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Into The Black
"Into
the Black" is a fairly unusual d20 sourcebook from Bastion Press. Rather than
being a splatbook or a monster book or something fairly typical,
it focuses on a specific environment type. Not really a
dungeoneer's, spelunker's, or miner's manual, it details the
ecological environments of under the earth (or rather, Earth-like
fantasy planet). It's a sequel of sorts to a similar book of
theirs, "Into
the Green" which focused on 4 above ground green
environments.
This also focuses on 4 environments. In this, though, the
differences between the 4 main areas are much more obvious than
the difference between a "woods" or a
"forest". "Mines", "Cavern",
"Sewer" and "Catacombs". With the exception
of the last one, most people should know what they are. (In this
book, "Catacombs" is used in its burial place meaning,
like in Rome)
Each chapter devoted to a terrain type follows the same basic
pattern - an explanation of the terrain, some plants and small
animals/bugs, notable hazards (diseases, gases, cave-ins, etc),
then some monsters. It starts with a very detailed explanation of
the environment, and goes into the basic ecology of them. A bit
dry, but fascinating, somewhat like reading an encyclopedia.
Much like "Into the Green", I think the best part of
the book are the ordinary plants/animals and the substances. All
sorts of molds, mushrooms, mosses, truffles, lichens, etc, are
described, ranging from the useful, like Snake Eye, which can
give dark vision, to the mostly useless, like Grave Yeast, which
makes really good beer.
A variety of minerals and metals are covered, Boron, Chromium,
Sulfur, Halite, Limestone, Marble, Mercury, etc, plus a few
fantasy ones. Each of these things gets a long paragraph
(sometimes very long), describing them and its properties and
uses and includes a Difficulty Class for spotting them.
The monsters are probably the weakest part of the book. The only
thing that really springs out at me as great is the Pallemon,
which is something of a Mind-Flayer clone (or replacement).
Basically, they sort of look like evil versions of Joe Camel. But
with long tongues.
One seems a bit overpowered, especially for the challenge rating.
The Xastrial, basically a big evil, smart stone golem from outer
space (which is almost a song, actually). The background didn't
make much sense to me, but more importantly, looking over it's
powers, I'm not sure how anyone could beat it. Basically, it can
teleport 120' as a move action every round, and so still attack.
It has a very nasty range weapon - basically a cosmic ray gun,
that does 2d6 to 4d6 damage, depending on the range. It's
semi-immune to magic, anything cast at it has a 50% of failing,
even things like magic missile. It's also immune to sneak attacks
and such. It also weighs 10,000 lbs, larger than Rosie
O'Donnell, Roseanne Barr, Oprah, Dom Deluise and Marlon
Brando combined - this is notable because their great weight and
their teleportation ability would make a great attack (squish!).
Having been body slammed by a 250 lb person, I would have to
think that a 10,000 lb-er would be devastating.
Most of the other monsters are a bit uninspired. There's a race
of snail men, a race of cricket men, a race of hermit crab men.
Still, given the number of d20 products out there, including
probably a dozen or so critter books, it's probably hard to come
up with original things. But this does manage a few.
One made me laugh, a race of evil felines. The author must not be
a cat owner, as the description of it says "Unfortunately
for the average member of the feline family, its infamous
affiliation with malevolence results largely from the
barathelar's activities rather than its own actions.". Hah!
Spoken like someone who doesn't have a cat. (For the record, I
have a legion of them, and even the nice ones have an evil streak
in them...). Actually, it's specifically referring to the legend
that cat's steal people's breath while they sleep. But I've
noticed that cats actually do creep up to your mouth when you're
in bed and think you're asleep. Why? My guess is to make sure
you're asleep, so they can steal money out of your wallet. Or to
make sure you're still alive. But it's cool to see a monster
based on that legend.
There are actually some other monsters based on legends. One for
the mines, the "Nokker", aka "Knocker", aka
"Kobold". This is much more like the real ones, than
the D&D Kobolds. At first glance, I thought the Deviant Mimic
might be based on Michael Jackson impersonators, but it's
actually just a form of the regular D&D Mimic.
Also, while I might be nitpicky on this, as I wrote a computer
program to roughly calculate the mass/weight of human shaped
creatures, some of the weights of monsters are off. For instance,
the Cave Giant is 9' tall, but only weights 300 lbs. He would
have to be literally skin & bones to weigh that much - a
skinny 9' person will still weigh around 450 lbs, an average
physique closer to 600. Of course, this is fairly common in RPG
books. But it drives me crazy.
So the monsters are something of a mixed bag. Out of the 22 in
the book, I'll probably only end up using about 4 or 5 of them.
Which is not bad, but not great, either. On the plus side, in the
cases where it's relevant, they included a level adjustment (so
they could be used as PCs, possibly).
A number of diseases and ailments are also covered. Mostly in the
Sewers section. I had heard of schistosomiasis, but had no idea
what it was. Now I know (and have rules for it in d20) and it's
not nearly as funny as the name. Downright icky, actually.
Cholera, Dysentery, Hemorrhagic Fever, Tuberculosis, and Typhoid
Fever are covered, plus fantasy diseases (I think) such as
Cracked Foot, Blotch Worm, and Nerve Twister. Oh my! It's nice
having rules for these, but it can be annoying to players, you
might want to use them sparingly. (Unless they happen to be Harn
fans)
After the chapters on each environment, there's a section on the
new materials introduced in the previous chapters and magic items
based on them. This is probably the most obviously useful section
for most players. You can get shields made out of lead, diamond
tipped arrows, helmet visors made out of Alutromun, and more
generally, there are rules for making things out of Beryllium.
Actually, all the substances have hardness given, so they are
useful for a lot of applications. The most notable magic item is
the Rocket Broom, which is basically a broom of flying enhanced
by boron.
There are a handful of new spells. And by handful, I mean 5 pages
worth. I like "Floral Bouquet", which is designed to
help counteract bad smells. I think most gaming groups could use
that spell in real life. Most of the rest are what you'd expect,
spells to detect gas (insert your own joke), assist in mining, or
have to do with minerals.
Lastly, there are a number of tables. Encounter tables for both
monsters and minerals. I'm not sure I'd use the monster encounter
table, there is a huge variation in the Encounter Level (EL) of
the monsters, and it goes as high as 18.
It's an okay looking book, if somewhat bland. The layout is nice,
with the exception that chapters all run together. While on the
one hand, it is a waste of space to start a new chapter on the
next page, it is easier to read that way. Still, it's packed with
text, there is almost no white space in the book at all. There's
an index and table of contents, both very usable which makes
finding things pretty easy (which is very helpful when writing
reviews, especially when you have to spell
"schistosomiasis"). And like all Bastion Press books
since they switched to Black & White, it's very sturdy.
Most of the art is well, not bad, exactly, but somewhat
cartoonish looking, a bit more abstract than is my taste. One
piece in particular has what must be halfling, only it's
proportions are more drawn like a puppet. Very creepy looking.
One of the artists is also apparently a fan of Evil Dead/Army of
Darkness. Still, by sticking to pieces of one style, it gives the
book a more coherent feel.
Also, oddly, my copy of the book (and this appears to be a
widespread problem) seems to be almost entirely missing the
"-" sign, which can be a bit disconcerting - I had
something of a twilight zone moment, where the universe suddenly
changes from how you remember it ("My God! The universe
suddenly has no minus signs!". That's happened to me twice,
and I really hate it when that happens). There actually are a few
minus signs in the book, but only in one small section of the
books.
Much like "Into the Green", the value of this book
really depends on what sort of game you are running. If you are
running a game where you have a Witch or an Alchemist of sort
sort, and they need materials for brews or potions or plants, the
stuff in this will be very helpful. If you want to create a
realistic down below environment for your dungeons, then this is
great. If you run and underdark game, then again, this should be
useful. If you want a replacement for the Mind Flayers who have
been excised from the SRD, then this has one that could do the
trick. I would say it's good, but some of the things in it didn't
do much for me, like the snail people (in fact, they just make me
hungry. Mmmmm...escargot), or the cricket men, or the hermit crab
merchant men.
I also think it is missing an underground type - just a normal
building, not a catacomb. Like say a dungeon or subway or
something. In my home brew setting, there are ancient subway
tunnels that have been converted into underground roadways
(largely inspired by the Great Underground Highway of Zork). None
of the underground environments in this book quite fit those sort
of tunnels.
So, the plants and substances get an A+, the
monsters a C-, the rest about a C,
so I would call the whole thing about a B.
Basically, if you liked "Into the Green", you should
like this. It's not quite as good, and the author's writing style
isn't so spritely in this, but is perhaps more useful for the
standard D&D game.
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