Posted on June 24, 2009 by Flames
The guide itself does a very nice job breaking up the different planes. It gives quick rundowns on all the species you would find there, some brief history as well as each plane wishes to see. It also gives a very good indication of the dangers of traveling to each plane. A traveler can get a good sense of how to understand the culture they find themselves in.
After an overview of all the planes it also gives a well rounded layout of planeswalkers that can be found on each plane. It includes their species, current residence, home, and magic specialties. There is only one plane that does not have a listed resident planeswalker and that is Grixis. It is very clearly stated that Grixis should be a place to travel to study only, and to not make your home their too long. Death and plague rule the land, so it makes sense nobody wishes to live amongst that.
Review by Crystal Mazur
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Posted on June 10, 2009 by Megan
The intention behind this book is to introduce new races, classes and powers as options that players can choose when designing their characters. The Introduction launches off with some grandiose claims about being a ‘significant expansion’ – well, it is fair to say that five new races and eight new classes broadens your options… it just depends if what is offered happens to suit what you want to play. The second part of the Introduction presents the ‘Primal Power Source’ which underlies the supernatural powers available to the barbarian, druid, shaman and warden classes presented later on. It links to the spirits of nature, the power of the world itself that originally arose to protect it from the depredations of squabbling deities and primordials. Having banished them so that they can only exert an influence the primal powers, a myriad of spirits, have established what is perceived as the ‘natural order’ – the cycle of life and death, the turning of the seasons. The characters who draw on them are thus firmly rooted in nature.
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Posted on May 28, 2009 by Megan
The Introduction begins by discussing the true tools of a warrior: not so much his weapons and armour, but his skills and techniques. The best fighters may even be know for a particular style or manoeuvre that has become a trademark. This book is laid out so as to help you to develop such a character, one tailored to the style you wish him to have. Each of the martial character classes – fighter, ranger, rogue, and warlord – has a chapter dedicated to honing characters of that class, and the book rounds out with a massive listing of new feats which may be used to good effect. While some players may take the opportunity to build a new character from the bottom up using these resources, allowance has also been made for those who wish to revise existing martial characters in the light of what is written here.
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Posted on May 15, 2009 by Matt-M-McElroy
It is the dawn of a new age in the Multiverse. The balance of power is shifting and Agents of Artifice brings readers to the heart of a planeswalker struggle.
In Agents of Artifice, Ari Marmell re-imagines Planeswalkers, taking fans deeper than ever into the lives of the Multiverse’s most powerful beings.
In this interview Ari tells us a little about the creative process that went into the writing of Agents of Artifice and what it was like exploring the worlds of Magic: the Gathering. We also ask him about the Ravenloft serial novel Black Crusade and even get a question or two about some upcoming Dungeons & Dragons books in before we wrap things up.
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Posted on May 14, 2009 by teampreston
To start, this was my first exposure to the character of Erevis Cale. I took my time in getting to this novel because I generally avoid jumping in to the middle or end of a story, but with much game fiction and some writers you can get away with it. I took a gamble and started in on Shadowrealm last night.
By the end of the night…well, early morning I was finished and I was literally blown away. Put it this way, I have books I and II of the Twilight War on order right now…so I’ll be revisiting Cale, Riven, Magadon etc. again shortly.
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Posted on April 23, 2009 by Megan
All adventurers need good equipment, both magical and mundane, and even the most creative DM sometimes needs ideas for interesting treasure hoards for the characters to, ahem, liberate… so here is a book packed full of goodies to serve both interests. The Introduction explains the organisation of the work: a chapter each for equipment and magical items, plus a couple of appendices mostly for the DM, one with ideas for using magic items and one with them listed by level for ease of hoard creation.
Mainly intended for the character looking for some retail therapy, Chapter 1: Equipment is broken down into sections detailing all manner of gear. It begins with masterwork armour, and also covers weapons, mounts, vehicles and even alchemy – both that which can be purchased and things you can do yourself if possessed of the appropriate tools.
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Posted on April 6, 2009 by Matt-M-McElroy
Posted on the front page of DriveThruRPG.com:
Wizards of the Coast has instructed us to suspend all sales and downloads of Wizards of the Coast titles. Unfortunately, this includes offering download access to previously purchased Wizards of the Coast titles. We are in discussions with Wizards about their decision to change their approach to digital sales of their titles and will post more information as we have it. If you would like to let Wizards know your opinion on offering D&D titles for download, we suggest the D&D Message Boards found here.
This…did not go over well with folks who regularly purchase pdf versions of Dungeons & Dragons from these websites.
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Posted on April 6, 2009 by Megan
Intended to serve as a collection of information about red, blue, green, black, and white dragons (as described in the Monster Manual, as well as a few newcomer dragons in the shape of grey, brown and purple ones, this work launches straight into its subject with a chapter on Dragon Lore. Much has already been written about dragons and yet the surface of the possible information about these truly epic creatures has been merely scratched. This chapter takes a wide-ranging look at dragons as they exist in the alternate reality of Dungeons & Dragons, including origins, biology, society and outlook, culminating in details of the chromatic dragons. Did you know that a dragon has no ears, and that it grows a complete new set of teeth each time it increases in size? But lest such comments suggest a mere biological creature to studyas you would any other, fear not: the notes portray a clear picture of a being that is truly awe-inspiring, the stuff of legend indeed.
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Posted on March 13, 2009 by Matt-M-McElroy
From the bright towns and darkened wilderness they come: mighty heroes intent on exploring dungeons, slaying monsters and battling evil.
The Player’s Handbook 2 offers Dungeons & Dragons players new options with new Races, Classes and more. This book introduces the primal power source, which draws on the spirits that preserve and sustain the world. Wizards of the Coast has offered up a handful of previews and excerpts on the Dungeons & Dragons website and a few lucky gamers out there have already received their pre-ordered copies of the book (some have even posted spoiler threads if you have the energy to dig through them).
Flames Rising was lucky enough to get an advance copy of the book for review and we are teaming up with a handful of other websites to explore some of the new options being made available to players of Dungeons & Dragons. Specifically we are going to be taking a look at the Shaman Class today. After our Look at the Shaman you will find a series of links to other sites examining other sections of the book.
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Posted on March 4, 2009 by Flames
Magic: The Gathering Tournament Champion is First to Capture the Title in 2009
The Magic: The Gathering Pro Tour season kicked-off this weekend in Kyoto, Japan. Gabriel Nassif from Paris, France was the first to be crowed Pro Tour champion in 2009 and took home $40,000. Luis Scott Vargas from Davis, California, Akimasa Yamamoto from Iwade-shi, Japan and Brian Robinson from North Quincy, Massachusetts filled out the top four. Nassif’s win in Kyoto marks his first Pro Tour victory although he’s had several top-8 finishes and was the 2004 Player of the Year. Since 1996, Wizards of the Coast has given away more than US$32 million in prize money, which includes both cash prizes and scholarship awards.
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Posted on February 27, 2009 by Flames
Elkram is a tightly focused PDF supplement for 4E D&D. It offers a new race and all the requisite information needed as a player or DM to integrate this race into your game world. The creatures in question here are “Elk-Rams,” or bi-pedal elks with large sharp horns. The supplement offers a complete overview of this race, their place in the world, rules for players and feats as well as a paragon path.
Elkram is an interesting concept for a 4E supplement. The 4E platform is very modular, which is to say it is easy to design a single piece separate from the rest of the game and then drop that into an existing game world. There is no end to the possibilities of what could be designed in this fashion (e.g. single races, classes, paragon paths, epic destinies, small collections of magic items or rituals, etc). It is a shame that the first such supplement I have seen use this insightful creation method leaves a great deal to be desired in the area of design.
Review by Vincent Venturella
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Posted on January 30, 2009 by teampreston
As I was currently playing a Wizard in a D&D 4E campaign, I figured that when the opportunity to review The Quintessential Wizard came up it was serendipity. When I created my character I was a little let down at the lack of options and flavor for building my arcanist. The choices available in comparison to the other classes seemed a bit…bland, or maybe un-unique. Same-ol, same-ol. The Quintessential Wizard goes a long way towards rectifying this.
One note: the book was designed by Italian studio Asterion Press, and there are a few instances where the translations show. Nothing major, the work they did was exceptional and I seriously doubt any of us could do better on an Italian published book. When reading, be a bit forgiving of a few awkwardly worded sentences.
Review by Jeff Preston
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Posted on January 23, 2009 by Matt-M-McElroy
A powerful and infinitely sinister force is conspiring to reunite the Shards of Alara. This reunification will come with a deadly price – sheer chaos, as realities begin to overlap. Thus begins the Conflux.
Wizards of the Coast is releasing a new expansion to their popular Magic: the Gathering game. In addition to Puzzles, Launch Parties and other events, the company has handed out a few preview cards to show off.
Here at Flames Rising we are happy to reveal this new card:
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Posted on January 19, 2009 by Flames
The syrallax rivals the dark elf and aboleth for domination of the subterranean realm. While syrallaces lack the sheer numbers of other races, they make up for it with the impressive stable of minions and thralls they keep and their ability to maximize those forces through superior strategy. Through intimidation and their poisonous gaze, they force others to serve them out of fear.
In this first set of poison pages from One Bad Egg’s Poisoncraft Fourth Edition line, you’ll find a set of monsters bound to make your upper paragon-tier players quake as they reach for the anti-venom.
Poisoncraft 4E: The Syrallax is available at the Flames Rising RPGNow Shop.
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Posted on January 18, 2009 by Flames
Wizards of the Coast has released the Beta version of Duels of the Planeswalkers, an arcade-style video game for Xbox LIVE Arcade developed in conjunction with UK company Stainless Games. The game is rated T for Teen and is scheduled for spring release for the Xbox 360.
Duels of the Planeswalkers takes players on a journey through a Multiverse in which they take on the roles of Planeswalkers, powerful wizards who battle others for glory, knowledge and conquest. Throughout their journey, Planeswalkers battle with, or against each other in lush interactive 3D environments. Similar to the Magic: The Gathering trading card game, Planeswalkers are equipped with an arsenal of spells and creatures that if used wisely will help advance the Planeswalker through the game.
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Posted on January 14, 2009 by teampreston
The first half of the adventure is a straight up series of linear deadly encounters. By linear I mean that while there are a few options given, there is really only one path to succeed. By deadly I do indeed mean DEADLY. A party of 1st Level Adventurers needs to be balanced and smart. They need to be absolutely cautious or face mortality. True Dungeoneers only please! All other should stay on the porch. No real RP at all in the first half. It’s a series of combat encounters and traps only.
The second half of the adventure introduces some roleplaying opportunities. Actually, it’s a big opportunity for characters with social skills to shine because failure at this stage could almost certainly result in TPK as well. Poor rolls and accidentally insulting a faction can result in a massive attack or ambush by vastly overwhelming forces.
Review by Jeff Preston
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Posted on January 12, 2009 by Flames
Races in Dungeons & Dragons 4E are good for laying down the broad strokes of a character, but they often don’t feel as “lived in” as the ethnicities we encounter in everyday life. One potent reason for this is a general lack of cultural complexity and diversity. D&D races tend to be presented as monocultural societies—all elves are the same the world over, and so on.
Hard Boiled Cultures aims to make it easy to change that, outlining versatile, easy methods for diversifying the ideas of culture and race in your D&D 4E game. Better yet, the methods break down how to give this diversity real weight in the system, rather than simply relying on “color” text to do the job.
Hard Boiled Cultures is available at the Flames Rising RPGNow Shop.
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Posted on January 10, 2009 by teampreston
The protagonists in this tale are the drow mercenary Jarlaxle and the assassin Artemis Enteri; characters whom were originally a part of the tales of the drow ranger Drizzt Do’Urden and Company. These characters were apparently popular enough to have a spinoff series starting with Servant of the Shard.
This spinoff series The Sellswords started with Jarlaxle and Enteri and their attempt to establish themselves in the surface world using The Crystal Shard: Crenshinibon, an intelligent artifact that plays upon it’s bearer’s own desires for power. I say “their” attempt but really it’s about Jarlaxle; Artemis Enteri is largely a pawn, caught in a delicate but deadly web of deception amongst the drow of Bregan D’aerthe.
Review by Jeff Preston
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Posted on January 4, 2009 by Flames
Goodman Games has posted details on their February and March releases!
DCC #61: CITADEL OF THE CORRUPTOR (FEBRUARY)
GMG5060, 48 pages, $12.99
Level 7-9 adventure. In a world of arcane magic and divine might, some secrets are best left hidden. When the forces of the wicked Mountain King discover an eldritch weapon of unmatched power, the future of the Northlands hangs in the balance. Following in the wake of bloody, madness-induced slaughter, can the heroes prevail where an army has perished? Blood and madness are in store, for where Lord Ablair the Corruptor passes, death must surely follow. Only the most cunning and courageous of heroes can triumph against the Citadel of the Corruptor!
More info at http://www.goodman-games.com/5060preview.html
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Posted on December 30, 2008 by Flames
Raw magic power: the essence of all true fantasy role-playing games. In a world where magic permeates all aspects of daily life, a wizard is the undisputed lord of arcane lore. If you think that a wizard’s only way to express his true might is by casting a mundane fireball, take a look at the QUINTESSENTIAL WIZARD and think again!
In this book you will find a brand-new origins system, over 70 new powers, new rituals, 14 paragon paths, new feats, four new arcane implements, and many magic items specifically designed for arcane casters, including runes. Your wizard will be truly unique and will be able to choose from a wide range of options. This book also features guidelines to play your wizard in combat and non-combat situations, organisations that may help or hinder your efforts, and new rules to build your perfect mansion, a magical tower to keep all your treasures and secrets.
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