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BASICS<br />

Fast Forward Entertainment has<br />

published an interesting<br />

supplement to accompany their<br />

Green Races source book. This<br />

supplement is The Complete<br />

Monstrous Fighter’s<br />

Compendium. This tome is for<br />

those folks that are tired of<br />

hunting down and slaying one<br />

more band of goblins or orcs.<br />

Well, this book allows players to<br />

reverse the roles and become the<br />

players of these same goblins or<br />

orcs. Instead of killing these<br />

foul humanoids you’ll be<br />

compelled to keep them alive<br />

just as you would a beloved<br />

player character fighter or cleric.<br />

Being on the other end of the<br />

spectrum will allow you to do battle with marauding bands of elves and dwarves<br />

that are determined to eradicate you and your kin. No matter what type of<br />

“evil” critter you might like to play, this book might have it. From a sly,<br />

subterranean drow to a very powerful, but sharp-as-a-sack-of-wet-hair ogre, this<br />

book has something to tickle your fancy…or possibly your sadistic side that you<br />

keep hidden in the furthest corner of your soul.<br />

PRESENTATION<br />

The Complete Monstrous Fighter’s Compendium is a 128 page, hardback book,<br />

perfect for decorating any self-respecting gamer’s shelf. It is a D20-based<br />

supplement for the Dungeons & Dragons 3 rd edition system, produced under the<br />

open gaming license. The book is laid out in easy-to-read black on white text<br />

with an adequate supply of back and white artwork. Each green races described<br />

in this guide comes with a better-than-average drawing depicting an example of<br />

each race’s appearance.<br />

The Compendium is well edited. The chapters are concise and supply plenty of<br />

detail for monstrous races presented therein, but also descriptions of the “bad<br />

guy” races, the races of demi-humans. Besides the chapter devoted to the<br />

myriad races described in the book there are chapters for new classes and<br />

prestige classes, new skills, new feats, new equipment (magical as well as nonmagical)<br />

and one for new spells. Finally there is a chapter on how to go about<br />

playing the green races, Fast Forward Entertainment’s term for their monstrous<br />

player character races.<br />

VALUE<br />

For a MSRP of $24.99 a buyer gets a pretty good value for his money spent on<br />

The Complete Monstrous Fighter’s Compendium. Besides receiving a nicely<br />

constructed book the buyer gets enough bells and whistles to make the outlay of<br />

hard-earned money worthwhile. This book contains fifteen green races as well<br />

as five good races. Also, there are four new class included. My personal<br />

favorite is the Freak.<br />

As for prestige classes there are a whopping twelve of them and a half dozen<br />

new spells. These go along with the new skills and feats with which to<br />

customize your monstrous killer.<br />

There is one slight drawback to The Complete Monstrous Fighter’s<br />

Compendium. It really does not fit well with other, more traditional D&D<br />

campaign settings. More conventional Dungeons and Dragons games take into<br />

account the inherent toughness of some monstrous races and impose a level<br />

penalty is someone is wanting to field one is a D&D game. The Complete<br />

Monstrous Fighter’s Compendium does not include this type of penalty is the<br />

descriptions of it’s player races. It seems that this compendium is meant to be<br />

used with Fast Forward’s own campaign world and not with “normal” D&D<br />

gaming world. But, if a dungeon master wanted to include the information in<br />

this volume with his/her own campaign it would not take a whole lot of work to<br />

find a way to make this information compatible to a particular d.m.’s taste.<br />

34<br />

BASICS<br />

“Enchanted Locations: Crypts<br />

and Tombs” is a 128-page hard<br />

cover book published by Fast<br />

Forward Entertainment. The<br />

front and back covers are full<br />

color, while the internal<br />

illustrations are all black and<br />

white. This volume provides<br />

outlines for quests in a fantasy<br />

d20 campaign. The retail price<br />

is $24.99.<br />

INSIDE THE COVERS<br />

The purpose of this volume is to<br />

provide the referee with a set of<br />

outlines for quests. Each quest<br />

description includes one or<br />

more magical artifacts, a<br />

description and map of the areas where the artifacts can be found, and<br />

information on the inhabitants of the area. These are not full encounters or<br />

adventures, but outlines and sketches for the referee to fill out and use in an<br />

existing campaign – or to start a new one. The first section covers quests and<br />

how to setup and run them. This includes a discussion of the elements of the<br />

quest – the motivations of the characters, the hardships they will encounter, and<br />

what makes it more than just a dungeon crawl. In addition, this section covers<br />

artifacts. Topics include artifact legends, the nature of artifacts, resistance,<br />

attention and glory associated with them.<br />

The final section of this book covers treasure. The author presents his thoughts<br />

on awarding treasure – how to do it and what to do with it. He provides some<br />

insight into various levels of treasure awards – from a standard DMG treasure to<br />

an involved horde – for encounter levels one to twenty. In between, the majority<br />

of the book consists of the tomb and crypt quests. Each set of quests begins first<br />

with a large-scale map of the environment of the quest. This is followed by a<br />

detailed description of the artifacts. These descriptions include legends,<br />

reactions, special effects that arise when multiple artifacts work together. For<br />

each artifact, there is an initial power that manifests itself when found and well<br />

as multiple hidden powers that only manifest themselves under certain<br />

conditions.<br />

After the artifacts are maps of some of the areas detailed in the general map.<br />

Each map includes a numbered key for interesting locations, though these<br />

locations are only named. For each of the detailed area maps a list of denizens is<br />

provided. This list consists of both NPC’s and creatures that inhabit the area.<br />

These entries are not tied to any specific area on the detail map. The quests are<br />

organized thematically. There are quests for wizard artifacts, clerical artifacts,<br />

rouge artifacts, fighter artifacts, elf artifacts, orc artifacts, and dwarf artifacts.<br />

VALUE<br />

Quite a bit of thought went into this volume. The numerous artifacts are well<br />

thought out and unique. It appears that this is where most of the work was spent<br />

on this volume. And for these artifacts alone, this volume is work the cover<br />

price. That being said, ownership of these nice trinkets is only part of the story.<br />

Powerful magic should only be gained by extreme effort. Any set of these<br />

artifacts could be the subject of a very involved adventure. The author realizes<br />

this and, therefore, does not try to provide them. Instead, he presents outlines<br />

and hints for the referee to create his own epic adventures.<br />

For those referees who delight in creating their own world and designing the<br />

adventures themselves, this book is a great source of inspiration. Even if you<br />

decide not to quest for the Wizard’s Ring of Immortality, the suggested<br />

encounter areas and inhabitants can be used in other adventures. However, if<br />

you’ve not embarked on creating your own world, then this volume is a great<br />

way to start. Within the framework provided, you can fill in the details and start<br />

your group on their grand quest. Once you’ve done this, it will be much easier to<br />

create an adventure or quest on your own.

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