By John Grigsby, Staff Reviewer d20 Magazine Rack
Initiative Round
Oathbound: Arena is a Dungeons & Dragons supplement for the Oathbound campaign setting from Bastion Press. This 160-page softcover is the work of Kevin W. Melka and Todd R. Laing and features cover art by Christopher Pickrell depicting a warrior squaring off against Barbello, the Mask of Fury herself! Interior artwork from Alexander Leonard, Ben Eargle, Brannon Hall, C. Michael Erickson, Christopher Pickrell, Ginger Kubic, Jeremy McHugh, Jesse Mohn, and Michael Orwick round it out nicely. Oathbound: Arena retails for $27.95.
Arena, largest domain on the world that is the Forge. No, this isn’t a supplement or adventure about gladiatorial combat in Oathbound, it’s a domain book for that setting. Arena is the largest of the seven domains that make up the Forge, as well as the most dangerous. The lands of Arena are vast stretches of red sand, dotted with lush oases and spent gold mines. It is a land ruled by vast armies commanded by strong warlords, and its savage mistress is the feathered Barbello, the Mask of Fury!
Oathbound: Arena begins with an overview of the Forge itself, the world of which Arena is a part. This is important, for without understanding the Forge and how Arena fits into the world around it, one cannot truly understand the intricacies of the setting. It’s best, of course, if you already have a copy of Oathbound, but if you don’t then this chapter will provide you enough information to make use of the product until you can get your copy (you were planning on getting a copy, right?). Even if you have your copy, you should skim through this chapter, paying particular attention to the last few pages, for these describe how one finds themselves in Arena. The Forge isn’t like many worlds, where one travels at will. Instead, one is chosen by one of the “Feathered Flock,” the seven godlike beings that originally created it. And once you’re there, the only escape may be through death.
Next is an overview of the lands of Arena, including a black & white map of the region (keyed with points of interest), cultures, geography, and all that good stuff. Each of the major cities is described, along with the warlord that rules over them. It is here as well that the reader will learn of the Shadow Mage, a mythical assassin of immense power and stature whose true motives are unknown.
Like many of the realms of the Forge, Arena has its own ecology and ecosphere, and there’s a wealth of information on that as well (along with six delightful new diseases with which to further torment your players’ characters). The climate ranges wildly from swelteringly hot to bitterly cold, and each of the four most commonly encountered terrain types is detailed in its own section in this chapter; jungle, desert, ocean, and oases. This information doesn’t merely repeat the info that is already available in the DUNGEON MASTER’S Guide, it expands on it, and some of this info will even be useful to GMs running campaigns not set in Oathbound (such as sinkholes in the desert). Even the diseases, with a few minor changes, would be suitable for use in nearly any fantasy setting.
Arena has one big draw that few other places in the Forge can claim—gold. In fact, most that venture into Arena do so in search of this precious metal. It is commonly believed that there is an abundance of gold in Arena, and while this may be partially true, only the very lucky of the very skilled will have their share of it. Some take up the mercenary craft in service of a warlord, but those who truly want to revel in the riches that Arena offers must choose the more difficult course and become a warlord themselves. Chapter 4 gives all the necessary information to stake your claim and make your name in Arena. Of course, not everyone is going to be happy with your newfound fortune.
Chapter 5, Lords of the Land, begins by introducing the one lord that matters; Barbello—Mask of Fury. The lord is unmasked, so to speak, with complete details given of her avatar, of she often interacts with those in her realm. Details of other warlords of note ay also be found in this chapter, including the Grand Asherake, Siviss Nexx, Minos Spar, Ossian, Hateni, Varan Trinovant, Aryis (Lord of the Wind), and Regan Severn. Game statistics, background, assets, allegiance, forces, and the capital city of the warlord’s realm (where appropriate) are provided with each entry such that these NPCs can be dropped into the game as needed, with a minimum of preparation. In addition, several minor warlords are also named and detailed in brief.
Water is life, particularly in the vast wastes that are the deserts of Arena, and Chapter Six describes in great detail the oceans that encircle the domain. This chapter is fairly short, little more than a gazetteer that lists the important sites and provides a few brief facts and figures, but it serves its purpose. Chapter Seven expands on the connections of Arena to the rest of the Forge by examining how the other domains view Arena and the status of trade (or other interactions) between them.
Arena, like so many other recent d20 System supplements, offer a mass combat resolution system. On the whole, Arena’s system is not very much different from the others. It offers a quick and fairly simple resolution, rather than long and drawn-out, though the mechanics are fairly original. It’s already pretty simplified in Arena, but I’ll see if I can break it down just a little more.
Combat occurs between groups of soldiers called units. A unit initially consists of 1,000 troops, the average level of which is equal to 1/5 that of their commanding warlord. In many ways, units resemble a character class, based on type. A unit has a base attack bonus, determined by training and level. A unit has troops, which function much like hit points. Units have saving throws and defense ratings (determined by armor and training), and they have special abilities. It is possible to have a mixed unit, much like multi-classing.
When a unit attacks, it makes a single attack roll against the defending unit’s Defense Rating. Since all attacks are assumed to cause some damage, the Damage Mitigation table is consulted to determine how much damage was done. Generally, the higher the attack roll, the better, but even a roll which does not defeat the opposing unit’s Defense Rating may cause some casualties. The damage is then calculated based on the type of unit, the result being the number of enemy troops killed or too badly wounded to continue the battle.
That’s about as simple as I can make it, without presenting the rules right here for you, but I think it’s enough to get the picture. The special abilities of some units, such as spellcasting, ambush, and override, can help turn the tide of battle. Of all the d20 System mass combat resolution systems I’ve yet seen, I like this one the best, I think. It isn’t starkly realistic (spellcasting, for example, is very abstract), but it’s functional and quick.
If it’s new prestige classes and such that you’re after, Arena won’t leave you in the lurch. The ravager is a warrior that has learned to tap the innate magical power of the Forge and channel it into a force for destruction, the Seeker is a warrior mage that is trained to locate ore, water, and riches below the battlefields of Arena, and the sovereign is a fearsome leader on the battlefield. Beyond these three new prestige classes, there are five new races, some new arrival and earned gifts, and six new prestige races (Focus of the Arid Wastes, Focus of the Brawler, Focus of the Fury, Focus of the Odd, Focus of Warfare, and Focus of the Wave).
One exciting new concept is the war machine, weapons of mass destruction. While catapults and ballistae are fine for felling walls, many warlords want something a bit more impressive. From the caltrop spreader to the vacuum bolt to the acid mine, the tools of war in Arena are as brutal as their masters, but few are as impressive as the doom strider, a towering, 100-foot tall behemoth in the form of a man, magically connected to the captain that rides inside and commands it!
Finally, Arena finishes with a 16-page adventure, “Sands of Change,” wherein a group of mid-level characters search for artifacts that bring warlords to conflict. “Sands of Change” ties loosely into “Black on Black” (from Oathbound: Wrack & Ruin), and may even be undertaken by the same characters from that adventure. As may be expected, this adventure features not only the chance for the PCs to do what they do best, but also to lead a mighty army into battle, showcasing the new mass combat rules.
Appendix A contains all the NPCs for the adventure and Appendix B offers five new feats (developed strictly for mass combat), three new skills (more correctly, a new language and two new subskills), and a new spell. In Appendix C details six new magical items, including two new artifacts. Finally, in Appendix D there are six new monsters.
Critical Hit
The spotlight in Arena shines on the mass battle rules, as far as I am concerned. They’re elegant without being slavishly detailed, and they keep the game moving without requiring too much fuss over tactical positioning and other minutia that better suit a wargame than a role-playing game. In an RPG, unless the focus of the adventure is the battle itself, the mass combat should be a blend of ease and enjoyment, and Bastion hit the nail on the head in this category.
I was very happy to see that this product included both a table of contents and a good index, and that it has been formatted to be compatible with D&D, version 3.5.
John’s Hot Pick
The Grand Asherake. He wears a coat made from the tanned faces of his most challenging enemies, and the picture of him by Jeremy McHugh on page 46 really does him justice! That’s one cool NPC. Now if only the picture had been in full color!
Critical Fumble
As a resource for Oathbound, Arena was not quite as enjoyable to me as the previous books had been, though it is still a worthy effort and a fine addition to the setting. The page margins are average for the Oathbound line, though I might argue that they could be reduced a tiny bit (say, about a quarter-inch). The artwork varies, but most of the pieces are well-done and relevant to the text. The weak points are that it is very much set in the Oathbound campaign setting, which makes conversion to other settings and arduous task (but why would you want to?). The only significant problem I came across was the some of the NPCs reference prestige classes not found in the Oathbound campaign guide, or Arena. If you’re going to reference another work, it’s nice if you provide a note telling us where we can find these references, but it would be even nicer to reprint them or not use them.
I would like to know though, what happened to the color artwork? Oathbound: Plains of Penance was a softcover, but still had beautiful, full-color artwork. Suddenly, with Wrack & Ruin and Arena, it’s back to standard-quality paper and black & white art. Please bring back the color, it really enhanced the product and made it more enjoyable. If it costs a little more, so be it, but I’d love to see the color come back!
Coup de Grace
If you’re running an Oathbound campaign, I’d say that Arena is a worthwhile investment, if for the mass battle rules alone. If you don’t run Oathbound, you might be able to make use of it, but it’s going to take some work on your part. All mechanics, and some of the descriptive text has been designated as Open Game Content in Arena.
Final Grade: B+