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What Lies Beyond Reason Player's Guide Pay What You Want
Publisher: Pyromaniac Press
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by Megan R. [Featured Reviewer] Date Added: 11/15/2015 12:58:05

The Introduction, coupled with a map of the city of Anduria, sets the scene for the What Lies Beyond Reason adventure path. The book is made up of two parts, one about the city and one about creating characters suitable for the adventures to be played out there. Whilst the campaign can be played on any campaign world, it's recommended that this fascinating city is used - there's likely to be a suitable location for it on whatever world you want to use.

The City section describes Anduria in considerable detail (whilst promising more in a forthcoming Campaign Guide. It's the level of information that a well-informed visitor ought to be able to glean, with history and legends as well as an outline of the different parts of the city. It's a bustling place, home to many races, with a busy marketplace and many established commercial concerns. Adventurers been notoriously thirsty, a listing of ten of the best-known taverns in town is likely to be well-used. There are many active guilds, who hold the power via a city council. These are interesting in that they go beyond the traditional 'trade association' view of a guild, different guilds being responsible for running various aspects of city management - such as providing public works, ambassadors, healing, civil defence and so on - yet many grant admission based more on ability to pay a fee than any skill or achievement related to the guild's area of interest.

Further information covers daily life, prevalent attitudes (such as the viewing of all overt religious belief with disfavour), law and order and even the local 'pest problem' of tiny balls of energy that swarm around like elemental insects. All combine to paint a picture of an intriging and well-developed city that would make an interesting destination for a visit.

Section 2: Adventurers helps players create suitable characters, bearing in mind the What Lies Beyond Reason is essentially an urban campaign. Classes which favour interaction are likely to be more successful, with fighting men equally welcome (although those who like to ride will find limited opportunities in the crowded streets!). Those of a more wild background - barbarians or classes suited to wilderness life - may stand out a little, but are welcomed provided they can adapt to city life. Clerics will have to watch their step in a city that is intolerant of religion. On the other hand, there's no racial intolerance, so characters of any race will be made welcome. So will most forms of companions, familiars, eidolons, and the like - the city prides itself on being cosmopolitan. Whilst interaction skills such as Bluff, Diplomacy or Sense Motive will come in handy, the Adventure Path will provide ample opportunity for those with martial skills and those aimed at activities such as infiltration to shine in their turn. There are some notes on new uses for old skills appropriate to the city, and (should you care to use them) some campaign traits.

A nice balance of 'fluff' and 'crunch' sets the scene without giving much away, providing an intriging setting that sounds like it would be entertaining to visit, never mind the adventures that are in the works. Can't wait for more!



Rating:
[5 of 5 Stars!]
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What Lies Beyond Reason Player's Guide
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