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@ Fee Download Champions of Ruin (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Setting), by Jeff Crook, Wil Upchurch, Eric L. Boyd

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Champions of Ruin (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Setting), by Jeff Crook, Wil Upchurch, Eric L. Boyd

Champions of Ruin (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Setting), by Jeff Crook, Wil Upchurch, Eric L. Boyd



Champions of Ruin (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Setting), by Jeff Crook, Wil Upchurch, Eric L. Boyd

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Champions of Ruin (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Setting), by Jeff Crook, Wil Upchurch, Eric L. Boyd

Everything a player needs to know to play evil or morally ambiguous
characters in the Forgotten Realms setting.

Champions of Ruin™ is a comprehensive guide to playing evil characters in
the Forgotten Realms setting. Many aspects of play are covered: vengeance,
ambition, evil vs. evil, corruption and moral failure, loyalty and betrayal.
The book also discusses types of evil–lawful, chaotic, and neutral–as well as morally ambivalent characters such as anti-heroes and rogues. Elder evils of extreme power are discussed along with tools, feats, spells, evil places and
planar touchstones, and guilds and organizations that evil characters can
join. Two new races are also introduced.

JEFF CROOK has written novels for the Dragonlance® setting, including
Dark Thane, The Rose and the Skull, and Conundrum.

WIL UPCHURCH is a full-time game industry freelancer whose most recent
work with Wizards of the Coast, Inc. includes Star Wars: Ultimate Adversaries™. His articles can be found in Dragon® Magazine, Dungeon®
magazine,and other major gaming magazines.

ERIC L. BOYD is a software developer who has written extensively about the
Forgotten Realms for Wizards of the Coast, Inc. His most recent credits
include Lost Empires of Faerûn™, Faiths & Pantheons™, Races of
Faerûn™, and Serpent Kingdoms™.

  • Sales Rank: #564665 in Books
  • Brand: Forgotten Realms - Core Rules & Sourcebooks 3rd
  • Published on: 2005-05-01
  • Released on: 2005-05-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.19" h x .57" w x 8.48" l, 1.60 pounds
  • Binding: Hardcover
  • 160 pages

About the Author
JEFF CROOK has written novels for the Dragonlance® setting, including Dark Thane, The Rose and the Skull, and Conundrum.

WIL UPCHURCH is a full-time game industry freelancer whose most recent work with Wizards of the Coast, Inc. includes Star Wars: Ultimate Adversaries™. His articles can be found in Dragon® Magazine, Dungeon® magazine, and other major gaming magazines.

ERIC L. BOYD is a software developer who has written extensively about the Forgotten Realms for Wizards of the Coast, Inc. His most recent credits include Lost Empires of Faerûn™, Faiths & Pantheons™, Races of Faerûn™, and Serpent Kingdoms™.

Most helpful customer reviews

14 of 15 people found the following review helpful.
Evil has always been more fun...
By Anthony Bates
Some of the best AD&D campaigns I've run or played in have been 'evil' in nature and as a long time fan of the Forgotten Realms I was looking forward to reading this book. While I wasn't impressed by the content, neither was I disappointed.

After the introduction, where you are treated to a brief examination of the nature of evil (it's pretty simplistic, but sets the tone well), the book breaks down into seven chapters:
1: Races
2: Tools of Evil
3: Prestige Classes
4: Evil Organisations
5: Evil Places
6: Encounters with Evil
7: Champions of Evil

Chapter one details three evil races: Draegloth, Extaminaar and Krinth. Nothing too flash here. Personally I thought the Krinth were a silly idea and the Extaminaar only slightly less so. Draegloth were kinda cool. I'm not quite sure why the designers decided to use relatively new creatures for this section when you have 3 monster manuals (at the time of this book's publishing) literally packed with hundreds of evil creatures that could have fitted the bill nicely.

Chapter two examines the tools of evil (i.e. magic items, spells and feats). Some of the spells are interesting, but most are obviously reworked from existing spells. The best part about this chapter are the magic items - some very cool toys for evil boys (or girls) are contained here. The feats are...well feats. The game is sooo loaded with feats I really didn't think that additional evil specific feats were necessary.

Chapter three covers the new prestige classes, which with the exception of the Vengence Knight are all good classes and depending on the nature of the campaign all should find a role. My personal favourite (in concept if not game mechanics) was the Thayan Gladiator with the Nightmask Deathbringer running a close second. The Shade Hunter PC was bland and without inspiration (as a side note - the art accompanying the Vengenance Knight was awful). The remaining two - Black Blood Cultist & Justice of Weald & Woe - would be good for solo games, but I can't see them meshing well in a group setting.

Chapter four covers evil organisations and its inclusion is a complete mystery to me. There are several refernces in this book to another book called Lords of Darkness (another FR source book) - which covers in full detail the evil organisations of Faerûn! This chapter is merely a repeat of the information found in Lords of Darkness and a complete waste of space. The twenty pages devoted to this chapter could have been used for any number of other subjects, its not even like the material in CoR is updated from LoD - really disappointing (This alone caused me to downgrade the rating from 4 to 3 stars).

Chapter five examines evil places and delves into the concept of Evil Nodes, which were first covered in the Underdark Sourcebook. I haven't read the Underdark book, but being a fan of the old TSR 'Birthright' campaign world the concept of magical nodes is not new and something that I incorporate in all my campaigns - which I suspect is a default setting for most GM's. Anyway, the rules presented for determining these evil nodes are clear and easy to follow. The chapter then concludes with several evil locations and adventure seeds.

Chapter six is the smallest chapter and details very briefly some considerations that need to be taken into account when planning an evil game - especially how 'evil' you want to go. The chapeter then looks at some notable evil NPC's, giving full game stats and limited histories - there are a couple of really interesting ones such as Damien Krale and Daren Timbide, but the others are all a bit ho-hum.

Finally there is chapter seven: Champions of Evil - which seems to be a rehash of the previous chapter! Granted that the chapter seven baddies are really bad! The first is 32nd Level! Which is kind of silly. If I'm going to have someone that powerful in one of my campaigns, then I don't bother putting stats to him/her (especially since this particular baddie takes nearly two pages to cover all his stats!); then there's Dendar the Night Serpernt with his 1,193 HP! Why bother?

I can see it now - Thom the Unspeakably Violent (a powerful barbarian in one of my campaigns launches a series of furious attacks and inflicts his maximum damage of 88 HP. Cool. Only 1,105 to go. Like I said, silly.

But I digress. On the positive side, chapter seven does explain how these powerful baddies can be used in particular campaigns and what there agenda's and machinations are (reinforcing my point that there was no need to stat them out).

In conclusion, a useful book that is an excellent resource for a GM thinking about his first evil game or campaign and even the most jaded, cynical GM (much like me) will find the odd gem within it's pages.

Enjoy.

0 of 0 people found the following review helpful.
Great player resource.
By David N. Moore
Two things that I bought this book for.
Craven - +1 damage per hit dice on sneak attacks feat
Splitting arrors- enchantment which can double your damage output on your bow or crossbow.

There's a lot of other stuff in here, but those are definitely some of the most powerful options you get from this book.

We have a house-rule in our group that one of the players needs to actually own the book to use the abilities from it, even if the book isn't present during games. I highly reccomend this rule to anybody playing the game. It's not fair to the company that creates it or the sellers who are keeping the market for 3.5 stuff alive after the gutting that it took when 4.0 came out.

0 of 0 people found the following review helpful.
Fast & nice
By Pablo Martínez
It is a worthy succesor on 3.0's Book of Evil.

It is not core though so only buy if needed.

Would recommend it to average players that value more the role than the dice throwing.

See all 8 customer reviews...

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