Mysteries of Arena

Ghostwind

First Post
The war-ravaged dunes of Arena conceal some of the greatest mysteries on the Forge. Some have been buried beneath the crimson sands for ages, forgotten by all save the Mask of Fury, Barbello—the whimsical and unchallenged Feathered Fowl who rules the land. Some things are more precious than gold if one can only find them, and some secrets are best left buried deep beneath the sands forever.

Mysteries of Arena is the follow-up product to Oathbound: Arena, and even more expands upon the Forge’s largest domain. Contained within this product:

• 5 new player character races, and an cadre of new spells.
• 4 new classes, 4 new Prestige Classes (including non-hippie Druids), 3 new Prestige Races
• New feats, skills, and additional rules for mass combat.
• New equipment, weapons, and armor native to the desert.
• New magic items, artifacts, and relics.
• 12 mysteries of Arena, detailed and ready to explore.
• A 30-page adventure delving into one of the darkest secrets
of Arena’s past.
 

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Oathbound: Mysteries of Arena

Mysteries of Arena is the latest sourcebook for the Oathbound d20 setting from Bastion Press. If you're not familiar with Oathbound, you might read my earlier reviews of it, but basically, it's set in a world that is essentially a prison for a god and its 7 head minions (angels, really). While it's a prison, the 7 angels can escape it, if they can find someone strong enough (and gullible enough) to beat them in a fight. So they came transformed the prison world into a world that would build strong people, a la Darwin, and called it the Forge.

Arena is the domain of Barbello, one of the least sophisticated (and youngest) of the imprisoned god's minions. She's essentially very petulant and warlike for the sake of being warlike. So her domain, Arena, is essentially one great big eternal battlefield. It was detailed pretty well in last years (November of 2003, I think) release, "Oathbound: Arena".


Crunchy Stuff

Despite the name, "Mysteries of Arena", this book is really sort of a companion volume to that book, Arena. It can roughly be broken up into 3 parts: new crunchy stuff (races, classes, feats, spells, critters, etc), the Mysteries themselves, and lastly an adventure. With the crunchy stuff filling up most of the book (say 100 pages of it or so). So to a certain extent, this book can be used for any fantasy d20/D&D game, since much of it, while tailored to Arena's environs, isn't exclusive to Arena.

The new races are pretty alien, pretty much what you expect from an Oathbound product. You have a rock eating species of Dwarves (called Rockbiters); Karnos, which look suspiciously like the bad aliens from Star Trek Deep Space 9 (not what the guy from Benson was, their lackeys); Ramzadi, who are basically Wookiees, except instead of being really tall and hairy monkeys, are really tall and hairless lizard people (But they have the same personality and live in trees and such - even have something like bowcasters, kinda); Sythiss, which you might guess are snake people; and Ok'weel, which are really weird - they look like mollusk-humanoids.

If you have Torn Asunder, you might remember the Ramzadi from it, but in that, they were just a monster race, in this they are statted up for players. The Sythiss seem a bit too silly - they have clans, and each clan name happens to be one of a real world snake species. Only like it were spoken by a snake person (or person with a lisp or Castillian athent). Aspiz, Cobriss, Viperiss, Gartiss, etc. Too cute by far. Also, all of the races have level adjustments, ranging from +1 (for the Rockbiters) to +3. Personally, I think once you get that far (+3), you should do a "monster class", a la Savage Species (or before that, the Second World Sourcebook), because otherwise, these don't work all that well as player characters.

So honestly, the races didn't do all that much for me. Though they do fit in pretty well in the world of Oathbound, which is the thing that actually counts..

The class section is interesting, as while there is an assortment of prestige classes, we also get 3 new core/base classes. I love those. There's the Duneslayer, which is a fighter type, only specialized for desert warfare (presumably we'll see a dessert warfare class in Oathbound: Candyland); the Operative, which is a rogue like class that is basically a spy or espionage type; and the Sand Mystic, which is a sort of arcane spellcaster similar to a wizard but only occurs in Arena. Essentially, they use magic crystals made from the sand of Arena, instead of spell books.

On the prestige class side, we get 5 of them. The Spellbinder, which is a prestige class for arcane casters that lets them cast spells in co-ordination with other casters. It's meant for army units of spell casters. It's kinda neat how they work - when 2 or more Spellbinders cast the same spell together, it works as that many number of spells, plus various other improvements (depending on level in the class). This is the best of the bunch, I thought.

There's also the Forest Slayer, which is sort of a sniper/archer type. The Legionnaire, which doesn't sound like it's name - rather than being a Roman army type, they bond with special mounts, like giant scorpions, dire bears, or enormous penguins. Though just to have the name make sense, apparently they dress like Roman soldiers.

The last two are pretty much tied into the setting. First off is the Shadow Assassin, which are agents of the dreaded Shadow Mage. They are sort of a cross between the regular Assassin prestige class (sans the spellcasting) and the Shadowdancer. They not only work for a specific NPC/Faction in the world of Oathbound, they have to take a couple prestige races as requirements.

Lastly is the Wellspringer. This is essentially a Druid prestige class. But instead of the annoying, smelly, hippie sort of Druid, these are my sort - capitalist Druids. Basically, instead of hugging trees and such for fun and mother nature and all that junk, they do it for money. Because Arena is a desert, it's very dependent on Oases. These Druids can create and maintain Oases and do so for cash. A Druid with a job - amazing!

So for the most part, the classes are pretty good. I'm not sure how appealing they would be for players, but definitely most useful for NPCs. They do seem pretty balanced. Nothing overpowering, nothing too weak. I especially liked the descriptions of them - very descriptive, with very evocative imagery. For instance, the start of the description of the Wellspringer:


"From the dawn of Arena's creation the intoxicating allure of unearthing a mother lode of buried mineral riches ignites and captivates the vivid imagination of Arena's avaricious warlords and ambitious usurpers."


This sort of writing goes on for about 2 paragraphs before you actually get to what the Wellspringer is. Kind of wordy, yes, since you can basically sum the class up as saying they are "Druids for hire". But a simple description doesn't inspire it's use in the game, and how the class fits into the Oathbound setting. This paints a vivid description of what life is like in Arena, and the Wellspringers role in it. (I suspected these bits were written by Thomas Knauss, and this was actually confirmed by an email from him in response to the version of this appearing on RPG.net)

There's a grab-bag of other Oathbound stuff. For instance, there are a couple Prestige Races (basically, where a character pays XP to "evolve" into a sort of advanced critter), Focus of the Gloom, Focus of the Grave and breaking the goth theme, Focus of the Lodes. I can't easily describe the last (basically Lodes are intelligent rocks), but Focus of the Gloom is about adapting to an underground environment. (As an aside, Bastion should consider gathering all of these Pathes into one book or PDF and putting them out)

The Mass Combat system gets a short but major improvement. Basically, units can now gain feats. There's a huge list of them.

There's a range of feats and spells. One of the feats lets a character have a glowing nose (or other organ/appendage), so you can finally play Rudolph in d20. One of the spells is like the portrait of Dorian Grey, basically the spellcaster makes a portrait of himself, and the portrait takes the damage, not the caster. But it's a lot more limited than the one in the book/movie. And a spell that seems to have been inspired by Vogon poetry. "Rhyme of Despair" it's called. Actually, I like how the spells are presented, as part of lost & famous spell books.

A few new skills are introduced, and I think probably shouldn't have. "Sand Surf" at least. While it's a neat idea, it's probably a bit too specific for a d20 skill. Same with "Find Water". "Sand Surf" possibly could have been folded under the Profession meta skill as Profession (Sand Surfer). Don't laugh, dude! There's more to surfing than just being able to physically perform - you have to know a lot about the mechanics of it -what to use, when you can do, etc. And Find Water is probably covered by Survival/Wilderness Lore. There should be a specific DC for finding water, and maybe a feat to make it easier.



Mysteries and Mayhem

The Mysteries of Arena section is actually pretty short. Maybe 38 pages. Much of this is actually tied into the other parts of the book, for instance, one of the secrets is that the Sythiss exist.

There are some problems, for instance, the text doesn't really agree with the rules elsewhere (or what is in Arena). For instance, the Sythiss are supposed to be fairly powerful, maybe soon being more powerful than the Grand Asherake (but not yet), and it mentions they can field an army of 6,000. But that's not many at all. That's 6 units in the mass combat system in Arena. It mentions that the rest of Arena fields 5x as many units, total, as the Sythiss, but that's definitely not true. 500x maybe. In the adventure in this book, the PCs are presumed to be the rulers of a very small holding, and have an army of 8 units.

The real trouble is, most of the mysteries just aren't very mysterious. Usually they are just sort of out of the way towns or places. Usually just isolationists, not something wild or exotic, like say, Shangra-La or Brigadoon or Atlantis or the 7 Cities of Gold, or even Branson.

You do get some dirt on Barbello's past fights that went badly. While she can only lose for good while she's in her citadel, she's been beaten in a fight a few times and you learn who and what she did to them when she reformed. I would have liked more on her personal history. I mean, surely she has some sort of love life or something.


Lastly, there is an adventure. It's basically a follow-up to the one in Arena. In that adventure, the PCs ended up (hopefully) with the control of a 'holding' or basically the rulers of a small city-state. It's a direct follow-up, and in many ways strikes me as something of an unfair adventure, from the PCs point of view (based on lots of experience being griped at, anyway).

Basically, it assumes that in-between the adventure in Arena, nothing has happened except what it has said. That could be the case if you just happen to now buy Arena and this book, or just now plan on running the two adventures. But Arena came out almost a year ago, in mid October of 2003 I believe, so if you ran it then, well, presumably your PCs have done a lot of stuff, and you the DM have no doubt fleshed out the area of their holding pretty well. The adventure actually sort of admits this at the beginning.

It also springs on the PCs some stuff from this book. Which is unfair. I mean, the PCs should have knowledge of the area they are in, ie, the Arena portion of the book. Rather than be surprised by new enemies that just pop up in the this book. (Though the adventure does do a good job of showing how the material in this book integrates into Arena).

Actually, that's part of a problem with the book itself. It adds some completely new stuff to Arena, which your game didn't have before. Integrating new stuff out of the blue is always tricky, but is harder when it's fairly big, which some of the stuff in this book is. Including the villains of this adventure. I mean, they are based in a gigantic canyon not far from the PCs town. Surely someone would have noticed the canyon?

This isn't a problem if you are just getting into the Oathbound setting, or Arena in particular, but for long time fans with ongoing games this could be tricky.

But I do like the premise of the adventure. I just think it should have been presented in a more non-linear manner. Maybe sketchier. Because when the PCs are the rulers of a place, they should be fairly pro-active - searching out the area for potential problems and such, so they should run into conflict with the enemies in this book. The first module for the old D&D Companion Rules, CM1, was a good example of how to do a module like this right.

I also think if you have adventures like this, you need some sort of rules for running a domain/city-state/kingdom, etc. d20 has some of those, but none that I've found that were very good. I was enamored with Fields of Blood when I first got it (to the point of writing something of a hex mapping program in visual basic for it), but once I actually started using the rules, I found them to be unsatisfactory. It also doesn't mesh very well, scale wise, with Arena. I would like to see Bastion someday come up with a book on this subject (they already have a pretty good mass combat system, after all).


Woops, almost forgot about the Appendices, which are stats and writeups. The first is just the NPCs from the adventure, but the second are all sorts of new creatures that were mentioned all over the course of the book, plus some extra.

Most of the new critters are fairly grotesque or alien (again, sort of fitting Oathbound's theme). There are a couple rock creatures (including one called the Cryshma, which harasses people at airports), a Lovecraftian thingie (a "Glebe'marl") that looks like something Cthulhu sneezed out, a few lizards, an evil dwarf race with cat whiskers, a really angry super-Treant, a sand worm out of Star Wars: Return of the Jedi (the thing that ate Boba Fett). Each critter has an adventure hook or three associated with it, which is something Bastion usually does, and is a nice touch.

Final Thoughts

Arena was probably Bastion Press's best looking book. This is something of a step down from that, but is a lot better quality than their last two releases in terms of readability of the print and clarity of the art, though the art is still be bit spottier than it should ideally be. The art is excellent - a lot of the interior art is done by Christopher Pickrell, who did the cover of Arena, and whose work is very very good. (All of the art is good, but his stuff was notably excellent). Another artist's style reminds me a lot of Jim Holloway's, which IMHO, is good. And like pretty much all Bastion products, the layout is excellent. Typos seem to be pretty rare, too, I haven't spotted any.

All in all, it's a good book, even though it's more of a grab bag of stuff than detailed mysteries. It goes a long way towards fleshing out Arena. It's actually the same size, but $2 cheaper than Arena was, so it's a good value. A solid if unspectacular B

They've got a small preview of it on their website, so check it out if you are interested.
 


Oathbound: Mysteries of Arena

Mysteries of Arena is a supplement for the Oathbound setting by Bastion Press, concerning the domain of Arena (which is expanded upon in detail by the Oathbound: Arena setting supplement). The book has supplementary setting and rules material and an adventure for the Oathbound setting.

The lead designers for Mysteries of Arena are Todd Laing, Thomas Knauss, and Brannon Hollingsworth. Additional contributions are by Glenn Brown, Kevin W. Melka, Shannon Bennett, Steve Creech, Tim Hitchcock, and Will Harper.

Disclaimer: I am writing this review without the benefit of owning the Oathbound: Arena book.

A First Look

Oathbound: Mysteries of Arena is a 160 page perfect-bound softcover book priced at $25.95.

The cover, illustrated by Chuck Lukacs, depicts a huge lizardlike beast with a robed humanoid figure atop it, with similar humanoid figures surrounding it.

The interior is black and white, with art by Ben Eargle, Brannon Hall, Chris Pickrell, Chuck Lukacs, Eric N. Peterson, Jesse Mohn, Phillip James, and Stephen Lanham, with cartography by Ed Bourelle. The art is fairly good, especially the full page pictures.

The copy I received was very grainy in appearance, however. I am assuming the copy I was provided is a print-on-demand preview version and not a production version.

A Deeper Look
(Spoiler warning: some secrets unveiled in the book are discussed below.)

One of the fundamental aspects of the Arena sub-setting is that beneath the bloodied war-torn sands that dominate much of the domain lie ancient mysteries and hidden treasures. This book hopes to introduce many of those secrets as campaign elements. That said, much of what is herein is not all that hidden, but simply expanded options for Arena characters.

The book is divided into 6 chapters, two appendices, and a hidden bonus track... er, appendix. The first chapter is a brief introduction, the next two cover character options, followed by chapters on spells & magic items, locations, and an adventure set in Arena. The appendices include NPCs for the adventure, new creatures, a map, and pregenerated PCs (presumably for the included adventure, though they are not discussed anywhere in the text.)

One of Oathbound’s distinguishing traits is the array of new and unusual races that populate the setting. This book is no exception, bringing you four more PC races:

-Rockbiter Dwarf (Ugruu): These unique subterranean dwarves actually subsist on minerals; they can also (slowly) take on the appearance of natural rock formations, and shape their hands into spikes that do additional unarmed combat damage. They have a favored class of monk, which goes well with their racial wisdom bonus, but not their racial dexterity penalty.
-Karnos: Barbarous creatures with a spiked hide, Karnos were drawn to Arena by it’s ruler, Barbello, whom they revere. Their priests even derive power though this worship, by means unknown (since none of the Feathered Fowl are considered deities, this is considered something of a mystery). However, the book fails to mention the domains or weapon that such clerics would use.
-Ramzadi: Hulking, lizard-like humanoids, Razmadi dwell near the jungles of Arena. They have a skull crush grappling technique. The race neglected to provide a favored class, and uses an odd ability modifier against race design conventions.
-Sythiss: A race of cobra-hooded snakemen who once controlled much of the domain of Arena, but their empire crumbled under mysterious circumstances. They are still a force to be reckoned with and plot to regain their status. The race is sexually dimorphous, with males favoring fighters and females sorcerers, with a commensurate difference in ability modifiers.
-Ok’weel: Keeping up the Oathbound rep for bizarre races, the ok’weel are basically hybrid octopus/snail men that dwell in the oceans of arena. The race is amphibious but must occasionally soak their skin in water. The race is physically weak, favoring wizards, but they have tentacles, can dispense obscuring ink (which provides concealment in water and can blind a target on land), and have neurotoxin on some tentacles.

New classes include both core and prestige classes. The core classes are basically variants of the basic core classes:
-Duneslayer: A variant of the fighter that replaces the feats with class abilities that optimize them for the desert warfare that signifies arena. Probably primarily suited as an NPC, the class never gains the sort of potency that an optimized fighter gains.
-Operative: A close variant of the rogue, the operative has class abilities more tuned towards scouting and infiltration.
-Sandmystic: The sandmystic is a variant of a wizard that draws power from crytalized sands of Arena instead of spellbooks. The class lacks a familiar or a bonus metamagic or item creation feats, but can tap additional spells with a random roll, and has a "maniacal focus" ability that acts somewhat like barbarian rage, save that it applies to intelligence and wisdom instead of strength and constitution.

There are several prestige classes as well:
-Spellbinder: An arcane casting class with full casting advancement. The class is something of a mass combat specialist, gaining benefits primarily when casting in concert with other spellbinders; the abilities and full casting advancement are probably justifiable given the restriction of the abilities to group casting.
-Forest Slayer: A ramzadi-specific class, the forest slayer is a commando style ranger/rogue hybrid with a few shadowdancer style stealth abilities. The class was close enough to existing classes that a prestige class probably wasn’t highly justified.
-Legionnaire: A mounted warrior representing the armies of Arena. A mass combatant prestige class is probably a bit beyond the levels normally associated with a prestige class, but the higher level emphasis of Oathbound makes the class more justifiable.
-Shadow Assassin: Disciples of a being known as the Shadow Mage, shadow assassins are actually the class I would be most likely to port to a non-Oathbound game. Shadow Assassins lack the spellcasting ability of core assassins (something I felt that not all assassins should necessarily have, an issue made even more problematic with its unusual spellcasting under 3.5), replacing them with shadowdancer-type stealth abilities.
-Wellspringer: The wellspringer is sort of a desert druid with the specific ability/responsibility to nurture the various oases that are centers of civilization in the desert of Arena. Additionally, the class has an affinity for vermin, and gains the ability to shift into vermin shapes.

There are three new prestige race focuses: focus of the gloom (suiting the creature to life in the subterranean Gloomskien), focus of the grave (gaining undead like qualities), and focus of the lodes (provides a link with the so-called memory lodes, see below.)

A number of new feats, skills, and equipment appropriate to the campaign appear in the third chapter. There are some guidelines of the applicability of feats to the mass combat system presented in Oathbound: Arena (not owning that book, I really can’t comment on how approrpriate the guidelines are.)

Some feats are interesting and useful, such as forest stalker (improves cover bonuses from trees.) There are, however, a few questionable feats and a lot of questionable skills. The heighten hearing feat does not have prerequisited beyond being able to hear, but it clearly better than skill focus (listen), providing a +4 bonus to listen checks and other skill bonuses while in the Gloomskien. New skills include find water (which sounds like a subset of survival). None of the new skills define which character classes have them, nor do any of the new classes mention them. You would think at the very least, if you were going to use find water as a skill, the desert warrior duneslayer would have it. This is rather poorly integrated design.

The Forgotten Magic chapter has a variety of spells and magic items related to Arena and its environment. Barbello’s favor, reflecting the love of melee of the domain’s ruler, provides luck bonuses to AC against ranged attacks. Depth charge, with an anachronistic concept, shoots a canister which explodes, causing sonic damage underwater.

In addition to the normal spells, there is a short selection of special spellbooks, much like the old Pages of the Mages feature in Dragon magazine, with its own unique spells and some special rules.

There are a few new magic items, some somewhat interesting (like the Rings of Watery Shielding, which envolop an aquatic creature with a protective sheath of water that they can also use for attack). There are also several legendary artifacts associated with Arena.

The fifth chapter, Secrets of Arena, is less mechanical and has details about a variety of locales in Arena that a GM might use in the Arena setting or in a similar primarily desert setting, as well as some secrets regarding Barbello and the few who have faced her and still live. Example entries include the Oasis of Lost Souls, where the sythiss race dwells, the tunnels of the Gloomskien, The Last, a paladin/horizon walker cursed to walk the planes, and who has business with Barbello, The Brotherhood of Dust a demented band aimed at unveiling the secrets of the life-altering goddust. There are several NPC writeups, many of them high level, and rules details for such things as the goddust and memory lodes. Some of these are suitable for adventure backdrops, but few of them provide direct ideas for PC involvement, leaving that task to the GM.

The sixth chapter Goddust, is an adventure for 9th to 12th level characters involving the Brotherhood of Dust. The adventure is written as a sequel to the adventure Sands of Change, and assumes the characters have come into control of a holding in Arena. Other hooks are described with a few notes on adapting each, but the default text assumes that the characters have played the prior adventure and the GM will have to do some tweaking if this is not the case.

The adventure itself isn’t bad, with various time based events as part of the structure and a good deal of pressure on the PCs to uncover the activities of the Brotherhood.

A number of new and interesting creatures appear in the appendices, including the Guardian Golems of Penakhimen (intelligent but single minded defenders of that city), mirajii (vexing and canny undead shapeshifters), and the bizarre insectoid terrors of the Gloomskein, the molesti.

Conclusions

This is a fairly nice supplement with some weaknesses. The classes are decent; though some might not be strictly necessary or appealing, most are balanced and fit the setting well. The most compelling class for inclusion in another setting might be the shadow assassin prestige class, which eschews the spellcasting of the DMG assassin. The weakest of the mechanical components are the skills and feats, which repeats mistakes that I thought most seasoned d20 System writers and developers were beyond by this point.

The setting features have some interesting possibilities, though a few of the associated mechanics are heavy handed (like Goddust, which while it has interesting possibilities, can randomly inflict side effect that cannot be reversed by any spell). The major NPCs are well detailed, but most appropriate for a rather high level setting and (as most of the depicted major NPCs are depicted sympathetically) the statistic blocks are not as likely to be used directly.

In comparison to other Oathbound setting supplements, I would say that it is more lucid and brings better ideas to the table than Plains of Pennance, but probably does not add as much to the setting as Wrack and Ruin.

Overall Grade: C+

-Alan D. Kohler
 

By John Grigsby, Staff Reviewer d20 Magazine Rack

Initiative Round
Oathbound: Mysteries of Arena is a Dungeons & Dragons supplement for the Oathbound campaign setting from Bastion Press. This is a 160-page black & white softcover by Todd Laing, Tom Knauss, and Brannon Hollingsworth with additional design by Glenn Brown, Kevin Melka, Shannon Bennett, Steven Creech, Tim Hitchcock, and Will Harper. The cover art by Chuck Lukacs depicts description. Ben Eargle, Brannon Hall, Chris Pickrell, Chuck Lukacs, Eric N. Peterson, Jesse Mohn, Phillip James, and Stephen Lanham contribute to the interior art. Oathbound: Mysteries of Arena retails for $25.95.

Mysteries of Arena opens with a short piece of fiction to set the scene, then delves into the mysteries of this savage land. The first offering is a collection of five new player character races. Rockbiter dwarves are a dwarven subrace partly composed of stone with a dreadful allergy to the sun (the dreadful part being that prolonged exposure kills them). Karnos are alien beings that live for honor and war, not necessarily in that order. Ramzadi are relatives of the lizardfolk, arboreal tree-dwellers. The sythiss are an ancient race that once dominated Arena; a race of powerful warriors and magi who wouldn’t mind a return to their former glory. Finally, the ok’weels are a primordial race of sentient aquatic cephalopods that have adapted to survival on land.

The duneslayer is a base class representing a soldier who has sworn allegiance to a particular warlord and fights on his behalf. They are highly skilled in warfare in Arena’s environs. The operative (or Arena scout) serves his warlord in other ways, leaving behind the blood-soaked battlefields in favor of clandestine operations. The sandmystic is a variant wizard, storing their spells in a special crystal and tapping the mystical energies therein, on occasion calling forth spells that they have not specifically prepared from within the crystal’s depths. There are also several new prestige classes within these pages; the spellbinder (a specialist in cooperative spellcasting), the forest slayer (guardians of the ramzadi), legionnaire (a skilled warrior who works best with others of his type as a cohesive unit), the shadow assassin (disciple of Raghuveer, the Shadow Mage), and the wellspringer (experts at locating water beneath the harsh sands).

This being Oathbound, the setting just wouldn’t seem complete without a few prestige races, as well. To that end, Mysteries of Arena presents the Focus of the Gloom, the Focus of the Grave, and the Focus of the Lodes. Those who tread the path of the Focus of the Gloom slowly lose their desire to walk in the sun, preferring instead the cool darkness of the realms below. With time, they become creatures of the darkness, able to merge with the shadows. For those who choose the Focus of the Grave, a far different fate awaits. Over time, the individual becomes a free-willed undead being, eternal and without mortal needs. The path of the Focus of the Lodes is longer than most others and eventually leads to a linkage between the creature and a crystal from a memory lode. It offers great power, but not without cost.

Mysteries of Arena contains several new feats, but also provides detail on how certain feats and skills apply to mass combat. Interestingly, the new feats are not available to outsiders, even those feats that are not specific to the confines of Arena. Strangers seeking to take one of the feats described in this book must earn the privilege by spending time in the harsh realm. Two new skills, Find Water and Sand Surf, are joined by a handful of specializations under broader skills (like Knowledge). Several new weapons, armor, and other equipment are described (both magical and mundane), along with 30 new spells. There is also a collection of “lost spells,” incantations long believed gone from the eyes of men. And yet, they lurk in certain places, awaiting discovery.

Chapter 5: Secrets of Arena, details everything that that the Arena sourcebook didn’t tell you about; the Oasis of Lost Souls, secrets about Barbello, the Brotherhood of Dust, the secret settlement of Paradise Lost, the Shadow Mage, the Guardian Golems of Penakhimen, the secrets of the Memory Lodes, the subterranean oasis of Sanctity, Potus Blight (founder of the Greenkillers), and the cryptic lich known simply as Warlock. Laid bare are enough plot hooks and MacGuffins to keep a gaming group busy for some time. Even if not every secret in this section is used, certain entries such as the Memory Lodes are essential to capturing the essence of the setting.

A short adventure titled “Goddust” sends the characters on a quest to find the source of a wave of horrible creatures twisted by magic that are terrorizing their current hostel. As they struggle to find the source and quell the rising tide, they must both overcome the guardians of an ancient secret and forestall an invasion of their holding. The adventure is intended for PCs of 10th level, but is easily scaled to suit a range of 8th to 12th level. Suggestions on scaling the adventure are provided in the text. A number of new creatures are described in an appendix following the adventure.

Finally, a one-page map shows key locations in Arena that are described in this volume. This is followed by a collection of six pre-generated characters. These characters are fully-fleshed out and ready to be dropped into an adventure (presumably the one included in this product).

Critical Hit
If anything in Mysteries of Arena stands out for me, it’s the section on the mysteries themselves. Player characters, well most player characters anyway, love a good mystery, and the ones collected here are sure to entice the group for quite a while. There are an even dozen described, and each is detailed enough that a GM could run a story centered on a particular mystery pretty much unprepared, if the need arose.

Critical Fumble
The player characters seem like filler. I’m sorry, but there’s no other word for it. It’s as though the designers realized that they were six pages short of a book (products are routinely of a given size; 96 pages, 128 pages, etc.) and said, “Hmm, what can we use to fill those six pages?” Instead of adding in another couple of mysteries or maybe another new race or prestige class, they chose to toss in some pre-generated characters. Yes, it’s nice to have them as alternates or to provide to the players if their own characters are not of the appropriate level, but it’s just as simple to generate your own. For an experienced player or DM, making characters (even of mid-level) shouldn’t take more than an hour (or much less if you use one of the many character-generation software programs available).

Coup de Grace
For those running a campaign set in Oathbound (more specifically, in Arena), this is a good purchase that will add a lot to your group’s adventures. If you don’t run Oathbound, you’re going to see less usefulness from this supplement, though it can still be salvaged with some effort. By ignoring a few things that are key to the setting (such as the existence of Barbello), this could probably be worked into almost any wasteland area within a campaign. A fair bit of what is found herein needs little or no explanation if used outside the Oathbound campaign setting.

The book itself is well-organized, with a table of contents and index. The Open Gaming Content requires a little effort to locate, but it’s not like its hidden. Only the game mechanics have been designated as OGC. The artwork is passable and, for the most part, in agreement with the context in which it appears.

Final Grade: B+
 

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