[Review] Nephandum (d20 3pp); Warhammer Fantasy d20

3e is a divisive creature. On the one hand it was DnD’s salvation, rescuing it from the withered death grasp of Loraine Williams as she fell into the gaping abyss of rpg history, there to languish for all eternity praise Arneson praise Gygax. On the other hand it gradually became a hot mess of power-gaming and min-max gremlintude as the years went by.
The OGL is a blessing a thousandfold and gave birth to a veritable legion of basement-dwelling rpg-cobblers. Like any medium that is given over to the public at large, the unwashed masses created both products that were infinitely superior to the well-polished yet soulless products that were trudged out of the assembly lines of WotC and a veritable torrent of atrocious, terrible and useless garbage that no one in their right mind would ever publish.

It goes without saying that I will be leaving the slush pile for another day (i’ll find something embaressing soon don’t worry) and focus on something that was and by modern standards is really good instead. Nephandum was originally created by the italian Asterion press (think a Fantasy Flight games inhabited and manned solely by rowdy cat-calling and pizza-eating Italians) and translated to english and published by the good folks of Mongoose Publishing, one of the larger d20 3rd party companies. It is like the 3e sourcebook that never was, pulling off that little extra that it needed to be great where the official stuff often fell flat (Not looking at you Libris Mortis, Book of Vile Darkness & Lords of Madness I still love You!). It was supposed to be part of an Extreme Fantasy line that never got off the ground and thus it is the only english version of its kind, leading us to ask why?!?. Why couldn’t it be World of Darkness instead?!? I believe the Italian version eventually got itself a much needed monster manual that will tragically remain beyond my reach since I do not speak Italian, though a close personal friend assures me 3rd edition speak is its own rosetta stone and a bestiary would not be hard to google translate. I’d never heard of this game and no one else has either which is A HORRIBLE CRIME AGAINST THE HOBBY AND EXISTENCE.

On to the sourcebook proper, Nephandum is 168 pages of pure, unadulterated awesome, punctuated by dark, moody, deeply unsettling artwork, and drawing obvious inspiration from Warhammer Fantasy, albeit with more restraint and even more King in Yellow/Call of Cthulhu. Now YOU too can introduce too your campaign world heinous unfathomable forces from distant outer planes long forgotten and herald in the End Times at the behest of the Four Five Gods of Chaos Ancenstral Terrors. If you dare to brave the flowery prose of Massimo Biachi & Mario Pasqualatto’s translated Italian that is.

Chapter I: These are not your Grandfather’s Outer Planes.

Nephandum starts out by breaking all the rules because it thinks that is cool. It is. It is cool. By the time of 3.5e any spellcaster worth his salt could conjure up a spell and transport everyone to the outer planes. It made it easy to go there and have adventures but it took away some of the mystery. Wanted to know what was there? Cast a bunch of divinations or conjure up a creature and ask it. Bleh.

Nephandum introduces the concept of Hypogean Planes (and Apogean Planes but whatever), outer planes outside of the normal organisation of the universe, that do not have a fixed location, can link only with the prime material plane and cannot be reached by conventional planar travelling means. Even the gods know little of them but vague legends. If they connect with a suitable prime plane they usually alter them with devastating effects until the prime plane becomes, in effect, another Hypogean plane. A predatory outer planar reality if you will. Nice. All information that is given is kept vague which is excellent since no one should have ANY FUCKING IDEA WHAT THE FUCK IS GOING ON beyond ominous warnings and perhaps a planar trip to the most recently co-opted plane followed by a gibbering flight back to your own plane with 50% casualties and imprisonment for spreading panic and heresy when no one will believe you.

The only contact with Hypogean planes like Nephandum (scholars think Nephandum and hypogean planes are one and the same) is via Dimensional Vortexes, which appear under vaguely determined circumstances and are usually short lived. They are also one way, either entrance or exit. Once one appears on your plane, you too are FUCKED and the nightmare hordes of Nephandum may begin their corrosive work upon your world. What few facts are known have been gleaned from the half-mad whispers of planar travellers that managed to escape their home plane before it fell to the nightmare onslaught.

It is at this point I should probably remind my two readers (Hello Mother!) of my strong personal bias towards all things resembling or relating to Warhammer 40k and Fantasy, both settings I love to bits. In addition, I confess to being an avid fan of the works of Lovecraft, C A Smith, R E Howard and early non-shitty Moorcock. I could not be more favourably disposed towards this concept if it was a game about me chain-punching space-SJWs and feminists to rescue a ringworld made of goverment-issue heroin inhabited entirely by overly promiscuous green redheaded supermodels that are the product of a millenium long breeding program to create the perfect sexually compatible female green redheaded alien is what I am saying. And they also agree with me (when their mouths are not otherwise occupied) that White Wolf sucks.

Anyway, by now you, the handsome, rpg-savy gentlemen of taste and distinction, have probably figured out how this shit goes. It starts with a subtle infiltration, one or more of the Lords of Terror or Ancestral Terrors sends its emissary and lo the culting (Lodges of Terror) and the corruption of churches and the transfiguration of the landscape may begin. I’m not covering it in great detail, since it is dense and quite extensive, but suffice it to say, various effects (I believe the 3e DMG calls them morphic traits or whatever) take place as the influence of a particular ancestral terror grows within the world (influence is categorized as weak, moderate, strong). Divine and arcane magic is altered or restricted (divination magic is fucked, conjuration magic gets fucked as the connection to the outer planes is slowly severed), thralls of the terrors grow stronger and more numerous, a nexus of terror (think a weird and horrific extraplanar stronghold) appears and grows stronger and effects relating to the specific terror take place and increase in strength. A comparison may be made with Elder Evils, which may have drawn a not inconsiderable amount of inspiration from this book, the similarities are too profound to chalk it entirely up to parallel evolution. What is a nice touch is that the Ancestral Terrors actually need to spread fear related to their central concept in order to increase their influence (not unlike chaos daemons in warhammer). The flowery prose is starting to grate (is this what my readers must endure? Good Lord!), but the concept is so awesome you can forgive that, even if it is 140 pages that look like 170.

The influence is tied to specific events, detailed enough to implement perfectly, yet open enough so you could theoretically throw it in any campaign world. The gaining of influence starts with an emissary (essentially your Archaon or Gaynor the Damned), increases over time as the emissary retrieves a Nephandic artifact (Plot hook, stop that shit or steal one to use against a rival evil faction!), and is made superpowerful once their place of power arrives (the Cathedral of Blades for the Lord of Blood). Stopping say, an emissary, wont do much if the artifact has already arrived, and destroying the artifact wont lessen the influence once the place of power has risen. They go so far as to mention that emissaries often have access to strange, eldritch secrets, possibly as a result of memories of their previous incarnations, making my Gaynor the Damned/Eternal Champion comparison very apt.

The PCs have to figure out what the shit is going on and stop up to five outer horrors (but there can be ONLY ONE) from taking over reality. YEAH!

The terrors themselves (not so much deities as “groups of conquered deities that in the course of centuries have joined and stratified about a central tenet”) draw at least some inspiration from Warhammer Fantasy, but also The King in Yellow and various other Weird Tales. You’ve got your disease god (Ashatha), your blood/sensation god (Melpheron, eros and thanatos!), your Hastur/Tzeentchian madness god (Hyssiris), your bestial/primal nature/fertility god (Tzanaar) and your magic/darkness god (Yordul). In true Dark Gods fashion, they do not neccesarily work together and are often at cross purposes. Most of their servants will be corrupted versions of something else, another trademark of the forces of chaos. A nice touch, they can corrupt clerics from gods with similar portfolios (these are called heresies!) without those clerics losing access to spells. Each ancestral terror gets an alignment (stupid) and super awesome and atmospheric descriptions of the types of emissaries it selects and what happens to a region when it falls under their influence (areas under strong influnce, which at that point might as well be the entire plane, are more akin to other planes or the R.Jordan’s the Blight then any terrestrial location).

Chapter II: The Apparel of Nefariousness, the Stooges of Dastardliness, the Holdfasts of Rascality. 

The book gives some sample emissaries but they are kind of lame, or perhaps bog standard. Its good that they don’t resort to making them high level but their backstories are too standard and their motivations are kind of what you would expect (with the exception of the emissary of Tzanaar, a barbarian who was forced to resort to cannibalism to survive, and now leads a cannibal horde demanding tribute from tribes, pretty good stuff). I don’t usually do this but feel free to replace the emissaries with the following;
(Ashatha) Insane nobleman turned homeless man after losing family to plague, (Hyssiris) seemingly mad plane traveller warning kingdoms of upcoming Nephandum invasion that took his home plane, John Farson The Good Man from Stephen King’s Dark Tower series (Melpheron), Kharn the Betrayer/Archaon (Tzanaar), Saruman (Yordul). You are now ready to run shit properly.

The sample lodges of terror are way better, but again, just read Disciples of the Dark Gods instead. The sample disease cult (The Spores) are actually kind of nice, presented as an organization that slowly infiltrates a society, each member having suffered some sort of deformity, be it physical, mental or spiritual and thus seeking to subtly spread that deformity (they spread actual plagues when the influence of Ashatha starts waxing) and the sample madness cult (The Mosaic) operates as a sort of postmodernist/communist revolution, eroding the traditional structures of power and replacing them with nothing. The rest is similarly great. As a nice touch, each sample lodges changes tactics as their deity’s might waxes. These are all very good and appropriately subtle (with the exception of the Cannibal Horde) and none require the crutch of magic or special abilities to make them interesting or functional with the exception of the Dark Veil lodge, for which I award an extra ten points for Italian Griffindor.

Next up are the sample artifacts, one for each terror, again, well done. In true asshole fashion, nephandic artifacts can only be destroyed by the sacrifice of either an important NPC or even a player character. We are off to a good start. Some of the artifacts provided are horrific and pretty atmospheric (a shroud that causes your skin to melt and fall off, a mirror that animates your reflection so you can do illusion shit) others are somewhat underwhelming (just another evil artifact sword) but what is truly lacking is a bunch of drawbacks for when the PC’s get their hands on them and attempt to use them in self defence or to kill some asshole. In addition, I feel that there is a bit too much reliance on effects that replicate arcane or divine spells, but then again this was the style at the time.

Places of power are where you do your bossfights/endgame. When the apocalypse clock strikes 5 to midnight and only a giant smackdown with your artifact equipped emissary (nemissary?) will prevent the world from falling to Nephandum, these nightmarish locations are both a target of destroying and a hideous foreshadowing of the fate of the world. As is only right and proper, each sample location is helpfully provided with a random encounter table so we have an idea of the type of things one is likely to encounter there. In an exciting turn of events, you are not required to level up all the fucking way to 20 before you do this shit, 10 should be sufficient (a good design choice that permeates throughout the whole book). Instead of describing all five locations I will leave you only with the names. The Bog of Incubation. The Cathedral of Blades. The Wasteland of Entrails. The Mausoleum of Twilight. The Dungeon of Tetragona (think MC Escher on meth does In Search of the Unknown or RaPL at 150% intensity with even more obsessions with mirrors). Detail is sparse but enough for you to make something great. Curiously, the flowery prose works to amazing effect here, making one want to run this and conjuring fond memories of C.L Moore’s Palace of the Plague Lord.
The use of even a few standard monsters here is occasionally jarring, but nothing that cannot be fixed by using CREATURE DEL TERRORE instead or adjusting the description somewhat.

Chapter III: You didn’t think there weren’t any prestige classes did you?

This is a d20 campaign supplement and each d20 supplement is contractually obligated to give us prestige classes so we might as well get on with it. Fortunately for us, they are flavourful as hell without being mechanically useless (several useless feat-tax entry requirements nonwithstanding, t’is a price worth paying). As one would expect, a lot of the prestige classes are focused around either the gritty anti-heroes teethering on the brink of corruption one would expect in a dark fantasy world or the more traditional wholesome heroes and terrifying villains.
Turn your rogue into a shapeshifting weirdo that can fade from memory, toughen up your wizard with unwholesome thaumaturgical experimentation at the cheap price of your diplomacy skill, get more out of your Scythe specialised fighter, play that guy from The Darkness,  beef up your divine spellcaster or paladin with some nice anti-undead abilities and attack bonus progression at the cost of spell progression, annoy your players with a creepy priest that voluntarily possesses himself for kool powers, peer beyond the flimsy veil of reality and through illusion rewrite the real (or play the greatest illusionist evar),  turn your bard into a terriying puppet master with living puppets, play as Solomon Kane with cleric spells, turn your druid into a horrific, disease carrying mutant monster etc. etc. Basically, all of these prestige classes are great and would add to your Nephandum grimdark horror campaign. Hardly any explanation of where your pc got his super special awesome powers is given, as is only right and proper, since that would depend on your campaign world and the GM. Nice and frequent use of rituals to gain certain abilities too. No prestige class is explicitly connected with one of the Ancestral Terrors, though it is easy to see which class goes where if you feel like drawing some dots.
Great section overall.

Chapter IV: As prestige classes so feats.

The Feat section also manages to strike a balance between mechanically interesting and in keeping with the overall atmosphere of the book. One feat allows you to escape death once, but it will mark you for death and you can never regain more then 75% of your hit points. Thats bitching and could be straight out of Berserk (i’ll cut down on the references y’all have enough to read as it is). It is nice to see some feats devoted to investigation but given that this is 3e there will be some squawking as to who gets to take them. Some of the feats manage to be both atmospheric and mechanically interesting, and i don’t know quite how they pull it off. The Thin hope feat allows you to reroll a failed save a number of times equal to your charisma modifier, but with a -4 penalty. The Last Blow allows you to make a single last attack of opportunity when you are reduced to 0 hit points. How many times has a player whined that he wanted 1 last action before he passed out?
Consistently useful and sometimes stellar feats, very few stinkers.

Chapter V: The prestidigitation of trepiditation

70 new spells. Hooooo boy. As one would expect, a nice balance between the utilitarian, the horror themed and the odd counter magic. The horror themed spells are gruesome but do not go so far as the ones described in, for example, the Book of Vile Darkness, never straying beyond the boundaries of good taste. As with the feat and prestige class section, there is no reason you could not salvage this section and import it into any other sort of d20 game that has wizards, particularly any other horror game, as there is no direct connection with the unique aspects of Nephandum beyond a thematic resemblance. Spells that disfigure, require the caster to inflict harm upon himself, cause eternal slumber, pain or fear are recurring elements, as are spells that fuck around with dreams.
Solid work overall, with some nice additions that should prove useful in more investigatory horror type games Nephandum seems to be going for. I’d say combine ’em with BoVD and have yourself a ball (of horror!).

Chapter VI: Stuff.

So far the d20 format is followed with admirable or perhaps annoying fastidiousness. Equipment and magic for our occult investigators, which means a plethora of concealed weaponry, cloaks with secret compartments, grease that protects you from touch poisons, strange alchemical mixtures that alter your voice, pigments that can only be read at night, dust that changes colour when it comes into contact with magic, blood or poison and so on. The alchemical items are a nice touch, and again, no reason you cannot import this into any dnd game. Also rules for adjusting your armour so it looks super badass and scary for Intimidation bonuses. Nice.

The magic weapon section is alright. First up is a list of qualities to support DnD’s make your own flavour of icecream magic weapon system, all thematically appropriate. Weapons that sap your strength, arrows that burrow into the target unless they are removed, weapons that emit thick smoke or blind the target temporarily etc. The BoVD had a better section. It’s all a bit too tame. The unique weapon section is similarly lukewarm, though I liked the sword that becomes better in moonlight (draw parallels with the Midnight Sword from the Book of Vile Darkness in 3…2…1…). Its about up to standard with what you’d find in any decently written DnD supplement.

The Wondrous Item section is short but sweet. An amulet that allows you to tell how a person died, a black nail that you can use to lock someone’s shadow to a wall, a glove that allows you to touch ethereal creatures, a heart that gives you animal-like features. Nice. All low-level items too, no CL 20th bullshit. Wicked.

Chapter VII: Bow down to Monster Mash and pledge your loyalty to the graveyard smash.

Nephandum is quick to generously provide you with 40 pages of monsters appropriate to a horror campaign, most of them tied to the theme of blood, savagery, madness, darkness or disease in some way. These are, on the whole, very solid, they could almost pass for a Lusus Naturae with less of an emphasis on tit and dick monsters.

We are introduced to the concept of Baleful scourges, and immediately I swoon in a most ungentlemanly fashion. 4 Unique High CR monsters that represent ancient elemental forces that have been slumbering for millenia and are awakened by the growing influence of Nephandum or because the GM is angry? Are they classic? Immune to all divination magic? True seeing? No bullshit nine hundred spell like abilities to make them tough?
A giant black serpent born from the heart of a volcano that burns everything in its wake? A great maw in the sky that eats everything in order to understand it and spits lightning? A giant squid monster that slumbers for eons and poisons the very water it lives in? A titanic monster made of rock that can glide through solid stone, attacks by ripping off chunks of its rock body and hurling it at people and causes earthquakes? I love you Nephandum.

The rest of the bestiary presents us with an astonishing variety (with the exception of a palette swapped Winter Wight) of deformed abberations (a dream-eating humanoid that reproduces by emotion-draining pregnant women), gruesome undead creatures (a legless skinless undead creature that can steal skins and imitate the voice of its prey to pass as a leper), creepy humanoids (a race of regenerating humanoids that graft weaponry into their bodies, mothmen), horror staples (mirror images that come alive and muder you) or hideous plant monsters. Most of the monsters have some sort of modus operandi that differs from “it attacks” or some sort of motivation, ensuring there are plenty of hooks. You read the entries and can immediately conceive of an adventure or encounter around them. Those are good monsters. A giant plant monster of vines that grafts humans into itself so it can use them to get enough carbon dioxide from the air  as long as they remain alive. I cannot even. That is great. The CRs are okay, most are around the 6-12 level. I would have preferred some more low CR monsters but this is a minor gripe. The section finishes with a template for the servants of each of the Ancestral Terrors.

Chapter VIII: Campaigning

A good measure of quality is asking yourself if you would run something right after you read it if they had the time and players. My answer is yes, I want to run this. A lot.

The book closes  off with a chapter on running Nephandum. It is handled intelligently and very useful, making a distinction between 3 different styles of play; Investigative, Epic and Apocalyptic, depending on the influence level of the bad guys. Each is provided with a list of elements to help you evoke the type of play, along with very useful examples, a list of plot hooks, and enough information to make you want to run it. This section bumps up the book by a full point, containing exactly the information you need. The plot hooks are genuinely unsettling and speak to the imagination. There is a paragraph on using the Baleful Scourges properly. All in all, an entire chapter filled with useful advice that allow you to turn the previous chapters into an actual campaign. Bravo Sirs! Bravo a hundredfold!

Nephandum is an excellent sourcebook that should serve as the gold standard for what a 3rd party supplement is supposed to do. It is general enough to be customisable yet specific enough to have something distinctive and unique. I think you could get a pretty bitching campaign out of this one, especially if you throw in Libris Mortis, Heroes of Horror and of course the well-known Book of Vile Darkness. Make a nice campaign world, stat up some NPCs, translate Creature del Terrores or use other MM manuals, ask your players if they want to play some nice “DnD” and let the terror begin. It feels like a 3e sourcebook, just more mature and written by smart people. Absolutely recommend for anyone wanting to run a bitching Dark fantasy campaign in the vein of Warhammer fantasy. Even for generic horror games it may be mined for spells, equipment, monsters and disturbing prestige classes.

Pros: Great resource for dark fantasy games of any kind. Nice take on the Cosmic Horror genre. Abundant creativity and atmosphere. Terrific monsters. Excellent advice for implementation.
Cons: Flowery prose might induce nausea. Sample villains are too tame. Artifacts could have used more drawbacks.

Final Verdict: Intelligent, useful, well-written, atmospheric and brimming with good ideas. The flowery prose has an acclimation factor of 30 pages. One of the best 3rd party d20 products I have seen so far. 8.5 out of 10.

So much old 3e shit gets a new edition for pathfinder. Why not Nephandum? Get working on it Mongoose. Creature Del Terrore needs a translation. What is stopping you? Do you hate money? Do you hate Dnd? Get on it!

 

Advertisements

5 thoughts on “[Review] Nephandum (d20 3pp); Warhammer Fantasy d20

      1. Yeah, I heard shit really went downhill once the Situation pledged his loyalty to Yordull, travelled deep into the Lands of Black Ice and found the Urn of Shadows in the frost-rimmed tombs of the Twelve after defeating its guardians, the deathless Sir Moravas, the Father of All Wolves and the Broken King in combat. After Ronnie’s soul was imprisoned within the artifact the show was never really the same, and viewers complained about hemmoraging and the voices of dead relatives making it hard to follow what was going on.

        Like

      2. I think I’ve figured out my thematic Nephandum recipe for awesomeness. Aspiring Chefs take note:

        4 Parts Warhammer Fantasy (all the Chaos stuff)
        1 Part The Curious Case of Charles Dexter Ward/The King in Yellow
        1 Part Early Moorcock (Elric/Corum)
        1 Part The Dwellers of the Mirage
        1 Part Berserk
        1 Part Dark Souls/Bloodborn
        1 Part The Fellowship of the Ring (the movie not the book)

        Should work like a charm.

        Edit: AND KANE. SOLOMON KANE BY ROBERT E HOWARD.

        Like

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s