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	<title>Frank's Blog</title>
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	<link>http://frankjamison.com/blog</link>
	<description>Don't Believe Everything You Think!</description>
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		<title>Psionic Power</title>
		<link>http://frankjamison.com/blog/?p=379</link>
		<comments>http://frankjamison.com/blog/?p=379#comments</comments>
		<pubDate>Tue, 14 Sep 2010 07:37:43 +0000</pubDate>
		<dc:creator>fjamison</dc:creator>
				<category><![CDATA[D&D 4E Books]]></category>

		<guid isPermaLink="false">http://frankjamison.com/blog/?p=379</guid>
		<description><![CDATA[A psionic character wields the power of the mind, whether honed by rigorous training or inspired by wild and uncontrollable impulse. Disciplined monk and psion, unhindered ardent and battlemind &#8211; psionic characters defend the world against dark threats with the most potent of all arms, the weapon within. Psionic characters unlock the unexpected power of [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.overstock.com/Books-Movies-Music-Games/Psionic-Power-Hardcover/4449162/product.html" target="_blank"><img src="http://frankjamison.com/blog/wp-content/uploads/2010/09/Psionic-Power.jpg" alt="" title="Psionic Power" width="191" height="255" class="alignleft size-full wp-image-380" /></a>A psionic character wields the power of the mind, whether honed by rigorous training or inspired by wild and uncontrollable impulse. Disciplined monk and psion, unhindered ardent and battlemind &#8211; psionic characters defend the world against dark threats with the most potent of all arms, the weapon within.</p>
<p>Psionic characters unlock the unexpected power of their consciousness, bringing it to bear in the fighting techniques they master or the magical effects they create. Characters who study the psionics traditions passed down through generations can transcend the body&#8217;s limits, eventually apprehending the whole of creation with a single thought.</p>
<p>Like <em>Primal Power</em>, <em>Divine Power</em>, and <em>Arcane Power</em> before it, <em>Psionic Power</em> focuses on and is organized around the four psionic classes &#8211; the subtle ardent, the forthright battlemind, the focused monk, and the dedicated psion. Each chapter introduces a new class feature, new powers, and new paragon paths, and also provides a rich amount of backdrop to enhance the experience of roleplaying a psionic character. Chapter 5, &#8220;Psionic Options,&#8221; contains more than 100 new feats, information on psionics philosophies and orders, details about psionic backgrounds and bloodlines, six new epic destinies, and new magic items particularly suited to psionic characters.</p>
<p><em>Psionic Power</em> can be used in several ways. You might want to create a brand·new character using the builds and powers presented in this book, putting a different spin on the standard psionic classes. You might use new powers to customize an existing character, taking advantage of the retraining rules in the Player&#8217;s Handbook. The new feats presented here are equally useful for characters using builds from <em>Player&#8217;s Handbook 3</em> or the new builds presented in the class chapters in this book. New paragon paths and psionic bloodlines can provide unique insights into your character&#8217;s development, and new epic destinies can set the tone and goals of your character&#8217;s entire adventuring career<a href="http://www.frankjamison.com/resources/downloads/dnd4e/books/DnD4EPsionicPower.pdf" target="_blank">.</a></p>
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		<title>Marauders of the Dune Sea</title>
		<link>http://frankjamison.com/blog/?p=376</link>
		<comments>http://frankjamison.com/blog/?p=376#comments</comments>
		<pubDate>Thu, 19 Aug 2010 02:00:54 +0000</pubDate>
		<dc:creator>fjamison</dc:creator>
				<category><![CDATA[D&D 4E Adventures]]></category>

		<guid isPermaLink="false">http://frankjamison.com/blog/?p=376</guid>
		<description><![CDATA[Nightmares of desert horrors trouble the dreams of the innocent while raiders grow ever bolder beyond the walls of the great city-state of Tyr. Children cry of midnight portents, and mercantile houses fear the disruption of their trade. Bandits and merchants chase rumors of a temple hidden in the desert, an ancient shrine to the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.overstock.com/Books-Movies-Music-Games/Marauders-of-the-Dune-Sea-Paperback/4449149/product.html" target="_blank"><img src="http://frankjamison.com/blog/wp-content/uploads/2010/08/Marauders-of-the-Dune-Sea.jpg" alt="" title="Marauders of the Dune Sea" width="191" height="260" class="alignleft size-full wp-image-377" /></a>Nightmares of desert horrors trouble the dreams of the innocent while raiders grow ever bolder beyond the walls of the great city-state of Tyr. Children cry of midnight portents, and mercantile houses fear the disruption of their trade. Bandits and merchants chase rumors of a temple hidden in the desert, an ancient shrine to the primordial Ul-Athra said to safeguard a fragment of the artifact known as the Crown of Dust. Can the heroes recover a caravan lost in the wastes, repel the threat of vicious raiders, and win the relic from the perilous temple?</p>
<p>During the Green Age of Athas, civilization reached its zenith, and great structures were built above and below the surface of the earth. Today, lost ruins of that period lie across the Tablelands and beyond. Most of these crumbling structures are empty and worthless, but others have endured the ages, still guarding the secrets of ancient days.</p>
<p>Recently, gith nomads discovered the Face in the Stone, an old temple northeast of Tyr. Within the shrine, the gith found doors that bore runes referring to the relic of Ul-Athra, an entity also known as the Dust Kraken or the Mouths of Thirst. While trying to open the doors, the gith were attacked by creatures in the temple. The surviving nomads fled and made for the base of the raider lord Yarnath the Skull, hoping that he would reward their discovery. However, before the gith could reach Slither, Yarnath&#8217;s crawling citadel, a sandstorm caught them unprotected in the desert and slew them.</p>
<p>Later, Yarnath&#8217;s raiders found fragments of a journal among the nomads&#8217; remains and pieced together what the gith had found, but the bandits did not know the location of the ruin. In addition, they found hints that the sandstorm that killed the gith was unnatural.</p>
<p>Intrigued, Yarnath became determined to find the Face in the Stone and its mysterious relic. He turned his attention to merchant caravans that passed through the area, hoping to force caravaneers to give up the location of the ruin. Unfortunately for the raider lord, so far everyone has been ignorant of the old temple.</p>
<p>Marauders of the Dune Sea is a Dungeons &#038; Dragons adventure for five 2nd-level player characters. It can be played as a follow-up to the short adventure in the Dark Sun Campaign Setting. The characters should approach or reach 4th level by the end of the adventure<a href="http://www.frankjamison.com/resources/downloads/dnd4e/adventures/DnD4EMaraudersOfTheDuneSea.pdf" target="_blank">.</a></p>
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		<title>Dark Sun Creature Catalog</title>
		<link>http://frankjamison.com/blog/?p=371</link>
		<comments>http://frankjamison.com/blog/?p=371#comments</comments>
		<pubDate>Thu, 19 Aug 2010 01:37:02 +0000</pubDate>
		<dc:creator>fjamison</dc:creator>
				<category><![CDATA[D&D 4E Books]]></category>

		<guid isPermaLink="false">http://frankjamison.com/blog/?p=371</guid>
		<description><![CDATA[Life in Athas is a harrowing experience. The land abounds with perilous hazards and deadly monsters. In spartan gladitorial arenas, contenders battle armored braxats and hardened muls that are intent on eviscerating them for the crowd&#8217;s pleasure. In the merciless wastes, belgoi draw adventurers to their doom with the alluring jingle of bells, or savage [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.overstock.com/Books-Movies-Music-Games/Dark-Sun-Creature-Catalog-Paperback/4449142/product.html" target="_blank"><img src="http://frankjamison.com/blog/wp-content/uploads/2010/08/Dark-Sun-Creature-Catalog.jpg" alt="" title="Dark Sun Creature Catalog" width="191" height="260" class="alignleft size-full wp-image-372" /></a>Life in Athas is a harrowing experience. The land abounds with perilous hazards and deadly monsters. In spartan gladitorial arenas, contenders battle armored braxats and hardened muls that are intent on eviscerating them for the crowd&#8217;s pleasure. In the merciless wastes, belgoi draw adventurers to their doom with the alluring jingle of bells, or savage humanoid tribes of gith or halflings hunt travelers for pleasure, loot, and even food. And, in the Sea of Silt, giants guard their borders against any trespassers who manage to survive the constricting tentacles of the silt horrors.</p>
<p>The Dark Sun Creature Catalog contains nearly 200 monsters and hazards. It is your guide to building adventures and encounters in the Dark Sun setting. With this book, you can alter existing monsters using themes, add fantastic terrain to spice up an encounter area, or introduce nonplayer characters that can be either allies or enemies of the player characters. This book is meant to be used in conjunction with the Dark Sun Campaign Setting, which describes Athas in greater detail and discusses how to create characters and how to run a game in the setting<a href="http://www.frankjamison.com/resources/downloads/dnd4e/books/DnD4EDarkSunCreatureCatalog.pdf" target="_blank">.</a></p>
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		<title>Dark Sun Campaign Setting</title>
		<link>http://frankjamison.com/blog/?p=368</link>
		<comments>http://frankjamison.com/blog/?p=368#comments</comments>
		<pubDate>Sun, 15 Aug 2010 18:37:28 +0000</pubDate>
		<dc:creator>fjamison</dc:creator>
				<category><![CDATA[D&D 4E Books]]></category>

		<guid isPermaLink="false">http://frankjamison.com/blog/?p=368</guid>
		<description><![CDATA[Sand, rock, sun, burning heat &#8211; these are the only properties that Athas possesses in abundance. Every living creature in the world works constantly to obtain food and safeguard water. Hunters might go days without finding suitable prey, and herders must drive their flocks from place to place to find good grazing. Water is scarce [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.overstock.com/Books-Movies-Music-Games/Dark-Sun-Campaign-Setting-Hardcover/4449151/product.html" target="_blank"><img src="http://frankjamison.com/blog/wp-content/uploads/2010/08/Dark-Sun-Campaign-Setting.jpg" alt="" title="Dark Sun Campaign Setting" width="198" height="260" class="alignleft size-full wp-image-369" /></a>Sand, rock, sun, burning heat &#8211; these are the only properties that Athas possesses in abundance. Every living creature in the world works constantly to obtain food and safeguard water. Hunters might go days without finding suitable prey, and herders must drive their flocks from place to place to find good grazing. Water is scarce in the known regions of Athas, and those who control life-giving wells or springs jealously guard access to such riches.</p>
<p>City dwellers enjoy more security than do nomads or villagers living in the deserts, but it takes legions of workers &#8211; most of them slaves &#8211; toiling in the fields to support a city’s population. Great and terrible sorcerer-kings rule the city-states, each a long-lived tyrant who crushes dissent. Rapacious nobles, corrupt templars, ruthless merchants, and legions of brutal soldiers profit from or support the sorcerer-kings’ reigns, while the common folk groan under unjust laws and harsh taxation. Slaves survive only as long as they can earn one more day’s worth of food and water with their backbreaking toil. For most people, life is a choice between struggling to survive in the wasted wilderness or trading freedom for the relative safety of the oppressive city-states.</p>
<p>This is Athas, a world of cruelty and tyranny. Yet it is also a place of savage beauty and barbaric splendor &#8211; a world of heroes<a href="http://www.frankjamison.com/resources/downloads/dnd4e/books/DnD4EDarkSunCampaignSetting.pdf" target="_blank">.</a></p>
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		<title>Demonomicon</title>
		<link>http://frankjamison.com/blog/?p=364</link>
		<comments>http://frankjamison.com/blog/?p=364#comments</comments>
		<pubDate>Tue, 03 Aug 2010 20:02:43 +0000</pubDate>
		<dc:creator>fjamison</dc:creator>
				<category><![CDATA[D&D 4E Books]]></category>

		<guid isPermaLink="false">http://frankjamison.com/blog/?p=364</guid>
		<description><![CDATA[Demons are the manifestation of malign chaos &#8211; the embodiment of vile perversion and elemental ruin. Even the weakest of these creatures are hideous to behold, their features the stuff of nightmares. The most powerful fiends are anathema to mortal sensibilities, their mere presence enough to drive other creatures to madness. As living engines of [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.overstock.com/Books-Movies-Music-Games/Demonomicon-Hardcover/4375258/product.html" target="_blank"><img src="http://frankjamison.com/blog/wp-content/uploads/2010/08/Demonomicon.jpg" alt="" title="Demonomicon" width="191" height="260" class="alignleft size-full wp-image-365" /></a>Demons are the manifestation of malign chaos &#8211; the embodiment of vile perversion and elemental ruin. Even the weakest of these creatures are hideous to behold, their features the stuff of nightmares. The most powerful fiends are anathema to mortal sensibilities, their mere presence enough to drive other creatures to madness. As living engines of annihilation, demons have an innate desire to consume and destroy while causing as much pain as possible. Fear and mercy are unknown to their kind.</p>
<p>Peel away the veneer of virtue, civility, and charity, and each mortal race reveals a writhing core of corruption and rage. It is said that the progenitors of demonkind were not unlike the mortal races once, but their darkness grew within them until it warped them in body and soul. Now, a demon&#8217;s every thought is tainted by hatred and malice.</p>
<p>This book provides new insights into the history, life, and horror of these iconic monsters, bringing to life the information presented in one of the game&#8217;s most legendary works &#8211; the <em>Demonomicon of Iggwilv</em>. Be warned, however &#8211; the lore contained in these pages is perilous indeed<a href="http://www.frankjamison.com/resources/downloads/dnd4e/books/DnD4EDemonomicon.pdf" target="_blank">.</a></p>
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		<title>HS2 Orcs of Stonefang Pass</title>
		<link>http://frankjamison.com/blog/?p=361</link>
		<comments>http://frankjamison.com/blog/?p=361#comments</comments>
		<pubDate>Tue, 03 Aug 2010 19:54:25 +0000</pubDate>
		<dc:creator>fjamison</dc:creator>
				<category><![CDATA[D&D 4E Adventures]]></category>

		<guid isPermaLink="false">http://frankjamison.com/blog/?p=361</guid>
		<description><![CDATA[The mighty Ironwall Mountains lie west of the Nentir Vale. Anyone who follows the old trade road southwest of the village of Winterhaven eventually arrives at the frontier village of Timbervale, in the shadow of this indomitable mountain range. The Ironwalls are impassable save for one deadly route: Stonefang Pass. The tunnel through Stonefang Mountain [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.overstock.com/Books-Movies-Music-Games/Orcs-of-Stonefang-Pass-Paperback/4375257/product.html" target="_blank"><img src="http://frankjamison.com/blog/wp-content/uploads/2010/08/HS2-Orcs-of-Stonefang-Pass.jpg" alt="" title="HS2 Orcs of Stonefang Pass" width="191" height="260" class="alignleft size-full wp-image-362" /></a>The mighty Ironwall Mountains lie west of the Nentir Vale. Anyone who follows the old trade road southwest of the village of Winterhaven eventually arrives at the frontier village of Timbervale, in the shadow of this indomitable mountain range. The Ironwalls are impassable save for one deadly route: Stonefang Pass. The tunnel through Stonefang Mountain offered safe passage to all friends of the dwarven Glintshield clan, until the dwarves mysteriously disappeared. Stories claim that the clan fell to infighting and that the dwarves slaughtered one another in a terrible civil war.</p>
<p>After years of isolation, the dwarves of the Glintshield clan have reappeared. The clan is trying to return to its ancestral holdings and reopen the way through the mountains. The dwarves had begun rebuilding the citadel that guards the far entrance of the pass when their blood enemies, the Severed Eyes orcs, attacked them. Those dwarves who were not killed or captured fled into the pass, a deadly tunnel through the mountain, and sealed it shut behind them. They now seek brave souls to defeat the orcs, promising the wealth of kings to any heroes willing to help them.</p>
<p>Yet this is only half the story. Unknown to all but members of the Shadowed Chain, a secret cult among the Glintshield clan, Stonefang Pass is not named for the mountain it pierces, but rather for the terrible being entombed beneath the mountain by ancient dwarves: an earth titan. The civil war that nearly caused the clan&#8217;s ruin started over the theft of an item intended to bind the titan. The cultists had hoped to return the item to the binding site when the pass was made safe, but fate intervened. Some of the cult members stayed behind for this purpose when the rest of the clan fled through the dark, but the orcs followed the cultists and hindered their efforts. Now the titan stirs, causing earthquakes to shake the mountain<a href="http://www.frankjamison.com/resources/downloads/dnd4e/adventures/DnD4EHS2OrcsOfStonefangPass.pdf" target="_blank">.</a></p>
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		<title>Tomb of Horrors</title>
		<link>http://frankjamison.com/blog/?p=358</link>
		<comments>http://frankjamison.com/blog/?p=358#comments</comments>
		<pubDate>Tue, 03 Aug 2010 19:44:14 +0000</pubDate>
		<dc:creator>fjamison</dc:creator>
				<category><![CDATA[D&D 4E Adventures]]></category>

		<guid isPermaLink="false">http://frankjamison.com/blog/?p=358</guid>
		<description><![CDATA[Few villians throughout the history of the Dungeons &#038; Dragons game have a legacy as daunting as that of Acererak the demilich. From the earliest days of the game, tales of his lair have spread throughout populations of bold characters and fascinated players alike. It was a short adventure that first introduced Acererak and his [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.overstock.com/Books-Movies-Music-Games/Tomb-of-Horrors-Hardcover/4375235/product.html" target="_blank"><img src="http://frankjamison.com/blog/wp-content/uploads/2010/08/Tomb-of-Horrors.jpg" alt="" title="Tomb of Horrors" width="191" height="260" class="alignleft size-full wp-image-359" /></a>Few villians throughout the history of the Dungeons &#038; Dragons game have a legacy as daunting as that of Acererak the demilich. From the earliest days of the game, tales of his lair have spread throughout populations of bold characters and fascinated players alike. It was a short adventure that first introduced Acererak and his penchant for fiendish traps, but that adventure&#8217;s name has lived on throughout every incarnation of the game. You know it, of course, as Gary Gygax&#8217;s original <em>Tomb of Horrors</em>.</p>
<p>It&#8217;s time to bring Acererak&#8217;s legacy to today&#8217;s garners.</p>
<p>The 4th Edition <em>Tomb of Horrors</em> is not a simple conversion of the original adventure. Why not? In addition to the fact that many players are familiar with the original adventure in one way or another, the game play and design aesthetics of the game have evolved over the various editions; it would be doing both the 4th Edition game and the original adventure a disservice for us to simply convert the latter to the former and call it a day.</p>
<p>Instead, this adventure involves the characters in Acererak&#8217;s ongoing schemes, exploring not one but three other &#8220;tombs of horror,&#8221; created by the demilich for his own inscrutable purposes. Like the 2nd Edition game&#8217;s boxed set <em>Return to the Tomb of Horrors</em> by Bruce R. Cordell, this adventure builds on Acererak&#8217;s legacy and finds inspiration in the original<a href="http://www.frankjamison.com/resources/downloads/dnd4e/adventures/DnD4ETombOfHorrors.pdf" target="_blank">.</a></p>
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		<title>Vor Rukoth: An Ancient Ruins Adventure Site</title>
		<link>http://frankjamison.com/blog/?p=355</link>
		<comments>http://frankjamison.com/blog/?p=355#comments</comments>
		<pubDate>Tue, 03 Aug 2010 19:31:48 +0000</pubDate>
		<dc:creator>fjamison</dc:creator>
				<category><![CDATA[D&D 4E Books]]></category>

		<guid isPermaLink="false">http://frankjamison.com/blog/?p=355</guid>
		<description><![CDATA[Vor Rukoth: An Ancient Ruins Adventure Site is a book for Dungeon Masters that explores the crumbling ruins of a once-great tiefling city of the empire of Bael Turath. It is not intended to present a cohesive adventure path, but rather, dozens of locations and hooks that you can weave into an existing adventure or [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.overstock.com/Books-Movies-Music-Games/Vor-Rukoth-Paperback/4375259/product.html" target="_blank"><img src="http://frankjamison.com/blog/wp-content/uploads/2010/08/Vor-Rukoth.jpg" alt="" title="Vor Rukoth" width="191" height="260" class="alignleft size-full wp-image-356" /></a>Vor Rukoth: An Ancient Ruins Adventure Site is a book for Dungeon Masters that explores the crumbling ruins of a once-great tiefling city of the empire of Bael Turath. It is not intended to present a cohesive adventure path, but rather, dozens of locations and hooks that you can weave into an existing adventure or campaign setting.</p>
<p>With Vor Rukoth, you can put together narrative threads as you see fit, forming a tapestry that produces a campaign or providing a series of short, one-shot quests. Characters might visit Vor Rukoth occasionally, searching for lost lore, valuable items, or ancient magic. The numerous quests and hooks described here can also be the basis for lengthy adventures in and around the ruins. For example, a rich patron might send the adventurers to the city to recover an item, but in the process of retrieving the relic, they might run afoul of the Blackwhips slavers. After they deal with the slavers, one of the freed captives might ask the heroes for help in searching for a relative who went missing in the ruins.</p>
<p>Vor Rukoth is suitable for characters from 1st to 15th level. It assumes you have the Player&#8217;s Handbook, Monster Manual, and Dungeon Master&#8217;s Guide core rulebooks. It makes reference to various other books, but they are not necessary for play<a href="http://www.frankjamison.com/resources/downloads/dnd4e/books/DnD4EVorRukoth.pdf" target="_blank">.</a></p>
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		<title>Monster Manual 3</title>
		<link>http://frankjamison.com/blog/?p=352</link>
		<comments>http://frankjamison.com/blog/?p=352#comments</comments>
		<pubDate>Tue, 22 Jun 2010 06:35:29 +0000</pubDate>
		<dc:creator>fjamison</dc:creator>
				<category><![CDATA[D&D 4E Books]]></category>

		<guid isPermaLink="false">http://frankjamison.com/blog/?p=352</guid>
		<description><![CDATA[You can never have enough monsters in a Dungeons &#038; Dragons campaign. With more than 300 new creatures contained within its pages, Monster Manual 3 features a fiendish array of clever tricksters, hulking brutes, and diabolical villains to vex player characters. From the treacherous jackalwere to the insane derro, a number of classic Dungeons &#038; [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.overstock.com/Books-Movies-Music-Games/Monster-Manual-3-Hardcover/4313657/product.html" target="_blank"><img src="http://frankjamison.com/blog/wp-content/uploads/2010/06/Monster-Manual-3.jpg" alt="" title="Monster Manual 3" width="190" height="255" class="alignleft size-full wp-image-353" /></a>You can never have enough monsters in a Dungeons &#038; Dragons campaign. With more than 300 new creatures contained within its pages, Monster Manual 3 features a fiendish array of clever tricksters, hulking brutes, and diabolical villains to vex player characters. From the treacherous jackalwere to the insane derro, a number of classic Dungeons &#038; Dragons monsters join 4th Edition with the arrival of this book.</p>
<p>If you&#8217;ve read the first two books of this series, you&#8217;ll probably notice a number of differences in this book&#8217;s approach to describing monsters. For instance, the &#8220;flavor&#8221; text that accompanies a creature&#8217;s statistics block relies more on story material rather than game mechanics to get its message across. This change was made because many monsters have vivid stories tied to the game&#8217;s setting. As the designers moved forward and explored monsters, both new and old, they wanted to do more to showcase the background, history, and unique characteristics that make a monster interesting. Their goal was to ensure that new monsters earn a place in your campaign not only through fun and innovative mechanics but also because of a compelling story that ignites the imagination.</p>
<p>Another big change is the layout of a monster&#8217;s statistics block, which was redesigned to make it easier for you to play the creature (and all of its allies) at the table. There are four pages of full discussion on how to read and use the statistics blocks.</p>
<p>At the end of this book is a comprehensive, up-to-date glossary of game terms that appear in Monster Manual 3 as well as in other rule books<a href="http://www.frankjamison.com/resources/downloads/dnd4e/books/DnD4EMonsterManual3.pdf" target="_blank">.</a></p>
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		<title>Player&#8217;s Handbook Races: Tieflings</title>
		<link>http://frankjamison.com/blog/?p=347</link>
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		<pubDate>Thu, 17 Jun 2010 02:04:36 +0000</pubDate>
		<dc:creator>fjamison</dc:creator>
				<category><![CDATA[D&D 4E Books]]></category>

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		<description><![CDATA[You bear the mark of evil. One ancient transgression echoes down through the generations to you, bestowing an inheritance of wrongdoing written across your face and form. This curse flows in your blood, and it taints every interaction you have, from the day you&#8217;re born until the day you die. To be a tiefling is [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.overstock.com/Books-Movies-Music-Games/Players-Handbook-Races-Paperback/4313655/product.html" target="_blank"><img src="http://frankjamison.com/blog/wp-content/uploads/2010/06/Players-Handbook-Races-Tieflings.jpg" alt="" title="Player&#039;s Handbook Races - Tieflings" width="191" height="260" class="alignleft size-full wp-image-348" /></a>You bear the mark of evil.</p>
<p>One ancient transgression echoes down through the generations to you, bestowing an inheritance of wrongdoing written across your face and form. This curse flows in your blood, and it taints every interaction you have, from the day you&#8217;re born until the day you die.</p>
<p>To be a tiefling is to be defiant &#8211; defiant of the stares, proud despite the whispers, and sure of yourself regardless of a heritage of darkness. Tieflings laugh in the faces of those who would judge, sneer at those filled with ignorant fear, and stand tall amid all the accusations, spoken or unspoken.</p>
<p>To play a tiefling is to wield the power granted by an ancient evil, and to adopt the sly grin and twinkling eye. With a tiefling character, you play the part of the ne&#8217;er-do-well who doesn&#8217;t mean any harm, the rake with a heart of gold, the reluctant hero, the rogue scholar tempted by forbidden knowledge, or the antihero who stalks the shadows while trying to fight his own darker nature.</p>
<p>This book is your guide to creating and playing a tiefling character. It provides a comprehensive introduction to the history, beliefs, behavior, and attitudes of tieflings in the world of the Dungeons &#038; Dragons game. It explores these elements by presenting a wealth of resources for developing your character: background elements, feats, powers, paragon paths, and an epic destiny to help your character embody the struggle he or she faces both in the world and from within his or her own skin.</p>
<p>The book focuses on developing your character as a person with background and motivation: a person who is distinctively a tiefling. Game elements can only go so far to bring your character to life. But by combining these game elements with story background and personal quirks and foibles, you can turn your character into a living, breathing part of the campaign world.</p>
<p>This book doesn&#8217;t include racial feats, paragon paths, and other material appearing in other sources, either in print or online. Because the game is constantly growing and expanding, no index to those game elements would stay up to date for long<a href="http://www.frankjamison.com/resources/downloads/dnd4e/books/DnD4EPlayersHandbookRacesTieflings.pdf" target="_blank">.</a></p>
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