Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Book of Hallowed Might II, who has it?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Old Fezziwig" data-source="post: 1487403" data-attributes="member: 59"><p>Because I'm somewhat lazy, I'm just going to toss my thoughts up in this thread. Maybe I'll combine them into a proper review later. I'll post one chapter at a time (as I'm doing this as I read through the book, and I have a lot of other things to get to tonight).</p><p></p><p><strong>Introduction</strong></p><p>This section introduces the Celestial River pantheon and explains what the authors intend to do with the rest of the book. Fairly straightforward. I'm ambivalent about the Celestial River pantheon at this point. The text suggests classes and races that may worship certain gods, and, this is purely personal feeling, I think it would be stronger if it didn't, as then characters would worship certain gods based on personal views and thoughts rather than "I'm a halfling, and most halflings worship Kulaj." Of course, others might find that sort of certainty more useful for their campaign. No worries. One side note, the text says that only Mallock "is not neutral on the good/evil axis," which is not true--Urgan is neutral good (I'd probably make him true neutral, if I wanted to stay within what the text suggests).</p><p></p><p><strong>Chapter I: The Oracle of Jezer-At</strong></p><p>This chapter deals with the oracle itself and the gods Enaul and Essoch. The Oracle itself, aside from being a resource for characters searching for information, has real effects on divination spells cast (increasing caster level, range, and altering other effects in interesting ways). There's a short section dealing with the priests of the Oracle (which are not necessarily all clerics, as all members of the organization are called priests). I felt that the writing in this little section got off the rails a bit; the passage felt repetitive as I read it (this cropped up--the writing feeling awkward--a couple other times in the course of the reading, but I'd be hard-pressed to give specific examples, and it doesn't interfere at all with the content, so.... Mind you, the overall quality of the writing is excellent; I might be being picky, as I've been grading papers a lot recently).</p><p></p><p>After examining the potential for intrigue at the Oracle, we get descriptions of Enaul and Essoch and two sample characters (a priest of Enaul and a diviner working for Essoch). There's also a sidebar detailing costs of service at the Oracle. This all looked fine to me.</p><p></p><p>The next four pages deal mostly with how to adjudicate and use signs/visions/omens/portents and all that in your campaign. This is more advice for a DM than for a player (and a fairly sharp departure from the first BoHM, which seemed mostly aimed at players). The advice is good, and there's a handy list of general and specific phantasmagorias (with meanings) that could be wicked helpful to the DM working with this stuff.</p><p></p><p>The rest of the chapter is filled with crunchier stuff (a skill, feats, domains, spells, and items). These are my thoughts on the matter in the order that they came to me.</p><ul> <li data-xf-list-type="ul">Profession (Speaker of Portents), although very specific, feels funny to me (I can't imagine a character choosing that as a profession). I'd probably call it Profession (Oracle) or something like that. As for it as a skill, I'm not sure it's necessary, as I feel that it gives mechanics to something that I'd probably want not to have them. That said, I can see it allowing a player to play an oracle without needing to be hyperactively smart or observant.</li> <li data-xf-list-type="ul">The feats are fine and appropriate. I really like the Craft Charm Set/charm set deal and could use it in my next campaign. Seer would be really useful for a diviner, but I can't see a lot of players taking it in place of other feats. I'm pretty ambivalent about Vatic Sight, although I like the idea.</li> <li data-xf-list-type="ul">The Civilization domain power seems weak (a +2 circumstance bonus to Gather Information checks made in a settlement over 100 people). I'd at least bump it up to +3 (as Skill Focus) and would consider having Gather Information become a class skill. The scope seems almost too narrow to be useful on top of the low modifier.</li> <li data-xf-list-type="ul">The spells: I love Aid from the Future (wicked neat and evocative, IMO), Commune with the City, and Precognitive Flashes. I like the other spells, too. I'm just a divination fan, I guess.</li> <li data-xf-list-type="ul">Items: the charm sets, which are cantrip-activated minor magic items, could be useful in a low magic game as an alternative to potions or something to use with potions. The sample charms are pretty basic, but have some neat flavor text (for example, the personality charm set consists of "two cloth pouches filled with rose petals and powdered rhino horn, a strap of cloth rubbed with sea salt and bearing three circular gold charms, and a broken dagger hilt"--on one level, this seems arbitrary, but the components could be changed pretty easily, I'm sure). The artifacts (Crook of Essoch and the Hourglass of Enaul) don't do much for me, but I rarely use/think of using artifacts in my game, so that's likely just a predisposition of mine.</li> </ul><p></p><p>So far, so good; I'm really liking it. I'll post more later.</p><p></p><p>Best,</p><p>Nick</p></blockquote><p></p>
[QUOTE="Old Fezziwig, post: 1487403, member: 59"] Because I'm somewhat lazy, I'm just going to toss my thoughts up in this thread. Maybe I'll combine them into a proper review later. I'll post one chapter at a time (as I'm doing this as I read through the book, and I have a lot of other things to get to tonight). [b]Introduction[/b] This section introduces the Celestial River pantheon and explains what the authors intend to do with the rest of the book. Fairly straightforward. I'm ambivalent about the Celestial River pantheon at this point. The text suggests classes and races that may worship certain gods, and, this is purely personal feeling, I think it would be stronger if it didn't, as then characters would worship certain gods based on personal views and thoughts rather than "I'm a halfling, and most halflings worship Kulaj." Of course, others might find that sort of certainty more useful for their campaign. No worries. One side note, the text says that only Mallock "is not neutral on the good/evil axis," which is not true--Urgan is neutral good (I'd probably make him true neutral, if I wanted to stay within what the text suggests). [b]Chapter I: The Oracle of Jezer-At[/b] This chapter deals with the oracle itself and the gods Enaul and Essoch. The Oracle itself, aside from being a resource for characters searching for information, has real effects on divination spells cast (increasing caster level, range, and altering other effects in interesting ways). There's a short section dealing with the priests of the Oracle (which are not necessarily all clerics, as all members of the organization are called priests). I felt that the writing in this little section got off the rails a bit; the passage felt repetitive as I read it (this cropped up--the writing feeling awkward--a couple other times in the course of the reading, but I'd be hard-pressed to give specific examples, and it doesn't interfere at all with the content, so.... Mind you, the overall quality of the writing is excellent; I might be being picky, as I've been grading papers a lot recently). After examining the potential for intrigue at the Oracle, we get descriptions of Enaul and Essoch and two sample characters (a priest of Enaul and a diviner working for Essoch). There's also a sidebar detailing costs of service at the Oracle. This all looked fine to me. The next four pages deal mostly with how to adjudicate and use signs/visions/omens/portents and all that in your campaign. This is more advice for a DM than for a player (and a fairly sharp departure from the first BoHM, which seemed mostly aimed at players). The advice is good, and there's a handy list of general and specific phantasmagorias (with meanings) that could be wicked helpful to the DM working with this stuff. The rest of the chapter is filled with crunchier stuff (a skill, feats, domains, spells, and items). These are my thoughts on the matter in the order that they came to me. [list][*]Profession (Speaker of Portents), although very specific, feels funny to me (I can't imagine a character choosing that as a profession). I'd probably call it Profession (Oracle) or something like that. As for it as a skill, I'm not sure it's necessary, as I feel that it gives mechanics to something that I'd probably want not to have them. That said, I can see it allowing a player to play an oracle without needing to be hyperactively smart or observant. [*]The feats are fine and appropriate. I really like the Craft Charm Set/charm set deal and could use it in my next campaign. Seer would be really useful for a diviner, but I can't see a lot of players taking it in place of other feats. I'm pretty ambivalent about Vatic Sight, although I like the idea. [*]The Civilization domain power seems weak (a +2 circumstance bonus to Gather Information checks made in a settlement over 100 people). I'd at least bump it up to +3 (as Skill Focus) and would consider having Gather Information become a class skill. The scope seems almost too narrow to be useful on top of the low modifier. [*]The spells: I love Aid from the Future (wicked neat and evocative, IMO), Commune with the City, and Precognitive Flashes. I like the other spells, too. I'm just a divination fan, I guess. [*]Items: the charm sets, which are cantrip-activated minor magic items, could be useful in a low magic game as an alternative to potions or something to use with potions. The sample charms are pretty basic, but have some neat flavor text (for example, the personality charm set consists of "two cloth pouches filled with rose petals and powdered rhino horn, a strap of cloth rubbed with sea salt and bearing three circular gold charms, and a broken dagger hilt"--on one level, this seems arbitrary, but the components could be changed pretty easily, I'm sure). The artifacts (Crook of Essoch and the Hourglass of Enaul) don't do much for me, but I rarely use/think of using artifacts in my game, so that's likely just a predisposition of mine.[/list] So far, so good; I'm really liking it. I'll post more later. Best, Nick [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Book of Hallowed Might II, who has it?
Top