Add a frisson of fear to your game with Heroes of Horror. This supplement goes over the techniques of terror within D&D and can become a valuable resource to both DMs and players who prefer a more chilling side to their adventures. Heroes of Horror provides everything players and Dungeon Masters need to play and run a horror-oriented campaign or integrate elements of creepiness and tension into their existing campaigns. Players can develop heroes or antiheroes 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. Our sneak peek gives you a look at villains, the archivist class, deformity feats, summon undead spells, and the cadaver golem.
What's In This Book
Chapter 1: Dread Encounters
Chapter 2: Dread Adventures
Chapter 3: A Horror Campaign
Chapter 4: Rules of Horror
Chapter 5: Heroes and Antiheroes
Chapter 6: Creatures of the Night
Heroes of Horror is a rules supplement for the Dungeons & Dragons Roleplaying Game. It's a player resource that gives players the tools they need to build characters with dark secrets in their past, paralyzing phobias, or an irresistible urge to explore the forbidden side of magic. DMs can use this book as a toolbox to build a horror encounter, adventure, or campaign for the D&D game.
What's In This Book
Heroes of Horror contains information for DMs and players alike. The first three chapters focus on advice for the Dungeon Master on incorporating horror elements into a campaign. The last three provide a variety of new mechanics to help bring those horrific visions to life.
Dread Encounters (Chapter 1): Every horror campaign starts with a single encounter. This chapter describes how to make a D&D encounter horrific rather than simply challenging. It also discusses suitable villains for such an encounter and provides two sample horror encounters, "To Grandmother's House" and "Annalee's Baby." Finally, this chapter presents a new demigod whose influence can provoke horror encounters: Cas, the demigod of spite.
Dread Adventures (Chapter 2): Sometimes an entire adventure will revolve around a horror theme. This chapter describes moods, settings, and plots that make for horrific adventures, as well as discussing ways of creating villains who can dominate an entire horror adventure. Finally, after several techniques to make an adventure more frightening for the PCs, it provides a sample short horror adventure, "For Hate's Sake."
A Horror Campaign (Chapter 3): An entire campaign devoted to horror requires special trust between the DM and players, since the PCs may not in fact end up saving the day. This chapter describes ways to establish that trust, as well as describing settings, plots, and villains that work well in horror campaigns. Finally, after outlining a sample campaign, "Nightwatch," it provides rules for adventuring in dreamscapes and nightmare realms.
Rules of Horror (Chapter 4): This chapter describes new ways to use the rules of D&D to evoke a sense of dread. It also presents a new rule set, the taint mechanic, to represent ways in which exposure to evil eventually causes both physical and moral decay, known respectively as corruption and depravity. Other new rules describe tainted locations, haunting presences (poltergeists), and mortuary terrain, as well as alternative alignment rules more suited for horror gaming. Finally, it discusses ways that divination magic and resurrection magic can be warped by the pervading horror of the setting.
Heroes and Antiheroes (Chapter 5): This chapter presents two new standard classes, the archivist and the dread necromancer, as well as half a dozen new prestige classes, from the fiend-blooded, who embraces the evil inherent in her ancestry, to the purifier of the Hallowed Doctrine, who strives to stop the spread of taint. This chapter also details more than thirty new feats, some of them powered by taint and others useful in fighting tainted creatures, and a like number of new spells, including corrupt spells that inflict ability damage upon their caster and oneiromancy spells, which allow the caster to manipulate the dreams of others. Finally, a brief section on artifacts and magic items describes one useful item, the rod of sanctity, which might prove a lifesaver to PCs due to its ability to cleanse taint, and three malign artifacts, including the sinister Acererak's robe, which enables its wearer to convert the living into the undead with simply a touch.
Creatures of the Night (Chapter 6): This chapter is divided into two parts. The first describes ways in which to use traditional fantasy and horror monsters, such as a vampires, giants, and dragons, in new and unsettling ways. The second part details thirteen new monsters and templates suitable for horror adventures, from the taint elemental and the dusk giant to the tainted minion and the unholy scion.
Adventure Sites:Heroes of Horror contains eleven maps depicting various environments in which a horror encounter or horror adventure could occur. Most of these maps, such as the lich's shrine (page 49), have supporting text that describes locations within the site. Two of the maps, the vampire lord's castle (page 32) and Shadow House (page 70), are stand-alone maps that a DM can use for any appropriate purpose.
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