Against The Giants: The Liberation Of Geoff


I've always been a fan of Sean Reynolds work -- especially on the Star Cairns adventure and the Scarlet Brotherhood supplement -- and he does a good job here as well.
He's hamstrung by the reprinting -- verbatium -- of the original adventure. It's the only module of the 'silver' editions that's reprinted like this, and I found that annoying. Why not spend the time to update the text to be better linked with the second (and much more useful) part of the book?
Greyhawk fans, especially those with campaigns set in the southeastern Flanaess, should definitely pick up this book for its detailing of the lost kingdom of Geoff.
For those who don't know, Geoff was overrun by giant forces during the Greyhawk Wars; the second half of this book is dedicated to kicking the brutes out of the realm.
The book details more than a dozen locations in Geoff, and plants plenty of good adventure ideas. I would have prefered to see some more information on the Grand Duke of Geoff, but hey, I can do that myself.
The biggest flaws I see in this book are the lack on integration with the original adventure, and the pathetic, somewhat inaccurate insert map. This book is crying out for a nice color wall map, even a small one, and I would gladly have shelled out a few more books to have one.
I'm running it in my campaign now, and it provides a nice distraction from the ongoing intrigues of the group's home city (and provides a good place for them to run to when their enemies and/or the authorities start looking for them)
If you're a DM who likes to add flesh to the skeleton of an adventure, then this is a great campaign supplement (and that's what it is -- a supplement, not a module). If you're looking to be spoonfed, or want to run something off-the-shelf, then its a lot less useful (esp. if you've run through the original).

Dragon Wing - The Death Gate Cycle T1


I am totally addicted to fantasy. I simply can't get enough of it, with the unfortunate result that nothing's really original anymore. You'll find a trace of Tolkien in practically every story and since I find it unlikely that Tolkien will be surpassed, other fantasy simply doesn't match up. Well, that's what I thought before I read Death Gate Cycle. This series is original in every aspect! The setting, the characters, the plot, even the races. Weis and Hickman don't stop at humans, dwarves and elves... The thing I like the most about this series is the convincing characters. They are so real and diverse and 'colourful' that they really pull you into the story. They will keep on amazing with unexpected behaviour.
Another point to note is the lenght of the books. I can appreciate a long book (because I love reading!) but I know there are those who would prefer something shorter. All seven books are of a decent lenght, not too long but long enough to hold a complicated story. I don't feel that the authors left anything out to keep it short -there's nothing worse than a crammed in story- but I personally could do with even more. I'm currently in the sixth book and it is a sad thought that it will have to end soon.
I recommend this series to all fantasy fans, especially if you're looking for something fresh and stimulating.

Man, it's Big Love.

The Lost Chronicles, T3: Dragons of the Hourglass Mage


The definitive volume to the Lost Chronicles Trilogy was probably also the most anticipated. Long time Dragonlance fans have been salivating at the prospect of what could be the last hurrah by the team that gave birth to the world of Dragonlance. To top it all off, this book would finally tell the events behind the scenes in Dragons of Spring Dawning from the perspective of one of the most beloved (and intriguing) Dragonlance characters: Raistlin.
This 300 some odd page book details the mage's rise to power as well as his machinations and schemes. Many of the characters we are all familiar with appears in cameos as well as lead roles: Kitiara, Lord Soth, the Innfellows, Par-Salian, LaDonna, Justarius, etc. In fact some of the characters that first appeared in Highlord Skies return - most prominently, the witch Iolanthe. I was pleasantly surprised by the narrative in this book because the first half of it felt like the sequel to Highlord Skies. Kudos to Weis and Hickman for maintaining a sense of continuity.
Much of the story weaves in and out of Spring Dawning. No doubt many fans will want to revisit Spring Dawning just to remember what went on where and when. It isn't essential but it was jolly good reminiscing and reflecting on events in Spring Dawning and tying it to Raistlin's story in Hourglass Mage. The first two entries in the Lost Chronicles saga were basically the untold tales that happened in Dragons of Autumn Twilight and Winter Night but Hourglass Mage is the only book that can be called a companion book to the original Chronicles. This book provided many answers to questions readers had in Spring Dawning. The authors managed to tie MANY plotlines in MANY books neatly into the narrative and that is no easy feat. The writing was crisp and the characters were imagined and reimagined brilliantly. Barring Tasslehoff and Palin Majere, Raistlin is probably the most well thought out character by Weis and Hickman. And in this book, they have fleshed him out extremely well. What a way to end it all.

There are a few misgivings as I read Hourglass Mage. First, it seems the writers were weighed down by continuity and seemingly disregarded some of the events in the Legends trilogy, particularly Raistlin's relationship with Fistandantilus. Weis and Hickman delved into some parts of this twisted relationship but they seem to have glossed over it and kinda tied it up (confusingly) in a rush at the end while focusing more on Raistlin's part in the end of Spring Dawning. I was disappointed that the writers did not straighten out one of the most important plotline involving Raistlin's ascent to power. The ending also seemed rushed and the book just felt too short. I'd venture to say Hourglass mage almost read like it was incomplete.
Overall, Hourglass Mage is a must-read book for any Dragonlance fan. Enjoy it while you can because over the past few months, the outlook of Dragonlance has not been favorable; comic lines halted, licensing not renewed, Wizards' non-committal attitude, etc. Maybe this is the end but then again, maybe it's just the end of a chapter...

Complete Book of Humanoids


A good way to spice up your D&D gaming sessions. The selected races available as potential PC's are diverse and believeable, from Pixies to Orcs. The book contains good role-playing notes on racial backgrounds/tendencies and how to bring humanoid races into a campaign. It certainly is interesting and well-written. However, the sections on superstitions and monstrous traits seem grossly inappropriate for some character types.

Still, at heart I think the complete book of humanoids was a great idea. I just started running an ogre mage in a Forgotten Realms campaign and he is definitely one of the most interesting characters I have ever played. It's a fun, unique challenge to play a character with such a radically different perspective from the typical human/demihuman. I do think you need a skilled, experienced dungeon master for humanoid characters to work successfully.

Novice DM's should not include this book in their campaign-- handling the racial details isn't easy, and some of the more powerful humanoid races could get out of control without a good DM to keep 'em in line

Hey girl...


I love you so much! You know that, and I try to prove it everyday, but even if my bad bad bad temper can appear between us, it's true, and the most important, I really love you!

Fireborn



In Fireborn, the PCs are scions, the human reincarnations of dragons. Set about 10 years in the future, the central location is London, where there are quite a bit of strange shenanigans going on. While magic has been around for a while, it only has come out to the public within the past year or so. This boils down to not having to sneak around and be subtle like the WoD, but still having grand displays discouraged by the cops, government, and what have you. While this sounds like “Dragon: The Barbecuing”, there is a twist to the game play. During game, the GM runs flashback sequences to when the PCs were big and scaly back during the mythic age. Dragons are the big kids on the block. The mechanic allows the players to flirt with high-level, experienced characters right off the block.

The modern setting comes off in a different enough way to feel different that the dozens of other ‘World o’Angst’ games in the market. Magic is on the rise like any upstart technology, there are people trying to master it. The PCs are bound together as broodmates, having been a family in the mythic era. The mythic era provides its own challenges, allowing both players and GMs a chance to ratchet up the epic level gaming. Dragon PCs are as powerful as they sound and it can be challenging to come up with opponents and situations that challenge those PCs. The game feels like driving a fast car in city streets during the modern era, but really throwing her into gear during the flashbacks. Players may also get a kick of playing two different characters as their modern character may be a saint and their dragon may be a bloodthirsty savage.
The bottom line You’ve probably noticed a lot of comparisons to Shadowrun in this review. That’s no accident. Fireborn feels like a prequel to Shadowrun in many ways, in world, system, and feel. It is a unique game that continues FFG’s interesting selection of settings. I hope FFG realizes that its RPG division has some legs and gives it the respect that it deserves. The game isn’t without flaws. The first edition is riddled with errors. Some players may be turned off by a game that isn’t able to be picked up on the first read-through. Some players may be frustrated by the divide between the dragon and the modern characters. Those people shouldn’t pick up this book. For the rest, give Fireborn a try.

Player's Handbook 3... uuuh...



The book is misleadingly named, as only one new class is introduced for the Divine and Primal power source each. Instead, the focus is clearly on the Psionic power source, which introduces four new classes to the table: The Ardent, a leader who uses psionic magic to psychically influence the tide of battle; the Battlemind, whose psionics allow him to gain the tactical advantage that a defender requires; the Monk, a striker who uses harnesses psionic power to achieve total mobility and the Psion, a controller who brings down her foes through telekinetic assaults or psychic attacks.
The first thing you should know about the Psionic classes is that they introduce several new mechanics. The Psion, Ardent and Battlemind make use of power points – the quantity of which depends on a character’s level and is replenished after a short or extended rest – to augment their psionic powers, and have no encounter powers to speak of, save for some utility powers. Instead, they have a host of at-wills that can be boosted by these power points. For example, a Level 7 at-will called Ego Crush, allows a Battlemind to deal 1[W] + Constitution damage, and denies his target the ability to gain combat advantage until the end of his next turn. When boosted, it can be used as an opportunity attack or when maxed out, deals double damage against each enemy within a close burst.
All in all, the Psionic classes are exciting new choices for players. My only real misgiving is that it continues the trend in 4th Edition towards more book keeping. Between healing surges, daily item powers, encounter powers and daily powers and class features, there are already plenty of exhaustible resources to track without adding power points into the mix. Granted, previous editions had a disproportionate balance of resource tracking: fighters worried about little more than their next attack while wizards fumbled through reams of paper and post-it marked rulebooks to track casting times and mark spells to learn and memorize. Still, the Psionic classes are probably recommended for more experienced players. Thankfully, they aren’t just designed to be exotic for the sake of it, and are great additions to the game.

Xi in light !





This is Xi... Uuuh how I said that... This is my sweetheart, my girlfriend I love, this is my rainbow, my sun and also, my fabulous cooker!!! I love you my girl, you're the best thing who came in my life!

Pikachu ... Uuuh... Pikachu ?


In fact it's not the true Pikachu, it's just a weirdy steaming machine... Very strange!

Third poker night


Three nights playin' poker with this two charming and very dangerous girls! I won only one time, even I'm a good poker player, but in front of disarming smiles and sweet sady voices, I never had a chance!

The Tourist


I'm very pleased to retrieve you in this crowd little funny boy! Your accent is awful but I'm happy to see that you try! Next time, we play together! Goodbye cowboy!

the call of ktulu s&m metallica

CTHULHU TECH RPG


he first thing I notice with any product is the artwork, and I have to say that the graphic design and art in CthulhuTech really hits home for the setting. Much of the artwork is rather simple, but extremely evocative of the moods and feelings this kind of game wants the players to experience. I’m already scared out of my wits at the thought of giant alien robots scouring through ruined cities, seeking out the flesh of my would-be hero everyman. These two genres speak to me in similar ways, as my favorite giant-mecha anime is Neon Genesis Evangelion which features normal people thrust into bizarre and otherworld circumstances and that seems to mesh pretty damn well with the concepts underlying the Cthulhu mythos as well. It just has a little more badass sprinkled in, is all!

The second thing I noticed after spending some time with the material is that it’s not just two genres slapped together, a lot of work has gone into developing a rich history and backstory for the horrifying world of the future. If there’s one thing I love in a new RPG resource, it’s lots of history and backstory that can be used or at least inspires ideas for game masters and players alike. I was thrilled when the Call of Cthulhu system was revamped for the d20 system after 3rd Edition D&D was released, but now that 4th Edition has been out for several months I think the market is ripe for all of the new horror content that is being released.

This really is a rich book packed full of awesome content, and seeing that it is now under the helm of Catalyst Game Labs who I trust implicitly because of their efforts on Battletech, I think there will be many more supplements released for this that will provide months of excellent gameplay and developing storylines. There are already two supplements released, though I did not get a chance to read through them yet. Vade Mecum provides more options for your character (races and professions), new rules for para-psychics, more monsters, more mecha, and lots more! Dark Passions is another supplement which further details the smaller factions / cults which are at work in the universe, providing a good counterpoint to the main book’s development of the major players.

Happy new year!!!


Three beautiful girls and a bottle of champagne after!!! It was very nice, a good moment with you three my friends so sexy!!! Thank you!!!

The Chemical Brothers- Galvanize



Hey! A nicy Blonde european girl in my home with my bro'!!! It's my best friend Linda, from Luxembourg, and for now in Australia with her boyfriend, the very very coolest man on earth, Soren (aka the man with the elephant trump!!!). Bro', you're a good friend for this blondish beauty, and you help her when she gone in bad mood. Nice.


Here, my beloved friend Ngoc (with the tongue) and the fingery Mê!!! I love you girls, and you Nagar, I love you to, but it's not the same!!!