Download - Mega Miniatures
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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.