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<blockquote data-quote="(un)reason" data-source="post: 6238172" data-attributes="member: 27780"><p><strong><u>Dragon Issue 351: January 2007</u></strong></p><p></p><p></p><p>part 5/6</p><p></p><p></p><p>Savage tidings: We follow on directly from the last article, with some more talk on the creatures of the island, this time with a greater emphasis on mechanics. You could get hold of a whole range of new animal companions and familiars from the savage environment, which is definitely the kind of thing that would appeal to PC's. In addition, they continue to pay great attention to the question of how to introduce new characters to the adventure. You could recruit from the natives, or you if you're not the racist type, you could have lizardman, Aranea, or Phanaton PC's. (although probably not both of these last two at once. ) With stats for phanatons as well, this is definitely turning up the heat and hitting those nostalgia buttons. They're showing plenty of respect for the original setting, while applying subsequent developments in game technology to it that bring plenty of new perspectives. I very much approve. </p><p></p><p></p><p>Volo's guide: As part of their desire to focus more on campaign settings, it's no surprise that their still active ones get a new column. After a 6 year absence, Volo returns, as irritating as ever. 15 real years and considerably more in game, you'd think he'd have had a bit of character growth, (or at least leveling up) but no, he's as irritating and self-aggrandising as ever. Interestingly, Ed seems to have backed off from his old prolific contributions, (after all, he's currently busy trying to make another campaign setting out in D20 land) and is only writing the foreword for this column. That is interesting to note. </p><p></p><p>But enough context. Lets see if the stuff within is any good. In sharp contrast to the old stuff in this column, but fitting with their current policy, there's a lot more crunch than there used to be, and a tighter focus on material that's immediately useful to players and DM's. With the topic this issue being magical thrones, this instantly feels like one of his old articles full of themed magical items. And that definitely deserves a little yaying. </p><p></p><p>The bloodbone throne of Uruth is made of skulls, and can unleash various forms of foulness on the people around the person seated. Perfect evil overlord equipment, in other words. Muahahahahaha! </p><p></p><p>The Shining thrones of Splendarrmornn have divination and protection effects for those sitting on them, and in a pinch you can merge with them and walk around, becoming a half-golem asskicker. Once again that seems custom designed to make for a neat looking battle scene. I approve. </p><p></p><p>The Soaring throne of the Witch-Queen was made by our old friend Laeral and transforms into a gryphon for you to ride, along with the other standard defensive and offensive effects. So not only can you kick ass, you've also got a decent chance of getting away while not losing your stuff if things go south. And it can stay active long enough to be useful for adventurers too. Dungeoncrawl in style with your own mobile magical throne. Hee. </p><p></p><p></p><p>Dragonmarks: Eberron finally gets it's own regular column as well. Not that it's going to get that many outings, considering we've less than a year to go, but they don't know that yet, do they. They're just trying to give proper coverage to all the D&D worlds, active and dead. So here's some alternate abilities for Dragonmarked sorcerers. A feat, and three new variant classes that provide closer integration between the rules and setting. A perfectly valid little article in the same kind of vein as the Class Acts, only concentrating on a particular setting. Which means they have a little more freedom to write specific fluff to go with it. Nothing spectacular, but they are keeping up their strong editorial direction. Let's hope they don't wind up putting filler into it to make up the page count and satisfy contractual obligations too often.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6238172, member: 27780"] [B][U]Dragon Issue 351: January 2007[/U][/B] part 5/6 Savage tidings: We follow on directly from the last article, with some more talk on the creatures of the island, this time with a greater emphasis on mechanics. You could get hold of a whole range of new animal companions and familiars from the savage environment, which is definitely the kind of thing that would appeal to PC's. In addition, they continue to pay great attention to the question of how to introduce new characters to the adventure. You could recruit from the natives, or you if you're not the racist type, you could have lizardman, Aranea, or Phanaton PC's. (although probably not both of these last two at once. ) With stats for phanatons as well, this is definitely turning up the heat and hitting those nostalgia buttons. They're showing plenty of respect for the original setting, while applying subsequent developments in game technology to it that bring plenty of new perspectives. I very much approve. Volo's guide: As part of their desire to focus more on campaign settings, it's no surprise that their still active ones get a new column. After a 6 year absence, Volo returns, as irritating as ever. 15 real years and considerably more in game, you'd think he'd have had a bit of character growth, (or at least leveling up) but no, he's as irritating and self-aggrandising as ever. Interestingly, Ed seems to have backed off from his old prolific contributions, (after all, he's currently busy trying to make another campaign setting out in D20 land) and is only writing the foreword for this column. That is interesting to note. But enough context. Lets see if the stuff within is any good. In sharp contrast to the old stuff in this column, but fitting with their current policy, there's a lot more crunch than there used to be, and a tighter focus on material that's immediately useful to players and DM's. With the topic this issue being magical thrones, this instantly feels like one of his old articles full of themed magical items. And that definitely deserves a little yaying. The bloodbone throne of Uruth is made of skulls, and can unleash various forms of foulness on the people around the person seated. Perfect evil overlord equipment, in other words. Muahahahahaha! The Shining thrones of Splendarrmornn have divination and protection effects for those sitting on them, and in a pinch you can merge with them and walk around, becoming a half-golem asskicker. Once again that seems custom designed to make for a neat looking battle scene. I approve. The Soaring throne of the Witch-Queen was made by our old friend Laeral and transforms into a gryphon for you to ride, along with the other standard defensive and offensive effects. So not only can you kick ass, you've also got a decent chance of getting away while not losing your stuff if things go south. And it can stay active long enough to be useful for adventurers too. Dungeoncrawl in style with your own mobile magical throne. Hee. Dragonmarks: Eberron finally gets it's own regular column as well. Not that it's going to get that many outings, considering we've less than a year to go, but they don't know that yet, do they. They're just trying to give proper coverage to all the D&D worlds, active and dead. So here's some alternate abilities for Dragonmarked sorcerers. A feat, and three new variant classes that provide closer integration between the rules and setting. A perfectly valid little article in the same kind of vein as the Class Acts, only concentrating on a particular setting. Which means they have a little more freedom to write specific fluff to go with it. Nothing spectacular, but they are keeping up their strong editorial direction. Let's hope they don't wind up putting filler into it to make up the page count and satisfy contractual obligations too often. [/QUOTE]
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