Friday, August 26, 2011
Foul Locales: Behind the Gates, Aging
This came out in 2003 and was released under the D20 license. It is 136 pages long and contains sixteen unique encounters that are meant to be played individually though a creative GM could combine them in different numbers to make something larger. They vary in level (encounter level) so it might be hard to combine some but for the GM this is good as a wide range of levels are included.
In addition to the sixteen different encounters the book contains additional material that was all released under the Open Gaming Content. Behind the Gates offers eight new magical items, six new feats, two new pieces of equipment, a new domain, three new diseases, eight new monsters (three of which are templates), five new prestige classes (and a new base class), six new spells, and a new form of martial arts. The encounters themselves have advice on where and how the GM might utilize them in their game.
Some of the highlights of other included material are the rumor tables provided for the encounters. These contain a good mixture of useful information and red herrings for the GM to provide the part. There are also expanded zombie templates for the GM to use. The different templates change the zombie based on how the creature ended up becoming a zombie. Finally there is another example of the Witch as a class.
These types of books are something that a GM can always fine useful. From the earliest examples from Judges Guild to the Book of Lairs from First ad Second edition to these books one can always find something to take from them. The trick is finding one that has a good return on investment. This one falls into the plus side of that measure in my mind.
Ares of Effect: 1" Sphere Level
Casting Time: 5 Segments
Saving Throw: Halves
When this spell is cast the magic user causes a sphere of energy to appear at the desired location. The effect of this sphere could be considered a temporal fireball. Those caught in the area of effect will under an immediate bout of aging.
The number of years the victims will age is one year per every two levels of the caster. In addition to the aging effect the victims will also suffer damage due to the effect of the aging. Each person will suffer 1d4 for every year of aging. All in the area of effect are entitled to a saving throw versus spells. Those that save will have the aging effect and the damage halved.
The material component of this spell is a small vial of bone dust from a creature who dies from unnatural aging. When the spell is cast the vial is opened and thrown into the wind in the direction of the desired spell effect. Where the dust blows does not affect the spell in any way.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of 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 web: "The third of the wilderness series, the first book of the Magic Realm covers the settlements and regions for Cam...
From the web: "The fifth book in the "Wilderness Series", danger awaits on All Hallow's Eve, Witches of the worl...
From the web: "This is an adventure involving a wilderness trek to gain a forgotten Wizard's treasure. All previous exped...
From the web: "Included within the Guidebook are scenarios covering hijacking, piracy rescue, and hunts on shipboard, as well ...
Publisher Blurb: "Don't waste your time with those dinky one-page character sheets - pick up a copy of the official Kingd...
Publisher Blurb: "From the Stones of Peace to the Port of Intrigue... Welcome to Loona, the Port of Intrigue: a completel...
From publisher blurb: "This module has lain unseen and forgotten in the TSR design vault for twenty years. Originally written...
From the web: "Every roleplaying game needs its own compendium of creatures to populate the castles, dungeons and wilds that you...
From the web: "This is the book that started it all--the single most important book to the system, and the one every player an...
From the back cover: "Game Master's Workshop (GMW) is a series of source material designed for use with an role-playing syste...