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Van Richtens Arsenal

The Fires of Righteousness

Creatures of the night, be warned. From the lost notebooks of Rudolph Van Richten comes a new entry in the library of the greatest vampire-hunter to ever walk the Realm of Dread. Included herein are tools and techniques that allow the heroes of Ravenloft to take the fight to the next level. From potent spells to arcane artifacts, the secrets within represent some of Ravenlofts greatest hopes against the legions of darkness.

The Flames of Heroism

First in a series of Van Richtens Arsenal handbooks, this book introduces a variety of new weapons against the fiends that populate Ravenloft. Included are rules for alchemy, new spells, magical items, new equipment and even a few prestige classes (such as the alchemist and crusading knight) fully prepared to bring down the forces of evil.
 

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This review is for Van Richten’s Arsenal: Volume 1, a Ravenloft campaign supplement. Published by Sword and Sorcery under White Wolf’s Arthaus imprint (confusing, isn’t it?), this 160-page book retails for $24.95.

After a brief introductory section, chapter one looks at various equipment that are of great use to a hunter of the night. All of the items are mundane but have interesting qualities that would add flavor to campaigns other than Ravenloft. New weapons include a dragon pack, which is essentially a large backpack sprayer that can shoot any liquid up to 20ft. in distance. A pack filled with holy water or alchemist’s fire can be a devastating weapon. New tools include flour (for detecting invisible creatures), magnetic compass, tripwire alarm, and straitjacket as equipment used in hunting foes.

Chapter two is a collection of arcane and divine spells tailored towards aiding a monster hunter in his investigation (identify spoor), offensive spells (awaken guilt), and defensive spells (wall of gloom). Chapter three delves into magical weapons and magic items that are of great use to undead slayers and monster hunters. New magical weapon properties are binding, death bane, fey-forged, heartseeker, and protection. Items imbued with magic powers include: coffin of eternal rest, eye of the wicked sight, ring of reversion, and wolfspaw. Items of faith and worship include: bed of meditation, icon of the eternal order, and witch pin. A few relics (similar to artifacts) are addressed, some of which include Hands of the Dawn Healer and Skull of the Seventh.

Chapter four is devoted to the science of alchemy and how it relates to Ravenloft. New substances, feats, a template and potions are discussed as they relate to alchemy. Chapter five is a broader base of information for all players. Thirteen new general feats are listed for players to utilize provided they meet the requirements. My personal favorites here are logical mind, nine lives, sworn enemy, and warding gesture. Ten new prestige classes round out the chapter. The Alchemical Philosopher is basically a pure alchemist in mature and more of a NPC rather than player character. Anchorite of the Mists are clerics of Erza who control the mists. The Avenger lets revenge guide his life, committed to the destruction of a single nemesis. Crypt Raiders are the stereotypical tomb raiders. Dirgist is a bard with exceptional knowledge of the undead. Guardian Seekers specialize in the knowledge of cursed items and evil relics. A Hallowed Witch draws upon her power from the land itself, gaining incredible spell resistance as she progresses. A Knight of the Shadows is a type of paladin devoted to combating evil and protecting the innocent. Pistoleers are masters of gunpowder weapons. Stygian Attendants are spellcasters who use mercy and compassion to help undead pass onto the other side.

Chapter six is an in-depth chapter on using techniques and tactics in pursuit of monster/undead hunting. There are several good strategies for many kinds of undead such as vampires, ghosts, liches, and other monsters such as lycanthropes and constructs. The information in this chapter is quite useable outside of Ravenloft and should fit into other campaigns with little modifications. The appendix is a collection of NPCs that may lend valuable aid to players in Ravenloft.

Overall, Van Richten’s Arsenal: Volume I is a good sourcebook for people who adventure in Ravenloft. There is good material that can be used outside of this setting but the bulk of it is best served when in Ravenloft. For a campaign-specific Ravenloft GM or player, this book is a good buy. Anyone who doesn’t adventure in Ravenloft, however, should take a close look at it first before buying it.

To see the graded evaluation of this product, go to The Critic's Corner at www.d20zines.com.
 



Beware! This review contains major spoilers.
This is not a playtest review.

Van Richten's Arsenal Volume 1 is a Ravenloft campaign setting supplement covering alchemy, new spells, magical items and equipment to battle the forces of darkness. (Note to Brits: No, Van Richten is not the new manager of that famous London soccer club, nor is this a fantasy based on that concept). The book is a joint Arthaus/Sword & Sorcery release whilst also being an official WotC licensed product.

Van Richten's Arsenal is priced at $24.95 for its 160 pages. This includes 6 pages of ads and a couple for credits and contents. Each chapter heading takes a full page. Chapter ends in particular (but also many other areas around art and tables) contain large chunks of white space. Margins are huge, though the font is average. Therefore, although this seems at first glance average pricing for its size and type, the amount of wasted space through bad layout gives a poor value in terms of volume of content.

Art is average to good - the internal art is mostly pencil sketches, one of which is used in a cameo effect on the front page. The front and back pages appropriately feature a lot of black. The writing is superb, one of the best written rules-orientated books I've come across. The authors manage to inject a real sense of the fantasy author and editor throughout the book. Each item or idea is given a context in terms of hunting evil creatures, and is presented in-character as much as rules can be. Editing seems excellent.

The 4-page introduction gives an overview of the life of the famous Rudolph Van Richten with commentary from Laurie and Gennifer Weathermay-Foxgrove, niece and nephew of George Weathermay, a friend of Van Richten's.

Chapter One: Stakes and Silver, covers weapons and equipment beneficial to the hunter of evil. Each item has a level of technological advancement factor, and a DC to create the item using the Craft skill, as well as the basic stats. The chapter obviously concentrates on weaponry and includes such weapons as a staking crossbow, a mediaeval flamethrower (with acid and holy water variants) and blunderbuss. But there is also a short section on other equipment such as herbal candles (e.g. garlic, wolfsbane) and straitjackets.

Chapter Two: Faith and Fury, contains spells to aid the hunter of evil. These are laid out under practical headings and sub-headings such as the 1st-level Ranger spell 'Identify Spoor' which is entitled 'Know What You're After' and falls under the more general heading of 'Spells To Aid An Investigation'. Each spell is preceded by some introductory information and the major headings have some flavour text and advice attached to them. Other spells include the 3rd-level Clr/Sor/Wiz 'Diminish Undead' and the 7th-level Cleric spell 'Eternal Slumber' which makes corpses immune to the animate dead spell.

Chapter Three: Instruments Of Power, contains magic items and artifacts as well as some nice weapon enchantments such as Heartseeker (weapons made of wood that gravitate towards the heart) and Binding (whereupon the spirit of the first intelligent being slain by the weapon is bound to it). All the items are described separately from their stats, though the stats are on the same or next page. The items include the Coffin of Eternal Rest (enchanted with the Eternal Slumber spell) and the Censer of Warding (holy incense protects buildings from undead). The section also includes some Relics (holy items that grant a limited number of miracle spells, healing and some other powers) and artifacts.

Chapter Four: Bottled Lightning, takes a focused look at Alchemy in relation to hunting evil creatures. The chapter begins with some common alchemical substances such as disappearing ink, anaesthetic, and smelling salts. After a brief overview of alchemical philosophy, a number of rarer or magic-like alchemical creations (such as tissue regenerator and alchemical homunculus) are offered, Finally, there is a new template: Alchemical Child, an alchemical construct with a telepathic link to its creator.

Chapter Five: Perilous Pursuits, begins with some flavour text and thirteen new feats including Portents (ability to use augury-like ability x1/day) and Smitten (the character has a beloved - when in view of the beloved, the character gains some advantages but must make a Horror check if see beloved die or Madness check if discover beloved is an evil creature). Several other feats relate to advantages when making Madness or Horror checks. The remainder of the chapter is dedicated to Prestige Classes:
* Alchemical Philosopher - gains bonuses to alchemical formulae as described in Chapter 4.
* Anchorite of the Mists - a cleric of Ezra, with powers that help with travelling inter-dimensionally
* The Avenger - allows entry at 3rd level due to requirements, but gains limited benefits to finding and killing a particular nemesis. Interesting roleplaying possibilities, but probably more of an NPC class.
* Crypt Raider - Indiana Jones-type with suitable class abilities, Req's restrict class by requiring Decipher Script skill.
* Dirgist - very similar to Ambient's Dark Minstrel, basically a miserable bard who dreams of death and the undead, and has different bardic music abilities causing woe and anguish. Requires Bardic Music ability.
* Guardian Seeker - quests to destroy evil or cursed magic items, spellcaster requirements.
* Hallowed Witch - good witch with limited spell-like abilities with a mixed arcane/divine spellcasting requirement, and further benefits from being part of a coven.
* Knight Of The Shadows - dedicated to fighting evil, particularly to protect the innocent. Limited spell list, unrestricted multiclassing for paladins and fighting evil benefits.
* Pistoleer - restricted to Chivalric/Renaissance technology, this is an expert in gunpowder weapons with all sorts of benefits related to shooting a pistol including ignoring cover by using ricochets. Could enter at 4th level due to Requirements.
* Stygian Attendant - PrC that aims to lay the restless dead to rest from a sense of pity and goodwill with bonuses for dealing with incorporeal undead.

Chapter Six: Tricks and Traps, contains a wealth of advice for those hunting creatures of evil. Covers advice on magic, gathering information, using the environment, and planning. The remainder of the chapter is dedicated to advice on combating these creatures of evil and gives specific attention to vampires, ghosts, liches, lycanthropes, constructs, the ancient dead (e.g. death Knights, mummies), fiends, and hags. Information is given on useful spells, efficacious allergens and general combat tactics.

Dungeon Masters Appendix: Allies Against The Night, contains detailed stats and descriptions for eight major NPCs who fight against evil creatures in their own inimitable ways. Each entry gives stats, possessions, history, description, current situation, combat abilities, home, and a nice little sidebar entitled 'Dread Possibility' which details some ideas on secrets that the NPC is not aware of that could one day bring them grief, and may require intervention from a stolid group of adventurers to sort out.

Conclusion:
Inevitably, there is a certain amount of material in this book that is specific to the Ravenloft campaign. Chapter Three is the most Ravenloft-orientated chapter, with bits of Chapter Five also Ravenloft-focused (especially the feats). However, don't be put off by this, because there is plenty of material in here which can be used outside of a Ravenloft campaign. Chapters 1, 2 and 6 are nearly all generic, as is the Alchemy chapter (although your technology levels will have to be relatively high for it to be appropriate). I was also surprised to find most of the Prestige Classes to be relatively easy to adapt and have some great ideas. Certainly most of the information here could be used to great effect in any adventure where creatures of evil play an integral role.

The writing quality throughout makes this a joy to read, especially if you are a fan of gothic horror. The information is well balanced between descriptive information and crunchy rules and the rules-orientated stuff seems pretty well thought out with a few minor exceptions.

My only major gripe would be with the layout and design, particularly the wasted space and over-generous dedication to ad space. A must buy for Ravenloft fans, but a very good investment for any who intend to run or play in a campaign where fiends, undead and the like are a significant feature.
 

Before I begin this review, two stories:

The first is on Sean K. Reynold's site, and is a humorous take on the relationship between R&D and sales in your atypical game company.

The second begins back when WotC was better known for making card games than RPGs. Apparently in an attempt to improve the sales of products in their Ravenloft line, TSR began adding a blurb to the cover of some Ravenloft sourcebooks and adventures - "Suitable for all D&D campaigns." - even on products that were tied so closely to the Ravenloft setting that it would have been fiendishly difficult (pardon the pun) to make them fit a more traditional setting.

What do these stories have to do with this product? Let's take the second story first.

This product, more than any other produced by Arthaus/White Wolf/Swords & Sorcery Studios/etc., and even more than most of the actual TSR products that actually bore the 'suitable for all D&D campaigns' blurb, could bear the blurb without shame. While there are a number of references to mechanics which are core to the Ravenloft setting and do not apply to other settings (such as Fear, Horror, and Madness checks), the references aren't pervasive and in many cases can be edited out of the material with little difficulty. For instance, spells that refer to 'powers checks' can simply have those references removed to make them usable in alternative D&D settings.

And there's a lot of material to use. Over 30 new spells. New weapons and weapon modifications. The 'heartseeker' enchantment, which does for piercing weapons what 'vorpal' did for slashing weapons. New adventuring gear and 'medical gear' like straightjackets and leeches. You might think you get short-changed a bit on feats, until you realize that the entire chapter on 'higher alchemy' (alchemy that does more than make tindertwigs or alchemist's fire) is entirely feat-driven. New prestige classes, introduced not by a vague description like 'Gondoliers are merry paddlers of people from place to place', but with descriptions of individuals fairly typical of the type to give you an idea of what kinds of people become members of these PrCs.

And this brings me to the first story. People who like 'crunchy' will find plenty to like in this book, but it's the added stuff that has little to do with rules material that makes this an outstanding book. The book is presented as a series of essays from former associates of the famous monster-hunter Rudolph van Richten - and when you get to the back of the book, you find the game stats for the folks who've been telling you all about this stuff! Each character also has a 'dread possibility' which can help inspire plots and adventures in any DM's campaign, not just one set in the Dread Realms of Ravenloft. This book is excellent evidence for why 'crunchy + story', done well, is better than just 'crunchy'.

So why isn't this book a 5-out-of-5? It would be if I were reviewing it on a Ravenloft-specific site. Someone who isn't running a Ravenloft game will have to do some amount of work to make some of the material suitable for her own game, though, and not everything here is likely to be an 'automatic' approval in a game should a player want something 'kewl' (like the Pistoleer PrC). Still, it's an excellent book and well worth taking a look at. Next time you see this on the shelf of your local game store, pick it up, glance through it, get inspired, and realize just how good this book is.
 

You need to be more careful with your formatting. I've fixed your review, but the url link code used here is not the same as in vb. When you want to post a link, use the format:

text
 

Oops... I goofed. It seems this code works in comments too. :p

At any rate, when you post a review, there is a link to a LTI primer that shows up.
 

Thanks. I am used to using the UBB code and didn't catch the different coding used here. My apologies, and thanks for cleaning me up.
 

Volume 1? We want volume 2!

VRA is a bottomless pit of useful information, that is of use for DMs and Players alike.

Chapter One: Stake and silver - mundane tools and devices. Great ideas here ! Mostly new weapons and improvements on normal weapons, the section also expands explosives (yikes! There's a flamethrower !) and on an adventurer's backpack furnishing: beeswax to seal a place from gaseous vampires, Herbal candles (infused with garlic or wolfsbane ? wow!). The section ends with medical supplies (I always thought it was odd to rely on medical supplies in a word where clerics could cure you, but for the ordinary people in the highest cultural level domains, it is useful).

Chapter Two: Faith and Fury - new arcane and divine spell. Great ideas there again. They are all quite innovative and useful: Dark Sentinels (a flock of raven look for the nearest undead and follow it around - great adventure ideas with it), Immerse Mind (see the dying moment of a corpse), Danse Macabre (remember the Dance of the Dead dance ?), I can't name them all, there all well designed.

Chapter Three: Instruments of power - new magic items. They are well made and not over powerful (I wish the 2nd edition book Forged of Darkess followed these advice), like the Coffin of Eternal Rest (where one would sleep eternally, undisturbed). Each are generating tons of adventure ideas.

Chapter Four: Bottled Lightning - alchemical devices and feats. The most surprising section of the book for me, as it expands alchemy in a great way, and tailored for Ravenloft. The feats are quite cool, and each of them can become a great plot device, or help PCs (corporeal purgative, regenerating salve, etc.).

Chapter Five: Perilous Pursuit - new feats and prestige classes. Well thought, useful and not overpowered (I wish CoD would have followed these guidelines!). The best IMHO: Anchorite of the Mists, Avenger, Crypt Raider, Guardian Seeker, Hallowed Witch, Knight of the Shadow, well, they're all good !

Chapter Six: Tricks and Tactics - how to plan investigation and battles. Good advices here again.

The DM's Appendix provides good NPC stat sheet and there detailed background (of which Gennifer and Laurie Weathermay-Foxgrove). All have an amazing 'dread possibility' to help color these NPC, and again tons of adventure ideas in it.

Highly recommended, and I think it can be very useful in any D&D settings. 5 on 5.
 

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