JoeGKushner
Adventurer
Lands of Conflict is the latest entry in the d20 Warcraft game. Set on the plains of Lordaeron, the factions of the eastern lands struggle for survival against the Undead and against each other. Coming in at 200 black and white pages for $29.99, Lands of Conflict is written by Rob Baxter, Tim Campbell, Bob Fitch, Luke Johnson, Seth Johnson, Mur Laffertyand Andrew Scott.
Art is up to the high Warcraft standards, starting with the gorgeous two page full color internal art composite honoring the memory of Michael Martin Koiter and moving onto the black and white art handled by Rene & Michael Koiter, James Stowe, and UDON. The UDON mark itself is becoming a bit of a thumbs up as the artists who handle their work are often top notch.
In terms of layout, the book uses the standard two-column format with heavy wooden style borders surrounding each page. Game notes are pulled off to the side in gray boxes. Page utility is a little underwhelming at some points. One black page, one title page reproducing the cover in black and white, a credits page, a three page spread for table of contents, two pages of fiction between each chapter with a partial illustration taking up a full page surrounded by black with some of the prestige classes ending with roughly half a page of white space. It’s a complaint common to the series though so we’ll move on.
Lands of Conflict is broken into five chapters with two appendixes. These chapters provide a lot of large blocks that the reader can use to assemble his own campaign. Not everything is spelled out and the reader will have to make some decisions in terms of campaign style and campaign model, but the book offers enough options that most GMs worth their salt should find something to glean from the pages.
Take Chapter One, History and Culture. For fans of the Warcraft setting, they’ll enjoy the detaled timeline and the various epochs covered. The sidebars with campaign suggestions provide the GM with options that make using the book something different as she can put the campaign in a previous time zone and due to the wide patches between entries, pretty much write the history of that timeline of Warcraft.
My favorite campaign model for this is the section, Lands of Darkness, Lands of Demons, where the Order of Tirisfal quietly hunt down demons using their own members and money hungry mercenaries. In many ways, it’s a perfect campaign model providing the characters with patrons and enemies that are eternal.
A few overall notes are included in this first chapter. Part of it involves trade and languages as the land is shattered and money isn’t what it used to be. See, gold coins aren’t quite as useful as they could be when no one will take them as they have no use for them, brining back the old barter system, unless of course you’re going to a goblin shop at which point if they don’t have what you want, they can probably get it.
The next few chapters map and breakdown the lands; Azeroth, Khaz Modan, and Lordaeron. Each one includes locals and people. For example, if you read about Khaz Modan, you’ll find the Badlands, Dun Morogh, Grim Batol, Ironforge, Loch Modan, the Searing Gorge and the Wetlands. Each section has a full page black and white map so details while visible, are lacking. The cartography won’t win any awards but is fully serviceable.
Each section includes a quick rundown on the land proper, and then each subsection includes population, major settlements, languages, faiths, resources, affiliation, specific background details, people and culture break out, geography details, sites and settlements details, more history, and adventure seeds. Often we get a specific NPC of the region and strangely enough, unit information for mass combat using the Cry Havoc engine that was adapted for Warcraft in a previous book. That’s a nice touch despite taking up some space because to be honest, the thing that prevents me from using Cry Havoc more is the labor of writing up the units. In addition to these details, we sometimes get large up close looks at specific areas like Ironforge city, which has it’s own map and several details about the locations within its halls.
Now having information on the setting, the book goes one step further and provides three quick adventures. It starts off with Arena Games, an adventure that starts in the worst way possible with the characters being captured and stripped of their items and is meant for 2nd to 4th level characters. It then moves into Dark Iron Chains where the party is hired by a dwarf warrior seeking his father but everything is not as it seems, designed for 6th level characters, and wraps up with Dead Men’s Tales, a romp against several factions for 11th level characters.
Each adventure includes game mechanics for important characters in addition to maps for vital areas making them more complete than merely cast off adventure seeds. Each includes a few notes on how players might get to the adventure as well as ideas on how to continue using some of the elements introduced by the adventure.
For those GMs who prefer to craft their own adventures, they’ll want to fip to the first Appendix, Organizations. Each organization is broken down by name, membership, alignment, affiliation, regions of influence, activities, organization, location, members, and leaders. These leaders have abbreviated details, name, sex, type, and class. For example, Kel’Thuzad is a male lich Wiz 25, who runs the Cult of the Damned.
Organizations included are the Caretakers, Cult of the Damned, Defias Brotherhood, Explorer’s Guild, Royal Apothecary Society, Scarlet Crusade, Stormwind Assassins, and Syndicate. This allows the GM patrons aplenty for his group as well as organizations to act against the players. Despite the power of the Scourge on this land, people stiff fight and struggle against one another trying to use this horrible time as opportunist of the worst sort even as others just follow their base nature.
The book doesn’t forget players though. While the focus on Crunch isn’t heavy, we do have new feats, prestige classes and other goods. Appendix two includes new feats like Spell Crusher, a feat with many prerequisites but allowing the user to use greater dispel magic as a sorcerer of his level once per day, as well as new magic items like Trol’Kalar, a bastard sword that’s keen and a giant bane weapon that prevents a troll’s fast healing from working on wounds inflicted by it.
For PrCs, we have the Dark Apothecary, spell users who gain caster levels every other level, but in exchange gain abilities that come into play quickly. Their first ability, Improved Brew, allows them to create potions in one hour and at no experience point cost. As they gain in levels, they learn how to throw potions, and empower them, in addition to becoming masters of poison.
The Defias Renegade on the other hand, attempts to master machinery, giving themselves a Cog tattoo and learning how to work with machines and increasing their abilities to detect mechanical traps and how to destroy those devices. A great PrC if you’re using some of the material from the Magic and Mayhem sourcebook.
The Dwarven Prospector is an odd class in that it’s not one about heroism but one of exploration. While the prospecting bit gives it a focus, they’re masters of terrain with abilities that range from direction sense and mineral sense, to ‘prodigious memories for the places they visit.”
For those wanting to play a character on the edge, the Scarlet Crusader is a PrC focused on destroying the u7ndead with abilities to track their prey and gaining the Favored Enemy ability against them.
The GM gets a few new toys in this chapter too. These include new monsters like the Crocolisk and Dark Iron Dwarves, to the planar invaders known as the Worgen.
While the black and white maps work against the overall details and the lack of a giant map of the whole land makes it a page flipper to see how things link together, the book does a good job of providing something to everyone. By including a wealth of details ranging from locations to organizations, the book provides the GM with all the building blocks he needs. By including adventures, the book lets a GM get started right away. The game mechanics at the back of the book showcase that the setting is just as important as the mechanics behind it and provide the players with tools that can make them a solid part of any Lands of Conflict game even as it provides the GM with a few more monsters to use against them.
Art is up to the high Warcraft standards, starting with the gorgeous two page full color internal art composite honoring the memory of Michael Martin Koiter and moving onto the black and white art handled by Rene & Michael Koiter, James Stowe, and UDON. The UDON mark itself is becoming a bit of a thumbs up as the artists who handle their work are often top notch.
In terms of layout, the book uses the standard two-column format with heavy wooden style borders surrounding each page. Game notes are pulled off to the side in gray boxes. Page utility is a little underwhelming at some points. One black page, one title page reproducing the cover in black and white, a credits page, a three page spread for table of contents, two pages of fiction between each chapter with a partial illustration taking up a full page surrounded by black with some of the prestige classes ending with roughly half a page of white space. It’s a complaint common to the series though so we’ll move on.
Lands of Conflict is broken into five chapters with two appendixes. These chapters provide a lot of large blocks that the reader can use to assemble his own campaign. Not everything is spelled out and the reader will have to make some decisions in terms of campaign style and campaign model, but the book offers enough options that most GMs worth their salt should find something to glean from the pages.
Take Chapter One, History and Culture. For fans of the Warcraft setting, they’ll enjoy the detaled timeline and the various epochs covered. The sidebars with campaign suggestions provide the GM with options that make using the book something different as she can put the campaign in a previous time zone and due to the wide patches between entries, pretty much write the history of that timeline of Warcraft.
My favorite campaign model for this is the section, Lands of Darkness, Lands of Demons, where the Order of Tirisfal quietly hunt down demons using their own members and money hungry mercenaries. In many ways, it’s a perfect campaign model providing the characters with patrons and enemies that are eternal.
A few overall notes are included in this first chapter. Part of it involves trade and languages as the land is shattered and money isn’t what it used to be. See, gold coins aren’t quite as useful as they could be when no one will take them as they have no use for them, brining back the old barter system, unless of course you’re going to a goblin shop at which point if they don’t have what you want, they can probably get it.
The next few chapters map and breakdown the lands; Azeroth, Khaz Modan, and Lordaeron. Each one includes locals and people. For example, if you read about Khaz Modan, you’ll find the Badlands, Dun Morogh, Grim Batol, Ironforge, Loch Modan, the Searing Gorge and the Wetlands. Each section has a full page black and white map so details while visible, are lacking. The cartography won’t win any awards but is fully serviceable.
Each section includes a quick rundown on the land proper, and then each subsection includes population, major settlements, languages, faiths, resources, affiliation, specific background details, people and culture break out, geography details, sites and settlements details, more history, and adventure seeds. Often we get a specific NPC of the region and strangely enough, unit information for mass combat using the Cry Havoc engine that was adapted for Warcraft in a previous book. That’s a nice touch despite taking up some space because to be honest, the thing that prevents me from using Cry Havoc more is the labor of writing up the units. In addition to these details, we sometimes get large up close looks at specific areas like Ironforge city, which has it’s own map and several details about the locations within its halls.
Now having information on the setting, the book goes one step further and provides three quick adventures. It starts off with Arena Games, an adventure that starts in the worst way possible with the characters being captured and stripped of their items and is meant for 2nd to 4th level characters. It then moves into Dark Iron Chains where the party is hired by a dwarf warrior seeking his father but everything is not as it seems, designed for 6th level characters, and wraps up with Dead Men’s Tales, a romp against several factions for 11th level characters.
Each adventure includes game mechanics for important characters in addition to maps for vital areas making them more complete than merely cast off adventure seeds. Each includes a few notes on how players might get to the adventure as well as ideas on how to continue using some of the elements introduced by the adventure.
For those GMs who prefer to craft their own adventures, they’ll want to fip to the first Appendix, Organizations. Each organization is broken down by name, membership, alignment, affiliation, regions of influence, activities, organization, location, members, and leaders. These leaders have abbreviated details, name, sex, type, and class. For example, Kel’Thuzad is a male lich Wiz 25, who runs the Cult of the Damned.
Organizations included are the Caretakers, Cult of the Damned, Defias Brotherhood, Explorer’s Guild, Royal Apothecary Society, Scarlet Crusade, Stormwind Assassins, and Syndicate. This allows the GM patrons aplenty for his group as well as organizations to act against the players. Despite the power of the Scourge on this land, people stiff fight and struggle against one another trying to use this horrible time as opportunist of the worst sort even as others just follow their base nature.
The book doesn’t forget players though. While the focus on Crunch isn’t heavy, we do have new feats, prestige classes and other goods. Appendix two includes new feats like Spell Crusher, a feat with many prerequisites but allowing the user to use greater dispel magic as a sorcerer of his level once per day, as well as new magic items like Trol’Kalar, a bastard sword that’s keen and a giant bane weapon that prevents a troll’s fast healing from working on wounds inflicted by it.
For PrCs, we have the Dark Apothecary, spell users who gain caster levels every other level, but in exchange gain abilities that come into play quickly. Their first ability, Improved Brew, allows them to create potions in one hour and at no experience point cost. As they gain in levels, they learn how to throw potions, and empower them, in addition to becoming masters of poison.
The Defias Renegade on the other hand, attempts to master machinery, giving themselves a Cog tattoo and learning how to work with machines and increasing their abilities to detect mechanical traps and how to destroy those devices. A great PrC if you’re using some of the material from the Magic and Mayhem sourcebook.
The Dwarven Prospector is an odd class in that it’s not one about heroism but one of exploration. While the prospecting bit gives it a focus, they’re masters of terrain with abilities that range from direction sense and mineral sense, to ‘prodigious memories for the places they visit.”
For those wanting to play a character on the edge, the Scarlet Crusader is a PrC focused on destroying the u7ndead with abilities to track their prey and gaining the Favored Enemy ability against them.
The GM gets a few new toys in this chapter too. These include new monsters like the Crocolisk and Dark Iron Dwarves, to the planar invaders known as the Worgen.
While the black and white maps work against the overall details and the lack of a giant map of the whole land makes it a page flipper to see how things link together, the book does a good job of providing something to everyone. By including a wealth of details ranging from locations to organizations, the book provides the GM with all the building blocks he needs. By including adventures, the book lets a GM get started right away. The game mechanics at the back of the book showcase that the setting is just as important as the mechanics behind it and provide the players with tools that can make them a solid part of any Lands of Conflict game even as it provides the GM with a few more monsters to use against them.


