Kenzer's Villain Design Handbook -- how setting specific is it?

SurfMonkey01

First Post
This book sounds really nifty, and a great way to hold out until the Book of Vile Darkness... my question is, how Kalamar-specific is it? I have no Kalamar books at all, or any interest in them, but this book sounds neat... is it worth it to me?
 

log in or register to remove this ad

Well, since so far the book has only appeared at GenCon (should be hitting stores this week or next), I thought I'd try to answer this one for you... :)

Of all the Kingdoms of Kalamar products, this one is the most "Kalamar-light" of any of them. I'll do a brief chapter by chapter run through.

Villain Design Process - details the step-by-step process to creating a villain using the Villain Record Sheet, like the Player's Handbook details creating a character.

Introduction

Chapter 1: Stereotypes and Beyond

This chapter begins by explaining what it means to be a villain. it also provides suggestions for how to create villains using various combinations of races and classes. It also details possible villain alignments and information on how to avoid obvious stereotypes. You will also learn about variant game rules specifically related to villains, such as experience points, power levels, good-aligned and supernatural villains.

Sections include:

What is a Villain?
Stereotypes
Choosing Race and Class
Villains and Alignment
Experience
Familiars
Power Level
Supernatural Villains
Beyond This Book

Chapter 2: Archetypes

Lists the six primary villain archetypes and includes detailed examples and explanations of each. Within each archetype, a range of subtypes are set out with personality profiles. This chapter is rich with basic villain concepts useful in any DM's campaign.

Kalamar character backgrounds are written up as as examples of each. Their stats are in Appendix A.

Sections include:

Deviants
Devoted
Fallen
Inhuman
Power Mad
Visionary

Chapter 3: Inside the Mind of a Killer

Deals with the psychology of villains, their motivations and their obsessions. Such details help the DM determine a particular villain's schemes and objectives as the plot thickens for the player characters.

Sections include:

Thought Processes
Motivations and Obsessions
Goals, Schemes and Dreams of Darker Things

Chapter 4: Where Monsters Dwell

Setting the stage for a great adventure demands careful consideration. This chapter discusses ideas for placing your villains and their lairs in cities, dungeons and wilderness areas.

Sections include:

Setting
The Urban Underground
Pieces of the Urban Pie
The Savage Wilderness
Lairs and Strongholds

Chapter 5: The Head of the Serpent

This chapter describes the villain's place in secret societies and other organizations. Here you will learn about villains who have an organization to back up their nefarious doings, and how the relationships within that organization affect the villain, as well as how they affect your PCs and your entire campaign.

Organizations from KoK are given as examples only.

Sections include:

Independent Organizations
Placement Within the Organization
Building Levels of Intrigue

Chapter 6: New Villainous Rules

Obviously, these are just new rules for adding personality to your villainous characters. Also included are details on usin gthese rules as player options.

Kalamar-specific mentions are rare.

Sections include:

New Feats
Enhanced Familiar Feats
Metamagic Feats
Variant: Anti-Feats
Acquiring Anti-Feats
Player Anti-Feats
Variant Combat Maneuvers

Chapter 7: Prestige Classes

This chapter describes new prestige classes that are available to all characters, though they have certain qualities that make them particularly attractive to villains.

The majority of these focus on independent organizations specific to the Kingdoms of Kalamar campaign setting.

Sections include:

Villainous Prestige Classes

Chapter 8: New Spells

This chapter details new spells that you may make available to your villains of appropriate classes. After your players get a taste of them, you may feel free to make them available to player characters as well.

I'd say the only Kalamar-specific bits are the Basiran Dancer spells, and some mentions of characters and locations within the spell descriptions.

Sections include:

New Basiran Dancer Spells
New Bard Spells
New Cleric Spells
New Druid and Shaman Spells
New Paladin Spells
New Ranger Spells
New Spellsinger, Sorceror and Wizard Spells
Detailed Spell Listings

Chapter 9: Wicked Things

The items here are magical tools that a DM can use to arma villains, his lackeys or henchmen. They often convey a useful benefit but are just as likely to come with some significant baggage. As a DM, this is advantageous because it might make the PCs think twice about taking and keeping these spoils for their own use once they have defeated their nemesis.

Almost all of these items are Kalamar specific, though I have no doubt a DM with any ounce of talent could port them to other worlds.

Magic circles and summonings is not Kalamar-specific, however.

Sections include:

Magic Items
Armor and Shields
Weapons
Potions
Rings
Rods
Staves
Wondrous Items
Minor Artifacts
Major Artifacts
Magic Circle and Summoning

Chapter 10: Dangerous Denizens

This chapter discusses two new dungeon guardian-type creatures, and details several templates to add to your villains, including ghouls, mummies, skeletons, wights, wraiths and zombies. There are details on how to perform the rituals leading to each template.

They do have Kalamaran names (the "self-willed greater mummy" translates as "kyseth," for example). There are references to places on Tellene where such rites and rituals are found/were discovered.

Sections include:

New Monsters
Darkling Snatcher
Guardian Effigy
New Undead Templates
Becoming Undead

Appendices

This is pretty straight-forward, so I won't bother to say anything other than that the adventure (a small encounter) is Kalamar-specific.

Appendix A: Non-Player Characters
Appendix B: Glossary of Terms
Appendix C: Villain Record Sheet
Appendix D: Adventure
A Change in Plans
NPCs (the soldiers)
NPCs (the slaves)

Index

===

Hope that was of some little help. :D

Mark Plemmons
Kenzer and Company
www.kenzerco.com
 

Oh, let me clear up a note on Chapter 5: The Head of the Serpent.

The independent organizations are:

Assassin and Thieves' Guilds
Black Markets
Governments
Hatchet Men

and so on...

There are examples of Kingdoms of Kalamar-specific types in each.
 


Psychotic Dreamer said:
THis could be my first Kenzer purchase. ;)
Your FIRST Kenzer purchase??
You've been denying yourself some good stuff, sir.
They really are one of the best game companies out there... and have you SEEN the frickin' Hackmaster GM screen? I buy at least one Kenzer book a month.
 

Well I have no interest in Hackmaster (didn't care core 2nd edition) and haven't had money for any other Kenzer purchases due to unemployment. ;)

I might also pick up their PLayers Guide, but I'm not overly interested in the setting. I prefer to create my own.
 

So this will tell you how to set up equipping your villains without basicly giving a full platter for your party in magical items?

Also, does it suggest villains of every class? I'd like to see good examples of Druid, Bard, and Paladin 'villains'.
 



thalmin said:
BTW, this book IS now in the stores.
Indeed it is. I just picked up a copy this afternoon. Haven't gotten the chance to really read any of it yet, but a quick flip-through looks like it's got plenty of usable stuff no matter what setting you're playing in. I should probably get offline here and start reading it, actually...
 

Remove ads

Top