Book of vile darkness 4e pdf download
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D&D 4e The Book of Vile Darkness - PDF Flipbook. Dungeons & Dragons 4th Edition The Book of Vile Darkness. Views 54 Downloads PDF 10,, Bytes. Download as PDF. D&D 4th Edition - The Book of Vile Darkness - download at 4shared. Book Of Vile blogger.comad - Free download Ebook, Handbook, Textbook, User. Dragon issue included 01/03/ · Book Of Vile Darkness 4e Pdf Download UPDATED by Jones Manyboice-March 01, 0. Book Of Vile Darkness 4e Pdf Download. Data. Browse 2 Images» wrong 4. Introduction. Book of Vile Darkness is a sourcebook of evil. It contains a large amount of new game material—all of it vile, loath-. Dragon issue included flesh and skin themed magic, while Just add Book of Vile Darkness of Chris Winnower to My Favorites. Embed Book of Vile Darkness to websites for free. Check flipbooks from Chris Winnower. Upload PDF to ... read more
Keep track of what characters do and where they do it. They might be subtle or cunning, revealing their evil tendencies only in special situations. Evil characters are still people and, thus, their moral failings manifest in a variety of ways. Urge players to look beyond obvious caricatures and to regard their characters as complex individuals who are willing to act in ways others find objectionable. Like heroes, wicked adventurers can profit from fighting evil, chasing rare items, and exploring dangerous environments.
The following plot options can form the foundations of new adventures or be woven into existing adventures to infuse them with a darker essence. They might attempt to fabricate evidence and commit crimes to blame on their foes. Ambush a Caravan EV I L A DV E N T U R I N G Methods and Consequences Adventurers learn a caravan laden with treasure and goods is bound for some distant port. When they strike, characters find it is under heavy guard and must fight for their lives. If characters defeat the guards and plunder the goods, they find a curious item of significant value, an item whose theft earns them a powerful enemy. If they betray their employer, leaving him or her to die while they make off with the treasure, the hero somehow escapes certain death or returns as an undead monster. Whatever the case, the hero wants revenge against the traitorous party. Corrupt a Hero Adventurers work to persuade a famous hero to embrace darkness. They might kill the character and turn him or her into an undead monster, use temptation, or methodically destroy things and people their target loves until he or she succumbs to darkness.
Destroy a Good Creature Characters hunt good creatures for sport, to harvest something from them, or to steal their treasures. Common targets include metallic dragons; good fey creatures, such as unicorns; and servants of good gods. Destroy a Temple Adventurers plunder a temple or holy site dedicated to Erathis. Temples are famous for their riches and, thus, are ideal targets for irreverent, greedy miscreants. They might kill its attendants or burn the site to the ground. To do so, they must find a relic, CH A P T ER 2 Evil Campaigns 15 consecrate it in darkness, and perform a sacrifice on the blasphemous altar they raise. Get Revenge After a rival group, organization, or villain knocks adventurers on their backsides, they immediately plot revenge. Players know any attack against the offending party will only result in more conflict. To truly destroy their foe, the adventurers must destroy everything their enemy cherishes until it has nothing left.
Murder a Hero A sly villain hires the characters to assassinate a well-liked and prominent hero. Players must gain intelligence about their target, make arrangements, and accomplish the deed. Also, efforts taken to return the murdered hero to life could further complicate matters. You can still use these adventures for evil characters, but you will need to alter the circumstances to accommodate far darker motivations. Compensation: Increase the monetary reward for completing a quest by 50 to percent and deduct this value from the treasure the adventure rewards. A big reward can replace a hook that relies on goodwill or doing the right thing. Player Driven: Rather than presenting hooks to players, let them drive their involvement. Active Enemies: Evil adventurers are particularly likely to skip out on their employers and not finish their mission. Repurpose skipped encounters as surprise attacks to hook players back into the plot. Switching Sides: Evil adventurers are not above switching allegiances mid-adventure.
To complete the ritual, adventurers must obtain a particular focus. The focus might be a despicable object or a victim to sacrifice to the dark powers. Raid a Community Characters raid a community for supplies, treasure, or slaves. A quick attack takes defenders by surprise and hands adventurers a decisive victory. Not long after, a local lord recruits a good adventuring party to hunt down the wicked adventurers before they can attack again. To survive, characters must either confront their trackers or find a place to lay low. Nine angels protect the site. If they secure the relic, the spirit curses them. If cursed, characters must find a way to lift the malediction or die. Sow Discord Characters actively work to dismantle a government or person of power. They could spread discord, destroy buildings, incite riots, commit murder, and perform any number of other destabilizing actions, all while concealing their involvement in the resulting upheavals.
Spark a War Adventurers learn a valuable treasure was lost somewhere in a ruined castle a large humanoid tribe overran. Rather than storm the site, they attempt to convince a rival tribe to attack. What adventurers need is a full-blown war and heavy casualties. Such a distraction should prove enough for adventurers to explore the ruins without interference. If they manage to sneak past the guards and breach the inner sanctum, they discover an expansive treasure hoard. If adventurers kill Destroy the World Campaigns featuring evil characters typically have darker themes tied to one of the three major expressions of evil: domination, corruption, and annihilation see Chapter 1.
The following campaign themes can form the bones of new campaigns or be mixed with existing themes to bring out more sinister atmospheres and tones. Many campaigns focus on saving the world from a catastrophe. In this campaign, however, adventurers are the agents of its undoing. Regardless of their roles, characters face a lonely, hostile world as both good and evil forces attempt to thwart their efforts. In contrast, adventuring pawns might be surprised when such creatures come to their aid. Conquest Evil Against Evil A simple campaign theme, conquest is not limited to particular alignments. In a conquest campaign, characters want to seize power and hold it. They might aim for temporal power, waging war across the world to forge a new and dark empire, or they could set their sights higher, venturing into the Astral Sea, the Abyss, or another plane to carve out a realm for themselves. Characters spend much of their time amassing power, building armies, and waging war against their neighbors.
While securing the territory they have claimed, they also quest for weapons and rituals to use against enemies and engage in negotiations to forge alliances with other lands and powers. If the campaign moves into the planes, adventurers could build a vast network in the natural world and use it to fuel strikes into other realms. This campaign pits evil adventurers against evil opponents. Since evil is inherently destructive, it turns on itself when it can spread no farther. Perhaps evil has already won, and the last lights in the world have been extinguished. In any event, they are anti-heroes, and through their efforts, the world will live or die. Evil gods, for example, could be plotting to destroy the world or irrevocably damage it. To give such a campaign a nefarious spin, evil adventurers could target the gods to steal their power or destroy them for kicks rather than trying to foil plots.
As such, they are well prepared to handle threats against them. C A M PA I G N T H E M E S the heir in their bid to escape, they must contend with the righteous wrath of the wronged noble while trying to find a way to sell off the treasure that now names them killers. Perhaps good drove back the darkness in a recent conf lict, and now characters must restore the balance. Or maybe players are running beastly adventurers who are driven to spread mischief and suffering wherever they go until a force rises up to stop them. As the evil adventurers gain power, they find more dangerous foes opposing them, ranging from powerful adventuring groups to divine servants. This campaign likely culminates when characters confront a major and dominant force for good and defeat it. If so, I must tell you—you can do better. Deviant behavior in a combat encounter, a sinister environment, or a lethal disease can all go a long way toward conveying evil in its purest form without seeming over the top.
The trick to incorporating vile darkness concepts is to use them to emphasize threats and reinforce major story components. When applied in this way, vile darkness preserves its power and reminds players of what exactly they are fighting. The following campaign arcs can serve as the basis for vile campaigns. Rather than provide a blow-by-blow account of what happens, each entry includes a broad description of events that should occur at each tier. Use these arcs as frames on which to construct your own adventures. For instance, an evil group might oppose a demon lord on principle or fight against a noble archfey in the Feywild. For instance, many wicked adventurers are happy with the world as it is. So whether a threat comes from the Far Realm or a primordial villain awakening in the Elemental Chaos, evil adventurers are likely to team with heroes to prevent a power shift.
It chooses players in its drama from both sides. Finally, the gods have set aside their moral differences in the past and can do so again to contain a common threat. Not even Zehir wants a world with the Chained God free. As you can see, evil characters can be protagonists. Despite employing different and perhaps unsettling methods, they can still pursue objectives normally assigned to heroes. Characters are called to investigate because the victim was an influential figure for example, a noble, a merchant, a priest, or a wizard. More murders follow the first. In each case, the target was an influential person.
Shortly after characters defeat a Hand faction, more cultists surface, and they release fearsome demons that rampage across the countryside. With some nasty plot probable, characters dig deeper between adventures and discover a connection between the Six-Fingered Hand and a diabolist named Ruel. Tracking down Ruel is not an easy task. Adventurers eventually discover he haunts a crumbling castle. Fighting their way through monsters and hazards, adventurers strike at the castle and confront Ruel in a terrible battle. Just as Ruel dies, he cries out to the Lord of Flies, begging to be saved. This utterance reveals an archdevil might be involved and hints at troubles brewing in the Nine Hells. The archdevil dispatches her aspect in the guise of Ashari, a priestess of Ioun, to recruit the adventurers.
Ashari claims her goddess fears unrest is churning in the Nine Hells. She asks characters to travel to Sigil to investigate and report back by using a magic item she provides. Ashari recommends adventurers speak with Shemeshka the Marauder, a dangerous but well-connected raavasta Manual of the Planes, page almost certain to have the information she needs. They wind up embroiled in escapades and side treks that divert them whenever they draw too near the elusive fiend. The situation turns darker when adventurers finally locate Shemeshka, who reveals a plot to unseat Asmodeus. If it succeeds, even the planes could be ripped asunder. The raavasta explains that Asmodeus alone can control the darkness contained in his ruby scepter. And if the relic falls into the wrong hands, it could reignite the Dawn War.
Finally, Shemeshka reveals—with proper compensation, of course—Geryon is moving to murder Glasya and claim her realm. Such an act would weaken the lord of Nessus enough that his enemies might succeed in ousting him. Just as adventurers defeat Geryon, word reaches them that demons have invaded Avernus. C A M PA I G N A R C S course, he earned it for his part in sparking the Reckoning of Hell, wherein the archdevil led an uprising against Asmodeus. If not for the traitor Geryon, Baalzebul might have ousted the supreme ruler of the Nine Hells. Instead, he remains bound in a slug-like form. Having spent ages amassing power and brokering alliances with demon lords, the Lord of Flies stands ready to reclaim his mantle and continue the work he began so long ago.
Epic Tier: Battle for Baator War in the Nine Hells dominates the epic tier, and adventurers must decide whether to choose sides. Dispater rallies his defenders for a time. Meanwhile, Belial reveals secret ways into the city to allow the demonic host to spill inside. Thus, Dis falls before aid can arrive. Adventurers are not idle while these plots hatch. They have several potential patrons: Glasya, Asmodeus, or Baalzebul. Depending on with whom they ally, adventurers find themselves drawn into the plot. However, if characters make too many missteps, Asmodeus could be deposed and a new power could rise in his place.
The consequences for such an event are left to you to decide. Rumor outweighs fact when it comes to Maal. Reports claim the mating of an orc witch and a demon bred him. Others say he is the last living son of deceased King Elidyr and is cursed to walk the world as a revenant until all traces of Nerath are erased. Some have whispered Maal is nothing more than a chieftain clad in lies designed to spread terror as his uncounted hordes tumble out from the night. Regardless, Korthak Maal has never known defeat, and no force has been able to slow his march. It is against this backdrop the campaign begins.
Along the way, characters happen upon a sacked hamlet littered with rotting corpses atop which carrion eaters feast. An investigation of the ruins reveals not everyone fell to the sword. Tracks leading away from the hamlet indicate some villagers were marched away. Following the tracks leads adventurers to an old ruin where orc scouts in service to the warlord Maal have staked their claim. As each orc is slain, something tiny slithers away from its twitching corpse. It appears these orcs were infected with tsochar parasites see Chapter 4. The battered prisoners are also infected with the parasites, as evidenced by their strange behavior and mutations. Exploring the ruins reveals an underground complex filled with pungent, writhing alien creatures. Adventurers eventually enter a temple-like chamber deep below the surface world.
Foreign carvings and invocations to the Nine-Tongued Worm decorate the earthen walls. While inspecting the domed room, filthy monstrosities boil out from the darkness. The heroic tier ends when characters participate in a grand battle against the invading army. Yet the victory is bittersweet, because adventurers find more foreign worms wriggling among the dead—and not all of them slithered from their foes. With the threat to the Nentir Vale contained, at least for now, adventurers are free to research the troubling phenomenon and any specimens they might have acquired along the way. After much fruitless searching, characters come away with only a name: Uri Tantovar. An occultist and well-known expert on all things strange, he vanished after looking into an unusual occurrence in the Dawnforge Mountains.
Having no other leads, adventurers head off in search of Tantovar. Each reveals a bit more about what happened to Tantovar. It appears he and his companions vanished as they searched for a pulsing light in the hills. Defeating her reveals what happened to Tantovar; he found the light, and when it flared, he vanished. Reaching this dead end, characters return to the Nentir Vale, where they discover a terrible plague has crept across the region from the west. Madness and mutation aff lict everyone who contracts the disease. More investigation reveals the plague is connected to the parasite, and cultists are being accused of intentionally spreading it.
S K A N S R I S U WA N Epic Tier: The Scholar Returns Destroying the cult ends the sickness, and adventurers are lauded across the vale. Before long, however, dire news reaches their ears. Korthak Maal has returned and is leading an even larger army. If destroying the cult eradicated the plague, perhaps killing the warlord can unmake the gruesome host. Now in the epic level, characters should have little problem dropping in on the villain. After adventurers defeat Tantovar, they must contend with the rift. They have the power to temporarily seal it. But to permanently shut the portal, adventurers need to repair the fabric of time and space. To do so, they must travel to the lost dominion of Shom Manual of the Planes, page and find a creation sigil that can repair the damage. If they fail, the NineTongued Worm, Mak Thuum Ngatha, is sure to break free. The journey to Shom is perilous, requiring a long expedition through the Astral Sea.
The party must battle githyanki pirates, aberrant horrors, and ancient abominations while they track down the dominion. Such work might require dubious bargains and full-blown expeditions. Eventually, adventurers locate Shom and are free to explore its desolate deserts in search of the fabled Lost City where they recover the sigil from the scourge dragon guarding it. Having gained the creation sigil, characters must race back to the portal in the natural world. Just as they arrive, Mak Thuum Ngatha breaches the wards and emerges. The campaign concludes when characters drive back the elder evil or die trying. I have peered into the Abyss and evaded demons thirsting for my blood and slavering for my f lesh. I have witnessed the fiery Nine Hells, glimpsed the impossible vistas of the Far Realm, and descended into the lower planes to wage war against Chaos itself.
Each time, I was astonished by the sheer diversity of those that mortals have deemed evil and delighted in the sheer ingenuity displayed in their myriad horrible forms. Truly, while this book has proved invaluable in my own efforts to ensnare gods beneath my fabulous abode, to say nothing of my magical research, I fear it cannot do justice in describing the extent to which shadow truly darkens the world. Adventurers have many opportunities to encounter such sites. From floating earthmotes to shattered battlefields, brave heroes beard their foes in their lairs and witness firsthand what is at stake if they fail to win the day. It also offers tips and tricks for building encounters featuring truly evil adversaries. In short, these encounters demonstrate vile darkness in action, and showcase evil as an active and destructive force in the world. Arrayed on all sides are those do-gooders who believe it their duty to obstruct your efforts. It is not enough to arm yourself against these foes, for each one slain only underscores your apparent threat and inspires others to continue the work begun by those with whom you already dealt.
In effect, slaughtering adventurers will consume your time and thus frustrate your long-term plans. My tomb has served me well in this regard. The heroes believe I reside there, hiding in some deep vault waiting for the final death only an adventurer can deal. I, in fact, am nowhere close to the tomb. I trust in the traps and guardians I set there to keep the ruse alive and lure tomb robbers, group by group, to an unspeakable end. Thus have I been able to go about my business untroubled by their sort. untroubled by interference of any kind. Each quest completed is a setback to the forces of darkness pitted against civilization, the good, and the world itself. For example, the orcs might raid the village to round up prisoners whose sacrifice will complete a ritual, calling forth an aspect of Gruumsh to terrorize the countryside. The necromancer, to bolster the number of dead available for animation, might unleash a horrific plague to prime a community for his dark magic.
In each example above, the villains pursue terrible objectives, ends so foul they leave the world changed for the worse. Creating undead is an evil act, but murdering the living to swell the numbers of zombies and skeletons is vile. Raiding a village and burning it to the ground is evil, but subjecting prisoners to untold horrors before cutting their throats for a profane ritual 24 CH A P T ER 3 Vile Encounters Every encounter relies on the notion that the objectives sought by two or more forces have come into conflict. One side seeks an end and finds its efforts to attain its objective frustrated or thwarted by the opposition. Orcs guard a temple passage from intruders and the adventurers must move through the same temple to find the Shrine of Apollyon. Vile encounters are no different from other encounters in this regard.
In each instance, the adventurers find themselves confronted by enemies seeking an end counter to their own. Creating a vile encounter or transforming an existing encounter into a vile one requires modifying these various elements so they demonstrate one of these aspects of evil. Not every vile encounter needs to or even should incorporate all of these elements, but so long as you offer one or two, you will create a different atmosphere for what would otherwise be a normal combat challenge. Objective The conflict driving combat encounters is created by mutually exclusive objectives. Domination An objective that works to spread evil in some way falls under the domination category. This might be something as simple as pure conquest, in which the villains place victims under their control or authority, or more complex, such as when the antagonist tempts a player character or someone else to commit an evil act. Should the opposition succeed in its goal, evil gains control over the target.
More complex corruption encounters often focus on the evil within the adventurers or nonplayer characters, whose temptations are not always apparent from the start. The best corruption encounters are those whose stakes are revealed partway through or even at the end of the scene. The adventurers might believe they fight one sort of enemy, only to learn they have a different and far deadlier foe. Unlike domination encounters, which are typically straightforward, corruption encounters can and should be subtle yet their consequences far-reaching. Example: A succubus kills and then impersonates an individual who is important to a player character in order to get close to the adventurer and turn him or her to darkness. This nonplayer character should be a spouse, a lover, a parent, or a mentor. The succubus remains in this guise for many years, subtly inf luencing the player character, urging the hero to undertake strange missions that often have unsettling consequences.
When the succubus finally reveals its true nature, the adventurer should be shaken and conf licted about what to do, since it is not clear where the devil begins and where the lost ally ends. Annihilation The mere intention to kill or destroy the player characters does not make an encounter an annihilation encounter. Most battles feature opposition driven by this motivation. For the encounter to be truly vile, the target marked for destruction must be something good, innocent, and pure. The goal should be destruction or desecration for its own sake. This is mindless violence, performed by creatures so consumed by evil that they cannot behave in any other way. Annihilation encounters are easy to construct since you only need to determine what it is that evil wants to eliminate. Complexity increases with the scope of the impending destruction.
A simple annihilation encounter might feature a demon set loose in a town, while a complex example might feature a death cult performing a ritual to lure Atropus, the World Born Dead, to darken the skies and end existence. Example: Unhinged devotees of Juiblex, the Faceless Lord, infiltrate a frontier community. In order to breed the slimes they worship, they unleash a vile plague in the streets. Whenever an infected person dies, slime slithers free from the corpse. The encounter pits the adventurers against the cultists. When they destroy the cultists, the characters discover there is no cure. Tactics Objectives set the stage for a vile encounter by giving you a solid foundation for what is at stake.
Tactics, then, are key. What the creatures do and how they do it convey evil more than any other aspect of the encounter. Truly evil creatures are not likely to fight fairly. They might use disturbing spells or pursue courses of action the players should find reprehensible. Betrayal: Vile monsters might exploit their allies to gain an advantage. They attack their allies to clear a path to reach the adventurers or use powers that sacrifice injured allies to damage the adventurers or to just recover from its own injuries. For example, a demon just called forth might kill its summoner first before attacking the player characters. You might describe the sounds of screaming souls when a monster makes a fire attack.
A character hit by a psychic attack might experience visions of loved ones dying in horrible ways. You can even make weapon attacks vile by describing how the villain strikes at sensitive areas, trying to maim the player character. Kill Dying Characters: A vile monster will take the time to dispatch a dying adventurer. A vile wraith will certainly pause long enough to finish off a fallen adventurer if it can create another wraith. Although this is a viable tactic for vile monsters, it is one you should use sparingly. Lingering Effects: An encounter with a vile monster should leave a lasting impression on the players. This might be something as simple as a scar or a wound that never quite heals, or it could be a disease or a curse see page During extended rests, the adventurers might suffer from nightmares after these encounters, or believe fervently that the monster might return at any time.
CH A P T ER 3 Vile Encounters C R EAT I N G V I L E E N CO U N T E R S to the task, and the only certain way to stop the portal from opening is to execute them. Demons are great candidates for annihilation encounters. Devils do well in both corruption and domination encounters. Although there are exceptions, most orcs prefer to chop up their foes rather than tempt others toward evil or nurse existing evil until it f lowers. A night hag would find it more useful to take prisoners, later extracting their souls for some unspeakable purpose, than to just kill the adventurers outright. Sometimes using a good or an unaligned creature in a vile encounter creates a far more shocking experience to the players. Look for potent combinations to test your players. An appropriate environment can offer ways for the player characters to achieve their goals beyond simply slaughtering their opponents.
Environmental tweaks might add extra complications and offer unexpected ways to defeat the enemies, or tools for those enemies to get an edge against the adventurers. Desecrated temples, bizarre laboratories, and portals to malign realms are all suitable. For this reason, these encounters are can take place where good holds sway. Healing houses, temples 26 CH A P T ER 3 Vile Encounters dedicated to good gods, idyllic communities, druid groves, tombs of fallen heroes, knight chapter houses, and similar locations can be excellent backdrops for vile encounters. Battling orcs on a desolate crag is something players expect to do. Discovering an orc tribe invading a sylvan paradise sacred to Corellon is startling, and the consequences for failure are far greater than the adventurers should allow. Consequences If the adventurers fail to defeat the enemies featured in a vile encounter, the world should be worse off. An encounter centered on summoning a demon might see that demon released to wreak havoc in a nearby community if the adventurers fail to contain it.
Failing to prevent the goblins from burrowing under the Healing Lodge might cause it to collapse into the earth. Make the players aware of these consequences from the start. You can be direct and set the stage up front, or you might foreshadow the implications in prior adventures and encounters. Doing so helps ensure that the players will make stopping the evil a priority. If the adventurers fail to thwart the evil plan, be prepared to go through with it. A catastrophic failure can set up future adventures and give the surviving player characters a powerful motivation to right the wrong they had a hand in creating. They exist for one purpose—to kill. How wickedly marvelous! Agony Amplifier Many clichéd stories claim that there is power in pain, and that instinctive reactions to agony can be harnessed and used to great effect.
Profane runes form the outer edge of such a ring, binding mental magic into its vile form. Effect: An agony amplifier typically covers a space 3 squares on a side. Whenever a creature in that space takes damage, each other creature in the space takes 5 psychic damage per tier. If no other creature is in the agony amplifier, the triggering creature takes 5 extra psychic damage per tier. These circles are useful for convincing fiendish creatures to serve the binder that called them. They can also be used effectively by creatures that immobilize or restrain. Such creatures can lock down victims and then pile on the pain. Carnage Stone There are places in the world where evil has triumphed. These dark, blighted areas bore witness to great and terrible slaughter. Each innocent cut down on these sites leaves an imprint on the stone.
Their psychic anguish bleeds out from their dying bodies and infuses the rock below. Creatures who travel across these damaged sites see flashes of the slaughter, from the perspective of either predator or prey. Effect: Whenever a creature ends its turn on a square containing carnage stone, roll a d6. On an odd number, the creature falls prone. On an even number, the creature must make a melee basic attack as a free action against a random adjacent creature. If there are no adjacent creatures, the creature takes 5 psychic damage per tier. Usage: Place carnage stone in sites that witnessed a terrible slaughter. Old battlefields, sites of genocide, and other dark ruins are good locations. Carnage stone adds an unpredictable element to combat, potentially shifting the battle for or against the adventurers each round.
Festering Corruption The Feywild and Shadowfell bleed into the natural world, and vice versa. There are tales about travelers vanishing into Faerie while walking a lonely road at night. Likewise, most rural communities know well there are nights when the dead walk and when the shadow reaches out from the underworld to snatch the living. Planar bleeds rarely last for long. From time to time, a bleed lingers long enough to leave an impression, and the memory of the merged planes lives on for anywhere from hours to centuries. Festering corruption is an example of one such memory, and it results when a part of the Shadowfell oozes into the natural world. Affected areas feature dead grass underfoot, bones littering the ground, and skeletal trees whose clattering branches rattle with each gust. Only the most filth-hardened creatures can survive in these places for long.
Effect: An area of festering corruption is usually no larger than 4 squares on a side. Festering corruption has two effects, one for the living and one for the undead. Whenever a living creature ends its turn in an area of festering corruption, it must make a saving throw. On a save, there is no effect. On a failed saving throw, the creature takes 5 necrotic damage per tier and is slowed until the end of its next turn. Dark rituals, shadow magic, or the creation of powerful undead can all create pockets of festering corruption.
Forgotten souls are wretched entities prevented from moving on because they are confused, imprisoned, or waylaid in some other way. Despair consumes them, and they infect the living with their sorrow. Effect: A forgotten soul typically occupies 1 square. It does not block line of sight or effect, but creatures cannot move through its space. On initiative count 10, a forgotten soul moves 1 square in a random direction into an unoccupied space. Creatures adjacent to a forgotten soul grant combat advantage and take a —2 penalty to attack rolls. As well, CH A P T ER 3 Vile Encounters 27 die result in a random direction. Should the green fog move entirely out of the encounter area, remove the fog from play.
Any living creature that starts its turn in the green fog must make a saving throw. On a failed saving throw, the creature becomes a green fog mutant save ends. Usage: Green fog is not natural to the world; it originated in the Far Realm. Hellfire Green Fog A swirling green mist spreads across the ground, moving despite the lack of a breeze. As strange as the mists are, their sinister nature is not revealed until a creature vanishes into the fog. The mist transforms and corrupts the unwary soul, twisting it into a horrid mockery of what it once was. Effect: A patch of green fog covers an area 4 squares on a side. Squares in the fog are lightly obscured. Each round on initiative count 10, roll a d4. The green fog moves a number of squares equal to the 28 CH A P T ER 3 Vile Encounters Larvae Pool Among the many crimes one can lay at the feet of the night hags, the worst is their propensity for stealing souls bound to the Shadowfell.
They warp their prisoners into squirming maggot forms called larvae, stuff them in bags, and slip away before anyone notices their villainy. The night hags use the larvae for their own dark rites and as currency for payment to other fiends in return for their loyalty or services. Effect: A larvae pool covers a 2-square-bysquare area and is difficult terrain. Any creature that ends its turn prone in the pool cannot crawl or stand up save ends. Each time the creature fails a saving throw against this effect, the creature takes 5 damage per tier. Usage: Larvae pools are found anywhere night hags are likely to haunt and might be guarded by demonic or devilish soldiers and brutes, especially those that can knock creatures prone.
K I E R A N YA N N E R any creature that starts its turn adjacent to a forgotten soul must make a saving throw. On a save, nothing happens. On a failed saving throw, the creature is immobilized and takes 5 psychic damage per tier. A creature can use a melee or a ranged attack to destroy a forgotten soul. The attack hits automatically, and the forgotten soul is removed from play. Forgotten souls are immune to close and area attacks. Usage: Forgotten souls might linger individually or in small packs. They are most often found in dark dominions such as the Nine Hells, Pluton, or Shom, or in the most evil regions in the Shadowfell. Hellfire is a rare flame created by extracting energy from a tortured soul. Effect: Whenever a creature that is not a devil enters a square containing hellfire or starts its turn there, it takes ongoing 5 fire and psychic damage per tier save ends. If the creature is bloodied, the damage increases by 5.
Python 44 min ago 3. Lua 1 hour ago 4. Lua 2 hours ago 0. Lua 2 hours ago 2. Lua 3 hours ago JSON 3 hours ago 5. Java 4 hours ago 2. We use cookies for various purposes including analytics. By continuing to use Pastebin, you agree to our use of cookies as described in the Cookies Policy. OK, I Understand. Table of Contents Books Book of Vile Darkness 32 pages, stapled Book of Vile Darkness: Dungeon Masters Supplement 96 pages, stapled Maps Full-color, double-sided poster map of iconic evil locations. Market place {{sort. eBay {{sort. Images {{st. Files Title Hot Recent [Scan »] [Upload File »] Language: Pg. Linked Items Sort: Pg Relationship:. GeekLists {{sort. Statistics RPG Item Rank: Num Ratings: 15 Average Rating: 6. Game Weight: 2. Your Tags: Add tags Tags divide by infinite :. Web Links [Scan »] [Add together Link »]. User Data Add a re-create to your collection Record information Record a play.
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Visit our website at DungeonsandDragons. This book is just a book. Where evil exists in regard to this tome is in the intent behind its use. I can imagine how a wretched man with darkness in his heart might find the contents here instructive to feeding his vile ambition. Yet can we not also see how a virtuous man might scan these same pages for insights into how he might triumph over that same darkness? This book is a tool and nothing more. Do not be put off by the sharpened edges and the curious odors wafting from its pages. It is a catalog of wickedness, a repository of wisdom for those in service to evil, and a compendium of all things foul. The tome is an infection, a dark presence that uses temptation and corruption to bleed into societies. Handling the manuscript corrupts the innocent, and its lore destroys as it spreads like cancer through the minds of its readers. And in its pages you will find everything you need to make evil worthy of its name.
The book you hold in your hands is intended for the Dungeon Master DM , and it contains everything you need to place evil on center stage in your games. It offers extensive advice about building villains and running campaigns for evil adventurers. It also includes an assortment of tools to test and shock your players. It concludes with an adventure that explores what might happen when heroes come across the Book of Vile Darkness, and it includes combat encounters that use the battle map. The second and smaller book is a guide for players interested in creating and playing evil adventurers. Evil campaigns can be fun and interesting, but they often end badly—with a pile of dead characters as the only reward for your trouble. Before you turn the page to explore the wickedness piled inside, please know this product in no way aims to glorify evil or encourage deviant behaviors.
Instead, these books are designed to give you a little nastiness with which to darken your games and present unforgettable challenges to your players. A final warning: If you use this material, be prepared. Your players might never forgive you. OTHER RESOURCES The Book of Vile Darkness is a toolbox for showcasing evil in your games. There are plenty of great sourcebooks that do this already. In short, this book works best when used in conjunction with your other sourcebooks to create truly vile creatures and encounters of your own design. Looking back through the veil of time, I recall well those early lessons, living a life apart from others due to the stain my family bore upon their souls. We were untouchable, outsiders, cursed, a people known for consorting with the forbidden.
Such a life brought great suffering and want, yet I believe the hunger I felt and the resentment brimming in my soul laid the foundation for the greatness I have since achieved. I recall well her sacrifices, the mewling cries of small animals dying beneath her sacrificial knife. I remember her horrid coupling with things that bore no resemblance to natural creatures. She was stern and cruel, yet she was the greatest teacher I have ever known. Though I have no love for her and was gladdened when the people burned her alive for consorting with fiends, I owe her a great debt. Without her, I would not be who I am today. Evil is not an absence of good. It is not a choice. It is not some crime, such as murder, theft, or deviance. It is not service to a reprehensible master; nor is it devotion to some dark power. Evil is one of two forces in the cosmos, an agency locked in eternal struggle against its antithesis.
This war has only two sides, the light and the dark. And the whole of creation is both their battleground and the prize for which they vie. Do not be deceived into thinking a middle path will present a way to rise above the struggle. Only good and only evil exist. She embraced her nature. She welcomed the darkness into her soul and profited from it. And though she found agony and death for her allegiance, her legacy lives on in me and my works. This book I leave as a testament to my service to evil and also as a guide to others who would follow my steps into the vile darkness. And though I have embraced the darkness, I know my understanding of it is not yet complete. Therefore, I leave this book open to others to add to its lore with a goal of creating a more No description adequately evokes the fear and revulsion experienced by those who have encountered the dreaded Book of Vile Darkness. An ancient tome, it is said to be the foremost authority on evil, exploring every manifestation of darkness as it appears throughout the world and the planes beyond.
It corrupts and destroys all whose eyes fall upon its filthy pages. It is a unique tome. There is no other of its kind or equal. Copies do exist and some might even contain excerpts from the original, but all are fragmentary—flawed, imperfect facsimiles lacking in the true power contained by the original work. The Book of Vile Darkness is not a traditional tome; it is never fixed or complete. The book is always changing. New pages replace the old. Each time the book falls into wicked hands, its contents evolve. Those with the power to master the book are free to replace, revise, and add to its contents, and the tome changes form and composition to ref lect the interests of its user.
Anyone else—anyone too weak, too good, or too easily frightened—finds annihilation as his or her only reward. Others have argued that Vecna came upon the tome during his rise to power. Some point to another figure as the original writer—a horrific monster called Nhagruul, who allegedly fashioned the tome from his own flesh. Nhagruul supposedly crafted the ink from his blood and bound his very soul into the manuscript. A third belief holds that anonymous seers of Tharizdun, the Chained God, created the book as a tool to annihilate the works of law and chaos—the worlds of the gods and the primordials.
The book is a great, ugly thing, its black patchwork cover held in place by heavy metal plates and adamantine wire. Claws and teeth sprout from its spine, while a heavy iron hasp and padlock hold the book closed. Textual revisions and additions are immediately obvious when examining its contents. Most pages are parchment, likely made from humanoid skin, though other sheets are made of thin lead, a dragon scale, or stranger materials. Diagrams, illustrations, and commentary from past owners break up the text. The book is almost impossible to navigate rationally, and learning anything useful from the book requires long hours of study. It is hard to guess why this book was originally written. The writing covers a wide range of grisly subjects—ritual sacrifice, demon husbandry, methods of extracting pain from the innocent, and so on. One does not read the book from front to back, since there is no order or structure to its contents. Instead, a reader leafs through the book, letting the corruption in his or her soul guide the eyes as they fall upon the page, to glean what lore the book bestows.
To all others, this book is an accursed thing, an object to be torn asunder, burned, its ashes scattered to the four winds. The darkness within the tattered pages is palpable. Those of pure spirit unfortunate enough to handle the text find their flesh blistering almost instantly. Others are driven mad or so corrupted they become monstrous things, filthy wretches beyond redemption. There are a few—perhaps those the book chooses—who find wisdom in the erratic text, and with that wisdom plunge into true villainy. CH A P T ER 1 Evil Unearthed T H E B O O K O F V I L E DA R K N E S S perfect understanding of what it means to serve evil and to wield its power. Resist not the truths I and perhaps others record here. Open your mind and heart to the knowledge contained on these pages. Only then will you understand and receive the wisdom darkness can provide.
Should you falter, should you feel the treacherous pangs of guilt and shame, understand that this book will know. And when this book is roused, it will destroy you. Embrace the lore and spurn the light, and you too shall ever after walk in darkness. A comforting thought, I imagine, for those seeking redemption, but, I tell you, put such thoughts from your mind. Evil is a force.
D&D 4e The Book of Vile Darkness - PDF Flipbook,Table of Contents
Introduction Book of Vile Darkness is a sourcebook of evil. It contains a large amount of new game material—all of it vile, loathsome, dark, and despicable. Although evil monsters, spells, Book of Vile Darkness December D&d 4e book of vile darkness pdf download. Book of vile darkness wikipedia, the free encyclopedia. The book of vile darkness 4th edition 4. Introduction. Book of Vile Darkness is a sourcebook of evil. It contains a large amount of new game material—all of it vile, loath-. Dragon issue included flesh and skin themed magic, while D&D 4th Edition - The Book of Vile Darkness - download at 4shared. Book Of Vile blogger.comad - Free download Ebook, Handbook, Textbook, User. Dragon issue included The Book of Vile Darkness 4th Edition - Dungeon Master's Book - Free download as PDF File .pdf). The Book of Vile Darkness is a toolbox for showcasing. The Book of Vile Darkness is 01/03/ · Book Of Vile Darkness 4e Pdf Download UPDATED by Jones Manyboice-March 01, 0. Book Of Vile Darkness 4e Pdf Download. Data. Browse 2 Images» wrong ... read more
It is not a choice. Desecrated temples, bizarre laboratories, and portals to malign realms are all suitable. Defeating her reveals what happened to Tantovar; he found the light, and when it flared, he vanished. find 'img:first'. As each orc is slain, something tiny slithers away from its twitching corpse.
In the right situation and with proper planning, you can turn what might have been a disruptive experience into a rewarding one. But devils do not have a monopoly on domination. Mirroring these efforts, but less restrained, are the slaads, who might
book of vile darkness 4e pdf download well be vile darkness personified. It is the third installment in the. Jon Shindehette. Skill Based buy or gain skills.