Showing posts with label Arcadia. Show all posts
Showing posts with label Arcadia. Show all posts

Monday, July 7, 2025

Arcadia 7 Reactions

Image is copyright MCDM Productions 

The question is whether it’s a human skull surrounded by tiny fey, or a giant skull surrounded by large fey? It does remind me of the location of Giant’s Rest, which Matt Colville used in his Dusk campaign, and featured a giant skull. Regardless, the cover by Ian Ameling is very cool. Reminds me of A Midsummer Night’s Dream

The editor’s note by James Introcaso focuses on the common theme of nature in this issue’s articles. 

The first is The Pickling Guild, by Sharang Biswas. In my previous glances at this issue I’ve skipped over this article due to the title, but this time I took a closer look—and I’m glad I did! I was missing out! While the guild masquerades as a group of food aficionados focused on pickling and fermentation, it really is a front for an inner circle that seeks to heal the sick and prevent terrible diseases and poisons from being unleashed on the world. The article offers plenty of adventure seeds to introduce the guild and a number of interesting NPCs with their own quest hooks to add to a campaign. Additionally, membership in the guild provides some fun benefits including privileged access to information, weapons, and facilities. I may introduce them in my Ptolus campaign. Finally, I was in error in my last observation on the Grim Accord—this article also provides an NPC domain for the Pickling Guild—meaning there is a little more support for domain play from Kingdoms & Warfare.

The next article is Wonders From the Wild, by Hannah Rose, which focuses on new nature themed magic items and spells. It’s noted that these are primarily intended for druids and rangers. This is a very mechanically dense article, with lots of interesting things to potentially add to your game. This includes no less than fifteen magic items, all of which are unique and very well suited to nature themed characters. One of my personal favorites is the Cloak of the Grove Guardian, a legendary item allowing a druid to animate two trees, giving them non-intelligent treant stats. This feels exactly like the type of thing a druid should be capable of at high levels. The various magic staffs are also great and very thematic, even including story hooks providing options of ways to inject them into your story, like the Staff of Granite Peaks being in its bridge form across a chasm (super cool, right?) and the command word appearing in the player who will gain its mind when they touch the handrail (the illustration of this is also a beautiful piece by Kent Davis Jr.). Other, less interesting items essentially remove the spell slot and preparation tax of taking speak with animals and other similar spells. These aren’t game breaking, and give druids and rangers more story opportunities to highlight their connections to nature and living creatures. 

The spells also seem well designed, and perhaps modeled on other spells with more appropriate flavoring for nature-based descriptions. They are primarily battlefield control spells from my read through, but I’m sure creative players could find interesting applications.

Aethelfaer, by Sara Thompson, is the final article of this issue. This is a unique article, detailing one specific NPC rather than a group, and providing an encounter (really a mini-adventure scenario) to introduce him. The titular character is Aethelfaer, which when broken into the component parts, aethel and faer, seems to mean "noble" or "princely" "traveler" according to the often incorrect internet. This meaning does seem to hit the character's traits on the nose though. Aethelfaer is characterized as a wood elf, who is a defender and respecter of nature. The intro paragraph of character fiction depicts him hunting a deer, which he kills quickly and cleanly with an arrow, then does a ritual to thank the creature for it's sacrifice to nourish him and confirm that he will not waste any part of it. Aethelfaer was also born with meromelia, a condition that causes the absence of limbs. He makes use of some very cool prosthetics (said to be made of "red elm and owlbear teeth" in place of a right arm and foot. I appreciate both a discussion of how Aethelfaer uses and views his prosthetics, which I think helps both accurately and sensitively portray these in gameplay. I also like the discussion of how players might also use prosthetics, from the standpoint of inclusion and providing an awesome opportunity to roleplay a different life experience.

The artwork of Aethelfaer is by Grace Cheung, MCDM's on-staff artist, and is an outstanding piece. In the article is also include a d12 table of plot hooks to include Aethelfaer, some of which are very fleshed out and detailed. The stat block isn't anything crazy, with Aethelfaer having ranger traits and abilities. The interesting details are tied to a vial of poison he hides in his prosthetic arm, along with a once per day Deflect feature, allowing him to reduce a ranged weapon's attack damage with his arm, or to catch the object and hurl it back if the damage is reduced to zero. The other cool inclusion is "Common Signs" as a language, which is presented in a sidebar as a universal language amongst disabled communities. A cool bit of inclusive worldbuilding that could be pulled into other scenarios and games (for instance, a cleric in my Empire of the Ghouls game spent a downtime attempting to learn sign language to be able to communicate silently with his teammates).

On to Arcadia 8!

Arcadia Reactions Page

Monday, June 16, 2025

Arcadia 6 Reactions

 

Image is copyright MCDM Productions

Arcadia 6–very psionic themed cover from Nephelomancer. The intro letter from James Introcaso focuses on how this issues provides lots of interesting villains. Developing villains so that the party has a named and real adversary to oppose over several sessions or more is one particular aspect of Gaming that I want to develop further in myself. Hopefully this will be a helpful issue on that front.

The first article is from perhaps my personal favorite RPG creator and author, Mike Shea, or Sly Flourish. In this article, Mike outlines the Grim Accord, a party of rival, villainous adventurers to oppose a player party. These NPCs are all CR 4, making them optimal for use against a level seven or eight party. The article even includes a brief description of a lair and various mini plots for the Grim Accord. Finally it includes a sheet showing the group as an NPC domain for use with Kingdoms & Warfare. To my knowledge, except for the unit cards in the Talent product, this is the only additional MCDM product support for the domains portion of that book. Which frankly is a darn shame.

The next article is the Armor of Zevellon, by Gabe Hicks. It outlines a unique set of magic items with an interesting plot hooks—essentially an elf warlord sought to become a god, achieving demigod status. Before death they transferred their life force into the titular armor. I really dig the story, and actually think it would be really easy to convert into a relic of Valeresh, the head of the Midgard elven gods, in my Empire of the Ghouls game.

The armor is extremely powerful individually and a bit bonkers together. The catch is you can’t remove it once worn. It also compels you to “seek out the remaining pieces at all cost.” There’s also a nice adventure included to introduce the item—this is a great touch, as the largest difficulty of adding an interesting item into your narrative is taken care of.

The final article is Spelunking! by H.H. Carlan. The maps included in this longer adventure are beautifully done if simple in structure and provide some interesting encounters. Overall, the adventure isn’t totally to my taste. The main plot is rescuing a group of kids from the haunted caves near a small town. Reminds me of Scooby-Doo rather than the usual heavier vibe I go for in my RPG products. However, it is a well written and developed scenario worth taking a look at, particularly as a scenario for kids or teenagers playing 5e.

That’s it for Arcadia 6!

Arcadia Reactions Page

Monday, May 26, 2025

Arcadia 5 Reactions

Image is copyright MCDM Productions

Another beautiful piece of cover art from Sean Andrew Murray depicting some sort of great siege engine. I love it.

Introcaso’s editor’s note focuses on asking logical questions about the fantastic details of our D&D worlds and carrying them to their conclusions. Certainly good advice for world building and reflected in this issue.

The first article is Long-Term Curses by Leon Barillaro. This provides six curses immune to the Remove Curse spell. These all seem to be less mechanical than narrative elements. The Curse of the Betrayed is interesting narratively, but seems like it would be difficult to do in practice. The Curse of Cassandra, paying homage to the Iliad, seems like it would be easier to roleplay. It’s harder to keep control of a group that is actively undermining one another and lying because it creates greater opportunities for problematic player behavior. While the prophecy curse provides an interesting narrative component that is easier to implement (the other characters simply need to act as though they don’t believe the prophecy, which is the curse, exactly as portrayed in the source material). 

The Curse of the Living Dead is distinct in not really being character focused. Instead it provides the idea of a town infected by necromatic energy that causes the dead to rise at midnight, meaning that their corpses are destroyed and removed from the immediate area before they arise as zombies. Instead this is an interesting narrative element that you can insert as a quest line in almost any campaign. I may use it to describe a town in Krakovar in my Midgard campaign, defiled by the magic of the ghouls and Blood Kingdom. The characters would need to break the curse as part of their work as rebels.

The last three curses are similarly interesting narrative devices, but my favorite is the Curse of the Watchers, which slowly adds to a folk of ravens who follow an adventurer who stole a seemingly mundane item of the GM’s choice from a dungeon until the swarm attacks. This would also be a great tie in to the Grove of Crows in the Path of the Planebreaker. The Grove is essentially a horror themed demiplane with similar vibes and esthetic. Just reskin the ravens as crows.

The next article is the Goldmonger Subclasses, by Carlos Cisco. I love these subclasses, like the unique and nuanced take on avarice as a divine domain. You don’t have to be evil to be greedy or a voracious collector of valuable magic items. The article is also very well written in my opinion. 

There’s a flavorful but brief description of Pta’u as a god of deals before launching into the cleric subclass. It has some powerful features, like the ability to duplicate a domain spell effect on yourself or an object you are touching after casting it on another creature or object. That means you can cast haste on your martial friend and yourself, or a number of other decent spells. Additionally there are other interesting abilities that add up to having a degree of battlefield control. Overall probably a middling subclass in terms of power, so it shouldn’t break your game.

The next is the Circle of the Gilded Druid, focusing on guarding natural resources of gold and gems from those who would take them. So I imagine they hate miners (not a subclass for Lost Mines of Phandelver perhaps). I’d need to test out the subclass to see how it performs, but largely it tries to boost the melee capabilities of the Druid with a ranged attack boost late at level ten. You’d still have the core controller and support spells of the Druid, but this certainly seems geared towards your character primarily relying on primal savagery for most of your attacks. A small boost to AC and resistance occurs at sixth level, meaning like most druids it would be advantageous to pick an ancestry that provides earlier buffs to AC if you plan to spells any significant amount of time in melee. So some cool abilities, but limited utility as far as their use. Probably another subclass that won’t break the game.

Next is the Paladin Oath of Acquisitions. The flavor on this one immediately makes me think about running an Acquisitions Incorporated game. It would definitely be a good addition thematically. It seems a little overtuned, with several abilities allowing you to impose disadvantage on enemy attacks. The aura allows this on any enemy within 10 feet, which seems like it could do a number on a boss encounter. 

The final article is Alabaster’s Almanac, by Sam Mannell. This article details nine new spells for arcane casters. They are all generally balanced, if sometimes a little too specific in their use cases. There is an odd ninth level spell that lets you turn illusions into real objects or creatures (but not magic items). Much like the other spell offerings, potentially useful to inject on a case-by-case basis, or give to an NPC or villain in your campaign.

That’s it for Arcadia 5!

Arcadia Reactions Page

Arcadia Reactions 6

Monday, June 17, 2024

Arcadia 4 Reactions


Image is copyright MCDM Productions

Arcadia 4! Another awesome and evocative cover from Grace Cheung. I feel like this guy would make a great campaign villain or faction leader. 

This issue’s editorial letter from James Introcaso confirms that the three issue trial period of Arcadia was successful and that the magazine would continue for the indefinite future (until it ceased production in July 2023 to focus development on the upcoming MCDM RPG). He also confirms, according to polling data from the MCDM patrons, something that rings true to me. That the more basic the content the greater utility for GMs to be able to apply it to their own games. I think that makes sense, and it’s the reason some adventures in anthologies are so good and others just aren’t and can’t be shoehorned into an adventure. 

The first article is Swimming Through Sand to Sea: More Mounted Adventuring by Willy Abeel, in a follow up to his previous article in Arcadia 1. This article provides more mounts, but more significantly provides new magic items that let you take your more exotic animal companions with you even if that makes them a fish out of water, or allows them to shrink to fit into a dungeon. One, the water wagon immediately conjured up an image of an aboleth villain to me, unwilling to give up its swim speed, so now confined to the water wagon to maintain full maneuverability on land. I do feel that omnimounts, large mounts able to cross continents, feel a little underdeveloped. The single page without fleshed out unique mechanics doesn’t seem quite complete to me. Cool concept, but not something I can apply easily to create my own content.

The next article is the Chained Library by Cat Evans. A drop in location that can be added to any campaign, the library is intended to be a location where hidden and dangerous knowledge is secreted away. The artwork of the front door by Faizal Fakri is evocative and stunning. It’s an interesting concept and can be applied as either an ally or adversary to characters. I don’t love the maps at the end, partly because they lack a grid or scale, and partly because I don’t find them very evocative.

The final article is On the Road Encounters, by Derek Ruiz. This article provides five unique encounters that characters can have while traveling. Most of these are brigand-type combat encounters. One is a duel between a knight and a peasant, which I quite like. They all are fleshed out with names and motivations for the NPCs, which makes them nice drop in content. But my favorite of these is a scenario called the Cartographer, who offers several quest hooks. I love this as a diegetic device to give the players a map of the region, or provide quests.

That’s it for Arcadia 4.

Arcadia Reactions Page

Arcadia Five Reactions

Lore Book: The Edict of Deviltry

The lore book below was created to facilitate a church trial in my Ptolus campaign on the fate of the Ghostly Minstrel of the famous inn nam...