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<blockquote data-quote="(un)reason" data-source="post: 6009360" data-attributes="member: 27780"><p><strong><u>Dragon Issue 291: January 2002</u></strong></p><p></p><p></p><p>part 7/10</p><p></p><p></p><p>Elminsters guide to the Realms: This column covers a slightly larger adventure location than usual, with a full cave complex full of adventuring opportunities. Most of the individual caverns have cool names as well, and each has their own interesting bits of history and adventure ideas put in. If this were doubled in size so he could put a few stats in, it'd be a great little module, and even as it is, it's another good example of just how much information you can cram into a few pages, and how good he is at whipping up cool little plot hooks. There's more here than many old modules, and each could be expanded out quite a bit. As usual, it seems like he has a mainline to amounts of inspiration that none of their other writers can come close too, and can use it on throwaway articles like this without worrying about running dry. I do envy him quite a bit. </p><p></p><p></p><p>Class acts: Yet another specialist fighter type this month, (well, I guess they do need more customization love than the spellcasters ) the Gnome Giant killer. Distinguished from the dwarf giant killer, which is an equally viable archetype, by their love of being a taunting <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> who skitters around being nearly impossible to hit. From a roleplaying perspective that seems like a good deal of fun. But I do fear these guys may be a little too specialized, with no abilities that also have some applicability to monsters outside their speciality. Still, at higher levels you generally do face lots of really big monsters, so unless the DM deliberately screws you by sending monsters your characters are weak against, they should be useful. </p><p></p><p></p><p>Campaign News: The RPGA news this month has lots of little bits of information, but the one that really stands out is an amusing bit of errata that ensures any PC's permanently crippled by a particular adventure get that problem retconned out sharpish. I'm guessing there were probably quite a few complaints about that, as this kind of screwage become much less popular when your tournament adventures aren't one-shots with pregens. Other than that, it looks like business as usual, with new adventures, incorporation of new feats & prestige classes from splatbooks, tedious little rulings about how often your character can change regions in game, and italian translations showing that they have a fanbase around the world, who are busy pushing the limits of what you can do within the framework and the designers are responding accordingly. As long as they keep on responding, the game can't get too broken.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6009360, member: 27780"] [B][U]Dragon Issue 291: January 2002[/U][/B] part 7/10 Elminsters guide to the Realms: This column covers a slightly larger adventure location than usual, with a full cave complex full of adventuring opportunities. Most of the individual caverns have cool names as well, and each has their own interesting bits of history and adventure ideas put in. If this were doubled in size so he could put a few stats in, it'd be a great little module, and even as it is, it's another good example of just how much information you can cram into a few pages, and how good he is at whipping up cool little plot hooks. There's more here than many old modules, and each could be expanded out quite a bit. As usual, it seems like he has a mainline to amounts of inspiration that none of their other writers can come close too, and can use it on throwaway articles like this without worrying about running dry. I do envy him quite a bit. Class acts: Yet another specialist fighter type this month, (well, I guess they do need more customization love than the spellcasters ) the Gnome Giant killer. Distinguished from the dwarf giant killer, which is an equally viable archetype, by their love of being a taunting :):):):):):):) who skitters around being nearly impossible to hit. From a roleplaying perspective that seems like a good deal of fun. But I do fear these guys may be a little too specialized, with no abilities that also have some applicability to monsters outside their speciality. Still, at higher levels you generally do face lots of really big monsters, so unless the DM deliberately screws you by sending monsters your characters are weak against, they should be useful. Campaign News: The RPGA news this month has lots of little bits of information, but the one that really stands out is an amusing bit of errata that ensures any PC's permanently crippled by a particular adventure get that problem retconned out sharpish. I'm guessing there were probably quite a few complaints about that, as this kind of screwage become much less popular when your tournament adventures aren't one-shots with pregens. Other than that, it looks like business as usual, with new adventures, incorporation of new feats & prestige classes from splatbooks, tedious little rulings about how often your character can change regions in game, and italian translations showing that they have a fanbase around the world, who are busy pushing the limits of what you can do within the framework and the designers are responding accordingly. As long as they keep on responding, the game can't get too broken. [/QUOTE]
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