By Brad Mix, Staff Reviewer, d20 Magazine Rack
This review is for Swashbuckling Adventures by Alderac Entertainment Group (AEG) and retails for $34.95. This 256-page hardbound source book contains all the information needed to run a campaign in the world of Theah. A world of swashbucklers that you make you think of heroes like; Zorro, The Scarlet Pimpernel, Three Musketeers, and Wesley from the Princess Bride.
The first thing that you notice is that everyone in Theah is human. To help create some strife and adversity the world is divided into nine major countries. A person’s perception of the world is influenced by his nationality. Physical appearance is also determined by nationality.
In the world of Theah magic is limited to bloodlines, and magic works much differently than in most other campaign worlds. The following classes do not exist in Theah: Cleric, Druid, Sorcerer, and Wizard. Other magic using classes like Ranger, Paladin, and Bard all have alternate abilities. If you want to include these classes some changes are recommended. Clerics take the role of priest and religious leaders. A monotheistic religion is suggested with the different alignments representing different factions of the same church. Druids tend to take the role of Shamans. Peasants may turn to them to help with struggling crops. Druids are often hunted by the “true” church and charged with heretics. Sorcerers and Wizards are looked on differently depending on the country.
Of the modified classes the Bard is the best suited for Theah. Their storytelling and entertaining song goes well in the heroic world. No changes are needed for the Barbarian, Fighter, Monk, or Rogue. Although the background and nationality may be limited.
New character classes Alchemist, Assassin, Courtier, Highwayman, Inquisitor, Musketeer, Noble, Pirate, Spy, Swashbuckler, Wanderer, and Witch help fill the void of the banned classes. These are mostly variations of Fighters and Rogues with different skills.
Chapter 3 details over 90 prestige classes and divides them by nationality. Unfortunately these too are mostly variations of Fighters and Rogues. They remind me of kits from 2nd edition rules. Many of them are identical except for a few different skills and weapon proficiencies.
There are a lot of good new feats listed. Some of the highlights include: Ranged Expertise that allows a penalty to attack for a bonus to AC. Road Scholar that allows for unskilled knowledge check at +1. Six Fingers that allows for a +1 to attack and to dex checks. Sneak Attack Training adds an additional 1d6 to sneak attack damage. Tagging is a particularly flashy attack designed to dishearten an enemy. Arcana feats can be taken as well at first level. These are basically character traits such as Brilliant, Courageous, and Focused. Some negative ones, or Hubris as they are called, also exist. If a negative on is taken a bonus feat is gained. Some of them include: Hedonistic, Overconfident, and Megalomaniacal.
Equipment is detailed with special emphasis on sea going items. Firearms are included and many different kinds are listed.
Chapter 7 gives some advanced rules for Theah. Bombs are the first item covered. Nothing fancy about bombs, you put a fuse in a barrel of gunpowder and hope that you can run away fast enough as to not get caught in the blast area. A chart is given for the blast area and damages are given. Buildings can be destroyed and each type of building is given a demolition rating. The higher the rating the bigger the bomb has to be to bring it down.
Dramatic criticals allow for extra threat range. If you increase the threat by 3 before an attack is made you can score extra damage if the rolls are high enough. By doing this you also increase the critical failure. So instead of a 1 being a critical failure a 1-4 is now a failure for that attack. After a few critical fumbles a prosthetic might be needed. Luckily prosthetics is included and explains how they are made and what kind of penalty or bonus is applied.
Mass combat and ship-to-ship fighting are very well detailed. This is probably the best part of the book. The rules are easy to follow and add a lot of realism to an attack.
Chapter 8 details some secret societies that work to advance their own agenda.
A timeline and history of Theah is given and details how some of the countries attitudes towards each other developed.
Lastly some tips of how to play a Swashbuckler are included. Banisters were made to be slid down; Chandeliers were made to be swung from. A carpet was made to yanked on when someone is standing on it. Remember to have fun, smile a lot and try not to sleep with the Barons daughter!
I really enjoyed this rulebook. It is put together well and is easy to understand and for $34.95 it is a decent price. Anchors away!
To see the graded evaluation of this product, go to The Critic's Corner at www.d20zines.com.
----------
(I've added an additional review done by another member of our review staff so that you may see the differences in their style of reviewing and gain a better informed opinion about this book. - Steve)
By Bruce Boughner, Staff Reviewer d20 Magazine Rack and Co-host of Mortality Radio
This review is for Swashbuckling Adventures, a 250-page hardcover book written by Erick-Jason Yaple and published by Alderac Entertainment Group (AEG). The book retails for $34.95.
AEG, a company best known for picking up the Rokugan Oriental Adventures setting/Legend of the Five Rings, has stepped up to the plate and tagged the Grand Slam of accessories, Swashbuckling Adventures. Nearly every previous attempt at creating a genre in the Three Musketeers/Count of Monte Cristo vein have always left me a little dry. This book skewers them all, at the tip of their rapiers!!!
Based on The’ah, the swashbuckling CCG, this book brings pirates of the Caribbean, orders of swashbuckling swordsmen, secret orders and intrigue of a psuedo-17th century Europe to life. As I am currently fopping my way through my own Sunday night campaign and in The SCA, I was humongeously impressed with the over-abundance of classes, feats, skills, settings and other goodies in the book.
Chapter One, rather than races, deals in nationalities. All basic characters ARE human. This book deals with the emerging Empirical Dynasties of a pre-Industrial Age Europe, shortly before the settling of the Americas by England, France and Spain, or Avalon, Montaigne and Castille, as they are called here. Europe and the Eurasian continent, are described in great detail, through Ussura (Russia) all the way to the Empire of the Crescent Moon (Arab sub-continent and India) to Cathay (China and Japan).
Classes feature predominantly in Chapter Two, starting with the core D&D classes and how they relate to this milieu. Clerics are recommended to become priests in a monotheistic setting, while druids are converted into shaman. Sorcerers and wizards are closely regulated. Depending on where you are in the setting, sorcerers can be honored members of society, while wizards are seen as outcast deviants. Bards are enhanced to fit the genre and paladins are transformed into Crusaders. Rangers are also adapted to fit into The’ah, barbarians, fighters, monks and rogues are unchanged. New classes feature the Alchemist, Assassin, Courtier, Highwayman, Inquisitor, Musketeer, Noble, Pirate, Spy, Swashbuckler, Wanderer and Witch, all uniquely and exquisitely crafted into this game.
The third chapter leads into Prestige classes, Seventeen universal Prestige Classes and 71 Prestige classes divided among the countries of The’ah! Favorties like Avalon’s Goodfellow Archer (Robin Hood archetype), Castille’s Gustavo Horseman (gaucho), Eisen’s Nibelungen Smiths and Montaigne’s various sword schools among other familiar icons.
Feats are the focus of the fourth chapter; it is not one of the shorter chapters in the book! It contains a great wealth of feats specific to the 88 classes in this volume. Things long underused or unseen like riposte (fighter), coven member (witch) or river boat pilot (general, profession) are among the large number of gems here.
Equipment is in Chapter Five, again, tailored for a swashbuckling campaign, there are a number of things I have long sought to include for my characters. Also a great number of firearms, from grappling guns to musket carbines are detailed here. Wondrous items from poisons and alchemical concoctions to fancy coats and magic sails, enchanted blades and guns of all calibers fill the chapter.
Chapter Seven covers advanced rules such as bombs, tripwires and fuses, new combat options such as called shot and disarming shot, prosthetics, mass melee rules and ship to ship combat are detailed here. They lose points for leaving out the cannon rules, but it is available in downloadable errata.
Chapters Eight details secret societies. Much like the Free Masons and the legendary Illuminati, the how-to build and run such a group is in this brief section, seven are briefly listed. Chapter Nine goes into the history and description of The’ah. The timeline parallels our own history, allowing for game alterations and followed with a country-by-country almanac that includes typical inhabitant sketches. An appendix, rich with character tips and suggestions round out the book.
The artwork is very rich and done in a similar manner to TSR’s Red Steel campaign, with the artwork in a sepia tone. If the book suffers at all, it suffers from AEG’s habit of cramming a lot into a little and following up with numerous supplements. But given that WotC did the same thing after the core rules came out with supplements for the classes I am not going to protest too much, I just can’t stand the wait for more. If they are anything like the Rokugan supplements, they are more than worth the wait!! Buy it or I shall thrash you a second time, you silly Avalonian knnnigit!!!!
To see the graded evaluation of this product, go to The Critic's Corner at www.d20zines.com.