In this Flip Through Matt takes a good look at The Rise of Tiamat without spoiling it. This book is full of content, very few pictures.
The Rise of Tiamat will be available in stores November 4th 2014. you can also grab a sample at D&D Organized Play.
In Roll for it! players try to score 40 points by rolling dice and matching cards of specific point values. Each roll presents the player with new opportunities and fun decisions to make. The rules are simple – Roll It!, Match It!, Score It! But look out! Other players may steal the card you’re shooting for…So hurry, pick up the dice and Roll For It! The Deluxe Edition combines the contents of both the red and purple games and now supports 2-8 players.
Included are 48 stunning dice, a crushed velvet dice bag embroidered with the Roll For It! logo, and 60 exquisitely detailed cards featuring your favorite Calliope characters. The Deluxe Edition is also presented in a beautifully embossed tin with a hinged lid – the rich flocked interior of which doubles as a dice tray – and fits perfectly into your pocket, making the Roll For It! Deluxe Edition the perfect choice for gamers on the move.
Students of Eldolan’s three rival wizard schools constantly feud and create trouble for the town guard, the Silver Shields, who must clean up the wizards’ messes. The Council of Mages – who truly rule the town – involve themselves with stints of political one-upmanship that keeps any true political progress from moving forward. And rumors of people going missing have been on the rise, keeping the common folk close to the magically lighted streets when they go out at night. But a darkness has been growing in Eldolan, and those who seek old power have set plans in motion to remind everyone what true fear is.
Shadows of Eldolan is an introductory 13th Age adventure for 1st level heroes that provides a GM with a partially fleshed-out town setting full of intrigue. Whether you use it as a location to base adventures out of, or simply as a starting point for a campaign, it contains plot hooks and adventure options for any style of play.
In this Figure Forge Matt Puts together the Shaltari Starter. The Shaltari are a highly advanced and sophisticated race that understands the flow of time better than any other. This is one of the cooler looking factions.
It won’t be long before these are painted up and on the table.
In the heart of the Colonies, the two sons of the Divine Empress each make their case to the Great Clans concerning who should eventually succeed their mother and sit on the Emerald Throne of Rokugan. Although the brothers do not seek conflict, their followers are all too eager to wage war on behalf of their patrons, and the battle between the Traditionalists and Progressives has reached a fever pitch.
Who shall prevail and ascend?
Let slip the hounds of war!
Make martial combat more interesting with the Path of War, a maneuver-based combat system designed and playtested to work side-by-side with all of the standard classes in the Pathfinder Roleplaying Game.
Path of War offers new base classes, feats, archetypes, and much more. Want to use the maneuver-based combat system with your standard Pathfinder Roleplaying Game classes like the fighter or rogue? Feats allow you to do just that.
Watch as Matt opens up the Mars Attacks Dice Game from Steve Jackson Games.
Next week we’ll have some game play for you.
I just finished reading Zombies a Hunter’s Guide. My copy is the limited edition version, it a nice cover with silver gilded pages. Osprey Publishing did a good job with the production of this book, but not as well as Joseph McCullough did writing it.
The first thing that caught me about this book was the style it was written in. Joseph wrote from the point of view that the Zombie Apocalypse was very much alive and well. I loved the approach. It made the book very entertaining.
Even though he’s very entertaining the book includes a lot of information. Joseph includes information on every zombie type there is. Each zombie profile includes a history, creation information, how to identify them, what they are a threat to, and how to eliminate them and prevention techniques.
The book includes a detailed section on weapons and tactics that is a good read for any miniatures player.
If yo are a Zombie fan this is a book for you. It was truly a pleasure to read.
Monster Hunters is set in the Edwardian Europe, where the idea is Gothic horror. Werewolves, vampires and other strange beasts run rampant in this setting. This unique setting mixes the traditional fantasy setting with one that is quite a bit more technological than you might be accustomed to. Monster hunters focuses heavily on new classes and their origins, but it also introduces new rules like modern weapons.
The Book doesn’t waste any time and dives right into the origin stories. There are 8 and each focuses on the following on helping the player round out the character. The origins can easily help the player define his motivation, how they learned about the monsters, and why you hunt the things you do. I chose to make a character using the Romani origin story because it reminded me of the gypsies in several b&w horror movies.
The 10 classes are basically reflections of the core classes that have been customized to fit this particular game world. For example the hunter closely resembles a Ranger. This class grants class abilities like favored enemy, favored terrain, and Hunter’s Tricks. Which is what I think is a cool ability that is a Hunter’s trick. Once per day the hunter can, when reduced t 0 hp, take a five foot step instead and be staggered until his next round. It could be a very beneficial ability.
All of the skills and feats offered in this book help further the characters development within this Edwardian horror setting. Since that time frame for this is 1911 it includes skills like drive, collect evidence, and jury rig. All of which can prove to be very advantageous in this setting.
It’s also worth mentioning the inclusion of a modern day currency system that reflects 1911. The system includes a conversion for gold. The flavor created by this is a much better reflection for purchasing aeroplanes or Harley’s. Not to mention some of the more interesting equipment like the Luger, and telescoping sights.
The most detailed or critical section of the book is the mechanics covering modern firearms. Avalon Games spent a lot of time explaining the nuances the new weapons bring. Some of these are rate of fire, strikes are made against touch AC. But my favorite is called shot by location. They cover both the advantages and disadvantages of targeting just about any portion of the body imaginable. For example if I target a large part of the body, like the torso, I suffer a minus two penalty, while shooting something smaller target grants a larger penalty. If you hit there are three possible outcomes,called shot, critical called shot, and debilitating called shot they cause anything from inconveniences to permanent damage. I feel you should know that these optional rules teeter on 50 pts of damage being done in order for the more sever effects to occur.
I have found this to be a good read, it offers a unique break from your normal fantasy game. The rules are well written for a setting that has become a classic genre in literature. If you are creative this is a great book that you can easily adapt for your own projects.
Monster Hunters is available at Avalon Games and DriveThuRpg. It is part of the Pathfinder Drivethru sale that ends tomorrow October 20th 2014.
In this Flip Through Matt talks at Grim Tooth’s Traps. Many of these traps are just down right evil fun. Especially the room traps. Mat doesn’t mention all 101 of them but you get enough for you to have the idea of what this book is about.
I’m looking forward to make some traps now.