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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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Cyradon PDF
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<blockquote data-quote="Ace" data-source="post: 2525052" data-attributes="member: 944"><p>Appearance: Cyradon comes in a 26 megabyte zip with 3 PDFs. The Core book is 186 pages, all black and white for printing. It has excellent book marking and a solid index. The cover, which shows a Griffin in battle, is very nice though it doesn't do justice to the print color version (also previewed on the website) which is beautiful . There are also 2 color ink intensive maps, one of Cyradon itself and one of the city of Belynar. Both are 10 by 14 and decent. </p><p>I have no complaints about the appearance and layout at all though the download may be a bit slow for folks on dial up so just be warned eh?</p><p> </p><p>lets start out the review by saying that I recommend using Cyradon with HARP but with the D20 conversion on ICE's site and a little work it would make a very fun setting for D&D or any other game you might like. It really deserves a 5 for use with HARP</p><p> </p><p>The first section of the game is the overview of the setting. </p><p>It covers a bit on races, cultures, people history and the like. Its enough to get folks into the setting with a reading of just a section of this chapter. My main problems with this section (and its a small one) is that the author insists that Cyradon is a swashbuckling setting, something I don't see at all. I see this is a survival or exploration setting, thats a small thing really </p><p></p><p>The next section discusses the entirety of the world (called Mithra) and covers information. like names of days, continent information and the like. This is followed by ancient history and a nice timeline. This section is information dense and a little turgid to be honest. It reads like a textbook at times. I didn't enjoy this chapter but it was solidly written. </p><p></p><p>The next chapter is the continent of Anaias. This chapter has short clean regional breakdowns and mini maps. It is succinct and well laid out. </p><p></p><p>Next chapter covers Cyradon the eponymous continent the book is named for. It is a long chapter with each area given a short bit of text, just enough for GM's to follow up on or to leave open for future books. I especially like the nation right ups as they contain what I would consider just the right amount of data. </p><p></p><p>The next chapter is Character creation. It is the section of the book that is most HARP specific. It contains information for every race and its new variants, weapons new races ( including Gryphons and Gnomes) cultures, training packages martial arts, new skills and more. I find it one of the best chapters I have ever seen in terms of having everything that a GM needs to ground players in a setting. Kudos to ICE </p><p></p><p>The next chapter is the cosmology. Its is pretty complete covering afterlives, gods and the like. It doesn't stint on any of the races and even has information for such races as Gryphons and Gryx. This chapter also includes all of the variant clerics with enough detail to really get into playing one. </p><p></p><p>The next section is the magic section which includes more class variants and also reprints certain spells and the cantrip system from College of Magic. It gives racial magic styles and where needed variant classes. This is something quite cool and is another way to hook players in. </p><p></p><p>Following the magic section is a section on Belynar, the ruined city. This ties in with the PDF map and gives GM's a place to start adventures. I suspect the city will eventually be expanded in a supplement but as written there is plenty for would be GM's to do </p><p>Second to last chapter is an extensive bestiary with lots of nasty monsters, random encounter tables and some spiffy templates ala 3e. The templates are especially nice as I hadn't seen anything like them in HAPR before. Templates can adds a lot to a game. This chapter doesn't stint.</p><p> </p><p>The last chapter is a chapter of starting advice for GM's and adventure seeds. Its a great way to close up the book and make the book a little ore approachable. It can help an intimidated DM understand how to use this wealth of data. </p><p></p><p>The book ends on a detailed index </p><p></p><p>All in all I recommend Cyradon for all HARP players. While a bit at pricey for $15 as a PDF it is a solidly designed world that takes the strengths of the HARP system into account. For players of other games its not quite as good. The setting is excellent but it will require a fair bit of prep work to convert. Still if you want and exploration driven game with loads of detail Cryadon may be just what you want.</p></blockquote><p></p>
[QUOTE="Ace, post: 2525052, member: 944"] Appearance: Cyradon comes in a 26 megabyte zip with 3 PDFs. The Core book is 186 pages, all black and white for printing. It has excellent book marking and a solid index. The cover, which shows a Griffin in battle, is very nice though it doesn't do justice to the print color version (also previewed on the website) which is beautiful . There are also 2 color ink intensive maps, one of Cyradon itself and one of the city of Belynar. Both are 10 by 14 and decent. I have no complaints about the appearance and layout at all though the download may be a bit slow for folks on dial up so just be warned eh? lets start out the review by saying that I recommend using Cyradon with HARP but with the D20 conversion on ICE's site and a little work it would make a very fun setting for D&D or any other game you might like. It really deserves a 5 for use with HARP The first section of the game is the overview of the setting. It covers a bit on races, cultures, people history and the like. Its enough to get folks into the setting with a reading of just a section of this chapter. My main problems with this section (and its a small one) is that the author insists that Cyradon is a swashbuckling setting, something I don't see at all. I see this is a survival or exploration setting, thats a small thing really The next section discusses the entirety of the world (called Mithra) and covers information. like names of days, continent information and the like. This is followed by ancient history and a nice timeline. This section is information dense and a little turgid to be honest. It reads like a textbook at times. I didn't enjoy this chapter but it was solidly written. The next chapter is the continent of Anaias. This chapter has short clean regional breakdowns and mini maps. It is succinct and well laid out. Next chapter covers Cyradon the eponymous continent the book is named for. It is a long chapter with each area given a short bit of text, just enough for GM's to follow up on or to leave open for future books. I especially like the nation right ups as they contain what I would consider just the right amount of data. The next chapter is Character creation. It is the section of the book that is most HARP specific. It contains information for every race and its new variants, weapons new races ( including Gryphons and Gnomes) cultures, training packages martial arts, new skills and more. I find it one of the best chapters I have ever seen in terms of having everything that a GM needs to ground players in a setting. Kudos to ICE The next chapter is the cosmology. Its is pretty complete covering afterlives, gods and the like. It doesn't stint on any of the races and even has information for such races as Gryphons and Gryx. This chapter also includes all of the variant clerics with enough detail to really get into playing one. The next section is the magic section which includes more class variants and also reprints certain spells and the cantrip system from College of Magic. It gives racial magic styles and where needed variant classes. This is something quite cool and is another way to hook players in. Following the magic section is a section on Belynar, the ruined city. This ties in with the PDF map and gives GM's a place to start adventures. I suspect the city will eventually be expanded in a supplement but as written there is plenty for would be GM's to do Second to last chapter is an extensive bestiary with lots of nasty monsters, random encounter tables and some spiffy templates ala 3e. The templates are especially nice as I hadn't seen anything like them in HAPR before. Templates can adds a lot to a game. This chapter doesn't stint. The last chapter is a chapter of starting advice for GM's and adventure seeds. Its a great way to close up the book and make the book a little ore approachable. It can help an intimidated DM understand how to use this wealth of data. The book ends on a detailed index All in all I recommend Cyradon for all HARP players. While a bit at pricey for $15 as a PDF it is a solidly designed world that takes the strengths of the HARP system into account. For players of other games its not quite as good. The setting is excellent but it will require a fair bit of prep work to convert. Still if you want and exploration driven game with loads of detail Cryadon may be just what you want. [/QUOTE]
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