<< 1 >>
Rating: Summary: A Wonderful Collection Of Bloodthirsty Beast-Folk Review: "Children of the Night: Werebeasts" is the third in the "Children of the Night" series, which also includes "Children of the Night: The Created," "Children of the Night: Vampires," and the out-of-print "Children of the Night: Ghosts." "Werebeasts" revolves around people becoming beasts and in one case, a beast becoming a person. It is suitable for use in Ravenloft and in other campaigns, and is intended as a complementary volume to the various "Van Richten's" books. As with others in this series, WereBeasts presents 13 small, expandable adventures, each a story centered around an interesting individual or type of lycanthrope, some being quite unusual."Children of the Night" series accessories are a great value, each offering 13 detailed, expandable adventures in a single book. Additional rules are included from the "Van Richten's" volumes: types of lycanthrope (true/born, maledictive/cursed, pathologic/infected), shapechange triggers (symbolic, physical, and other), consequences of change (healing, damage to armor, and more), bloodlust frenzies, and cures. This volume includes: an assassin who is the evil spawn of a human woman and an elder serpent; a wizard whose "primal serum" creates lycanthropy of any animal species on demand; a dashing nobleman whose "other life" involves drinking blood as a horrific bat creature; a half-elven maiden whose singing career masks a fox's face; an entire ship's crew infected with lycanthropy by their captain, a man under a curse; a hunter with tigerish tastes in human prey; the master of a travelling roadshow who has been cursed by the Vistani of Ravenloft; an outcast werejackal priest; a woman with a scarred throat who is gradually turning an entire village into were-stingrays; a black cat who became a catwere from werepanther wounds; a huge man upon whom religion has bestowed the alternate form of a crocodile; a mad artist whose lycanthropy aids him in his use of a magical relic; and a wild woman, head of an extreme monastic order, who shapechanges into a dire wolf. Excellent and dramatic cover art combines with interior black and white portraits of the usual Ravenloft high quality to add to the general creepiness. A wonderful collection of bloodthirsty beast-folk, excellent for making your players jumpy and suspicious of anyone they meet. Highly recommended for any AD&D 2nd Edition campaign. --Sharon Daugherty for Skirmisher Online Gaming Magazine
Rating: Summary: A Wonderful Collection Of Bloodthirsty Beast-Folk Review: "Children of the Night: Werebeasts" is the third in the "Children of the Night" series, which also includes "Children of the Night: The Created," "Children of the Night: Vampires," and the out-of-print "Children of the Night: Ghosts." "Werebeasts" revolves around people becoming beasts and in one case, a beast becoming a person. It is suitable for use in Ravenloft and in other campaigns, and is intended as a complementary volume to the various "Van Richten's" books. As with others in this series, WereBeasts presents 13 small, expandable adventures, each a story centered around an interesting individual or type of lycanthrope, some being quite unusual. "Children of the Night" series accessories are a great value, each offering 13 detailed, expandable adventures in a single book. Additional rules are included from the "Van Richten's" volumes: types of lycanthrope (true/born, maledictive/cursed, pathologic/infected), shapechange triggers (symbolic, physical, and other), consequences of change (healing, damage to armor, and more), bloodlust frenzies, and cures. This volume includes: an assassin who is the evil spawn of a human woman and an elder serpent; a wizard whose "primal serum" creates lycanthropy of any animal species on demand; a dashing nobleman whose "other life" involves drinking blood as a horrific bat creature; a half-elven maiden whose singing career masks a fox's face; an entire ship's crew infected with lycanthropy by their captain, a man under a curse; a hunter with tigerish tastes in human prey; the master of a travelling roadshow who has been cursed by the Vistani of Ravenloft; an outcast werejackal priest; a woman with a scarred throat who is gradually turning an entire village into were-stingrays; a black cat who became a catwere from werepanther wounds; a huge man upon whom religion has bestowed the alternate form of a crocodile; a mad artist whose lycanthropy aids him in his use of a magical relic; and a wild woman, head of an extreme monastic order, who shapechanges into a dire wolf. Excellent and dramatic cover art combines with interior black and white portraits of the usual Ravenloft high quality to add to the general creepiness. A wonderful collection of bloodthirsty beast-folk, excellent for making your players jumpy and suspicious of anyone they meet. Highly recommended for any AD&D 2nd Edition campaign. --Sharon Daugherty for Skirmisher Online Gaming Magazine
Rating: Summary: Are you thinking know all about werebeasts? Review: Thirteen lycanthropes-cursed with changing forms and the madness of bloodlust-are featured with histories, roleplaying strategies, and adventures created specifically for them. All play well both as stand-alone adventures and as parts of larger campaigns.
Rating: Summary: children of the night: werebeasts Review: you want to spice up your campaign with some frightening acventures? you need new enemies or allies for your players? you just want to play something which adds a little gothic touch to the game? you're interested in werebeasts? want to play a little.... complicated character? then buy this. the adventures connected with the werebeasts are quite good, especially the case of hilde borganov and her village of wererays, but i find the characters portrayed in this book even more fascinating. they are the cremé de la créme of most of the werebeasts you have ever imagined - there are brutal and bestial ones, there are melancholic ones, sad about what they've become... they are personalities. frightening personalities of course, but i like them. the book gives the DM quite all the information he/she needs to run a campaign in the domains of dread or any other d&d world (i used one of the characters in a planescape campaign and it fit in pretty good) with some werebeasts. if the players don't think of a party of werewolves as something extremely frightening any more, then you should give them the opportunity to experience the good feeling of facing something extremely dreadful - this book gives you the possibility.
<< 1 >>
|