Ethelred the Dungeon Lurker’s Reviews

Earth Dawn - Second Edition
This is the revised edition of the popular FASA RP60, Earth Dawn as set in the rich fantasy world of Barsaive and this book contains everything needed to play the game. Set after the emergence of Barsaive from an apocalyptic age when the world was assaulted by the Horrors. Now recovering, Barsaive is in need of Heroes to explore the changed land, root out remaining Horrors and search for the forgotten survivors and lost secrets of the past age. A history of Barsaive is provided as well as a section detailing the geography of the world. Alongside familiar races such as Dwarves, Elves, Orks and Trolls, other races can be played such as the giant Obsidimen, the reptilian T’Skrang and the sprite-like Windling. An extensive system of talents and skills will round out characters, whilst a variety of disciplines are included. A unique system of magic will be of particular interest and full lists of spells are provided for each of the spell-using classes. The combat system is flexible and makes for fast, but detailed combat. Equipment and weapons are included plus information on the Passions and creatures of Barsaive including the Horrors.

Dead Man’s Chest
Dead Man’s Chest is a d20 system sourcebook from Sword & Sorcery part of Necromancer Games Company. Specifically this sourcebook is about the oceans, providing new rules and expanding existing material to allow greater diversity and depth for maritime adventures. The first chapter is a primer on oceanography giving details of ocean terrains along with rules for implementing them. Nex are expanded rules for ships and seas including modifiers and alternate hulls for more shipbuilding options, along with some additional rules for adventuring underwater. The next section provides rules for weather with a large variety of charts for different seasons and climates. The next four sections feature new game material with new skills, several new feats and a number of prestige classes. New magic items are also on offer for a DM to insert into their campaigns. DM’s will also be interested in the large section covering several classes of new monsters for use in oceanic adventures. In particular this book introduces Sea Serpents to the game allowing for oceanic dragons to challenge players. Magicians will want to look at the new spells with plenty more options for their spell books. Finally there are three complete adventures ready for the DM to run included in the book.



Pulp Hero RPG
Pulp Hero is a large source book for the Hero system of RPGs and source books using the Hero system. This book covers the pulp genre in exhaustive detail, giving everything needed for games in the style of the pulp magazine stories of the twenties and thirties. The great amount of background material and GM advice for these settings will make this an extremely useful book even for those who don’t use the Hero system itself. With over four hundred pages there is a large amount of material packed into this single book. Opening with an overview of the pulp genre, the first chapter also discusses the sub genres as well as integrates the pulp genre with other game systems. Then an extensive timeline covers the twenties and thirties in detail providing a huge amount of history and background detail. Chapter three provides details of the world during the pulp era covering North and South America in extensive detail while providing information on the other areas of the world to allow for adventures there. Information on pulp character archetypes are provided for players to take on the roles of adventurers as well as new talents, skills and disadvantages. The next chapter covers equipment, including a section on weird science to allow creation of the inventions seen in many pulp stories. The last section of the book provides information for the GM with information on how to capture the pulp feel, advice on campaigns, as well as how to create suitable villains. A sample selection of characters is provided including Randall’s Raiders, a ready made players group and villains.


The Dark Eye: Basic Rules
Available for the first time, this is the English edition of Das Schwarze Auge, the premiere German role playing game for over twenty years. And which is now in its fourth edition. This basic rule book presents a detailed, but simple to learn system including everything needed to run the game. A full system of skills, professions and magic all combine to allow the creation of unique heroes. The magic system in particular is interesting and simple to run. Set in the world of Aventuria, information on the history and geography is provided to serve as an introduction to this world. Details on Gods and inhabitants are also provided. There is enough information to run full adventures in this world while allowing the Gamemaster plenty of creative freedom to expand this world. This is a simple yet refined system and it is hopefully proof that the Germans have produced an excellent role playing game of their own.


Terra Primate
Terra Primate by Eden Studios Inc is a role playing game using the Unisystem rules and revolves around intelligent apes. Nine different settings are provided and there is a full system for creating intelligent apes as characters or adversaries. The game is also fully compatible with other Unisystem games such as ‘All flesh must be eaten’ and can be used as part of those settings. The book opens with a brief introduction to the subject of intelligent apes such as those in the well-known ‘Planet of the Apes’ films. The next chapter covers character creation allowing players to create human characters for use in any of the settings with a full variety of skills, advantages and disadvantages and powers to customise he characters. A later chapter provides details allowing for the creation of ape characters to be played. Several archetype characters are provided to start off players. The next part covers the Unisystem rules and game mechanics as used by this game and others, giving everything needed to play. The next part covers equipment for characters in the game, giving everything that would be needed for humans to survive in an ape dominated world. The next part is for the GM covering concepts such as how apes became intelligent and giving some inspiration to start off a campaign with options to create different types of settings. In the next chapter are options for creating ape characters for players or detailed NPCs for the GM to use. Finally the book details nine different worlds, each the setting for a different campaign with full details for a GM to run them or use them as inspiration for his own unique uses.

Relics & Rituals Olympus
Relics & Rituals Olympus is a sourcebook combining classical Greek mythology with the d20 system, creating a rich world in which players can explore the familiar classical myth. Though this book requires the D&D Players Handbook, the material is fully compatible with the 3.5 revised edition of D&D.
Opening with a brief introduction, the sourcebook then comprises a number of chapters. The first covers the rules for a Greek setting with the familiar rules such as Halflings and Orcs, albeit somewhat altered for the setting and two new races from Greek mythology, Fauns & Spartes. The second chapter covers classes, with information on how the core classes fit into the setting and including eleven new prestige classes, such as the Anointed of Styx and the Olympic Paragon. The third chapter has new skills and any new feats for players, as well as new equipment with weapons appropriate for the setting. Magic is covered in the next chapter with full spell lists for all the spell using classes as well as dozens of new spells. The next chapter covers magical items with many new ones in all the categories up to and including major artefacts such as the Aegis and Hermes’ winged sandals. The final chapter is for he DM and covers running campaigns in the Olympus setting. This includes notes on the land itself, allowing the creation of and running of City States and also the Cosmology with the different planes of existence. All the major and some minor gods and goddesses are detailed along with notes on religion. Also covered is how to integrate monsters into the setting. An appendix gives additional classic monsters from Greek mythology ready for inclusion in a game.



Love & War
‘Love & War’ by Atlas Games is a d20 System sourcebook which explores the concept of chivalry and knighthood. The book explores beyond the classic image and examines how ones gender, race or class in D&D can follow this path. The book explores four primary virtues of the knight, valour, piety, loyalty and love and how they can be used to form the core for a player’s own knightly character. An introduction to knighthood is followed by chapters on each of the four virtues. For each chapter there is a discussion on the virtue and how it will relate to the other virtues, with emphasis on the importance of a virtue in relation to others providing a very different kind of knight. Prestige classes are provided along with feats, skills and spells which any player will find useful. Also included amongst these chapters are discussions on the core D&D approaches to knighthood. Adventure ideas are provided to give inspiration to Dms and players and can be the start of a new campaign. Other rules cover important concepts such as tournaments, a knight’s lineage or lord and the role of female knights. There are also discussions on variations such as leaving out one of the four virtues, variations on an existing virtue or even for running an evil knight. Though written for the 3rd Edition, it will be an easy matter to update material for the 3.5 Revised Edition. This book will prove excellent as a source of ideas and inspiration , allowing a DM to easily drop into heir own games what they find useful.

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Witch Hunter : The Invisible World
Witch Hunter :The Invisble World is a historical Fantasy role playing game based in an alternative version of 17th century America. Combining swashbuckling and horror, the players are ordinary men and women who must face supernatural horror in a world similar but not quite the same as ours. The book opens with a look at the Order of Solomon the organisation to which the Witch Hunter belongs, with a general history and a look at the individual orders with nine in total for players to choose from. The second and larger chapter of the book cover character creation with a step by step process. Beginning with salient background or reason for being a Witch Hunter and including abilities, skills and talents to flesh out the character and bring them to life. Overall the system allows for detailed character creation, but is robust and easy to pick up. Chapter three then covers equipment, with everything needed including weapons and armour. Chapter four covers the basic game system which allows for a fast paced game with its emphasis on swashbuckling action. The relatively simple mechanics allows for ease of play and most importantly excitement. Chapter five covers the magic system with three separate fields to choose fro. Chapter six covers fighting traditions providing new skills and options for players in combat. Chapter seven covers the world of 1689, the Old and New world and a little on the Invisible world that the Witch Hunters must defend. The final chapters cover areas such things as advice for running campaigns, relics & artefacts which can be used for good and evil and adversaries encountered both human & supernatural, powers and more forms of magic.
