Behind the Gates is the third in the Foul Locales series by Minds Eye Games. The series is very much like the Book of Lairs in that they include short encounters that can be sued as one shots. This one since it deals with city encounters could be compared to the Flying Buffalo Citybooks. This is clear since the encounters all have plot hooks provided just as the earlier books did.
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.
Spell:
Aging
Level: Sixth
Range: 12"
Duration: Permanent
Ares of Effect: 1" Sphere Level
Components: V,S,M
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.
"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Friday, August 26, 2011
Foul Locales: Behind the Gates, Aging
Labels:
3e,
Accessory,
D20,
Minds Eye Games,
Spell,
Urban Encounters
Subscribe to:
Post Comments (Atom)
Popular Posts
-
From the web: This 80-page booklet with color cover details the city of Verbosh and surrounding wilderness areas, including the villages of...
-
From the back of the book: The Ancients are a race of mysterious humans that once reveled in the glories of technology. Suddenly, inexpl...
-
From the web: The players characters are called upon to rescue the fair Princess Irzeena who has been kidnapped by the wizard Keridav. Her...
-
From the back of the book: What makes a god a god? How are divine powers created, and how do they die? How powerful is a greater deity co...
-
From the back cover: "The dark screams of the living touch not your bitter soul. "You are torn between fealty to your elder ma...
-
From the back cover: Take the throne of Tuornen, rules its proud people, and reap the rewards of its rich lands. But beware, for Tuornen ...
-
From the back cover: Meet the dark races, the foul races, the evil races; the Orcs, Kobolds, Goblins, Gnolls and Trolls. Learn how they l...
-
From the web: Wizards consists of six adventure scenarios intended for mid-level player characters , each one focusing on a powerful wiz...
-
From the back of the book: As if the Mutazoids 2nd Edition background were not thrilling enough, the Mutazoids City Source Book adds a new d...
-
From the Introduction: This book is the first to pierce the veil of secrecy around th Holy Nation of Rajanistan, revealing the societies ...
No comments:
Post a Comment