Tuesday, June 7, 2011
Book of Unremitting Horror, Cassandra's Veil of Friendship
The books comes in at 160 pages pages and contains twenty three types of horrors though because some have multiple entries the total count will be thirty distinct horrors. Want to try and stay away from calling them monsters because they are so much more than that. They have stats and can be killed but they go beyond your vampires, werewolves and demons. These are the creatures in horror movies that make your skin crawl.
Each horror is given its own write up and this is done in more of an investigative manner than a simple entry was what you would get in a monster manual. They usually start with reports of one type or another from witnesses. These will include diary entries, transcripts, newspaper articles etc. The horrors will also have a section dedicated to the thorough descriptions of their behavior and details of the clues they leave behind that will help investigators including descriptions of that the autopsies might reveal. The write ups also describe the origins of the horrors and their motivations. These write up all feature what could be multiple plot hooks to be used by the GM.
I feel the need to insert a warning at this point. The artwork in the book in many cases is jarring and not something that you may be well received being seen reading in public. The write ups of the horrors and what they do as well as the fiction used to elaborate on this is dark and may offend some. Please be warned this is not for the squeamish or those offended by truly dark horror.
After the write ups of the horrors the book contains descriptions of "artifacts" that will be connected with some of the horrors. There are a total of fifteen of these and they are not artifacts as they are normally described in other D20 or 3.x books. These do not radiate magic but many have effects connected with them and these are often undesired. I always think of someone deciding the read the Necronomicon straight through as it was described in the AD&D Deities and Demigods and immediately going insane.
Next the books has several pages dedicated to running a horror campaign and how to best incorporate the denizens of the book. The discussion covers character types, the use of weaponry and also how magic might be handled. It builds of information in the introduction pointing out that the horrors are not intended to be encounters but the big bad at the end of the story. Finally there is an adventure that will get the GM started using the material in book.
I loved this book and can not recommend it highly enough to the right persons. If you can stomach not only the gruesome and the occult this is something for you to check out. If not then maybe you would be best to avoid it. The horrors described in the book may leave a mark and that is not always a good thing for some people. I wanted to pint out that there is an excellent write up of the GUMSHOE version of the book located over at Stargazer's World.
Cassandra's Veil of Friendship
Ares Effect: Caster
Casting Time: 1 Round
Saving Throw: Negates
The casting of this spell enables the magic user to appear to any one group of individuals that they may encounter as someone friendly to them. This will have the effect of making them favorably disposed to the caster.
The saving throw for this spell will be modified by the casters knowledge of the group that they encounter. The save is made as a group using the individual with the best save option. For a group that the caster has no knowledge of the save will be made at +4. Should the caster have slight knowledge about them (i.e. they are evil brigands) the save will be made at +2. For a group that the caster has average knowledge of (i.e. they are the guards for the evil wizard at Blacktop Castle) the save will be made with no pluses or minuses. If the caster should have better than average knowledge about the group including others they might know then the save will be at -2. Should the caster have extensive knowledge such as having met a friend of the group, or having interrogated one, the save will be at -4.
This spell will make the magic user appear exactly like a friend or someone friendly to the group. The spell will even make the caster sound as the individual should to be the person they are perceived to be. The spell does not impart any specialized knowledge enabling them to better act the part of the perceived individual though..
The spell will remain in effect until the caster leaves the presence of the group for longer than three rounds. Affected individuals who leave and return will still perceive the caster as a friend provided that part of the group remained. Should the caster act in some way foreign to the expected behavior of the person they are perceived to be or say something totally alien to what would normally be said the victims are entitled to another save this time at +2 regardless of the previous modification.
This spell will only affect a finite group of beings (e.g all the people in a given room regardless of size) and may not be used as a blanket spell such as to affect all the guards in a town or city. The spell will also only affect those that were in the specified area at the time of casting. Should new individuals arrive after the casting they will not be affected and see the caster as they normally would.
The material of component of this spell is a silken veil that has been laced with blood from an illusionist. The veil is worn while the spell is in effect but is not apparent to those affected.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
From the Back Cover: "Like Frodo and the rest of the Fellowship, you too can now venture into Dwarven ruins as ancient as aba...
From the web: "The storm sweeps off the mountaintops without warning, as if conjured by some supernatural power. Withing min...
From the back cover: "Now, like Bilbo (and Frodo), you too can have great adventures - pausing in Rivendell before daring ...
From the back cover: "A Trove of Magical Lore for Spellcasters and Artificers Magic suffuses the world of Eberron, enri...
From the back cover: "You want it, we've got it! "Yes, the science fiction role-playing game you've been w...
From the back of the book : "The ruins and remnants of once-mighty nations lie scattered across the lands of Faerun. Hidde...
From the web: "WHAT IS THIS STRANGE GAME? Did you ever wonder if modern man and his weaponry could stand up to mystic sp...
From the web: "Another game from Lou Zocchi, this 1973 classic uses (more or less) the same game system as his Star Fleet Batt...
From the web: "Soldiers' Guild of Rhum describes the neighborhood of the Soldier's Guild in the city of Rhum, includi...
From the back cover: "Harness a new and Original Source of Magical Power Drawn from the ambient lift energy that fills ...