Aerial Adventure Guide, Vol. 1: Rulers of the Sky

Sky cities, flying castles, cloud creatures, and the magic of aeromancy: all this and more awaits you in the Aerial Adventure Guide. Written by d20 fan favorite Mike Mearls, this stand-alone sourcebook contains new character options, races, monsters, feats, spells, items, and aerial combat rules that can be integrated into any fantasy campaign -- after all, no matter what world sits at ground level, anything can float above. Two additional volumes of aerial setting material will follow in October and November.
 

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Aerial Adventures Volume I: Rulers of the Sky is the first sourcebook in a three part series from Goodman Games designed to bring the sky above any campaign alive with activity. The book written by Michael Mearls retails for $11 and contains 32 pages of good text-density material. V. Shane’s eye-catching cover highlights some of the material found within the book. What follows is a chapter-by-chapter breakdown detailing the contents within this sourcebook.

After a brief introduction detailing some questions any player or DM might have about opening up the sky above in campaign to activity, the book’s first chapter discusses adding cloud realms to a campaign. Several options for how common contact between those on the earth and those in the sky should be are briefly discussed. The default setting the book uses assumes that some travel takes place, but that travel is too difficult for any lasting bond. The chapter continues with a discussion of designing a cloud realms and cloud communities that might be found in a campaign. Some commonly encountered cloud realms featured include: typical cloud, fire cloud, floating island, negative energy cloud, sculpted cloud, and wild cloud. Each cloud is given between a one to two paragraph write up enough to plant a seed into any DM who wishes to bring it to life in a campaign. The chapter concludes with offering some tips on designing adventures in the sky. A player might have a sudden desire to soar after picking up this book. However, what goes up can come down, as any DM will take delight in showing a player.

The second chapter details three races that dwell amongst the clouds. Each is given about a two-page write up that details personality, physical description, space, religion, language, names, adventurers, and racial traits. The detailed races include: (1) The Evil Arachial, intelligent spiders from the elemental plane of air that need the blood and fluid of other living creatures to survive. Is that creepy enough for you? If not, the small interior drawing of one of these creatures should be enough to make it so. (2) Barbaric Avian, wandering barbarians in the sky resembling a cross between orc, human, and birds of prey. These creatures can be used as NPC’s leading a group into the upper reaches of the sky for the first time. (3) Sky Elves who were once dissatisfied elves who dwelt in forests that ended up being given a place above thanks to some deity intervention. This group is one of the most powerful races in the sky above. The drawing on page 10 doesn’t do this write up justice, as it resembles more an undead than the sky elf described in the pages. From the adventurer’s section, the option of playing one of these is briefly mentioned. However, I would use them more as encounters for a party in their travels through the sky. This chapter concludes with discussing the various surface races present in most campaigns and how each would adapt to life amongst the clouds and character classes within an aerial campaign.

Chapter three introduces two new prestige classes. The first is the air knight or sky knights. This class is heroic warriors who patrol the airways and defeat demons, dragons, and other creatures that menace the peaceful realms of the elves or others within the sky above. Although it originated with the elves, any race is eligible to become an air/sky knight, as the elves do not turn aside a candidate based upon his/her race. The second prestige class featured is the sky elf battle captain, graduate of the prestigious War College. Although again elven based, any race is eligible as the college now accepts applicants with proven morals and skill in battle. With this prestige class, a character can become a master tactician handling a sky ship with the skill that would make any Top Gun fan green with envy. I like both of these prestige classes and can see both being popular with players. Additionally, since both would feature contact with the sky elves, the use of these prestige classes could give a DM a wide variety of roleplaying opportunities.

Chapter four introduces new feats for an aerial campaign. The feats include: Aerialist Fighter, Agile Flier, Air Combat Ace, Flyby Attack, Hawkeyed, Merchant Guildsman, Skilled Pilot, Sky Captain, Sky Lord’s Blessing, Sky Lord’s Luck, Sky Shipwright, Steady Feet, Talon Attack, and Thunderbolt. Additionally, there is a brief discussion clarifying the use of some core feats in an aerial campaign.

Chapter five provide two plus pages of aerial combat rules. I have not play tested these rules. However, they appear to be concise and easy to pick up. The latter is a must for my players and I in my campaign. Some topics covered under these Aerial Combat Rules include: Aerial Initiative, Facing, Abstract Movement, Aerial Combat Options, Attack of Opportunity, Crashing, and Altitude. You even get to hear the Pythagorean theory mentioned again which will either bring a smile or a scream depending upon your history with mathematics.

Chapter six details the rules for sky ships. Besides giving an overview of armor class, hit dice, hardness, base speed, base maneuver, hard points, crew, cargo, abilities, combat, and destroying ships, there are some sample designs of flying ships that might be encountered in the default setting presented within the book. The sample ships come with stats and include: The Spinner (the favored ship of the arachial raiders), Javelin (found with independent sky dwellers), Scow (common with merchant and traders), and Sky Elf Warhawk (found with the sky elves). The descriptions are brief and give enough to allow a DM to quickly insert them into a game session. The chapter concludes with a brief discussion of the types of crews found on sky ships.

Chapter seven is the final chapter and features over five pages detailing monsters that can be found in the sky. The monsters have brief descriptiosn along with stats and combat discussion. The monsters found here include: Arachial (previously discussed), Avian (previously discussed), Cloud Lurker (tentacle grabbing predator with illustration), Sky Elf (previously discussed), Leviathan (sky whales), Sky Serpent (Illustrated Snake like creature that have no wings but sway to fly), Thunder Cloud (Vicious, animal like creatures that like to smite creatures with lightning and blast them with thunder), and the Winged Creature Template (can be added to any beasts, animal, etc.) A sample-winged lion is included fully with stats. The chapter concludes detailing other monsters of the sky, without stats, that could be good choices for any aerial campaign.

My complaint with this chapter is regarding the three previously discussed monsters that were discussed in detail in Chapter two. The stats for the arachila, avian, and sky elf should have been found there and some other creatures detailed for this last chapter.

Comments: I am not easy to please. I have only one D20 publisher that I buy consistently from. However, after seeing a trailer for the upcoming Treasure Island animated movie (don’t laugh it looks beautiful), I started thinking more about ships in the sky within my campaign. I never played this element out before as a DM or player. Thus, for me to feel comfortable having spent $11 on a 32 page book, two factors come into play. This book had to be fascinating enough to take the spark I had and stimulate ideas to begin to incorporate the sky above into my campaign. Additionally, any new rules had to be simple to learn while providing a good measure of detail. In those two aspects, this book succeeds very well. Mearls’ writing style is very engaging and I already have several ideas based upon what I’ve read. Additionally, the rules presented would not be a problem for my group to pick up. This statement says a lot as my players had to be slowly coaxed and in some cases dragged into 3rd edition. Incorporating elements of this book into any campaign should not be problematic for any DM or player.

My biggest gripe besides chapter seven’s duplication is about the internal artwork. I really wish the drawings featured within were larger. As they are now, they take up about a third of one column on a page. I really wish a select few had been larger perhaps one every chapter or so.

In conclusion, Goodman Games has done very well with this first book. I plan to buy the next two installments and would recommend this to anyone wishing to add aerial elements into their campaign.
 

Hi Sirius,

I started reading your review, but it got to be painful without paragraph breaks. If you add them, I'd like to come back an finish it.

Thanks,

tmaaas
 

I've inserted the breaks at what I'd guess to be sensible places; Sirius can edit if further if he wishes.
 

Thanks Morrus!

My first response was going to be "Arggh! My eyes I'm blind!" :)

I would also like to say that the book in nice (4/5) but it feels like a pamphlet more than a book. Since this is volume 1 of 3, I would have preferred it in one larger book. I feel like Goodman Games is just trying to get some more $$$ out me by splitting in to 3 volumes.

NetNomad
 

Aerial Adventure Guide Volume I: Rulers of the Sky

Rulers of the Sky is the first of a three volume series dealing with airborne adventures. This volume deals with rules and character options; the next two volumes will deal with settings, monsters, and magic items.

The book is published by Goodman Games, who is best known for their Broncosaurus Rex setting. The book is written by prolific d20 system author Mike Mearls, who wrote such titles as In the Belly of the Beast, The Quintessential Rogue, The Quintessential Wizard, and contributed to titles by AEG, Atlas, and Mongoose.

A First Look

Rulers of the Sky is a 32 page saddle-stitched softcover book priced at $11.00. The book has a fairly high cost per page; most 32 page d20 system books to date are a dollar cheaper. Recent $11 books have had 48 or more pages.

Both cover and interior art is by V. Shane, who also did most of the work for Darwin's World. The cover depicts a strange organic appearing floating city surrounded by flying ships. The interior is black and white, and the artwork is passable.

The interior body text is small but readable. The layout is fairly complex. The book does not use chapters, but there are sizable gaps and large section headers between sections.

A Deeper Look

A small book, Rulers of the Sky briefly touches on a number of areas regarding airborne adventuring.

The first topic is "the sky realms." This section discusses adding a aerial component to a campaign setting, including consideration such as modifications to the settlement rules in the DMG, types of realms that such a setting would feature, and adventures in such a realm.

The races section introduces three new races in PH format:
- Archials: are treacherous spiderlike creatures. They are treated as aberrations, can spin webs, and have a tough hide.
- Avians: Avians are an uncivilized race of winged humanoids with taloned feet. I find the name of this race somewhat unfortunate because it refers to a type of creature. For example, if you say a feat is for "avians only" (and there is such a feat in this book), does it only apply to the avian character race, or could giant eagles take it too?
- Sky elves: This elven racial variant lives among the clouds. They are hardier than surface elves, but their lives have made them more gruff and dour. In addition to standard elf skill bonuses, sky elves receive a bonus to balance.

The race section also describes the role of surface races in the sky realms, and the class section describes how the various classes fit into the sky realms. Two new prestige classes are introduced. The air knight is a character trained in fighting on flying mounts. The sky elf battle captain is an expert at leading sky ships in combat.

The new feats section provides 14 new feats appropriate to flying characters, characters who ride flying mounts, and characters who man sky ships. These include:
- Aerialist: Ranks in the riding skill apply without penalty to all flying mounts.
- Agile Flyer: The maneuverability of a flying creature improves by one class.
- Hawkeyed: Penalty to missile attacks and spot rolls due to range are reduced.
- Sky Shipwright: This item creation feat allows the creation of skyships.

The section on aerial combat provides modifications and considerations for the standard d20 system combat rules when resolving aerial combats. Most of the modifications are sensible. An abstract movement system is provided for those who do not want to represent such battles with miniatures.

The sky ship section provides some fairly straightforward rules for building and using skyships, including rules for using skyships in combat. The system reclassifies the standard d20 system size categories to fit different ship sizes. Four sample ships are provided.

The last section of the book presents new monsters to be used in the sky realms. This includes monster style writeups for the races herein, a number of dangerous flying creatures, and a winged creature template to modify standard creatures for use in the sky realms.

Conclusion

The book is rather slender, and is light on ideas and heavy on mechanics. If you have a few ideas with respect to airborne adventuring already, the mechanics herein are fairly solid and should serve as a good baseline.

My chief complaint about the book is the format. As already mentioned, the book is expensive for the content compared to similar sized d20 products. There are already 2 more books planned in this series. Typically books twice this size are $15 and those three times this size are $20. Assuming the future books are to have the same format, all three could have been combined into a much more economical package, and perhaps a more interesting one as well.

-Alan D. Kohler
 

Good review, Psion!

I found this product to be a disappointment. Usually, Mike Mearls handles game mechanics in a solid and original manner, with great concern for playability. I found this product to below what I'd expect from him.

For instance, the rules regarding "abstract movement" are nice and simple, but they totally disregard the issue of speed in resolving the opposed role for tactical advantage. Therefore, an unarmored character under the influence of a Fly spell (MAN=Good, SPD=90) has no advantage over a heavily armored counterpart (MAN=Good, SPD=60.)

Then there's the introduction of "Initiative Declaration"-like elements, such as the "Air Combat Ace" feat or the Battle Captain's "Master Strategist" class ability. They are clumsy in play, at least in my experience. (Caveat: I've only playtested these rules in one game session so far.) They rely on metagame guesswork of the "What's the DM going to do next" type.

Finally, he missed an opportunity with the rules for crew quaality. In running the ship, there is no mechanical benefit for having an "elite" crew rather than a "poor" crew. The ship doesn't run any better under the influence of experts. Hmm. . .

Nevertheless, the are plenty of good things in this sourcebook. I especially love the winged creature template. I just didn't feel that there was the quality that I'd come to expect from Mearls. YMMV.

Thanks for reading.:)

---Merova
 

By Steven Creech, Exec. Chairman d20 Magazine Rack

Sizing Up the Target
Aerial Adventures Guide, Volume One: Rulers of the Sky is the first of a three book series written by Mike Mearls. The artwork is by V. Shane with the logo designed by Andy Hopp. Published by Goodman Games, this 32-page book retails for $11.00.

First Blood
Rulers of the Sky introduces the concept of cloud realms and shows how they can be incorporated into your campaign. Solid clouds are derived from energy from the elemental plane of Air. They may be small or large, numerous or very rare in your campaign. From the bottom they look like any other cloud, but from the top you may see any manner of landscape or even fully developed cities!

Three new races are presented in this book. The arachial, intelligent spider-like beings from the elemental plane of Air, are the scourges of the sky. With their alien appearance and taste for humanoid races as food, they make great antagonists from your players. Avians are winged humanoids whose behavior is similar to the barbarians tribes of the north. Finally, sky elves are a whole new elven race that consider themselves to be the guardians of the air realms.

Of course, a book showcasing a new environment would be amiss without new prestige classes. The Air Knight is part fighter and part paladin. He acquires an aerial mount that he may use to defend a settlement or cloud realm. Sky elf battle captains are tactical leaders and can take their sky ships nearly anywhere.

New feats are discussed with all of them relevant to aerial adventuring. Also included are new rules for aerial combat that includes rules for sky ships. Rounding out the book are a few new monsters.

Critical Hits
Mike Mearls is quite probably the single most prolific writer in the industry today. He’s also in strong demand by publishers for a reason. He is consistently good. Aerial Adventures shows originality that is strong with the game mechanics yet completely world neutral allowing it to fit into any campaign world.

Critical Misses
When you weigh the retail price of $11.00 against the 32 pages of content, it does come across a bit costly. There is a significant amount of whitespace present in all three volumes, which makes me think that they all could have been combined into a single 96-page book with little effort and a cheaper price tag.

Coup de Grace
This first book, Rulers of the Sky, has everything you need to bring cloud realms to your campaign. Personally, I think this book could be combined quite easily with Mongoose’s Highthrone: City Above the Clouds. It has originality in the way that the information is presented, including the new races and new monsters. It’s worth examining if you want to give your campaign a boost.

To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to Fast Tracks at www.d20zines.com.
 

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