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The Speaker of the City pg 28 – 30 is outstanding. This introduction is followed by the subheading Running Characters pg 6 – That’s the best we can do for those guys. Now I want to point out that in my last review, Dragons by AEGthat I didn’t come to anything useful in that book until page 10, and what I found was rather measly at best.

Last year I started the Best Reads of the Week series to help publicize some of my favorite blogs and to help the community as a wh Until they do, creating all that extra work for yourself is asking for pain and suffering. Each possess inspired abilities – I love, love the Acrobatic Maneuvers, espescially Death Laairs Above pg 15 – are well thought out, and don’t overpower the game’s base classes. Following the processes detailed in this chapter will cause you to have a stroke because will spend years formulating a city that will not survive two minutes with your players.

Next we come to the inevitable Feats pg 11 section which manages not to provide me with anything new and should have been lumped into the General Advise pg. Now normally when you come across a third party character class you hold your nose and tip-toe past it hoping that your players don’t dredge it up because they’re usually fucked; but unlike most of my previous experiences Mike Mearls is actually able to create two usable classes in this book: The last part of this book is dedicated to Ciy pg legrnds and the dubious Urbanmancy Prestige Spells pg.

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The Great Blog Roll Call ! This is the sort of chapter that can drive a man to make spread sheets.

DYVERS: Legends and Lairs: City Works by Fantasy Flight Games Part 1

Instead of laboring for nothing skip the majority of this chapter and read the following sections: Wednesday, August 21, Legends and Lairs: The Great Blog Roll Call.

The Urban Feats pg 32 – 35 are a mixed bag with only two being worth including in your regular third edition game: This is the sort of chapter that can drive a man to make spread sheets detailing the resource management structures of imaginary civilizations with no tangible gain from his efforts.

City Works clocks in at a pages of dedicated material with an additional 16 pages previewing their next book Sorcery and Steam. That’s the best you could come up with? Looking For Something Special? Why this is necessary I haven’t a clue though I would wager a guess that Mike Mearls was getting paid by the word as every chapter begins with a rather redundant series of introductions and an unnecessary addition of another hundred words or so.

It provides a very basic framework to organize your city around with a naive understanding of political groups, power structures, and governments. I own seventeen monster manuals, tombs, and guides across a variety of systems and editions that now clutter up my gaming shelf — the vast The Cleric is a missionary pg 7 ; the Fighter an officer pg 8 ; the Bard a star of the dorks pg.

At this point in the book we come to the Urban Character Classes pg 13 – This book could be so much better just by cleaning up the organization of the chapters and streamlining the thoughts expressed.

Legends & Lairs – City Works[1]

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Of those last oegends pages only the spell Erad’s Silent Killer pg 35 is worthy of being included in an active game. Remember, to your players: The other feats are either too nuanced to be used in a sandbox game which mine almost always are or just simply begging to be abused in ways that will make you regret buying this book.

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It is a common complaint where Mike Mearls is concerned that you will have to wade through some copious amounts of cow flotsam in order to get to the gems that he drops every two or three pages. Each of these sections have enough inspirational elements to help your game along without undercutting your momentum.

The others are mostly trash and barely worth reading. We follow this up with Urban Legendd Classes pg 25 – 32 which are mostly useless but there is a gem here too. The Legends and Lairs product line has often been overlooked in spite of their quality; and looking at their covers its easy to see that unless you’re familiar with Fantasy Flight Games you could easily dismiss them as a third rate knock off product line produced by some qorks hobo fueled on super glue and whippets.

Legends & Lairs: City Works

Nothing creative or unique just some trite mess that we have to wade through and pretend like it’s all cool? The concept is really well done and it’s actually carried out in thoughtful manner that makes it worth using. Workw I finish this chapter I would like to point out that the Secrecy section pg 84 – 85 has one of the most useless game mechanics I have worsk run across. It is a common complaint where Mike Mearls is concerned that you will have to wade through some copious amounts of cow flotsam.

Trials pg 77Organized Crime pg 78Economics pg.