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Dreadmire (2005)
Notes: Dreadmire Swamp is the definitive reference book on adventure, life and unlife within the swamp. Here you will find verisimilitude: rules covering swamp ecology, hazards, and encounter tables, and descriptions of harried villages, as well as details of nearly three hundred new creatures, such as mire giants, weregators, carnivorous plants, phantom mosquitoes, marsh elementals, monstrous amphibians, fungus demons, alligataurs, cannibal elves, evil druids, mud dwarves, bayou halflings, plant swarms, the disgusting anthroaches, and a terrifying goliath pelican. There is ample room for thrills in Dreadmire, as simply trying to navigate a bayou is a dangerous prospect."
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Comments
Q: (Apr 30, 2006 - 1:08 AM CDT) Dreadmire is the first release from the new company Spellbinder Games founded as a Randy Richards vehicle after his fallout with NG games over this same book. So how does the book with such a dark history fair?
The book is both a campaign source book and a reference book in one. This focus has caused the book to be weaker as it tries to hard to cover all of the bases and makes and fails to meet so many great promises.
We have 264 new monsters, yes there are many new monsters here that are quite at home in his imagined world, some are new and some have been inspired by other existing creatures. Unfortunately some of the monsters require the MM as they are only a single paragraph describing a change to an existing creature forcing you to use both the MM and Dreadmire side by side to run an encounter.
The character sections, which includes new races, classes, magic spells and items. All of the races are well described but lack any character creation information; the DM must determine how a player may create one. The new classes represent an interesting though overpowered mix. These classes can not be used in any normal game as they would break any campaign. The spells fit quite well in to the environment but there are many with balance problems at low levels such as Frog Climb and Fungus Biceps. The items are a good overall mix of weapons relevant to the region, new alchemy items and a list of new magic items perfect for a run in the swamp. These sections have a few balance problems and a DM should take a moment to determine what effects there may be to her current game.
The game world is huge, in some cases it?s two huge, not having a focus in any specific area, leaving it up to the DM to bind the finer points together. The region is well described as far as inhabitants, cultural information, a well developed history and an unfortunate horror theme that is tacked on to the whole but completely underdeveloped for usage.
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