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The first location is Am’Elvat, an open-air elven bazaar held<br />
around the autumnal equinox. The market setting provides<br />
for quite a number of interesting NPC’s who run and<br />
frequent the shops of the bazaar. This location is rated for<br />
any encounter level and can easily be a place for the start<br />
of numerous adventures for a party before they get<br />
involved in the back-story about freeing an imprisoned evil<br />
force.<br />
Another interesting location is the Colony of The Afflicted.<br />
The colony is a quarantine zone for those suffering from a<br />
disfiguring disease - very similar to the Molokai Leper<br />
colony in Hawaii. The concept of island of “unclean” in a<br />
campaign can quickly add depth and interest to most any<br />
campaign.<br />
At an encounter level of 10, the Shadowgloom Ranch is one<br />
of the more advanced locations. It is designed to use the<br />
psionic rules but includes notes on adapting the game to<br />
non-psionic settings. On its surface, Shadowgloom ranch<br />
deals in horses, but there are also rumors of the<br />
establishment willing to buy females of exotic and<br />
dangerous species. The reasons why involve an elf, a<br />
dragon, and some rather interesting other encounters.<br />
BASICS<br />
“Foul Locales: Beyond the Walls” is a 128-page soft cover<br />
book published by Mystic Eye Games. The front and back<br />
covers are full color but the illustrations inside are black<br />
and white. This book provides detailed pre-generated<br />
wilderness locations and some associate encounters. The<br />
retail price is $19.99.<br />
BETWEEN THE COVERS<br />
“Beyond the Walls” is a companion volume to “Foul<br />
Locales: Urban Blight”. Where the other volume deals with<br />
locations inside of a city, this volume presents encounters<br />
that occur outside the city walls.<br />
Thirteen locations are presented with encounter levels<br />
ranging from 2 to 14 with most in the 7 to 8 range. Lowerlevel<br />
parties can just pass through an area until they reach<br />
a level when they can fully explore it.<br />
Each location is presented in a standard format that<br />
includes a brief description, details about the location,<br />
NPC’s and creatures, adventure and plot hooks, and maps.<br />
There are also notes on how each location can be placed<br />
into an existing campaign as well as sidebars that add extra<br />
information for the location. Each location is presented with<br />
enough information to allow the DM to incorporate it into<br />
an existing campaign or to serve as the start of a new one.<br />
VALUE<br />
Like the other Foul Locales book, “Beyond the Walls” is a<br />
volume for DM’s. There is no useful information for use by<br />
player characters in it. In fact, a player who purchases this<br />
volume might just ruin the surprise of an adventure run by<br />
his local DM who also has the book.<br />
Where the first volume was fairly straight ahead with its<br />
locations and encounters, this volume presents all of the<br />
locations with a hidden background. This is intriguing to me<br />
as both a DM and player. This appearance of normalcy,<br />
which marks the best thrillers and mysteries, is present in<br />
these locations. It is only waiting for the party to start<br />
looking closely to reveal what is actually going on.<br />
For example, using the high encounter level locations early<br />
in a campaign will familiarize the party with the façade of<br />
the area. Revealing the underlying encounters later can<br />
give a definite “X-Files” feeling to the campaign.<br />
This book is an excellent resource for the harried DM who<br />
needs to flesh out existing adventures. Once you introduce<br />
these places, your games will probably start adding a level<br />
of misdirection and illusion that will quickly increase the<br />
interest of your players and, in the end, may make your job<br />
more difficult but more interesting at the same time.<br />
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