Copy provided for review purposes. Review revised after feedback from creator.
Overall Impression. This book is for readers who enjoyed Van Richten's Guide to Ravenloft or this group’s previous release, Baba Lysaga's Nocturnes and Nightmares. I broadly recommend this more ambitious follow up. While I have reservations about certain player options within, I absolutely love the DM tools included in the book, such as the standout curse system and the monsters that pack a punch. This product is of terrific value for DMs who want to homebrew a horror campaign, build out a Domain of Dread, or wish to delve deeper into horror after completing Curse of Strahd. I believe it’s best used as toolbox for creating tier 3 adventures starring Vecna’s powerful lieutenants (called Vassals). I believe the work could've been improved by working in Vecna to an even greater degree.
Format. This book has outstanding production values, in a format similar to WOTC’s house style. Its does it so well at this that I found myself grading it as harshly as a professional release: in other words I was searching for mistakes rather than them jumping out at me. The work is well edited and I did not spot any typos. Similar to WOTC releases, there are cutaway boxes to inject flavor and break up columns of text. While I enjoyed the writing for these asides, I felt that some of the color choices led readability to suffer. The book is full of attractive artwork that is a mix of original compositions and stock art. The style of some of the original artwork has a cartoonish quality that doesn’t match with the darker tone of the book. While this leads the book to have less cohesion, I would say its inclusion is an overall benefit because its depict the various new lineages and vassals and helps DMs bring them to life. The work was easy to navigate due to the inclusion of a thorough index and hyperlinks.
Player Options. As in WOTC books, the material is split between Player and DM material. Horror themed lineages, subclasses, and backgrounds, magic items and spells in the front and Monsters and GM tools in the back. It does this in a very generous quantity and with greater variety than I have seen in many recent official D&D releases. For example, EVERY class received new spells and subclass options, even the artificer! The downside is with so many options it can be difficult to assess quality.
I believe these player options would shine in two situations. The first would be Halloween or otherwise spooky one-shots where players are assembling a monster squad to fight against the greater evil of Vecna’s forces. The second would be to have these options broken up piecemeal and offered to Players looking to exchange classes, lineages, and abilities as a way of showing how characters have transformed after being trapped in a domain of dread, resurrected with dark magic, committing evil deeds or researching forbidden tomes. Because this is my preferred approach, I would prefer not to simply plunk the options down and let the players choose from a menu like in traditional play. Its perhaps unfair to ask the authors to provide a bit more guidance for integrating the material in this way, but it’s a case where I feel like the book would have benefited from breaking the standard 5e mold.
Most player options seemed carefully balanced against regular 5e content, however I found one glaring exception that would lead me to want to carefully review the player options before introducing them to a long-term game. The Phantasm Lineage has an immortality granting spirit form ability that I found to be incompatible with the way I run both regular D&D and horror campaigns. I believe something which alters how the game is played to this large of a degree would benefit from being repurposed as late game item, or spell, or left to be a temporary ability. I find this mystifying because other monstrous lineage options that easily could’ve gone further to recreate the feeling of a particular monster felt pruned in comparison. Overall, I preferred the work on the subclasses to the racial/lineage options presented.
DM Options.
The Curse toolbox provides 12 flavorful sample curses of varying severity and includes alternative rules for resolving these curses. The resolution system is close to the magical weapons creation rules found in Xanathar Guide to Everything. DMs who are fans of 4e skill challenges or Critical Role style resurrection rules will probably enjoy this section the most. This is an alternative framework for dealing with curses so that they have more impact on story and gameplay than the standard bestow curse spell. I appreciate that the curse mechanics are relatively lightweight and doesn't overburden the game with too much complexity. I also like the methods for resolving curses are focused on getting players out there adventuring for a cure rather than just petitioning the nearest high-level cleric.
Unlike the previous work of this group, Nocturnes and Nightmares, this book does not contain adventures anthology, however I believe the work is stronger and more focused because of what it provides in its stead. My experience with high level adventures is they seldom work as intended out of the box and need to be carefully retuned in response to player skill and party composition, which is why I am grateful the back half of the book provides a GM toolkit for crafting high level adventures centered around defeating Vecna’s Six Vassals. A lot of care has been put into this chapter, including background on a vassal, possible adventure hooks, appropriate monsters, combat advice, and lair maps. Each write up culminates in a hefty stat block for a Vassals ranging from CR 12-15. Similarly, the Monster chapter isn’t just a grab bag of wacky horror monsters but is focused on monsters that may be minions of Vecna’s Vassals or reinterpreting the player options as monsters. Unsurprisingly they are mostly undead creatures ranging from CR .5-13 with an emphasis on tier 2 threats.
Another downside of fidelity to the default D&D 5e style is keeping what I believe is vital advice for using this material locked at the end of the book in the “Devious Council” chapter. Personally, I feel that this should have been included right after the introduction. While this chapter won’t give DMs the final word on running evil campaigns or handling players who are determined to go off the deep end, I believe its solid advice that primes readers to think more deeply about how they will use the content in the book.
Final Thoughts.
The book could have benefited from a final chapter on how to link the Vassals together and a stronger implementation of Vecna. While Vecna makes a last minute appearance I believe giving him the same treatment as his Vassals could have elevated this book. My instinct as a DM is to try chain the material to take group from low to high level, but as written, a DM probably wouldn’t be able to pit a party against every Vassal due to their similar level ranges. Massive adjustments might needed if you want a campaign centered around fighting your way up Vecna’s command structure. As written, the best way to use the Vassals is selecting the one that would best resonate with an existing group of high-level players.
In other 5e D&D books the level of involvement of the titular character is usually not all that important to the contents. Xanathar, Tasha, and Mordenkainen are all just recognizable names slapped on loose collections of gameplay mechanics to sell books. The clear focus on Vecna and his Vassals is this book greatest strength, but I believe could have been taken even further. This book has more than enough fantasy horror content to justify the asking price. At this stage in the 5e lifecycle there is no shortage of official or quality third party options. The authors are to be commended not only for releasing an exceptional quality product, but for making me want even more, in a game that I find to be already overstuffed. Hopefully by the time players have battled through Vecna's Vassals the DM will have the skills needed to create a satisfying finale using the Vecna statblock in the back of the book.
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