Heroes of Horror

JoeGKushner

Adventurer
Heroes of Horror provides everything players and Dungeon Masters need to play and run a horror-oriented campaign or integrate elements of creepiness & tension into their existing campaigns. Players can develop heroes or anti-heroes using new feats, new spells, new base classes and prestige classes, and new magic items. The book presents new mechanics for different types of horror, including rules for dread and tainted characters, as well as plenty of new horrific monsters and adventure seeds. Different types and genres of horror are discussed in detail.

Excerpts
Maps
 

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Bringing Horror to the standard d20 game is harder than it looks.

Heroes of Horror
Written by James Wyatt, Ari Marmell, C.A. Suleiman
Published by Wizards of the Coast
www.wizards.com/dnd
ISBN: 10-7869-3699-1
160 full color pages
$29.95

Heroes of Horror attempts to bring the horror genre to the D&D game. If you’re new to the concept of adding horror to D&D and don’t have a long background of already doing this through various editions, this book is a good stepping stone for you.

If you’re an old reader like me though, you may find yourself scavenging the game mechanics and bypassing the advice.

Heroes of Horror is one of the better looking books put out by Wizards of late. By using the talents of individuals like Wayne England, Michael Phillippi, Eric Polak, Steve Prescott, Wayne Reynolds, and Dan Scott among others, they’ve put a fine looking book on the shelf. The standard two-column layout with the marbled borders is in effect here with the chapter and section being towards the upper end of the page in black marble. While the book has no index, it has a very detailed table of contents.

I wish that WoTC would stop with a blank credits page, since the authors get noted on the credits page. The three pages of ads also take a toll on the page length as well. That’s partially made up by the fact that this is an official product and doesn’t need a declaration of OGL material and doesn’t need to have an SRD license, despite updating and using material, Taint, that is OGC from the Unearthed Arcana book.

Broken up into six chapters, the book brings ideas for how to use elements of horror in a standard D&D campaign, as well as game mechanics including new core classes and monsters. It starts off with chapter one, dread encounters. Ideas on how to set the stage and create villains for a horror encounter are provided along with two sample encounters and a new demigod known as Cas.

For me, it didn’t spark any ideas. For example, talking about using the corrupt sheriff of the movie Unforgiven doesn’t make me think of horror. Sure, he’s a villain, but then for that, I have The Complete Book of Villains for AD&D 2nd edition with a lot of great advice, flow charts, and all sorts of tools, or the mechanically weak Villain Design Handbook by Kenzer and Company, recently updated to 3.5 in a paperback edition. This doesn’t count general NPC resources like John Four’s excellent NPC Essentials.

The news demigod Cas, must be a bad joke. In America and England, the moose head has long had an association with humor either though various British comedies or through good old Rocky and Bullwinkle. Having some farmer ascend through sheer will power to become the moose headed god of spite is just stupid. In an era where Wizards have in the past licensed great things like Call of Cthulhu or have their own Elder Evils in the Forgotten Realms, or the various elements in Eberron, or even the various undead gods from the old Complete Book of Necromancers, a moose headed god is silly. What’s worse is that we get his avatar as opposed to something we may actually use, like his aspect, a lower powered variant introduced in the Miniature’s Handbook and used in a other publications.

On the other hand, the two little encounters are nice touches with great maps and can provide a few hours of entertainment.

Chapter two, dread adventures, tries to showcase the difference between an encounter, such as those samples from the previous chapters, and a whole adventure of horror. Because D&D is at its roots a heroic game, generally of good versus evil, this is harder than it may initially seem. The authors bring up some good elements to use, like mood, setting, plot, story, and once again, the importance of a good villain. The advice on using adventuring classes as villains, while short, can provide some good seeds for a GM to mold into his own thing. I particularly like he druid that sends animals out to overrun nearby towns.

The chapter ends with a sample adventure, For Hate’s Sake. Here the party must pit their strength against a servant of the Moose Headed God.

Moving onto chapter three, we’re now past the adventure into the campaign. A campaign is a longer thing than an adventure and more care must be taken in deciding how to move ahead. One of the problems here is that in a game like D&D, there has to be a lot of player and GM interaction and trust to make it work. In some d20 settings like Midnight or even Conan, the players are generally not under the assumption that things are going to always work for them and that they’re always going to be a match for whatever shows up.

In standard D&D adventurers, that’s usually not true and good tactics will generally win the way through most pregenerated adventurers.

Much of the advice here follows on the advice of previous chapters. Using description to showcase the differences of the locals to the characters, using events like war and new game mechanics like taint to tip things out of the players hands. Things that settings like Ravenloft and Warhammer have been doing for years.

One of the disappointing things of this chapter, was it’s brief discussion on using horror in published campaigns. A lot of it was something that even a casual reader would think to do and a lot of the elements seem similar to one another. For example, a planar invasion occurs! In Eberron, it’s Dal Quor, in the Forgotten Realms, it’s the Plane of Shadows. How about an inquisition? Followers of Iyachtu Xvim infiltrate various good clerical orders in the Forgotten Realms, while in Eberron, the Keepers of the Silver Flame go on another inquisition? And Greyhawk? Yeah, the big obvious one of Tharizdun coming back is hit on with a few others.

There are some interesting ideas here but generally only when they go off the beaten path. For example, using things like alternative histories where Iuz won the Greyhawk Wars or having Toril have almost all new Gods thanks to the Time of Troubles. More advice on twisting familiar elements in the past to radically change the campaign would’ve been more useful than the obvious use of aberrations and undead.

The campaign seed here, Nightwatch, feels like parts of it came straight from the Darkwatch video game in which the players have powerful patrons who fight against the undead but that organization has it’s own secrets.

The material on dreams and nightmares provides some good general ground rules for using such elements in a campaign as plot devices and showing how the players might realize that they’re actually in a dream as opposed to being awake. It’s okay but I found some of the stuff from say Atlas’ Occult Lore to be of more practical value.

When we get to chapter four, Rules of Horror, I’m interested to see what can be done. We get some new effects like Shock and Weariness, as well as ideas on when to use these new features. A section on fear, including using things like phobias, is also included. It’s not bad per say, but thanks to Unearthed Arcana and Call of Cthulhu, we have a wide listing of insanities, phobias and other goods with which to torture players and drain their sanity.

But this book doesn’t use sanity. Well, not sanity as found in Call of Cthulhu and Unearthed Arcana. Rather, taking Taint, rules that first appeared in good old Rogukan (OA), and were updated in Unearthed Arcana, are updated in this book again. Taint can be accumulated in one or two forms, either corruption or depravity. The amount of taint you can have and the degrees of it, depending on either your Constitution Score or your Wisdom score. A character with a robust endurance (say 14), would have mild taint from one to seven points. On the other hand, if he’s like most warriors and has an average wisdom,(say 10), his depravity is lower, from one to five. The higher ranks of taint, it becomes more noticeable.

Corruption and depravity have their own tables for the effects that the players suffer as they accumulate taint. Ranks go mild, moderate, severe, to dead or insane. See, if you accumulate too much taint, your body gives up and you die, but on the other hand, if it’s depravity, you just go insane. You can suffer from things like ear scaps giving you a –2 penalty to listen checks, to delusional, giving you a –2 peanlty on Wisdom ability checks and Wisdom based skill checks.

Taint can be gained in a number of ways. For one, being in the wrong place at the wrong time. If playing in Eberron for example, some GMs might decide that the Mournlands inflict taint on anyone there and that the taint accumulates on a daily basis. This would be similar to the Shadowlands of Rogukan.

In that fashion, you can have items that absorb the taint. The more items you have, the more taint that’s absorbed, but it’s a diminishing effect because the more items you have, the more taint you’re drawing to yourself, thus destroying those items all the quicker. Better to move in and get out when possible.

There are also some spells and quests that characters can go on to remove taint, and in some campaigns, these things are going to be mandatory or else the players are going to wind up insane with numerous physical deformities.

It’s not a bad system, and it comes into play more in the book when looking at the PrCs. It’s just that as it’s an old system, even being revised again, I’d rather have seen something new. When looking at something like the Wilderlands, I’m overjoyed because it’s a campaign setting probably as old as I am that’s been updated. When looking at Taint, well, it’s been introduced in 3.0, updated to 3.5, and updated again in 3.5. And once again, this doesn’t include third party efforts like say Mystic Eye Games Blight Magic.

The details on horror environments are worth looking over for ideas and inspiration. For example, how do players react when placed in a land where the abyssal blackgrass grows thick and players can’t heal naturally within 50 feet of it? What uses can you come up with for the full-page maps of the shadow house, graveyard, or catacombs?

The book gets more interesting when it starts looking into unknown territory like changing how alignment works in the D&D game. For example, what if you want to use something like a behavioral alignment or track alignment with Taint? Options for doing so are provided and may be worth looking at for other campaigns.

The ideas on resurrection, including no resurrection and limited resurrection, are okay, but I found the ones in a recent Dragon magazine, more original. One of my favorites from that article for example, includes that the raised character cannot be further than so many feet from the person that raised them. There are some nice options here though, such as coming back wrong and bringing the wrong soul back to the body.

When chapter five roles around, we’re dealing with heroes and antiheroes. It starts off with two new classes. This classes are arranged as the standard PHB ones with details on what the class is, advice on ability scores, appropriate race, alignment restrictions and typical alignments, class features and class tables. The first of these, the archivist, is a divine spellcaster who learns his spells from prayer books. With a good fort and will save, but low hit dice, the archivist isn’t going to be heading into the frontlines of battle, but he’ll probably survive anything thrown at the group. His real ability is his dark knowledge, similar in some aspects to the akashic ability to delve into the memory pool and pull forth-different abilities.

The archivist makes a Knowledge (DC 15), and can call upon different abilities. For example, he can call on tactics, giving his allies a +1 bonus on attack rolls made against those foes. As the archivist goes up in levels, he has access to different options. For example, at 11th level, he gains dread secret that can dazzle a creature for 1 round.

The other new class is the Dread Necromancer. Now maybe it’s just me, but enough with necromancers already. Let the third party publishers have fun with the undead for a while. We already have the True Necromancer and Pale Master PrCs, not counting the third edition version of the Diablo Necromancer, nor the standard Wizard who specializes in Necromancy, nor the cleric with the Death Domain, nor the numerous third party necromancer supplements including some from EN World’s own Hellhound.

It’s not even that this is a bad class. In many ways, the design looks to have incorporated what they learned about making classes with the warmage, a small select list of spells, added some nifty special abilities, and threw the class into the game.

It’s just that we don’t need any more necromancers or necromancer variants.

After the two core classes, we move into the PrCs. It starts off with the corrupt avenger. This is a robust class with d12 hit dice and good fort save and strong bab, but weak ref and will save. This ten level PrC can use it’s taint as a smite ability inflicting extra damage based on the amount of taint the avenger has. Rules for using fallen paladins as corrupt avengers are included. It’s a nice PrC that tries to showcase evil versus good.

Other PrCs here may not rely on taint, like the Death Delver, a 10 level PrC that can rebuke undead and has abilities that let him stay in the fight like diehard, as well as death ward. It’s an interesting class that’s perfect for the PC who has come close to death one time too many.

Perhaps my favorite as a GM, is the Fiend Blooded. It’s not that it’s entirely original or anything, it’s a good method of having a sorcerer have blood that’s not based on dragon heritage. It’s the fact hat these individuals are often members of infernal blooded houses and that those houses can make great long term enemies, especially in a horror campaign.

One of the nice things about this section is the extras like the maps. One of the bad things, is that for some reason, WoTC has decided we now need two sample NPCs. Since these NPCs are using that new format that’s easier to read, they also take up more space. Thankfully they don’t go into the details of what the special abilities can do but on the other hand, there were some grumbles about the pregenerated characters already. I cant’ believe that we’d need two such characters.

The new feats include some old favorites like Vile Feats, as well as new ones like Taint Feats. Some of these would be good for any campaign though. For example, Font of Life gives you a saving throw to avoid the energy drain in the first place while a wizard who has a ton of knowledge skills may want to take Master of Knowledge, which grants a +1 bonus to all Knowledge skill checks.

The Vile feats focus on deforming yourself to gain special abilities. For example, if you deform your teeth, you gain a bite attack and +1 on Intimidate checks. On the other hand, if you take Skin, you get a natural armor class bonus.

Spells are broken down by class and level. Arcane spells for sorcerers and wizards are also broken down by school. I’ve heard that the summon undead spells are fixed and well, that’s good, but once again, an example of something I didn’t really need to see. This is the book of horror, not the book of undead and necromancy. For domains, we have dream and spite. One of the more interesting aspects, is that spellcasters can gain access to a suite of spells if they take a chain of feats that ends in Improved Oneiromancy. It’s a nice benefit and could lead to some great role playing elements similar to those found in say, The Wheel of Time, another setting which its own rules for dreams and dreaming.

One of the disappointing things here is how short the magic item and artifact section is. In a book about horror, it would be the perfect time to put cursed items or provide some discussion on using evil and otherwise unusual items in a horror based campaign. It’s like they had this big chance to add some real punch to the mechanics of the book, but give us a rod and a robe.

Chapter six, creatures of the night, doesn’t start off right away with the new monsters. Rather, it starts with the monster types and archetypes like the mummy and ghosts that may be familiar to most GMs and players. After that, it moves into a handful of new monsters.

We have a few undead, like the bane wraith, an incorporeal undead that hunts down the loved ones of it’s enemies. Then we have taint as an elemental force. While it has the same sizes as standard elements, the aberration known as the corruption eater, also gets some points for it’s creepiness thanks to Wayne England’s illustration. This thing feeds off of taint with its toothed tongue and can absorb taint from players. Do they let it continue to damage them to lower their taint, or lash out at it? Another dangerous entity, the phantasmal slayer, is an incorporeal outsider that clocks in at a CR of 15.

In looking at it, it’s not that Heroes of Horror is bad; it’s just not good enough. For example, the authors mention Robert E. Howard, Clark Ashton Smith and Fitz Lieber as potential inspirations of horror games. Well and good, but how about a bibliography of appropriate material? That tool was included in the WoTC Call of Cthulhu, why not here? Most of the Conan stories, while having some elements of horror, are not horror. Same thing with most of the Twain’s stories. And Clark Ashton Smith? His work goes in and out of print rather frequently so I doubt that many people are familiar with him outside of some quotes in other books. So go check here!

Another problem is that if you don’t go far from the base assumptions or game mechanics, D&D isn’t a very good engine as written for horror games. In Darkness and Dread, Mike Mearls weakens the characters considerably in order to get some horror ideas out there. In other games, like Warhammer, even powerful characters are prone to be taken down by bad luck and are always weary of something more powerful than them. Ditto for other d20 engines like Midnight. Another problem for me is that the book doesn’t’ go far enough in providing solid non-mechanical ideas like say, Kennith Hite’s Nightmares of Mine does. It also doesn’t take advantage of the horror genre with appropriate magic items.

Another problem is taint. It’s not that taint is bad, nor even that it’s been done before. It’s that unlike say chaos in Warhammer, it’s a new element that can easily bother players. For example, in the sample encounter, the players can acquire three points of taint if they’re not at their best behavior for one event in this book. That’s a huge amount of taint for an encounter, much less an adventure. Either the players are going to be deformed freaks that are mad, or they’re going to be spending a lot of time removing taint from themselves.

If you’re new to the game, many of the things I’m babbling about, like the Complete Book of Villains, various Ravenloft sourcebooks, Call of Cthulhu by Wizards of the Coast, Darkness and Dread, Villain Design Handbook, Complete Book of Necromancers, and others, are just so much nonsense. For you new players, the advice here is solid but should only be your first step into investigating the use of horror in your campaigns.
 
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Title: Heroes of Horror
Company: Wizards of the Coast
Authors: James Wyatt, Ari Marmell, C. A. Suleiman
Pages: 157
Format: Hardcover
Cost: $29.95

Basics

Heroes of Horror is a Wizards of the Coast hardcover that "provides Dungeon Masters with a toolkit for adding the elements of horror to any D&D game" (from back cover). The book exhibits WotC's usual high production standards. It is excellently bound, contains a full-color interior, and an attractive, mood-inspiring cover depicting a band of adventurers in a haunted forest, somewhat startled by a horrific incident. It is an attractively functional book.

Why My Review?

I rushed out to purchase Heroes of Horror (HoH) on its release date, excited about adding "elements of horror" to my existing campaign, as I've been a fan of the horror genre in film, literature, and gaming for a long time. This review is intended to assist others by providing a clear synopsis of the material included within HoH and a synthesis of my opinions.

Overview of Contents

Chapter 1: Dread Encounters
Chapter 2: Dread Adventures
Chapter 3: A Horror Campaign
Chapter 4: Rules of Horror
Chapter 5: Heroes and Antiheroes
- Classes
- Prestige Classes
- New Feats
- Dread Magic
- Magic Items and Artifacts
Chapter 6: Creatures of the Night
- Villains in Horror
- New Monsters

Analysis of Contents

"Chapter 1: Dread Encounters" gives DMs advice about how to stage creepy encounters. The advice mostly centers on the "be really descriptive" type. This suggests that the origin of the horror mood must come from the imaginations of the players, which is of course stoked by the descriptions of the DM. There is a two-page table of "creepy events" that can be a springboard for the DM's imagination when attempting to create a horror encounter. Following that is a discussion of how to create horrific villains with a full page table of "villainous traits" to help the villain make a lasting impression on the players.

Following this are two short, sample horror encounters. The first is for 7th level parties and uses some of the new monsters found in Chapter 6. The second is for 5th level parties and relies on a traditional horror creature from the Monster Manual used in an unconventional way.

After the two short encounters is information about a new demigod that fits with the horror theme. [Really, I don't understand the inclusion of this demigod other than just dropping in something to please the Deities and Demigods crowd. There are plenty of other gods and demon lords (Orcus, Vecna, Demogorgon, Graazt) that would work just fine in a horror campaign.]

"Chapter 2: Dread Adventures" gives the DM advice about how to meld horror encounters into a prolonged experience that can span several nights of gaming. Here are some very basic pointers about how to plan an adventure. This advice would really work in any adventure where a DM wants to drive a little bit of fear into his players (and shouldn't that be every adventure?) and to create a logically flowing storyline (again, advice that would work for any adventure).

The chapter then attempts to give the DM more fuel for his villains. Instead of interesting personality quirks, the authors attempt to help us flesh out the wicked motivation that will sustain a villain for an adventure-length game. Following that, the authors present a few more pieces of advice for intensifying horror, advice that should be second nature to anyone who's ever seen a horror movie (splitting them up, using subtlity in descriptions, hit them close to home.

The end of this chapter includes a sample adventure for an 8th level party, in which the aforementioned new demigod plays a role. It's only about 3 pages including a long stat block, so there's just about as much information in this adventure as in the sample horror encounters in Chapter 1. [I guess I'm just used to playing darker adventures, but this one doesn't seem very horrific. A few undead encounters and a shrine to an evil god isn't that scary if your players have been through "Rappan Athuk" by Necromancer Games, "Crypt of the Devil Lich" by Goodman Games, or even "Nemoren's Vault" by Fiery Dragon. In fact, it probably has as much horror in it as a standard WotC Adventure Path module.]

"Chapter 3: A Horror Campaign" follows the framework of the first two chapters by giving advice to DMs about how to make their games more horrific, this one only on a larger scale. First, it discusses setttings for horror. It gives DMs a few ideas about creating their own horror campaign setting (about one page) before delving into a few suggestions about incorporating this genre in Eberron, Faerun, and Greyhawk. The book then goes back to the familiar territory of villains and how to construct plot.

Then the book provides an outline of a new campaign called "Nightwatch." This is 2 1/2 long, hardly enough of an example to actually create a campaign setting, considering that half of it is devoted to a 14-room dungeon with very little description (map and room discriptions fit on one page). Part of this section is devoted to a horror city and another into a few examples of wilderness areas.

Following that are other examples of horror campaign settings, including one that takes place in Nightmare Land. There are some paragraphs about using dreams to foretell the future.

By the conclusion of Chapter 3, we are already almost 1/2 of the way through the content of HoH. So far we're given advice about how to introduce horror into our encounters, adventures, and campaigns, and a few example sites.

"Chapter 4: Rules of Horror" deviates from the advice format of the previous chapters by providing crunchy rules. This is where the cruel, black heart of HoH is for me. There are rules for the psychological effects of battling and encountering terrible evils - including fear, shock, and despair. There follows a brief phobia chart.

Next is a lengthy section about a mechanic called "taint." Apparently this was introduced in a previous WotC supplement, but I don't own it, so I can't comment on the updates (if any). Taint allows characters saving throws after encountering evil beings (outsiders and undead, usually), entering a tainted area (such as a really evil graveyard), or committing an evil deed. Taint has two effects, a physical one (corruption) or a mental one (depravity).

This is an interesting mechanic, but it is an unforgiving one. Fail your Fort Save and 24 hours later you start to exhibit a "mild corruption" (by which time it is permanent unless you can cast miracle or wish). An example of mild corruption (this is after receiving just one point of taint): "feet curl: your feet warp and curl inward. Your speed is reduced by 10 feet."

Sounds pretty major. And it's unforgiving. The authors provide a variant rule to give Taint points each time an adventurer uses violence to kill something (even if that "something" is evil). This is a major departure from how the game is normally played, and while it may appeal to some players, I prefer a game that rewards action instead of deforming the player characters.

Taint seems to be something that accrues very easily. I wonder if characters can survive a HoH-modified adventure without becoming a glob of tainted goo or being "driven irrecovably insane." (For those of you who like the Taint mechanic, the authors provide an option of using taint instead of the standard alignment system.)

Then there is a section about using mortuary terrain for tactical movement (I'm assuming this has a greater importance to D&D Minis). Essentially, it's like rough terrain and provides +2 cover to your AC. (I'm wondering why we need two pages about this. The PHB already has rules about difficult and rough terrain, cover, and how difficult it is to climb rough walls.) This section seems like a page count padder to me.

"Chapter 5: Heroes and Antiheroes" continues the crunchy aspect of Chapter 4. This introduces two new classes. The first is the Archivist, who is like a cleric except he gets d6 Hit Die, no heavy armor proficiency, no shield proficiencies, and he has to prepare his divine magic from a spellbook (meaning he has very limited power compared to the versatility of a cleric). His one unique ability is that he can make a Knowledge check during combat to do additional damage to his enemy; at 1st level this is +1; at 8th this is +1d6. Jeez ... just take some levels in rogue!

The second class is the Dread Necromancer, which allows the character to slowly metamorphosize into a lich, gaining DR, fear auras, and negative energy touch attacks, along with a slow spell progression chart.

Prestige classes follow, and there are 6: The Corrupt Avenger (a crusader against evil), the Death Delver (one who studies death and its magic), Dread Witch (an arcane class that utilizes fear), Fiend Blooded (if you don't qualify for the half-fiend template, you can take this acquired prestige class), Purifier of the Hallowed Doctrine (goody-goody two-shoes cleric or paladin type who fights taint), and the Tainted Scholar (arcane spellcaster who uses taint points to fuel his magic). All PrCs include at least one sample character. With the new WotC stat format, this takes up a lot of space. A full 30 pages of HoH (nearly 1/5 of the book) is devoted to PrCs.

Four pages of "new" feats follow. Actually, 5 of these are rehashes from the Book of Vile Darkness. Nine use the new tainted mechanic. So about half (including a monstrous feat) are for evil characters. Six pages of new (and/or rehashed) spells follow. Most of these are evil spells to be used by your enemies. Then there is 1 page of new magic items: this includes one magic item (which functions against tainted creatures) and several evil artifacts.

"Chapter Six: Creatures of the Night" begins with a few pages devoted to using standard MM monsters in a horror campaign. This is really basic stuff. (Vampire = Dracula; Werewolves = The Wolf-man; Flesh Golem = Frankenstein's monster; Mummy = mummy; ghost = ghost). The strangest suggestion is the Dragon suggestion. Yes, there is a paragraph here about how to make dragons scary (what is the world coming to?)

Fourteen new monsters follow. A few undead, taint elementals (yes, taint is now an element), outsiders, and twisted fey.

Most of the monsters seem to be very simliar to existing ones. Bane Wraith = wraith with a tainted feat; bloodrot = undead ooze; Boneleaf = assassin vine that can cast illusions; dusk giant = cannibal hill giants; cadaver golem = flesh golem.

There is no index.

Final Thoughts

Heroes of Horror is mostly a very basic title with advice that will come as no shock to most experienced gamers who are familiar with the horror genre in film, literature, or in gaming. To the complete gaming novice (who's never played Ravenloft or Call of Cthulhu) some of this may seem frighteningly original. To others, there's very little in the way of advice to make its purchase worthwhile.

The "optional" mechanic of taint is a recurring theme throughout the book after its introduction. It's inclusion in your campaign world is important to the functionality of many of this book's spells, feats, prestige classes, and monsters. This wouldn't be so bad if it didn't seem so harsh and unforgiving on the player characters. Without the mechanic of taint, the rest of the book's rules seem to fall apart, and you're left with a book of advice.

I'm giving this book a 3/5. There are good production values, some of the advice can be helpful to newbies, and taint is an interesting mechanic for those who don't mind being really harsh. However, the book fell far short in my opinion of what I expected.
 
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A Grognard's Review with addendum

Heroes of Horror Review

Cover:
Crunch

Artist: David Hudnut.. Front: Alhandra (PHB 2000 pg 34), Eberk (PHB 2000 pg 90), and Nebin with Raven familiar (PHB 2000 pg 53) Back: Excerpt on content. Vadnais with wolf companion (PHB 2000 pg 34). ISBN 10-7869 3699-1 ISBN 13-978-0-7869-3699-1 Retail US $29.95 CAN $42.95. 9780786 936991 52995 EAN 885227200 Printed in USA. visit our website at www.wizards.com/dnd

Fluff

As a child I remember being told never judge a book by its cover. So let us look at the cover. From a beginner's perspective it is busy. All these wonderful new sights. Things to explore and find all about. Enough light to make things clear and eye-catching.

As I got older I found covers to be tricky. From a novice's perspective we see familiar faces. Characters from the core books. Possible tie-ins to things known in other media like the Blair Witch project movie, The Fog movie, Friday the 13th movies, Excalibur movie during the Grail quest, An American Werewolf in London movie.

And now that I have a few more years and miles under my belt it makes me realize just what can be discerned from careful scrutiny. So from a veteran's perspective the perspective is all wrong. The cover gives the impression of cut and paste images inserted into a grand collage. An almost joke like appearance with ghosts as sheets. Or the fact that Nebin and his Raven forefront are too large in comparison to the trees, rocks, and other PCs. Alhandra is way too small unless the artist makes a better effort to show perspective at least if we take Eberk as the measure of what a gnome, dwarf, and human should be. So too is the lighting all wrong for the scene when we take in the fact they are shrouded in fog especially Nebin's lighting.

So why so critical of the cover? For me it played an important role in comparison to the rest of the content. It made me remember what it meant to be a beginner, a novice, and what it means as a veteran of numerous campaigns.

Inside:
Crunch

Inside Cover page Blank
Inside page Blank front and back
Page 1 Title Page: Heroes of Horror by James Wyatt, Ari Marmell, and C.A. Suleiman
Page 2 Credits. No OGContent. A list of books as resource: 2edADnD Complete Necromancers, Domains of Dread, 3ed UA, OA, BVD, LM, Lords of Madness: The Book of Aberrations
The Gygax and Arneson disclaimer. and 3.5 version.
First printing October 2005
Page 3 Table of Contents
Page 4 Introduction, etc...
Page 158 WotC advertisement
Page 159 Customer Survey
Page 160 Last page. Paizo publishing Advertisement
Back page Blank front and back
Inside Back Cover page Blank

Fluff

Heroes of Horror (Oct 05) by James Wyatt, Ari Marmell, and C.A. Suleiman follows Heroes of Battle (May 05) by David Noonan (who I beat at the Miniatures game demo Gen Con 03), Will McDermott, and Stephen Schubert and future Heroes of X Happenstance to be named later (if these first two do well enough) in the next series of optional supplements for the revised edition of 3edADnD.

So what is inside this book? The Table of Contents plus Introduction state fairly clearly all of what you can expect to find inside in a very abstract way. Abstracts written for scientific papers are similar. They give the highlights of what happened. This is a very good approach for both the beginner and the novice. It lacks the crunch many veterans crave. However, this changes soon enough. On page 9 we see our first real crunch a table of "creepy things." Tables are always good crunch. This one is full of fluff. More ideas than real data or numbers or mechanics.

More hard and true crunch surfaces on page 13. This is where the book starts to get to head away from a beginner's needs. It is about right for the novice. Still too much trite for a veteran. Many of these are tried and true or probably overused scenarios for a veteran campaign. They use enough jokes and outside of game myths and lore to make them seem interesting for a novice. A why didn't I think of that approach. They leave enough for a novice to add their own too. To experiment a little with the recipe without spoiling the broth.

The gods aren't left out. Page 19 we find revised demigod stats. Real crunch. By Chapter 2 we are almost leaving the novice behind. Still enough flowery words for why to use the book, nice imagery with examples to use, and an overall good direction.

The book starts to come apart around page 36. Samuel Amad. First error I noticed (and I suck at the rules so there may be more) was in his stats. 9th level character. If given default array he needs 1 more stat point for level 8 gain. The error isn't the glaring failure. The character is. This book becomes an adventure. A 160 page adventure (lacking 5 of those pages to ads and credits) with new deity, new abilities, new classes, new yadda, yadda, yadda. The Dread Necromancer is not a PC class IMNSHO. Sure it is great that it gives examples of how to use all this new stuff. But it is too tightly wound. If it comes off its post.. Boing... the spring is sprung.

Overall
Crunch

On a scale of 1 (terrible) to 5 (excellent). I'd rate this as a solid 2 for a beginner, a 3.5 for a novice, and a 2.5 for a veteran who uses the revised material. Personally for a grognard it lacks anything new or useful for me so I'd give it a 1 for seeing use in my OD&D campaign.

Fluff


For the beginner, someone who has never played before and got this as a gift or picked it up in a store because of the brand name, it really is a bit much. The language pulls away rather early in the book. And never steps back. With some help and guidance or use of message boards. They can get some use from the material.

For the novice, someone who has played the game (either an earlier edition and converted) or who is making taking the leap to behind the screen after years of playing, this is about right. It has been 5 years since the 3ed game was introduced and 2 since the revision. But it still smacks of something missing. Possibly it is because of the shrinking size of the hardbacks and not cost. This should be a soft cover book with a price of $15 to 20.

For the veteran, someone who has refereed or seen many campaigns, this needs a little help. The veteran will pick, pick, pick until the scab bleeds. This is the case with this book. It doesn't have enough separate material. The nature of the adventure example will cause the veteran to pick until the spring comes undone. More advice on how to run this game after you have run it numerous times needs to be added. Many veterans have gone thru the Keep on the Borderlands. But each time can be different if handled by someone of like mind. This book needs that. Someone to pick, pick, pick until something new makes them say AHA.

So in conclusion you can, in fact, judge this book by its cover.
 

HEROES OF HORROR
By James Wyatt, Ari Marmell, and C. A. Suleiman
Wizards of the Coast product number 885227200
160 pages, $29.95

Heroes of Horror was an October 2005 release, perfectly timed for Halloween. I'm a little behind in my self-imposed reviewing schedule, but I intend to do some rectifying of that particular problem, starting right now with this product, geared towards "adding the elements of horror to any D&D campaign" (I'm quoting from the back cover).

The cover is another wraparound painted work, but this time it covers only the bottom 8 inches; the upper 3 inches is reserved for the title and D&D logo on the front, and descriptive blurb on the back. The illustration depicts 3 iconic PCs (Alhandra the human paladin, Nebin the gnome illusionist, and Eberk the dwarven cleric) on the front cover, standing in a spooky forest. The PCs are well-rendered (although the scale is a bit off, or else Nebin is currently under the effects of an enlarge person spell - he's awfully big for a gnome!), but the forest is rather sketchy, no doubt to make it look foggy and scary. The PCs all look worried, with Eberk looking out and out scared - let's hope his stouthearted dwarven brethren never catch him shaming their race like that! The illustration continues on the back cover, where Vadania the half-elf druid and her wolf animal companion discover clues to Redgar's apparent fate - his bloody helmet is perched on a tree stump, with bits of his armor hanging from the branches. David Hudnut does a pretty good job at getting a feeling of "horror campaign" into the piece, but he could use some work on his nonhuman faces, as they all look pretty much human (especially Nebin), and Vadania's face looks positively masculine. I'll say this for him, though - he does a great wolf! (The snarling wolf was my favorite "character" in the painting!)

The interior artwork consists of 38 full-color paintings (one of them full-page to boot!), 6 monochrome drawings (at the start of each chapter), and 11 color maps, by 9 different artists. There's a good selection in here; I especially liked Dan Scott's "Belig, Shroud ferryman" on page 95 (he looks quite a bit like the actor who played Gimli in the recent Lord of the Rings movies and Professor Arturo in the old "Sliders" TV show), Dan's "Brother Erland Buckley, Purifier" on page 110 (the single-most intimidating cleric of Pelor I've ever seen), the action scene of iconic PCs fighting off an undead horde on page 64 (artist Wayne Reynolds even puts Mialee in a rather "Wonder Womanesque" starred cape), the full-page assault on a lich and his undead minions on page 50 (another Wayne Reynolds piece, this time with a very Inca/Maya/Aztec-looking set of ruins, which makes for a nice change, although I have to wonder just what's up with Gimble's mouth), and the distinctive "Kazerabet, Angel of the Dark" by Eric Polak on page 86 (it's nice to see an Asian woman in a fantasy campaign not being stereotyped as either a geisha or a "hot ninja babe" - the dread necromancer makes for a nice departure).

On the down side, Randy Gallegos has a painting on page 11 that is no doubt supposed to be a top-down view of a spider menacing an adventuring duo on a precarious ledge, but the piece is so dark that the spider looks quite a bit more like a wad of fuzzy, striped socks, of the type you'd expect to see in a Dr. Seuss book. Randy's "Illyra Zorren, Dread Witch" on page 99 is also somewhat problematic, as dread witches are supposed to the masters of fear, capable of frightening those around them with the merest glance, and his illustration of Illyra looks more like she could pass for the Joker's clown-faced mother - far more goofy-looking than scary-looking. I never would have guessed that Wayne England's "Thavik of Donegan, tainted scholar" on page 114 was supposed to have been a githyanki; in fact, it still strikes me as looking more like a poorly-done orc or goblin. I'll also mention that Eric Polak's version of Eberk on page 5 bears a striking resemblance to Bela Lugosi - not the first person I think of when I think "dwarven cleric." As a whole, though, the art is pretty good, and I was pleased to see each of the new monsters and character classes/prestige classes getting their own illustration.

Heroes of Horror is broken down into the following chapters:
  • Introduction: A page devoted to an overview of the material in the book
  • Chapter 1 - Dread Encounters: Adding horror to an ongoing campaign, with sections on creepy effects, villains, 2 sample encounters, and a new demigod of spite
  • Chapter 2 - Dread Adventures: Designing a horror adventure, more on villains, techniques of terror, and a short sample adventure
  • Chapter 3 - A Horror Campaign: The basics of horror gaming, plots, more on villains, unhappy endings, a sample horror campaign, and incorporating dreams and nightmares into the game
  • Chapter 4 - Rules of Horror: New rules for dread, fear, and the taint of evil, horror environments, and some campaign rules
  • Chapter 5 - Heroes and Antiheroes: Two new character classes (the archivist, a divine spellcaster who casts spells like a wizard, and the dread necromancer, which is pretty self-explanatory), 6 new prestige classes (the corrupt avenger, who thrives on taint; the death delver, who explores the mysteries of death; the dread witch, master of fear; the fiend-blooded, powered by a fiendish bloodline; the purifier of the Hallowed Doctrine, who rids the world of tainted creatures; and the tainted scholar, another taint-based class that draws power from their own defects), 31 new feats, 2 new cleric domains (Dread and Spite), 30 new spells, and 4 new magic items (3 of them artifacts)
  • Chapter 6 - Creatures of the Night: New spins on classic D&D creatures, plus 10 new monsters and 3 new templates
The material in this book is a bit hit-and-miss. If you're new to the whole concept of horror RPGs, then Heroes of Horror is going to have a lot of really valuable information to help you get across the specific feel of horror-based roleplaying in your own campaign. On the other hand, anybody who's either run or read through the Ravenloft material (of any edition) is already going to know most of that information, so those sections will be of somewhat limited use. For the most part, though, Heroes of Horror is a "toolbox" approach book, allowing you to pick and choose among the various components detailed inside as to which ones you want to add to your own campaign.

I'll start with the positives: the two new character classes are both pretty interesting. The archivist provides a completely different feel for a divine spellcaster, in that he must record his spells in a "prayerbook" (cleric-type spellbook) - it could be just the thing for somebody looking for a distinctive divine spellcaster PC. The dread necromancer, while merely the umpteenth attempt to create a necromancer specialist who's actually good at what he does (as opposed to a wizard specializing in the necromancy school or a cleric with the Death domain), strikes a pretty good balance at being focused on necromancy-type areas without being grossly overpowered. I was also pleased just to see two new character classes at all in this book, as books of this type tend to just crank out prestige classes.

Speaking of which, some of the ones in Heroes of Horror are pretty appealing. I like the purifier of the Hallowed Doctrine - it's nice to see a positive (good-aligned) prestige class in with the "vile ickiness" ones you expect to see in a horror-themed book. The fiend-blooded prestige class makes a more palatable choice for a PC than suddenly plonking on the half-fiend template all at once; it allows for a gradual increase in power over the course of many levels. (One problem I noticed with the fiend-blooded, though: the Entry Requirements state an alignment of "any nongood," yet the description keeps referring to good-aligned fiend-blooded.) The taint-based prestige classes are okay, but being based on the somewhat clunky taint mechanism detailed in the book (more on this later) makes them significantly less appealing.

The new feats and spells are all interesting, and I'm glad to see some updates (errata!) to a few spells showing up in here as well. (Most importantly, they finally fixed the summon undead spells so they're compatible with the 3.5 ruleset!) Some of my favorite spells from Heroes of Horror include call forth the beast (causing the target to go on a murderous rampage after he next falls asleep), familial geas (a geas spell that transfers itself to the victim's offspring if he dies without completing the task, very true to many fables and myths), and pact of return (automatic resurrection under a specific set of circumstances, very useful when the PCs kill off your long-term master villain much earlier than anticipated).

Proofreading and editing was pretty high (as expected in a Wizards of the Coast book), with only a small handful of errors making it past editors John D. Rateliff and Blaise Selby - a few instances of extraneous words ("a vampires"), improper punctuation (a missing period at the end of a sentence, and an aggravating insistence on slapping an "apostrophe-s" after names ending in "s" instead of just the apostrophe when denoting possessiveness), simple typos ("is" instead of "as," "shiveled" instead of "shriveled," "Intimidage" instead of "Intimidate"), improper word usage ("you doesn't"), a spell name not being italicized (as is the standard) and failure to capitalize a size category (also the standard), and an interesting case of circular reasoning ("Its arrogance might be due to...arrogance..."). I was also surprised to see "gryphon" used, when the D&D spelling of the word has always been "griffon," and for some reason all of the familiars are granting their masters the "Awareness" feat (which doesn't exist, to the best of my knowledge) instead of the "Alertness" feat when within arm's reach. Also, a couple of the tables were off: the Resurrection Mishaps table on page 80 has entries for d% rolls of "93-96" and "96-100," which should be "93-96" and "97-100." Also, the Spells in the Dreamscape table on page 57 has a final entry of "Roll twice, ignoring this result if rolled again," but many of the entries on the table are mutually exclusive; you can't, for example, have a spell function as both 1d4 caster levels lower and simultaneously 1d4 caster levels higher than planned (entries 6-7 and 8-9), or have the intended spell replaced with a different spell of the same level and simultaneously replaced with a different spell 1d4 levels lower (entries 12-13 and 14-15). Layout was pretty good, except for the one-third page of white space on 134 - surely, they could have put in some artwork there? (I guess I'm used to this in small-company PDFs, but have come to expect better from Wizards of the Coast. It's a double standard, perhaps, but there you go.)

There were also a couple of instances of maps with rooms unlabeled and unaccounted for; for example, the room to the west of Room 20 on the map on page 70, and the two rooms in the northwest corner on the map on page 73. I have to say, though, that the "generic" maps were a nice touch - almost everyone can use maps of castles, graveyards, catacombs, and lich lairs, even if there's not always an accompanying adventure to go with them. In fact, I've noticed that Wizards of the Coast often throws their maps from books like this on their website for free, a move I heartily applaud.

Stat blocks seem to have taken a drastic slide back down the quality scale, though - much to my extreme disappointment, and despite the presumably best efforts of development manager Jesse Decker and the development team (Mike Donais, Stephen Schubert, and Rob Watkins). Here's my "unofficial errata" section for Heroes of Horror - a much longer list than I had envisioned:
  • p. 18, Jonah Parsons, male human ghost expert 4: Initiative should be +5, not +3 (+1 Dex, +4 Improved Initiative). Base Attack Bonus should be +3, not +2 (+3 as an Exp4, which doesn't change when he becomes a ghost as per the rules in the ghost template). Incorporeal touch attacks should be at +4 melee, not +3 (+3 BAB, +1 Dex). Corrupting touch attacks should be at +3 melee, not +2 (+3 BAB, +0 Str). Grapple attacks should be at +3, not +2 (+3 BAB, +0 Str).
  • pp. 19-20, Avatar of Cas: Fortitude should be +30, not +31 (+19 as a 35-HD outsider, +11 Con). Reflex should be +26, not +27 (+19 as a 35-HD outsider, +7 Dex). Will should be +25, not +26 (+19 as a 35-HD outsider, +6 Wis). Ebon rod attacks should be at +50/+45/+40/+35/+30/+25/+20 melee, not +51/+46/+41/+36/+31/+26/+21 (+35 BAB, -1 size, +12 Str, +3 magic weapon, +1 Weapon Focus). Gore attacks should be at +46 melee, not +47 (+35 BAB, -1 size, +12 Str). Claw attacks should be at +41 melee, not +42 (+35 BAB, -1 size, +12 Str, -5 secondary attack). Enervation attacks should be at +41 ranged touch, not +42 (+35 BAB, -1 size, +7 Dex). Vampiric touch attacks should be at +46 melee touch, not +47 (+35 BAB, -1 size, +12 Str). (Incidentally, anybody want to bet this whole thing is simply because the developer forgot that the Avatar of Cas was Large? Talk about a cascading effect!)
  • p. 92, Shovan the Marked, male halfling ranger 6/corrupt avenger 2: According to the taint rules on page 63, if Shovan has the "gums swell" corruption effect, he should progress on to "bones thicken," not "lips shrink," and have Str 14 and Dex 14 as a result, which would change a whole lot of his stat block entries. Conversely, if "lips shrink" is accurate, then he should have started out with "dead eye" instead of "gums swell." I'm not going to bother making all of the changes, as I have no way of knowing which is correct; in fact, I'll go so far as to suggest that those purchasing Heroes of Horror ignore the taint progression rules on page 63, as all of the developers seem to have done anyway. In any case, getting back to Shovan, I don't see any reason for him to be immune to fear. He only spent 56 out of 58 skill points, and regardless of where you choose to spend them, be sure to add "Knowledge (nature) +2" to the skills list (0 ranks, +0 Int, +2 synergy from Survival).
  • p. 92, Kejira DeGannevar, female human ex-paladin 6/corrupt avenger 9: Depravity effects aren't according to the taint progression rules on page 63, but I think we've all decided to ignore those rules anyway. Save DC for fear and doom spells should be DC 12, not DC 16 (10 + spell level 1 + 1 Cha = 12).
  • p. 97, Everia, female human cleric 5/death delver 3: Base Attack Bonus should be +4, not +5 (+3 as a Clr5, +1 as a DDv3). Grapple attacks should be at +5, not +6 (+4 BAB, +1 Str). +1 light mace attacks should be at +6 melee, not +7 (+4 BAB, +1 Str, +1 magic weapon). Rebuke undead should be 6/day, not 3/day (3/day as a Clr5, + 3/day as a DDv3, the effects stack). For some strange reason, skills are presented as ranks spent, not as total values; plus, she manages to somehow spent 28 out of 22 skill points. If we kill 2 points each from Listen and Spot (dropping them each to +3 in the Senses entry, and removing them from the Skill entry as there were no actual ranks spent on them), and shave 2 more points off from Heal, we get the following: "Concentration +10, Heal +7, Knowledge (religion) +5, Spellcraft +3." That's one way of doing it, in any case - you might have a better solution.
  • p. 97, Belig, male dwarf monk 5/death delver 7: AC should be 19, not 16 (+1 Dex, +3 Wis, +1 monk, +2 natural, +2 deflection). Touch AC should be 17, not 16 (+1 Dex, +3 Wis, +1 monk, +2 deflection). Flat-footed AC should be 18, not 15 (+3 Wis, +1 monk, +2 natural, +2 deflection). Rebuke undead values should be "(+4, 2d6+9, 7th)," not "(+1, 2d6+7, 7th)" (+2 Cha, +2 synergy from Knowledge (religion); 2d6 + 7th-level Death Delver + 2 Cha). Skills are shown only as ranks spent, not the total bonuses, and they forgot to add in the dwarven racial bonuses. I'd change the Skills section to read: "Appraise +0 (+2 stone/metal items), Balance +6, Climb +7, Concentration +13, Craft +0 (+2 stone/metal items), Heal +8, Hide +6, Intimidate +7, Jump +7, Knowledge (religion) +8, Search +0 (+2 to notice unusual stonework), Spot +5."
  • p. 101, Suhnak Olun, male hobgoblin sorcerer 5/dread witch 2: Under Feats, "Awareness" should be "Alertness." Only spent 26 out of 30 skill points, and forgot to add "Spot -1 (+2 in bright light)" due to having a hawk familiar.
  • p. 101, Hawk Familiar: Hit points should be 19, not 20 (half of Suhnak's 39 hp is 19 hp - you always round down). Will should be +9, not +2 (+4 as a Sor5, +3 as a DrW2, +2 Wis). Talon attacks should be at +8 melee, not +6 (+3 BAB, +2 size, +3 Dex due to Weapon Finesse). Skills should be "Bluff +2, Concentration +5, Hide +11, Intimidate +5, Knowledge (arcana) +6, Listen +2, Move Silently +3, Spellcraft +2, Spot +14."
  • p. 102, Illyra Zorren, female human wizard 9/dread witch 5/archmage 4: Creature type should include "(human)." In the Feats entry, "Awareness" should be "Alertness." Quarterstaff attacks should be at +6/+1 melee, not +6/+0 (secondary attacks only have a -5 penalty). There's no way for me to check her Skill totals as I don't know when her Intelligence boosts took effect, but Knowledge (the planes) can only be +28 max, not +29 (as a 18th-level character, she can put up to 21 ranks into a skill, +7 Int). Also, be sure to add the following: Appraise +7 (+9 alchemical items), Disguise +3 (+5 acting), Search +7 (+9 secret doors), and Survival +2 (+4 on other planes) - the result of synergy bonuses from Craft (alchemy), Bluff, Knowledge (architecture and engineering), and Knowledge (the planes), respectively.
  • p. 102, Cat Familiar: Initiative should be +2, not +3 (+2 Dex). Fortitude should be +5, not +2 (+3 as a Wiz9, +1 as a DrW5, +1 as an ArM4, +0 Con). Reflex should be +7, not +4 (+3 as a Wiz9, +1 as a DrW5, +1 as an ArM4, +2 Dex). Will should be +15, not +1 (+6 as a Wiz9, +4 as a DrW5, +4 as an ArM4, +1 Wis). Claw attacks should be at +12 melee, not +10 (+8 BAB, +2 size, +2 Dex from Weapon Finesse). Bite attacks should be at +7 melee, not +5 (+8 BAB, +2 size, +2 Dex, -5 secondary attack). Skills should be: "Appraise +0 (+2 alchemical items), Balance +10, Bluff +11, Climb +6, Concentration +14, Craft (alchemy) +14, Diplomacy +0, Disguise -2 (+0 acting), Hide +14, Intimidate +2, Knowledge (arcana) +16, Knowledge (architecture and engineering) +13, Knowledge (history) +14, Knowledge (religion) +13, Knowledge (the planes) +21, Listen +3, Move Silently +6, Search +0 (+2 secret doors), Spellcraft +19, Spot +3, Survival +1 (+3 on other planes)."
  • p. 107, Werner Stormhollow, male human sorcerer 6/fiend-blooded 1: Creature type should include "(human)." In the Feats entry, "Awareness" should be "Alertness." In the Skills entry, "Intimidage" should be "Intimidate."
  • p. 107, Fiendish Toad Familiar: Special Qualities should include darkvision 60 ft. Will should be +9, not +2 (+5 as a Wiz6, +2 as FBl1, +2 Wis). Base Attack Bonus should be +3, not +4 (the same as his master's). Smite good attacks should be at +2 melee, not +4 (+3 BAB, +4 size, -5 Str). Skills should be "Bluff +1, Concentration +4, Diplomacy +1, Hide +21, Intimidate +1, Knowledge (arcana) +7, Knowledge (the planes) +5, Listen +4, Sense Motive +6, Spellcraft +9, Spot +4."
  • p. 107, Setios, male half-elf sorcerer 6/fiend-blooded 6: In the Feats entry, "Awareness" should be "Alertness." Since Diplomacy, Hide, and Spot are all cross-class skills, it looks like he spent 70 out of 60 skill points. I recommend dropping Diplomacy to +8, Hide to +6, and Spot to +5. Also, add Disguise +3 (+5 acting) and Survival +0 (+2 on other planes), due to synergy bonuses from Bluff and Knowledge (the planes), respectively. While you're at it, add Listen +1, Gather Information +5, and Search +3 (the benefits of half-elf racial bonuses).
  • pp. 107-108, Fiendish Raven Familiar: Should speak one language of its master's choice (probably Common). Fortitude should be +4, not +2 (+2 as a Sor6, +2 as a FBl6, +0 Con). Reflex should be +6, not +4 (+2 as a Sor6, +2 as a Fbl6, +2 Dex). Will should be +12, not +2 (+5 as a Sor6, +5 as a FBl6, +2 Wis). Skills should be "Bluff +4, Concentration +8, Diplomacy +1, Disguise -2 (+0 acting), Hide +14, Intimidate +6, Knowledge (arcana) +8, Knowledge (the planes) +6, Listen +2, Spellcraft +10, Spot +6, Survival +2 (+4 on other planes)."
  • p. 113, Elsya of the Emerald Dale, female half-elf paladin 5/purifier of the Hallowed Doctrine 2: Will should be +8, not +6 (+1 as a Pal5, +3 as a PHD2, +2 Wis, +2 Cha from divine grace). Turning checks should be at +4, not +2 (+2 Cha, +2 synergy from Knowledge (religion)). They forgot to add the half-elf racial skill bonuses in; as a result, change Diplomacy to +4 and Gather Information to +4, and add Listen +3, Search +1, and Spot +3. (Change the Listen and Spot entries under Senses to match.)
  • p. 113, Erland Buckley, male human cleric 6/purifier of the Hallowed Doctrine 7: Creature type should include "(human)." The Aura line should include "purity" as well as "sanctity." Turning damage should be 2d6+15, not 2d6+14 (13 levels, +2 Cha), with 13th, not 12th, as the caster level. Special Qualities shouldn't include "aura of good," as he's a cleric, not a paladin. Only spent 64 skill points out of 80 (or 74, or 70, or 66, depending on if there were any Intelligence boosts during his adventuring career - unlikely, given his fluency in 3 languages without any Speak Language skill points spent).
  • p. 118, Tainted Cabalist, human wizard 5/tainted scholar 2: Creature type should include "(human)." In the Feats entry, "Awareness" should be "Alertness." Should only have 4 2nd-level spells prepared, not 5 (3 as a Wiz7, +1 for having a depravity score of 8). Save DC for phantasmal killer should be DC 17, not DC 16 (10 + spell level 4 + 3 for corruption 7). Only spent 55 out of 60 skill points, but spent one too many points on Concentration (the max is 10 for a 7th-level character) - Concentration should be +9, not +10. Add Survival -1 (+1 on other planes and to avoid natural hazards and getting lost), the result of synergy bonuses from Knowledge (the planes) and Knowledge (geography).
  • p. 118, Viper Familiar: Hit points should be 14, not 41, and HD should be 7, not 15; it looks like the developers accidentally attributed the viper familiar to Thavik of Donegan instead of the Tainted Cabalists - but Thavik doesn't even qualify for a familiar! Will should be +8, not +1 (+4 as Wiz5, +3 as TSc2, +1 Wis). Skills should include the masters' skills (Concentration, Decipher Script, Knowledge (arcana), Knowledge (geography), Knowledge (history), Knowledge the planes), Knowledge (religion), Spellcraft, and Survival), but since the masters' skill points are screwed up I can't really plug in appropriate numbers for the familiar until those first get fixed. Also, change Swim from +6 to +5.
  • p. 118, Thavik of Donegan, male githyanki dread necromancer 5/tainted scholar 10: Add the following to his skills: Disguise +5, (+7 acting) and Spellcraft +4, the result of synergy bonuses from Bluff and Knowledge (arcana).
  • p. 143, Boneleaf: Under the "Speed" entry, "10 ft. (6 squares)" should obviously be "10 ft. (2 squares)." Fortitude should be +8, not +11 (+2 as a 7-HD aberration, +6 Con). Listen and Spot should both be +5, not +4 (+3 Wis, +2 Alertness), although it's possible they could go even higher as the developers didn't spend all 10 of the creature's skill points.
  • p. 145, Large Taint Elemental: Slam damage should be 2d8+5, not 2d8+7 (since it doesn't have one slam attack as its sole attack - it gets two slams under Full Attack - it doesn't get the 1.5 damage multiplier; check out the elementals from the Monster Manual to see what I mean). Also, the tabbing on the "Space/Reach" entry is messed up, as it doesn't line up where it should.
  • p. 146, Huge Taint Elemental: Slam damage should be 2d10+7, not 2d10+10 (for the same reason as above).
  • p. 146, Greater Taint Elemental: Slam damage should be 2d10+8, not 2d10+12 (for the same reason as above). Slam attacks should be at +21 melee, not +23 (+15 BAB, -2 size, +8 Str), and certainly not "+21$" as listed under Full Attack. Listen and Spot should be +28, not +26 (all other taint elementals spent maximum ranks in Listen and Spot, which in this case is 24 (21 HD +3), +2 Wis, +2 Alertness). Also, the Skills listing should include "Knowledge (nature) +4" (+2 Int, +2 synergy bonus from Survival).
  • p. 146, Elder Taint Elemental: Slam attacks should be at +25 melee, not +27 (+18 BAB, -2 size, +9 Str). Slam damage should be 2d10+9, not 2d10+13 (for the same reason as above). Listen and Spot should each be at +31, not +29 (for the same reason listed above). Skills should include "Knowledge (nature) +5" (+3 Int, +2 synergy from Survival).
  • p. 147, Least Dusk Giant: With a 4-point Power Attack, greatclub damage should be 1d10+11, not 1d10+15 (1.5 times +5 Str = +7, +4 = +11).
  • p. 147, Lesser Dusk Giant: With a 9-point Power Attack, Large greatclub damage should be 2d8+27, not 2d8+36 (1.5 times +12 Str = +18, +9 = +27). Assuming a 9-point Power Attack for the thrown rock attacks, they should be at +0 ranged, not +1 (+9 BAB, -1 size, +0 Dex, +1 racial bonus, -9 Power Attack). Without Power Attack, rock attacks should be at +9 ranged, not +10.
  • p. 147, Greater Dusk Giant: AC should be 24, not 25 (-2 size, -1 Dex, +17 natural). Touch AC should be 7, not 8. Flat-footed AC should be 24, not 25. With a 13-point Power Attack, Huge greatclub damage should be 3d8+41, not 3d8+28 (as listed in the Attack line) or 3d8+54 (as listed in the Full Attack line) (1.5 times +19 Str = +28, +13 Power Attack = +41). Rend damage should be 2d8+28, not 2d8+27 (1.5 times +19 Str = +28). Advancement is listed as "18-24 HD," but the creature already has 18 HD, so it should read "19-24 HD."
  • p. 149, Golem, Cadaver: The sample skill set is off by 1 point; I recommend making it Hide +9, not Hide +8 (I think they forgot to take the +1 Dex into account).
  • p. 151, Gray Jester: Only spent 54 skill points out of 88 (as an 8-HD fey with a +2 Int bonus), so there's a lot of manipulating to do. (I'll leave that to the individual DM, as there's no "correct" answer to skill point expenditure.) However, Skills should definitely include "Jump +10" (0 ranks, +0 Str, +8 speed, +2 synergy from Tumble).
  • p. 152, Phantasmal Slayer: For standardization, "Fly 60 ft. (perfect)" should be "Fly 60 ft. (12 squares) (perfect)." Fortitude should be +15, not +14 (+10 as a 16-HD outsider, +5 Con). Reflex should be +15, not +14 (+10 as a 16-HD outsider, +5 Dex). Will should be +15, not +14 (+10 as a 16-HD outsider, +3 Wis, +2 Iron Will). Skills should include "Survival +3 (+5 following tracks and on other planes)" (+3 Wis, +2 synergy bonuses from Search and Knowledge (the planes), respectively).
  • p. 153, Tainted Minion, 5th-Level Human Fighter: For standardization, "30 ft." should be "30 ft. (6 squares)." Only spent 21 of 24 skill points. Possessions should include masterwork shortbow with 10 arrows.
  • p. 153, Tainted Raver, 5th-Level Human Fighter: Only spent 21 of 24 skill points.
  • p. 156, Unholy Scion Lizardfolk: Only spent 14 of 50 skill points (as a 2-HD outsider with a +2 Int bonus), but did manage to spend one too many skill points in Sense Motive (cross-class, as it isn't on the lizardfolk class skills list) - the maximum for a 2-HD creature is 5 points, so it can't have spent 6, which is what the math works out to here.
I almost have to wonder if the new stat block format isn't somewhat detrimental to the overall quality of the stat blocks, as they no longer break down the various components of the AC values like they used to, nor do they give the breakdowns of the hit point totals. (The cynical side of my brain even wonders if this decision not to "show their work" in these areas is a direct result of people like me who double-check their math on public forums - while unlikely that we "gearheads" have made such an overall impact on WotC policies, you have to admit that it does smell a bit like "covering their tracks.") In any case, whether there's a correlation or not, I notice that Wizards' stat block quality has gone down further since implementing the new format; hopefully it's just a learning curve that will quickly be brought back into shape.

Getting back to the specifics of Heroes of Horror, besides the poor stat block work there's also the confusing stuff, the items that make me scratch my head and wonder "Just who exactly thought this was a good idea?" Topping this list is Cas, the new demigod of spite. Don't get me wrong, adding a demigod of spite to the generic pantheon seems like a perfectly fine move; what I can't figure out is why in the world he was given a moose head. With that fine move, he went from being an appropriately creepy, otherwordly semideity to Bullwinkle's mean-tempered older cousin. Likewise, couldn't whoever came up with the concept come up with a better name than "Cas?" Besides there already being a "Kas" playing a role in many D&D campaigns (he of the legendary sword of Kas), there's also Kaz the minotaur from the Dragonlance campaigns (I've never read any of the Dragonlance novels, but even I'm aware of his existence), and, worse yet, whenever anybody says "Cas" phonetically, the first image that pops to my mind is Cass Elliot, the heavyweight singer from the '60s band the Mamas and the Papas. Not the image you want popping to mind when you're trying to use an evil demigod of spite in a D&D campaign, is it? (Of course, Bullwinkle isn't a much better image.)

Lest I leave "Mooseboy Cas" on my "WTF?" list all by himself, I'll also add the gray jester from the "new monsters" section. What is it with people trying to make scary, evil jesters? Is there something inherently spooky about guys wearing jingle-bell hats that I'm unaware of? (I know some people are afraid of clowns, but still....) Mongoose tried it in their Monster Encyclopaedia Volume Two - Dark Bestiary with their facadas (evil outsider jesters) to no great success, and the evil fey gray jester presented here fares little better.

Finally, there's the whole taint mechanism. This has been dusted off and tweaked a little from the Oriental Adventures days (not surprisingly, James Wyatt wrote both books), but it still is a little clunky. I already discussed the taint progression anomalies in my "unofficial errata" section, but to recap: the rules as written assign 10 different types of mild, moderate, and severe forms of physical (corruption) and mental (depravity) taint, for a total of 60 different effects. However, when you first gain either a corruption or depravity effect, you roll a d10 and consult the appropriate table. Whenever you gain enough taint to move into the next category, instead of rolling another d10, you just progress over to the next column in the same row as your original roll. This works fine for some of the entries, which are thematically similar (for example, skin sloughs, skin thickens, and skin lichen), but many of them don't seem to have much in common with each other. Why, for instance, if at first my ears get scabby, should I then automatically have my fingers and toes fuse, and then have my flesh shrivel? I see no connection. Neither did the developers, apparently, because in every NPC example they came up with, they ditched that rule and just winged it by picking and choosing off the tables. In any case, since the thresholds as to when you gain a new taint effect are based on your current Constitution and Wisdom scores (which tend to fluctuate in horror games - besides the normal ability damage/drain inherent in all D&D games, Heroes of Horror has several feats that cause Con/Wis damage to foes), the entire mechanism rapidly turns into a whole lot of extra status tracking. This is especially true for the two prestige classes that are based on taint, whose spellcasting rules ignore the normal rules for bonus spells and save DCs for spells, but tie them into your PCs' current corruption and depravity scores. The beauty of d20 is the unifying mechanisms inherent in the rules system, but Heroes of Horror seems to go out of its way to ignore the standards and rebuild the wheel all over again, which is a bit of a shame.

Okay, this review is getting pretty long-winded, so I'll draw it to a close. Heroes of Horror has a few problems, not the least of which is some truly awful stat blocks. (A quick count shows that of the 40 stat blocks in Heroes of Horror, I found problems with 33 of them - some more grievous than others, granted, but that's still a stat block error rate of 82%!) The taint mechanisms add an unneeded level of status tracking complexity, which soured a couple of the prestige classes for me. On the other hand, I enjoyed the two new character classes, a good chunk of the new monsters, many of the spells, and the advice on running a horror campaign is generally spot-on, if a bit on the obvious side for those who have dealt with such things before. I'm going to boil this all down to an overall score of "3 (Average)" - the things it gets right it does pretty well, but there are a lot of clunkers in here dragging down the overall quality.
 

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