Warlords of the Accordlands - Wow!


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Turjan said:
Just to get done with it:
  • "What did you say? Warlords of the Accordionlands? The land of everlasting squeezebox music?"
  • "Accordlands? That's directly east of the Civiclands, right?"
With this out of the way, we can go back to the regularly scheduled program.

That was a nice Prelude to the real discussion. Maybe we'll now have some real Insight? :p
 

kilamanjaro said:
I have the monsters and lairs book. It's the only one I've gotten so far. It's a good read, and the having the lairs for some of the monsters is nice, but... there are a lot of errors. A lot of 3.0isms seem to have slipped in to the book and quite a few CR are way too low. 8 HD monsters that cast spells as 8th level necromancers but are only CR 4, for example. I haven't read all of it yet, but I'd give the first have 3.5 stars out of 5.

Yea,

I picked up the Monster Book just to use by itself.

It looks really good, lots of nice artwork.

But, I'm noticing a lot of 'errors' (soe of which could be due to it being a Campaign World Resource that doesn't use the D&D rules as written).

The biggest error is in the Skeletion Entry. Or, rather the lack of it. It has a page where is gives most of the stat blocks, but the rest of the entry has simply vanished, Looks like an editing/printing error where an entire page got cut out.

The Native & Extraplnar subtypes are no where to be seen.

And they don't seem to have a clue as how ECL works.

That's all I've noticed so far.
 

Vraille Darkfang said:
The biggest error is in the Skeletion Entry. Or, rather the lack of it. It has a page where is gives most of the stat blocks, but the rest of the entry has simply vanished, Looks like an editing/printing error where an entire page got cut out.

The Native & Extraplnar subtypes are no where to be seen.

I hope they'll follow this up with a web enhancement, or if they release these as PDF, they make the changes.
 

Okay, a little more information based upon initial impressions.

The Campaign Adventure Book
- 512 pages, two full color maps w/ b&w interior art
- 24 adventures designed to be run as a continuous campaign but set to accomodate a level range or tier.
- Allows the players to be a part of the epic struggle against the Medusan Lords and their plot to bring the entire world to its knees. Unlike most adventures and settings, here the PCs are among the last heroes in the world. In other words, first level heroes are all that stands between the fall of good.
- Adventures are just as much about intrigue as they are combat. There's something for everyone.

Monsters and Lairs
- 240 pages, two full color maps w/ full color interior art (really nice artwork too)
- 4 new monster subtypes (abyssal, bascaron, severed, and stormborn)
- Some entries contain detailed descriptions and maps of the listed creature's lair
- Some creatures from Monster Manual included but slightly modified to fit Accordlands.

I'm not seeing any glaring editing errors or stats gaffes that would interefere with the game or make it impossible to utilize, but I've also not read it cover to cover.

The World Atlas
- 288 pages, two full color maps w/ full color interior art
- Breakdown of history of Accordlands by century.
- Racial empires divided into societies, cultures, taboos, typical locations, etc.
- Geographic areas of importance, including countries.
- Various religions and cosmology addressed.
- Very large chapter on NPCs of the world.

Lots of detail here, almost on the scale of the Forgotten Realms Campaign Setting.

The Master Codex
- 384 pages, two full color maps w/ full color interior art
- Some new races (Deverenians - think militant human, Nimbics - result of elven experiments thatare halfling sized but die quickly after only a few years, Nothog - racial combination of goblinoid races through the years)
- Dwarves tend to be looked upon with either fear or hatred because of their thousand year exile from the surface to protect it from the abyssals.
- Elves are short-lived (usually no more than 30 years), feared and tend to be necromantic in their quest to extend their lives. As a whole, they tend to be chaotic evil.
- Halfbreeds are rare and persecuted. They tend to be loners.
- Core classes include: assassin, barbarian, bard, cleric, druid, fighter, illusionist, monk, necromancer, paladin, ranger, rogue, scout, seer, shaman, summoner, and wizard.
- There is a single chapter devoted to race/class combinations that stackwith those already gained from a chosen race and class. For example, a Deverenian level 3 illusionist/2 fighter would gain Enhanced Perception upon taking a 4th level in illusionist, but would not gain Luxury Training until he gains another level in fighter.

This is essentially a PHB and DMG combined into a single book. There is so much information here it is almost overwhelming. More after I have absorbed it...
 

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