by Matthew Pook
Title: Beyond The Veil
Publisher: Atlas Games
Written by Monte Cook
Illustrated by Helena Wickberg & Mike Dutton
Price: $9.95
48-page saddle stitched soft cover
Monte Cook is a name well known to devotees of the d20 System. Not only
did he co-design Dungeons & Dragons Third Edition for Wizards of the
Coast, having written the new DMG and the excellent campaign pack,
Return to the Temple of Elemental Evil, he is also the co-author
(with John Tynes) of the forthcoming d20
Call of Cthulhu rules. Cook also has his own imprint, Malhavoc Press,
for which he recently penned The Book of Eldritch
Might, available both online and in print through the Swords & Sorcery label. Besides all that,
he has written a D&D scenario for Atlas Games' Penumbra line, Beyond The
Veil.
This being a Penumbra title, the production values are high. Helena Wickberg's
cover serves as an illustration for the adventure, but pleasingly gives little
away to the casual observer. Inside everything is well laid out, and it is good
to see that both NPC and monster details are given room to breath. So often in
other books, these statistics are cramped and therefore difficult to actually use
during a game. Besides the usual black and white, the extra color chosen to compliment
in Beyond The Veil is a washed out grey-green that perfectly matches the swamp
and acid themes of the adventure. Mike Dutton's interior illustrations maintain
the washed out look, but adda certain sense of spikiness that together really
imparts an unnatural atmosphere of gloom and imminent threat.
[SPOILER ALERT]
Designed for a party of ninth level adventurers and above, Beyond The Veil takes
the characters to the village of Iversham on the edge of the Derideth Swamp. Two
centuries before, the area was subject to the rampages of a black dragon known
as Storamere. Eventually, monks of the Order of St. Chausle lured him to their
monastery and killed the dragon in an ambush, but not before Storamere had left
them with a curse: "You could not have defeated me in my lair. I am forever
invincible in my lair." Now it seems the dragon has reappeared, but with strange
powers -- the ability to pass through trees, a deadly gaze and a touch that saps
the life from anyone the dragon comes into contact with.
A few facts can be learned from the inhabitants of the rather
English-feeling Iversham, but the party will need to enter the swamp
itself. Not just in search of the marauding Storamere, but also hoping
to locate the same monastery where the dragon was supposed to have died.
Along the way, they will have their first vicious encounter with the
current incarnation of Storamere. This will teach them just how tough a
creature they are facing -- it takes two pages to fully explain their
foe's entire range of attacks, defenses and special abilities. Storamere
has plenty of the latter, ranging from frightful presence, incorporeal
nature, spell resistance, withering touch and lots of extra senses.
Yet the dragon is not out to kill the characters -- he is driven to
taunt them with the same words he cursed the monks with two hundred
years before. This continues once they have found the monastery. The two
remaining monks will be able to tell them more about the dragon, but
their decrepit mental state will make getting this information from them
quite a roleplaying challenge. Sample dialogue is provided as a guide
for the DM, who should have some fun playing both of these NPCs. At this
point, Storamere sends his emissary to taunt the party some further. The
nature of the emissary -- Gaulmeth the Half-Dragon Half-Giant -- should
be an indication to the players that something a bit strange is going
on.
All this is confirmed once the dragon's lair is located and entered. Inherited
from his father, Storamere's home is a palace constructed of liquid corrosive,
residing on the ethereal plane of existence! Members of the dragon's family
and their allies guard the palace, but not all of them are happy with Storamere.
The dragon is, at the very least, unhinged. This is evident by his desire to mate with
everything -- a Lotion of Size and Shape Alteration helped in this unsavoury
endeavour. Thus, among Storamere's offspring, we have a Half-Dragon
Half-Manticore, a Half-Dragon Half-Constrictor Snake, a Half-Dragon Half-Carrion
Crawler, and a Half-Dragon Half-Umber Hulk! Mike Dutton's illustrations of these
last two creatures really capture the strangeness and menace of both.
In addition to a few new magical items, the book gives some short and
simple rules for creating 'Dragon Bloodspawn,' creatures with a quarter of dragon
blood. They gain increased Strength, Constitution and Charisma as well as a
better Armor Class and a natural resistance to their dragon grand sire's breath
weapon.
[END SPOILERS]
Make no mistake, bringing an end to Storamere's existence within his
lair and thus completing the adventure is a tough challenge.
Should the ninth level characters succeed, they should receive enough experience
points to reach tenth level, and a breakdown of the points awarded is
listed at the back of the book. This is a nice touch, but there should
have been some suggested rewards for the roleplaying aspects of the
adventure. Instead, this is a still-useful list of points earned
for overcoming creatures and traps. Another useful inclusion is the
short index on the last page of the book.
Beyond The Veil has the advantage that its setting is so generic,
it could be set anywhere, though it should be pointed out that this is an adventure
that probably won't last more than two good sessions. That disadvantage aside, the
real reason to buy Beyond The Veil is that it provides high-level characters with
a tough, and more importantly memorable foe to be overcome.
The author would like to thank Roj at Wayland's Forge for his assistance