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<blockquote data-quote="Joël of the FoS" data-source="post: 2467541" data-attributes="member: 17665"><p><strong>Volume 1? We want volume 2!</strong></p><p></p><p>VRA is a bottomless pit of useful information, that is of use for DMs and Players alike. </p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.).</p><p></p><p>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 !</p><p></p><p>Chapter Six: Tricks and Tactics - how to plan investigation and battles. Good advices here again.</p><p></p><p>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.</p><p></p><p>Highly recommended, and I think it can be very useful in any D&D settings. 5 on 5.</p></blockquote><p></p>
[QUOTE="Joël of the FoS, post: 2467541, member: 17665"] [b]Volume 1? We want volume 2![/b] 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. [/QUOTE]
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