Showing posts with label 2nd ed. Show all posts
Showing posts with label 2nd ed. Show all posts

Friday, August 29, 2025

Fantasy Fridays Review: Forgotten Realms City of Splendors

City of Splendors Boxed Set
I have not been very good at keeping up with my Fantasy Fridays. Nor have I been good at keeping up with my exploration into the Forgotten Realms. I think that is why so often they end up on the same post. I had good intentions of doing this one yesterday, but sadly my day got away from me.

So here we are, standing outside the gates of the City of Splendors. I read a lot of material about this place, but today is the day I visit the city proper. Reminds me when I first moved to Chicago to be honest. Big city, lots of new and exciting places.  Let's go.

For this review, I will mostly consider my boxed set I scored at an auction a few years back when I was building up my Forgotten Realms collection. I will also bring in the DriveThruRPG pdfs as needed.

Before I get to that though I do want to read, briefly, the "Welcome to Waterdeep" article from Dragon Magazine #128 from December 1987.

The copy I had was falling apart so I took the "Welcome to Waterdeep" article and put it into this boxed set. It fits...rather perfectly. The boxed set was published in 1994, so this article is the perfect introduction.  While there was FR1 Waterdeep and the North and FR8 Cities of Mystery, this article is the "real" introduction in my mind. The traveler's brochure. It is not long, it doesn't need to be, it just describes some areas outside of the city proper. Wonderful lead in.

City of Splendors

1994. Steven Schend with Ed Greenwood. Three books, one booklet, lots of maps. There is so much going on here it is best just to get into it. I count over 300 pages. I am shocked the PDF at DriveThruRPG was under $7.

Book I City of Splendors Campaign Guide
Book I City of Splendors Campaign Guide

At 128 pages it is the largest book. We learn right away that Waterdeep is Ed's favorite city in all of the Realms. No surprise I think. 

We dive right into the division of the city into the various "wards" Sea Ward, North Ward and so on, and of course the tantalizing City of the Dead, the walled cemetery.

At the time of this writing the population of the city is just over 122,000, so about the size of Topeka, KS. We get some basic geography and some history, but told with the Ed Greenwood charm that makes the reading not seem like a history text. I mean it is, but it is still very engaging. This includes much of the same surroundings as covered in the Dragon article.

The history is split up into the various ages of Waterdeep and then getting into a more detailed timeline. As dry as timelines can be, I do love reading them. I mean I see things like "the Trollwar" and want to go off on a tagent to discover more.  For the record, and mostly for my own record keeping, the current year of this set is DR 1368.

Next up is a chapter on the city wards. This followed by a chapter on Places of Interest & Danger. Honestly there is so much here I could run adventures in Waterdeep for years. The sewer map alone is just begging to be used.

An aside. This came out in 1994, by this time I was working on my first Ph.D. and not buying a lot of AD&D books save for Ravenloft. BUT I was still reading Thieves' World book where I could. Seeing this labyrinth of sewers puts the "Maze" of Sanctuary to shame. Well...it certainly gives it a run for the money. 

There is some minor details on Undermountain. I am not going to get sidetracked by that right now, save that Undermountain only adds to the playability of Waterdeep. I must make an effort to learn more.

Chapter five covers the Lords of Waterdeep. Some of these even I know by name, and others are familiar enough. 

No city book would be complete without a section on Law & Order. (Damn. Now I want to do a "Law & Order: Waterdeep" campaign!)

"In the criminal justice system, the people are represented by two separate yet equally important groups: the City Guard, who investigate crime; and the Magisters, who prosecute the offenders. These are their stories."

Sorry. I had to do that.  🎵 Dun Dun.🎵

One of my favorites is next. The Magic of Waterdeep. So all new spells and magic items. 

Appendix One covers trade and travel. One that is very important for our "It's Always Sunny in Waterdeep" game, travel from Waterdeep to Baldur's Gate via the High Road is 32 days. 

Appendix Two covers Skullport a city beneath the waves. 

Appendix Tree covers the Blue Alley.

Appendix Four is a conversion of old and new map keys from previous books, and Appendix Five is a very robust index.

Book II City of Splendors Who's Who in Waterdeep
Book II City of Splendors Who's Who in Waterdeep

Let's be honest. Ed LOVES his NPCs. There are so many characters here that I should never, ever run out. So what do I get? A 96 page book of MORE characters!

Ok, it is not all characters, there are also roles (that people fill) and the expectations of society. 

Chapter 1 covers Waterdeep Society. I actually take to this one rather easily. There is my social psych background and I have written similar characters for Victorian era games about London. This one is rather brief though.

Chapter 2 has our nobles of the city. So we are leaving "Law & Order" and headed into "Bridgerton" territory. I guess Xenk can be "the Sexy Duke" here too! I wonder who our Lady Whistledown is? My guess is Laeral Silverhand in her Irusyl Eraneth guise. 

That is only a third of the book and I am already overwhelmed with ideas.

WATERDEEP. Not on Netflix

Chapter 3 covers the money and guilds. Back in 94 this would have been the chapter for me. But right now  can't get past the Waterdeep/Bridgerton crossover I am now currently planning. Though I don't want to undersell this chapter. The Forgotten Realms was built on the idea of Adventuring Guilds. It is a world that supports the AD&D rules and vice versa. We get more details on Adventuring Guilds in Chapter 5. 

Likewise, in the 1980s, I would dive headfirst into Chapter 4, Religion. I do wish this one was a bit longer. I was looking forward to details on the Temple of Selûne and the abandoned Temple of Shar.

Chapter 5 covers the independent operators in Waterdeep. This includes some details on select Adventuring Guilds. This is a chapter of loose groups and some personalities, but really, this feels more like "Realms" to me. If nothing else, it is a great source of names. The same applies to all the NPCs listed after the groups. Waterdeep also has its own Aleena. Who knew? Well, not me until a few minutes ago. 

Chapter 6 covers the enemies of the City. This gives us a glimpse of Xanathar from the cover of Book I.

Appendix One here is a tale about adventure. Appendix Two is about The Thirsty Throat. 

Book III City of Splendors Adventurer's Guide to the City
Book III City of Splendors Adventurer's Guide to the City

Slight editorial aside. I love this cover. It might be one of my favorite Elmore covers ever.

Chapter 1 covers a local's guide to Waterdeep. What I love about this book is it is done from the point of view of locals from Waterdeep. This includes what the common folk know about the various rulers and locales. It covers much of the same territory as the first book, but from a different point of view, so the material does not feel like it is repeated. 

Chapter 2 gives us details on Waterdeep's festival life. This includes a brief coverage (too brief) of Watedeep's nightlife and the various festivals through out the year. 

Chapter 3 covers what it is like to be a Waterdhavian adventurer and what benefits there are to that. We get into some game mechanics here with new Proficiencies. 

Chapter 4 discusses the Waterdeep campaign. This is some good information for new DMs and New-to-Waterdeep DMs. Chapter 5 continues this idea with NPCs of the Adventuring Quarter. Great as NPCs to help/hinder characters. Certainly PCs are far more likely to rub elbows with Branta Myntion than they are Elminster. 

Chapter 6 has some adventure seeds. Though they are going to have to battle for room in my mind since "Law & Order: Waterdeep" and my "Brigerton/Waterdeep" crossover are both being very loud right now. Though seeing how our "It's Always Sunny In Waterdeep" went, I think my Brigerton/Waterdeep crossover will end more like "Laeral Silverhand's Fight Club."

Book IV City of Splendors Secrets of the City

This 16 page booklet really could have been folded into Book III to be honest. It covers similar territory. It is just a more fleshed out set of adventure seeds. But I suppose it works like an adventure pack.

City of Splendors Boxed Set

The boxed set also came with more AD&D 2nd Ed Monstrous Compendium sheets. I copied them here at home to stick in my binder and kept the originals in the box.

There a lot of maps too. 

Maps

Maps

Maps

My favorite is the last one, the map of Waterdeep and all the streets. I'd hand this one up, but I know the lights in my office will bleach it out like it did to my map of Chicago and is doing to my map of Victorian London. 

City of Splendors Boxed Set

City of Splendors Boxed Set

I have always loved city and urban adventures. There is just so much to do. Hell I am not even sure when the last time characters leveled up in "It's Always Sunny..." but everyone is having a great time. 

It's always Sunny in Waterdeep

I knew this boxed set was going to be great and it lives up to the hype in my head about it. I know I have more books about Waterdeep to work through, especially with 3rd edition coming up later (likely next years really) and 4th and 5th as well. 

I can see why this is Ed Greenwood's favorite city in the Realms. 

I don't recall what I paid for this, but I do know it wasn't a lot. In fact, my memory of it now, I got it pretty cheap. Whatever I paid it was worth every penny. 

Sinéad, Nida, and Company

And what of my erstwhile adventurers in the Forgotten Realms? Well Sinéad and Nida are sticking around Waterdeep for a bit, though my plan was to have them begin going East.  I do know that my characters, Rhiannon and Jaromir, were anxious to return to Rashemen*.  Like I mentioned above, there is no great change to their stats just yet.  Since I am using Sinéad as my way to experience the Realms, I would have to say that, like me, she is fascinated with the city. Her "pagan" background has totally unprepared her for any large city, let alone the largest one on the Sword Coast. 

This is the same with Rhiannon and Jaromir. *Because I have not figured out which witch class to use for her nor how I want to replace the barbarian class for him, they have been largely absent. I said they have gone home, but looking over my notes I see they are still staying in the cheap inn with everyone else. I am going to have to do some work on these two. Maybe a side quest. I could follow the Minsc example and make Jaromir a Ranger. I have to admit that while he began as somewhat generic barbarian, I have been playing him more like a member of the Fianna. I think I'll take a side trek to figure out their AD&D 2nd Edition classes prior to their return home to Rashemen. Rhiannon then should very obviously be a Rashemi witch. 

The question is now, will Sinéad and Nida go with them? That was always my idea. But who knows now. I'll have to see how the games go. I do know that Nida is going to pick up some spellcasting levels. I thought witch, but maybe it will be magic-user/wizard. 

DriveThruRPG PDF

The PDF from DriveThruRPG is a single file of 377 pages. The images are a touch fuzzy but the text is sharp and clear. All the maps are here, but they are in letter-sized chunks. The Monstrous Compendium pages are here too, and can be printed for obsessive/compulsive completists like myself. 

Like I said above, at under $7 this is an absolute steal. 

Final Thoughts

Between the PDF and the used but in fantastic shape boxed set I have, I feel like I robbed someone. There is no way I have paid more than $20 for all of this (boxed set and PDF), and the value is an order of magnitude beyond all of that. 

I loved the AD&D 1st Edition Campaign setting Boxed set, and this is akin to that. Rock solid, enough for decades of play, and I am not likely to run out of ideas for it anytime soon.

Honestly, just so much great stuff here, I am overwhelmed. 

Friday, August 8, 2025

Fantasy Fridays Review: Forgotten Realms Campaign Setting Revised

Forgotten Realms Campaign Setting Revised
We are in the AD&D 2nd ed era for sure now, and today I am planning on finally tackling the boxed set that launched a 1000 campaigns or more. The AD&D 2nd Edition Forgotten Realms Campaign Setting Revised.  I purchased mine relatively recently to be honest. Well. More recent than 1993. This is the second Forgotten Realms Campaign setting boxed set. The first, of course, was the famous "Gray box" for AD&D 1st Edition.  It was an instant classic, but I think many of my readers will agree that it was AD&D 2nd Edition where the Realms really grew in popularity. Even me, stuck in my lonely little corner of Ravenloft knew how important the Realms was. Forget that, all you had to do was be online in the early 90s when the Internet was still a wild and untamed place to know of the Realms' popularity. 

I will be honest. Of all the Realms products out there, this one feels like the hardest to review properly. But I will carry on. 

Forgotten Realms Campaign Setting Revised

1993. by Ed Greenwood, Jeff Grubb, and Don Bingle. Art Clyde Caldwell (book covers), Fred Fields (box cover), Interior art by  George Barr, Dennis Beauvais, Tim Conrad, James Crabtree, Eric Hotz, Robin Raab, Uttam, and Valerie Valusek.

NOTE: For this review I am considering both my original* boxed set and the PDFs** from DriveThruRPG.

Ok, there is a note on my note. First, I got my boxed set in a game auction. So I know for a fact there is extra material in my box. I have a second set of maps that look different from the other set. I am not entirely sure which set belongs. This is the problem when buying collections, going to auctions, and inheriting other collections. There is a lot more in this box. SO, I bought the PDFs for this review. I figure I might as well (I didn't have them) AND the PDF version has a different cover. Now I had that boxed set for a bit, but it was beat to all hell. I didn't know which one came first. So I kept the best looking box and best books. Likely, that is why I have extra stuff. 

I learned that the "gold" cover box that had the same art as the 1st Edition set was the first, and the one I have was the second printing/version. Either way, the interior contents are the same.

Except mine that is. Mine is special. ;)

Forgotten Realms Campaign Setting Revised

Ok, all that aside, let's jump into this bit of D&D history. The box set has three soft-cover books that I'll take in turn.

A Grand Tour of the Realms
A Grand Tour of the Realms

This 128-page softcover book is the player-facing book for this set.

I think the biggest surprise for me was that this is where (at least for me) the Relams absorbed the campaign settings of Kara-Tur (previously part of Greyhawk at least in practice), Maztica, and Zakhara. Now of all these Zakhara was the most interesting to me and I flirted with buying the campaign setting a few times in the early 90s. But I was still an undergrad and there was always another Ravenloft book. Each setting gets a little overview here.

Likewise, the various peoples of the Realms are mentioned. Humans predominate, but dragons, dwaves, elves, goblins, gnomes, and more also get a mention here. The standard D&D species/races are here. Indeed, here is where many learned of these races for the first time in conjunction with AD&D 2nd edition rules. 

Up next, the standard classes are covered here. It's 2nd edition now, so Bards are not relegated to the back of the book. I would argue that is was 2nd Ed Realms where Bards got their proper due. 

Our next large section is all about Faerûn. This is the continent that people think of as synonymous with "the Forgotten Realms." The larger sections of the continent are covered briefly here. This is helpful for me since I never really know what people mean when they say "The North" for example. The map following this is even better. The large poster maps are great, but unwieldly to be honest. 

Some print is given over to the months and years, which I love. In the two Realms campaigns going on here in my house (my "Into the Forgotten Realms" and my oldest kid's "It's Always Sunny in Waterdeep") I have gotten fairly used to thinking of times in Dale Reckoning.  The current year for this set is 1368 DR.

Languages are next. It is really fun to see the Dethek writing here after seeing it the Baldur's Gate 3 video game. 

Up next are more detailed descriptions of various locales. The Dales and the Elven Courts, Cormyr, Sembia, The Moonsea, The Vast, The Dragon Coast, The Western Heartlands (including the Sword Coast), Waterdeep, and beyond (Evermeet, Moonshaes, etc.). Each gets a few pages to discuss important sites and people. There are adventure seeds galore.

There is a lot here, but not a lot of details on any one thing. This is actually good in my mind. It gives me room to work (I know... remarkably naïve on my part), but it did give some ideas for the next adventure I am going to run. 

The back cover has a list of the Forgotten Realms Adventure Backlist with prices up to that point. Still impressive by 1993, to be honest. I know I am missing a lot of these, but my Forgotten Realms buying is limited (on purpose) to what I can find via my local game auctions or Half-Price Books or other used sources.

Running the Realms
Running the Realms

This is our DM's book. It's 64 pages and features one of my favorite Clyde Caldwell pieces ever. I have a signed print in my game room. An aside. There is something about the size of the TSR-era 64 page books. Hits my nostalgia for the BX books.

Here we get a good and proper introduction to the Realms. The voices of Jeff Grubb and Ed Greenwood ring out loud here in their respective introductions. And we learn this is the 3rd Age of the Realms. 

We start the book proper with a Campaigns for New Players. I am neither a new player nor unfamiliar with the Realms, but I found this to be a good read with some great advice. Some of this reads very similar to the 1st Edition Gray box. This falls under the "if it's not broke, don't fix it" rule. 

Wild Magic and Dead Magic zones are discussed. I am not sure how much I would have used these back then, but I am going to make an effort to use them more now. 

There is a great timeline from -2637 DR to 1368 DR. I am still in 1357 DR in my games.

After this, some News of Realms covering recent local events follows. It reads like a set of newspaper articles. 

There is a section on the Secret Power Groups. The Harpers, the Cult of the Dragon, and the like. I have learned to use these sparingly. The Cult of the Dragon can be huge and my players would want to hunt it down and take them out for good. And the Harpers can swoop in and steal all the glory. Now other groups like the Red Wizards and Zhentarim are still great to use. Likewise, there is a roster of Select NPCs. The usual suspects are here. Again, this is a season to use sparingly. BUT it is nice to have these here. It is also nice to have a picture and pronunciation guide for some of these names. Because seriously Ed? What the hell?

There is a section on Gods that is good, but will see expanded in the next few years. Gods are ever changing bunch in the realms. The names stay roughly the same, but powers and portfolios can vary. It is always fun to read these starting with Ed's Down to Earth Divinity from Dragon Magazine. 

There is some "player" information here, but I feel the idea here is that DM will parse that out as they feel necessary. 

The back cover has Forgotten Realms novels published to date.

The Fogotten Realms novels are like cheeseburgers. Some are great and really fill you up. Others are the fast food variety; great when that is what you want and often cheap and easy to get. Others are sliders. They seemed like a good idea at the time, but when you are done you are questioning your choices. Now I have not read a lot of these to be fair, and really I should not judge; I read all the Ravenloft novels.

Shadowdale
Shadowdale

This 96-page softcover book is part location guide, part base of operations, and part adventure. 

Reading through this now I am reminded of how important the Dalelands used to be in the Forgotten Realms. It was *the* place to adventure back then. Back then I wasn't sure if it was from the novels or that's where Elminster had set up shop. I think now it must have been largely due to this book. I could be wrong, it's hard to judge cultural phenomena (and that is what is was in online D&D discourse) 30+ years later.

But, I am not here to judge this on past or perceived merits of the past. I am looking at the text in front of me. 

This book is broken up into sections detailing the history of Shadowdale and the lands including the farm lands around it (aside: growing up in the Midwest I don't think enough people understand how important farms were/are and how much land they can take up. Thankfully most of the AD&D guys are of the same background as I am.)

We also delve into the Village of Shadowdale, places of interest, and the temples. These include, respectively, Elminster's Tower (which should be a tourist location by now) and the Temple of Mystra.

About half this book is given over to the adventure "Beneath the Twisted Tower." Which was briefly profiled in places of interest. It is an adventure for parties of 1st to 3rd level and set after the Time of Troubles. The tone shifts here and I wonder if this was the contribution of Don Bingle.  To continue my BX D&D association, this would be the Caves of Chaos to Shadowdale's Keep on the Borderlands.

This book has the most "new" information to me. There is a huge underground cave system here with a lot of potential. The best part is that it gives new players a solid taste of what is in the realms. It's like a charcuterie board of Realms favorites, served in easy-to-eat sizes. The areas of Wild and Dead magics are also clearly marked, so that is fun. I gotta remember to use those more when the time is right.

Another Aside: I need to look into how and why Wild and Dead magic began here. Was it a side-effect of the Time of Troubles or did it happen before? I thought it was a side effect, but maybe I am wrong.

The adventure looks fun, but reading it is not playing it. If my party gets to the Dales I might give it a try. The one thing I don't lack is low-level adventures in the Realms. 

The book ends with a comprehensive Index of all three books. It is easy then to see what entries get coverage in which books, sometimes multiple coverage. 

Other Materials

Forgotten Realms Box Contents

Forgotten Realms Box Contents

I mentioned before that my boxed set seems to have materials from other sets and I have not identified which is which. 

There are the four large poster maps of Faerûn (I have two different sets), and the clear hex maps to place over them. This was a great idea. While I loved the maps from the D&D Basic and Expert sets, they always looked like they were drawn to fit the hexes. These are maps and the hexes come later. 

There are full color card-stock inserts of various symbols, sigils, and signs from the Realms which is great to show players what they are looking at.

And much to my pleasure AD&D 2nd Ed Monstrous Compendium inserts. My Forgotten Realms MC binder is getting quite full now.

Forgotten Realms Monstrous Compendium

DriveThruRPG PDFs

The PDF/Zip file from DriveThruRPG has all three books plus the Monstrous Compendium pages in one large, 312 pages, file.

The text is sharp and the tables of contents are hyperlinked. The index in not. The images are bit dark, but not so much so that they are hard to make out. I should note that some of the images are also dark in my boxed set, so that could just be how they came out in the color to black-and-white conversions.

I did print out the Monstrous Compendium pages so I could keep the originals in the box set intact and for better alphabetical sorting.

The zip file contains JPGs of all the inserts, including the acetate hex map overlays (why??), front and back of all the cards (which is good, now I don't have to cut up the ones in my boxes), the maps, and the poster that came with it. Wait a minute! My boxed set doesn't have the poster!!

Conclusion

This set is not exactly what I imagined it would be. Well, let me clarify that. This set is not what 1993 me thought it would be. It is actually better.

This box is bigger than the 1st Edition Realms boxed set. Plus the white background and 1990s trade dress make it a lot easier to read than the 1st Edition one. 

Many of the differences in terms of rules come from the shift from AD&D 1 to AD&D 2. For example Barbarians and Cavaliers are gone, Bards, Specialty Wizards and Priests are in. Speaking of which, it was in the Realms where the Priests of specific gods really shone and took full advantage of the new AD&D 2nd rules. When I get to the Faith's & Avatar series I am going to focus on this. Likewise we see in-world application of the Specialty Wizards in the Red Wizards of Thay. Yes, the Known World of Mystara also did this in the 1980s with the Schools of Magic in Glantri, but that was adding on to the rules; this was the existing rules being made manifest in the world. 

Honestly. This is one of the reasons why I associate AD&D 2nd Edition and Realms so closely with each other. The world informed the rules, the rules shaped the world.

Updates on Sinéad in the Realms

In my Realms game I have been using my character Sinéad to help view the Realms as someone learning about the world the same way I was.  One of the other reasons from the delay in getting to this product is that Sinéad and Co. have not yet caught up!

3D print and Character sheets of Sinéad
Primed 3D print and Character sheets of Sinéad

Well, for starters, Sinéad is a proper single-class Bard now. It was really 2nd Edition I had in mind for her since Bards were now a regular class. Also, I imagined she was some sort of wild-magic user, which is something I'll also explore.

Her partner in crime, Nida (who is important for some Ravenloft stuff later on) is still with her. These were my two main characters in this and my thoughts were always of 2nd Edition for them. Over the years, Sinéad has gone from a witch to a wild magic user.

What about the others?

Other 1st Edition Characters

Ok, so there some things I need to consider.

First off is Jaromir. He is a barbarian and those don't exist anymore in 2nd Ed. Well, unless I pull out the Complete Fighters Book.  Rhiannon (and I realize I am breaking my own rules here, this is my THIRD Rhiannon.) is a Dragon #114 witch.  While I could convert her to use the Witch kit in Complete Wizards Book. I might hold her off till I cover Spellbound. In fact that is a good idea.  Ok. Rhiannon and Jaromir have returned home to Rashemen. 

Argyle was a Dwarf from Mystara who got trapped here in Faerûn. He is a dwarf with no clan, family or a home. So...maybe he finds some dwarves to live with. I don't know. I am going to assume he is retired now.  I know that Druid and Ranger couple Asabalom and Maryah, eventually come to call a wetlands area their home where they protect it. I was hoping to get some more gaming in with them as NPCs so I could figure out what they were all about. I have an adventure they appear in later on to help the PCs, I just wanted to figure out how they got there. Lastly there was the young elf turned werewolf Arnell Hallowleaf. I know where he is going, but I'm not sure how he'll get there.

So for now, my main NPCs for my "Into the Forgotten Realms" are Sinéad and Nida, that is if the Players can get to the Dalelands for me to use them again. 

To say there is an entire world to explore here is cliché, but it is also the truth. My collection of Realms products is small, comparatively speaking, but it is still larger than I can ever hope to use in my lifetime. 

Thursday, May 22, 2025

Review: FOR2 Drow of the Underdark

FOR2: The Drow of the Underdark (2e)
Drow have had a LONG history in D&D.  

This is a good one for me to review now. In my Forgotten Realms (even if AD&D 1st Ed) campaign has a Drow priestess of Eilistraee. I know a bit about her, but this is a good book for me now.

While I know a lot of Realms lore Drow, I would never say I am an expert. Admittedly I learned of Drow via Greyhawk lore and the Epic GDQ series from Gygax. So my first experiences with Drow were in Erelhei-Cinlu and not Menzoberranzan.

It is time I changed that. 

FOR2: The Drow of the Underdark (2e)

1991. Ed Greenwood. Artists: Jeff Easley (cover), Tim Bradstreet, Rick Harris (interiors). 96 pages. Color cover, gold, black & white interiors. Some full-color plates.

For this review, I am considering my PDF and Print on Demand versions from DriveThruRPG.

There’s a certain mystique that comes with any Ed Greenwood-penned Forgotten Realms book, but The Drow of the Underdark lands in that very specific early-'90s TSR sweet spot: prestige-format, Realms-focused, lore-dense, and just weird enough to feel like it snuck out of Elminster’s bottom drawer. 

I read Greenwood's articles fondly in Dragon Magazine, even if I was not interested in the Realms at the time. These days, not with more years of appreciation for Ed, the Realms, and these products I feel like I get a lot more out of these books than I would have say back in 91. 

This was the second entry in the "FOR" series, following Draconomicon, and it leans hard into that same idea: go deep on a singular part of the Realms and pull no punches. Where Draconomicon scattered its gaze across multiple dragon types, this one drills straight down into drow culture, religion, and society—and stays there.

And yes, this is very much a Greenwood book. That means: flavor over stats, dense Realmslore, and the occasional asides from Elminster. Honestly, I would not want it any other way. 

Note, the table of contents does not have the Chapter numbers, but the Chapters do as do the bookmarks in the PDF. 

The book feels like the AD&D 2nd Ed splat books of the time. 

Overview

This isn't just "Vault of the Drow in the Forgotten Realms." It's a deliberate reimagining of the drow as a functioning, if cruel and fractured, civilization with its own logic and diversity. Greenwood expands far beyond the Lolth-worshipping archetype that had become the default by 1991 and proposes alternative drow following other deities, traditions, and magical philosophies.

It's still evil, make no mistake. But this book provides a scaffold for playing, plotting, or writing about drow from the inside out. It dares to humanize them, not to redeem them, but to make them usable. And it succeeds.

Introduction

Classic Greenwood here. An interview between him and Elminster and a naked drow woman named Susprina Arkhenneld. She is finally detailed in one of Ed's more famous videos. In my head-canon, Simon Aumar is the distant offspring of Elminster and Suprina. Great, great grand-son according to the Realms wiki. Not sure how that works in "real" Realms lore, but it works fine for me. 

Susprina Arkhenneld and Elminster

Chapter 1: The Nature of Dark Elves

The opening sections dive into drow history, physiology, life cycle, customs, language, and, most of all, their society.  We start with how Drow are similar and different from standard elves. This includes their intelligence and magic. 

We also get a bit on driders, which are different in later versions of the game. Here, in their original form, they are the misfits and rejects of the Drow society. 

Chapter 2: Dark Elven Society

Covers a lot of what we know about Drow.

The "House" system is here in all its backstabbing glory, with clear inspiration from both earlier Gygaxian sources and Greenwood's own campaigns. You get descriptions of how drow children are raised (answer: with cruelty and indoctrination), gender roles (strictly matriarchal), and the political maneuverings that dominate their lives.

We are introduced to Menzoberranzan, but many details are left out. Of course, I only know this because of future knowledge. Still, what is here is tantalizing. I am purposefully looking for differences between this and Erelhei-Cinlu. It is like comparing New York or LA (Menzoberranzan) to Chicago (Erelhei-Cinlu). 

This part reads less like a rulebook and more like a cultural ethnography written by a half-mad sage. And I mean that as praise.

Chapter 3: Religion and Deities

Lolth looms large, of course, but this book’s standout contribution is the introduction of three other drow deities:

  • Eilistraee, the Dark Maiden, the Dancer, goddess of good-aligned drow
  • Ghaunadaur, an oozy, mad god of slimes and the Realmsified version of the Elder Elemental God
  • Lolth of course.
  • Vhaeraun, the male drow god of stealth and thievery, and Drow aims on the Surface world.

Generally speaking, I like these gods. Eilistraee is interesting and makes "Good" Drow make sense to me. Vhaeraun seems like a god Drow should have. Ghaundaur, though I see less of a "version" of the Elder Elemental God and more of an aspect, or even a fragment. 

This section expands the theological spectrum of drow society and sets the groundwork for future Realms books and characters (like Qilué Veladorn and the Eilistraeean sects).

Chapter 4: History of the Drow

Similar to what we know from Greyhawk, but greatly expanded. 

Chapters 5 , 6 & 7: Magic, Spells, and Magic and Craftwork Items

A wide selection of new spells and magic items are detailed here, many built specifically for the Underdark environment. Drow necromancy, priestly magic, and magic item crafting are all treated with a specific cultural lens—these are not just elves with different spellbooks.

The book also explains why drow magic and weapons degrade in sunlight, a now-classic bit of Realms justification that threads game mechanics and worldbuilding nicely.

Chapters 8, 9, 10, & 11: Drow Language, Nomenclature, Glossary, and Symbols

Chapter 8 is just a page, but a lot of potential here. Chapter 9 covers some nomenclature and Chapter 10 has a Glossary of "Deep Drow." Chapter 11 covers various symbols. 

I do wonder why these chapters were not combined into one, more comprehensive chapter.

Chapter 13: The Underdark

It only has a page here, but the Underdark gets its "Forever Home" here in the Realms.

Chapter 14: Monsters and Allies

The book introduces new monsters, mostly arachnid or Underdark-themed. Standouts include:

Deep dragons, later seen in Monstrous Compendium: Forgotten Realms Appendix II

Yochlol, handmaidens of Lolth, finally updated for 2e

Several new giant spider and insect variants

And my favorite from Dragon Magazine, the Deep Bats.

These are presented in Monstrous Compendium format, ready to slot into your binder, a nice touch from the era. For me, the value here is to print them out and stick them all into my Forgotten Realms binder. 

Forgotten Realms Monsters

Jeff Easley’s cover, with its webbed motif and brooding drow, sets the tone perfectly. The interior art is black-and-white linework typical of the time, functional and flavorful, if not always consistent. The layout is dense, with minimal whitespace, a product of both the printing economics of the time and Greenwood’s maximalist style.

The PDF on DriveThruRPG is a clean scan and includes the full content in a readable, printable format. The PoD version has the common fuzziness to the text, but still pretty sharp. Better than most of the PoDs from the same era. 

Compatibility and Use at the Table

Though it’s firmly written for AD&D 2nd Edition, most of this book is system-light and easily adapted. I've pulled material from it for 1st Edition games, OSR campaigns, and even 5e adventures. The gods, monsters, and magical quirks are timeless.

Want to run a Drow-centric campaign? This is your bible.

Want to add depth to Drow NPCs or create political plotlines among rival Houses? It’s all here.

Even just dropping in Eilistraee or Vhaeraun as rare cults in your game world adds immediate nuance to the usual "Lolth or nothing" trope.

Highlights & Favorites

Debut of Eilistraee, Vhaeraun, and Ghaunadaur as active drow deities.

Deep dive into matriarchal House structure and political intrigue. Though not everything we will need or read about this, but this is where it starts.

New Drow-only spells and Underdark items.

Monstrous Compendium pages ready for use (my favorite).

Elminster flavor text. Indulgent, but charming, and honestly, I enjoy them more now than I would have back then.

A Few Quibbles

Some of Greenwood’s prose is thick, and it assumes some Realms knowledge going in. It is one of the reasons I avoided the Realms for as long as I did, which, of course, just makes the problem worse. I figured I had to dive in somewhere. I read this and I understand it, but there are still two things that I wonder about. 1. How would this have read to me back in 1991 without everything I know now? And 2. I always feel like there is some bit of Realms lore that it is assumed everyone knows, and I don't.

There's also less about specific locations than you might expect. Menzoberranzan, for example, is barely touched on, later books like Menzoberranzan (1992) and Drizzt Do’Urden’s Guide to the Underdark (1999) pick up that slack.

And while the book teases alternative Drow cultures, it still feels like 90% of them worship Lolth. The other sects are intriguing, but underdeveloped. Is this good or bad? I mean, I am more than happy to do more heavy lifting here. And in the end, that may be the real point. 

Final Thoughts

The Drow of the Underdark is a foundational text for Drow in the Realms and beyond. It takes what was once a one-note villain race and gives them depth, diversity, and terrifying credibility. I have to admit, after reading this, I see how Drizzt Do’Urden was not a fluke but an inevitability. 

The book holds up remarkably well. It’s a snapshot of the Realms before Drow culture became mainstream through novels and video games, offering a more alien and nuanced portrayal. Greenwood’s love of the setting shines, and his approach—dense, layered, a little chaotic—is as compelling now as it was in 1991.

More than just a monster book, this is a cultural document. And it’s one of the few early Realms supplements that still feels fresh and useful today, even across multiple editions. I am using it for AD&D 1st Ed now. I know I would get just as much use out of it if I were running 3e or 5e. I also printed out the spells for my son to use with his 1st ed Drow cleric. 

Though written for AD&D 2e, its focus on lore over mechanics makes it evergreen. 

Buy this if:

  • You're running Underdark adventures in any edition of D&D
  • You want to add Drow politics, religion, or flavor to your campaign
  • You collect foundational Realms lore

Personally, I am happy to have it in my small, but growing Realms collection.

Monday, March 10, 2025

Monstrous Mondays: FOR1 Draconomicon

FOR1 Draconomicon
For today's Monstrous Monday I want to get back into exploring the Forgotten Realms. I was exploring the early AD&D 2nd edition books when I last left off.  Next on my list is one of the classic books for the Realms; so classic that we will get 3rd, 4th, and sort of a 5th edition versions of it.  I am talking about the Draconomicon. 

FOR1 Draconomicon

1990. by Nigel Findley, et al. Softcover, 128 pages. B&W art with magenta and some full color pages. 

For this review I am considering my original softcover book and the PDF from DriveThruRPG.

Obviously named after the Necronomicon and the more in-universe Demonomicon. I grabbed this one fairly late in my gaming life to be honest. I knew about it, of course, but I never bothered to grab it until my oldest began an interest in D&D at a very young age. He had a copy of the Draconomicon for 3rd Edition that he had carried with him everywhere (he was 5). It was so beat up and abused I thought it might be nice to get him the AD&D 2nd ed one as well, so I grabbed it at the local Games Plus Games Auction a few years ago.  He loved that one too, but took better care of it!

So I suppose, this book really isn't part of *my* collection. 

In any case this book feels more like the "Complete Handbooks" and "Dungeon Master Guides" books than it does an Forgotten Realms one. Thus the "FOR" code vs. the "FR" one. And yes, while there is a lot of Realms specific lore here, it reminds me enough of the old "Ecology of..." article from Dragon to be portable to any other world, save for maybe Krynn. That world has some very specific dragon lore already.

Chapter 1: Reference

This covers some history of how dragons first came into the world. There is an interesting piece on dragon evolution from the early Eodraco to "modern" dragons. Love the supposedly "extinct" line of dragons, perfect for an enterprising DM to come up with their own. We also see the return of the taxonomic nomenclature for dragons from the the 1st Ed. Monster Manual. 

The various "main" dragon species are described in detail, including a "racial preference" table common to the time. 

There are even Draconic Gods other than Bahamut and Tiamat listed. Note Bahamut and Tiamat are not listed here, but Zorquan is. I like the notion that dragons also worship "human" gods, they just appear draconic to them. This honestly makes a lot of sense and helped pave the way for Dragonborn in my mind. 

And to come full circle there is even some information on human who worship dragons. We will see more of this in future books.

Chapter 2: Geography

As expected, this covers the area where the dragons are found, listed by dragon type. Only slightly expands on what has been seen already in the AD&D 2nd Ed Monstrous Compendium/Manual.

Chapter 3: Dragon Psychology

A little more detail here, and this feels like the old Ecology of articles more. It discusses what motivates dragons, including their hoarding behaviors, and how to deal with such a long-lived creature. 

Chapter 4: Role-Playing Dragons

This chapter flows, concept-wise, from the previous. That is, how do dragons become (or be) "Dragons." How do they deal other species, how do they learn to fly, talk, do magic, what do they eat. All of these are discussed. There is even some discussion on how to raise a dragon. 

Need to know how long a dragon needs to incubate an egg? That information is here as well. Interestingly enough it mentions that chromatic dragons can interbreed. More on that later.

This chapter is good for an DM that uses dragons in their game and either wants to them be more fleshed out as a character or wants them to be a greater threat in combat. 

Chapter 5: Dragon Hall of Fame

Here we get some unique dragons. Bahamut and Tiamat seem "demoted" here to just special unique dragons. Others mentioned are Lareth, Aurus, Nexus, and Lux to name a few, I recognize. 

Chapter 6: New Dragon Species

We have some tables on dragon interbreeding. This section also has Monstrous Compendium style sheets for you to use. They are not numbered, so I wonder if the idea was you cut them out for use? No chance of that today! I'll just print mine from the PDF. These include the Mercury Dragon (with all of page 65's text on the back side!), Dracohydra, Steel Dragon, and Yellow Dragon. 

Dragons for my Monstrous Compendium

Chapter 7: Magic

Spells and magic items. I like the idea that some of these spells are so rare that only dragons know them. 

Chapter 8: Hunter's Guide

I mean, the game is called "Dungeons AND Dragons" so hunting dragons will come up. This chapter has some good advice and role-playing tips for both sides of the DM's Screen. 

Chapter 9: Miscellaneous Information

It covers everything else not touched on in the previous chapters, including details on the in-world Draconomicon itself. There is a bit on dragons and Spelljamming too. 

Adventures

The last 30 or so pages gives us three mini-adventures. 

Dragons should be awe-inspiring, or at least terror-inspiring, in the *D&D game and this book moves us a little closer to that. 

For a book about dragons, it is great. I would have eaten this one up back in 1990, but I would have chaffed under Bahamut (and Tiamat) getting such ill-treatment.  As a Forogtten Realms book tit dosen't push my understanding of the Realms any further save for the fact that there are colleges of scholars who spend a lot of time talking about dragons, but little time actually near dragons! (maybe they are smarter!)

It does help build a world where this is some mystery. What about that extinct line of dragons? Where are they? What were they? Can I learn new spells from dragons? What treasures do they hoard?

Great way to start adventuring in the world.

Catching up with Sinéad

Since I am using my character Sinéad as my discovery point of view of the Forgotten Realms, I think it is time I check in with her and her band of adventurers. When we last left them they had run into some trouble in Waterdeep ("Ill Met in Waterdeep" a year ago!). Since then they have been wandering the lands. With this book, my son and I decided that they see a yellow dragon flying overhead, ala, Ash Ketchum and his Ho-oh Pokémon. We thought that was funny given my son's love of dragons and Pokémon growing up. 

The party consists of Sinéad, the thief Nida, the barbarian Jaromir, Rhiannon the witch (not Grenda's Rhiannon), Arnell the cleric, and Argyle the dwarf fighter. Right now I am still using their 1st Edition AD&D sheets, but I will need to update them soon. There are no real barbarians in AD&D 2nd ed, so I think when I do update, Rhiannon and Jaromir will have moved on. Too bad really, I kinda liked Rhiannon. I will have them show up again when Sinéad and company get to Rashemen. We decided that while Nida and Rhiannon get along well, Sinéad and Arnell do not. Well. Sinéad want to know everything about elves from Arnell, but he is uncomfortable talking to a worshiper of Sehanine Moonbow. I am playing him as having a crisis of faith at this point; his faith vs his attraction to Rhiannon. 

Not sure who is making the cut to AD&D 2nd Edition yet, but I better figure it out soon.

Thursday, March 6, 2025

This Old Dragon: Issue #152

Dragon Magazine Issue #152
I pulled a Dragon for today, started in on it, and got about a quarter through it before I realized it was one I had done already. I had a duplicate in my stack. Ah well. So instead, we go back to December 1989, the Eve of the 1990s. On the radio "We Didn't Start the Fire" by Billy Joel and "Another Day in Paradise" by Phil Collins dominate. Gunge is still a little bit away for the mainstream. "National Lampoon's Christmas Vacation" and "Back to the Future II" dominate the box office. And on game tables and shelves everywhere is issue # 152 of This Old Dragon!

My copy lacks a cover, so I grabbed this image off of my Dragon Magazine CD-ROM. All these later and that purchase keeps paying off.

Our cover is by none other than the illustrious and late Jennell Jaquays

Letters discuss the issues of the day, namely more about the über-ridiculous character Waldorf and challenges to his title. Hopefully that is the last of that. Nitpicks on Hawks vs. Falcons and some bits on spells and dragon hunting. 

In his Editorial, Roger E. Moore discusses helping others in hard times, which was a novelty then and is talked about more and more now. In particular, he mentioned that gaming conventions rarely give to charity, whereas now that is much more commonplace. 

Forum has some discussions on using other game systems to aid D&D DMs (Marvel Super Heroes is given as the example), a thought that D&D in not really Medieval Europe, but 20th Century Earth where magic has prevented technology from advancing (neat idea really) and some ideas on various humanoids played intelligently. 

Sage Advice gives us some rule clarifications on the NEW AD&D 2nd Edition rules. 

Our Special Feature of this issue is all about the Underdark. Ok, this could be fun. Since I had to switch gears, I am discovering all of this issue as I write.

Up first, a nice surprise, Tony Jones (a name I don't recall) is up with The Ecology of the Umber Hulk. It's a rare (for the time) non-Ed Greenwood ecology article. Also I admit a certain fondness for the Umber Hulk. I think it was because when I first read about him in the Monster Manual, he was so different than other monsters I had seen before. Like all good Ecology of articles the details here can be used in any edition/version of the game. While the Umber Hulk growth table would need to be adjusted per game, the data is still good. There is even a good bibliography. 

Ads for Buck Rogers books and Activision video games. 

Buck Rogers and Activision ads

Thomas M. Kane is up with In a Cavern, In a Canyon. This covers metallurgy in fantasy games, though the emphasis is obviously AD&D here. It is still good and useful information and again, easily adaptable to new versions of the game. 

Another ad for the Science Fiction Book Club, which I am sad to report, has shut down after 70 years.

The Wanderers Below is a good set of random encounter tables from Buddy Pennington. The art is from module S4 by Jim Holloway and the list could be AD&D 2nd ed or 1st, I can't really tell to be honest. Likely works for both.

We break up our feature with Role-Playing Reviews from Jim Bambra. He covers Twilight: 2000, Top Secret S.I. and GURPS High Tech. 

Registration page for Gen Con 1990.

Eric Oppen is back with Servants of the Jeweled Dagger, a bit abotu the lives and habits of the duegar, the gray dwarves. It is a little like an Ecology of article, but less game stats. Not a bad piece at all. I read while thinking about the duegar you encounter in Baldur's Gate 3. It still works. 

None other than R.A. Salvatore is up for the fiction section The First Notch.

Greg Minter is next, is what is a loose interpretation on today's theme, In Quest of Adventure. It covers all sorts of quests, but for me the real treat is the Stephen Fabian art. 

My issue lacks the giant poster advertised. No idea what it was. 

The late Jim Ward waxes philosophical on "what do the simple folk do?" in The Game Wizards. He discusses well, I am not sure, it is a little rambling. 

The Lessers are all back with more video game reveiws in The Role of Computers. They loved DragonWars for the Apple II, and enjoyed The Kristal for the Amiga. They also got in a couple of MS-DOS games like Beyond the Black Hole and Indiana Jones and the Last Crusade. From what I can tell these are graphic (as in EGA) games and not text-based ones. An important distinction at this time that will soon no longer matter. 

TSR Previews gives us the new games and accessories for November and December 1989. A few novels to support the Top Secret, Dragonlance, and Buck Rogers lines.  Monstrous Compendium vol 3, the Bloodstone Lands, Pool of Radiance novel, and Kara-Tur trail maps leave no doubt that the Forgotten Realms is the darling of the time. 

Spider-Man to Wed Vanna White! from Fraser Sherman gives us the best article title of the issue. He discusses how to use real-world events in your Marvel Super Heroes games. I just watched the first two episodes of the Disney+ "Daredevil Born Again" and I can say Marvel does not have an issue using real world events in their tales.

Robert Bigelow has more new miniatures for us in Through the Looking Glass. I rather like the Joker and Batman minis from Grenadier Models. Very much in support of the Batman RPG. They have a real Neal Adams meet Jim Lee feel to them.

The Convention Calendar covers the last bit of 1989 and the winter of 1990. In general, I think there were more conventions back then. Am I wrong? I don't know. The Egyptian Campaign is listed. I can't recall if I went then or not. 

Not to be forgotten, we still have Make the Most of Your Missions from Merle and Jackie Rasmussen. This covers mission starters for the Top Secret SI game. 

Dragonmirth has our comics. Gamers Guide has our small ads. Among the ads is one to allow you edit your IBM versions of characters for Might and Magic and Pool of Radiance games. Just $15! Lots of ads produced on what look like AppleWriter printers.  Walter Moore will also draw your character, also just $15. Wonder if he is still in business?

Back page ads for the AD&D 2nd Edition Monstrous Compendiums and Spelljamer. 

So not a bad issue really. The special feature had a lot of material and nearly all of it is still useful today. The tone has shifted completely to AD&D 2nd edition and away from 1st Edition or Basic/BECMI. This will continue until all other games except those from TSR are shut out. Dragon was not unique with this, all game magazines were doing this. 

The underdark features were good and ones I can see myself using. I still love looking at all the old ads too.

Monday, February 24, 2025

Monstrous Mondays: DMGR4 Monster Mythology (2e)

DMGR4 Monster Mythology (2e)
 I want to pick back up my reviews of my collection of Forgotten Realms books, I also want to keep up my exploration of various monsters that have appeared in past versions of the *D&D game. With the lack of "playable humanoids" in the current Monster Manual, I returned to my collection and found a book that fits my needs.  While this means I am skipping over a couple of books in my chronological order, they are all connected to each other, so I can justify it. 

Of note, this is another book I obtained from the Grenda collection. So that is also a good reason to feature it. It can also stand-in as an entry to my "One Man's God" series. 

DMGR4 Monster Mythology (2e)

1992, by Carl Sargent. Art by John Lakey, Laura Lakey, Keith Parkinson, Terry Dykstra. Softcover, blue&white and full color art. 128 Pages.

This book was the fourth in the DMGR, or Dungeon Master's Guide Rules, series for AD&D 2nd edition. I did not purchase many of these when they were new. At this point, most, if not all, of my gaming money went to Ravenloft-themed products. 

This book covers, not monsters really, but their gods, demigods, and heroes. The format is simialr to that of new Legends & Lore book for 2nd Edition, and it would be a prequel of sorts to various Forgotten Realms "Faiths & Avatars" books, with Demihuman Deities being its direct descendant. 

Now to be fair, Monster Mythology is not a Realms book per se. A lot of what goes on in this book will later get adopted to the Realms. Author Carl Sargent, also know for his Greyhawk From the Ashes boxed set, makes many mentions of various Greyhawk secific gods. It seems that he felt these two products would work together. And they do, quite well in fact, but the Forgotten Realms are also explicitly mentioned. 

What does this book actually have in it?

There are gods for the Elves (including sea elves), Dwarves, Gnomes, and Halflings, specifically for the Forgotten Realms, though we have seen these before in one form or another. There are "Goblinoid Deities" of the orcs, goblins, bugbears, kobolds, and others.  

There are the Gods of the Underdark: For Drow, Underdark Dwarves, Illithids, Beholders, Myconids, and Deep Gnomes. 

Gods for the Giants, for other monsters, and many more are also mentioned. This includes the Elder Elemental God, aka the Elder Elemental Eye. This book does nothin to clear up that confusion, but that is fine. I like my gods messy. Case in point, the Demon Lord Juiblex is listed as a Lesser God here. Indeed, one man's god is another man's demon.

In addition to Juiblex, other demons are mentioned and get deity-level treatment. This includes Demogogn, Yeenoghu, Kostchtchie, Baphomet, and Lolth (naturally). Additionally, other "monsters" get god-like treatments, such as Bahamut and Tiamat. 

Vampires, liches, and even hags get gods. Though I am not sure I'd ever use them as gods and more as "powerful examples" of each type. 

It is an interesting mix, especially rereading it with 2025 eyes. Some gods were ported over from the various Gods of the Demihumans articles from Dragon magazine, and others from previous Realms-based books and earlier as well. The Underdark gets more detail. It's no surprise; the early 1990s were all about the Underdark and Drow in particular.

All gods get mentions of their Specialty Priests. So in general, this book has more value to the game than does the Legends & Lore book proper. 

A couple of thoughts, though, of my own.

I'm not sure what happens with the gods of the Kobolds as they became less "goblin" and more "dragon."  I am likely to say that these gods were once powerful kobold heroes that fell into a sort of ancestor worship. 

I also can't see the Illithids or the Beholders having gods. For the Illithids, I say that their two gods, Ilsensine and Maanzecorian, are not real beings but rather constructs of the Illithid shared mindscape, something akin to a Tulpa. The beholders, on the other hand, have their "Great Mother," who I say is not so much a divine figure, but actually the mother of all beholders. So in a way she is more akin to Vlaakith of the Githyanki. 

The book is flexible enough to be used in any campaign setting, and it mentions just about every campaign setting from that time. 

While the book has been superseded by newer AD&D 2nd Ed books in the Forgotten Realms and by shifts in the pantheons in different editions, this is still a solid book.

The details on specialty priests alone makes it worthwhile.  

Legends & Lore with Monster Mythology


Monday, December 2, 2024

The R. Michael Grenda Collection

 This past weekend I went downstate to see my family and celebrate my Dad's 95 birthday. Yeah, he still doing great at 95! I also stopped by my old friend Michael's house, where his widow gave me a bunch of his old D&D stuff.

Grenda D&D Collection

There is so much here. That black grocery bag is filled with character sheets dating back to 1981. There were a lot of duplicated books too. Much to my surprise and delight, a few of them were mine!

My Fiend Folio

I have always talked about here how in the 1990s I lost a lot of my Basic and 1st Ed AD&D collection in various moves. I know where some of it went. I guess I lent some of it to Grenda back then.  There was my Fiend Folio, Manual of the Planes, Tales of the Outer Planes adventures, a bunch of other modules, and more. My oldest got my replacement copies, and I reclaimed my originals. 

There is so much more here too. 

City books

In addition to a bunch of city books, I found a ton of his notes on our house rules for playing in cities and urban environments. By the way, other than some box damage, that Haven set is in fantastic shape. 

Maybe our "Urban Survival Guide" will see the light of day. 

There are also hundreds of characters here—so many that I don't even know what to do with them all. Some of the main ones, the ones I remember from our time playing, are going to get some airplay here. 

stacks of character sheets

I found maps of our shared world, maps (so many!) of his city, the Riddlemaster, Shadowmaster, Beastmaster, and Starmaster classes—they were so overpowered, but it was a blast when we were teens. Details of his Greyhawk campaigns into CY 800—just so much stuff.

It is also sad. I would have loved to have gotten this stuff out there for others to enjoy while he was still alive. I could have asked him about these complex family histories and the differences in these maps. 

There is so, so much here. It is like walking into a past I only vaguely remember. It is also a reminder of how long ago some of this actually was.  

I tend to think of my University days as being "not that long ago."  Maybe because I am still hanging out with the same girl I was then (best friend. totally married her). But it really was. There is sadness in that. It is sad to know that Warluk, Adnerg, Danis, Finn, Tali, and Alix will never have their stories continue. Well, they can, with me I suppose, but that is really not the same is it?

I do take comfort and joy in the fact that my oldest has been converting over to AD&D 1st ed and will use all of this stuff and my own stuff with his group.

I'll spend more time with all this material and see where it takes me.