battles, but decided to keep going. The theory was that the necromancer that Grib originally was looking for was somehow connected to all this, and that the kidnapped people were taken to this keep, to be turned into undeads.

After a few more hours of following the trail, it started to lead underground, in what Grib identified as possibly a Green Dragon cave. Following the trail inside, Grib and Zzaz got sidetracked when they suddenly heard noises from a barred door. Unfortunately for Zzaz, there were no beautiful human or elven virgins behind the door, but instead a ravenous ghoul!!! That died as well. (End)
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Draegor Campaign and other things about D&D 4e

Posted 28th June 2008 at 09:27 AM by Jack99
This blog will feature stuff from the campaign I run in Draegor, a homebrew world designed for D&D 4th edition. It will probably also contain other random rants and musings on rules, designers and products related to D&D.

Please be nice when commenting, I am a fragile and gentle soul.
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