Behind the Gates

JoeGKushner

First Post
Behind the Gates is the third in the Foul Locales series. This book takes the players to the small villages and towns and the strange encounters waiting for them outside the city gates.

There are sixteen locations waiting for characters of almost any level to explore. The very first one, Apple of His Eye, deals with the Locke Apple Farm. Here, Alan Locke, a native from the city, has come to reclaim his family's home from the dark and apparently deceased Dorothea Locke's legacy. Of course things aren't what they seem and Dorothea has a special ways with plants that make her far more than human. The material here is a perfect set up for players to lurk about at lower levels noticing the little oddities until they're of higher level and can learn the truth about Dorothea's dark secrets.

Other examples like Bounty and the Beast, can be far more friendly. Here, the former bounty hunter Delrick Jhomes and his androsphinx comrade provide lore and wisdom and even come out of their 'retirement' if the cause, and price are right. Both are high level individuals and put together, could challenge a near epic party. How about the cover? It depicts an adventuring groups encounter with Sargred, a psionic animated statue. This creature's psionic abilities enable it to commit much mayhem without ever being a suspect in the crimes.

Because this is a Foul Locales book and not a City Book, almost every area has some issue that the players may find themselves involved in. In some aspects, this is perfect for say, an Evil Campaign. I can see more than one GM with a Vile group using the Butcher, the Baker and the Candlestick maker either as a stopping point for the Vile characters to get rid of evidence or as a cruel joke against them as they are served the very bodies that they sought to get rid of.

Some like the Caiman Temple, aren't evil per say, but are at the center of events that may happen if the players don't help. These monks for example, have many enemies, internal and external. With over a dozen locations, the GM should be able to pull off quite a few encounters, friendly or hostile.

Each section starts with name, where's it's best place, approximate level in case things take a turn for the worse, and then the meat of the material. In this case, that means brief description, location details, NPCs and Creatures, Adventures and Plot Hooks, and Where it Fits. None of the material is deeply detailed and while some see this as a weakness, I find it allows me to easily customize the material and keep the kernel of the story or action that I need. The adventure hooks are brief and to the point.

Another useful thing is that these just aren't locations. A lot of game mechanics have gone into this book to make it more than the individual parts. Take the Prestige Classes. We've got bounty hunters, crocodile warriors, explorers, rock wardens, and the Wise, not to mention the core class White Witch and Warlock. This doesn't count the feats, herbs, magic items or monsters found within the book or the spells.

The internal covers are used. The book utilizes the two-column layout with important information pulled off to the side in gray boxes. Great internal art by Scott Purdy and Patricio Soler highlights this book to me. Jeremy McHug, Eric Lofgren and Marcio Fiorito also contribute but not in the same quantity. The maps are by Ed Bourelle so they're top notch quality but as always, lacking any map keys. Normally not a problem as the maps are large enough to know what everything is supposed to be, but I like map keys. White space use is good. The page to price ratio throws me a little as 136 page books aren't normal as most cap out at 128 so it seems about right.

Is the book perfect? No. Some editing errors creep in. For instance, the Witch is referred to as a prestige class both under the class description and in the index. It's a class. The bounty hunter PrC has no hit dice listed. Looking at Delrick Jhomes, it's d8 per level. When using words ending in small caps like 2nd, the nd part cuts into the line above it making an invisible line necessary and throwing off the balance of the text. For some, the fact that there is OGC from other publications will be bothersome or that at least one piece of art is reused will not sit with them. They are minor issues and didn't take up a lot of space so the book is still a good value.

If you're in need of more locations for your Necromancer Games adventures, and we all know that they take place outside the city, then this book should fit easily into your campaign setting. Toss in all of the new and reprinted crunch and you've got a book whose utility doesn't just lie in presenting interesting locales for the players to explore.
 

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In Urban Blight we explored locales in the city. In Beyond the walls we left the city for th country side. In Behind the Gates we explore strange locales that you will find in villages, hamlets, and small town areas.
Another unique set of highly detailed locations for the d20 system.
 

Psion

Adventurer
Foul Locales: Behind the Gates

Similar to prior titles in Mystic Eye Games' Foul Locales series, Foul Locales: Behind the Gates is a "location book" that provides interesting locations complete with background descriptions, maps, personalities, statistic blocks, and adventure seeds. The focus of Behind the Gates is small communities like villages and hamlets.

Foul Locales: Behind the Gates is written by Bret Boyd, Becky Glen, and Charles Plemmons III.

A First Look

Foul Locales: Behind the Gates is a 136-page perfect bound softcover book priced at $21.99. This is a competitive price for a d20 System product of this size.

The cover of the book is illustrated by Matt Bober, and depicts a pair of adventurer types (one male, one female) standing next to a fountain with a stature at its center.

The interior is black and white, and is illustrated by Jeremy McHugh, Scott Purdy, Patricio Soler, with a few illustrations by Eric Lofgren and Marcio Fiorito. Overall, the quality of the art is pretty good, with Purdy and Soler's work being some of the more defining and moodsetting work in the book.

Also of note, the interior cartography, by veteran RPG cartographer Ed Bourelle, is of top-quality and is both attractive and functional.

The interior body text uses a resonably sized serif body text font, and the lines and paragraphs are single spaced, providing a good text density. This is the first non-Bluffside generic supplement by Mystic Eye to use a serif font instead of a san serif font, making it much more pleasant to read.

A Deeper Look
(Warning: This section contains some spoilers to the content of the encounters at these locations.)

Foul Locales: Behind the Gates describes several locations for use in your campaign as potential locales of adventure. Each of these locations have a similar format. Each is classified by potential ELs of associated encounters and climate and terrain codes describing where the location would most easily fit. The description of the location starts with a brief summary description, and then goes into more exhaustive location details, a section on NPCs and creatures, a section on adventures and plot hooks, special notes, and notes on how/where to fit the location into your game. Locations also have maps, and some have covering a variety of topics such as how open game content was used to make the characters.

The book relies heavily on open game content, and refers to a variety of products for the NPCs, creatures, and other details. In some cases, entire classes from other products are included, such as the witch from Mystic Eye Games' Hunt: Rise of Evil setting. In other cases, only minimal excerpts from other products are included, sufficient to use the material without owning these other products. In addition to their own published works (such as the Bluffside and Hunt: Rise of Evil setting material and Ambient's Librum Equitis Vol. I, the book refers to works by Bastion Press, Wizards of the Coast, Necromancer Games, and Green Ronin.

There are 16 locales in all. They run the gamut from the slightly unusual to the rather bizarre. Locations include the dwelling of an amorous young male witch being watched over by his undead mother, a self-appointed court whose harsh ways are tolerated in exchange for their protection, the insectarium of a druid who protects insects, and a church of evil clerics masquerading as good clerics in order to capitalize on the location of their church.

Overall, the locales seem well written and interesting. The statistics seem well done, the choice of OGC is pretty good, and the locales provide some interesting adventure opportunities.

Conclusion

Overall, I liked Foul Locales: Behind the Gates. The quality of material is high, with good ideas and good rules implementation. Much more so than the prior Foul Locales books, it seems that the locations in this book I would be much more eager to use as they seem to be more fertile adventure fodder and seem easier to fit into an ongoing campaign.

Overall Grade: B

-Alan D. Kohler
 

GameWyrd

Explorer
Following on from Beyond the Walls in the Foul Locales series we have Behind the Gates. Behind the Gates aims to provide interesting locations for small towns, villages, hamlets and small communities. There are all sorts of things to stress there. This isn’t a book of adventures; it’s a book of places that should spawn encounters. These aren’t places or people that would be best deployed out in the wilds, they need to be associated with some community but it would be fairly easy to adapt a few. Similarly, these encounters wouldn’t work in a busy city without adaptation. The idea is that these locales are here to adopt, not adapt. Your running a game, your players march off west when you thought you’d made the clues to go east obvious enough and now they’re in some small town you’ve just had to invent. Behind the Gates targets itself at being your saviour, its here to provide the night’s game. The chances are that there’s no time to adapt the offerings. If time’s crucial then Behind the Gates risks falling at the first hurdle. The settings and scenes aren’t of the size that can be scanned surreptitiously by the GM while distracting the players with shadows in the trees. If you’re willing to give the GM a pizza break or even the luxury of using the book to provide the Sunday half of a weekend of gaming then Behind the Gates is right back on target again.

There are 16 Behind the Gate locales in the 135ish paged book and that could be fair indication of the complexity for each. In truth it’s a little deceptive because the supplement makes jolly good use of Open License material and comes quite a few prestige classes, new creatures, feats and other d20 paraphernalia. The six prestige classes making an appearance in the book are Bounty Hunter, Crocodile Warrior, Explorer, Road Warden, the White Witch/Warlock and The Wise. I won’t list the new spells, items and feats but there is a similar number of these. This leaves about seven pages for each Foul Locale and that’s about right for our pizza break scenario. Each of the locales is introduced by a super-quick code that simply states the effective level, climate and terrain for which it would be suited to. You can find your emergency location quickly enough and then spend the rest of whatever time you have available reading it over. You can be sure that there’s at least one plot twist or NPC catch that you’ll need to sort out so you can spring it on the players later. This is a good thing.

Plot twists, hmm, yeah. Even though Behind the Gates likes to stress (and with good reason) it’s not a set of adventures you should go find something else on the site to read if you’re worried about spoilers.

Still here? Good.

The butler did it. No, actually, there are no butlers but there is a lich who’s settled on running a small family orchid rather than the usual world domination. The lich is made of reeds rather than your usual undead flesh. This isn’t actually such a silly twist for the "Apple of His Eye" locale at the start of the book. The Wytchreed Lich is strongly reminiscent of olde English Green Man tradition. Innocent on the surface but twisted underneath is the common theme in the book; it is in the _Foul Locale_ series after all. You’d have to hide the front cover from the players lest you give the game away. A trilogy of shops; butcher, baker and candlestick maker are actually using meat from dead bodies for the butcher, ground bone for bread and body fat as an ingredient for candle wax. A priestess suffers from lycanthropy. A statue in a fountain is actually possessed by the mind of a Psion. The statues of a famous sculptor are actually stone to flesh victims. Ouch. Okay. That last one won’t win any prizes for originality, I think it’s even in GameWyrd’s tongue-in-cheek Cynic’s Quest quiz. One of the plot twists that especially appeals to me is the kind hearted healer who’s really a death and disease cleric who uses her position to slyly spread disease. This encounter suits Mystic Eye Games’ The Hunt: Rise of Evil especially well. It’s perhaps a shame that d20’s dungeon parentage favours immediate acting poisons and nearly as fast diseases. There’s also some bluffed foul locales if you want to see them that way. The scary dome full of strange insects and maintained by an extremely fat elf druid is just a dome full of strange insects maintained by a fat elf druid. The dragonfly-men who aggressively defend their territory near it are (as the druid says) only defending their territory and will leave people alone if they’re left alone. That’ll confuse players.

Behind the Gates does the job – if you’re willing to cut the job some slack. It does work well as an emergency game preparation assistant. Behind the Gates wouldn’t be worthwhile if the locations-cum-scenes in it were substandard but this isn’t the case. The locations run the gambit of EL 4 through 20 and there’s a summary chart right at the back of the book. The mix of combat to social interaction locations is about right for a book like this. Some encounters will spawn combat quickly, some are purely social but most can go either way depending on how the players play it. Fans of Foul Locale will welcome this addition, it’ll serve as a good introduction to those people yet to sample a book but if you’ve already decided that you don’t like the series then Behind the Gates is unlikely to win you over. I think Foul Locale are a useful accessory, I’d use them as part of game preparation as a ‘just in case’ on some of the more unlikely player choices and I’m happy to use Behind the Gates for this too.

* This Behind the Gates review was first published at GameWyrd.
 

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