Académique Documents
Professionnel Documents
Culture Documents
© Andrè M. Pietroschek under included open game license
This file is based on the “Warrior of (vile) Darkness” as I know it from the webreports of the
“Book of vile darkness plus webenhancements”. It is henceforth:
ADULTS ONLY!
The vagabond of darkness, sometimes just called the darkling, is a practitioner of
black magic. He or she studies the dark arts and learns the alchemystical truth
involved with evil rituals and incantations. However, he or she does not cast spells
himself or herself. Instead, he or she uses the arcane knowledge to make himself or
herself a more formidable combatant. Evil monks, rogues, nobles or NPC aristocrats,
often those with a few levels of wizard or sorcerer, sometimes become vagabonds of
darkness. Less frequently, vagabonds of darkness come from the ranks of single
classed scouts, wizards or sorcerers, barbarians, bards, rangers and even clerics.
REQUIREMENTS
To qualify to become a vagabond of darkness, a character must fulfil all the
following criteria:
● Alignment: Any evil or chaotic neutral with evil taint.
● Base Attack Bonus: +3.
● Skills: Alchemy 3 ranks, Knowledge (arcana) 3 ranks & Spellcraft 1 rank.
● Speak Language (Abyssal) or Speak Language (Infernal)
● Feats: Improved Initiative, SelfSufficient & Magical Aptitude.
● Special: The character must endure a week of painful and scarring black magic
rituals succeeded in solitude, the secrets of which take months to study and
research successfully. The character will accept the evil aura and should learn to
camouflage it...
ClassFeatures:
HitDie: d6
Dedicatory Feat: To become a vagabond or warrior of darkness it needs an oath, or
better said making a choice resembling an improved geas. Henceforth, for my
adventure idea at least, all players get either the “Evil Brand”, “Disciple of Darkness”
feat or the “Thrall to a Demon” feat for free, it's a sideeffect of their decision. In case
of clerics or if they already have the mentioned feat they may pick an alternate one
from the book of vile darkness. Prerequisites must be fulfilled.
1st time Achievement feat:
“You may sacrifice paladins by the dozens yet maybe just to me: It is never as sweet as the 1 st
time.”
The character may select a suiting& powerful bonusfeat, maybe an energyresistance,
improved evasion, DarklingFlesh or Tatterdemalion as supernatural ability, at the
moment of their 1st decisive dark, vile or corrupted achievement by class and style.
Typical examples of this definition are indeed sacrificing your first paladin, building
an evil temple holding, turning a good area of some size or a powerful good relic into
a place or item of horror, taint or dread. Making a higher level paladin become fallen
counts on game master or game mistress decision. “Heroes of Horror” is an optional
official book which may inspire detail and variety.
ClassSkills:
Alchemy (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Hide
(Dex), Jump (Str), Knowledge_Arcana (Int), Knowledge_vile darkness (Int), Move
Silently (Dex), Perform (Cha), Scry (Int), Sense Motive (Wis), Spellcraft (Int),
Tumble (Dex)
Weapon Proficiencies:
They are skilled in the use of all simple weapons, all rogue weapons & one martial
weapon or one exotic weapon.
Armour Proficiencies:
They are skilled in all light armours, but not with shields. By houserules Wizards
and Sorcerers may instead take “Combat Expertise” as their feat.
• I am sick of the weakly crap called official rules. I say more feats to all players.
The panic overkill made offers which are rarely needed. How should a group
of 8 roleplayers ever really use all classes, feats and tweaks? Boost monsters
and NPCs as well and it works out fine. Or experience penalty, for each
additional feat they need 5% more experience to level. Gestalt rules had a good
approach, too!
Class Level Base Fortitude Reflex Will Feats
Attack Save Save Save
1st +1 +0 +2 +2 Dedicatory Feat, Black magic oil
2nd +2 +0 +3 +3 Darkling Weapon, Weapon Focus
3rd +3 +1 +3 +3 Black Magic Elixir, Poison Use
4th +4 +1 +4 +4 2nd Black Magic Oil, Sneak Attack +1d6
5th +5 +1 +4 +4 Scarred Flesh, Death Attack
6th +6 +2 +5 +5 2nd Black Magic Elixir
7th +7 +2 +5 +5 3rd Black magic oil
8th +8 +2 +6 +6 Repellent Flesh
9th +9 +3 +6 +6 3rd Black magic elixir
● Black magic oil grants certain permanent improvements. They are listed in the
“Book of vile darkness” under prestige class by name “Warrior of darkness”.
● Black magic elixir grants certain permanent improvements. They are listed in
the “Book of vile darkness” under prestige class by name “Warrior of
darkness”.
● Poison Use and Death Attack are found with the assassin prestige class
description.
● All other feats on the included table are either listed in the “Book of vile
darkness” or the SRD (3.5) by Sovelior at
www.esnips.com/web/pietroschekswebresearch/
● This file is written for a vile little adventure idea I contemplate to publish. It's
sole purpose is: to make me a shining star at the crucial sky of D&D role
playing of the outdated 3.5 edition, to make me instant rich (very probable with
gratis files) and last but not least, to test a unique approach to communicating
the core idea of an adventure on global scale. Nothing in this red dotpart could
be perceived as humorous or cynical? It should be possible, DC 10.
Ritual research
Researching rituals of use to them has a price in more than gold. Crucial
“components” like individuality, inspiration and time invested subtly hint at such.
Dark vagabonds and for my adventure warriors of darkness as well, have to succeed a
roll and fulfil expenditure of gold and spell components or potions.
The process of trial and error can be reduced by any “loyal or thoroughly paid”
person who is capable of the feature already. Such a person would be a mentor for the
ritualresearch, allowing the easier DC check.
If such a person is supporting or not; any arcane or divine spellcaster who loyally
supports the research will grant a +2 circumstantial bonus to the DC check. As this is
similar to the Birthright “helpful” feat definition the maximum bonus this can grant is
+4 though! This means, researching high level rites will be difficult even with help.
Researching a ritualfeat with proper mentor:
DC 15+feats level of the darkling class, see table.
Example: Researching the 1st black magic oil application would demand a Spellcraft
check versus DC 16 which is 15 + 1 due demanded level of the prestige class.
Researching the ritualfeat without a proper mentor:
DC 20+feats level of the darkling class, see table.
Example: Researching the 1st black magic oil application would demand a Spellcraft
check versus DC 21 which is 21 + 1 due demanded level of the prestige class.
Ritual research tolls
● Paraphernalia & Ingredients: By the setting of your campaign, this should be
twice the cost a wizard needs to research a new spell of equal level. Some may
think this cheap, yet remember the dark side has an interest in their loyalists
success, even though this may not be due the goodness of heart and intention.
● Time. If you are not fond of allowing anything to be mastered between
adventures, then make your players plan their steps. If you are lacking the
comfortable official books, maybe my improvised solution helps. Read it
below.
● Tricksters Tweaks: Anybody with the use magic device skill may half the
financial costs, if a successful roll versus the research DC+5 succeeds. This
means DC15+feat level+5 with a proper mentor has to be rolled as DC20+feat
level+5 without mentor would be needed. If the dark vagabond has the “eschew
materials” feat in addition, then on game master or game mistress decision the
costs could even be reduced to 25%. True evil needs no silly toys.
Research duration with a proper mentor:
10d4+prestige class level of the feat in days. Means [10d4+feat level] multiplied
by 24 in hours.
Research duration without a proper mentor:
10d6+prestige class level of the feat in days. Means [10d6+feat level] multiplied
by 24 in hours.
● In both cases a person who is no mentor but helpful spellcaster will subtract
1d3 dice from the 10 dice of the base formula. Mutual benefit is a concept
known among the more prudent evil whacks. If more than one spellcaster
helps, the maximum of time saved is a 4 dice reduction (means 6dice instead of
10 are calculated)! Any alchemist, even when from the NPC expert or
commoner class may be counted as spellcaster equivalent in this equation, if
skill ranks in alchemy, knowledge arcana or darkdivine & spellcraft are 5 or
higher.
The alchemystical truth
Due the “Brew potion feat” let us call the darkling potions to be their alchemystical
concoctions. I consider the same rules for any Warrior of vile Darkness played.
● Spellcraft is used for understanding in my rules. This means, if a darkling perceives a
ritual or incantation or uses a potion and wants to emulate it's effect, the 1st necessary
roll needed to succeed is a Spellcraft check DC set by your game master or mistress.
● Alchemy is used, to actually create any concoction you already know. This roll can
only be attempted after you succeeded a Spellcraft check properly.
● Craft is used, to create from raw material any tools needed (like a cauldron).
● Where a spell cast by wizard, cleric or druid takes seconds or minutes darkling
alchemystical takes hours. Often in solitude.
● In theory you only need the Spellcraft check and Alchemy check & ingredients as
sufficient time, to emulate a mixtureup of concoction which allows you the self
targeted equivalent of any arcane or divine_dark/evil spell D&D has to offer. Those
only work on the creator and this cannot be bypassed.
● Female darklings, especially among barbarians, might decide to design rituals which
make the application of soap and perfume subtly known to their comrades?
Recipe basics
Cooked BoneMarrow, Alchemical: A complex process involving incantations and
alchemy can bend or melt Cooked BoneMarrow to a weapon made of steel or quality
wood so that it bypasses the damage reduction of creatures such as lesser undead,
notoriously goodguys or simple lycanthropes. The needed amount of functional
bones must be gathered and the alchemystical paraphernalia must be present.
On a successful attack with a Cooked BoneMarrow weapon, the wielder takes a –1
penalty on the damage roll (with the usual minimum of 1 point of damage). The
alchemical Cooked BoneMarrow process can’t be applied to alreadymagical items,
and it doesn’t work on or combined with rare metals such as adamant, cold iron, and
mithral.
Prerequisite: Crafter must have black magic oil feat.
● * Large bones are often rare and bigger cauldrons cost more as well. Further more
alchemical ingredients are wasted, henceforth the nasty costs. GP=gold pieces.
FAQ them right back?
Question: Do they need to serve a demon or devil when they may prefer to serve a
deity as defined in the book of vile darkness?
Answer: Of course not, yet even if they neglect all divine magic by serving an evil
wizard they would take the feat to present their “superior or manager” or the chance
that such a villainous outer planar may meddle with their quests and deeds.
Question: Evil in D&D has by now more definitions than a dungeon master or
mistress would need, what one do you write about?
Answer: I wrote about the definition which works best for your group. Really, that is
the only definition you really need. Some hints:
● Lawful evil. They follow rules as they dread punishment for villainy. If your
group prefers a structured and dogmatic approach, this may be the best. A great
benefit is that addins like “honour & reputation” can spice this up and allow
you to include adventure ideas from the past, the web or any store. Imagine the
group having a pact with vile darkness and their mentors and how easily you
can structure their reasons to partake quests and dungeon searches.
● Neutral Evil, often called true evil. Main task is to make all motivation be
recognized as beneficial to the egocentred group. As this group is selfish
above all else, expect surprises by your players. Such a group may mix up the
urban and rural starterconcept and get away with it for a while. Perhaps even
win. Master or mistress may need to bind the players into a geas to make this
fruition when it comes to guiding the adventure.
● Chaotic Evil. Did you read the gnoll demon prince? This group constellation is
usually a spoiler, here they can turn it into a benefit. There are films or movies
called “Splatter & Slasher”, depicting some simple inspiration. Hack and slash
is not all though. A chaotic evil group should take the rural path, as cities can
easily trap them between the good and the lawful. A dungeon master or
mistress should be wellprepared, adaptable and quickwitted for such an
approach to fruition.
My favourite implementation – Azrai for Birthright
Summarized: Besides all the difficulties of making this approach playable in Birthright context, it has certain
benefits.
● Azrai is the only evil deity source and quite an interesting one by that. Of course other deities have
been added, but they are lesser and certainly not more beneficial for the selfish cultist kind. Calling
them deityspawn or wanttobe gods is often proper. I like the Cold Rider and I didn't write my
Muggdoosh deity to state an inferiority complex either. But the concept of Azrai combines several
options of significance to darksiders, as far as I can judge it. See free downloads at www.birthright.net
● Birthright has the concept of blooded scions. Means the “divine essence” of a god is running straight
through certain peoples veins. This does not only allow divine gifts usually impossible, it includes the
option of bloodtheft just as well. A matter of taste though, not really mine.
● Birthright includes rules for using holdings, be it a temple, any arcane source or a thieves guild.
Especially for extended and wellcrafted campaigns, this is a great enrichment. It blends roleplay with
boardgame and strategy.
● The BR sanctioned chapter 2 defines the feat “Dark Taint” it reads like a loving mothers' kiss.
One drawback is, that all evil is rooted in Azrai and the ShadowWorld. Needless to say, if one likes Azrai this
is an additional benefit. I wrote drawback for the game or dungeon master or mistress would face tough
preparations. Including reading rules for battlefield units, magic on the battlefield, REALMMAGIC, leylines
and holdings as regency. The book of regency and Bloodspawn can still be downloaded by following the links
which the 3rd edition cost free Birthright pdf mentions on the last pages, too.
Fact is, that I chuckled in sympathy for the patient one, the idea to build altars out of razor blades as other
book of vile darkness or lords of madness ideas. But compared to Azrai they are often just one page of
description where Azrai and minions, deeds and consequences have a functional description and playable
rules available.
I am not really fond of movies or films. Planet Terror was the most recent film I watched and “Elizabeth – the
golden kingdom” is higher on my wishlist than thirty days of night or any other brainflat but colourful film. But
there are manifold enough games, films, comics, books and official adventurebooks to help crafting a
campaign which makes the invested hours and efforts more worthwhile.
● Imagine the chance to correct the mistakes or outmatch the weakness of any fictionalvillain you never
wanted to fail, to freakout or get caught. Such and more is only limited by competence and
imagination here, too. Or go and remain satisfied with Harry Potter?
License Legal Information
Permission to copy, modify and distribute the files collectively known as the System Reference Document
(“SRD”) is granted solely through the use of the Open Gaming License, Version 1.0a.
This material is being released using the Open Gaming License Version 1.0a and you should read and understand
the terms of that license before using this material.
The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are
provided within the License itself.
The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version
1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons &
Dragons, D&D, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a
trademark), Forgotten Realms, Faerûn, character names (including those used in the names of spells or items),
places, Red Wizard of Thay, Heroic Domains of Ysgard, EverChanging Chaos of Limbo, Windswept Depths of
Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of
Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable
Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of
Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil,
Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu,
displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuanti.
All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License.
More information on the Open Game License can be found at www.opengamingfoundation.org or
www.wizards.com/d20 .
The terms of the Open Gaming License Version 1.0a are as follows:
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc
("Wizards"). All Rights Reserved.
Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game
Content; (b)"Derivative Material" means copyrighted material including derivative works and translations
(including into other computer languages), potation, modification, correction, addition, extension, upgrade,
improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or
adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or
otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures,
processes and routines to the extent such content does not embody the Product Identity and is an enhancement
over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and
means any work covered by this License, including translations and derivative works under copyright law, but
specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and
identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes
and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells,
enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments,
creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any
other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity,
and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign,
motto, designs that are used by a Contributor to identify itself or its products or the associated products
contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute,
copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or
"Your" means the licensee in terms of this agreement.
The License: This License applies to any Open Game Content that contains a notice indicating that the Open
Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open
Game Content that you Use. No terms may be added to or subtracted from this License except as described by the
License itself. No other terms or conditions may be applied to any Open Game Content distributed using this
License.
Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this
License. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a
perpetual, worldwide, royaltyfree, nonexclusive license with the exact terms of this License to Use, the Open
Game Content.
Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights
conveyed by this License.
Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the
exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing,
and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of
any original Open Game Content you Distribute.
Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility,
except as expressly licensed in another, independent Agreement with the owner of each element of that Product
Identity. You agree not to indicate compatibility or coadaptability with any Trademark or Registered Trademark in
conjunction with a work containing Open Game Content except as expressly licensed in another, independent
Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product
Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you
are distributing are Open Game Content.
Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may
use any authorized version of this License to copy, modify and distribute any Open Game Content originally
distributed under any version of this License.
Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You
Distribute.
Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any
Contributor unless You have written permission from the Contributor to do so. Inability to Comply: If it is
impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game
Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material
so affected.
Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure
such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this
License.
Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to
the extent necessary to make it enforceable.
COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 20002003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
Cook, Skip Williams, Rich baker, Andy Collins, David noonan, Rich Redman, Bruce R. Cordell, based on original
material by E. Gary Gygax and Dave Arneson.
System Reference Document v3.5 HTML compilation Copyright 2004, Sovelior Meliamne & Jason Olaf Jensen.
Added to Copyright Notice on demand of this license: In early February 2008 I, Andrè Michael Pietroschek,
wrote & gamecrafted with intent of publishing, the included description of Vagabonds of Darkness as
playableprestige class for D&D (Dungeons & Dragons pen & paper Roleplaying Game) based on “The
Revised (v3.5) System Reference Documents arcane spell list & compiled feats, as Tiefling stats” by D20
Systems (as far as the download was named), BovD reviews & Birthright PDF 3rd revision by Richard Baker
(?). I hereby further mention in quite obvious text and colour that neither Wizards of the Coast nor D20 are
in any form responsible for my publishings and I clearly verify, that I am not a member of their team or
staff. Andrè M. Pietroschek, Germany, February 2008
END OF LICENSE
Linux Note
The author, namely Andrè Michael Pietroschek, wrote this file with Mandriva &Linux Ubuntu 7.10
installed and Open Office 2.3 used. The fonts used were ”Nimbus Roman No. 9 L”, ”Times” and
”Purisa”. If they are not included in the ZIP I intent to upload, then I was not sure if I could legally
spread them. Any modern Linux Ubuntu website should be able to supply you.
Otherwise this PDF should be completely readable by all, who have a PC with a functional PDF
viewer like Adobe Reader or www.foxitsoftware.com FOXIT READER. This file has nothing to do
with my PDF “Against the darkness” which is Magnamund Roleplaying, based on the works of Joe
Dever & Ian Page not D&D or D20.
About the author
I write it in D&D allegorical mood, understand the symbolical aspect: Born in July 1972 and
always succeeding the evasion roll to avoid being accidentally or otherwise touched by any success
or financial gain...
I am still alive. A pauper for the 2nd time in my life made me contemplate GESTALT characters or
dualclassing and multiclassing. It resulted in my classblending attempts, which were not all
failures. If one imagines me as a lowerclass (poverty not lowlevel) roguesorcerer mix than my 1st
idea was, to sacrifice my familiar because it could turn traitor on me or be a disguised planar spy
after all. The Druidic avenger (DruidMonk mix) was my favourite before I started contemplating
the vile darkness. See: www.esnips.com/web/pietroscheksotherstuff/ on demand?
I invest effort to distinguish context clearly between my roleplaying & my other files. As I wrote in
“Supreme Hogwash – PseudoSatanism”, I prefer fantasyroleplaying. As certain is my dislike of
autobiographical files. I published some as sign of respect to women who asked me, but it was
frustrating & repulsing to me.
Things I really like: Eating good pizza, meditating, some martial arts, occult stuff, more roleplaying
matters, lots of money for it's absence spoils so much, plenty of free animals in healthy enough
surroundings, integer & competent politicians as they are so rare. Certain things I can't mention here
due respecting the law. Grudgingly at times. The best part of my gratis publishing was to me:
Inspiring as being helpful.
● Darkling Flesh as supernatural ability. Your dedication to darkness transforms you into a
more welcome direction (downwards). Prerequisite: Human race. You can blend, like
GESTALT D&D definition, your human racial stats with Tiefling racial stats, taking always
the better one where two effects clash. As you become an infernal planar or outer planar by
this, use rules for such. If for whatever reason or absence of reason you can't allow Tiefling,
than take the Shadow Plane template as defined in “Lords of Madness”. In Birthright you
should consider application of Azrai blood-feats like bloodform instead, dear game master or
mistress. Demon Flesh was a STUPID mistake, as there is a spell of the same name and
D&D uses definitions of demons & devils in another context. Those who took “Evil Brand”
as dedicatory feat were unaffected.
● Sneak Attack & Skirmish. My darklings get sneak attack +1d6, see table. As far as I know,
skirmish is a feat-tree. Rogues can either decide to add one more die to sneak attack, or take
a skirmish feat, improving existent ones by one step. For other classes, give the choice if
they would learn sneak attack or skirmish feat on proper level, it's minor, so what?
● Memories fading: Skirmish I grants +1 to attack & damage whenever you attack in ways,
which would allow sneak attack by rules. Skirmish II makes it +1 to attack, damage & AC
each. Skirmish III makes it +2 to attack, damage and AC each. It improves attacks of
opportunity as well, as long as the figure is in position which by rules allow sneak attack.
● I didn't copy any table or class, feat or else description from the Book of vile Darkness, as
purchasing it or waiting for the D&D 4.0 edition to offer it's update was my logical
expectation.
● You do not need to indulge any real world satanism or similar to understand any of my
published files. All topics here are darkness definitions for D&D role-playing which is a
form of entertainment or spare-time waste of life, no cult-like real world activity.
● D20 made a “Swords & Sorcery” adaptation which offers D&D compatible system. The
word & the rune, way of the sword or Transcendence may include rules, which may be
inspiring to game masters or mistress?
● Confession: This petty author is a serious power-class type of game-master and writer. I
usually allow more feats and spice-ups, than any dungeon master or game mistress ever
allowed our own groups. I thought it obvious, that all my NPC's and monsters get such, too.
● Paint & Brush. If nothing stops me I will some time in the future purchase painting tools to
start painting my own Illithid or Mind Flayer. Than I scan it in and need no license, no
permission at all. Of course we all know that selling the art-work will surely make me rich
(see my evasion roll theory). ;o)
● Arjan from www.birthright.net emailed me that my files are not extreme and that I am too
eager, to care for making it all legal & license-correct. I hope that is true. My goal is
contributing, not violating law & license, yet “my alignment could be chaotic neutral”...
The 2nd web-enhancement
If you prefer arcane then imagine dark caverns under a wizard tower. If you prefer the divine clergy,
imagine dark caverns under an evil temple. Of course dark caverns under a Druids Grove are as
possible.
A small group of villainous darklings is gathered there, brooding, chatting and preparing to defile
and sacrifice all the heroes of the realm, or maybe even the realm itself!
Svenja was a scald (scald is the Nordic name for bard class here) before getting initiated to be a
Vagabond of Darkness level one. Suleika was the princess of pleasure, leader of the harlots guild in
far off Trichina lands before getting initiated to be a Vagabond of Darkness level one. Helvetica was
a scoundrel with the temper matching any warrior before getting initiated to be a Vagabond of
Darkness level one. Aeric Adamys led a small gang of horny thugs which consider shouting and
loudness to be music, he was a barbarian from the kingdom of steel before getting initiated to be a
Vagabond of Darkness level one. Pauper, while nearly always perceived as depraved dumb-fug, is a
cleric of the Patient One.
Pauper enters the cavern where the others are resting. He sees the head of Suleika moving up and
down between the legs of Aeric, as expected. Helvetica is away from the light, most probably busy
scanning the gear of the others for loot of opportunity. Svenja is maintaining her instruments and
weapons.
As Pauper used sending spells to tell details of the mission to the fresh darklings, the others in the
cavern remain oblivious to details, reducing the risk of betrayal from competing darklings.
The group is ready, had listened to a much too long talk and wants to dash forth, eager to loot and
learn on their road to victory... A note as a believer. Don't get tricked by envious deities. They
always crave sacrifices, but offer you temporal gain. Leaving corpses so obviously used makes the
inquisition come for you. If you need faith, the patient One has much to whisper to you, too.
This petty example has a side-effect. As you noticed, in my example, the group is working for the
clergy of the Patient One, a deity of Aberrations and revealer of secrets. Pauper had mentioned, too,
that he is one of the few human clerics who could handle the Patient Ones holy sermon.
In such a constellation, serving as loyal vassals (uninterested greedy bunch) one deity, imagine the
played figures still craving power. Now imagine how different personalities could role-play their
“Thrall to a Demon” or “Disciple of Darkness” feat, as serving one deity does not forbid to
negotiate with people who just happen to be demons or devils....
Imagine you standing there in one of the roles. Free from concepts like law-abiding citizen. You are
a darkling and your base is there. Your faith may be and your ambition most certainly already craves
epic items, leadership of entire worlds and other completely acceptable and justified little gifts of
evil dreams.
Let's hum some lines from the “Damien song lyrics as performed by Iced Earth” together?