evildm said:
Glad to see you got it, that means it's not too far off for little ol' me.
Does the book provide any info on advancing a current fantasy setting to the modern day as opposed to using our world? Probably not, but I'm curious as that's what I plan to do with it (I want it to be connected to one of our Forgotten Realms campaigns of old).
Not specifically, no. But there is a whole chapter on porting D&D over.
OK, I am DYING to know what the Chainsaw of the Psycho does.
Battered chainsaw with +1 to +3 enhancement bonus. Constantly drips oil and blood, requires no gas to activate. x3 damage on crit. Any good creature gets 2 neg levels if he handles it.
What loose and what gain players if they choose to play a Shadowfolk?
They're basically races - lots of D&D races with similar benefits and penalties. The list includes: dwarf, elf, gnome, goblin, half-elf, half-orc, halfling, orc, shadowkind human, snakeblooded human as basics. With ECL adjustments are: aasimar, bugbear, dragonblooded human, drow, gnoll, half-dragon, half-ogre, ogre, tiefling.
How long are the adventures?
They range from 2 to 6 pages, and come with colour maps etc. Divided into sub-chapters, or "scenes".
How much setting info a gamemaster receive
Loads of it!