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	<title>Dungeon&#039;s Master &#187; Book Reviews</title>
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	<description>A Dungeons &#38; Dragons Resource Blog For Dungeon Masters &#38; Players</description>
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		<title>Monster Manual 3: An Early Review</title>
		<link>http://dungeonsmaster.com/2010/06/monster-manual-3-review/</link>
		<comments>http://dungeonsmaster.com/2010/06/monster-manual-3-review/#comments</comments>
		<pubDate>Mon, 14 Jun 2010 13:00:12 +0000</pubDate>
		<dc:creator>Ameron</dc:creator>
				<category><![CDATA[Book Reviews]]></category>
		<category><![CDATA[4e]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Dungeon's Master]]></category>
		<category><![CDATA[Dungeons and Dragons]]></category>
		<category><![CDATA[Lolth]]></category>
		<category><![CDATA[Monster]]></category>
		<category><![CDATA[Monster Makeover]]></category>
		<category><![CDATA[Monster Manual]]></category>
		<category><![CDATA[Monster Manual 3]]></category>
		<category><![CDATA[Wizards of the Coast]]></category>

		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4950</guid>
		<description><![CDATA[On shelves tomorrow, Monster Manual 3 is exactly what you’d expect from the new creature catalog. It’s chalked full of new monsters – some brand new and many other old favourites that have been noticeably absent from 4e D&#38;D. There are about 300 monsters in the Monster Manual 3. About 125 are heroic tier, 100 [...]]]></description>
			<content:encoded><![CDATA[<p></p><p><a href="http://dungeonsmaster.com/wp-content/uploads/2010/06/MM3-cover-01.jpg"><img class="alignright size-medium wp-image-4951" title="MM3-cover-01" src="http://dungeonsmaster.com/wp-content/uploads/2010/06/MM3-cover-01-230x300.jpg" alt="" width="230" height="300" /></a>On shelves tomorrow, Monster Manual 3 is exactly what you’d expect from the new creature catalog. It’s chalked full of new monsters – some brand new and many other old favourites that have been noticeably absent from 4e D&amp;D. There are about 300 monsters in the Monster Manual 3. About 125 are heroic tier, 100 paragon tier and 75 at epic tier. With more of us playing at paragon and epic tier, these new creatures give DMs more high level foes to throw at those poor unsuspecting PCs.</p>
<p><span id="more-4950"></span></p>
<h3>Layout</h3>
<p>In March Wizards debuted their new monster layout. We provided out first impressions in Wizards Delivers a Killer Monster Makeover (<a href="http://dungeonsmaster.com/2010/03/wizards-delivers-a-killer-monster-makeover" target="_blank">Part 1</a> | <a href="http://dungeonsmaster.com/2010/03/wizards-delivers-a-killer-monster-makeover-part-2" target="_blank">Part 2</a>). Now that I’ve got the new MM3 and I’ve had the opportunity to read through it, I’m even more impressed. How did we get by with the old layout? Everything is still there but it’s so much easier to use. If you’ve been hesitant to run a game because you feel intimidated by all those monsters to keep track of, then this will put you at ease. Once Wizards applies the new template to the Monster Builder, I don’t think I’ll ever go back to my MM or MM2 again.</p>
<h3>Epic Monsters</h3>
<p>With each new Monster Manual we get more and more monsters at the top end of the spectrum. The highest level monster in the original Monster Manual was Orcus (Level 33 Solo Brute). The highest level monster in Monster Manual 2 was Demogorgon (Level 34 Solo Controller). The highest level in Monster Manual 3 is Lolth (Level 35 Solo Lurker).</p>
<p>The top four monsters in the MM3 are all extremely powerful and dangerous solos. Think you’re PCs are tough, try taking on any one of these foes.</p>
<ul>
<li>Allabar, Opener of the Way (Level 30 Solo Soldier)</li>
<li>Imix (Level 32 Solo Controller)</li>
<li>Ogremoch (Level 34 Solo Soldier)</li>
<li><a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4ex/20100607" target="_blank">Lolth</a> (Level 35 Solo Lurker)</li>
</ul>
<h3>Increased Monster Power</h3>
<p>One of the most immediately noticeable changes to the monsters themselves in MM3 is that they do a lot more damage. I’ve read some chatter online that this is the first step Wizards is taking to toughen up monsters. In my game last night I used a couple of the new monsters from MM3 and the players agreed that for a balanced encounter these new monsters hit a lot harder than the monster they’ve been fighting up until now.</p>
<p>There are also a lot of monsters in MM3 that have psychic powers. With the introduction of the psionic power source in the Player’s Handbook 3 I totally expected to see this. So for those classes and races from PHB3 that deal psychic damage and offer psychic defenses, you’re going to have your chance to fight monsters that are better aligned to your abilities.</p>
<h3>New Monsters as PC</h3>
<p>In MM and MM2 the section Racial Traits gave us enough detail to use some of the monsters found within those books as PCs. I was disappointed not to see a Racial Traits section in MM3. I really expected the Thri-Kreen, a new race for the upcoming Dark Sun setting, to be featured. I guess we’ll just have to wait for the official Dark Sun books in August before we find out exactly what the Thri-Kreen’s racial modifiers look like.</p>
<p>Thri-Kreen is the only Dark Sun monster I noticed in the MM3. But I must admit that I’m not an old-school, Dark Sun expert so I might have inadvertently overlooked something. Keep in mind that we’re getting an entire Dark Sun monster book later this year, so I’m sure Wizards didn’t want to bump a monster appropriate for any campaign setting in favour of giving Dark Sun monsters valuable and limited real estate in MM3.</p>
<h3>Familiar Faces</h3>
<p>In addition to our cover girl, Lolth, we have many of your other D&amp;D favourites seeing the 4e treatment for the first time in MM3. Some of the more noteworthy monsters include:</p>
<ul>
<li>Babau Demon</li>
<li>Nalfeshnee Demon</li>
<li>Air Elemental</li>
<li>Earth Elemental</li>
<li>Fire Elemental</li>
<li>Water Elemental</li>
<li>Intellect Devourer</li>
<li>Mimic</li>
<li>Verbeeg</li>
</ul>
<p>The races first revealed in PHB3 also get entries in the MM3.</p>
<ul>
<li>Minotaur</li>
<li>Shardmind</li>
<li>Wilden</li>
</ul>
<h3>Favourite New Entry</h3>
<p><a href="http://dungeonsmaster.com/wp-content/uploads/2010/06/banderhobb.jpg"><img class="alignright size-medium wp-image-4955" title="banderhobb" src="http://dungeonsmaster.com/wp-content/uploads/2010/06/banderhobb-105x300.jpg" alt="" width="105" height="300" /></a>When I was a kid I remember hearing stories from my friends about the bogyman. I think all children are afraid of monsters that may get them while they sleep. Some parents even scare their kids with tales of such beasts. Be good or else. The Banderhobb are examples of these creatures. The Banderhobb Warden (Level 16 Soldier) hides under the bed or in the recesses of a dark closet. When detected it swallows it’s prey whole and takes them into the shadowfell where it eventually regurgitates its still-living cargo. The Banderhobb Filch (Level 17 Skirmisher (Leader)) climbs down the chimney or slinks in through an open window. It grabs and drags away its victims. The Banderhobb Abductor (Level 18 Brute) hides in the shadows and moves without a sound before swallowing its victims. What normal child can protect itself against monsters of this caliber? I havePCs who would be lucky to survive an encounter with these beasts. It’ll be a while before I sleep soundly again.</p>
<p>Read more about the inspiration behind the Banderhobb at <a href="http://stevesgamerblog.blogspot.com/2010/06/steves-monster-manual-3-designs.html" target="_blank">Steve&#8217;s Gamer Blog</a>.</p>
<h3>Opinion</h3>
<p>So the big question is whether or not you should purchase the MM3 . As we’ve mentioned in our reviews of other source books from Wizards of the Coast, anyone with a DDI subscription will have access to all of the material contained within the MM3 with the next monthly update. There are those people (me included) who just can’t wait a few more weeks for the update and are going to pick up the book regardless of what’s said about it. But for anyone who has a DDI subscription and wants to save a few bucks there really isn’t a lot the book offers that you won’t get already.</p>
<p>The real bang for your buck with the Monster Manual 3 (as well MM and MM2) is the flavour text and the pictures. Having the stat blocks in Monster Builder is great, but without a description of the monsters or a picture I often have no idea what my PCs are fighting. The details that make each creature more than just a stat block is why you should pick up Monster Manual 3. I was a little bit disappointed when I recognized a fair amount of the art from other previously release material (mostly 3.5e Monster Manuals). Some of the new art is great, but some is not up to the level of detail I’ve come to expect from these books. But even with that setback, I still think the information provided makes the book a valuable pick-up for DMs. I don&#8217;t think everyone at your gaming table needs to own a copy of MM3, especially if you already have a DDI subscription. As long as you have access to the book when you need it, one copy within your immediate gaming group will go a long way.</p>
<p>7 on a d10</p>
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		<title>Review: The Outcast (A Dark Sun Novel)</title>
		<link>http://dungeonsmaster.com/2010/06/review-the-outcast/</link>
		<comments>http://dungeonsmaster.com/2010/06/review-the-outcast/#comments</comments>
		<pubDate>Fri, 04 Jun 2010 14:00:15 +0000</pubDate>
		<dc:creator>Ameron</dc:creator>
				<category><![CDATA[Book Reviews]]></category>
		<category><![CDATA[Dark Sun]]></category>
		<category><![CDATA[4e]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Dungeon's Master]]></category>
		<category><![CDATA[Dungeons and Dragons]]></category>
		<category><![CDATA[Simon Hawke]]></category>
		<category><![CDATA[Sorak]]></category>
		<category><![CDATA[The Outcast]]></category>
		<category><![CDATA[Tribe of One]]></category>

		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4872</guid>
		<description><![CDATA[The Outcast (Tribe of One, book I) Simon Hawke A Dark Sun novel I’ve read over a hundred Forgotten Realms novels, a dozen Ravenloft novels and all of the Eberron novels, but this was my first Dark Sun novel. Having never played in the Dark Sun camping setting when it was originally released back in [...]]]></description>
			<content:encoded><![CDATA[<p></p><p><a href="http://dungeonsmaster.com/wp-content/uploads/2010/06/outcast-simon-hawke.jpg"><img class="alignright size-medium wp-image-4873" title="outcast-simon-hawke" src="http://dungeonsmaster.com/wp-content/uploads/2010/06/outcast-simon-hawke-176x300.jpg" alt="" width="176" height="300" /></a></p>
<h3>The Outcast<br />
(Tribe of One, book I)<br />
Simon Hawke</h3>
<p>A Dark Sun novel</p>
<p>I’ve read over a hundred Forgotten Realms novels, a dozen Ravenloft novels and all of the Eberron novels, but this was my first Dark Sun novel. Having never played in the Dark Sun camping setting when it was originally released back in the early 90s I never had any desire to read about a world I was unfamiliar with. However, in light of the upcoming re-launch of Dark Sun for 4e D&amp;D I felt it was time to give the Dark Sun books a chance. I had no idea what I was in for.</p>
<p><span id="more-4872"></span></p>
<p>Part of the reason I read and enjoy the books form Wizards of the Coast (and TSR before them) is the familiarity that comes with a shared world. Regardless of who the characters are and how the story unfolds, the setting is constant. The rules of D&amp;D apply in these worlds so I know what’s reasonable to expect in any given situation. I quickly learned that Dark Sun is unlike any of the D&amp;D shared worlds I’d read about before.</p>
<p>The Outcast is one of the best D&amp;D books I’ve ever read. Not only is it a great D&amp;D novel, but it’s a great novel in general. The writing is among the best I’ve read in any D&amp;D novel. The characters are extremely well developed, the setting is described in the perfect amount of detail and the plot mixes just the right amount of action and intrigue.</p>
<p>As a newbie to Dark Sun this novel is a fantastic introduction. It follows the character Sorak from adolescence into adulthood. He is raised in a remote part of the world and when he ventures out we experience Dark Sun as he does. We see the setting unfold through his eyes, knowing as much (or more accurately as little) as he does. Hawke does a great job of providing just enough detail but not going on and on about every little thing. He uses broad strokes to paint the scene providing only the details necessary for understanding what’s going on.</p>
<p>Sorak is certainly one of the most unique and interesting character I’ve ever read about in any of the D&amp;D novels. The offspring of an Elf and a Halfling, he is abandoned and left to die in the desert when he is about 5-years-old. Hearing his psychic cries for help, a Pyreen – a Druid-like elder – hears his wails and helps him. She finds Sorak abandoned by all by a tigone, a psychic tiger cub that has bonded with him. Sensing his unusually powerful psychic powers, she bring him to a monastery run by the benevolent villichi, a sect generally reserved for women, and asks that they raise him. Sorak is taught to use his body and mind to their fullest potential.</p>
<p>Besides being an extremely powerful psychic and gifted weapons fighter, Sorak is a Tribe of One. Because of the trauma he faced as an infant, his mind has shattered into multiple personas. Each persona represents different aspects of Soark’s personality. One wields powerful psychic powers, one is a tracker and hunter, one is his curiosity, one loves animals, and one is his five senses. By the end of this book we’re introduced to at least ten distinct personalities sharing Sorak’s mind and body. Same have names and some are only identified by their purpose.</p>
<p>I’ve read about flawed characters before but this was the first time I’ve read about a character with a mental disorder. Sorak understands that his situation is extremely rare. He struggles to understand why he is a Tribe of One and how to cope with multiple personalities sharing his body. He learns to communicate with most of them, although when others take control, Sorak’s main persona cannot detect what’s going on. The author describes subtle difference in how each personality carrier themselves when in control and adds that those who know Sorak really well might observe the slight differences, but most others would not.</p>
<p>With such a complicated hero I was glad that the plot was somewhat straight forward. When Sorak reaches maturity, he leaves the monastery and ventures out into the world. Before he leaves he is given a magical sword made from metal, a rare thing on Athas. He makes his way to Tyr where he learns more about the way the world works. By reading the minds of those he encounters he can immediately determine their thoughts and motives and can act in the most suitable way.</p>
<p>We learn about Tyr, the only free-city, and that the sorcerer-king who previously ruled has recently died. The city is run by a council of freemen and the city is in a state of change. We get to know some of the important personalities in the city including the council members, some of the important templars, the captain of the guard and the employees of the Crystal Spider gaming house. I suspect that many of these characters are familiar faces in the Dark Sun work and probability appear in many of the other stories set in Tyr.</p>
<p>Sorak’s unusual heritage, magical sword, psychic ability, tigone companion and general naivety lead him into the thick of a political power struggle within the city. There is a thrilling climax towards the end of the book, and the foundation is set for the next volume in the Tribe of One trilogy.</p>
<p>As great as this novel was I was extremely reluctant to post this review. The book was originally released in 1993 and is currently out of print. I’ve been scouring the used bookstores throughout my home town and have only been able to find six Dark Sun novels. This one may be difficult to find, but if you’re a fan of Dark Sun or, like me, you’re looking for a good place to jump in with both feet, then this book is for you.</p>
<p><a href="http://dungeonsmaster.com/wp-content/uploads/2010/06/verdant-passage.jpg"><img class="alignright size-medium wp-image-4877" title="verdant-passage" src="http://dungeonsmaster.com/wp-content/uploads/2010/06/verdant-passage-173x300.jpg" alt="" width="173" height="300" /></a>I don’t know if Wizards has any plans to re-release this trilogy, but they’d be crazy not to. From the reviews I found online, this trilogy is considered the best of all the Dark Sun novels. If I can’t find the rest of the Tribe of One trilogy I know that I can move on to <a href="http://www.wizards.com/dnd/Product.aspx?x=dnd/products/dsnovel/219807400" target="_blank">Troy Denning&#8217;s Prism Pentad</a>. All five parts are being re-released, the fifth book coming out in July.</p>
<p>After reading The Outcast I’m even more pumped for the release of Dark Sun. Between these novels and D&amp;D Encounters season two, I’ll be a Dark Sun expert by the time the new campaign setting is released in August.</p>
<p>The Outcast: 10 on a d10.</p>
<p>Have you read any of the Dark Sun novels? Which ones would you recommend people read or avoid? How do you think the Dark Sun novels compare to Forgotten Realms or Eberron novels?</p>
<p><a href="http://feeds2.feedburner.com/dungeonsmaster"><img style="vertical-align: middle;" src="http://dungeonsmaster.com/wp-content/uploads/rss.png" alt="" /></a> Looking for instant updates? Subscribe to the Dungeon&#8217;s Master feed!</p>
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		<title>Review: Avenger</title>
		<link>http://dungeonsmaster.com/2010/03/review-avenger/</link>
		<comments>http://dungeonsmaster.com/2010/03/review-avenger/#comments</comments>
		<pubDate>Wed, 31 Mar 2010 13:15:25 +0000</pubDate>
		<dc:creator>Ameron</dc:creator>
				<category><![CDATA[Book Reviews]]></category>
		<category><![CDATA[4e]]></category>
		<category><![CDATA[Avenger]]></category>
		<category><![CDATA[Blades of the Moonsea]]></category>
		<category><![CDATA[Corsair]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Dungeon's Master]]></category>
		<category><![CDATA[Dungeons and Dragons]]></category>
		<category><![CDATA[Forgotten Realms]]></category>
		<category><![CDATA[Garen Hulmaster]]></category>
		<category><![CDATA[Hamil]]></category>
		<category><![CDATA[Review Corsair]]></category>
		<category><![CDATA[Richard Baker]]></category>
		<category><![CDATA[Sarth]]></category>
		<category><![CDATA[Swordmage]]></category>

		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4306</guid>
		<description><![CDATA[Avenger (Blades of the Moonsea, Book III) Richard Baker A Forgotten Realms novel Avenger is the third adventure featuring Garen Hulmaster. The Blades of Moonsea trilogy comes to a thrilling conclusion in Avenger. The Hulmasters were usurped from their family stronghold and forced to flee Hulberg at the end of Corsair, the second novel. Avenger [...]]]></description>
			<content:encoded><![CDATA[<p></p><h3><a href="http://dungeonsmaster.com/wp-content/uploads/2010/03/avenger.jpg"><img class="alignright size-medium wp-image-4307" title="avenger" src="http://dungeonsmaster.com/wp-content/uploads/2010/03/avenger-198x300.jpg" alt="" width="198" height="300" /></a>Avenger<br />
(Blades of the Moonsea, Book III)<br />
Richard Baker</h3>
<p>A Forgotten Realms novel</p>
<p>Avenger is the third adventure featuring Garen Hulmaster. The Blades of Moonsea trilogy comes to a thrilling conclusion in Avenger. The Hulmasters were usurped from their family stronghold and forced to flee Hulberg at the end of <a href="http://dungeonsmaster.com/2009/09/review-corsair" target="_blank">Corsair</a>, the second novel. Avenger picks up a few months later as the Hulmasters are struggling to devise a plan to retake their home. But before any plans can be enacted, the family is struck upon by assassins.</p>
<p><span id="more-4306"></span></p>
<p>Hulmasters&#8217; foes attempt to wipe out all who have a legitimate blood claim to the lands and title of Harmach. The assassins are defeated, but not before the family suffers serious losses. Garen immediately takes revenge upon those who have harmed him and his family by returning to Hulberg and destroying the evil forces who sent the assassins.</p>
<p>While in Hulberg, Garen realizes that any plan to retake Hulberg is going to be more difficult than anticipated. The Wizard, Rhovann has created dozens of runehelm guardians, giant constructs linked to one shared consciousness. The brutes are strong and nearly unstoppable. Their links minds allow them to act in unison and hunt like a wolf pack. The longer Garen and his kin delay their attack, the more time Rhovann has to continue building his runehelms.</p>
<p>When Garen returns to his family and reports his findings they realize that the only way they have any chance of retaking their homeland is to eliminate the runehelm threat. They seek the advice the lich, King Aesperus. The King In Copper agrees to provide Garen with a weapon capable of destroying the all the runehelms simultaneously with a single stroke. In exchange for the weapon and the knowledge of how to use it effectively, Garen must recover pages from a lost spell book and return them to King Aesperus. The pages are in Myth Drannor.</p>
<p>Garen, Hammil and Sarth head to Myth Drannor despite Garen&#8217;s permanent exile. We learn more of Garen&#8217;s time spent among the elves as he and his companions recover the pages they seek. The task is not as straight forward as they hoped, but they are eventually successful. They return the pages to King Aesperus and he gives Garen <em>Umbrach Nyth</em>, and enchanted blade that is especially powerful against creatures from the Shadowfell. Rhovann has used essence from the Shadowfell to power his runehelms. By travelling into the shadow realm, Garen can use the sword to destroy the shadow magic acting as the runehelms power source.</p>
<p>As the Hulmasters march their army back to Hulberg, Garen and his companions sneak back into Hulberg. If they can destroy the runehelms then the army waiting outside the city has a good chance of retaking Hulberg. The thrilling climax has Garen battling his nemesis Rhovann while his kin battle an army bolstered by the runehelms.</p>
<p>I really enjoyed this book and this series. It was the first I&#8217;ve read that takes place after the Spellplague. The characters have everything I&#8217;ve come to expect from the Forgotten Realms. They&#8217;re fully integrated into 4e, representing the new races and classes and using powers and items specific to the new rules. Garen&#8217;s cousin, Kara possess a spellscar which is seamlessly integrated into the story without drawing a lot of unnecessary attention to it.</p>
<p>The story in Avenger is very linear, which works. One of the things that really frustrates me about some of the other Forgotten Realms authors is that they have a lot of different characters doing different things all the time. The story keeps jumping around and it seems disjointed. This book features Garen about 90% of the time. The only cut-aways are a couple of chapters back in Hulberg featuring the villains or the sympathisers. It&#8217;s just enough so that the reader knows what&#8217;s going on, but the scenes are so short you don&#8217;t forget about what&#8217;s going on with the main characters. The back and forth near the end really adds something to the story-telling. Since Garen actions are so important to the battle raging outside the city we want to know how they&#8217;re faring.</p>
<p>One thing that really struck me about Avenger is that it deals with more mature themes and imagery than other Forgotten Realms books I&#8217;ve read (and I&#8217;ve read almost all of them). Wizards of the Coast boasts that the novels are generally written for a PG-13 audience, but this book had a pretty saucy sex scene and a very graphic torcher scene that were both appropriate in the context of the story, but not typical for this kind of book. I didn&#8217;t have any issue with this departure, if anything I probability enjoyed the book a bit more when I realized that it wasn&#8217;t going to pull punches.</p>
<p><a href="http://dungeonsmaster.com/wp-content/uploads/2010/03/swordmage.jpg"><img class="alignright size-medium wp-image-4317" title="swordmage" src="http://dungeonsmaster.com/wp-content/uploads/2010/03/swordmage-198x300.jpg" alt="" width="198" height="300" /></a>If you&#8217;ve already read the other books in the Blades of the Moonsea trilogy, <a href="http://www.wizards.com/dnd/Product.aspx?x=dnd/products/frnovel/216317200" target="_blank">Swordmage</a> and <a href="http://www.wizards.com/dnd/Product.aspx?x=dnd/products/frnovel/240167200" target="_blank">Corsair</a>, then you have to read <a href="http://www.wizards.com/dnd/Product.aspx?x=dnd_products_frnovel_25148000" target="_blank">Avenger</a>. The trilogy was great and the conclusions was fantastic. Each book can stand alone, but the real payoff comes from reading all three books. Because there are months between the events in each novel, you don&#8217;t have to read them back to back.</p>
<p>As a fan of Richard Baker&#8217;s work I can say that the Blades of the Moonsea trilogy, and Avenger in particular, are among his best yet. Although he ties up all the loose ends by the end of the book, he&#8217;s created many rich and three dimensional characters with plenty of options for future adventures. I hope we see more of Garen, Hammil and Sarth in upcoming books.</p>
<p>For those readers who have a Dungeons &amp; Dragons Insider (DDI) subscription, Garen&#8217;s statistics are available in Character Builder. Look in the SampleHeroes folder and you&#8217;ll find Garen&#8217;s character sheet. If you&#8217;re curious, he&#8217;s a level 12 Swordmage, and yes, he&#8217;s Houseruled (big time).</p>
<p><a href="http://dungeonsmaster.com/wp-content/uploads/2010/03/realms-of-the-dead.jpg"><img class="alignright size-medium wp-image-4310" title="realms-of-the-dead" src="http://dungeonsmaster.com/wp-content/uploads/2010/03/realms-of-the-dead-182x300.jpg" alt="" width="182" height="300" /></a>If you&#8217;ve finished reading the Moonsea Trilogy and want more, Richard Baker has already written one other story featuring characters from this series. The short story &#8220;The King In Copper&#8221; found in the anthology Realms of the Dead: The Haunted Lands (edited by Susan J. Morrisng) sheds some light on the relationship between Garen&#8217;s ancestors in the House of Hulmaster and the lich, King Aesperus. This anthology also contains plenty of other great stories about the undead written by some of today&#8217;s most well known Forgotten Realms authors, including R.A Salvatore and Richard Lee Byres.</p>
<p>Avenger: 8 on a d10</p>
<p>Blades of the Moonsea Trilogy: 8 on a d10</p>
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		<item>
		<title>Player’s Handbook 3 (PHB3) Review (Part 3)</title>
		<link>http://dungeonsmaster.com/2010/03/phb3-review-part-3/</link>
		<comments>http://dungeonsmaster.com/2010/03/phb3-review-part-3/#comments</comments>
		<pubDate>Thu, 11 Mar 2010 14:00:40 +0000</pubDate>
		<dc:creator>Ameron</dc:creator>
				<category><![CDATA[Book Reviews]]></category>
		<category><![CDATA[4e]]></category>
		<category><![CDATA[Ardent]]></category>
		<category><![CDATA[Battlemind]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Dungeon's Master]]></category>
		<category><![CDATA[Dungeons and Dragons]]></category>
		<category><![CDATA[Dungeon’s Master]]></category>
		<category><![CDATA[Githzerai]]></category>
		<category><![CDATA[Hybrid]]></category>
		<category><![CDATA[Minotaur]]></category>
		<category><![CDATA[monk]]></category>
		<category><![CDATA[PHB2]]></category>
		<category><![CDATA[PHB3]]></category>
		<category><![CDATA[Player’s Handbook 3]]></category>
		<category><![CDATA[Psion]]></category>
		<category><![CDATA[Runepriest]]></category>
		<category><![CDATA[Seeker]]></category>
		<category><![CDATA[Shardmind]]></category>
		<category><![CDATA[Wilden]]></category>
		<category><![CDATA[Wizards of the Coast]]></category>

		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4107</guid>
		<description><![CDATA[Psionics. I’ll admit that over the years I’ve never been a huge fan of psionics in D&#38;D. I cringed when Wizards announced that PHB3 would introduce psionic powered character classes to 4e D&#38;D. My initial (and completely uninformed) opinion on the matter was that psionics suck. However, over the past few months as preview material [...]]]></description>
			<content:encoded><![CDATA[<p></p><p>Psionics. I’ll admit that over the years I’ve never been a huge fan of psionics in D&amp;D. I cringed when Wizards announced that PHB3 would introduce psionic powered character classes to 4e D&amp;D. My initial (and completely uninformed) opinion on the matter was that <a href="http://dungeonsmaster.com/2009/12/greatest-hits-2009-psionics-suck">psionics suck</a>. However, over the past few months as preview material was released through DDI, I got a chance to see some of these new psionic classes first hand. I’ll admit that the preview content started bringing me around on psionics. Now that I’ve actually got a PHB3 with the full builds for each of the new psionic classes I find myself completely turned around on psionics.</p>
<p>In our <a href="../2010/03/phb3-review-part-1">Player’s Handbook 3 Review (Part 1)</a> we covered the new races and the new divine leader class, the Runepriest. In <a href="http://dungeonsmaster.com/2010/03/phb3-review-part-2">Player’s Handbook 3 Review (Part 2)</a> we covered skill powers, feats and new magic items. In today’s article we’ll look at psionics.</p>
<p><span id="more-4107"></span></p>
<p><a href="http://dungeonsmaster.com/wp-content/uploads/2009/09/phb3.jpg"><img class="alignright size-medium wp-image-2478" title="phb3" src="http://dungeonsmaster.com/wp-content/uploads/2009/09/phb3-225x300.jpg" alt="" width="225" height="300" /></a>Here’s a quick recap of the new races and classes available in the PHB3.</p>
<h4>New Races</h4>
<ul>
<li>Githzerai</li>
<li>Minotaur</li>
<li>Shardmind</li>
<li>Wilden</li>
</ul>
<h4>New Classes</h4>
<ul>
<li><a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4ex/20100222" target="_blank">Ardent</a> (psionic, leader)</li>
<li><a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4ex/20100226" target="_blank">Battlemind</a> (psionic, defender)</li>
<li><a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4ex/20100301" target="_blank">Monk</a> (psionic, striker)</li>
<li><a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4ex/20100308" target="_blank">Psion</a> (psionic, controller)</li>
<li><a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ex/20100312" target="_blank">Runepriest</a> (divine, leader)</li>
<li><a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4ex/20100305" target="_blank">Seeker</a> (primal, controller)</li>
</ul>
<p>There are also complete rules for building Hybrid characters of all classes (including all six new classes introduced in the PHB3).</p>
<h3>Psionic Classes</h3>
<p>Wizards has already released a lot of material about the new psionic classes as preview content through DDI. All four classes are already in character builder to some extent. Rather than cover a lot of information you’ve already read on the Wizards site or seen in character builder, I’m going to talk about the psionic power source more generally as it applies to all the new classes.</p>
<h4>Psionic Augmentation</h4>
<p>The Ardent, Battlemind and Psion all use psionic augmentation. They don’t have encounter powers; instead they have a pool of power points they can draw upon to make their at-will powers better and more effective. Every time the hit a level where other classes get new encounter powers, these classes get new at-will powers and more power points.</p>
<p>I’m a little bit fuzzy on exactly how the power points work. I understand the idea of spending the points, but I’m just not sure how to read the resulting effects.</p>
<p>Let’s look at the Battlemind’s level 1 at-will power <strong>Iron Fist</strong> as an example. Normally it deals 1[W] + Con on a successful hit. The effect is that until the end of your next turn you gain resistance to all damage equal to your Wisdom modifier. By spending 1 power point the augment 1 effect is that until the end of your turn you gain resistance to fire equal to 5 + your Wisdom modifier. By spending 2 power points the augment 2 damage is 2[W] + Con modifier.</p>
<p>So if the power is augment 1 does the PC still do 1[W] + Con damage, gain resistance to all damage equal to his Wisdom modifier <strong>and</strong> gain resistance to fire equal to 5 + hisr Wisdom modifier? Of does the augment 1 description replace the normal effects? If the power is augment 2 does the 2[W] + Con damage replace the normal damage or stack with it?</p>
<p>By calling it an augment I have to believe that all the effects happen and that if the augment 1 and augment 2 descriptions provide the same kind of effect or benefit that only the best one applies. If this is the case then in the example above the PC would indeed gain both resistances but the damage would only be 2[W] + Con since it’s the best one listed and not 1[W] + 2[W] + Con.</p>
<p>I really like the versatility that psionic augmentation and power points bring to these classes. With augmentation possibilities each power is like having three different powers (which in a way they are). PCs who find at-will powers they really like don’t have to give them up as quickly as most PCs give up encounter powers. The power seem to scale pretty well and in some cases the level 1 at-will powers are potentially better than anything else offered all the way up to the epic tier. Most notably anything that’s tied directly the PCs best ability score.</p>
<p>For example, the Psion’s level 1 at-will powers <strong>Mind Thrust</strong> and <strong>Dishearten</strong> reduce an enemies defenses and cause the enemy to suffer penalties to their attack roll respectively each equal to the PC’s Charisma modifier. It’s conceivable that a PC’s Charisma modifier could be 8 or more by epic level. That kind of penalty to an enemy’s defenses or reduction to their attack rolls applied over just a few short rounds will change the course of a battle significantly.</p>
<h3>Battlemind (psionic, defender)</h3>
<p>The best defender in 4e award goes to the Battlemind. A defender is supposed to draw attacks from other PCs and punish any opponent who doesn’t focus everything he’s got at the defender. All defenders can mark foes, but the Battlemind’s mark is far superior to all others.</p>
<p>The Battlemind marks his foes as a minor action using <strong>Battlemind’s Demand</strong>. Marked foes that don’t attack the Battlemind are in for a lot of hurt. If the Battlemind isn’t included in the attack he can use his <strong>Mind Spike</strong> as an immediate reaction to cause the marked opponent to take damage equal to the damage that his attack dealt to the ally.</p>
<p>The more damage the marked foe deals out the more he’s punished for not attacking the Battlemind. This is much more punitive than any other defender’s power. Other defenders get a free attack or cause a set amount of automatic damage. Because the Battlemind’s mark is directly proportional to the enemy’s power, this mark will be more versatile as the PC advances in level.</p>
<p>The only down side to the Battlemind’s mark is that foes don’t suffer the -2 when attacking others that the rest of the defenders’ marks provide. I think that’s a fair trade off. It’s almost worth a marked foe hitting an ally for 50 points of damage if it means the enemy is going to take 50 points of damage as well.</p>
<p><em><strong>Update</strong>: I didn&#8217;t realize that <strong>all</strong> marks confer the -2 penalty to a marked foe who doesn&#8217;t attack the defender. Because I didn&#8217;t see it clearly spelled out in the Battlemind&#8217;s description I assumed that this defender was different in that regard. However, <strong>The Marked Condition</strong> is spelled out in the PHB2 Appendix and it states that all marks result in the -2 to attacks. It&#8217;s also in the Glossary of the PHB3. So I stand corrected. In light of this revelation the Battlemind seems unparalleled as a defender.</em></p>
<h3>Monk (psionic, striker)</h3>
<p>When I first heard that the Monk was going to use the psionic power source I was confused. I expected the Monk to be martial or even divine, but not psionic. Then I read the preview content and I started to see what Wizards had in mind for the Monk. I’ve never been a big fan of the Monk. I despised them in AD&amp;D and I was on the fence with them in 3.5e, but now that I’ve seen the entire build I’m thoroughly impressed.</p>
<p>Adding the full discipline keyword to Monk powers is a stroke of genius. This combines an attack action and a move action that together make the Monk’s attacks much more fluid. I think this is what I felt was lacking from Monks in previous editions. Power with full discipline better convey the extreme mobility that an unarmed combatant would employ when battling monsters and heavily armored opponents. Giving the Monk a specific kind of move action in conjunction with his power lets him do so much more than just shift 1 square on his turn.</p>
<h3>Final Thoughts</h3>
<p>When I first picked up the PHB3 I wasn’t sure if it was going to be a good buy. My love/hate relationship with psionics and my understanding that most of this book is already available through DDI and character builder made me somewhat reluctant to buy it. But now that I’ve pretty much read the PHB3 cover to cover I’m convinced that it was money well spent.</p>
<p>In my opinion, the PHB3 is the best 4e D&amp;D book to hit shelves since the PHB and DMG. It adds exciting new elements to the game of D&amp;D and shows that changes can make the game better.</p>
<p>The PHB3 is not a book for beginners. If you’ve just discovered D&amp;D then I’d recommend you stick to the PHB and PHB2. The psionic classes bring a completely new rule set to PCs that new player may find overwhelming. If you’re a hardcore D&amp;D enthusiast like me then this book will blow you away. I’m always looking for ways to take D&amp;D to the next level and this book provides that opportunity. If this is the kind of quality we can expect in the forthcoming, psionic-based Dark Sun campaign setting then I can’t wait.</p>
<p>10 on a d10</p>
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		</item>
		<item>
		<title>Player’s Handbook 3 (PHB3) Review (Part 2)</title>
		<link>http://dungeonsmaster.com/2010/03/phb3-review-part-2/</link>
		<comments>http://dungeonsmaster.com/2010/03/phb3-review-part-2/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 14:15:36 +0000</pubDate>
		<dc:creator>Ameron</dc:creator>
				<category><![CDATA[Book Reviews]]></category>
		<category><![CDATA[4e]]></category>
		<category><![CDATA[Ardent]]></category>
		<category><![CDATA[Battlemind]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Dungeon's Master]]></category>
		<category><![CDATA[Dungeons and Dragons]]></category>
		<category><![CDATA[Githzerai]]></category>
		<category><![CDATA[Hybrid]]></category>
		<category><![CDATA[Minotaur]]></category>
		<category><![CDATA[monk]]></category>
		<category><![CDATA[PHB3]]></category>
		<category><![CDATA[Player’s Handbook 3]]></category>
		<category><![CDATA[Psion]]></category>
		<category><![CDATA[Runepriest]]></category>
		<category><![CDATA[Seeker]]></category>
		<category><![CDATA[Shardmind]]></category>
		<category><![CDATA[Wilden]]></category>
		<category><![CDATA[Wizards of the Coast]]></category>

		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4084</guid>
		<description><![CDATA[In our Player’s Handbook 3 Review (Part 1) we looked at the new Shardmind race and one of the new classes, the Runepriest. Today in our PHB3 Review (Part 2) we’re looking at skill powers, feats, superior implements and new magic items. In our PHB3 Review (Part 3) we&#8217;ll delve into a detailed look at the psionic classes. [...]]]></description>
			<content:encoded><![CDATA[<p></p><p>In our <a href="http://dungeonsmaster.com/2010/03/phb3-review-part-1">Player’s Handbook 3 Review (Part 1)</a> we looked at the new Shardmind race and one of the new classes, the Runepriest. Today in our PHB3 Review (Part 2) we’re looking at skill powers, feats, superior implements and new magic items. In our <a href="http://dungeonsmaster.com/2010/03/phb3-review-part-3">PHB3 Review (Part 3)</a> we&#8217;ll delve into a detailed look at the psionic classes.</p>
<p><a href="http://dungeonsmaster.com/wp-content/uploads/2009/09/phb3.jpg"><img class="alignright size-medium wp-image-2478" title="phb3" src="http://dungeonsmaster.com/wp-content/uploads/2009/09/phb3-225x300.jpg" alt="" width="225" height="300" /></a>Here’s a quick recap of the new races and classes available in the PHB3.</p>
<h4>New Races</h4>
<ul>
<li>Githzerai</li>
<li>Minotaur</li>
<li>Shardmind</li>
<li>Wilden</li>
</ul>
<h4>New Classes</h4>
<ul>
<li><a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4ex/20100222" target="_blank">Ardent</a> (psionic, leader)</li>
<li><a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4ex/20100226" target="_blank">Battlemind</a> (psionic, defender)</li>
<li><a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4ex/20100301" target="_blank">Monk</a> (psionic, striker)</li>
<li><a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4ex/20100308" target="_blank">Psion</a> (psionic, controller)</li>
<li><a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ex/20100312" target="_blank">Runepriest</a> (divine, leader)</li>
<li><a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4ex/20100305" target="_blank">Seeker</a> (primal, controller)</li>
</ul>
<p>There are also complete rules for building Hybrid characters of all classes (including all six new classes introduced in the PHB3).</p>
<p><span id="more-4084"></span></p>
<h3>Skill Powers</h3>
<p>Skill powers were release online as preview content through Dragon in back in September. At the time we provided our commentary in <a href="http://dungeonsmaster.com/2009/09/first-look-phb3-skill-powers">First Look PHB3: Skill Powers</a>. By now, anyone with a DDI subscription is familiar with the concept of skill powers and has likely seen some of the examples in Character Builder. For those without a DDI subscription, skill powers are utility powers available to any PC trained in that particular skill. The PHB3 expands on what we’ve already seen and gives more skill power choices for all 17 skills.</p>
<p>When skill powers were first previewed I was very excited. I’ve believed from day one that skill challenges are one of the best improvements of 4e D&amp;D. The addition of skill powers to the game encourage more players to use their skills more often both in and out of structured skill challenges. Skill powers give players a better idea of just how versatile their skills actually are.</p>
<p>Since Dungeon’s Master launched we’ve done what we can to encourage players to be creative with their skills. In our ongoing <a href="http://dungeonsmaster.com/skill-challenges">Skill Focus series</a>we provide many examples of how players can use their skills more imaginatively. However, until skill powers were introduced most of these creative options were subject to DM approval. Now that skill powers are an official part of D&amp;D there’s no worry that the DM will balk at your creative use of Acrobatics or Dungeoneering. Taking the appropriate skill power lets you do the incredible more easily and more often.</p>
<p>Skill powers are an excellent way to make a combat heavy character more versatile. This is beneficial if your class has a very limited skill list to choose training in (like Fighter, for example). With a skill power like the level 10 <strong>Navigate Crowds</strong>, which lets you shift your speed and move through an enemies square, a Fighter with a low Charisma may still see benefit in training Streetwise.</p>
<p>As more players move into the paragon and epic tiers I suspect that skill powers will become even more popular. After all, a PC with a dozen or more attack powers can afford to choose a skill power or two to round out their character.</p>
<p>There are 102 skill powers in the PHB3. That&#8217;s double the amount currently in Character Builder as preview content. Here’s how they break down by level.</p>
<ul>
<li>Level 2, 28 skill powers</li>
<li>Level 6, 41 skill powers</li>
<li>Level 10, 26 skill powers</li>
<li>Level 16, 7 skill powers</li>
</ul>
<p>At level 10 Arcana is the only skill lacking a skill power. At level 16 skill powers are only offered for these seven skills: Acrobatics, Arcana, Diplomacy, Endurance, Heal, Insight and Stealth. There are no level 22 skill powers in the PHB3.</p>
<p>These are a few of the new skill powers that I expect will become the standard choices for many adventurers.</p>
<ul>
<li><strong>Incredible Stride</strong> (Athletics, level 10 Daily). Minor action. You gain +4 to speed until the end of the stance.</li>
<li><strong>False Bravado</strong> (Bluff, level 2 At-will). Minor action. You remove an enemy’s mark from yourself.</li>
<li><strong>Third Wind</strong> (Endurance, level 6 Daily). Minor action. You spend a healing surge.</li>
<li><strong>Reactive Surge</strong> (Endurance, level 10 Encounter). Immediate interrupt. You spend a healing surge when you’re bloodied.</li>
<li><strong>Try the Stick</strong> (Intimidate, level 6 Encounter). Make an Intimidate check in place of a Diplomacy check.</li>
<li><strong>Hasty Retreat</strong> (Thievery, level 6 Encounter). Free action. You shift a number of squares equal to half your Dexterity modifier when you trigger a trap.</li>
</ul>
<h3>Feats</h3>
<p>As expected, most of the <a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4ex/20100219" target="_blank">new feats</a> in PHB3 are geared towards the new races and classes debuting in this book. But there are still some great feats open to all characters. Here are a few that jumped out at me when I read through the list.</p>
<ul>
<li><strong>Directed Bull Rush</strong> lets you slide an opponent rather than push him.</li>
<li><strong>Focused Mind</strong> gives you +4 to save against daze and stun.</li>
<li><strong>Grounding Shot</strong> lets you ignore penalties for attacking prone opponents from range and you deal +2 damage.</li>
<li><strong>Low Crawl</strong> lets you shift while prone.</li>
<li><strong>Skill Power</strong> lets you choose a skill power of your level or lower in a trained skill.</li>
<li><strong>Spring Step</strong> lets you shift 1 after standing up from prone.</li>
<li><strong>Unarmored Agility</strong> gives you +2 AC when wearing light or no armor.</li>
<li><strong>Unfailing Vigor</strong>lets you expend your second wind if you roll 18-20 on a death save.</li>
</ul>
<p>Rune feats are a new category of feats designed specifically for the Runepriest class. Each feat grants a bonus that improves as you select more Rune feats. For example, Rune of Eloquence gives you +1 to Bluff and Diplomacy for each Rune feat you have. Rune of Hope grants the target of your Rune of Mending +1 temporary hit point for each Rune feat you have. There are only eight Rune feats in the PHB3 (4 heroic, 2 paragon, 2 epic) but I’m sure we’ll see more of them in future releases. If you play a Runepriest you’re likely to take as many Rune feats as possible or avoid them all together. There’s no real benefit to just dabbling.</p>
<h3>Superior Implements</h3>
<p>When I first read this section I immediately thought of Dragonshard Augments from the Eberron campaign setting. Here’s a way to take a magical or non-magical implement and make it a little bit better. These are especially beneficial if you’re low level. For 30 gp or less your implement can have the Accuracy property giving you +1 to attacks or the Distance property increasing the range of your area and ranged attack power by 2. As someone who’s played numerous implement wielding PCs, I consider this a huge improvement to implements that’s long overdue.</p>
<p>The only catch is that in order to actually gain the benefits superior implements offer you need to take the Superior Implement Training feat. When I read this it felt like a punch in the gut. Here’s a cool new way to make your implement powers more interesting. There’s a monetary cost and, oh yeah, you need a to take a feat too. Bad call Wizards. The benefits aren’t that spectacular that I should have to spend a feat to gain this benefit. Charging a fee (even a small fee) on top of the feat seems unnecessarily punitive.</p>
<h3>Magic Items</h3>
<p>Much like the feats, most of the magic items are most beneficial to the new races and classes. In addition to new armor, weapons, orbs, staffs, rings and consumables there are 12 Ki focus items – each ranging from +1 to +6 enchantment. Ki focus items allow psionic characters to improve their attack powers (they’re basically psionic implements).</p>
<p>One of the consumable items that I found interesting was the Talent Shard. It’s a level 3 item that costs 30 gp. As a minor action you choose 1 skill and gain +1 to that skill until the end of the encounter. It comes in +1 to +6 versions. Skill challenges are about to get a whole lot easier.</p>
<p>Tomorrow in our <a href="http://dungeonsmaster.com/2010/03/phb3-review-part-3">PHB3 Review (Part 3)</a> we’ll take a look at the new psionic classes.</p>
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		</item>
		<item>
		<title>Player&#8217;s Handbook 3 (PHB3) Review (Part 1)</title>
		<link>http://dungeonsmaster.com/2010/03/phb3-review-part-1/</link>
		<comments>http://dungeonsmaster.com/2010/03/phb3-review-part-1/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 14:00:08 +0000</pubDate>
		<dc:creator>Ameron</dc:creator>
				<category><![CDATA[Book Reviews]]></category>
		<category><![CDATA[4e]]></category>
		<category><![CDATA[Ardent]]></category>
		<category><![CDATA[Battlemind]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Dungeon's Master]]></category>
		<category><![CDATA[Dungeons and Dragons]]></category>
		<category><![CDATA[Githzerai]]></category>
		<category><![CDATA[Hybrid]]></category>
		<category><![CDATA[Minotaur]]></category>
		<category><![CDATA[monk]]></category>
		<category><![CDATA[PHB3]]></category>
		<category><![CDATA[Player's Handbook 3]]></category>
		<category><![CDATA[Psion]]></category>
		<category><![CDATA[Runepriest]]></category>
		<category><![CDATA[Seeker]]></category>
		<category><![CDATA[Shardmind]]></category>
		<category><![CDATA[Wilden]]></category>
		<category><![CDATA[Wizards of the Coast]]></category>

		<guid isPermaLink="false">http://dungeonsmaster.com/?p=4072</guid>
		<description><![CDATA[You may think that you know what the Player’s Handbook 3 is all about if you&#8217;ve got a DDI subscription, but the preview content was just the tip of the iceberg. If you&#8217;re a DDI subscribers who&#8217;s considering passing on the PHB3, think again. This is one of the coolest 4e D&#38;D books that&#8217;s come [...]]]></description>
			<content:encoded><![CDATA[<p></p><p><a href="http://dungeonsmaster.com/wp-content/uploads/2009/09/phb3.jpg"><img class="alignright size-medium wp-image-2478" title="phb3" src="http://dungeonsmaster.com/wp-content/uploads/2009/09/phb3-225x300.jpg" alt="" width="225" height="300" /></a>You may think that you know what the <a href="http://www.wizards.com/dnd/Product.aspx?x=dnd/products/dndacc/251240000" target="_blank">Player’s Handbook 3</a> is all about if you&#8217;ve got a DDI subscription, but the preview content was just the tip of the iceberg. If you&#8217;re a DDI subscribers who&#8217;s considering passing on the PHB3, think again. This is one of the coolest 4e D&amp;D books that&#8217;s come out so far.</p>
<p>The PHB3 comes out next week on Tuesday, March 16, but for those of us living in the Greater Toronto Area it came out this past Friday. I visited three gaming stores and a major book selling chain and they all had it proudly displayed for sale. I don&#8217;t know if this complete disregard for the street date is limited to my area or if this is the case across the board. All I know is that I was fortunate enough to get my copy of the PHB3 Friday and I haven&#8217;t put it down since.</p>
<p>I took some flack for my Martial Power 2 review last month. Some readers didn’t think I spent enough time giving my opinion. With my review of the PHB3 I’m going to listen to the readers and do more than just tell you what’s in the book. But given the amount of material in the PHB3 it’s going to take more than one article to cover everything. So as seems fitting, I’m going to break my review of the PHB 3 into three parts. Today we’ll look at the new races and one of the new classes – the Runepriest.</p>
<p><span id="more-4072"></span></p>
<p>Considering the amount of content in the PHB3 I won’t spend a lot of time rehashing materials already available in Character Builder other than to mention that they are already available. I will of course add my two cents if I have something new to add.</p>
<p>This time last year, shortly after PHB2 was released, Wizards promised their DDI subscribers that they would release elements from the forthcoming PHB3 through Dragon magazine and Character Builder in the months leading up to PHB3’s release. During the past year I’ve read most of the pre-release materials in Dragon, I’ve played some of the new races and classes, and used some of the Skill Powers. When I finally got my own copy of PHB3 I was concerned about how much of the book seemed new. I was pleasantly surprised. Even though some of the content was familiar, the material provided through Character Builder wasn’t everything. Wizards gave us just enough about the classes to get excited about them and try them out. Looking though those classes I see that there are plenty of additional choices available. And because I already knew what these classes we all about it’s didn’t take me long to devour the new stuff.</p>
<h3>New Races</h3>
<p>Githzerai, Minotaur and Wilden were all released in other books or as preview content. They are already in Character Builder.</p>
<h4>Shardmind</h4>
<p>The new race is the Shardmind. They are crystalline living constructs described as “sentient fragments of the Living Gate.” They are telepathic and have psychic resistances. They get +2 to Intelligence and +2 to Wisdom or Charisma. This makes them especially suited to all the new psionic classes with rely heavily on the bottom three abilities. The Shard Swarm racial power is close burst 1 and automatically hits, targets enemies only, those hit grant you combat advantage until the end of your next turn, and lets you teleport half your speed.</p>
<p>I’m happy that Warforged get some company in the living construct arena, but this race seems really strange. Warforged I get. Crafty engineers constructed them. The Shardmind I find a lot more difficult to get my head around. Maybe it&#8217;s because I&#8217;m not really that familiar with stuff from the outer planes. The PHB3 does provide a little bit more on their origin but I&#8217;m still confused. “Shardminds are fragments of pure thought given life and substance.” I have no issues with creating a new race that&#8217;s especially geared towards the new psionic classes, but the Shardmind is just bizarre, even for fantasy role-playing. I’m sure some people will love them immediately; I’m not one of them.</p>
<h3>New Classes</h3>
<p>The PHB3 gives us six new classes (not eight as some people have been expecting).</p>
<ul>
<li><a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4ex/20100222" target="_blank">Ardent</a> (psionic, leader)</li>
<li><a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4ex/20100226" target="_blank">Battlemind</a> (psionic, defender)</li>
<li><a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4ex/20100301" target="_blank">Monk</a> (psionic, striker)</li>
<li><a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4ex/20100308" target="_blank">Psion</a> (psionic, controller)</li>
<li><a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ex/20100312" target="_blank">Runepriest</a> (divine, leader)</li>
<li><a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4ex/20100305" target="_blank">Seeker</a> (primal, controller)</li>
</ul>
<p>The Runepriest is the only class that we haven’t yet seen in the preview content. There are also complete rules for building Hybrid characters of all classes (including all six new classes introduced in the PHB3).</p>
<h4>The Runepriest</h4>
<p>“Runepriests seek to unlock the secrets of the runes of divine power.” These are smiths who know the divine secrets inscribes in forgotten runes. This new class seems tailor made for Dwarves and Minotaurs.</p>
<p>Their key abilities are Strength, Constitution and Wisdom so I think we’re going to see a lot of Dwarven and Minotaur Runepriests. They get armor proficiency with cloth, leather, hide, chain, scale and light shield. They get weapon proficiency with simple melee and ranged weapon. Their bonus to defense is +2 Will. They can select training from eight skills: Arcana, Athletics, Endurance, Heal, History, Insight, Religion and Thievery. I&#8217;m not really sure why Thievery is on this list. It doesn&#8217;t fit with anything in the Runepriest build.</p>
<p>The Runepriest’s at-will and encounter powers have the runic keyword. Before using a runic power you must choose which rune listed in the power’s description you’re going to use. By choosing a rune you enter that rune state. You remain in the rune state until you choose a different rune or the encounter ends. The two rune states in the PHB3 are Rune of Destruction and Rune of Protection. While in Rune of Destruction allies get +1 to attack enemies adjacent to you. While in Rune of Protection allies gain resist 2 to all damage. (This increases to 4 and 6 at paragon and epic tier).</p>
<p>In addition to the rune state benefit each power does a little something extra depending on your rune state. Take Word of Exchange, a level 1 at-will with the runic keyword as an example. It’s Strength vs AC and does 1[W] + Strength on a hit. But if you’re in Rune of Destruction the next attack made against that target does extra damage equal to your Wisdom modifier and the attacker (you or an ally) gets that same number of temporary hit points. If you’re in Rune of Protection the target suffers a -2 penalty to all defenses and the next ally to hit that target gets a bonus to their AC equal to your Wisdom modifier.</p>
<p>Every runic power has two different secondary effects depending on your rune state. The Rune of Destruction powers are all offensive in some way and the Rune of Protection powers are all defensive in some way. All the secondary effects last until the end of your next turn. This choice makes the powers extremely versatile. It’s like having twice as many powers at your disposal and makes a Runepriests an invaluable party member. They can go from attacker to defender and be equally good in both roles.</p>
<p>Don’t forget that as a leader, Runepriests can also heal. Their Rune of Mending power functions just like the Cleric’s Healing Word except that it’s a runic power too. So when they heal they choose either Rune of Destruction giving each ally in the bust +2 to damage rolls or Rune of Protection giving each ally in the burst +1 to AC.</p>
<p>You must choose a Runic Artistry. Defiant Word gives you your Wisdom modifier as a damage bonus to an attacker who missed you. Wrathful Hammer gives you proficiency with military hammers and military maces and you also get your Constitution modifier as a damage bonus to an attacker who hit you.</p>
<p>In my opinion I think we’re going to start seeing Runepriest become the most common and popular leader out there. I’ve played a Warlord, Cleric and Bard and this new class just seems like it’s so much cooler. My next PC is going to be a Runepriest.</p>
<p>Wizards of the Coast is releasing an official preview of the Runepriest tomorrow, so this will have to hold you over until then. Visit Dungeon’s Master tomorrow for our <a href="http://dungeonsmaster.com/2010/03/phb3-review-part-2">PHB3 Review (Part 2)</a> and later this week for <a href="http://dungeonsmaster.com/2010/03/phb3-review-part-3">PHB3 Review (Part 3)</a>. If you have specific questions about the PHB3, leave them in the comments below. I’ll try to answer them in part 2 of my review.</p>
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		<title>Review: Martial Power 2</title>
		<link>http://dungeonsmaster.com/2010/02/review-martial-power-2/</link>
		<comments>http://dungeonsmaster.com/2010/02/review-martial-power-2/#comments</comments>
		<pubDate>Tue, 16 Feb 2010 14:00:08 +0000</pubDate>
		<dc:creator>Ameron</dc:creator>
				<category><![CDATA[Book Reviews]]></category>
		<category><![CDATA[4e]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[DDI]]></category>
		<category><![CDATA[Dungeon's Master]]></category>
		<category><![CDATA[Dungeons & Dragons Insider]]></category>
		<category><![CDATA[Dungeons and Dragons]]></category>
		<category><![CDATA[Martial Power]]></category>
		<category><![CDATA[Martial Power 2]]></category>
		<category><![CDATA[Martial Practices]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[Wizards of the Coast]]></category>

		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3863</guid>
		<description><![CDATA[Do any of us really need Martial Powers 2? As a DDI subscriber, I’ve really struggled with whether or not I should purchase the various “Power” books. After all, the class powers, feats, paragon paths, epic destinies, rituals and background options will all be rolled into the next update of Character Builder. I can run [...]]]></description>
			<content:encoded><![CDATA[<p></p><p><a href="http://dungeonsmaster.com/wp-content/uploads/2010/02/martial-power-2.jpg"><img class="alignright size-medium wp-image-3866" title="martial-power-2" src="http://dungeonsmaster.com/wp-content/uploads/2010/02/martial-power-2-225x300.jpg" alt="" width="225" height="300" /></a>Do any of us really need Martial Powers 2? As a DDI subscriber, I’ve really struggled with whether or not I should purchase the various “Power” books. After all, the class powers, feats, paragon paths, epic destinies, rituals and background options will all be rolled into the next update of Character Builder. I can run out and purchase the book when it’s released or I can wait two or three weeks and, as part of the price I’ve already paid for my DDI subscription, I’ll have access to all of this material anyway. With a cover price of $29.95 for each book (or $37.00 for us Canadians) the additional costs can really add up over a year.</p>
<p>Normally when reviewing a D&amp;D accessory like this one, I’d simply ask myself, “What’s the quality of the content like?” and “Do I think I’ll use this book often enough to warrant buying it?” However, knowing that many us (myself included) have DDI subscriptions, I have to also add the question, “Why should I buy this book if I’ve got Character Builder?” So with that in mind I’ll give you a rundown of Martial Powers 2. I’ll highlight the good and bad, and I’ll try to provide enough information that you can make an informed decision for yourself.</p>
<p><span id="more-3863"></span></p>
<h3>Chapter1: Fighter</h3>
<p><strong>New Build</strong>: Brawling Fighter. You must have one hand free for grabbing. You can’t use a shield. +1 to AC, +2 to Fortitude, +2 proficiency bonus to unarmed attacks, +2 to grab attacks.</p>
<p><strong>Class Feature</strong>: Combat Agility replaces Combat Superiority. When an adjacent enemy provokes an opportunity attack you can shift and make an attack that trips your opponent.</p>
<p><strong>New Powers</strong>: Most of the new powers associated with this build let you grab, push, pull, slide or move your opponent in some way.</p>
<p><strong>New Paragon Paths</strong>:</p>
<ul>
<li>Avernian Knight</li>
<li>Glorious Myrmidon</li>
<li>Ironstar Mauler</li>
<li>Kulkor Arms Master</li>
<li>Rakehell Duelist</li>
<li>Rampaging Brute</li>
<li>Steel Vanguard Master</li>
<li>Warhound of Bane</li>
</ul>
<p>See preview content on Wizards of the Coast website, <a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ex/20100118" target="_blank">Martial Power 2 Excerpts: Fighters</a>.</p>
<h3>Chapter 2: Ranger</h3>
<p><strong>New Build</strong>: Hunter Ranger. Hunter Fighting Style. Quick Draw feat for free, +4 AC vs opportunity attacks provoked from making ranged attacks.</p>
<p><strong>New Build</strong>: Marauder Ranger. Marauder Fighting Style. Two-Weapon Defense feat for free. +1 to speed if you don’t have a shield or aren’t using a two-handed weapon.</p>
<p><strong>Class Features</strong>: Running Attack replaces Prime Shot. When you use a standard action to move as part of an attack and you move at least 2 squares you get +1 to attack as part of that action.</p>
<p><strong>New Powers</strong>: Many of the new powers specifically state that you much be wielding a thrown weapon in order to make the ranged attack and not just a ranged weapon. There are also powers that let you make a ranged attack with a thrown weapon and a melee attack with a melee weapon. Most of the new powers also focus on mobility and movement allowing you to shift or move before, during or after your attack.</p>
<p><strong>New Paragon Paths</strong>:</p>
<ul>
<li>Bloodfury Hunter</li>
<li>Darkstrider</li>
<li>Harrowing Swarm Archer</li>
<li>Huntmaster</li>
<li>Lone Wolf</li>
<li>Reaving Axe Savant</li>
<li>Shinaelestran Guardian</li>
<li>Snow Tiger</li>
</ul>
<p>See preview content on Wizards of the Coast website, <a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ex/20100122" target="_blank">Martial Power 2 Excerpts: Rangers</a>.</p>
<h3>Chapter 3: Rogue</h3>
<p><strong>New Build</strong>: Shadow Rogue.</p>
<p><strong>Rouge Tactics</strong>: Cunning Sneak. You don’t take penalties to Stealth for moving more than 2 squares and you only take -5 to Stealth when running. If you move at least 3 squares and have any concealment or cover you can make a Stealth check to remain hidden.</p>
<p><strong>Class Features</strong>: Sharpshooter Talent replaces Rogue Weapon Talent. +1 to attacks with crossbows or slings and gain the Far Shot feat for free.</p>
<p><strong>New Powers</strong>: The new powers focus mainly on stealth and concealment. After making an attack you can try to hide or gain concealment. Many of the powers also have focus on movement. The powers specific to Cunning Sneak are Intelligence based.</p>
<p><strong>New Paragon Paths</strong>:</p>
<ul>
<li>Arcane Trickster</li>
<li>Blade Bravo</li>
<li>Daring Slinger</li>
<li>Jack-of-all-Trades</li>
<li>Verdant Stalker</li>
<li>Master of Poisons</li>
<li>Red Cloak</li>
<li>Whisperknife</li>
</ul>
<p>See preview content on Wizards of the Coast website, <a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ex/20100125" target="_blank">Martial Power 2 Excerpts: Rogues</a>.</p>
<h3>Chapter 4: Warlord</h3>
<p><strong>New Build</strong>: Insightful Warlord.</p>
<p><strong>Commanding Presence</strong>: Insightful Presence. When an ally spends as action point to attack they get a bonus to their defenses by half of you Wisdom or Charisma. Canny Leader replaces Combat Leader. You and allies within 10 squares get +2 bonus to Insight and Perception.</p>
<p><strong>New Build</strong>: Skirmishing Warlord. Archer Warlord. You loose proficiency with chain mail and light shields, but gain proficiency with military ranged weapons. You make basic ranged attacks with bows using Strength rather than Dexterity.</p>
<p><strong>Commanding Presence</strong>: Skirmishing Presence. When an ally spends as action point to attack they can shift a number of squares equal to half of you Intelligence or Wisdom before or after the attack.</p>
<p><strong>Class Features</strong>: Battlefront Leader replaces Combat Leader. You gain proficiency with heavy shields and can use the Battlefront Shift power. Close burst 3, when you roll initiative you or 1 ally can shift half your speed as a free action.</p>
<p><strong>New Powers</strong>: Most of the new powers are designed for the Archer Warlord and are ranged powers. They all rely on Strength and not Dexterity.</p>
<p><strong>New Paragon Paths</strong>:</p>
<ul>
<li>Arcane Battlemaster</li>
<li>Arkhosian Blademaster</li>
<li>Arrowhead Commander</li>
<li>Captain of fortune</li>
<li>Chainbinder</li>
<li>Prince of Knaves</li>
<li>White Raven</li>
<li>Zephyr Warchief</li>
</ul>
<p>See preview content on Wizards of the Coast website, <a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ex/20100129" target="_blank">Martial Power 2 Excerpts: Warlords</a>.</p>
<h3>Chapter 5: Martial Options</h3>
<h4>Martial Outlook</h4>
<p>This four-page section provides a lot of great role-playing insight into martial characters.</p>
<h4>Combat Styles</h4>
<p>This was definitely one of the highlights of this book for me. Combat Styles are feats that make a particular power better (depending on your class). Each of the 23 different combat styles are designed for a specific weapon or weapon group. The lesser feats are open to multiple martial classes. Each provides a +2 bonus to a related skill and an enhancement to a specific at-will power. Each martial class has unique greater feats that build on the lesser feat by further enhancing 4-6 encounter powers.</p>
<p>See preview content on Wizards of the Coast website, <a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ex/20100208" target="_blank">Martial Power 2 Excerpts: Combat Styles</a>.</p>
<h4>Feats</h4>
<p>We get 16 pages of new feats. Many of the feats are designed to overcome some weakness or penalties, or enhance existing class features. Things like not suffering armor penalties to skills or movement, shifting after you stand up from prone, extra damage with a specific weapon group, and foregoing a class power to get some other benefit. A lot of these feats have very specific prerequisites, so they won’t apply to many PCs, but if you qualify it’s probably worth checking them out.</p>
<p>See preview content on Wizards of the Coast website, <a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ex/20100201" target="_blank">Martial Power 2 Excerpts: Feats</a>.</p>
<h4>Martial Practices</h4>
<p>This was the part I was most looking forward to and the section that let me down the hardest. Martial practices are essentially rituals for non-spellcasters. I’m a big believer that there is a place for these in 4e D&amp;D. But after I read through this section I realized that of the 25 martial practices presented, only a few of them seemed to make sense for martial characters.</p>
<p>The problem was that some of the martial practices were very appropriate for Rogues, but in no way appropriate for Fighters. Others had Ranger written all over them, but a Warlord would never use it. At least arcane and divine characters have magic in common. So no matter what a ritual might do, you can say that it’s magic and that explains everything. With martial characters they share a prowess for combat, but outside of combat their roles are very different from one another.</p>
<p>All of the martial practices require the PC performing it to spend a healing surge. For martial practices like forge armor or long-distance runner I totally get it. But I just don’t understand why decipher script or travel sense would require a healing surge.</p>
<p>Many of the martial practices (like Forge Armor and Forge Weapon) let PCs do things that I might run as a skill challenge if I was the DM (See <a href="http://dungeonsmaster.com/2009/12/skill-challenge-crafting-items">Crafting Items</a>).</p>
<p>I’m sure that as I see some of these martial practices in use at my game table I’ll start to come around a bit on the subject, but my initial impression is that it’s still a work-in-progress.</p>
<p>See preview content on Wizards of the Coast website, <a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ex/20100212" target="_blank">Martial Power 2 Excerpts: Martial Practices</a>.</p>
<h4>Martial Backgrounds</h4>
<p>We get 13 new background options. Since so few players seem to use these backgrounds for anything other than gaining +2 to a skill I’m glad that there wasn’t too much time devoted to this particular topic. The content is solid, but I think most reader will skip these three pages.</p>
<h4>Epic Destinies</h4>
<p>I don’t think many players are into Epic play yet so the fact that there are only four new options presented isn’t such a bad thing. I suspect that Martial Powers 3 (and all of the Powers books we’re likely to see in 2011) will have more emphasis on the highest tier of play.</p>
<ul>
<li>Dragonheart</li>
<li>Invincible Vanguard</li>
<li>Legendary Sovereign</li>
<li>Star-Favored Champion</li>
</ul>
<p>See preview content on Wizards of the Coast website, <a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ex/20100205" target="_blank">Martial Power 2 Excerpts: Epic Destiny</a>.</p>
<h3>Final Thoughts</h3>
<p>Martial Powers 2 is a pretty good book. It’s chalked full of the powers and feats you’ve come to expect from this series as well as a lot of great stuff to enhance the role-playing. The side bars scattered throughout the book provide a lot of interesting ideas and suggestions for players to keep in mind when play martial characters. I was particularly glad to see the side bar bringing Thieves’ Cant back into D&amp;D.</p>
<p>But the real question is should you buy Martial Powers 2 if you already have a DDI subscription? I suppose it depend on how important role-playing and character development is to you and your gaming group. If you’re just looking for the nut and bolts (powers and feats) then you’ll get all of that through Character Builder. What you won’t get is all of the additional information (like the great side bars) that emphasizes role-playing. Personally I find a lot of value in having the actual book to read and reference.</p>
<p>The content is pretty solid (despite my misgivings about the new martial practices). However, I think most players will get what they need through Character Builder. If you don’t have a DDI subscription then I’d put this book a lot higher on your wish list or better yet, pass on the “Powers 2” lineup and get a DDI subscription.</p>
<p>7 on a d10</p>
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		<title>5 Must-Read Zombie Books</title>
		<link>http://dungeonsmaster.com/2010/02/5-must-read-zombie-books/</link>
		<comments>http://dungeonsmaster.com/2010/02/5-must-read-zombie-books/#comments</comments>
		<pubDate>Fri, 05 Feb 2010 14:00:03 +0000</pubDate>
		<dc:creator>Ameron</dc:creator>
				<category><![CDATA[Book Reviews]]></category>
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		<category><![CDATA[D&D]]></category>
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		<category><![CDATA[Monster Island]]></category>
		<category><![CDATA[The Rising]]></category>
		<category><![CDATA[The Walking Dead]]></category>
		<category><![CDATA[The Zombie Survival Guide]]></category>
		<category><![CDATA[World War Z]]></category>
		<category><![CDATA[zombies]]></category>

		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3768</guid>
		<description><![CDATA[Vampires, vampires, vampires. I’m getting sick of vampires. There are plenty of other cool undead out there. We don’t need to spend all of our time focusing on vampires. Take zombies, for example. This week the movie Zombieland was released on DVD. It’s a great movie that was lost in the shadow of all the [...]]]></description>
			<content:encoded><![CDATA[<p></p><p>Vampires, vampires, vampires. I’m getting sick of vampires. There are plenty of other cool undead out there. We don’t need to spend all of our time focusing on vampires. Take zombies, for example. This week the movie Zombieland was released on DVD. It’s a great movie that was lost in the shadow of all the vampire hype. Don’t get me wrong, I like vampires, but for monsters that shun bright lights they’re sure spending a lot of time hogging the spotlight. So move over vampires, and let the zombies have some attention for a while.</p>
<p>My first exposure to zombies in pop culture was through movies. It wasn’t until recently that I started reading zombie fiction. I was looking for something a little bit more engaging than just people being chased by the mindless undead. I’d had plenty of that on the big screen. I wanted my zombie story to have some kind of twist, something that sets it apart from the classic Dawn of the Dead, we’re coming to eat your flesh, zombies. I found exactly what I was looking for in the zombies stories below. Each combines a unique spin on the zombie genre with an excellent story.</p>
<p><span id="more-3768"></span></p>
<ol>
<li>
<h4><a href="http://dungeonsmaster.com/wp-content/uploads/2010/02/world-war-z-01.jpg"><img class="alignright size-full wp-image-3771" title="world-war-z-01" src="http://dungeonsmaster.com/wp-content/uploads/2010/02/world-war-z-01.jpg" alt="" width="150" height="221" /></a>World War Z: An Oral History of the Zombie War by Max Brooks</h4>
</li>
<p>If you’ve read it you’ll agree that this is the best zombie novel written to date. If you haven’t read it, do yourself a favour and pick it up immediately. Whether you’re a fan of zombie stories or not, this is a must read.</p>
<p>The novel is a collection of “real life” accounts from a diverse cross-section of people on how they survived the zombie war. A UN worker interviews as many people as possible to get the most accurate account of what happened. The interview subjects are from various social and economic backgrounds, range in age from the very young to the very old, and live in areas spanning the entire globe.</p>
<p>This is the most realistic zombie story I know of. The people in this book seem real. They act and behave as you’d expect. There are no heroes, just regular people doing whatever it takes to survive.</p>
<p>Score: 10 on a d10</p>
<li>
<h4><a href="http://dungeonsmaster.com/wp-content/uploads/2010/02/the-rising-01.jpg"><img class="alignright size-full wp-image-3772" title="the-rising-01" src="http://dungeonsmaster.com/wp-content/uploads/2010/02/the-rising-01.jpg" alt="" width="150" height="243" /></a>The Rising by Brian Keene</h4>
</li>
<p>At its heart, The Rising is about a father trying to find his son as the world is overrun by zombies. In this reality zombies are not mindless. As people die, their corpses are possessed by entities from another dimension. They come to our reality to destroy every living creature, not just mankind. They are organized and they have a purpose. Their bodies may be dead, but their minds are active. The sequel is called City of the Dead. It picks up seconds after the events in The Rising. Both are really good.</p>
<p>Score: 9 on a d10</p>
<li>
<h4><a href="http://dungeonsmaster.com/wp-content/uploads/2010/02/monster-island-011.jpg"><img class="alignright size-full wp-image-3777" title="monster-island-01" src="http://dungeonsmaster.com/wp-content/uploads/2010/02/monster-island-011.jpg" alt="" width="150" height="227" /></a>Monster Island: A Zombie Novel by David Wellington</h4>
</li>
<p>The book begins after the majority of the world’s population is already infected and are zombies. A UN arms inspector and his family were in Africa when the dead began walking. They were lucky enough to be protected by a ruthless warlord. However, the warlord is sick and the father agrees to lead an expedition to the UN building in Manhattan to get AIDS medicine in exchange for his daughter’s safety.</p>
<p>In New York a terrified medical student knows his chances of survival are slim. He speculates that the reason zombies are mindless is because their minds and bodies are starved of oxygen between death and reanimation. He hooks himself up to a ventilator and causes his own death. When he reanimates he’s amazed and horrified to find out he was right. Although revolted by what he’s become, he gets over it when he realizes that he can exert his will over the mindless drones walking the streets of Manhattan.</p>
<p>There are two sequels, Monster Nation and Monster Planet. I haven’t read either, but got them both for Christmas. If they’re half as good as the first book I’ll be happy.</p>
<p>Score: 9 on a d10</p>
<li>
<h4><a href="http://dungeonsmaster.com/wp-content/uploads/2010/02/zombie-survival-guide-01.jpg"><img class="alignright size-full wp-image-3774" title="zombie-survival-guide-01" src="http://dungeonsmaster.com/wp-content/uploads/2010/02/zombie-survival-guide-01.jpg" alt="" width="150" height="227" /></a>The Zombie Survival Guide: Complete Protection from the Living Dead by Max Brooks</h4>
</li>
<p>Were you a member of the Cub Scouts or Boy Scouts when you were younger? Do you remember the Cub Book or the Scout Book. The Zombie survival guide is written in exactly that style. It’s full of easy to follow, step-by-step instructions on how to complete tasks, and it’s got simple illustrations of objects and people performing those tasks.</p>
<p>As I read this I thought that it was a very tongue-and-cheek take on the zombie phenomena. But as I read more I realized that Brooks is taking his material very, very seriously. He’s not mocking or condescending. He genuinely believes that when the zombies come, these instructions will save your life. And you know what, I believe him. I used the tactics and instructions described in The Zombie Survival Guide to create the <a href="http://dungeonsmaster.com/2009/10/zombie-survival-flowchart">Zombie Survival Flowchart</a>.</p>
<p>Because of this book, my wife began researching survival techniques. She’s stocked the basement with non-perishable food and essential tools. For Christmas last year she got us “go bags” that we could pick up and run with, just in case. For our anniversary I bought her a crowbar, the most essential and versatile tool required to survive, according to Brooks. Yes, that’s the kind of power this book possesses.</p>
<p>Score: 10 on a d10</p>
<li>
<h4><a href="http://dungeonsmaster.com/wp-content/uploads/2010/02/walking-dead-vol-011.jpg"><img class="alignright size-full wp-image-3778" title="walking-dead-vol-01" src="http://dungeonsmaster.com/wp-content/uploads/2010/02/walking-dead-vol-011.jpg" alt="" width="150" height="234" /></a>The Walking Dead (Image Comics) by Robert Kirkman and Tony Moore</h4>
</li>
<p>I’ve only read a few of the early issues of The Walking Dead but it still makes my list. Everyone who knows me and my love of comics and all things zombie insists that I go back and get caught up on this series. There are collected trades in hard cover and soft cover available if you’d rather not pick these up one issue at a time.</p>
<p>The series begins with a small town sheriff who awakens from being in a coma unaware that the zombie apocalypse has occurred while he was unconscious. He fights to survive while searching for his family. It’s a great story with amazing art.</p>
<p>Score: 9 on a d10</ol>
<p>There is plenty of zombie fiction out there. These are just my top 5 recommendations. I’ve heard good things about Pride &amp; Prejudice &amp; Zombies, but I don’t think it’s something that I can get in to. Keeping in mind that we’re looking for stories about zombies – not mummies, liches, vampires or any other undead, what zombie books have you read and enjoyed?</p>
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		<title>Review: Son of Khyber</title>
		<link>http://dungeonsmaster.com/2010/01/review-son-of-khyber/</link>
		<comments>http://dungeonsmaster.com/2010/01/review-son-of-khyber/#comments</comments>
		<pubDate>Fri, 08 Jan 2010 14:00:16 +0000</pubDate>
		<dc:creator>Ameron</dc:creator>
				<category><![CDATA[Book Reviews]]></category>
		<category><![CDATA[Eberron]]></category>
		<category><![CDATA[4e]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Dragonmark]]></category>
		<category><![CDATA[Dragonmarked House]]></category>
		<category><![CDATA[Dungeon's Master]]></category>
		<category><![CDATA[Dungeons and Dragons]]></category>
		<category><![CDATA[House Tarkanan]]></category>
		<category><![CDATA[Keith Baker]]></category>
		<category><![CDATA[King’s Dark Lanterns]]></category>
		<category><![CDATA[Son of Khyber]]></category>
		<category><![CDATA[The Queen of Stone]]></category>
		<category><![CDATA[Thorn]]></category>
		<category><![CDATA[Thorn of Breland]]></category>
		<category><![CDATA[Wizards of the Coast]]></category>

		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3519</guid>
		<description><![CDATA[Son of Khyber (Thorn of Breland, Book II) Keith Baker An Eberron Novel Keith Baker’s latest novel, Son of Khyber, will appeal to you if: You’re a fan of the Eberron setting Your D&#38;D campaign takes place in Eberron You’re fascinated by the Dragonmarked Houses and political intrigue You’re interested in learning more about the [...]]]></description>
			<content:encoded><![CDATA[<p></p><h3><a href="http://dungeonsmaster.com/wp-content/uploads/2010/01/son-of-khyber.jpg"><img class="alignright size-medium wp-image-3520" title="son-of-khyber" src="http://dungeonsmaster.com/wp-content/uploads/2010/01/son-of-khyber-183x300.jpg" alt="" width="183" height="300" /></a>Son of Khyber<br />
(Thorn of Breland, Book II)<br />
Keith Baker</h3>
<p>An Eberron Novel</p>
<p>Keith Baker’s latest novel, Son of Khyber, will appeal to you if:</p>
<ul>
<li>You’re a fan of the Eberron setting</li>
<li>Your D&amp;D campaign takes place in Eberron</li>
<li>You’re fascinated by the Dragonmarked Houses and political intrigue</li>
<li>You’re interested in learning more about the mysterious House Tarkanan and the aberrent dragonmarks its members possess.</li>
</ul>
<p>So in other words if you&#8217;re a die hard Eberron fan, this book is an absolute must-read.</p>
<p><span id="more-3519"></span></p>
<p>The novel begins three months after the events in The Queen of Stone, book 1 in the Thorn of Breland series. We join Thorn in the worst areas of lower Sharn, where she’s apparently living on the streets after being expelled from the King’s Dark Lanterns – her manifestation of an aberrent dragonmark making her a social outcast. But we quickly learn that this is just a cover for her latest mission. She’s to infiltrate House Tarkanan.</p>
<p>Until recently the self-proclaimed thirteenth dragonmarked house had been a minor nuisance to the powers of Khorvaire. But when the house’s new leader, and man calling himself the Son of Khyber, takes charge things begin changing. The Son of Khyber plans to strike against the twelve recognized dragonmarked houses. Thorn’s mission is to locate this new leader, determine if there’s a legitimate threat and if there is, to stop it – killing the Son of Khyber if necessary.</p>
<p>I’ve always like the Rogue class in D&amp;D and reading Thorn’s exploits reminded me of just how cool Rogues are. She demonstrates her versatility by performing a wide variety of tasks. During one encounter she’s a dangerous melee combatant and during another encounter she’s the stealthy Rogue who has to break into the fortified home of a Dragonmark heir. Her wit and social graces make it clear that she’s both smart and charismatic as well.</p>
<p>As a Dark Lanter she’s been equipped with a magical, intelligent dagger called Steel. Steel is a cool magical item, but I found myself disliking him as a character more and more. The dagger seemed to know too much too often. It always seems to have the answer Thorn requires or an ability that gives Thorn an edge she desperately needs. I understand why this kind of item helps from a storytelling point of view, but it got really tiresome really fast.</p>
<p>I really liked how Thorn struggles with her mission objective. House Cannith asked Breland to have the Dark Lanterns investigate the Son of Khyber and House Tarkanan. Thorn has to constantly remind herself that what’s best for Breland may not be what’s best for House Cannith. Seeing this conflict through Thorn’s eyes was certainly one of the high-points of the story for me.</p>
<p>As Thorn is accepted into House Tarkanan and learns more about who they are, we get to see Keith Baker’s take on the thirteenth house. These details are subtle and provided as background, but it’s still fascinating.</p>
<p>I enjoyed Son of Khyber, but I don’t think this book is for everyone. I didn’t like it as much as The Queen of Stone. If you meet the criteria I listed above then you won’t be disappointed if you pick this up. If you’re not part of that niche group you’ll probably find this book typically average and full of fantasy clichés and stereotypes. They didn’t bother me at all, but I’m a pretty forgiving audience.</p>
<p>I’ve read all five Eberron novels Keith Baker has released to date. They’re all filled with great details about the world of Eberron including the people, places and politics. As a DM who plays in Eberron every week I love all of these little details, but as an avid reader I have to admit that these are far from the best Eberron stories out there. I’ll continue to read Keith Baker’s stuff and I genuinely look forward to reading The Fading Dream (coming in Fall 2010) which is the next book in the Thorn of Breland series. However, if you’re not a hardcore Eberron fan you&#8217;ll probably find the Son of Khyber just on the good side of average.</p>
<p><a href="http://www.wizards.com/dnd/Product.aspx?x=dnd/products/eberronnovel/241960000" target="_blank">Son of Khyber</a>: 7 on a d10<br />
<a href="http://www.wizards.com/dnd/Product.aspx?x=dnd/products/eberronnovel/218237400" target="_blank">The Queen of Stone</a>: 8 on a d10</p>
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		<title>New Moon Through the Eyes of a Hardcore D&amp;D Fan</title>
		<link>http://dungeonsmaster.com/2009/12/new-moon/</link>
		<comments>http://dungeonsmaster.com/2009/12/new-moon/#comments</comments>
		<pubDate>Tue, 15 Dec 2009 14:00:53 +0000</pubDate>
		<dc:creator>Ameron</dc:creator>
				<category><![CDATA[Book Reviews]]></category>
		<category><![CDATA[4e]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Dungeon's Master]]></category>
		<category><![CDATA[Dungeons and Dragons]]></category>
		<category><![CDATA[Lycanthrope]]></category>
		<category><![CDATA[New Moon]]></category>
		<category><![CDATA[Vampire]]></category>
		<category><![CDATA[Werewolf]]></category>

		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3315</guid>
		<description><![CDATA[Let the mockery begin. I’m a 35-year-old man who read and enjoyed New Moon. I remember when the Harry Potter books first came out I took a lot of heat for reading those too. But look at how big that franchise eventually became. Everyone eventually read the books and saw the movies. Even though the [...]]]></description>
			<content:encoded><![CDATA[<p></p><p><img class="alignright size-medium wp-image-3321" title="new-moon-cover-01" src="http://dungeonsmaster.com/wp-content/uploads/2009/12/new-moon-cover-01-199x300.jpg" alt="new-moon-cover-01" width="199" height="300" />Let the mockery begin. I’m a 35-year-old man who read and enjoyed New Moon. I remember when the Harry Potter books first came out I took a lot of heat for reading those too. But look at how big that franchise eventually became. Everyone eventually read the books and saw the movies. Even though the series was first marketed to younger readers, it eventually reached readers of all ages.</p>
<p>I’m not saying the Twilight Saga is anywhere near a good as the Harry Potter stories nor do I believe that they will reach as broad an audience, but I do think a lot of people will eventually end up reading these books. If for no other reason than to see what all of the hype is about. If you’re into D&amp;D then you might actually enjoy these books more than you expect.</p>
<p><span id="more-3315"></span></p>
<p>The first book in the series, Twilight, is all about vampires. These aren’t your run-of-the mill, D&amp;D-style vampires. They’ve chosen to suppress their instinctual desire to consume human blood and in doing so attempt to lead somewhat normal lives. The friendly vampires remind me on some level of Drizzt Do&#8217;Urden. Drizzt refused to believe that all Droware inherently evil and chose to walk a path different than the one expected of him by his society. The good vampires also chose to reject the basic assumption that they must consume human blood and live solitary lives. In stead they choose to only consume animal blood and they choose to form a family and try to blend in with regular people.</p>
<p>I won’t deceive the guys out there. The story is told from the point of view of Bella Swan, a whining, irritating, indecisive, typical teenage girl. Much of the story is her inner thoughts and ramblings. Although I found her heartbreak somewhat tiresome, I read on. Eventually the first book turned into a story about vampires fighting one another. The good vampires vs. the traditional vampires (the kind that drink human blood).</p>
<p>The second novel, New Moon is much less about vampires and a whole lot more about werewolves. And let me tell you, although the vampires come off as a bunch of sucks (no pun intended), the werewolves come off as all kinds of cool. They are everything you’ve come to expect from D&amp;D-style werewolves. In fact, I’d say they’re even more powerful than the Lycanthropes listed in the 4e Monster Manual.</p>
<p>These werewolves have all the powers you’d expect them to have. They’re strong and they’re fast. They can assume the form of a human, wolf or wolf-human hybrid. They can shift between these forms in mere seconds (minor action). They can track and hunt by scent. They move silently all the time. They regenerate wounds quickly. The most interesting improvement is that the werewolves can communicate telepathically with each other while in wolf form. When hunting as a pack that presents a huge tactical advantage.</p>
<p>The werewolves of New Moon are lycanthropes because of bloodlines. The powers are hereditary and not inflicted by biting or clawing.</p>
<p>The vampires are also different than you’ve what you’ve come to expect from D&amp;D. They have a lot of the usual vampire abilities like extreme speed, stealth and strength. But in addition to these abilities each vampire also has a unique, individual power. The main vampire, Edward, can read minds. His siblings have different powers, one can influence the reactions of people around her and another can see the future.</p>
<p>These vampires still have to consume human blood, but that’s about their only weakness (that and the fact that they’re undead). They can safely survive exposure to direct sunlight, although their pale complexion refracts the light and causes them to glow in a very obvious way. They don’t seem to have any aversion to crosses, garlic or running water and they don’t sleep in coffins.</p>
<p>So now that we’ve established the Twilight Saga’s version of vampires and werewolves, it’s time to recap and review the plot of New Moon.</p>
<p>During the events in Twilight, Bella, a normal, human, teenage girl ends up dating Edward, a hundred-year-old vampire who looks and acts like he’s 17. When New Moon begins they are still together and Bella is fully accepted by Edward’s vampire family, the Cullens. Unfortunately, a paper cut that releases a single drop of Bella’s blood causes one of the Cullens to go crazy with blood lust and he tried to feed on her. Edward of course protects Bella and things eventually calm down. But Edward realizes that it’s too dangerous for him to keep dating a living girl (he’s ok with the age thing, but the living/undead thing seems too dangerous). The Cullens pack up their stuff and leave town.</p>
<p>Bella, being a typical teenage girl, is devastated when her boyfriend dumps her and she sulks for the next four months. She finally starts to come around when she renews her friendship with a local boy named Jacob. Jacob is smitten with Bella and plays the part of the friend even though it’s obvious to everyone (Bella and Jacob included) that he’s madly in love with her. As they spend more and more time together it seems like Bella is close to “settling” for Jacob and having a normal relationship with a living, flesh and blood boy closer to her own age (she’s actually two years older then Jacob).</p>
<p>Then some vampires come back into the picture and screw everything up. During the events in Twilight, Edward killed a vampire who was determined to feed on Bella. The dead vampire’s two friends believe that killing Bella will hurt Edward more than any direct attack. One of the vampire’s finds Bella alone and tries to kill her. She is saved by a pack of werewolves, one of whom she later discovers is Jacob. Realizing that Bella is still in danger the pack vows to protect her while they hunt the remaining vampire threat. But before things get resolved Edward’s sister returns because Edward is in danger and the Cullens need Bella’s help.</p>
<p>Bella drops Jacob like a bad habit and rushes to Italy to stop Edward from exposing his undead heritage to the world and thereby getting himself killed by the vampire lords. Bella succeeds, Edward is saved, the vampire lords let everyone live and the Cullens all move back into their old house. Bella chooses to be with Edward even though it means that she and Jacob can’t be friends. (The werewolves and vampires are sworn enemies.)</p>
<p>By the end of New Moon Bella makes up her mind that she wants to become a vampire so that she can be with her vampire boyfriend forever. The werewolves make it very clear that if the Cullens attempt to do so they will be violating their peace treaty and war between the vampires and the werewolves will erupt. We can only assume that Bella is still being hunted by the remaining rogue vampire the werewolves were protecting her from before the Cullens came back.</p>
<p>New Moon ends with a lot of conflict and violence knocking at the door. It’s like a pot that’s been simmering for the entire story is turned up in the last chapter. It’s captured my interest enough for me to want to pick up the next book, Eclipse, just to see how things play out.</p>
<p>All-in-all I&#8217;m recommending New Moon. If you&#8217;ve subjected yourself to the book or movie version of Twilight then you might as well get something out of it and read the next part. If you haven&#8217;t read Twilight then I&#8217;d say skip it. Everything you need to know is recapped in the first couple of chapters of New Moon. If you&#8217;ve into werewolves then you&#8217;ll probabily enjoy New Moon. If you&#8217;re looking for a vampire story, then keep looking.</p>
<p>7 on a d10.</p>
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