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the book could be filled with hundreds of items, but none of<br />

them would really be much more than a set of values.<br />

Here, each item is given at least one page and only a small<br />

portion of it relates to the game-effects of the item. A<br />

background is built for the item that can bring it into your<br />

campaign as more than just a trinket found on a dungeon<br />

floor that is likely to be sold off as soon as the party returns<br />

to town. I know that DM’s sometimes like to use magic<br />

items as adventure hooks and this book does an immense<br />

amount of the work for you. Now, you’re probably not<br />

going to use all of the items found herein during the course<br />

of one adventure, or even several, but they can be tossed<br />

into the mix once in a while to keep things interesting.<br />

Some of the items are definitely not good in nature and<br />

could lead to some party/player discontent if they don’t<br />

have means to reverse its effects or if they haven’t been hit<br />

with “kill you dead” or “make your life suck” kind of stuff.<br />

Gotta learn sometime though.<br />

BASICS<br />

Occult Items of Power is a 128-page hardcover book from<br />

Fast Forward Entertainment that adds 52 new unusual<br />

magic items and artifacts to your d20 fantasy rpg. It has a<br />

color cover and black & white interior with a retail price of<br />

$24.99 USD.<br />

BETWEEN THE COVERS<br />

Inside Occult Items of Power you’ll get 52 new items and<br />

your first thought might be, “52? Isn’t that a little on the<br />

low end for my twenty-five bucks?” That was my first<br />

thought upon reading the back cover of the book, but after<br />

cracking it open and reading it I found that there is much<br />

more there.<br />

Yes, there are 52 new magic items inside broken up into<br />

several chapters (Crystal Balls, Rings, Candle Fixtures,<br />

Pendants, Masks, Tankards and Glasses, and Miscellany)<br />

none of which really dominate the book, but you will find<br />

more items in the Pendants and Miscellany chapters than in<br />

others.<br />

Each item is fully fleshed out with an accompanying picture<br />

and text to go along with the regular item stats that you<br />

would expect. If all that was presented were the stats then<br />

In my mind the more powerful items, and there certainly<br />

are some here that I wouldn’t want to be on the receiving<br />

end of, would be better used as centerpieces of a quest or<br />

part of a campaign and not as items for the players to<br />

covet and fight for in the pursuit of personal power. Not<br />

only is that good, but I think that it’s great how the written<br />

background of the items can really help a DM build an<br />

adventure, or series of adventures, around it and maybe<br />

nobody knows that the item which could look completely<br />

mundane is at the center of the whole affair.<br />

You’ll also get four new Prestige Classes, the Corruptor (,<br />

the King’s Questioner (torturer/inquisitor), the Security<br />

Watchman (bodyguard), and the Triad. All are linked or<br />

built upon the background of items in the book and while<br />

the Security Watchman is my favorite of the group the<br />

Triad is the most interesting, and maybe most difficult to<br />

pull off. It offers a lot of bonuses to three, not one,<br />

character, but all three must take the PrC and losing the<br />

bonuses can come quickly especially in a campaign with a<br />

high mortality rate. It’s kind of like a group PrC.<br />

VALUE<br />

So, do you want to drop twenty-five dollars for this book?<br />

It’s definitely a DM’s book and one that you probably won’t<br />

consider grabbing if you’re exclusively on the player end of<br />

the game.<br />

As a DM I liked the book quite a bit and can see lots of<br />

good (and bad depending on your point of view and where<br />

you’re PC is standing) things to liven up a campaign.<br />

WWW.FASTFORWARDGAMES.COM

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