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.