Review: Aurora's Whole Realms Catalogue by Anne Brown. (with input from several others) Published in 1992.
An equipment buying supplement. The catalog features food, clothing, and lots of miscellaneous adventuring gear that adventurers would choose to buy. Categories include Ranger's Field, Thieve's Corner, Bard's Emporium, Priest's Alcove, Wizards' Laboratory, Laborers' List, Inn and Tavern, Scribes' Desk, Storage Items, General Hardware, Tailors' Corner, Clothes and Shoes, Boom's Garden, Jewelry, Household Accoutrements, Personal Supplies, Illuminations, Diversions, Aurora's Larder, Breads, Cheese Shop, Wines and Ales, Exotics, Wilderness Gear, Priest in a Poke, and Daroni's Workshop.
The descriptions, prices, and items are all very good. Most items have footnotes for any game effects such as healing, improvements to AC, just to name a few. It is a great resource for players and DMs and it greatly expands the equipment list for a first or second edition campaign. Some of these items are found in Complete ___ Handbooks such as instruments in Bard's or thief tools in Thief's, or lab items in Wizard's. It is a good complement to Arms and Equipment Guide (DMGR3)
5 out of 5 stars. Highly recommended for any AD&D campaign. It is for sale at dndclassics.com
About this blog: It provides commentary on D&D focusing on the following systems: BECMI, BX, AD&D, First Edition, Second Edition, and the D&D Rules Cyclopedia. Adventure settings (Forgotten Realms, Dragonlance, Greyhawk, Mystara, Known World, Dark Sun, etc) character classes, dungeon modules, and many other aspects will be looked at. I hope this commentary provides insight for collectors, players, and dungeon masters who enjoy these earlier editions of Dungeons and Dragons.
Showing posts with label Forgotten Realms. Show all posts
Showing posts with label Forgotten Realms. Show all posts
Friday, September 27, 2013
Aurora's Whole Realms Catalogue
Labels:
2e,
Auroras,
Forgotten Realms,
Players Handbook,
Review
Wednesday, September 25, 2013
Front row wizards in 1e/2e it can be done
Looking at breaking out of the conventional mold of fighters in the front row, wizards in the back row. Here are some alternatives:
Under the conventional rules, the best bet is probably a human wizard with a staff and bonuses to AC and to hp. (hp 6, AC 6, 1-6 damage) (Probably not realistic, this "warrior" will not last long)
Militant Wizards: Kit from Complete Wizard's that allows wielding weapons like battle axes and swords. So this kit would yield at best a 6 hp, AC 6 wizard wielding a long sword (d8 damage). A little better.
Saurials: Some saurials (a race of dinosaur-people from the Forgotten Realms. The most famous being Dragonbait, a Saurial paladin. His adventures are described in the Finder's Stone Trilogy) are able to get a low AC and others are able to get higher hp. It would be possible to have a 10 hp, AC 5, hornhead saurial wizard- capable of wielding a special staff that does 2-12 hp of damage. It is also possible to have a hp 6, AC 1 bladeback saurial (also wielding the staff for 2-12). Both of these take damage as size large creatures.
Under the conventional rules, the best bet is probably a human wizard with a staff and bonuses to AC and to hp. (hp 6, AC 6, 1-6 damage) (Probably not realistic, this "warrior" will not last long)
Militant Wizards: Kit from Complete Wizard's that allows wielding weapons like battle axes and swords. So this kit would yield at best a 6 hp, AC 6 wizard wielding a long sword (d8 damage). A little better.
Saurials: Some saurials (a race of dinosaur-people from the Forgotten Realms. The most famous being Dragonbait, a Saurial paladin. His adventures are described in the Finder's Stone Trilogy) are able to get a low AC and others are able to get higher hp. It would be possible to have a 10 hp, AC 5, hornhead saurial wizard- capable of wielding a special staff that does 2-12 hp of damage. It is also possible to have a hp 6, AC 1 bladeback saurial (also wielding the staff for 2-12). Both of these take damage as size large creatures.
Labels:
Character Builds,
Complete Humanoids Handbook,
fighters,
Forgotten Realms,
PHBR10,
Saurials,
Wizards
Tuesday, August 13, 2013
Barbarians! (in AD&D)
Unearthed
Arcana: A powerful class, barbarians are
able to have a good AC without wearing much armor, they have high hit points
and a fast movement rate. This comes
with a high experience point requirement of 6,000 xp to get to 2nd level. Barbarians detest magic and often try to
destroy magic items. They are unable to
associate with magic-users until 6th level.
It is unclear what this means in terms of a party of characters. It would seem to mean that it would be
difficult for a first level barbarian and first level wizard to work together.
Oriental
Adventures: A slightly toned-down
version of the UA barbarians. These
barbarians have very similar special abilities and restrictions with only a few
adjustments. These barbarians also dislike
wizards (wu jen). Instead of the armor
class bonus, they have the potential to gain 20 hp per level. This is balanced somewhat by a reluctance to
use magic items generally. They also
have wilderness stealth and climbing abilities (like the UA barbarians). From the text, it is not clear why a barbarian
character would have left home to venture closer to civilization or go
adventuring. The steppe barbarians are
in the Hordelands of the Forgotten Realms.
Neither 1e
barbarian is able to have weapon specialization.
Complete
Fighters: The second edition barbarian kit
takes all of the 1e barbarian details and changes it to a fighter with
equipment restrictions/requirements to start the game. (Something that 1e barbarians have but the
restrictions are a bit different). The
only benefit/hindrance that barbarians get is that their reaction modifier is
extreme. People who will be nice to the barbarian
will be really nice and people who will be hostile to the barbarian will be
really hostile. However, 2e barbarians
are allowed weapon specialization.
In terms of
placing barbarians, Unearthed Arcana provides suggestions for several cultures
in Greyhawk who have lots of barbarians (Tiger Nomads, Frost Barbarians,
etc). Oriental Adventures provides
locations for Kara-Tur barbarians. Krynn
is probably another place where barbarians work well. Minotaurs, Kagonesti (wild elves), Gully
Dwarves, and Hill Dwarves can all be barbarians just to name some of the
races/cultures. In contrast Taladas does
not have barbarians but has several barbarian-like kits available depending on
the culture. The special abilities of
many of these kits are about as good as the 2e Complete Fighters barbarian
kit. The Forgotten Realms Cyclopedia of
the Realms (from the 1987 boxed set) lists several locations where barbarian
cultures are found (1e). The Forgotten Realms
Adventures hardcover book gracefully transitions Faerun barbarians from 1e to
2e.
In conclusion,
playing a campaign with a first edition barbarian would be a challenge but an
interesting one that would probably be well worth the effort for the players
and dungeon master.
Labels:
Barbarians,
Character Class,
Forgotten Realms,
Greyhawk,
Kits,
Oriental Adventures,
Player Character,
Players Handbook,
Unearthed Arcana
Wednesday, August 7, 2013
The Ruins of Undermountain
Review: Ruins of Undermountain. By Ed Greenwood. Published in 1991
The Ruins of
Undermountain (RoU) details the first 3 levels of a 9 level superdungeon found
under the Forgotten Realms city of Waterdeep.
Each level is on a fold-out map roughly 2’x3’. The third level is twice as big. Only about 25% of each level is described in
terms of keyed locations giving the DM plenty to do in terms of filling in the
details. Generally high level characters
are necessary to adventure into RoU.
There are lots of traps and there are some high-powered monsters on the
first level. A generous portion of the
third level includes the city of Skullport.
Skullport is an intriguing idea.
A dangerous border-town between civilization and the Underdark where
shady deals and so forth are conducted.
There are several pages of adventure ideas and two adventures included
in the set. Levels 4 through 9 are
described in very general terms.
Although connected with Waterdeep, there is enough flexibility that
Undermountain could be moved to a non-Forgotten Realms campaign with minimal
difficulty. An ambitious undertaking with
the right amount of detail and flexibility and room for the DMs own ideas. Highly recommended! 5 out of 5 stars.
Tuesday, August 6, 2013
Recreating the major battles of the Empires Trilogy
The Horde
Campaign takes the story from the Empires Trilogy and converts a handful of
major battles into the Battlesystem rules so that those events can be replayed
and recreated in individual Forgotten Realms campaigns. The narrow focus of this product makes it of
value to collectors but of lesser value to others. Overall it is a fine product for what it
tries to do but probably only worthwhile for collectors and Battlesystem
fans. 3 out of 5 stars.
Labels:
Battlesystem,
Forgotten Realms,
FR12,
Horde Campaign,
Review
Monday, August 5, 2013
Mercenaries in the Forgotten Realms
Review: Gold
& Glory (FR15) by Tim Beach.
Published in 1992
This accessory
details mercenary companies in the Forgotten Realms. Considering the history of medieval warfare-
that mercenaries were common and that it was not until the age of Napoleon that
standing armies became universal, this is a rich and underdeveloped area of
D&D. The book details numerous mercenary
and adventuring companies throughout the Forgotten Realms. It also details Battlesystem statistics for the
companies. On the positive side it
details lots of companies. On the
negative side some companies do not have a lot of detail other than their
location. The book would be improved by
a few more adventure ideas and adventuring companies. 3 out of 5 stars.
Labels:
Forgotten Realms,
FR15,
Gold & Glory,
Mercenaries,
Review
Thursday, August 1, 2013
Hall of Heroes
Review: Hall of
Heroes (FR7). Several authors. Published in 1989
This supplement
has the 2nd edition statistics for the main characters of the Forgotten Realms
Moonshae, Icewind Dale, and Avatar trilogies.
It also has main characters from the Spellfire novel. It also has background information relevant
to the particular NPC that is broader detail about the culture that he or she
comes from. While it has obvious uses in
a 1st or 2nd edition Forgotten Realms campaign, FR7 is also useful as a thought
exercise for the DM planning another campaign and needing a powerful NPC like
Elminster or Drizzt. The DM can compare
how Elminster or Drizzt is presented here and then think about how to present
his or her powerful NPC. A fair quality
product with more limited use overall. 3
out of 5 stars.
Labels:
Drizzt,
Elminster,
Forgotten Realms,
FR7,
Hall of Heroes,
Review
Monday, July 29, 2013
Pirates in 2nd Edition Dungeons and Dragons
Pirates is set
in the Forgotten Realms. It provides a
solid starting point for a pirate themed campaign. It has an overview of piracy in that region
of the Forgotten Realms. It has some
commentary on how certain non-weapon proficiencies would be useful. It describes some of the pirate isles. It gives options for “good guy” pirate
campaigns and “bad guy” pirate campaigns.
It has rules for naval combat.
The combat rules keep things strictly medieval in that there are no
ship-mounted cannons. The rules might be
a bit thin in places but they are a good starting point. There is a section on NPCs. Overall it is a credible product. It would provide a good start for a
pirate-themed campaign. Recommended for
all. 2nd edition Forgotten Realms
campaigns will get the most benefit. 3
out of 5 stars.
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