Showing posts with label Monstrous Mondays. Show all posts
Showing posts with label Monstrous Mondays. Show all posts

Monday, July 25, 2022

Monstrous Mondays: New & Old School Monster Books; Where the Basajaun lives

Basajaun
Basajaun
Today I want to talk about a few monster books coming up and their intersections and why that is all great.

I recently featured two new Kickstarters on my Kickstart Your Weekend post.  They are Twilight Fables and A Folklore Bestiary for 5E and OSE (less than 72 hours to go on this one!).  Both are for 5e with the Folklore Bestiary also for OSE.

Both of these books look fantastic and you should back them both.  

But you may ask, will there be overlap? Will I end up buying the same monster twice? And the answer to this is "Yes. Yes, you will."  This is not a bad thing.  Going through the two publicly available lists of the monsters both have the Bukavac and the Basajaun.  I'll even go a step further and point out that my own Basic Bestiary also has a Basajaun

That is three different versions of the same monster. I have seen the one from Twilight Fables and you have all seen mine.  They are very different from each other. While obviously the same creature, they do slightly different things. In truth, it is very much like how old bestiaries would describe animals. Even known animals would get slightly different treatments depending on the observer.  And these are not even the only ones. AAW Games has a monster card for the Basajaun for both 5e and Pathfinder. There very well could be a lot more.

The Basajaun here is a good example. This is a monster that exists in folklore and by all rights has a home somewhere in a fantasy game but has little coverage to date. That will change and he will get more exposure. If each monster book is like a medieval bestiary (and that is my starting point for the Basic Bestiary) then it makes sense there are differing views.  

To take it a step further, Twilight Fables uses the conceit of Rod Waibel's point of view character the sophisticated Gnoll Fleabag as the chronicler of these creatures. Likewise, I use my iconic witch Larina as viewed from notes from her Journal.  These two would obviously have different points of view on the same creature.

I have pretty much purchased every monster book I can for all versions of D&D and many for other games.  I always find more room on my shelves for more monster books.

Some monsters appear so often that I have no choice but to compare them. The Orc is a great example. Others also appear rather frequently. The Type I to VI demons from the original Monster Manual appear so often in demon books (thanks to the OGL) that I have been calling them "The Usual Suspects" as a nod to their frequency and to the 1995 film. 

For me, there is always room for more monsters and more monster books.

Monday, July 18, 2022

Monstrous Mondays: The D&D 4e Monster Vaults

When 2010 rolled around it was becoming obvious that 4e was not going to sell as well as previous versions of D&D. It still sold well, but it was not hitting the number that WotC and Hasbro wanted.  Since the old adage was "Core Books sell better" the 4e team reintroduced the D&D 4th edition game with the 4e Essentials line.  While no a new edition really, it was designed to make the 4e game a bit easier to play and run and make it more like old editions of the game.  

It was not quite successful but it did re-interest me in the game after playing 4e for a bit and then drifting off to Pathfinder.  

One of the "interesting" changes in 4e Essentials was the shift of the "Monster Manual" to the "Monster Vault."

D&D 4e Essentials Monster Vaults

They were called these since the first Essentials Monster book was a boxed set with the digest-sized book and monster tokens for all the creatures in the book.  Nice touch for a mini-focused game.

So for today's Monstrous Mondays I am going to look at the two Monster Vault books, both PDF and physical, and talk about what they added to the game and the depiction of monsters.

Dungeons & Dragons Essentials: Monster Vault (4e)
Dungeons & Dragons Essentials: Monster Vault (4e)

PDF (and softcover). 320 pages, full color. No PoD option on DriveThruRPG at this time. $8.99 for PDF.

Released in the later part of 2010 this book was part of the Essentials transition line to help "save" D&D 4e. 

The monster book of the D&D 4e Essentials line covered a number of monsters already present in the D&D 4e Monster Manuals.  I'll get to that part in a bit.

The product came in a box, much like the Essentials DM's kit. Along with the digest-sized book, there were a bunch of tokens for all the creatures, a fold-out map of a dungeon/wilderness area (for the  "Cairn of the Winter King" included adventure), and even some NPC/PC tokens.  The tokens also featured rings to make a monster go up a size. So a large creature could be upgraded to huge for example. The PDF of this book includes the maps and tokens to print out.

The book format largely followed that of the previous monster books but presented in the Essentials style.  Of course, you could use 4e and Essentials material interchangeably and the monster books are the best example of this.  An effort was made not just to repeat monsters and stat blocks from the previous books. For example, the Monster Manual has an Orc entry and features the Orc Drudge (L4), Orc Warrior (L9), Orc Raider (L3), Orc Berserker (L4), Orc Eye of Gruumsh (L5), Orc Bloodrager (L7) and Orc Chieftan (L8). The Monster Vault has Battletest Orc (L3), Orc Savage (L4), Orc Archer (L4), Orc Reaver (L5), Orc Rampager (L6), Orc Pummeler (L6) and Orc Storm Shaman (L6).  The art in the book is replicated on the tokens. Each token is also used as an "icon" in each entry.

There are 64 major monster entries, including Animals, here with anywhere from 1 or 2 to as many as 8 sub entries under each. Orcs have 7, demons have 7 and even displacer beasts have 3.  This gives us just over 300 monsters.

I don't personally feel that the Monster Vault was designed to replace the Monster Manuals. After all the "named" demons like Orcus, Demogorgon and Lolth never appear in the Essentials Monster books. Though there is naturally some overlap, but it is nowhere near what you saw in the Monster Manuals for 3.0 to 3.5 or even the Monstrous Compendiums of 2e to the Monstrous Manual.  I felt they were designed to be more complimentary. 

Monster Vault: Threats to the Nentir Vale
Monster Vault: Threats to the Nentir Vale

PDF (and softcover). 128 pages, full color. $14.99 for PDF, $32.99 for PoD or $47.98 for both.

If the first Monster Vault was designed to replace or complement the D&D 4 Monster Manuals then a case could be made that Monster Vault: Threats to the Nentir Vale could be considered the D&D 4e Monster Manual 4.  Indeed, with the updated MV monsters in the fist book, combined with this book a hard cover Monster Manual 4 could have been created. While the cover features a cool looking black dragon, the hard cover could have been Graz'zt to continue with the demon-focused covers.

This originally came as a softcover book in a shrink-wrapped paper slip-case with card-stock tokens like that of the Monster Vault. These included all the monsters for this book.  The book though in this case is not digest-sized but letter sized. 

There are 40 grouping of monsters here, with some named unique creatures and threats to the Nentir Vale. So the book feels like a campaign-setting monster book. There are about 200 monsters here in total. Since there are unique creatures and Nentir Vale-focused ones, there are monsters here that have never appeared in any D&D monster book before or since. Some are old favorites with new ideas. For example, there are Gnolls, but they are the Black Fang Gnolls here and are a little more vicious.  There are new creatures, like the Frost Witches, that have not reappeared anywhere else as far as I know.  Others of course are new and have appeared in other books after this.

Personally, I would love to see all of these creatures, along with the rest of the Nentir Vale, translated into D&D 5th edition.

The Essentials Line

Back when it was new in 2010 I spent some time talking about the D&D Essentials line and how it was what 4e should have been from the start. 

I talked about the start of the essentials line here and here. I also discussed using the Essentials Monster Vault to make adjustments to various D&D 5e monsters

I feel there is still a good game in here. I might need to delve a bit deeper and even get an Essentials game going sometime.  There is still a lot of fun to be had here I think.

Monday, July 11, 2022

Monstrous Mondays: Basic Bestiary Movement (& updates)

Basic Bestiary
It has not only been a while (nearly a year) since I last talked about the Basic Bestiary, it has been a while since I have actually worked on it.  That is too bad really because while I have been sitting on my thumbs and doing whatever the hell else I have been doing others (at least three I can think of) have gotten their monster books out or into Kickstarter. And there is a lot of overlap in monsters here.  

Frankly, I could not be happier!

I love monster books. I have said this here a thousand times. And more monster books are always welcome. I'll spend some time with these other books later this week.

But I still want to get my own book out.

I am NOT going to do a Kickstarter for it. Nothing against it, but I don't want want to go there yet. So that means the art will be what I can buy when I can buy it with money from my other books. So that means it will be a bit longer.

I also believe that my monster book will be a value add to all the other monster books out there.  There are a lot of great monsters and monster books out there. Mine will be influenced by what I have read and played over the last decades. 

Also, instead of saying mine is "Labyrinth Lord" or "Swords & Wizardry" compatible or even the very popular "Old-School Essentials" compatible, I am sticking with my own "Basic-Era Compatible."  That might end up costing me some sales or promotions, but my stat block here is not something that is pure for any one system. In truth, I could very well put "Advanced-Era Compatible" on these books as well since I am designing the stat block to cover both systems, even if the style esthetic is going to be Basic-era.  I talked a bit about this in my "Detailing a 'Universal' Stat-block" post and that is where I want to go today.  All based on the question "how many miles per hour is that?"

Movement

One of the things that always tripped me up moving from Holmes Basic to Moldvay Basic and then to AD&D was movement rates.  Let's go back to my universal stat block breakdown and look at the movement rates for the Orc.

Holmes: 90 feet
Moldvay: 120' (40')
Mentzer/BECMI/RC: 120' (40')
AD&D 1st ed: 9"
AD&D 2nd ed: 9 (12)
D&D 3: 30 feet (6 squares)
D&D 4: 6 (8 while charging)
D&D 5: 30 feet

These speeds all are "per round" though what a round is can differ.  Holmes' speed is more in line with AD&D. D&D 3 to 5 are all the same despite different notation.

In my Basic Bestiary I note it like this:

Movement: 120' (40') [12"]  

With "AD&D" notation in the brackets. Note that my orcs then look faster. Rounds in Basic are 10 seconds and rounds in AD&D/D&D3-5 are all 6 seconds.  This means that my 120' movement rate orc in Basic has a different "Real-time" speed in AD&D.  My converted orc moves at 12" and not the 9" listed.  Is this a problem?  Actually, no. I don't feel that it is.

According to the Labyrinth Lord RPG book, 120' is the exploring speed per turn and 40' is the combat speed per round and 120' is the full running speed per round. So my question. How fast is this in MPH?

120' per round is 120 feet per 10 seconds or 720 per minute or 43,200 per hour or 8.18 repeating.  I opt to make the miles an easier 5400* feet to get 8 miles per hour.  So an orc can run full-on at 8 miles per hour. 
(*5400 is divisible by 2 and 3 so it gives me better numbers to work with.)

This brings up an interesting notion.  How fast can a particular monster move?

I looked at my entry for Archangel and see they fly at 360', which translates into 24 MPH. Not very fast from our point of view, but fast when compared to a mundane horse.  Maybe they have a Haste at-will spell and can fly at 48 MPH?  If it is a "Greater Haste" say at x3 then 72 MPH feels a little more respectable. Fantasy creatures don't always translate well into the real world.

Ideas like this have been helping drive my design philosophy.  When working on a monster I often ask "how do they relate to the PCs?" or "what sort of situations will this monster be in with the PCs?" since the Player Characters are the focus of all adventures.  Now I do also ask "How does this monster relate to Normal Humans?" and this has shifted my view on many creatures, in particular the undead.  There are consequences to both of these.

On the PC-centric side, we get the Succubus/Whispering Demon issue I mentioned a while back when I covered the BECMI Immortal Rules.  To quote:

A Succubus in AD&D is a 6+6 HD creature (average hp 33), her physical attacks are not great, but her kiss drains 2 life energy levels. In BECMI a Whispering Demon has 15* HD and 70 hp! Oh and her AC is -6.

A 6 HD creature is more than enough of a challenge for normal humans, it is also a pretty good (and scary) challenge for low-level characters. But a 15 HD succubus? That is a challenge for many!  But I do notice that in nearly every movie or tale about a succubus the demon is defeated in the end.

6 HD is what you get when you aim for Normal Humans.  15 HD is what you get when you aim for PCs.

The Basic Bestiaries will take on the point of view of Normal Humans for the most part. So my succubi (I have a couple) will be more along the lines of 6 HD.  My Archangels however will likely be flying at 72 MPH.

Monday, July 4, 2022

Monstrous Mondays: The D&D 4th Ed Monster Manual (Overview & Review)

A few months back I went through a number of the AD&D 2nd ed Monstrous Compendiums and talked about the advantages and disadvantages it had over the 1st ed Monster Manual. Also at the time, I mentioned the design choices made that also separated them from their 1st edition counterparts. 

Since today is the 4th of the month, I figure it is a good time to talk about the Fourth Edition Monster Manuals and what also made them special.  

Dungeons & Dragons 4th Edition Monster Manuals

To begin with, I was and am a fan of 4th Edition Dungeons & Dragons. I know it was not everyone's favorite edition, to put it mildly, but there are some really great things about it.  For starters, I applaud the design team for daring to try something new and different with the D&D game. Of course, most fans don't want new. They want the same thing, but even for the open-minded D&D 4 was a bridge too far.  Secondly, D&D 4 was a masterwork of modular design. You could take out and move around sections of it as you needed.  Yes, everything worked together, but many of the pieces could be swapped out for other pieces.  This design notion extended to the layout of the books. Nowhere is this better seen than with the Monster Manuals.

To me it seemed that 4th edition took the design elements that had made the Monstrous Compendiums successful; namely one monster per page, and all sorts of information on the monster's habitat, environment, and variations.  It is also one of the main reasons I still keep my 4th edition monster books. There is so much information here that I have been using them to inform details in my 5th edition game. 

In all cases here, I am considering my hardcover books and the PDFs from DriveThruRPG.

Monster Manual for D&D 4e
Monster Manual for D&D 4e

Hardcover and PDF. Color covers, full-color interior art. 288 pages.

This was the third book published for D&D 4th edition, though that is a mere technicality since all books were published at the same time in June of 2008. I picked mine up as a boxed set at the midnight release.

Much like AD&D second edition, the monsters for D&D 4th edition are presented as one page per monster. More or less. Sometimes the monster runs two or four pages, but always a complete page.  Where 3e had monsters built exactly like characters, 4e monsters have their own rules, much like how 1st and 2nd Ed built them. 

Fourth Edition was most certainly a "miniatures" game or, as it was hoped, to have a lot of online support and content. That did not materialize in the way Wizards of the Coast wanted and strong sales of Paizo's rival "Pathfinder RPG" kept D&D sales low for the first in the history of RPGS.  Make no mistake, D&D still sold well, it just wasn't out selling everything else.  

That was too bad really.  D&D 4 had a lot about it I liked and still like.

Monster Manual 4e


The 4e Monster Manual is 288 pages with over 170 monster entries. Many entries have multiple monsters. For example, there are three different types of Aboleth, six types of kobolds, and seven types of orcs. Along with the stat blocks, we get an idea of the role each monster plays in combat, like Controller, Brutes, Skirmishers, or Leaders, and what tactics they can employ. All the monsters have Lore with appropriate DCs for learning more about them or what a particular die roll will bring up.  The monsters also include plot hooks and ideas for using them in adventures.  

Some interesting changes happened in 4e.  For starters, some major demons, like our cover guy Orcus here, got their own entry outside of the demons category.  He also had major henchmen listed with him. 

Orcus

Also, a conscious effort was made to redesign the cosmology of D&D. The effect here was to have Succubi now listed as "Devils" and not "Demons." 

not your typical devils

This caused some interesting in-game fluff with books like Erin M. Evans' "Brimstone Angels" trying to explain this "in-universe" from the perspective of the Forgotten Realms.  This lives on in 5e with succubi as now independent evil outsiders. Other changes were made to various monsters, Daemons/Yugoloths we moved over to the demons, including making them Chaotic Evil.  This might have messed with ideas of the Blood War, but there is no reason why there needs to be continuity between editions, it is just nice.

One of the things that irritated some people was not the monsters it had, but the ones it did not have.  It particular Demogorgon is nowhere to be found and many of the named devils are also not here. 

Monster Manual 2 for D&D 4e

Hardcover and PDF. Color covers, full-color interior art. 224 pages.

This book was published about a year later in May of 2009. This book also has over 170 monster entries. Some are expanded, like Giants (and I love what they did for giants in this edition) and more demons. This book also gives the impression that many monsters were held back for a second book.  Unlike previous books with the same name, Monster Manual 2, this one doesn't feel like added-on monsters. This feels more like the Vol 2 of the AD&D Monstrous Compendium.  In addition to some that are expected, there are some new monsters too.

Our cover guy this time is Demogorgon. He and all his minions get 9 pages. 

Monster Manual 3 for D&D 4e

Hardcover and PDF. Color covers, full-color interior art. 224 pages.  This is also the only book of the three that you can also buy as a Print on Demand softcover. 

This book was released in June 2010, another year after the MM2. Lolth is our cover girl this time. It would have been interesting to see Graz'zt, but Lolth makes sense too. Eclavdra also shows up in Lolth's entry.

Page for page, this one has a lot more new monsters. Not just new to D&D 4, but new to D&D.  These include the new Catastrophic Dragons which I had been looking forward to. There are a lot of new monsters and some additions to MM1 & MM2 ones, like new Fire Giants.  That is one of the features of this edition, each variation of a monster needs a new stat-block.  To be fair, D&D 3 and D&D 5 also did this a fair bit. 

Monster Manual 2 for D&D 4eMonster Manual 3 for D&D 4e

The layout is such, that like the AD&D 2nd Edition Monstrous Compendiums, the D&D 4th Edition Monster Manuals PDFs can be printed out with just the monsters you want and organized in a binder.  The modularity of the design is so well planned out that it really makes me want to print out these PDFs and just make my own Monstrous Compendium style binder for it. Sure the page numbering will be wonky, but that would not matter, everything will be perfectly alphabetized.  I could even re-integrate demons like Orcus and Lolth back to where they belong under demons. 

The art is amazing really. The visual style of the monsters flows from the 3rd Edition monster books to provide a sense of continuity even if the worlds do feel different. 

I am not currently playing D&D 4th Edition, but I find these monster books still so incredibly useful even in my D&D 5th Edition and Basic/Expert edition games.  They are also just great-looking books.  

If you are curious, there is a list of all the 4th Edition monsters

Monday, June 27, 2022

Monstrous Mondays: Mystical Companions (Castles & Crusades)

All month long I have been talking about D&D and mostly near-D&D FRPGs.  While last week was all Pathfinder, the one-time heir-apparent to D&D, this week I want to talk about a game that really does capture that feel of early, 1st Ed AD&D, with a more modern point of view.  

Of course, that game is Castles & Crusades.

I have never hidden my love of Castles & Crusades and I would play a lot more of it if I could. It really does capture the feel of older D&D, maybe something of a Basic-era mixed with Advanced, through the lens of 3rd Edition.  One really could consider it the evolution of AD&D2 into the new millennia. 

This week I want to do more with Castles & Crusades, but I am going to do it from the point of view of some of my regular blog features.  Today is Monday and that means Monstrous Mondays. So I am going to review and discuss the Castles & Crusades Mystical Companions book. 


I can't believe that it has been three years (almost to the day) since I reviewed the 5th Edition version of this book.  I had meant to do much sooner than this.

The Troll Lord's Mystical Companions is the update to their fantastic Book of Familiars.   It comes in two flavors, A Castles & Crusades version, and a D&D 5th Edition version.   I have both in digital and PDF formats, today I am going to focus solely on the Castles & Crusades version.  Yes, they are in fact different enough that two separate reviews are really needed.

I was always going to use this book in my Magic School games, whether that game used an Old-School ruleset (like Castles & Crusades or OSE) or (now) D&D 5th Edition.  I think that highly of it.  Now it is something I am using as part of my War of the Witch Queens campaign where every character has an animal companion, pet, or familiar.  My oldest kid has taken my 5th edition version and made it his own.

Mystical Companions for Castles & Crusades
Mystical Companions for Castles & Crusades

For this review, I am considering both the PDF version from DriveThruRPG and the hardcover version I purchased from Troll Lord Games. 

Hardcover book and PDF. 192 pages, full-color art by Jason Walton and Peter Bradley.  PDF is bookmarked.  This book is divided up into 12 chapters and 5 appendcies. Largely focusing on the various Castles & Crusades classes and their respective animal companions.

Chapter 1: Familiars and Companions

This gives us our basic overview of the book and the concepts of an animal companion in the Castles & Crusades game.  Pro-tip. Even a casual read of the chapter titles should clue you in that if you wanted to use this with AD&D 1st ed you very easily could. There is also the notion that Animal Companions and Familiars, while similar and can perform similar roles and tasks are very different from each other. 

On Animal Companion vs. Familiar.  While rules in the book cover book and treat them somewhat interchangeably an Animal Companion is more like a loyal pet or friend.  A Familiar is a creature summoned to work with the PC.  Animal Companions are free-willed, familiars are not.

For ease, I am going to use"animal companion" for all cases unless a distinction needs to be made. 

There is the concept here of Advantages, this allows the character to summon an animal companion. In truth, I think this works better in 5e than it does here, but I will explore this a bit more.  Additionally, there are various Powers and Tricks animal companions can have or impart to their player characters.

Animal companions are all treated as other creatures from the beginning. They have HD, hp, AC and more scores. 

Advantages are a new mechanic for C&C to allow them to take on various "powers" or "features."  It was introduced in the Castle Keepers Guide as an optional rule, here it is required.  It is, very simply put, a "Feat" system for C&C.  That does not really describe it well enough, but it is close.

Different classes get new Advantages at different levels.  Various abilities and powers of the animal companions are detailed here. Including what sort of special powers you can get by taking another animal companion/familar at higher levels. 

If you are playing AD&D 1st Ed and really want to do familiars correctly then I highly recommend this book. 

The following chapters each deal with the various C&C classes (and their AD&D counterparts in my readings) and their respective animal companions.

Chapter 2: Barbarian Familiars & Special Mounts

I don't recall Conan having a pet, but Cú Chulainn is known to have had some pet dogs. Since Barbarians feel closer to nature they have totem animals; an animal or creatures revered by their culture. This chapter covered these, and all the expected animals are here, but there are also totems for mammoths, displacer beasts, dire creatures of all sorts, and even small dragons. 

Chapter 3: The Bard’s Familiar

Bards typically have familiars that aid in their singing or musical magics. Providing a number of powers to aid their abilities. 

Chapter 4: The Cleric’s Familiar

These are not so much as animals and more attendant spirits. The least of the messengers of the cleric's god(s).  Often they are here to provide the cleric guidance or omens. These creatures can, and often do, take on animal shapes. What that shape is depends largely on the cleric's domain. 

Chapter 5:The Druid’s Familiar

Similar to both the Barbarian's and the Cleric's familiar.  Here the deciding factor is the terrain/environment the druid is native to.  There is a large sidebar/section on Druid Familiars vs Druid Animal Companions.

Chapter 6: The Fighter’s Familiar

This one seems a bit odd, but they do make a case for it. A good historical example might be the Mongolian fighters and their horses, or the hunting dogs of Celtic cultures. 

Chapter 7: Monk Familiars

Again not one you normally think about. These seem to follow the same logic of the barbarian, but in stead of totem spirits they are manifestations of ancestor spirits. Think Mu-Shu from the animated Mulan.

Chapter 8: Paladin Special Mounts & Familiars

Paladins already get mounts. This extends that logic a bit more. 

Chapter 9: The Ranger’s Familiar

Honestly, all Rangers should have an animal companion of some sort. This codifies it. 

Ranger Familiars

Every ranger needs a red panda familiar.

Chapter 10: The Rogue’s Familiar

Like the fighter, one does not normally associate Rogues/Thieves with animals, but honestly, it would be good. Think of Laurence Fishburne's character "The Bowery King" and his pigeons or D&D's own history of associating thieves with cats (the Grey Mouser from Lankhmar or Gord the Rogue).

Chapter 11: The Illusionist’s Familiar and Chapter 12: The Wizard’s Familiar

Putting these two together since they follow similar ideas.  This is as close as we can get to the classic idea of a familiar.  The natures of their familiars are different, which is great, it provides more distance between these two classes. 

Appendix A: Animals

"Monster stats" for various (51) mundane animals.

Appendix B: New Monsters

Likewise, these are new monsters (36). Many are either familiars or creatures that feed on familiars. 

Appendix C: New Spells

A bunch of new familiar summoning and related spells for all spell casting classes.

Appendix D: New Magic Items and Artifacts

Magic items to summon, control, or aid familiars and animal companions. 

Appendix E: Dragon Riders

This last section covers a new class/path, the Dragon Riders, and how these rules are used for that class. While many of the same rules are used here as for familiars this takes them to a new place and should be considered optional. 

This is the Appendix/Chapter that my son grabbed this book from me for, BUT he opted not use their Dragon Riders but kept the book anyway for everything else.

Dragon Rider

A Dragon Rider is a Path that can be added to any class, but some have more use for it than others.  If the idea of PC Dragon Riders concerns you, then keep in mind it is being sold as "optional".  And also Dragon Riders of some form or another have been around since the dawn of the game.  If it is something you want, then there is plenty here for you to use.

If I ever ran a Magic School game with this then Dragon Riders would be included.

Index 

We end with a robust index and the OGL section.

Final Thoughts

A note about art. There is not as much in this book as other Troll Lord books, but what is here is from the fabulous Peter Bradley and Jason Walton, who also gives us the cover art.

Your results may vary, but this book has quickly gone from a neat oddity to one of our must-have books for my Old-school games. My son uses it in the 5e games he has run so much that I have not seen my 5e version of this book in months since it is now in with all of his books.

Do you need this book?  I say yes, but only if you are adding animals of any sort to your game, be they pets, familiars, mounts, companions, or all the way up to Dragon Riders.

Use in Advanced Dungeons & Dragons

I am going to limit my thoughts here to AD&D 1st Ed. The only reason I am not considering 2nd Ed is that 2nd Edition has a skill system that should be incorporated with these rules a little more explicitly.  For 1st Ed, I can see a craft DM using this book more or less as-is. 

I know Troll Lords does not sell this book as an AD&D book. But anyone who is a fan of C&C is likely a fan of AD&D.  (Although I should point out I talked to a couple of real hardcore C&C fans at Gary Con who had never played AD&D First Edition.) But in any case, this is a fantastic reference for the 1st edition all the same. 

Monday, June 20, 2022

Monstrous Mondays: Die Hüne

David faces Goliath in this 1888 lithograph by Osmar Schindler
Today I want to delve a bit more into an idea I had been playing around with a little while ago, the combined pantheon of Greek and Norse mythos into a Roman-Norse syncretism. Both groups have many common features, but one that sticks out is the use of a race of giants that predate the gods that represent the forces of chaos.

In my syncretized myths these creatures are called Die Hüne, (plural. Singular: Der Hüne).  This is what I said about them before:

Die Hüne are the Titans and the Giants of both myths. Primordial beings of great power that the gods defeated but still trouble them. In this myth, the Gods fought Die Hüne and brought order out of chaos. These are not just giants and titans, these creatures are the demons of this mythology.

In my mind, they are something of a combination of giant, elemental, and demon. The Gigantes of Greek myth (not AD&D) were more monstrous creatures.  The jötunn of Norse myth likewise were more demonic. As time goes on these titans and jötunn become more and more human-looking till we have something like the giants of D&D. 

My goal with Der Hüne is to get back to those older, more monstrous giants. Given that this mythology is half-Roman, these people will have been familiar with some of the tales of Goliath, the Anakim, and others from Jewish mythology.  So maybe some of those tales entered into their thinking.

Here is how they will be used in my various D&D/OSR/FRPG games.

The giants Fafner and Fasolt seize Freyja in Arthur Rackham's illustration of Richard Wagner's Der Ring des Nibelungen.
Erde Hüne

These creatures are also known as Earth Giants.  They are the forebearers of the Hill, Mountain, and Stone giants as well as ogres.  They stand 12 ft tall and are said to have bones made of stone.

These creatures are Chaotic Evil and have the most dealings with humans. While some certainly are stupid brutes, others are sufficiently intelligent and sophisticated enough to lead human armies. They have a taste for human flesh; both in the culinary and carnal appetites. There are some very tall, very evil humans that can trace their ancestry to one of these creatures.  We get the word "Hun" from "Hüne."

Note: These take the role of the "evil giants in the bibles and other tales" giants like the Anakim.  Though I covered some of this ground with Gog and Magog. I had Gog and Magog as a type of Balor or Baalor in my games.  Maybe I could turn up the demonic influences on them and make Gog and Magog the named Erde Hüne.  Balor are also 12' tall.  The myths about Gog and Magog certainly have them more human-looking. This would also bring them closer to the Ogre idea I originally had.  Worth thinking over to be sure and it would give me the demonic influences I want. 

I think just to be "that guy" I am going to make them 13' tall.

Meer Hüne

These giants are found in the oceans to the far north. They are related to the Frost and Sea giants. They are not the progenitors of these creatures but are the offspring of the Rime Jötunn along with the Frost Giants. Sea Giants are the offspring of the Meer Hüne.  

These creatures avoid humans but are no less evil. They have been known to wreck ships where they keep all the treasure and eat the humans aboard. In my myths, they would also be the forebearers of the Viking raiders that would swoop down and raid the villages of these people. 

Note: On Earth, these giants populate the North Sea, the Baltic Sea, and the Norwegian Sea. In my desire to have my cake and eat it too I would picture these guys looking like the stereotypical Vikings. Including "Hägar the Horrible" horned helmets, though no idea how they make such helms. 

Feuer Hüne

These creatures are made of pure living fire.  They are the generation after the Inferno Jötunn and the "older brothers" to the Fire Giants.

Note: Right now these creatures are not significantly different enough from either the Fire Giants or the Inferno Jötunn to merit another distinct monster entry.  

Äther Hüne

These creatures are massive with some towering as high as 36 feet tall. It is said their bones are made of clouds and their muscles are made of storms.  They are the progenitors of the Cloud, Storm, and Fog giants. 

Note: This is my "Jack and the Beanstalk" Giant (though in truth an evil Cloud Giant covers that readily). 

Though anytime I work on giants this image comes to mind.

giants

This image comes from the Creationist idea that there were giants in biblical times. This speculation all grows out of Genesis 6:4 "There were giants in the earth in those days", meaning the fallen angels or Nephelim or whatever.  I spent a lot of time talking about this on my old Atheism blog, The Freedom of Nonbelief

Here is how I use that image above.  These are closer to AD&D heights than D&D 5e. 

  1. Human
  2. Stone Giant
  3. Troll
  4. Ogre
  5. Hill Giant / Erde Hüne
  6. Fire Giant
  7. Frost Giant
  8. Cloud Giant
  9. Storm Giant

There. That is far more useful. 

How do I work through the Square-Cube Law?  Magic!

Of all these creatures I think I will develop the Erde Hüne (Earth Giants) and the Meer Hüne (Sea Giants) more. Fire and Frost are already covered well in the various jötunn of Norse myths. The progenitors of the Storm and Cloud Giants I think are also handled well by the Greek myths.

Monday, June 13, 2022

Monstrous Mondays: Angels

One of the things holding up my completion of Basic Bestiary I is honestly what am I going to do about Angels?  By that, I mean Good Aligned Outsiders that populate the upper planes and are the servants of the various forces of good.

Morgan, Evelyn de - Aurora Triumphans - c. 1886

I have posted a couple that are largely near-complete drafts, the Dirae and the Lunars. Here are my problems as they stand.

  1. I have a large number of various angel-like begins that need to be classified and codified.
  2. I want parallels between my forces of good (angels) and my forces of evil (demons) where they are appropriate.
  3. I want to include angel-like begins not just from the history of D&D (and OGC) but also from other cultures.

Much like the demons had to be spawned off into a whole other book, the angels have grown.  Though I am not likely to make a whole book for them since for the most part these are not really monsters to be fought, but you could interact with them.  Oh, I suppose evil characters could fight them.

In my research (or more accurately, literature review) I also came up with a fourth problem. Though this is one that began to creep into my High Witchcraft book.

  1. There is a lot of literature on Angels and their role in Witchcraft.

Just go to pagan publisher Llewellyn and do a search on Angels, you get over 350 publications.  The idea of Angels in Witchcraft is not just a new-agey one.  There are many pagan belief systems that have had angel-like beings.  I even mentioned last week that British Occultist Aleister Crowley had a pact with an angel he called Aiwass.  So for my High Witchcraft book including angels makes a lot of sense.

But which ones? And how?

And that is where I had stalled. But I think I have it worked out now. Rereading Gygax's descriptions of Devas, Planetars, and Solars in Dragon Magazine help jell my ideas.  

The Classification and Hierarchy of the Good Outsiders

It is said that demons are legion. It is true that their numbers far exceed that of the forces of good, but it is also true that "demon" is often used to describe any fiend of the lower planes, whether they are classified as a "Demon" or "Devil" or as a "Calabim," "Yaoguai," or a "Baalseraph."  Likewise, there are "angels" and there are "Angels."

angels (lowercase a) refer to any good-aligned outsider creature that serves the forces of good.  They are often synonymous with "Good Outsider" or "Celestial."  They often have both a humanoid (profane) and a divine appearance.  Their profane appearance is what they use when visiting the prime material and dealing with mortals. The more powerful the angel the more "inhuman" their divine appearance can be and often the more harm it will cause a mortal. For example, the divine appearance of an archangel can burn a mortal to ash. 

Angels (uppercase A) are a particular group of Lawful Good Celestials that serve primarily in The Seven Heavens of  Mount Celestia.  Their groupings include Powers, Principalities, Seraphim, Thrones, Virtues, and the mighty Archangels.  This is the group that the Baalseraph once belonged to before they fell.

Archons are Neutral Good Celestials that act as guardians and warriors for the causes of good. Their roles are clearly defined in their names; Hound, Trumpet, Harbinger and Gate Archons are among the many types.

Agathós (from Agathodaemon) are mostly Chaotic Good Celestials. There are some that serve forces of Law and Neutrality within Good and their alignments will be that of whom or what they serve.  For example, the Lunars are mostly Lawful Good.  These celestials include the ranks of Devas, Planetars, Lunars, and Solars. Given the image above I should also include Auroras.

--

Anyone that has followed my blog over the years will not see a huge surprise here.  These are roughly the same classifications I was using when I was running my Buffy RPG I just didn't have a solid name yet for the "Independent Servitors of Good" aka the Chaotic Good ones. 

I still have some details to work out. What are the various powers common to all these types? Should I move the Dirae from Angels to Agathós? What other sorts of creatures need to be added to these groups? Are these the only groups?

Plus I need to make sure that whatever I come with they need to be able to stand toe to toe with the most powerful demons.  

I will say this, it has been a really fun experience sorting all this out.

Monday, June 6, 2022

Monstrous Mondays: Faerie Lord, Scáthaithe, The Umbral Lord

Scáthaithe, The Knight of Swords
I have been in a bit of a creative slump here lately. By "lately" I mean the last few months.  I do want to get my various monster books done though.  So here is a guy been rattling around in my brain now for a while.  I am combining a couple of different ideas here that I have wanted to explore for a bit.

Faerie Lords

I have been working on a number of Faerie Lords for the Basic Bestiaries and the High Witch book.  These lords provide a number of interesting background NPCs and are also the various Powers that both Faerie Tradition Witches and Fey Pact Warlocks can honor/serve.   I have already detailed a few here, Titania, Queen of FaerieNicnevin, Faerie Queen of Witches, the Queen of Lies, and the Prince of Beasts.

My focus lately has been building the court of Nicnevin (also known as Nic an Neachneohain).  Hers is not a court of deep intrigues like Mab's or Titania's, but a powerful court all the same. Since those Courts are typically (if somewhat incorrectly) described as the Dark and Light courts (more properly Winter and Summer) I need a few independent "Shadow" Courts.  Nicnevin is the Queen of the Autumn Court.  Not a major court to be sure, but still powerful.  

Shadow Elves

There are more than one "Shadow Courts."  Last year I did a big series on Shadow Elves and various other shadow fey.  I was trying to come up with a good idea for Shadow Elves in my world and I looked to the Shadow Elves of Mystara and the Shadow Fey from Kobold Press and even into the ideas of the Shadowfell from D&D 4th Edition.   This lead me to do an adaptation of Kobold Press' The Dusk Queen.  But she is PI so I won't be using her in my books, save for maybe as a special guest in my home games. 

While reading more about the Shadowfell, the mortal world, and the Feywild for D&D 4 and 5 I came up with an idea of my own.

Just as the Mortal World (the Prime Material) intersects with the Shadow World (Shadowfell) and the World of Faerie (Feywild) they also intersect with each other.

So less this:

Planes according to D&D 4th Edition

And more this: 

The Three Worlds

Excuse my lack of artistic ability here.

All three worlds intersect.  The intersection point of the Mortal and the Faerie is already detailed in many D&D books as the Feywild.  The intersection of the Mortal and Shadow is the Shadowfell.  The Shadowfey is the intersection of the Realms of Shadow and the Faerie Realms independent of the mortal world.  This is the area I am working on.  This is the home of the Umbral Elves.

Last Bits

Among other things I also needed a Faerie Lord, or at the very least a high level Faerie/Elf to be the father of a particular character.  I needed to have that character spend 13 years "stuck" in the faerie realms while she was getting instruction by her "faerie godmother" (Nicnevin).  And finally, I needed to develop a group of Elven Cavaliers for various reasons.  This particular group of Cavaliers is linked to witches and witchcraft.  Essentially they are the Elven Cavaliers from Dragon Magazine #114 tied more closely to the witch class that appears in the same issue. 

I also wanted a character that recalled the B/X Elf class that used sword and spell with equal proficiencies. 

Putting all of this together a new Faerie Lord emerges.

Scáthaithe, The Umbral Lord
Faerie Lord

Frequency: Unique
Number Appearing: 1 (1)
Alignment: Neutral [Chaotic Neutral]
Movement: 120' (40') [12"]
  Fly: 240' (80') [24"]
Armor Class: 2 [17]
Hit Dice: 13d8+52*** (111 hp)
To Hit AC0: 6 (+13)
Attacks: Sword +2 x3 or by spell
Damage: 1d8 +2 x3 or by spell
Special: Attacks three times per round, darkvision, harmed only by cold iron and magic weapons, 30% magic resistance, Wizard spells (12th level) 
Languages: Common, Elven, Sylvan, Giant, Abyssal
Size: Medium
Save: Magic-user 13
Morale: 12 (NA)
Treasure Hoard Class: U (VI) x10, See below
XP: 5,150 (OSE) 5,300 (LL)

Str: 16 (+2) Dex: 18 (+3) Con: 20 (+4) Int: 20 (+4) Wis: 16 (+2) Cha: 24 (+5)

The Faerie Court of Autumn is ruled very loosely by Nicnevin the Faerie Queen of Witches.  Her sometimes consort and Cowan is a being known in court as the Knight of Swords. He is also known as Scáthaithe ("skaw-he"), the Umbral Lord.  He is the melancholy lord of the Shadow Elves. 

Scáthaithe appears as a tall (7') tall elf-lord.  His skin is pale with an almost bluish tint to it. His hair is long and black and often tied back.  His eyes are bright green and his pupils are slitted like that of a cat's.  He wears the armor of a knight and carries a long darkened sword he calls "Moonblade."  He is often astride a black warhorse with large black wings.  The barding of this warhorse makes it at first appear to be some dark unicorn but is more akin to the pegasus.

When not in the court of the Witch Queen he will be found with his six sons, the Umbral Knights, patrolling the lands of the Shadowfey.  His sons act as 8-10 HD versions of their father. Their role is to patrol the Shadowfey and keep intruders out. This includes mortals and creatures of the outer planes.  Elementals can be found here if they have the leave of the local lords or ladies. 

Scáthaithe will attack intruders to the Shadowfey with both sword and spell.  He will use a long-range spell, such as magic missile to start with and then switch to his sword which he can attack three times per round.  He can cast spells as a 12th level magic-user.

The Umbral Lord has a keep deep in the Shadowfey, Scáthchoimeád where he resides with his sons. He had a Lady, his sons' mother, but that was long ago and he never speaks of her.  Presently he has taken up with a young human witch. It is also rumored that he is the son of a great lord of the Summer Court and a great lady of the Winter Court, possibly even Oberon and Mab. 

Scáthaithe as a Witch/Warlock Patron:  By agreement with his Queen Nicnevin, Scáthaithe does not take on witches as part of the Faerie Tradition. Though he can be invoked by these witches through Nicnevin.  He does however work as a Patron for warlocks. He can be used as a Fey Pact Patron and is particularly well suited as a Pact of the Blade warlock.  His warlock can manifest a dark sword similar to his one Moonblade.  He is also favored by half-elf warlocks who see themselves as being a member of two different worlds and also being of neither; like a shadow.

Scáthaithe, The Umbral Lord

Scáthaithe and an impressionable young witch


Monday, May 30, 2022

Monstrous Mondays: Spelljammer Monstrous Compendium for 5e

Monstrous Compendium Vol One: Spelljamer Creatures
Getting back to my Monstrous Mondays with a review of a Monstrous Compendium, but this is a new Monstrous Compendium for 5th Edition D&D. 

This might very well be the new format for monsters for D&D 5.5/5r.  

Monstrous Compendium Vol One: Spelljamer Creatures

Wizards of the Coast released this free in PDF format and on DnDBeyond.  

Inside are 10 new (to D&D 5) monsters.  They are,:Asteroid Spider, Clockwork Horror, Eldritch Lich, Fractine, Gadabout, Goon Balloon, Nightmare Beast, Puppeteer Parasite, Star Lancer, and Yggdrasti.  They range from CR 1/8 to 15. 

It is a fun little sampling, a nice appetizer till we get some proper Spelljamer materials later this year.

What I find interesting is the switch from Wildspace to the Astral Sea. Personally, that is what I wanted to do back in the 2nd ed days, but the point became moot when I never got my Spelljammer game off the ground, literally and figuratively. 

So I am really looking forward to the new setting this summer.

--

This is my, rather late, contribution to this month's RPG Blog Carnival.  This month hosted by Rising Phoenix Games. Check out all the posts about Spelljammer from this month.


Monday, May 2, 2022

Monstrous Mondays: Greys (Zeta Reticulians)

Nice meeting of topics here today.  It is May which this year will be the start of my Sci-Fi month.  We have the normal May the Fourth celebrations, and Mayday for Traveller was yesterday.  Plus we get Star Trek Strange New World premiering this week.  AND there is a new D&D Spelljamer on the horizon. So there are a lot of great reasons to celebrate SciFi. 

I also just got finished with my A to Z Challenge for April where I did Conspiracy Theories.  I leaned heavily on a lot of UFO-based ones.  So my appetite has been whetted for more.  And today is Monstrous Monday!  So I thought I would bring all of these ideas together today into a special Monstrous Monday!

Greys (Zeta Reticulians)

Grey Aliens

Of all the alien species that have purportedly visited the Earth few are as popular as the Greys.  These creatures are also known as Zeta Reticulians since they supposedly come from the Zeta Reticuli star system, approximately 40 ly from Earth.  This is based on a drawing from one of the most famous alien abductees ever, Betty Hill.  

Greys are called such due to their skin color. The skin seems to be a uniform grey.  While some are depicted as not wearing clothes, others have suggested that they are wearing skin-tight suits of the same color as their skin to protect them from Earth's atmosphere.  They typically stand 4 to 5ft in height (1.2 to 1.5 meters), are hairless, with large black eyes.  They have no ears nor a nose, save for small slits or holes where such external sense organs would be.  Their bodies are small, thin, and somewhat elongated. Their heads however are large with large foreheads giving the impression of large brains inside. Their hands are long with long delicate fingers. They typically only have four fingers (three fingers and a thumb) per hand, though there are reports of "hybrids" that appear to be greys with human eyes and five fingers per hand.

They do not speak but instead communicate via a form of telepathy. 

Their purpose with humanity is still unknown.  They may not even know themselves just yet since all evidence seems to point to them observing and experimenting on humans. Their experiments in removing eggs and sperm as reported by abductees, and the existence of hybrid forms at least point to an interest in our reproductive abilities.  It is postulated that they are using humans to help deplete their own lessening numbers.

Grey (Dungeons & Dragons 5e)

Grey for 5e

Grey (NIGHT SHIFT)

No. Appearing: 3-12 (3d4)
AC: 6
Move: 30 ft.
Hit Dice: 2-4
Special: Cause fear, psychic abilities (chosen at random), telekinesis, telepathy, Can't use magic
XP Value: Varies

Greys are aliens from the Zeta Reticuli star system. They have enhanced psychic abilities, but are vulnerable to all forms of magic.  They never speak but communicate via telepathy.  A group of Greys are typically a scouting party with various scientists onboard their spaceship. They will abduct humans or cattle, do experiments on them, erase their memories and return them to where they found them.

Grey (OSR)

Frequency: Very Rare
Number Appearing: 1d4+3 (1d10+2)
Alignment: Neutral [True Neutral]
Movement: 90' (30') [9"]
Armor Class: 7-5 [12-14]
Hit Dice: 
   Scientist: 2d8+2* (11 hp)
   Monitor: 3d8+3** (17 hp)
   Leader: 4d8+8** (26 hp)
To Hit AC 0: 18, 16, 15  (+1, +3, +4)
Attacks: 0 or 1
Damage: None, stun 
Special: Cause fear, paralysis, mind blank, telepathy, vulnerable to magic
Save: Monster 3
Morale: 10 (10)
Treasure Hoard Class: Special
XP:
   Scientist: 35 (OSE) 47 (LL)
   Monitor: 100 (OSE) 135 (LL)
   Leader: 275 (OSE) 290 (LL)

Str: 7,9, 11 (-1, 0, 0) Dex: 16 (+2) Con: 14, 14, 16 (+1, +1, +2) Int: 22, 18, 18 (+5, +3, +3) Wis: 16 (+2) Cha: 14 (+1)

Greys come in three castes; Scientists, Monitors, and Leaders.  Scientists perform the experiments, leaders lead the missions, and are the fighters of the group.  Monitors are a blend of the two, acting as leaders amongst the scientists.  The castes are not hierarchical, they are designed so that each role is filled by the most capable individual.  A group of greys encountered outside of the ships will all be scientists with at least one member a monitor or leader. 

Greys have psionic abilities to cause fear, paralysis by touch (save vs. Paralysis or be frozen for one minute), and to erase the memories of their victims.   Scientists do not attack. They leave this to the Leaders and if needed the monitors. 

Additionally, greys have no concept of magic, they save at -2 against all spells and take an additional +1 point damage from magical attacks. 

--

I might tweak these a bit more, but so far they look great to me.

Monday, April 4, 2022

#AtoZChallenge2022: C is for Cryptoterrestrial Hypothesis

The A to Z of Conspiracy Theories C
The A to Z of Conspiracy Theories: C is for Cryptoterrestrial Hypothesis

(and a Special Monstrous Monday!)

The Cryptoterrestrial Hypothesis is the "hypothesis" (really just an idea, it's not a good hypothesis in the scientific sense) put forward by Mac Tonnies and based on, among other things, the writings of Richard Shaver.  

The idea is that all the so-called "extraterrestrials" on Earth are all really natives.  Not cryptids per se, but whole other species. They have existed, in theory since the dawn of time.

Exploring the Shaver aspect, we have the "Deros" or his "detrimental robots" as a possible Cryptoterrestrial species. If we use the D&D versions, the Derro, then we have more to work with.   I think I would also like to take another page from Shaver's book magazine and have the language the Derro use be Mantong

Another species that fits this idea for me is the Ophidians.  This is a species that I have used in the past and really enjoy them.   

What separates cryptoterrestrials from extraterrestrials are their origins. While both can seem "alien" to humans, cryptoterrestrials are Earthlings.  They evolved from the same processes that gave us trees, lobsters, and humans.  Generally speaking, the same things that affect us, will affect them. They need to eat, breathe, and even sleep. They can be affected by poisons, just different ones, and bullets still hurt them. 

For NIGHT SHIFT

Since today is also a Monstrous Monday I think I should have some monster stats here.

Derro
No. Appearing: 8-80 (8d10)
AC: 4
Move: 20 ft.
Hit Dice: 3
Special: Pack tactics, Can fight in complete darkness, vulnerable to sunlight, madness.
XP Value: 60

Derros are a race of subterranean human-like creatures.  Their skin is a dull gray, their hair is typically a few shades lighter, and their eyes are a uniform white.  They speak an unknown, guttural language, but a few (1 in 10) can speak any surface language that is common nearby.  

Common Derro Abilities

  • Pack tactics. Derro are ambush attackers and will set traps and snares to incapacitate interlopers into their realms.  The derro will kill any they suspect is a threat, usually the largest, and keep the rest as slaves. 
  • Fight in Complete Darkness/Vulnerable to Sunlight.  Derro fight in complete darkness as if it were dim light. They take no penalty in attacks.  In any light greater than torchlight/flashlight they take a penalty of -1 (-5%).  In anything brighter, the penalty is -3 (-15%).  In full sunlight they cannot attack at all.
  • Madness. A full 25% of all derro suffer from a form of racial madness.  This usually manifests as a form of delusional behavior where they feel they are the superior species of the planet.  Their layers are fill with giant machines they refer to as "The Death Ray", "The Sun Destroyer", or "The Gravity Enhancer" that are designed to end the world, but never work.  Derro spend decades building these, or more to the point forcing slaves to do it, only to have them end in their own destruction.

Derro are cruel and delight in torture for torture's sake. 


Ophidian
No. Appearing:
 4-24 (4d6)
AC: 6
Move: 30 ft.
Hit Dice: 1 to 4
Special: Cold-blooded, enhanced senses (sight, smell), poison, magicly impaired.
XP Value: Varies

Ophidians are snake-like humanoids that have existed on Earth since the time of the dinosaurs.  They remember the great age of reptiles.  They hate humans, and really all mammals, and seek to destroy them so they can reclaim the Earth as their own.  If they hate anything more than humans it is the Extraterrestrial Reptoids. They feel the reptoids caused the great blast 65 million years ago that destroyed the dinosaurs (they didn't but the ophidians are not convinced) and they fight them for control of the Earth.

Common Ophidian Abilities

  • Cold-blooded. Ophidians live in deep rain forests, inhospitable deserts, and even underground near magma pockets or anywhere that is warm.  They prefer temperatures that are 75 °F / 24 °C or warmer with places of variable temperatures.
  • Enhanced Senses. Ophidians have superior senses of sight and smell.  Their sight extends into the infrared spectrum.  They are only surprised on a roll of 1-2 on a d10. 
  • Poison. The bite of some ophidians (1 in 6) can paralyze or (2 in 6) painful death (take 4d8 points of damage).  A Constitution-based saving throw can reduce this to 2d8 hp of damage. 
  • Magicly Impaired. Whether due to their reptilian brains or the fact they evolved from different progenitors than humans ophidians are incapable of magic.  They can, and many do, have psychic powers, but never magic.

Ophidians and Derro hate each other, often encountering each other and fighting great underground battles below the feet of unknowing humans.   It is possible that the only keeping these species from taking over is their hatred for everything and everyone that is not themselves.

Union of the Snake

--

Both Derros and Ophidians have a nice long history in my games.

I have to admit they did grow out of a lot of fringe theories and weird fiction from the 80s.  But I will admit that the Snake People were really sold to me from the Duran Duran video "Union of the Snake."

It was the 80s, I took my ideas from where they came.


The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Monday, March 28, 2022

Monstrous Mondays: The AD&D 2nd Ed Monstrous Compendiums, Part 7

Monstrous Compendium Annual - Volume 1
The Monstrous Compendiums would eventually move over to an annual format of perfect-bound soft-cover books.  These followed on the footsteps of the combined, hardcover Monstrous Manual, which people liked much better.  The idea was to publish a collection of all the published monsters from other products in a Monstrous Compendium style format.  But the days of perforated and loose-leaf pages was over and the Annuals and the other books that followed were all bound collections.

To my knowledge, there were four of these in total.  I never owned the print copies, at this time I was getting married and moving into a new house, though I have been able to get the PDFs from DriveThruRPG.  Curiously, Annual Vol. 2 has not made it to PDF yet.

Monstrous Compendium Annual - Volume 1

PDF 128 pages, Color cover art, color interior art, $9.99.  129 monsters, Aballin to Xaver.

This first book took on the trade-dress and style of the early AD&D 2nd Ed line and was a companion piece to the hardcover Monstrous Manual. 

There are a lot of monsters here I have seen in later editions of the game and some are completely new to me.  There are a surprising amount of dragons for example. There are few I recognize from 1st Ed that I guess had not made it over to 2nd ed yet (Gibbering Mouther as one example). There are a also a few I recognize from Ravenloft, given a more "generic" or general approach.

It is a good collection of monsters, to be honest.  While the page are formatted to fit a book and not really a Monsterous Compendium (the left or right justification of the text on titles) you can still take this PDF and print your own page to fit into your Monstrous Compendiums.  I am going to do this with the dragons for example.

Monstrous Compendium Annual - Volume III
Monstrous Compendium Annual - Volume III

PDF 130 pages, Color cover art, color interior art, $4.95.  131 monsters, Alaghi to Zhentarim Spirit.

This third annual takes on the trade dress of the later printing AD&D 2nd material when the "2nd Edition" subtitle was removed.  The formatting looks transitional. That is I see here the original Monstrous Compendiums eventually morphed into the style I associate with the last years of 2nd ed (and TSR for that matter).

The volume includes a lot of monsters I had seen in various Ravenloft and Forgotten Realms publications at the time and a few that I assume got their origins in the Dark Sun and Planescape product lines.  There are some that also first appeared in the Creature Catalog from Dragon Magazine (Lillend for example).

There are few more dragons here too and, in a surprise, two demons / Tanar'ri.  So something here for everyone.

This book also includes the Ondonti, the Lawful Good Orcs. So don't try to tell me that "Good" orcs are a new thing.

good orcs from 1996


Monstrous Compendium Annual - Volume 4

PDF 98 pages, Color cover art, color interior art, $4.95.  104 monsters,  Ammonite to Zombie, Mud.

This fourth and last Monstrous Compendium Annual was published in 1998 by Wizards of the Coast, though the TSR brand is still on the books.  Additionally, this book also indicated where each monster came from whether Forgotten Realms or the pages of Dragon Magazine. There are some that I think are original to this volume. There is even a monster from Alternity here, which is a big surprise!

I would also like to point out that this is the first of these Annuals that acknowledges that it is based on the original D&D rules created by E. Gary Gygax and Dave Arneson.

There are quite a few new-to-me monsters here and few I have seen in other places before.  It is nice to get them all into one place.  

These annuals certainly represent the widest variety in monsters I have sen in any of the other compendiums.  If I were to play AD&D 2nd Ed again, I think I would start with these as my sources for new and different sorts of creatures.  I am sure that people that were still playing at this time (I had gone on an AD&D sabbatical from 1996/7 to 2000) might be more familiar with these books and these monsters, but it is a joy to open a book, even one 20-25 years old, and see something new.

I am now at the point if I print these out I am going to need a third 3-Ring binder.