D&D - Book of Vile Darkness: by Wizards of the Coast
Written: Aug 30 '05
|
Product Rating:
|
|
|
Pros: Lots of attention to detail
Cons: Controversial
The Bottom Line: A controversial supplement for adult RPGing.
|
|
|
| maza's Full Review: Monte Cook - Book of Vile Darkness Books |
The Book of Vile Darkness is a 192 page hardback published by Wizards of the Coast and it costs $32.95 (american).
The first thing that struck me about the Book of Vile Darkness was the art. This is partially because when you look through a book rapidly you get to see all the art but not read all the text. Honestly, most of the art is pretty much average. Any other specific bits I liked will get commented on in the relevant sections, but I'd like to point out that I was impressed by the piece that opens Chapter 1 (standard pencil drawing on yellowed-paper background). There's a bald-shaved warrior guy with a Big Sword, but what makes him clearly evil is that he's widened his smile by cutting into the edges of his lips. Very dungeonpunk evilvile, and I happen to like that style of art. So the start of the book makes a strong impression. Still, I get the feeling nobody is buying this for the art, so I'll get to the actual review.
The book opens with one page Introduction opposite the above-mentioned art piece, which, among other things, advises DMs to hide the book and not let players see it, much the same way DMs would hide their adventure notes. I find this odd, since nothing is preventing a player from just going out and buying the damned thing. The chapters are then, in order, The Nature Of Evil, Variant Rules, Equipment, Feats, Prestige Classes, Magic, Lords of Evil, and Evil Monsters. There is also an appendix called Evil PCs.
Chapter 1: The Nature of Evil
Monte Cook opens the book with a discussion on what "evil" means within the context of D&D. First, he explains the difference between objective and subjective morality, gives a short look at subjective morality (with the caveats that objective morality is D&D's default and that the BoVD might be less useful if subjective morality is used instead) and then goes on to try and define objective evil. There is a look at intent and context, and then a longer section on a number of evil acts (lying, cheating, theft, betrayal, murder, vengeance, worshipping evil gods and demons, animating the dead or creating undead, casting evil spells, damning or harming souls, consorting with fiends, creating evil creatures, using others for personal gain, greed, bullying and cowing innocents, bringing despair, and tempting others) with explanations of why said acts are evil. Some also get potential circumstances when they might not be. Each evil act gets from between two to five paragraphs of discussion. All in all, this is the sort of thing you get from reading alignment flamewars, except without the hatred and spite between posters of differing opinions.
Then the chapter has about a page and a quarter on "fetishes and addictions." There are looks at cannibalism, masochism, self-mutilation, sadism, psychopathy, necrophilia, bestiality, and alcoholismdrug addiction. Masochism, self-mutilation, and sadism get actual rules, while the others just get explanations. Rape is mentioned briefly under psychopathy. The paragraphs on necrophilia and bestiality are short. The section on drug addiction is also short, but drugs get a much longer entry in the equipment chapter.
After fetishes and addictions comes a page and a half of "vile gods:" -Karaan, an evil savage god of the wilderness. -Rallaster, the Razor God, patron of psychopaths and mass-murderers. -The Patient One, alien patron of (mostly) aberrations. -Scharossar, the Bondage Queen Goddess. -The Xammux, a single divinity composed of six separate entities. -Yeathan, a Cthulhoid sea god. Each deity gets about three times as much space as the gods in the PHB, but we don't get illustrations of their holy symbols (descriptions are provided, though). Of them, I found Rallaster and The Xammux the most useful (I especially like the concept of The Xammux, or at least the plural divinity thing), while Scharossar is somewhat, ahem, clichéd. So is Yeathan, but the book is about Vile Darkness, so I can't complain that Cthulhu showed up.
Two "vile races" follow. First, there's the Vashar, who are essentially evil humans with a somewhat interesting creation myth. (When the gods first created mankind, the first man was flawed and evil. The gods killed him and started again, but fiends stole his body and raised it from the dead, then provided mates.) The second evil race is the Jerren, evil cannibal halflings who should be familiar to anyone who owns Dragon #300. I honestly like both of these races. Jerren are useful for "don't go to the place where the Jerren live" encounters, whereas Vasharans are more suited to the sort of campaign where the PCs slowly figure out that the Vasharans are secretly taking over everything. There is then a short sidebar about the in-game Book of Vile Darkness. Apparently a portion of it was written by Vecna before he became a lich.
Then there is a section called "Creating Villains." Eight villainous archetypes (the boorish thug, the tyrant, the scheming liar, the psychopath, the sophisticate, the misguided fool, the monster, and the unexpected villain) are provided and receive explanation and an example. Then more example villains, each of which receive full stats, in a section unsurprisingly called "Example Villains". The Dread Emperor (a wandering 20th level caster who wears full-plate and kills you if you try to tell him he's not the Ruler of Everything; he's much more evil after you read the equipment section and realize why he drags around four chained children), Siddal and Gauderis (a medusa cancer mage and a half-orc vermin lord with a weird uneven and unhealthy psychological relationship), and Enesstrere (a demon-possessed ancient blue dragon, who gets stats just like any other given ancient blue dragon). I found this section weak, mostly because I can't see myself using any of the characters. Well, maybe Enesstrere.
The chapter closes with two "malign sites." The Azure Vale was once a great city until an evil warlord-wizard named Lahm (who gets mention in two or three other parts of the book) captured the city and organized the slaughter of everyone who lived there, and the Goblin Pits of Io-Rach (that's "bloody eye lying upon the ground" in Goblin; apparently Goblin is a very succinct language when it comes to dismemberment) is a cave system where giant alchemical baths are used to create mutant goblin super-soldiers. Much like the vile races section, this has one "place for your players to try to avoid" and one "my god, the mutant goblins are conquering the kingdom!" This section is much too short -- about half a page.
Chapter 2: Variant Rules
Chapter 2 opens with rules for demonic possession of characters and objects. Any fiend with 4 or more Hit Dice and a Charisma score of at least 13 can leave its body (which falls into a coma) behind and assume an ethereal form with which it can possess things. While possessing a creature, a fiend can assume one of four "modes:" The Rider, The Ally, The Controller, and The Enemy. In each mode, the fiend has different things it can do, and it can switch between them freely (although becoming a controller gives the victim a second saving throw), but some things are available in some modes and not others. Possessing objects is similar, but the modes are The Watcher, The Controller, The Corruptor, and The Enhancer. I like these rules. A lot. If I hated the rest of the book (and I don't), these rules would still make it worth the price I paid (mileage may vary depending on disposable income, of course). I love the idea of an evil NPC with a riding demon who functions The Ally, giving bonuses to certain rolls but not actually controlling him.
Then come the rules on sacrifice. Essentially, an evil cultist making a sacrifice gets to chose a reward he or she wants, then rolls Knowledge (religion) against a DC that varies according to the reward. Different circumstances surrounding the sacrifice give various bonuses or penalties to the roll. One major type of reward is "dark craft" XP or GP, which are essentially "phantom" XP or GP which can only be used for the creation of magic items. These rules are, like the possession rules, well thought out, simple, and give a reason for evil cultists to want to do evil things. Again, I love them.
The next section is curses. These are essentially a page and a half of alternate options for casters of the spell Bestow Curse (and Bestow Greater Curse, a new spell in chapter 6 of this book) to chose when casting said spell, as well as rules for "dying curses" NPCs can shout out dramatically at the PCs that kill them. Advice is given about how not to use dying curses, because it's really no fun if every 5+ HD monster the PCs kill casts Bestow Curse on them. Honestly, this section is nice, but I prefer the rules for curses given in the Ravenloft Campaign Setting published by White Wo- um, I mean, Swords & Sorcery Studios. OTOH, those aren't "vile" so much as "gothic." I suppose if you were evil you could use them both in the same campaign.
Then there's a miscellany section titled "other aspects of evil," detailing such things as Dark Speech (an evil ancient language that can kill you if you mispronounce it or really mess up your enemies if you don't; requires a feat to use unless you want your character to auto-suicide), souls as material components in magic item creation (each soul used is worth 10 experience points, and unlike Dark Craft experience you can use as many souls as you want), liquid pain extracted and used as a drug or a material component in spells, hivemind (bonuses some evil creatures can get by acting in groups; kinda like Cranium Rats from Planescape), vile damage, and evil weather (weather effects that cause bad things to happen, from rains of frogs that do a few points of impact damage to the people under them to green fog that causes horrible mutations in anyone it touches). Again, workhorse. Most of these are useful because the magic chapter has a spell that lets casters call them down.
The second chapter of the book comes to a close with a section called "lingering evil." This is essentially rules for how doing Bad Things at a location can cause that location to become Bad. Four degrees of lingering evil are given: A Bad Feeling, A Lasting Evil, A Great And Powerful Malevolence, and Darkness Like The World Has Never Seen Before. These are mostly lists of suggestions and guidelines, and nothing you couldn't think up yourself, but I still like this section as a ruleset plugin. "Ah. Here, the PCs failed to stop the evil cult from calling a manifestation of Rallaster from destroying the city and then moving on to lay waste to the kingdom. That means that" *goes through checklist of Darkness Unlike The World Has Never Seen Before* "surviving citizens suffer -2 circumstance penalties to a randomly chosen stat permanently, the entire area is permanently Unhallowed, the entire area is permanently overcast with occasional bloody rain, certain objects in the area permanently become evil artifacts, and all the PCs get an evil aura that stays with them for" *roll* "60 days." Likewise, A Bad Feeling is useful for when the PCs clear out the crypt of the evil necromancer-in-training (y'know, back when they were level 3 and an evil wizard capable of casting fireball was something they had nightmares about).
Chapter 3: Equipment
Chapter 3 opens with rules for torture and torture devices. Essentially, torture gives bonuses to Intimidate checks for the purposes of interrogation, with different torture devices modifying the roll. I was darkly amused that being tied down within view of a torture devices itself warranted an entry on the torture device chart. Again, workhorse, nothing radical.
Then rules for execution equipment. I will go on record saying these rules are somewhat silly. Essentially, the executioner makes a Profession (executioner) check, and if he succeeds, he executes the prisoner. This provides a means of characters surviving being hung (like in that movie The Mummy, don'tchaknow), but also notes that usually a failed execution check still results in the death of the executed, just in a more messy way. A botched Beheading check, for instance, just results in the executioner making a coup de grace attempt on the victim.
Then a section on trapped equipment. For example, swords with poisoned needles in the handle (or big jutting blades, like in, um, Blade), or armor with a flask of alchemist's fire in it, set to go off if the person using the equipment doesn't know how to avoid the trap.
Then alchemical and quasi-magical vile items, like bombs that spread disease clouds.
Then a lengthy section on drugs. Drugs are treated as poisons, with the primary save going to avoid damage and the secondary save usually going to avoid a benefit of some sort (you can willingly fail both saves, but not just one), and addictions are treated like diseases. Mostly this is a list of drugs and their effects. The rules are familiar to anyone who's read Lords of Darkness.
Then poisons, and again this is a list new poisons following the existing rules and their effects. An additional type of poison is defined as well, the "psychic poison" which is essentially touch delivered only "touch" is defined as "cast spells of certain type in area of effect." Quite nasty, those, if for example the evil caster doesn't want any good spells cast in his lair.
This chapter finishes with rules for optional material components used in spellcasting. This is a list of components, where each component, if used when a spell is cast, has a percentage chance to provide some sort of benefit (a spell cast using a humanoid child's eye has a 20% chance of having its duration doubled). I like the concept but find the actual rules to require some tweaking (for example, using a metallic dragon's dried heart has a 30% chance of increasing the spell's saving throw DC by 1 -- surely, metallic dragon hearts are sufficiently rare that they can provide a benefit greater than that?) Good ideas, somewhat flawed examples.
NOTE: The next three chapters (Feats, Prestige Classes, and Magic) are all system heavy. And, honestly, I've never been good at spotting bad mechanics or horrible system imbalances, or at least I've never been good at seeing them as imbalances. So take my comments with a grain of salt.
Chapter 4: Feats
The feats in this chapter are mixed. When I say mixed, I don't mean "mixed in quality" so much as "mixed in content."
First (well, not literally first; all the feats are in alphabetical order), there are a bunch of metamagic spell-like ability feats: Boost Spell-Like Ability, Corrupt Spell-Like Ability, Empower Spell-Like Ability, Quicken Spell-Like Ability, and Violate Spell-Like Ability. None of these except for Corrupt and Violate are alignment specific -- they're open to anyone with spell-like abilities. They work a limited number of times per day per ability (typically three), so if a Pit Fiend wants to Corrupt its at will ability to throw fireballs, it can only do it three times -- but after that, it can still Corrupt its Wall of Fire three times and its Meteor Swarm once (or more, up to three times, if the Pit Fiend in question somehow gained the ability to use Meteor Swarm more than once per day).
Next up we have Vile feats: Dark Speech, Deformity (Clawed Hands), Deformity (Eyes), Deformity (Face), Deformity (Gaunt), Deformity (Obese), Disciple of Darkness, Evil Brand, Lichloved, Sacrificial Mastery, Thrall to Demon, Verminfriend, Vile ki Strike, Vial Martial Strike, Vile Natural Attack, and Willing Deformity. Disciple of Darkness and Thrall to Demon are the same feat, except the former is "get bonuses from devils" and the later is "get bonuses from demons." And Lichloved is icky. None of them seemed bad, although many of them failed to be notable.
Finally there are some miscellaneous feats that aren't in either of those sets: Boost Spell Resistance (which for some reason requires that you be evil, on account of you get the increased spell resistance from your demon patron, yet is not a listed as a Vile feat), Corrupt Spell (apparently a feat can't be both Vile and Metamagic), Malign Spell Focus (like Spell Focus, only to all [evil] spells instead of to all spells from a specific school), Mortalbane (a feat for Outsiders that gives them extra damage dice when fighting mortals), Poison Immunity (which does what you think it does and applies to a different poison every time you take it), and Violate Spell (which is a nasty, nasty feat that for some reason has no prerequisites; I can't see why anyone would take Corrupt Spell when they could take Violate -- perhaps this will be changed in the errata).
That pretty much raps it up for feats. Again, nothing groundbreaking in that chapter.
Chapter 5: Prestige Classes.
There are eighteen prestige classes in this chapter. They all have ten levels of progression.
The Cancer Mage is a prestige class aimed, oddly, at mostly rogues. It gets a d6 HD, rogue BAB, and good Fort and Ref saves. It gets no spell progression, but it does get a tumor familiar (which it can't remove from its body) and a number of spell-like abilities relating to vermin and diseases, and its 10th level ability is to transform into a disease. It also gets sneak attack at 1st, 5th, and 9th levels. It doesn't seem over- or underpowered to me, although it is thoroughly unappetizing.
The Demonologist is another odd class. D4 HD, wizard BAB, good Will save. It's one of those spellcasting prestige classes that requires casting ability to get into yet doesn't progress, rather having its own spell list and progression. The trick is this: it knows spells from its list like a cleric, yet casts like a sorcerer. The spell list is mostly focused towards summoning demons and keeping safe from demons, as well as doing other evil stuff (thus, it gets both Magic Circle against Evil and Magic Circle Against Good). The Demonologist also gets special abilities at every level, starting with the ability to charm demons and ending with the ability to dominate them. It also gets a Quasit familiar at level 2.
The Diabolist inhabits the same thematic niche as the Demonologist, except with devils rather than demons. D4 HD, wizard BAB, good Will save. Unlike the Demonologist, the Diabolist gets spellcasting progression. Full spellcasting progression. It also gets an Imp familiar and the ability to add the occasional extra Unholy damage dice. (Vile damage at highest levels.)
The Disciple of Asmodeus is, well, guess. D6 HD, rogue BAB, good Will save. It gets spell progression at every odd level (and 10th), and various and sundry other abilities, like the ability to make Gather Information checks with +10 bonuses more and more often per week until it's once per day at level ten.
The Disciple of Baalzebub has nothing to do with spellcasting. D6 HD, rogue attack progression (except it starts to increase as a fighter once it hits level 7 -- that's probably a typo), good Ref and Will saves. It gets sneak attack at levels 2, 5, and 8, and abilities relating to telling convincing lies and controlling insects.
The Disciple of Dispater gets a d10 HD, BAB as a fighter, and all good saves. He also gets abilities relating to iron weapons and iron traps.
The Disciple of Mammon again has nothing to do with spellcasting. D6 HD, rogue BAB (except starting at +1 rather than +0), and good Ref and Will saves. Abilities relating to lying, cheating, stealing, and generally being an evil bastard.
Disciple of Mephistopheles gets d8 HD, fighter BAB, and all good saves. Its abilities mostly relate to controlling hellfire -- again, no spellcasting progression. It also gets extra points because the art is apparently a Wight, and it's eating its own hand.
The Lifedrinker is a (slightly) modified version of the Lifedrinker prestige class presented in Dragon #288. It is a PrC for vampires that allows them to store negative levels or constitution points they've drained in a "lifewell," and then use those "life points" to power certain abilities. The class is cool, but they lose points for not illustrating it -- it wouldn't bother me if the illustration in they got in Dragon hadn't been so horribly, awfully bad.
The Mortal Hunter is a prestige class for evil outsiders that hunt mortals. Strangely, elementals are counted as mortals for this purpose. Anyway, they get bonuses against mortals like a ranger's Favored Enemy, a small spell progression (follows the Demonologist's model of learn as cleric, cast as sorcerer), and some stuff relating to stealing the skins of mortals for camouflage purposes.
The Soul Eater is a PrC only available to living nonHumanoids (Monstrous Humanoids are fine, though, as are Giants). They get Energy Drain, and as they gain levels they get a number of abilities they can only use on rounds immediately following successful Energy Drain attacks.
The Ur-Priest is a sort of weird anti-cleric. D8 HD, rogue BAB, good Will save. Instead of worshipping gods, they steal power from them. The Ur-Priest's spell list goes from 0 to 9, just like the full cleric's, but the number of spells they can cast per day is lower. For flavor, the Ur-Priest seems to be devoted to the Vashar -- it seems that the first Vashar didn't take kindly to the gods killing him, and so as a race they don't like gods. Ur-Priests also eventually get the ability steal spell-like abilities from other creatures.
The Vermin Lord is a spellcaster devoted to controlling vermin. D6 HD, wizard BAB, good Will save. Casting progression as Disciple of Asmodeus. It also gets a number of special abilities related to vermin, such as the ability to use a blood drain attack and bonuses to AC thanks to all the bugs crawling all over it.
The Warrior of Darkness is the last prestige class in the chapter. D10 HD, fighter BAB, good Fort and Will saves. At 1st, 3rd, 4th, 6th, 7th, 9th, and 10th level, he gets to make either an oil or an elixir (former at 1st, 4th, and 10th, and latter at 3rd, 6th, and 9th), which he then uses to gain a permanent bonus to something, or a bonus feat, or a special ability. It's kinda neat, I suppose, and an alternative to the blackguard when it comes to evil fighters.
Some of the prestige classes in chapter 5 seem perhaps a bit overpowered, but honestly I don't have a problem with that. Evil should be tempting as the quick route to power. And honestly they don't seem that bad.
Chapter 6: Magic
This chapter presents seven new domains, 138 new spells, and a number of new magic items. Also presented are a new type of spell, the Corrupt spell, which is neither divine nor arcane, are available to anyone who can cast spells of the level of the corrupt spell, and which do ability damage at the end of their duration.
The domains are Bestial, Corruption, Darkness, Demonic, Diabolic, Green, and Pain. They do pretty much what the you'd expect from the names.
The spells... no, I'm not going to give individual descriptions of every spell in the book. Spells are added to the spell lists of the assassin and the blackguard lists, as well as to the lists of every spellcaster in the PHB except the paladin and ranger.
Again, I'm not all that good at judging spell balance. Nothing seemed horridly designed -- certainly nothing on the level of the stuff in Dragon #300. What vileness there is is usually implied or slipped in rather than highlighted; for example, there's a spell with a material component of "a bone from a still-living child" and while thinking how cool the spell effect is you realize you'll need a new bone every time you cast it -- the village that houses the wizard using the spell is soon going to be filled with mutilated kids.
The magic items are, well, magic items. There are weapon properties, and armor properties, and specific weapons, and specific armors, and rods, and staves (staves, damnit! I'll trade that v for two fs when hell freezes over!), and wondrous items. Again I didn't find anything bad (well, system wise; there's tons of bad stuff in terms of morality), but I'm sure there's something that will turn out to be a problem given actual playtest by thousands of groups, because there always is. Finally there's a bunch of artifacts, like the Ruby Rod of Asmodeus, the Wand of Orcus, and the Regalia of Evil (no Regalia of Good or Neutrality, though). I didn't see anything new that was really memorable, but maybe that's because none of the new artifacts have megamodules written about them
All in all, chapter six is a workhorse chapter. Certainly it will see use in many, many games.
Chapter 7: Lords of Evil.
This chapter is going to cause fights.
It already has, actually. Amongst people who haven't even read it. Because this chapter has full stats for Demogorgon, Graz'zt, Juiblex, Orcus, Yeenoghu, Bel, Dispater, Mammon, Belial & Fierna, Levistus, The Hag Countess, Baalzebub, Mephistopheles, and Asmodeus.
Good news, though. Each write-up is from three to five pages long, and deals with the personality, goals, cult, bodyguards, and servants of the specific Archfiend, including stats for sample unique cult leaders.
I'm gonna repeat myself and say I like this section. It's helpful for planning purposes. For example, if I want to run a campaign that will focus on the PCs coming into conflict with, and possibly killing, Asmodeus, I know that it'll probably go from levels 1 to 30, because Asmo is CR 32. Complain if you want about Asmo's "low" CR, but I think a 30 level campaign is plenty long and epic enough that at the end it's reasonable for the PCs to do something as big as kill Asmo. And anyway you can always add some more HD and special abilities and divine ranks and chocolate sprinkles on him if you want to power him up -- 3e was made for that sort of thing, after all.
Each Archfiend gets a list of appropriate Domains for if you want to make them gods. They don't get a recommended Divine Rank, or a list of recommended Salient Abilities, though -- you'll have to do that yourself. Still, they're bad asses. Well, except for Bel. He's "only" CR 20.
That was a bit more biased than the rest of the review. Oh, well.
Chapter 8: Evil Monsters
Chapter eight contains a number of monsters; some are new, and some are updates. For demons, we have the Mane, Rutterkin, Bar-Lgura, Babau, Shadow Demon, and Chasme. For devils, we have the Kocrachon and Ghargatula. And for undead, we have the Eye of Fear and Flame and the Vilewight. We also have a new type of monster, called the Kython. They're a bit like a cross between Zerg and Aliens, plus they have biotech. I like the little beasties a lot. They come in several varieties, and the art has that "biomechanoid" look. There's also the Vaath, which is an outsider native to Carceri; it's like a cross between a turtle, a lizard, an eel, and an angler fish.
All in all, the monster chapter was nice. Nothing bad, and I really like the Kythons and the Vilewight. (How can you not like an undead with animate intestines that look like carnivorous eels?)
Appendix: Evil PCs.
Nothing new here. There's a quarter-page on integrating a single evil PC into a standard party, about a page on one shot adventures with all evil characters, and a page and a half about running evil campaigns. Included is a sidebar that says not all evil PCs will want to kill each other. This might be useful to new DMs, but I found it old hat.
Conclusion
This book was worth the money I spent. It will see use. A lot of the rules variants in the early chapters I can't see myself not using in every 3e game I run from now on, and the prestige classes (especially the demonologist) will make absolutely perfect recurring villains. All in all, I recommend this book.
RPG Definition for the uninitiated
A typical Role Play Game would be an activity satisfying most of the following:
1. It involves persons consciously playing fiction roles (either medieval, contemporary or sci-fi roles)
2. It involves the collective creation of a story
3. Usually one of the participants is responsible for guiding the activity
4. There is no audience besides the participants themselves (unless there is a demonstration of course).
5. The main purpose of the activity is to entertain the participants.
There are published books, often referred to as Rulebooks, containing unique rules regarding how to create a character (role) or how to resolve specific actions. Generally the success of an action is determined with by rolling one or more dice (dice can be funny in RPGs since they tend to have more than 6 surfaces).
Besides the rulebooks, there are books describing settings in which characters can role play. Settings are very diverse and include high or low fantasy worlds, dystopian worlds, contemporary worlds, or alternate reality worlds.
More RPG reviews that I would love to get a few more ratings:
Warhammer Fantasy Roleplay Referees Screen by Games Workshop
Feng Shui Action Roleplay by Atlas Game
Unknown Armies by Atlas Games
Delta Green by Pagan Publishing
Mortal Coils by Pagan Publishing
Mechwarrior RPG by FASA
Shadowrun 3rd Edition by FanPro
All Flesh Must be Eaten by Eden Studios
GURPS Vampire: The Masquerade by Steve Jackson Games
GURPS Mecha by Steve Jackson Games
Authentic Thaumaturgy by Steve Jackson Games
Time of Thin Blood by White Wolf
Jerusalem By Night by White Wolf
Dark Conspiracy by GWC
7th Sea RPG by AEG
Blue Planet by Biohazard Games
Recommended:
Yes
|
|
|
|
Epinions.com ID: maza
|
|
Member: Nick Maza
Location: Greece
Reviews written: 40
Trusted by: 14 members
About Me: I live in Greece. I hate the summers.
|
|
|