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Legacy of Damnation
by Peter I. [Featured Reviewer] Date Added: 04/25/2006 00:00:00

Legacy of Damnation is a 130 page pdf and the second in Paradigm Concepts' Empires of Onara series. Each product in the series details another part of the Arcanis campaign setting, this one dealing with the Sealed Lands behind the godswall erected to end the Time of Terror. The Sealed Lands are filled with dark-kin, demons, devils, and other infernals, as well as those humans trapped there that fight an ever raging war against the evil and darkness of demonic and devilish hordes. While this product is written for the Arcanis campaign setting, it can very easily be used in any campaign setting given the isolated nature of the Sealed Lands.

Legacy of Damnation is a very professional product. Artwork and writing are riveting and fantastic. This is truly a classy book and a very enjoyable read. The product comes as a single pdf, fully bookmarked, and containing a thorough table of contents. Editing is excellent, artwork is outstanding, and general layout good. The text is quite dense within the pdf, meaning that you get a lot more within than pdf for the 130 pages of writing. A brief glance at the OGL section of the pdf indicates that this material draws from a significant portion of Paradigm Concepts' other products to create a detailed and exciting guide to infernals and the Sealed Lands.

The pdf consists of only three chapters dealing with half-fiends in general, the Sealed Lands, its people and geography and finally a whole host of new rules including feats, spells and prestige classes. These three chapters are preceded by a fictional prologue and a brief introduction to the author, Brain Schoner. The prologue, and a lot of the other parts of the pdf, detail the histories and background of the Sealed Lands in very easy to read and gripping text that creates a believable world with a complex and rich background and history. Legacy of Damnation does a fantastic job of bringing the Sealed Lands to life in all entirety.

Chapter One gives a compelling overview of fiends and other tainted on Onara, detailing their relationships and bloodlines. Dark-kin, cambions, tieflings (planetouched) and other infernals and tainted creatures are described, as well as their representation amongst the many character classes available in Arcanis. This provides a comprehensive guide to fiends in Onara, particularly with reference to roleplaying fiends, and makes for excellent utility. The chapter also provides an extensive overview of the role of fiends in the various regions of Onara, such as Coryan, Canceri and Altheria. Arcanis is a setting rife with a full host of different tainted, from full blooded demons and devils to dark-kin that feel the pull of the taint in their blood.

Chapter Two present a detailed guide to the Sealed Lands. This is a gripping chapter that provides a splendid overview of an interesting and intriguing part of Onara. The chapters starts by providing a rich history of the Sealed Lands, advice on using the Sealed Lands in other campaign settings, and motivations for the infernals within the Sealed Lands. I thoroughly enjoyed reading every bit of this section of the chapter, which provides a unique and complex area with loads of inspirational material and adventure ideas.

The chapter then proceeds to detail the geography and peoples of the Sealed Lands, and includes a single page map of the Sealed Lands. This is probably my only minor quibble with this pdf in that the map was not in colour, nor available as a separate image file, both which would've been incredibly useful, particularly given the location of the map in the pdf. Details on all the important areas of the Sealed Lands are provided, as well as extensive information on all the different peoples and kingdoms within the Sealed Lands, ranging from the Lordship of Iron and the Devil-king to the Bastion, the kingdom of a fallen Valinor, to the frost giants of the mountains and the forgotten villages. Each region or kingdom is detailed with full game statistics describing population and rulership, as well as complete details and histories for the more important towns, cities and locations. This section truly forms a complete and enjoyable guide to the living, breathing lands of the Sealed Lands.

Chapter Three takes up about half of the pdf and presents new rules and mechanics for the Sealed Lands. The chapter starts by presenting changes to the magic within the Sealed Lands (planar magic and summoning magic) before proceeding to present a new type, Infernal, and all the subtypes associated with that as they relate to Arcanis. Dark-kin and their racial traits and bloodlines are presented next, along with a number of heritage classes that allow dark-kin to unlock their infernal heritage by taking levels in these classes (infernal warrior, infernal arcanist and infernal stalker). The chapter provides some solid rules for playing infernal characters in the Sealed Lands or dark-kin in other parts of Arcanis.

New feats are also presented, as well as three different types of feats: background (taken at character creation), blood (characteristics of a creatures blood), and tainted (feats for characters with the Tainted subtype). There's a good variety of very useful feats, and enables fleshing out of characters in the Sealed Lands. Prestige classes are presented next, along with a new base class, the Order of the Ivory bow which is an organisation of infernals dedicated to hunting their own. The prestige classes include a variety of novel and solid ideas, including the Descendant (infernal creatures that embrace their heritage), Hellriders (Tainted capable of riding fiendish beasts and nightmares), the Infernal Harmonisist (infernal bard), the Summoner (specialists in binding and summoning outsiders), and the Taint Hunter (hunters of the tainted). A useful selection of solid classes.

The last sections of the chapter present numerous other options. I think that's one of the strong points of both the 'fluff' and 'crunch' of this pdf in that it provides some excellent options on a variety of different levels. Life quests are detailed, an interesting idea but might be difficult to implement too widely, new domains and spells are presented, and lastly a few new magic items and creatures. Overall a solid chapter and a fantastic pdf.<br><br> <b>LIKED</b>: This is a fantastic pdf that presents a rich and vividly detailed land, complete with complex history, interesting peoples, and novel ideas. It makes for a thoroughly enjoyable read, with enticing elements that make you want to use this material in a game. I thoroughly enjoyed the backgrounds and histories and the new rules are solid and provide plenty of options. A top-class and professional pdf.<br><br><b>DISLIKED</b>: Nothing really. One or two minor typos (the table of contents incorrectly lists Chapter 3 as starting on page 116), and I would've appreciated a color map of the Sealed Lands.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
Legacy of Damnation
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Creator Reply:
Thanks for the review. This is probably my favorite of our Arcanis titles to date, and I am happy to see that you enjoyed it as well.
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Legacy of Damnation
by Patrick S. [Verified Purchaser] Date Added: 04/12/2006 00:00:00

Something that was badly needed for Arcanis, finally available to all DM. No longer shall you be plagued by questions about the Dark-Kin and what truly happened "up north".<br><br> <b>LIKED</b>: The best part of this accessory was to make it possible for anyone to believe that humans could survive for any length of time in a land overrun by fiends. Truly, the author found some reasons that made sense and managed to develop a logical (if evil) society where you don't have to be evil in order to survive (though it sure helps..)

Decent and logical PrC, feats, and spells.<br><br><b>DISLIKED</b>: The lack of info on some parts of the land but, given the sheer scope of this gazetteer, it's understandable.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
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Creator Reply:
Thanks for the review!
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Magic of Arcanis
by Peter I. [Featured Reviewer] Date Added: 03/29/2006 00:00:00

Magic of Arcanis is a mammoth 226 page pdf devoted to all things magic in Arcanis, The World of Shattered Empires. The pdf aims to provide you with everything needed to creature spellcasting characters within Arcanis, as well as to learn about the magic of Arcanis - how it is viewed, how it is wielded, what the nature of the struggle is between the Sanctorum of the Arcane and the dreaded Harvesters of Ymandragore and much more. This is a book filled with extensive new material, including a host of new feats, prestige classes, base classes, spells and more. If it's magic you wanted for Arcanis, this is the quintessential guide to it.

Magic of Arcanis comes as a single, bookmarked pdf file packed with very dense text in a two column layout. The pdf looks very good and professional on the inside, with some excellent art that is visually attractive. For some reason, though, the top section of the cover is cut off, leaving only two-thirds of the word 'Arcanis' on the cover. General editing and layout was excellent, although in one or two places there were a few things missed out (lack of bolded text, 'ehe' instead of 'the', etc.), but quality overall was of a very high standard. It certainly feels like a quality book when reading through the vast amounts of material contained within its pages. Judging by a quick look at the OGL declarations, this pdf also utilizes material from about forty other sources, something that's good to see.

The pdf is divided into ten chapters and also includes two appendices. The majority of chapters are devoted to extensive new feats, spells, prestige classes, and base classes, but there are also valuable chapters describing magic in Arcanis, the Sanctorum of the Arcane, and the menace of Ymandragore. This pdf certainly succeeds admirably in achieving what it set out to do - provide a comprehensive guide to magic in the Arcanis setting. For Arcanis players this will be a valuable resource, but most players in other settings will find the material within this pdf easily portable to another system or setting, and there are some good ideas in here that are worth doing just that.

Chapter One deals with magic in general on Arcanis. It takes a look at what magic is (manipulation of the residual energy of Creation), the cosmology of Arcanis, and the views of the general populace and important organizations with regard to magic. This is an extremely useful chapter and lays a solid foundation for the rest of the material. The cosmology in particular is interesting, and the pdf certainly doesn't shy away from going into a lot of detail. The background provided gives a fruitful understanding of the use and nature of magic in Arcanis, something that can be built upon to create campaigns or flesh out characters.

Chapter Two presents an extensive overview of the Sanctorum of the Arcane, and in particular its organisation and relationship to the Harvesters of Ymandragore. The Sanctorum itself consists of a number of safehouses scattered throughout Onara that house and train mages in the arcane arts while fighting a mystic 'cold war' against the Sorcerer-King of Ymandragore. This chapter gives all the information needed to run a Sanctorum-based campaign, or to flesh out characters with backgrounds related to the Sanctorum itself. Some examples of the more important safe houses for Sanctorum members are also presented.

Chapter Three provides a brief overview of the core spellcasting classes in the World of Shattered Empires. All core spellcasting classes such as cleric or sorcerer have undergone some revision within Arcanis, and this section aims to highlight these and present all the pertinent details of the differences as relevant to the material in this pdf.

Chapter Four presents six new base classes, although the word 'new' should probably be qualified since the ideas behind the classes are somewhat familiar. The six classes presented are: Altherian Artificer, Hedge Wizard, Shaman, Spellblade, Suromar or Psihunter and Warder. While class concepts such as the spirit driven shaman and the hedge wizard are familiar, Arcanis does offer an interesting mechanical implementation of even the more familiar classes. These should make for fun roleplaying, particularly the shaman, or for those interested in mechanical clockworks or mechanical technology, the altherian artificer might be fun. Each base class provides excellent background material, as well as material regarding how these classes relate into the Sanctorum of the Arcane.

Chapter Five is about feats, and lots of them. This chapter presents scores of feats, including some updates of feats from other Paradigm Concept products or the Player's Guide to Arcanis. There are some interesting and novel feats in here, such as the variety of bardic tradition feats, and there's a lot here to customize any character. A lot of thought has gone into the variety of feats, and there is something for every spellcasting class, race or even region. And given the sheer quantity of them, this chapter presents a marvellous selection of eclectic feats.

Chapter Six details more than forty prestige classes, offering an enormous number of options to take for both paths within the Sanctorum, divine paths or more warrior orientated paths. The majority, however, are probably more suited to arcane spellcasting classes, but the selection of warrior or divine prestige classes is fair. There are a number of really good classes and ideas here, such as the Via Sapientia (a prestige class for specialist wizards), the Ehtzara (tribal sorcerers), and the Death Lord of Neroth (clerics of Neroth that give their lives to the paths of undead and eventually become liches). A very good selection and variety, even for psionic characters, and its good to see some support for psionic classes. Balance-wise there may be one or two minor issues, but for the most part the selection is easily playable and insert able into any campaign outside of Arcanis.

Chapter Seven is a brief chapter devoted to equipment. The majority of the equipment is alchemical in nature, although there is a fair selection of mundane equipment as well. The items include such items as the potion and scroll bandoliers that I wished were in the core rules.

Chapter Eight is the largest chapter of the pdf and is devoted to spells and spell lists. More than 100 spells are presented and they offer a fantastic variety of different spells that support the core classes as well as all the new base and prestige classes found within the pdf. Variety is once again the key here, and the pdf succeeds very well at providing support for as many spellcasting classes as possible. I really enjoyed this section of the pdf, and there are some useful spells in there, even something such as brainstorm, that allows a party to pool their collective knowledge. Good variety, good recognition of different classes (although a few powers for psionic characters would've been an added benefit), good balance, sensible selection, and some gems of spells.

Chapter Nine deals with Ymandragore and the threat it presents to spellcasters and the Sanctorum of the Arcane. It provides details on how the Harvesters go to work, the percentage chance of being noticed when using magic, and a number of feats, prestige classes and spells for Harvesters. Most are on a slightly higher power level than normal, but there are thankfully in-game reasons for this. A new creature type is also presented, the bio-construct, used for the Ymandragoran thralls. Not a chapter in as much detail as that of the Sanctorum of the Arcane, and it would've been useful to see more. Given that a lot of this material is presented within relation to these two organisations, more material on the 'evil' side would've been more useful.

The last short chapter, Chapter Ten, deals with the dream world of Dreamtime, and provides some brief suggestions and properties of using the dream world in your campaign. Following that are two appendixes - the first dealing with the constructs of Arcanis, in particular clockwork constructs ala the Altherian Artificer, and fetishes, that can be created using the Craft Fetish feat. The constructs in particular are well done, providing a large number of enhancements that can be added to the base construct.<br><br> <b>LIKED</b>: Magic of Arcanis is a book filled with enormous variety and option. It's a beautifully looking book that offers players and DMs alike some exciting new material to use in both Arcanis and other settings. There are some really good ideas within this product that are worth looking at an exploring, in reference to feats, spells and prestige classes. It's a very solid product of a high quality and excellent value for money.<br><br><b>DISLIKED</b>: This is a very mechanics or crunch heavy pdf. While a lot of the crunch also contains good flavor and variation, there wasn't enough advice on, for example, roleplaying spellcasters in Arcanis. As a comprehensive guide to Arcanis, it also lacked something different that is not the norm - it's fine to present more feats, spells, base classes and prestige classes, but I'd have liked to see more that's unique to magic in Arcanis, for example, in the form of new rules for magic in Arcanis or the like. This is not a negative in any way, merely a comment as to what would've made this crunch heavy pdf truly outstanding.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
Magic of Arcanis
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Creator Reply:
Thanks for the review, I am pleased that you enjoyed the book. This product is a companion to The Player's Guide to Arcanis offers much more information on playing an Arcanis character. Player's Guide will be available shortly. As to the cut off cover, the copy I have saved on my PC did not have that issue so I have uploaded that version. I am not certain how that ended up online. I've gone ahead and checked all my products for similar issues and am pleased to say that I haven't found any.
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Slaves of the Moon: the Essential Guide to Lycanthropes
by Peter I. [Featured Reviewer] Date Added: 03/10/2006 00:00:00

Slaves of the Moon: The Essential Guide to Lycanthropes is a 98 page pdf product that forms part of Paradigm Concept's Races of Legends series. It's written by industry veteran Mike Mearls who's well known for producing quality supplements. In this regard Slaves of the Moon is no disappointment, and is very close to being true to its title - an essential guide to lycanthropes.

The pdf itself comes as a single fully bookmarked file with highly professional layout and presentation. There is some visually stunning art in the pdf, although much of it is unfortunately too grainy when viewed on a high resolution screen setting. A table of contents is provided, although it would have been better to actually have a chapter designation rather than a loose collection of material. Certainly different sections of the pdf related to different topics could've started on a new page or at least not at the bottom of the second column in a two-column layout. The presentation issues aside, this is a quality looking product - professional, well presented, well edited, and with very good art.

The pdf start with a brief introduction to lycanthropes - a look at these creatures through the ages of history, the legends and the origins of the various different lycanthropes in our modern world. This provides some useful background information on the myths and legends of lycanthropes and where they originated. Not necessarily gaming related, but the idea that different myths and legends can exist in different cultures is always an important part of creating a game world with verisimilitude.

The next section of the pdf delves extensively into the cultures of lycanthropes, in particular the five main lycanthrope races: werebears, wereboars, wererats, weretigers and werewolves. I wish the pdf had at least said something about other types of lycanthropes, but it remains silent on that matter. This is a very detailed and excellent section of material and extremely useful (although not everybody may agree with the particular lycanthrope characteristics presented in the pdf). Each lycanthrope culture includes details on culture, characteristics, origin of the species, behavioural traits, views of the world, organization, pantheons and gods and lots more. It's fascinating and enjoyable reading, and has the right 'I want to play a lycanthrope right now' feel to it.

Part of the intent of this pdf was to introduce ways of making lycanthropes accessible to player characters. As such the next section looks at lycanthrope characters and in particular natural lycanthropes, afflicted lycanthropes and wereblooded characters (those with lycanthrope ancestry). The pdf then present solid classes for lycanthropes, all which as useable irrespective of the means through which lycanthropy was contacted, or if it was inherited. I think this makes for a very good solution to developing both lycanthrope characters at lower levels, and dealing with characters that are afflicted with lycanthropy. These rules present a strong alternative to the lycanthrope template in the core rules, and can be used in conjunction with it.

Prestige classes are very common in most d20 supplements that are published these days, but I don't think there are many that can claim to have a large number of quality prestige classes such as those presented in this pdf. The prestige classes are good. Better than good, in fact. There were some really strong ideas (herald of decay being an example with strong flavor), good new mechanics rather than always rehashing abilities from the core rules, and good flavor text. All these prestige classes are presented in relation to either a particular werecreature or to all lycanthropes in general. The only annoying thing about this section was that spellcasting progression in a prestige class was referred to as '+1 caster level' in tables rather than '+1 level of existing class'. There's a mechanical difference between the two, although the text does explain it correctly.

Feats, spells and magic are next. There are some interesting and novel ideas here. In particular the pdf deals well with the concept of changing form and wielding magical or mundane items, and also introduces a new type of spell component, the bestial spell component. Spells with this component can be cast normally in any form, much like Natural Spell would normally allow you to do. Other than that, a solid collection of material that enhances a strong pdf.

The last section contains some really valuable and important information on dealing with lycanthropy in your campaign. It details perceptions of lycanthropes in society and racial views of lycanthropes as well as lycanthropes that have the various core rules races as their base races. More importantly it offers considerable advice on dealing with characters contracting lycanthropy, and the idea of spreading the disease and the issues surrounding it. The advice is solid, offers strong alternatives to dealing with these issues, and also significant material on curing lycanthropy and even the symptoms of lycanthropy and lycanthropy and the moon. This is an invaluable part of the pdf, answering some questions that DMs may wish to ask when dealing with lycanthropes. A solid end to the pdf.<br><br> <b>LIKED</b>: There's not a lot that isn't to like in this pdf. The background and cultural information is well detailed, informative and very useful. The classes are great for playing lycanthrope characters and the prestige classes are very good. I appreciated the thought that had gone into the pdf to make it as detailed as possible and answer as many questions DMs and players may have as possible. A very good pdf overall.<br><br><b>DISLIKED</b>: Some minor issues related to layout and presentation and the resolution of the art. Also some minor mechanical issues in the prestige classes section related to spellcasting progression.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
Slaves of the Moon: the Essential Guide to Lycanthropes
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Creator Reply:
Glad to hear you liked the book. I've seen the classes in play and they mesh perfectly, power-wise, with the core classes from the PHB. Mike really outdid himself with this one. Thanks for the review!
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Slaves of the Moon: the Essential Guide to Lycanthropes
by Andrew B. [Featured Reviewer] Date Added: 03/09/2006 00:00:00

Slaves of the Moon is a guide to introducing lycanthropes as a playable PC race in D&D and d20 fantasy settings. It was written by d20 freelancer extraordinaire, and recent Wizards of the Coast hire, Mike Mearls.

The book begins with a brief history on the role of lycanthropes and other shapechangers in real world mythology. This section is short, but it?s well written and informative. I learned, for example, that weresharks have their roots in Polynesian mythology. The introduction is there primarily to set the tone for the book, and it does a good job getting the reader into the proper mindset for a book about lycanthropes.

The first chapter delves into a lot of non-mechanical background details on various lycanthropes. We learn of the creation, culture, religion, and psychology of werebears, wereboars, wererats, weretigers, and werewolves. The hedonistic wererats have a great love for the finer things, but their inner nature makes them incapable of creating anything themselves. The weretigers are insatiably curious and can never be satisfied in their quest for new discoveries and explorations. There is a lot of detail here and a number of good ideas. This chapter would be useful both to a player running a lycanthrope PC and to a GM looking to add some depth of character to his monsters.

The next chapter contains the rules and mechanics for introducing lycanthropes as playable PCs. The book gives some ideas for how a character can become a lycanthrope, as well as suggestions and advice on each option. It should be noted that the races presented here don?t work exactly like the standard Player?s Handbook races. Depending on how your character became a lycanthrope, basic features of his or her base race may be altered. From there, you must take levels in special lycanthrope character classes. These classes spread the lycanthrope benefits out over several levels, and represent your character?s mastery over his or her affliction.

In game design terms this allows characters of any level to become lycanthropes, and it?s more elegant (if slightly less realistic) than the template and ECL rules presented in the core books. I?ve not playtested these classes, but they seem to be on par with similar monster classes found in books like Savage Species.

Chapter two continues with a handful of prestige classes and feats. The prestige classes are fairly well designed, and a few of them stood out as interesting choices. The Herald of Decay, a wererat servant of a plague god is an interesting (if obvious) idea. The Knight of Glade and Glen is a logical expansion on the werebear culture presented in chapter one. If I have a complaint about the prestige classes, it?s this: Slaves of the Moon requires lycanthrope characters to tweak their existing race and then take levels in the special lycanthrope character classes. It seems to me that taking levels in a prestige class on top of all this might go a little too far away from standard d20 character design for some people?s taste. Your mileage may vary, of course.

Most of the feats are fairly standard ideas: feats that let you shift to your animal form without ruining your armor, feats that let you fight better in one form over another, etc. There were a few clever additions that stood out. I liked Blade Grasper, which lets a lycanthrope use his damage reduction to heal himself around a weapon that has struck him and then wrench the blade from his opponent?s grasp.

Next, chapter two presents a number of lycanthrope-themed spells and magic items. Some of the new spells and items are meant to be used by lycanthrope characters, while others are designed to be used against them. There are some good ideas here, and many of them would be very desirable choices for lycanthrope characters. This section also talks about standard magic item slots (hats, armor, etc.) and how they function differently when adapted for use by characters in animal form.

Abruptly, chapter two concludes with about 13 pages of notes on the role of lycanthropes in a typical campaign. There?s good advice and ideas here, including information on the relations between lycanthropes and the standard Player?s Handbook races, new lycanthrope variants, and campaign advice for using Slaves of the Moon in your game. This is all very well written, but I can?t help but point out that I didn?t even notice these last few pages on my initial read-through. Why is this tacked on to the very end of the book, in a chapter dominated by rules and game mechanics? Honestly, this entire section would probably be better placed in a chapter all its own, where a reader can easily find it and reference in the future. All in all, this is a pretty small complaint. I can live with a tiny layout gaff in an otherwise stellar product.<br><br> <b>LIKED</b>: This is a very professional and well-written book that offers a nice variant to the lycanthrope templates presented in the Monster Manual. If you?re interested in playing (or allowing) lycanthrope characters, or want to give some depth to werecreatures in your games, Slaves of the Moon is a must buy. <br><br><b>DISLIKED</b>: While the rules in Slaves of the Moon are well designed, they can?t really be dropped seamlessly into your campaign without at least some thought to the repercussions of altering the mechanics governing lycanthropes of all kinds. The author has given you some advice to help you along, but its important to note that this book in most cases replaces the standard rules for lycanthrope monsters and characters. Buy this book with the understanding that some minor tweaking may be necessary. <br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[4 of 5 Stars!]
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Creator Reply:
Thanks for the review, we think Mike Mearls did an oustanding job with this title.
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The Bloody Sands of Sicaris
by Peter I. [Featured Reviewer] Date Added: 02/23/2006 00:00:00

The Bloody Sands of Sicaris is a 62 page pdf adventure. Originally written as a standalone home adventure, it was expanded and modified for use with the Living Arcanis campaign. While for home use it's a level 6-8 adventure for four to six characters set in Arcanis: The World of Shattered Empires, it can be used for APL 3-11 when playing in a Living Arcanis campaign. Paradigm Concepts, the publishers of the adventure, have been around for some time, but have only recently entered the pdf scenario and released a number of their products as pdf. As such, this adventure still uses the 3e rules, rather than the revised 3.5e ruleset.

The adventure itself is one of intrigue, politics, mystery and turmoil. Characters are asked to take part in a secret mission by accompanying a Imperial legate to the city of Sicaris in the far away Hinterlands. The aim is to bring back a powerful noble's daughter, and also to get to the bottom of the machinations of Sicaris' Commander Magistrate and avoid a potentially deadly catastrophe or war. Information has leaked from Sicaris that has the Imperial Council in a panic, and they need to establish the validity and nature of the information they have gleamed. This is very much a strong roleplaying adventure, featuring politics and mystery and much more. While there are combat scenarios in the adventure, the majority of the adventure is in dealing with various events happening around them and solving the various mysteries and puzzles while in the employ of a Senator of the Imperial Council.

The adventure is event driven, meaning that as the adventure progresses the characters will be thrust into different events that happen and unfold behind them. While this is a seemingly very linear adventure, there is ample room for the characters to take matters into their own hands, and creative DMs can develop an exciting adventure using the well-crafted, interesting and excellent plot. The plot is detailed, containing a variety of different elements, factions, NPCs and mysteries, making for exciting roleplaying, sinister revelations and generally solid gameplay.

For DMs the pdf provides a solid summary of all the events ('hardpoints') as well as a detailed background that will enable DMs to run this material well. It should be relatively easy to set the adventure in a different campaign setting, although it will probably work best if run in Arcanis. Those unfamiliar with Arcanis are provided with a very useful glossary of terms that explain some important places, cultures and societal aspects of the Arcanis world. To make the most of the city of Sicaris, where the majority of the adventure is hosted, a full and detailed history of the city is provided. Throughout the adventure a number of key locations are also described and expanded upon, and characters can visit these locations between 'events'.

This is an extremely detailed adventure, and for those DMs looking for something meaty to run will find this pdf excellent. Each event is thoroughly detailed with blocked text, background information, and the impact each event has on the those that are to follow. A full map of the city of Sicaris is provided, in black and white. It's not the best quality map around, but it will serve its purpose in this adventure as the PCs make their way through the city and uncover its secrets. Excellent maps are provided for the specific planned combat encounters in the adventure, and these are good and detailed. Complete 3e statistics are provided for each of the various NPCs in Sicaris, including both combat NPCs and roleplaying NPCs. Art throughout the pdf is excellent.

Because this adventure was adapted to be useable in the Living Arcanis campaign, the latter half of the adventure is devoted to adapting it to Living Arcanis (about 26 pages of the 62 pages). Statistics, treasure, and event details are given at different APLs (average party level) - APL 4, 7 and 10. This should make the adventure useful for Living Arcanis in a level range of 3 to 11. The pdf concludes with a number of handouts for players and the OGL which draws from various Arcanis material released by Paradigm Concepts.<br><br> <b>LIKED</b>: This is a very enjoyable adventure featuring a detailed, excellent and intriguing plot that characters can truly immerse themselves into, and offers opportunity for solid roleplaying, dealing with politics, sinister organisations, bargaining for power and well-crafted, interesting and fun combat encounters. The adventure is detailed enough to cater for most scenarios outside of the event driven structure. This is an adventure that can come to life in splendid detail and make for a memorable game.<br><br><b>DISLIKED</b>: The map of the city of Sicaris is not great, and the adventure can have a very linear feel to it and players may get the impression that events are beyond their ability to control.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
The Bloody Sands of Sicaris
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Creator Reply:
Thank you for the review! Just a few points of detail, the APL system used is suitable for any DM to use, not just Living Arcanis DMs and I've updated the ZIP file to include a very nice color map of the City of Sicaris. Eric Wiener Paradigm Concepts, Inc.
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