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Member: Mark Vaughan
Location: Texarkana, AR
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Put the Terror Back in these Terrible Lizards; PATHFINDER CHRONICLES: DRAGONS REVISITED.
Written: Oct 7, 2010 (Updated Nov 16, 2011)
Rated a Very Helpful Review by the Epinions community
Pros:A useful, first rate acessory that will inspire DMs to fiendish heights in running dragons.
Cons:They gave the green dragon the stupid nose horn.
The Bottom Line: Dragons. Nothing is more iconic in the game. Make the source of fearful legends once more.
Pathfinder Chronicles: Dragon's Revisited by Mike McArtor
When Wizards of the Coast took Dungeons and Dragons to the (disastrous) fourth edition, the folks who published then now defunct Dungeon Magazine and Dragon Magazine, Piazo Publishing, took up the cause of Edition 3.5. We lovingly call their Pathfinder Chronicles Dungeons and Dragons, Edition 3.75.
This 64 page book is not an adventure, but an accessory, discussing everyone's favorite monster, dragons, in surprising depth.
There are ten kinds of basic dragons, five metallic good dragons, Brass, Bronze, Copper, Gold and Silver, and five evil Chromatic dragons, Black, Blue, Green, Red and White. Each dragon has a breath weapon of either fire, lightning, acid or cold. It makes for a nice variety of beasts, each with a preferred type of terrain, and kept the players guessing, through first edition. But now players are so thoroughly informed about each type's strengths and weaknesses, they are not the terrifying monsters they once were.
This book gives the Dungeon Master enough information about each type, their strengths and weaknesses, and how the dragon's themselves view things to give the DM an idea of how to put the terror back in this iconic monster.
Each entry has a brief description of a ‘typical' dragon of the kind; Black Dragons are antisocial and psychotic, Coppers are the good dragons most likely to ‘tarnish' into a neutral world view, Greens are the intellectuals of the Chromatics, and Whites are the stupidest brutes of dragon kind. It then discusses the ecology and society of the dragon, like the tortured appearing swamplands that surround a black dragon's high and dry lair, or how Brass dragons, due to their gregarious natures often establish their lairs along desert trade routes to ensure themselves a constant supply of visitors to gossip with. Next it discusses Hoard and Home. For instance, Bronze dragons love to have a lair with several underwater entrances. Yet their hoards are most often libraries of accumulated lore. That means that these dragons have to invest in waterproofing, have drying rooms near the entrance to the lair to not track moisture in, and heat their lairs without using fire, (usually by using copper wire and their own electrical breath to create dragon powered space heaters). A Bronze dragon whose primary research focus is Knowledge Nature might have a "treasure hoard" that consists of books, rare insects pinned in frames, portfolios of pressed leaves from around the world, a collection of sea shells, and many other things that gold hungry adventurers would consider junk. The Campaign Role of each dragon discusses how it might be used in a campaign. For instance, the aforementioned Bronze dragon might be a patron, hiring an expedition to travel the jungles to the lost ruins of an ancient civilization. The dragon's interest in this gold and jade bedecked city? A rare butterfly. Black dragons are monsters that terrorize people, and Copper dragons often help fund revolutions. The party's wizard might be seeking a lost spell, only known to exist in the horde of a Green dragon arcanist.
The On Golarion section discusses the roll each dragon plays, and their distribution around the globe on Pathfinder's world, Golarion, either discussing the odd institution of Bronze dragon banks run in Taldor, or detailing a single individual, like Tasathyl, the Green dragon of Darkmoon Vale who defies the rulership of the powerful Red, Daralathyxl. Names give conventions for naming dragons; Blues have more vowels in their names, Reds frequently contain the combinations dara and thys which mean terrible, and great respectively. It then details a single example of the species, like the aforementioned Daralathyxl, the most powerful and cunning Red on the planet. This section also shows what can be done with a dragon; most ‘throw away' of all dragons, the white, has a brilliant example, Lydek who augments her relatively low intelligence with a combination of cowardice, persistence, and low cunning, weakening her foes with traps, and fleeing if she takes a mere 30 points of damage, instead returning to harass and harry the party with more traps into a battlefield of her liking.
There are little side bars as well, adding to the richness of the draconic experience, from the feat Noxious Bite, where any acid spitting dragon can have a bite attack that does continuing damage, and causes nausea in the victim, to the Bronze Dragon's obsession with numerology, and the Bryemirites' (named for the dragon who first proposed the theory) search for the perfect number (don't tell them, but it's 42.) which they think will forestall a coming doomsday. Then there is the case of Red Snow Falling, a play written by a white dragon about her battle with Daralathyxl which remains a popular play now, centuries later. These little tidbits add richness and depth to a campaign.
And indeed, these supplements, which are really just cleverly calculated to keep gamers spending money on a regular basis, really do add to the depth and richness of the gaming experience, particularly when they are well designed, and well executed. This is among the best, worth every penny of the $19.99.
An American Game, an American Company; printed in China....*sigh*....
In fond Memory of Gary Gygax, Father of Dungeons and Dragons. 27 July, 1938 -4 March, 2008 "You enriched my life."
The Pathfinder Series, or Dungeons and Dragons Edition 3.75
Core Rule Book Bestiary Bestiary II Advanced Player's Guide Game Mastery Guide The Inner Sea World Guide Ultimate Magic Ultimate Combat
Guide to the River Kingdoms: A Pathfinder Companion Dungeons of Golarion Classic Horrors Revisited Inner Sea Magic: A Pathfinder Companion Lords of Chaos: The Book of the Damned, Volume II Humans of Golarion: A Pathfinder Companion Undead Revisited: A Pathfinder Companion Orcs of Golarion: A Pathfinder Companion City of Strangers: A Pathfinder Companion Sargava The Lost Colony: A Pathfinder Companion Heart of the Jungle: A Pathfinder Companion Gnomes of Golarion: A Pathfinder Companion Rule of Fear: Ustalav. A Pathfinder Companion Cheliax: Empire of Devils: A Pathfinder Companion Guide to Darkmoon Vale A Pathfinder Companion. Dragons Revisited: A Pathfinder Companion. Faction Guide: A Pathfinder Companion NPC Guide: A Pathfinder Companion Dungeon Denizens Revisited: A Pathfinder Companion A Guide To Korvosa: A Pathfinder Companion Into the Darklands: A Pathfinder Companion Cities of Golarion: A Pathfinder Companion Faiths of Purity: A Pathfinder Companion
Adventure Paths!
Rise of the Runelords
Burnt Offerings The Skinsaw Murders The Hook Mountain Massacre The Fortress of the Stone Giants
Second Darkness Shadow in the Sky Children of the Void The Armageddon Echo Endless Night A Memory of Darkness Descent Into Midnight
Please look at these Piazo Modules:
The Demon Within Hungry are the Dead River of Darkness Seven Swords of Sin Gallery of Evil From Shore to Sea The Witchwar Legacy Realm of the Fellnight Queen Hangman's Noose Carnival of Tears The Pact Stone Pyramid Entombed with the Pharaohs Treasure of Chimera Cove Tower of the Last Baron The Crucible of Chaos
Check out each installment of these Introductory Modules from Wizards of the Coast for Third Edition.
The Sunless Citadel The Forge of Fury The Speaker in Dreams The Standing Stone. The Heart of Nightfang Spire Lord of the Iron Fortress
Fourth Edition: Keep on the Shadowfell Players Handbook Dungeon Masters Guide Monster Manual
Recommended: Yes
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