Legends & Lairs Darkness & Dread.pdf

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Darkness &
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Darkness & Dread
Credits
MANAGING DEVELOPER
Greg Benage
WRITING
Mike Mearls
INTERIOR ILLUSTRATIONS
Steven Bagatzky, Andy Brase, Mitch Cotie, Jesper Ejsing, Cos Koniotis, Jim Nelson, Torstein Nordstrand, Tyler Walpole
CARTOGRAPHY
Ed Bourelle
GRAPHIC & COVER DESIGN
Brian Schomburg
EDITING
Greg Benage
‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by
Wizards of the Coast and are used according to the terms of the d20
System License version 1.0. A copy of this License can be found at
www.wizards.com.
ART DIRECTION
Greg Benage
Dungeons & Dragons® and Wizards of the Coast® are Registered
Trademarks of Wizards of the Coast and are used with permission.
LAYOUT
Greg Benage
Copyright © 2004 Fantasy Flight Publishing, Inc. Legends & Lairs™
is a trademark of Fantasy Flight Publishing, Inc. All rights reserved.
This work, or parts thereof, may not be copied without permission.
PUBLISHER
Christian T. Petersen
PRINTING
Bang Printing
FANTASY FLIGHT GAMES
1975 W. County Rd. B2
Roseville, MN 55113
651.639.1905
www.fantasyflightgames.com
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Darkness & Dread
Contents
CHAPTER ONE
Characters
6
CHAPTER TWO
Horror Campaigns
47
CHAPTER THREE
Research and Investigation
74
CHAPTER FOUR
Black Magic
87
CHAPTER FIVE
Monsters
100
CHAPTER SIX
Horror Adventures
108
CHAPTER SEVEN
Northwall
121
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Introduction
own sake. The human cultists that serve them are
often mad or driven by unknown motives. Some of
the opponents in this type of game can be defeated
with weapons and spells, such as cultists or minor
creatures, but the most powerful creatures are
beyond the power of mortal arms and magic. A
knowledgeable scribe who can research an ancient
incantation needed to bind and trap a monster might
prove more useful than a knight in full plate. In
terms of the game system, the creatures you face
may have CRs that are four or five points higher
than the party’s level.
Welcome to the world of horror roleplaying. Other
games focus on horror set in different time periods,
such as the modern day or earlier eras. This book
assumes that you play and enjoy fantasy games but
want to inject some horror elements into them. This
book is structured so that you can make your fanta-
sy game slightly darker and more horrific. You can
pick and choose the background material and rules
to add a touch of horror to an existing campaign.
Alternatively, you can use all of the optional rules to
fundamentally change the basic rules of your cam-
paign, transforming the game from high heroism
and adventure to one of desperate struggles, mad-
ness, and doom.
Characters are more vulnerable, placing a premium
on non-combat options. Fighting should be your last
resort in a dark fantasy game. Characters have fewer
hit points (or are easier to defeat if you use the
optional rules), granting luck a much bigger role in
a fight. A single, lucky hit can take down even the
most experienced character. If you find yourself in a
situation where combat is your best option, you may
have made a terrible mistake.
What’s Different?
If you are an experienced fantasy RPG player, this
section is meant to highlight the differences
between the rules presented here and the ones given
in the core rules. Note that not all of these differ-
ences necessarily come into play. The rules materi-
al in this book is optional, and everything is
designed under the assumption that you plan to
cleave as closely to the core rules as possible.
However, the optional rules require no conversion
or alteration of existing material. They are designed
to seamlessly enhance, modify, or replace portions
of the core rules.
Death is a common event. Characters die or descend
into madness with a frightening regularity in dark
fantasy games. Try not to get too attached to a PC—
his next encounter could be his last. This high
lethality helps keep the tone of horror and fear in
place while reminding you that the world of dark
fantasy is a dangerous place. The new classes for
dark fantasy only go up to level 10 to reflect this
high level of lethality. While this might seem daunt-
ing, it makes surviving to high levels a truly tri-
umphant achievement.
With that in mind, here are the core differences
between a normal fantasy game and a dark fantasy
one. Note that these differences cover play style and
how the game works, not necessarily any rules dif-
ferences.
What’s the Appeal?
With these changes in mind, you might be puzzled
as to why dark horror gaming is enjoyable. We play
games to have fun, not to watch as our characters
succumb to ultra-powerful monsters. The key to a
horror game is that you must use your own plan-
ning, inventiveness, and quick thinking to survive.
You cannot simply rely on an optimal selection of
feats or magic items to pull through an adventure.
Roleplay becomes much more important, while
good tactics trump class abilities and spells.
The characters are heroes because of what they do,
not what they can do. In a dark fantasy game, your
character must choose to be a hero. The PCs’ spells,
weapons, and items are rarely powerful enough to
defeat the monsters they face. Instead, self-sacrifice,
clever thinking, and good planning play a much
larger role. You cannot simply draw your +4 keen
greatsword while the wizard unleashes meteor
swarm when a monster shows up. Characters
receive fewer spells that are less potent in combat,
while even combat-centered characters have far
fewer feats. Finally, PCs receive far fewer magical
items. Rather than rely on the dice or your class
abilities, roleplay and good tactics are the keys to
triumph.
In some ways, horror gaming is more “pure” in that
you’ll find less help from the rules to allow your
characters to survive. Successful players use the
environments around their characters to succeed.
Rather than simply kick down a door and defeat the
monsters behind it, you need to rally the village’s
peasants to burn down the thing’s lair, research a
spell in a library to find a ritual that can trap it, or
lead it into the valley where your friends can destroy
a small dam and drown it. Horror gaming presents
problems that are more open-ended than in other
games where combat is usually the best way to
overcome an obstacle.
4
Monsters are terrible threats, not mere annoyances.
The creatures that characters face in dark fantasy
games are usually unknowable, powerful, and
malevolent. They rarely have human emotions
or goals. Instead, they crave destruction for its
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