Archive for the ‘Top 5’ Category

3
Sep

Top 5: Adventurer’s Vault 2

   Posted by: PJStoneson

Wizards of the Coast: Adventurer's Vault 2

Wizards of the Coast: Adventurer's Vault 2

A book full of magic items, and I have to choose just 5!

These are the 5 items I think are coolest/neatest/most interesting in Adventurer’s Vault 2. As far as the rules go, you might think them horribly underpowered, or perhaps so overpowered they smell of cheese, but I love the concept behind them.

5) Songbow of Summoning (pq 22): As a daily power if you hit an enemy with a bard power any allies within 5 of you, or that enemy can teleport to a square adjacent to the enemy as a free action. Get everyone to dogpile on a powerful foe, or target an enemy near the edge of a losing battle to speed up a retreat.

4) Door Warden (pg 80): This talking door ornament toughens the door it is placed on, and controls when the door does, or does not open. Talking doors are such a classic bit of fiction it’s great to see them written up in rules. Or create the old puzzle using two doors and two wardens, one speaking only lies, one only truth, and see if your players can choose the proper door.

3) Immurements (pg 88-91): I’m cheating a bit here, and on my next 2 picks. I can’t pick just one of these, the whole concept is so interesting. They’re designed for a higher level of play than my usual games, but the idea of suddenly moving to battle to a new battlefield excites me. I may have to work on a version more suitable to lower level play.

2) Fortune Stones (pg 133): The idea seems simple, a number of stones, each of which allows you a reroll on a specific type of attack as a daily power. The neat thing is that once at least 2 members of the party have one of these stones, you get a +N bonus to the reroll where N is the number of party members possessing a stone. And once five party members own a stone, everyone with a stone gets +2 to initiative and +1 to saving throws.

1) Tattoos of Bond (pg 85-86): And three in a row where I can’t choose a specific item, but love the concept so much that the section makes it on this list. The repeating theme of the Tattoos of bond is: If X happens to one person with a Tattoo of Bond, everyone with a Tattoo of Bond can do/gets Y. Like the fortune stones, I love this because it gives benefit to more than one member of the party, and encourages some unity in the group. Who wants to be the one party member without a stone/tattoo?

What are your favorite items in the book?  Leave your comments below please.

3
Jul

Top 5: Eberron’s Player’s Guide – Items

   Posted by: PJStoneson

Top 5 offers up some of my favorite things, frequently from a new Dungeons and Dragons book, but it could be the Top 5 anything.

When paging through my copy of the Eberron Player’s Guide several of the items, mundane and magical, jumped out at me, so I decided to share my 5 favorite items with you.

5) Identification Papers (p 96): A slightly silly choice, but thanks to Indiana Jones all I can think about is a group of PCs throwing an opponent off an airship, then hastily explaining “No papers” when the other passengers confront them.

4) Cutting Wheel (p 95): This weapon is a “bladed disk with a guarded handle on one side.” Just seems much more interesting than a simple dagger in the off-hand. I’m imagining it as a mechanical device so that something is actually driving the wheel, keeping it in spinning constantly.

3) Tethercord (pg 103): Keeps an enemy from moving more than 3 square from the square they are in when the tethercord is attached to them. Buy yourself a round or two of ranged attacks, or if things are going poorly buy yourself a round or two to make your get-away, just don’t hang around too long, because a save ends the tethering. Wonder if you can use it to keep from falling down a cliff?

2) Spiked Soles – Warforged Components (pg 115): Exactly what they sound like, small spikes pop out from the bottom of your feet. Bonus to climb checks, and can be used in combat to avoid being pushed, pulled, or slid.

1) Clockwork Bomb (pg 99): A mechanical box walking the battlefield set to explode in a number of rounds chosen by the box’s controller. A 1 in 6 chance of it blowing up each round adds a little suspense and a lot of fun. If you don’t like the mechanical aspect, describe it as a floating sphere made of crystal or stone with the same results and you can avoid the ‘steampunk’ flavor.

19
Jun

Get your Free RPG here!

   Posted by: PJStoneson

Ok, so not ‘Here’, not even now, but tomorrow (June 20th) at your local gaming store as part of FreeRPGDay.

Participating stores will be giving out free products from Wizards of the Coast, Paizo, Goodman Games, Q-Workshop, White Wolf, Mongoose, and more (click for a full list of participating companies and the products to be given away).

Top 5 items I’m anticipating and hoping to get:

#5: Mongoose Publishing: Introduction to Dragon Warriors. I had heard of this game before, but never read or played it, so I’m curious to take a peak.

#4: Goodman Games: 4th Edition Hero’s Handbook: Immortal Heroes. Goodman Games always puts out good products.

#3: Paizo: Pathfinder Bonus Bestiary. Always love some new monsters.

#2: Q-Workshop: Unique die. I recently got a set of their dice, and they are beautiful.

#1: WOTC: Khyber’s Harvest Dungeons and Dragons 4th Edition Adventure. I’m a big fan of Eberon.

I’ll be going to the Portsmouth, VA branch of Atlantis Games and Comics. I’ll probably only be there a short time, close to opening because the wife and kids will be with me (probably waiting in the car), but based on some email correspondence it sounds like they’ll be running the WOTC’s free Eberon adventure, Khyber’s Harvest and White Wolf’s Geist RPG starting around 2. That may change though, so I’d give them a call to check.

You can look for a store close to you here: Free RPG Day Store Listing

Expect pictures and brief reviews of whichever free products I manage to grab sometime tomorrow evening.

Enjoy, and safe travels,

Paul

18
Jun

Top 5: Monster Manual 2

   Posted by: PJStoneson

My top 5 creatures from the recently released  Dungeons and Dragons 4E Monster Manual 2

#5: Myoconids. Living mushrooms, old school and low level, gotta kill them all. And how nice of them to constantly share any damage done to them with the other Mushroom Men.

#4: Bullywug. Humanoid frogs destroying the environment. Classic critter with some interesting mechanics attached.

#3: Ant, Giant. If old movies are to believed, apparently an atomic bomb must have gone off! Planning an adventure for my kids, and I think a collection of giant insects and similar cretures will be fun. Too bad I couldn’t find any toy ants this weekend.

#2: Rust Monster. Ok, maybe I like the classics too much, but I was happy to see this creature make a return. I know some don’t agree, but I think the workings of the rusting ability will work well.

#1: Geonid. This one is totally new to me, which is part of the reason it made it all the way to #1. Another one I can’t want to see in play, a boulder becomes an enemy without notice, a mouthful of glowing purple crystals trying to grab onto the characters.

Like my own gaming style, this list leans towards the lower level creatures. Some others that jumped out at me: Iron Dragon, Earth Archons, Behir Bolter Whelp, Centipedes, Darkmantle, Gnaw Demon, Drakes, Frost Giant, Goblin Acolyte of Maglubiyet, Oozes! and Tomb Spider.

Overall a great variety of creatures, though I wish there’d been a kobold or two tossed in.

Safe travels,

Paul