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<blockquote data-quote="Jester David" data-source="post: 7536312" data-attributes="member: 37579"><p>I've been asking for a "hacker's guide" that's all about homebrew, optional rules, and the like. And as a sneaky way of adding campaign setting content. But it sounds like they're adding campaign content via PDFs. </p><p></p><p>There's two books I really want. Which I want more varies depending on the time of day. </p><p>So Imma gonna cheat and say two. </p><p></p><p><span style="font-size: 12px"><strong> <em>Van Richten's Guide to the Horrors</em></strong></span></p><p>192-pages</p><p>Price: $49.95</p><p></p><p>Yet another combination lore/monster book. This one focusing on the lore of the monsters, their lairs, and how to hunt them, ostensibly being written as a guide by Rudolph van Richten of Ravenloft. </p><p>This should have a little less history on the monster types and more of how the individual mosnters can arise. Plus how to run the types of adventures they're involved in: there should be advice on investigating and hunting monsters. </p><p>Plus lots of variants to customize these monsters to make them more unique and act as villains and less just random encounters.</p><p></p><p><strong>Chapter 1: Vampires</strong> </p><p>Hunting bloodsuckers. Variant traits for older and younger vampires as well as variant vampires that might have different weaknesses. </p><p>Perhaps some salient powers to customize your vampires. Lair actions and regional effects. </p><p><strong>Chapter 2: Lycanthropes</strong> </p><p>Some lore on the curse of lycanthrope. More advice on players being bitten and controlling their curse. </p><p><strong>Chapter 3: Ghosts</strong> </p><p>How ghosts arise and variant ghostly powers. Optional rules and advice for laying ghosts to rest. </p><p><strong>Chapter 4: Golems</strong> </p><p>A focus on flesh golems, but other types included. </p><p>Alternate materials and some special weaknesses.</p><p><strong>Chapter 5: Mummies</strong> </p><p>Alternate environments such as bog and ice mummies. Ancient powers and dark magics. </p><p><strong>Chapter 6: Liches</strong> </p><p>New spells and dark magics. Traps and rituals. </p><p><strong>Chapter 7: Bestiary</strong> </p><p>Whatever rando monsters they want to throw into this one. </p><p><strong>Chapter 8: Customization Options</strong> </p><p>Advice and rules for customizing and tweaking monsters. Such as monster themes and alternate powers, plus advice on making villains and running monster hunts that focus on investigation and tracking. Suggestions for making monsters Legendary. </p><p></p><p>Each of the first six chapter around 20-odd pages, with a forty page bestiary and the final chapter rounding out the remaining twenty-odd to thirty pages</p><p></p><p><span style="font-size: 12px"><strong><em>Kwalish's Guide of the Wonderous</em></strong></span></p><p>160-pages</p><p>Price: $39.95</p><p></p><p>The 5e <em>Magic Item Compendium</em> mashed with 2e's <em>Book of Artifacts</em>.</p><p></p><p><strong>Chapter 1: Class Options</strong> </p><p>The artificer and maybe some other feats and options based on crafting or relying on items. I can imagine a feat that lets you burn spell slots to recharge items or options for draining items to fuel personal magic. </p><p>Maybe 10 pages.</p><p>Perhaps some new spells and the like. </p><p><strong>Chapter 2: Magic Items</strong> </p><p>The meat of the book. </p><p>More minor properties and quirks. Lots of small, funky little powers that can be used to customize magic items so they’re not just a “+1 longsword”.</p><p>And then just page after page of new magic items.</p><p>75+ pages.</p><p><strong>Chapter 3: Artifacts</strong> </p><p>More super powerful items, old and new. Maybe even some lower powered artifacts.</p><p>Maybe a dozen pages. Just need a few extras. </p><p><strong>Chapter 3: Items of Legacy</strong> </p><p>Making story based magic items that improve with you as you gain levels.</p><p>15 pages</p><p><strong>Chapter 5: Crafting</strong> </p><p>A reprint of the rules included in <em>Guide to Everything</em> with some expansion and more options on harvesting components (and the prices of harvested components). Perhaps some sample items being created, such as a <em>wand of lighting</em> using a behir horn.</p><p>Maybe some rules on transferring enchantments from one weapon to another or improving the magic of certain items,</p><p>Perhaps 15 or so pages. </p><p><strong>Chapter 6: Shops</strong> </p><p>Just a few sample magic item shoppes, with lists of items available and some prices. Ranging from the lowly curio shop in a small hamlet to a bazaar in the City of Brass. </p><p>Twenty pages or so.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7536312, member: 37579"] I've been asking for a "hacker's guide" that's all about homebrew, optional rules, and the like. And as a sneaky way of adding campaign setting content. But it sounds like they're adding campaign content via PDFs. There's two books I really want. Which I want more varies depending on the time of day. So Imma gonna cheat and say two. [size=3][b] [i]Van Richten's Guide to the Horrors[/i][/b][i][/i][/size][i][/i] 192-pages Price: $49.95 Yet another combination lore/monster book. This one focusing on the lore of the monsters, their lairs, and how to hunt them, ostensibly being written as a guide by Rudolph van Richten of Ravenloft. This should have a little less history on the monster types and more of how the individual mosnters can arise. Plus how to run the types of adventures they're involved in: there should be advice on investigating and hunting monsters. Plus lots of variants to customize these monsters to make them more unique and act as villains and less just random encounters. [b]Chapter 1: Vampires[/b] Hunting bloodsuckers. Variant traits for older and younger vampires as well as variant vampires that might have different weaknesses. Perhaps some salient powers to customize your vampires. Lair actions and regional effects. [b]Chapter 2: Lycanthropes[/b] Some lore on the curse of lycanthrope. More advice on players being bitten and controlling their curse. [b]Chapter 3: Ghosts[/b] How ghosts arise and variant ghostly powers. Optional rules and advice for laying ghosts to rest. [b]Chapter 4: Golems[/b] A focus on flesh golems, but other types included. Alternate materials and some special weaknesses. [b]Chapter 5: Mummies[/b] Alternate environments such as bog and ice mummies. Ancient powers and dark magics. [b]Chapter 6: Liches[/b] New spells and dark magics. Traps and rituals. [b]Chapter 7: Bestiary[/b] Whatever rando monsters they want to throw into this one. [b]Chapter 8: Customization Options[/b] Advice and rules for customizing and tweaking monsters. Such as monster themes and alternate powers, plus advice on making villains and running monster hunts that focus on investigation and tracking. Suggestions for making monsters Legendary. Each of the first six chapter around 20-odd pages, with a forty page bestiary and the final chapter rounding out the remaining twenty-odd to thirty pages [size=3][b][i]Kwalish's Guide of the Wonderous[/i][/b][i][/i][/size][i][/i] 160-pages Price: $39.95 The 5e [i]Magic Item Compendium[/i] mashed with 2e's [i]Book of Artifacts[/i]. [b]Chapter 1: Class Options[/b] The artificer and maybe some other feats and options based on crafting or relying on items. I can imagine a feat that lets you burn spell slots to recharge items or options for draining items to fuel personal magic. Maybe 10 pages. Perhaps some new spells and the like. [b]Chapter 2: Magic Items[/b] The meat of the book. More minor properties and quirks. Lots of small, funky little powers that can be used to customize magic items so they’re not just a “+1 longsword”. And then just page after page of new magic items. 75+ pages. [b]Chapter 3: Artifacts[/b] More super powerful items, old and new. Maybe even some lower powered artifacts. Maybe a dozen pages. Just need a few extras. [b]Chapter 3: Items of Legacy[/b] Making story based magic items that improve with you as you gain levels. 15 pages [b]Chapter 5: Crafting[/b] A reprint of the rules included in [i]Guide to Everything[/i] with some expansion and more options on harvesting components (and the prices of harvested components). Perhaps some sample items being created, such as a [i]wand of lighting[/i] using a behir horn. Maybe some rules on transferring enchantments from one weapon to another or improving the magic of certain items, Perhaps 15 or so pages. [b]Chapter 6: Shops[/b] Just a few sample magic item shoppes, with lists of items available and some prices. Ranging from the lowly curio shop in a small hamlet to a bazaar in the City of Brass. Twenty pages or so. [/QUOTE]
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