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Highthrone - City of Clouds
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<blockquote data-quote="Messageboard Golem" data-source="post: 2009883" data-attributes="member: 18387"><p><strong>By Steven Creech, Exec. Chairman d20 Magazine Rack</strong></p><p></p><p><strong>Sizing Up the Target</strong> </p><p><em>Highthrone: City Above the Clouds</em> is the latest in the Cities of Fantasy line from Mongoose Publishing. Written by Alejandro Melchor, this 64-page supplement retails for $14.95. </p><p></p><p><strong>First Blood</strong> </p><p>Highthrone is about a city situated high atop a mountain, literally above the clouds (nearly three and a half miles above sea level). The overview provides a rich history of the founding and evolution of this wondrous city and includes brief sections on natural resources, flora and fauna, weather, and trade relations. The lay of the city is described in sufficient detail, highlighting key areas where adventuring parties may visit or have encounters. Outlying areas of Highthrone are then discussed including three magically enchanted floating islands of rock acting as islands for more settlement room. “Factions and Players” is a section on the movers and shakers of this city. Filled with a variety of organizations and NPCs, you quickly understand why the level of political intrigue is so high here. The remaining part of the book contains information relevant to GMs including new magic, feats, monsters, altitude effects, airships, and tips for running a campaign in Highthrone.</p><p></p><p><strong>Critical Hits</strong> </p><p>The book’s strongest points deal directly with the setting itself and the ability to drop this city into any campaign setting. The generic nature of Highthrone means it can be inserted into any location where mountains exist. Another strength is the wealth of possibilities offered with the introduction of windsteel, airships, and the political climate that surrounds the city. </p><p></p><p><strong>Critical Misses</strong> </p><p>Highthrone comes across as a shortened or incomplete book. Reading it gives one the impression that there should have been more. For example, the section on skyships covers a mere two pages. I think the book would have been much better at 96 pages rather than its 64 pages. There are many areas where things are glazed over when more depth and detail would have been much better. </p><p></p><p><strong>Coup de Grace</strong> </p><p>Highthrone continues the Cities of Fantasy tradition by providing a good usable city that will fit into any campaign world. While there is not a lot of crunch in terms of juicy game tidbits, it does have tasty flavor. So far, I have enjoyed each book in this series, but of the three, this is the weakest overall. Is it worth full cover price? If you plan to use it more than a couple of times then yes. It’s a judgment call for GMs, but I think it has possibilities in my world, so I would recommend it for folks looking for something different than just Bluffside or Freeport.</p><p></p><p><span style="color: green"><strong>To see the graded evaluation of this product, go to <em>Fast Tracks</em> at <a href="http://www.d20zines.com" target="_blank">www.d20zines.com.</a></strong></span></p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009883, member: 18387"] [b]By Steven Creech, Exec. Chairman d20 Magazine Rack[/b] [b]Sizing Up the Target[/b] [i]Highthrone: City Above the Clouds[/i] is the latest in the Cities of Fantasy line from Mongoose Publishing. Written by Alejandro Melchor, this 64-page supplement retails for $14.95. [b]First Blood[/b] Highthrone is about a city situated high atop a mountain, literally above the clouds (nearly three and a half miles above sea level). The overview provides a rich history of the founding and evolution of this wondrous city and includes brief sections on natural resources, flora and fauna, weather, and trade relations. The lay of the city is described in sufficient detail, highlighting key areas where adventuring parties may visit or have encounters. Outlying areas of Highthrone are then discussed including three magically enchanted floating islands of rock acting as islands for more settlement room. “Factions and Players” is a section on the movers and shakers of this city. Filled with a variety of organizations and NPCs, you quickly understand why the level of political intrigue is so high here. The remaining part of the book contains information relevant to GMs including new magic, feats, monsters, altitude effects, airships, and tips for running a campaign in Highthrone. [b]Critical Hits[/b] The book’s strongest points deal directly with the setting itself and the ability to drop this city into any campaign setting. The generic nature of Highthrone means it can be inserted into any location where mountains exist. Another strength is the wealth of possibilities offered with the introduction of windsteel, airships, and the political climate that surrounds the city. [b]Critical Misses[/b] Highthrone comes across as a shortened or incomplete book. Reading it gives one the impression that there should have been more. For example, the section on skyships covers a mere two pages. I think the book would have been much better at 96 pages rather than its 64 pages. There are many areas where things are glazed over when more depth and detail would have been much better. [b]Coup de Grace[/b] Highthrone continues the Cities of Fantasy tradition by providing a good usable city that will fit into any campaign world. While there is not a lot of crunch in terms of juicy game tidbits, it does have tasty flavor. So far, I have enjoyed each book in this series, but of the three, this is the weakest overall. Is it worth full cover price? If you plan to use it more than a couple of times then yes. It’s a judgment call for GMs, but I think it has possibilities in my world, so I would recommend it for folks looking for something different than just Bluffside or Freeport. [color=green][b]To see the graded evaluation of this product, go to [i]Fast Tracks[/i] at [url=http://www.d20zines.com]www.d20zines.com.[/url][/b][/color] [/QUOTE]
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