By Glenn Dean, Staff Reviewer d20 Magazine Rack
Sizing up the Target
When the Sky Falls is a 64-page “event book” supplement written by Bruce Cordell, whose other credits include The Sunless Citadel, If Thoughts Could Kill, and the Epic Level Handbook. Published by Malhavoc Press, When the Sky Falls is currently available as a $9.00 PDF file, and planned for release in June 2003 as a softcover publication.
First Blood
Great disasters and earth-shattering events are the hallmarks of epic fantasy and science fiction. When the Sky Falls is designed to help you introduce a cataclysmic event into your campaign: a meteorite strike on a massive scale. This is the second in Malhavoc Press’ series of event books, which focus on introducing major events that can have a long-term impact on the campaign. The event books provide the Games Master with all of the details necessary to stage the event, the repercussions of the event on the continuing campaign, and the changes in societies and organizations that result – along with appropriate game mechanics.
When the Sky Falls, then, is the definitive “How-to” book for staging a major meteorite strike in the campaign. It begins by considering where and how the impact should occur: a major population center, a remote area, a single large strike, or many small ones, along with the implications of each decision. The game impacts of the strike itself are provided in great detail – whether you want a small local event, or something campaign-shattering on the order of the Dragonlance Cataclysm or Lucifer’s Hammer, you’ll have the data to figure out the size of the impact crater and the immediate effects of the blast, along with long-term scientific and magical effects of the disaster.
Three types of meteorite strikes are considered: mundane meteorites, Thaumaturgic meteorites, and Engram Arks. Mundane meteorites are your typical iron-based asteroids, but the impact of one in a magical world can raise molten elementals, provide meteoric iron to be formed into fantastic weapons, or serve as a source of tektite glass for use in powering spells. Thaumaturgic meteorites are charged with magical energy, generating a gigantic ethereal-material pulse upon impact that disrupts magical effects in a wide area. This sort of meteorite can be the means to introduce an entirely new specialty of magic into the campaign – astromancy – along with new materials like starmilk, which can be enchanted and forged into lightweight armor that reduces arcane spell failure.
Astromancy introduces Plasma as a new energy type, which blends the effects of fire and electricity. Engram Arks are probably the most intriguing form of meteorites in When the Sky Falls. Engram Arks are the remnants of an ancient, destroyed civilization, transporting the disembodied psyches of a disappeared race to a new world. The engrams provide a means of introducing a different form of magical effect into the campaign, one that carries with it dark and foreboding overtones for the campaign.
The second chapter of When a Start Falls provides detailed guidance on how to integrate the event into the campaign, everything from foreshadowing the pending impact to the events and changes that occur after the fall. There is a discussion of probable changes to the climate and landscape, as well as a series of options for shifting the very fabric of magic. This last option can provide some dramatic changes to the magical power balance in the campaign, emphasizing or de-emphasizing entire schools of magic to provide a very different flavor and feel. New organizations may form as a result of the event; two are detailed in depth, the Sky Callers, who worship meteoric destruction, and the League of Astromancers, who seek to study and gain power from astromancy and meteoric phenomena. These organizations come complete with statted NPC leaders, plot hooks tied to the Skyfall event, and even two new clerical domains – the Psychic and Nightmare domains.
New organizations mean new means of gaining power: four new prestige classes are provided that may rise from this event. The Astrogineer is a master of the study of astromancy, who gains access to the use of plasma energy and the Skyfire ability – powerful abilities, but balanced by the loss of some base spellcasting power. Engram Adepts use of the powers of engrams to enhance their fighting abilities – analogous to magic-bearing, exchangeable tattoos, if you will. This presumes, of course, that the GM has chosen to introduce the Engram Ark meteor and related monsters and other implications. Lord of Silence are disciples of vacuum, gaining skills that make them the ultimate in stealth, including a Silent Running ability similar in some ways to the Shadowdancer’s shadow jump ability, but with a slightly different flavor. Finally, Ruin Priests are chaotic spellcasters of meteoric destruction who worship the Vengeful Sky, and power their spells through living sacrifice – great villains for your campaign.
When the Sky Falls introduces twelve new feats and 38 new spells linked to astromancy, engrams, and meteoric magic. The feats fall into two chains, based on either Astromancy, or possession of the Star Emblem feat, which uses a starmilk emblem as a focus for power. The feats put plasma energy to work in various ways, including the Skyfire feat, which allows the conversion of spell slots into cones of plasma dealing 2d6 damage per spell level. The spells provide a wide range of both plasma- and engram-based effects. Some of the ones I found more intriguing included Deathmare, which kills targets in their sleep; Dream Resurrection, which animates a dream avatar to quest to resurrect the fallen caster; a variety of Meteorite spells, including True Meterorite, a 9th-level spell that consumes a major artifact to call down a meteor strike to deal 400 hp of damage in the first 50-foot radius; and Nightseed, a spell that brings to life creatures so vile and disgusting it makes my skin crawl just to write about them.
There are a number of meteor-related magical items and monsters presented, both beneficial and baneful. The magic items include weapons, staves, wondrous items, and even artifacts, and put to use both meteoric iron and starmilk. Monsters include creatures related to the Engram Arks like the Ark Guardian, a form of huge plasma dragon in humanoid form, and Memekeeper – the guardian of the engrams contained within the Engram Ark. There are also the horrifically vile Cruors, formed from the Nightseed spell, as well as Hungry Dreamers (a devolved humanoid) and the Star Ooze.
When the Sky Falls concludes with five adventure scenarios based around an asteroid impact. You asteroid could deliver a fallen celestial, for example, a lost war machine from ancient space battles, or a bizarre plague. Personally, I think the Fungus Fall scenario, combined with some Cruor monsters, is a combination guaranteed to give your players prolonged nightmares and a case of the skin-crawling heebie-jeebies!
Sidebars in the book contain useful checklists for planning and building the event, and incorporating the new organizations into the campaign. Psionics aren’t neglected – given Bruce Cordell’s previous work with psionics, it’s not surprising that he’s covered them as well, and provided links to Mindscapes. Expect to see future expansions of When the Sky Falls at Malhavoc’s web site, www.montecook.com.
Critical Hits
Not having previously experienced one of Malhavoc’s event books, I was actually expecting When the Sky Falls to be an adventure when I picked it up, perhaps along the lines of the old 1st edition “When a Star Falls” module. I couldn’t have been more pleasantly surprised. I think this is the sort of product that fills an important niche in the gaming world, falling between full-blown campaign settings and keyed adventures. The concept provides the GM with tremendous flexibility to adapt an event to his or her preferred campaign setting, incorporating potentially dramatic changes within the scope of the campaign, while not being tied to a set of pre-determined encounters and monsters of a certain Encounter Level.
While it requires some work on the part of the GM to execute, When the Sky Falls is a tightly integrated work – every piece fits nicely together. When you deploy a thamaturgic meteor, you get a set of organizations, feats, spells, and ideas that go hand-in-hand with an appropriate balance. The fact that there’s really three different options rolled up in one is a bonus, and each option – mundane, thamaturgic, or engram – provides some unique and interesting options depending upon how you want to structure your campaign.
Finally, while I don’t normally comment much on artwork and layout, I have to say that I’m really impressed with the clean lines, clear layout, and wonderful integration of this product. The PDF version that I reviewed printed cleanly without wasting ink, and is really just a pleasure to look at, even though it’s “only” black-and-white.
Critical Misses
There aren’t too many stones to throw at this product. I would caution GMs to consider carefully how the elements of When the Sky Falls are incorporated into the campaign. There are some great ideas and concepts for players to use for their characters to be found within, even though the product is aimed primarily at GMs. The various elements, in my opinion, balance best when used together. While you could simply allow players to use engram powers, for example, they would gain some tremendous benefits which are designed to be balanced by the difficulty of obtaining them – locating the engram ark, defeating its guardians, negotiating with the Memekeeper and surviving the Rune Sea within are all an integral part of the entire engram-based system. Likewise, astromancy-based feats like Skyfire, or the free availability of starmilk, could have some significant impacts on the balance of power in the campaign if not implemented carefully using the other balancing elements that When the Sky Falls presents.
One minor nit to pick – the Star Ooze seems pretty dangerous for its assigned Challenge Rating of 3: 3 hit dice, 15-foot reach (a typo, perhaps?), damage reduction, fast healing, a fly speed, and the ability to self generate a second ooze. Compared to the Grey Ooze at the same hit dice and fewer special abilities, I’d put the Star Ooze at a CR 5, myself.
Coup de Grace
When the Sky Falls provides the essential game mechanics in chapters 3 thorough 7 as Open Content. While there are some powerful abilities and mechanics presented, they balance well together as a whole, and provide a fascinating set of options for building an original and exciting campaign event. While GMs will get the majority of value out of this product, players may find some of the ideas useful as well, and given the quality of the overall product, it is a great buy for the money.
To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to The Critic's Corner at www.d20zines.com.