Tag Archive | "dungeons & dragons"

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Glimpse into the Future of D&D at Gen Con Indy 2012

Posted on August 13, 2012 by

Wizards of the Coast is thrilled to announce that its iconic roleplaying game of fantasy and imagination, Dungeons & Dragons®, will offer fans the chance to both explore the notorious drow race in the current Rise of the Underdark campaign, as well as glimpse into the future of the game at this year’s Gen Con Indy 2012 (August 16 – 19).

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The Book of Vile Darkness 4E Review

Posted on July 9, 2012 by

Playing evil characters in Dungeons & Dragons has always been a touchy subject. For the most part the fourth edition of the game has avoided the pitfall of “evil player characters” by assuming most groups are playing heroes or alignment neutral characters. Occasionally options appear which allow players to skirt the boundaries of evil without actually stepping over the edge. The Book of Vile Darkness provides gamers with advice and tools to explore the darker side of fantasy adventure whether the goal is a complete immersion in the “evil campaign” or to just add a little more “evil” to your villains.

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Mordenkainen’s Magnificent Emporium Review

Posted on June 11, 2012 by

Mordenkainen’s Magnificent Emporium is the third magical item supplement for Dungeons and Dragons Fourth Edition and was written by Jeremy Crawford, Stephen Schubert and Matt Sernett. Much like its predecessors (Adventurer’s Vault and Adventurer’s Vault 2) the book is packed full of the kinds of adventuring gear that players love to collect for their characters but unlike the previous two tomes of lore this book has been injected with a healthy dose of flavor as well.

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Flames

New Edition of Dungeons & Dragons RPG

Posted on January 9, 2012 by

Wizards of the Coast has announced a new edition of the Dungeons & Dragons RPG:

Charting the Course for D&D: Your Voice, Your Game

As you may have read in the New York Times, it’s an exciting time for Dungeons & Dragons. We are happy to announce today that we are developing the next iteration of D&D, and will be looking to the legions of D&D fans to help shape the future of the game along with us.

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Monica Valentinelli

Neverwinter Nights on Facebook Review

Posted on October 10, 2011 by

One of the cool things about “new” media is a company’s ability to bridge the gap between paper and pencils with technology. Neverwinter Nights on Facebook is a social game you can play.

The first thing you do is roll stats. There’s no character class, but this min/maxer (That’s right.. Me…) rolled a few times until I got… Well… Some decent stats. The game didn’t work on Chrome so off to Firefox I go… That’s where I found out that punctuation doesn’t work in the character name field. I have an elf name I often use (Lazy, I know, I know…) but the apostrophe didn’t take.

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Flames

New Dungeons & Dragons Board Game: Conquest of Nerath!

Posted on May 28, 2011 by

Wizards of the Coast today announced the forthcoming launch of its new, highly anticipated Dungeons & Dragons board game, Conquest of Nerath, set for retail release on June 21, 2011. The Conquest of Nerath board game provides exciting game play for strategy gamers interested in exploring the world of Dungeons & Dragons while offering current RPG players a whole new way to experience D&D. Conquest of Nerath is the third major D&D board game to be released following Castle of Ravenloft and Wrath of Ashardalon.

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Flames

Dungeons & Dragons: Daggerdale is now available!

Posted on May 25, 2011 by

The original standard for fantasy roleplaying is taking another step in its storied pop culture history as the Dalelands of the Forgotten Realms is brought to life for gamers and fantasy enthusiasts across the world. Atari, one of the world’s most recognized publishers and producers of interactive entertainment and Bedlam Games announced today the release of the highly anticipated Dungeons & Dragons: Daggerdale on Xbox LIVE Arcade for the Xbox 360 video game and entertainment system from Microsoft and Windows PC.

Dungeons & Dragons: Daggerdale, a hack and slash action role playing game set in the deep mythology of the Forgotten Realms, is the first Dungeons & Dragons video game for connected consoles. Players are summoned by a mysterious mage and given the duty of defending their homeland as Rezlus, an evil Zhentarim Cleric looks to bring the power of the Black Lord Bane to Daggerdale. Restore order to the Dalelands by unlocking the secrets of the Mines of Tethyamar, defeating the evil within the treacherous Tower of the Void, leading to the final confrontation with Rezlus himself.

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Megan

Dungeon of Terror Virtual Boxed Set Review

Posted on September 22, 2010 by

It’s a delightful conceit – a ‘virtual boxed set’ – harking back to the cardboard boxes that used to contain much of one’s gaming treasures… and this too is full of treasure, namely all eight parts of 0one’s Dungeon of Terror mapset with a few bonus goodies as well: a big DM’s map, random encounter tables and template pages on which you can record your notes about the various rooms. If you want to use the dungeon entire, this is well worth acquiring.

The eight parts of the mapset, which are also available separately if you have already decided that you only require a part of this vast complex, are presented as separate PDF files in your download, as are the three bonus items… and a JPEG image which is the one that appears in product advertising (I’d have liked a larger one of just the ‘box lid’ art to use as cover to a folder or even in on a hand-made box to make it a REAL boxed set!).

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Robert A. Howard

Dark Sun Campaign Setting (D&D 4e) Review

Posted on September 14, 2010 by

I’ve been waiting eagerly for the re-release of the Dark Sun Campaign Setting for a long time – since the early days of 3rd Edition, actually. Why? It’s an amazingly different world in comparison to the somewhat same old and tired fantasy settings out there. But, D&D 3e came and went and Dark Sun languished in some dark corner of the WotC offices – probably collecting dust next to Planescape – forgotten and dejected. I honestly didn’t think I’d ever see this world in print again, but after a decade and half, Wizards of the Coast finally came through with a completely revitalized 4th Edition Athas.

If you haven’t been playing D&D forever and half or just never tried Dark Sun back in its heyday, let me tell you a little bit about what this setting has it store for you. Dark Sun has a very different feel than other settings you may have ever tried.

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Robert A. Howard

The Slaying Stone (D&D 4e Adventure) Review

Posted on September 7, 2010 by

The module itself is 32 pages long, printed in full color on what feels like good quality paper. There are a total of thirteen encounters presented in the nice one to two page format that has become customary in 4th Edition Dungeons & Dragons supplements. Also included is an eight page foldout battle-mat of the town with a crumbling old mansion on the reverse side. There is very little in the way of artwork beyond the cover art and the encounter maps, unfortunately, and there are no handouts or props aside from the battle-mat. Although, I must say as someone who is incredibly horrible at drawing on a battle grid, I really appreciate having one included with the adventure.

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Megan

Dark Sun Campaign Setting (D&D 4E) Review

Posted on August 23, 2010 by

The Introduction jumps right in, explaining what is unique about the Dark Sun setting. Athas is a dying world, where mere survival is a constant battle… and where any sensible person would concentrate on creating a stable sustainable environment, ‘heroes’ of course prefer to seek glory. The differences between Athas and more conventional fantasy settings is encapsulated in the Eight Characteristics of Athas – it’s a desert planet, most people living there are pretty unpleasant selfish types, metal is scarce, arcane magic caused a lot of the current problems and still does damage if you try to use it, long-lived sorcerer-kings rule city-states as the main centres of power, deities seem to have lost interest in the place, the monsters are deadly, and even ‘familiar’ races are not quite what one would expect. Handy thumb-nail sketch, which makes me wonder if I actually want to visit… well, I do like deserts!

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Megan

Divine Power (4E D&D) Review

Posted on May 21, 2010 by

This book is aimed at the players of characters who look to the deities of their world for inspiration or power, and presents new ideas and options for any paladin, cleric, avenger or invoker character. The main part of the book consists of chapters for each class mentioned, giving new class features, builds, powers and paragon paths for each. The final chapter looks at divine domains with new feats, epic destinies and rituals available, and at deities in general.

First up, the avenger. Introduced in Player’s Handbook 2 he is an agent of divine justice with a mission to smite the enemies of his deity wherever they arise. There’s a new type who specializes in bringing his targets to justice through power of numbers, gaining strength from his allies. Lots of new ‘prayers’ of course, and some interesting sidebars about underlying motivation.

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Robert A. Howard

The Plane Above: Secrets of the Astral Sea (D&D 4e) Review

Posted on May 7, 2010 by

The Plane Above: Secrets of the Astral Sea follows close on the heels of The Plane Below, expanding on the upper fundamental plane of the 4th Edition Dungeons and Dragons “World Axis” cosmology. It presents a fantastic place where planar adventurers will find floating within an otherwise vast emptiness countless island motes, ancient battlefields, dangerous astral pirates, and the dominions of the gods themselves — some left shattered following a climactic battle fought eons past between the gods and the primordials known as the “Dawn War.” It is an ideal setting for a paragon or epic tier game and will make an excellent change of pace for the party who may have grown tired of the humdrum trappings of typical fantasy settings.

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Robert A. Howard

In the Company of Giants RPG Review

Posted on April 29, 2010 by

In the Company of Giants is one of the latest supplements by Rite Publishing that expands on their ever burgeoning campaign setting, Questhaven. This time, Steven Russell turns his attention to creating a playable race of giants, known as Jotun. (For the curious, a quick Wikipedia search will reveal “jötunn” to be the name given to giants of Norse mythology.) Though the jotun may be themed for giants of the Questhaven setting, everything within is completely portable to any 3.5e or Pathfinder game, which includes a full racial class progression from 1st to 20th level, a titan’s fistful of elemental themed powers, and several pages of feats to add to your jotun’s retinue.

The Jotunnar, as they are called in Questhaven, are an interesting variant of the traditional giants of Dungeons and Dragons, and are designed to overcome the biggest problems of introducing giants as a playable race.

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Robert A. Howard

The Plane Below: Secrets of the Elemental Chaos (D&D 4E) Review

Posted on April 8, 2010 by

The Plane Below greatly expands on the Elemental Chaos, which is one of the fundamental planes of the Dungeons & Dragons 4th Edition cosmos. To be sure, this supplement is primarily intended for Dungeon Masters and is best suited for paragon and epic tier games. There is no doubt that the Elemental Chaos is aptly named, for although there are some relatively stable places to visit, much of the plane is filled with a roiling chaos of raw elements from which the rest of creation is derived. It is a hostile and alien place — just the sort of place to drop your players into unexpectedly to watch them squirm.

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Frank Frazetta’s Death Dealer: Shadows of Mirahan RPG Review

Posted on February 15, 2010 by

When I first saw Goodman Games’ D&D 4e adventure, Death Dealer: Shadows of Mirahan, I had mixed reactions. First, I love Frank Frazetta’s Death Dealer. I’ve seen all the Frazetta paintings, read the novels by James Silke, collected the comics written by Glen Danzig, and bought the Molly Hatchet album with Death Dealer on the cover when I first saw it back in the 80s (it was actually released in 1978).

However, the gamer in me balked. I was wondering how they could pull off an adventure about the Death Dealer without having the nearly omnipotent figure overshadow the player characters. There is only one Death Dealer, and surely the players would not be playing as the legendary anti-hero. I was also wondering how the adventure dealt with non-human races (I couldn’t remember reading about elves and dwarves in the novels).

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Critter Cache: Lovecraftian Bestiary Review

Posted on December 10, 2009 by

I’m surprised it took this long. I know there have been flirtations between Dungeons & Dragons and Call of Cthulhu in the past; however, the affair is now fully public. Two of the biggest games in the market now have a serious connection. This book offers nearly fifty pages of how to bring Lovecraft’s creations into your beloved fantasy game. It’s essentially a small book of monsters. It’s just happens to be a damn good book of monsters.

Erik Nowak’s graphic design and layout catches the reader’s attention towards exactly what you need. Stats are blocked out differently than the flavor text. Bold fonts and borders keep the reader wrangled into the material.

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Matt-M-McElroy

Reactions to the new WotC Fan Site Policy

Posted on August 7, 2009 by

Wizards of the Coast has just posted the new Fan Site Kit Policy for those interested in putting together a fansite for D&D 4th Edition (and it apparently covers Magic: the Gathering as well). Reactions have been…rather mixed so far:

The Seven-Sided Die has a good post called Wizards’ Fan Site Kit is not a fan site policy that is worth reading.

Geek Related tells us Wizards Fan Site Policy – What It’s Good For.

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Megan

Wraith Recon RPG Review

Posted on June 30, 2009 by

Rather a long time ago, when I had just taken the Queen’s Shilling and the new game was Advanced Dungeons & Dragons, I thought about applying classic squad tactics to adventuring parties on the tabletop. War, after all, happens at least as frequently in a fantasy realm as it does in the real world, and small groups are the norm in both role-playing and Special Forces. So it is with a measure of glee that I find a book which has taken this route with the combat-orientated 4th Edition of D&D; providing both a rich but war-torn setting and ideas for building a special forces unit using the full potential of fantasy adventurers.

The Introduction explains precisely what is intended. Although it has the normal trappings of a standard fantasy campaign setting (and indeed if that is what you want you can play a normal fantasy game here), the intention is that player-characters will be members of an elite ‘special forces’ style group called Wraith Recon; and that rather than normal adventuring activities they will engage in classic special forces missions, acing often on their own but under direction of their commanders.

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Megan

D&D 4E Player’s Handbook 2 RPG Review

Posted on June 10, 2009 by

The intention behind this book is to introduce new races, classes and powers as options that players can choose when designing their characters. The Introduction launches off with some grandiose claims about being a ‘significant expansion’ – well, it is fair to say that five new races and eight new classes broadens your options… it just depends if what is offered happens to suit what you want to play. The second part of the Introduction presents the ‘Primal Power Source’ which underlies the supernatural powers available to the barbarian, druid, shaman and warden classes presented later on. It links to the spirits of nature, the power of the world itself that originally arose to protect it from the depredations of squabbling deities and primordials. Having banished them so that they can only exert an influence the primal powers, a myriad of spirits, have established what is perceived as the ‘natural order’ – the cycle of life and death, the turning of the seasons. The characters who draw on them are thus firmly rooted in nature.

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