I bought this book hoping to get some flavour of Ravenloft-like gaming transported into the Game. Basically I repeats lots of aspects and ideas already known from other books and a big part of the book is with (prestige) classes for the villains. Ok - this helps in creating "horror" villains as a DM, but just the next glass-eyed Necromancer with a warty skin is neither new not really thrilling. This books stays too much on the surface and is not really adding depth to the game. I just keep it to complete my collection.
A very interesting book. Gives Dungeon Masters a lot of help in creating campaigns in a Horror genre. Truthfully the information is helpful for any DM just to improve the quality of his storytelling and planning. The Archivist base class is very interesting knowledge based Divine casting class.
Perfect for making a horror campaign or adding a horror story to a camping. Monster stats. Horror story telling elements. An approriate list of dos and don'ts. As well as a few fun creepy adventures.
My main initial interest in this book was as a bargain. With the new version of D and D gracing stores i noticed an increase in the number of older edition source books finding their way online second hand. That said this book surprised me. Whilst the title of the book itself sums up quite nicely what is within these pages i couldn't have guessed what this book would do to my campaign before i started reading. Heroes of horror is a sourcebook aimed at Dungeon masters and will bring a level of atmosphere to your campaign that is hard to replicate. As well as a hard and fast set of rules for dealing with monsters more horrific then those in the core rule books and ways of making even those basic monsters more terrifying. As well as these rules it gives ideas for making the atmosphere of the whole session much more evocative. The best i can do to get this across is give an example. Imagine the following standard scene for a DnD session. eg1: As you are walking through the woods you discover a small, abandoned log cabin. Inside you can see no signs of anyone, there is a small kitchen , a washroom and a bedchamber lined with bunkbeds as well as the standard comunial living area. This description is fine, there is enough information here to let the players know exactly where they stand and there is no reason why after resting in the cabin the group could not be on their way to the vampires castle ect. However, read the following and consider which is a more evocative setting. eg2: As the party passes through the dark sinister forest you feel the insideous creep of evil crawling through the very air of the place. Not a single living creature makes a sound, you can here nothing stirring in the perpetual twilight of the woods. Ahead of you stands a ramshackled, old logcabin which sits rotting on its foundations. Inside looks better though the light seems not to penetrate the perpetual gloom in any of the four rooms. A constant sweet cloying musk fills each room though you cannot tell what is causing the insipid smell. (At this point i would light an incense cone out of sight as well as making some horror based music, think about the theme tune for friday the thirteenth for starters, play lightly on a concieled cd player. The rest of the description is as before but with a few additional encounters designed to shake up your players. Imagine their shock for example when they wake up the next morning and each of them has blood stains over all of their clothes(these will vanish unexplicabley after 24 hours though won't wash out), or when one of them looks in the mirror in the washroom and sees the shadowy shape of a long dead enemy or friend stood in the doorway behind them and walking out of sight.) As you can imagine the whole thing puts the players completely on edge even before they have reached the vampires castle. as well as ways of terrorising players the book deals with the effects of prolonged exposure to terror, even the stoutest mind cannot survive horror for long intact. In short this book gives you all the ideas you need to encorperate the trully terrifying into a standard fantasy campaign and encourages the use of horror stories to throw you victims into a world where what they know about playing a fantasy campaign won't help them deal with paranormal events ouside the scope of the core rules. Shadow ScorpionRead full review
Current slide {CURRENT_SLIDE} of {TOTAL_SLIDES}- Best Selling in Books
Current slide {CURRENT_SLIDE} of {TOTAL_SLIDES}- Save on Books