Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Friday, March 14, 2025

Fantasy Fridays: Hyperborea 3rd Edition

 Welcome to my first proper Fantasy Fridays. For this first one I want to feature one of my favorite fantasy RPGs. It is Jeffrey Talanian's Hyperborea RPG, now in its 3rd Edition.

I keep coming back to this game time and time again for good reason, it is just a fantastic game.

Hyperborea Player's ManualHyperborea Referee's Manual

This game has the feel of first Edition AD&D in a "Dying Earth" style setting. It is part Jack Vance's Dying Earth, but a greater part of Clark Ashton Smith's "Zothique." The world is old, cold, and dying.

The first edition was a boxed set of three books, and the second edition was a single massive tome. The third edition is now two separate books.

I have all three and have reviewed them all.  I'll throw some links below to the reviews and other characters, here is the the latest, the third edition, which sits nicely on my shelves with my AD&D books.

HYPERBOREA Player's Manual
HYPERBOREA Player's Manual

PDF and Hardcover. 324 pages. Color cover, black & white art with full color art pages.

For my review, I am going to be considering the hardcover from the Kickstarter and the PDFs from DriveThruRPG.

The book starts with the credits, acknowledgments, and dedication to John Eric Holmes, the author/editor of the "Holmes" Basic edition. 

Chapter 1: Introduction this covers what this game is and what RPGs in general are. This is important and worth a read since it sets the stage for what sort of sub-genre this game covers, "swords, sorcery, and weird science-fantasy."  The classics of Swords and Sorcery are covered here briefly and how they add to the feeling of this game. This is pure Howard, Lovecraft, and Smith.

Chapter 2: Character Generation covers character creation. This chapter is brief covering of what you can do with the five chapters.  This also has a listing of the common "facts" known to every character. There is a section on leveling up. 

Chapter 3: Statistics or the "rolling up characters" chapter. The six recognizable methods are presented here. The most common of course is Method III; roll 4d6 drop the lowest.  We also have the same six attributes we have always had.

Each class has a "Fighting Ability" (FA) and a "Casting Ability" (CA) which relates to attacks. So yes, even magicians can get a little better in combat as they go up in level.  It's a great little shorthand and works great.  So a 4th level Fighter has a fighting ability of 4. A 4th level magician still only has a fighting ability of 1 and a cleric 3 and thief 3.  Subclasses can and do vary.

AC is descending (like old school games), BUT with the Fighting Ability stat it could be converted to an ascending AC easily.

Chapter 4: Classes We still have our Basic Four; Fighter, Magician, Cleric, and Thief.  Each also gets a number of subclasses.  Fighters get Barbarian, Berserker, Cataphract, Huntsman, Paladin, Ranger, and Warlock.  The Magician has Cryomancer, Illusionist, Necromancer, Pyromancer, and Witch. The Cleric has the Druid, Monk, Priest, Runegraver, and Shaman.  Finally, the Thief has the Assassin, Bard, Legerdemainist, Purloiner, and Scout.  

Each subclass is very much like its parent classes with some changes.  The classes look pretty well balanced.


HYPERBOREA Witch

Chapter 5: Background This covers all the things about the character that "happened" before they were characters.

Races are dealt with first. They include Amazons, Atlanteans, Esquimaux, Hyperboreans, Ixians, Kelts, Kimmerians, Lemurians, Picts, and Vikings along with the catch-all "Common" race of man.  No elves or dwarves here. Physique is also covered. 

Alignment is a simpler affair of Lawful Good, Lawful Evil, Chaotic Good, Chaotic Evil, and Neutral.

Along with race, there are various languages the characters can learn/know.  There are also gods here, an interesting mix of Greek, Lovecraftian, Norse, and Smith gods. 

There are background skills and weapon skills. Though I misread "charcoaler" as "chocolatier," and now I want a character with this background. 

Chapter 6: Equipment Or the "let's go shopping" chapter.  If you missed the "to hit modifiers vs. armor types/AC" in AD&D then I have a treat for you. Weapons here are more detailed than they were in previous editions of HYPERBOREA; or at least more detailed than my memory of the older editions.  Just checked, this one is much more detailed. 

Chapter 7: Sorcery This is our spell chapter but it also covers alchemy. Spells are split up by character class. Spells are limit to 6th level since classes are all limited to 12 levels. Spell descriptions are all alphabetical. This covers about 75 pages.  

Chapter 8: Adventure. This chapter improves over the previous editions. It covers all sorts of adventure topics like hirelings and henchmen, climbing, doors, nonstandard actions, time and movement.

Chapter 9: Combat. All sorts of combat topics are covered. Critical hits, unarmed combat, mounted combat and more. Damage and madness are also covered. The madness section is small and not really designed to mimic the real world. 

Appendix A: Name Generator. Pretty useful, really, to get the right feel of the game. Afterall "Bob the Barbarian" isn't going to cut it here. 

Appendix B: Lordship and Strongholds. What each class and subclass gains as a Lord or Lady of their chosen strongholds.  There is a great section on creating strongholds as well.

Appendix C: Cooperative Gaming. This covers how well to play in a group.

Appendix D: OGL Statement. This is our OGL statement.

These appendices (with the exception of D) are all new. 

There is also a great index.

So I will admit I was unsure about backing the 3rd Edition of HYPERBOREA.  I have the 1st and 2nd Editions and they have served me well over the last few years.  This edition brings enough new material to the table that it really is the definitive version of the game. 

The leatherette covers are really nice and I am happy I waited for it. Since the Player's and Ref's books are now separate, I could, if I wanted, pick up another Player's book.

The art is great. There are some reused pieces and still plenty of new ones. It uses the art well and helps set the tone of the game.

Leatherette covers

HYPERBOREA Referee's Manual

HYPERBOREA Referee's Manual

PDF and Hardcover. 308 pages. Color cover, black & white art with full-color art pages.

Chapter 10: Introduction Again, this is our introduction this time for the Game Master or Referee's point of view. What the Referee does for the game and more. 

Chapter 11: Refereeing This get's into the Game Mastering process in detail. This covers grant experience for the characters and setting up the campaign. 

Chapter 12: Bestiary Our monster section and truthfully one of my favorites. The expected ones are here, but there are also plenty of new ones.  This covers roughly 130 pages.  There are interesting new takes on some classic "D&D" monsters, plus many new ones like a bunch of new "lesser" and "sublunary" demons. The format is most similar to Basic or Labyrinth Lord, and it is full of the usual suspects with some Lovecraftian Horrors, and even remnants of alien and bygone ages. "Demons" are here, but no devils. 

Dæmons

Chapter 13: Treasure Covers treasure types and magical treasure. Among the magic items are things like Radium Pistols and other sc-fi artifacts. Very pulpy. It also includes some rules on scribing spell and protection scrolls. There is even a small section on Alchemy in Hyperborea. Very useful to have really.

Chapter 14: Gazetteer.  The lands are a pastiche of Howard, Vance, Lovecraft, and Smith.  If these names mean anything to you, then you know or have an idea, of what you are going to get here.  This section has been greatly expanded from the previous editions. Included here are the gods again and a little more on religion.  Basically, you get the idea that gods are either something you swear by (or to) or get sacrificed to by crazy cultists.  So yeah, you know I am a fan.

Appendix A: Weather in Hyperborea. Likely more important here than, say, other game worlds. Weather in Hyperborea is dangerous. 

Appendix B: Hazards of Hyperborea. There are horrible things waiting for you in Hyperborea and they are not all monsters or the weather. 

Appendix C: Waterborne Expeditions. Covers waterborne adventures and combat. 

Appendix D: Warfare and Siege. Your characters have built their strongholds. Now someone wants to know it down.  Here are the rules.

Appendix E: OGL Statement. The OGL statement for this book.

Since the 2nd edition, nearly every aspect of this game has been expanded, some sections more than others, but it is a great upgrade.

The art throughout is very evocative of the setting. Mighty thewed barbarians, shining knights, elderly and eldritch wizards. 

Larina Nix for Hyperborea 3rd Edition

A dedicated witch class? Yes please! That means I want to try out Larina here. Now I have tried other witch characters with the Hyperborea rules, but to build my iconic witch is something of a full test for me and a game. 

Larina at the End of Time

Larina Nix

Female Kelt Witch 12th level

Alignment: Neutral (Lawful)

ST 9 [+0 +0 2:6 4%]
DX 12 [+0 +0 3:6 4%]
CN 12 [+0 +0 75% 2:6 4%]
IN 18 [+3 95%, Bonus Spells 1, 2, 3, 4]
WS 18 [+2]
CH 18 [+3 12 +1]

Age: 30s
AC: 1 (Cloak of Darkness, Bracers of Defense)
HD: d4
hp: 27
FA: 5
CA: 12
#Attacks: 1/1
Damage: 1d4+3 (dagger+3), 1d6 (staff)
SV: 11 (+2 Transformation, +2 Sorcery)
ML: 12

Abilities
Alchemy, Brew Decoction, Familiar, Read Magic, Scroll Use, Scroll Writing, Sorcery, Dance of Beguilement, Effigy, Henchmen, Broom Enchantment, Ladyship, Witch's Apprentice

Spells
First level (5+1): Charm Person, Detect Magic, Mending, Shocking Grasp, Sleep, Write Spell (Charm Person in ring)
Second level (5+1): Bless, Extrasensory Perception, Hold Person, Identity, Ray of Enfeeblement, Shatter, (Ungovernable Hideous Laughter in ring)
Third level (4+1): Dispel Magic, Phantasm, Tongues, Witch Fire, Wind Wall, (Starlight in ring)
Fourth level (4+1): Gylph of Warding, Moonlight, Mirror Mirror, Sorcerer Eye, (Transfer Wounds in ring)
Fifth level (3): Anti-magic Shell, Control Winds, Shadow Conjuration
Sixth level (2): Control Weather, See

Languages: Common, Keltic (Goidelic), Hellenic (Greek), Old Norse, Speak with the Dead, Speak with Nature Spirits
Size: M (Height: 5'4", 125 lbs)
Move: 40
Saving Throw Modifiers: Transformation +2, Sorcery +2
Secondary Skill: Scribe
God: Lunaqqua

Flying Cat ("Cotton Ball"): AL N; SZ S; MV 10 (Fly 80); DX 15; AC 7; HD 1/4 (hp 5); #AT 3/1 (claw, claw, bite); D 1/1/1; SV 17; ML 5; XP 11

Normal Gear
Clothing, daggers (2), backpack, woolen blanket, chalk, ink and quill, polished steel mirror, incendiary oil, parchment (4), soft leather pouch (2), small sack (2), tinderbox, torches (2), wineskin (wine), writing stick, iron rations (one week), spellbook (contains all prepared spells), 5 gp, 15 sp, gems (100gp)

Magic Items
Bracers of Defense, Ring of Spell Storing (4 spells), Ring of Telekinesis (100 lbs), Wand of Magic Missiles, Wand of Lightning Bolts, Bonded Broom, Cloak of Shadows, Gem of Brightness, Horn of Blasting (Thor), Copper Skull Necklace 

I like this version. So who is this Larina? This is Larina at the End of Time. She has all the memories of her past lives and often gets lost in them. Not really remembering who, or when, she is. She lives alone in her witch's cottage with her, yet unnamed apprentice. This is not the Witch-Queen Larina, this is something lesser and far older.

She would make for a great NPC for the next time I run this game.

Larina sheets for Hyperborea

Who Should Play This Game?

Anyone that enjoyed First Edition AD&D but liked the level limits of B/X D&D. Humans abound here, so if you like playing anything other than a human, you might not have as much fun. Also, the world is bleak and dying. This is not a time of heroes to make for a better day; better days are past. This is a time to survive against brutal odds and in the face of an uncaring universe. 

Also, play this if you loved the works of Jack Vance, H.P. Lovecraft, and especially Clark Ashton Smith. 

There is also a pretty good online community for this game, so support and advice are often a click or two away.

This is one of the games that I play the least but want to play the most. I love everything about it. It combines so many of my favorite things in one game that I am hard pressed to think of something I would have done differently.  Well...maybe go to level 14 so I could map it onto my Basic-era games plans a bit better.  

Links

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


Wednesday, February 19, 2025

Review: The Forgotten Realms Atlas

The Forgotten Realms Atlas
 Last month I presented a few characters from Grenda's collection of Forgotten Realms material. It got me thinking I needed to continue my exploration of the Realms.  Among the books in his collection is the amazing The Forgotten Realms Atlas. Under normal circumstances at this point in my exploration of a new world I would go right to a publication like this. The fact that it is the next book in chronological order and it was part of my friend's collection makes it an even better choice. 

The Forgotten Realms Atlas (2e)

1990. By Karen Wynn Fonstad. Forewords by Ed Greenwood and Jeff Grubb. 178 pages.

Before I get into this book, I have a few words about Karen Wynn Fonstad. She is not a name usually associated with the Realms, but she is a "name." Prior to this book, she had given us the equally extensive Atlas of the Dragonlance World. She came to these via her work on The Atlas of Middle-Earth, The Atlas of Pern, and the Atlas of The Land from "Chronicles of Thomas Covenant." All epic works of cartography and staples of the Science Fiction and Fantasy Book Club during the 1980s.  All her books have a similar feel to them, and all are meticulously well-researched. She had been the Director of Cartographic Services at the University of Wisconsin–Oshkosh and had fallen in love with Tolkien's world back in 1975.  I don't know if she felt the same love for Toril, Krynn or Pern, but her work in all three was top-notch. She passed in 2005 at the young age of 59. She was remembered fondly in the New York Times this past January, nearly 20 years after her death.

The Atlas itself is a massive work. The book itself is 178 pages, with 3-color art. The only illustrations in the book are Fonstad's maps and there is nearly a map per page. These are not just geographical maps of places, there are maps of towns, homes, castles, even standing stones on the Moonshae islands. Everything is footnoted and cross referenced. 

It covers all the Forgotten Realms products, novels and RPG sources, up that point. So it is pretty comprehensive. 

The atlas is divided into four major sections.

Part One: Regions

This covers the large regions of the known world of the Forgotten Realms circa 1990. It includes large area maps of the Western Realms (most familiar) north and south, the Hordelands, and the Eastern Realms where Kara-Tur had been newly re-set. 

Part Two: The Moonshae Isles

This covers the Moonshaes and the places (and events) of the Darkwater Trilogy novels. I should probably read those at some point. The level of detail here is rather amazing, to be honest, and you do get the feel that this is a living, breathing world. 

Part Three: The North and West

Again, the areas most familiar even to the most casual Realms fan. Though, while I admit that now I am likely more than a casual fan, the amount of detail here is staggering to me. There is so much I don't know here. Reading it makes me feel like I have missed a lot since there are many references to the novels. I know I am never going to ever read everything Forgotten Realms, but this does make me appreciate the in-world and real-world history here.

Part Four: The Western Heartlands

This is the bulk of the book and is just packed. Here, I am further outside of the areas I know. Hell, even the areas I know I know I don't know well. But I think I am going to come back to this book very often.

The Forgotten Realms Atlas

Honestly. This book is a treasure. I had flipped through a copy of Fonstad's Atlas of Middle of Earth years ago and was blown away by it. I have the same feeling here. It is almost too much to take in at once.

Her References alone would be the basis of a great adventure, academically speaking, to read up on the Realms from 35 years ago. It is more than I could ever hope to read and still manage to get all my other reading in! But it also gives me ideas of other products to review, beyond what I already have. 

 

Tuesday, November 5, 2024

Mail Call and Review: Hexbound: A Witchy Supplement for 5e

Hexbound: A Witchy Supplement for 5e
 So this one was a bit of a surprise for me this week. I honestly kinda forgot I backed it over two and half years ago. But it came in yesterday and I thought I would share it.

Hexbound: A Witchy Supplement for 5e

There are a lot of reasons why I have never put together a witch class of my own for 5e. One of the biggest is I have wanted to see what others have done with their own ideas. You know, try and recapture that thrill of discovery that I had back in the 1980s and 90s when I'd find a new witch class. 

Hexbound is the first big 5e "Witch" class Kickstarter I have backed.  So how did they deliver?

I got the PDFs and STLs a while back and they looked great, but I have been waiting on the book.

Here is what I was sent.

The level I pledged at was for the  Collector's Edition cover of the Hexbound Hardcover, a set of Hexbound Reference Cards, two pins, four minis and digital files of the book and minis.

Hexbound set

The book is really nice. I love the art and in particular the Art Nouveau style cover. Really fits the vibe I want for my witches in 5e. 

Hexbound art

Hexbound art

Hexbound art

The add-ons are nice. I am a sucker for a deck of tarot-like cards for a game. I want to make a witch character for 5e JUST so I can use these cards.

Hexbound cards

And the minis are also nice. I am not sure I recall what that big one is, but it is in the book.

Hexbound minis

Hexbound: The Good

REMINDER: I am always sensitive when I am reviewing someone else's witch material. I am not aware of any RPG author who has written as much about witches as I have, so I need to be careful on how critical I could be. 

Like I said, the book is really attractive. The art is really nice I think I need some dice to go with it to fit the aesthetic (that should have been an option really.) The author of the book, Antonio Demico, is also the illustrator. 

What attracted me most to this book was there was not just one "Witch Class" but rather witch subclasses for each class. And there are some really fun ones here. All are considered "Witches" and they just have different ways of expressing their magics. This is the same idea I have witches but going in the opposite direction.  I have one witch class with a lot of options, aka Traditions which can be viewed as "subclasses." I rather like it to be honest and it would be a fun way to build a coven of witches in 5e. Everyone takes a class and then the witch sub classes. Each one has a lot of unique options to help keep the witches very flexible.

The classes and their witch subclasses are: 

  • The Intoner for Bards. I kinda love this one.
  • The Medium for Clerics. This one is so obvious that I am kicking myself for not doing it myself.
  • Circle of the Brew for Druids. Not how I would have gone, but it is certainly clever. 
  • The Witchblade for Fighters. File under "Why the hell didn't I think of that." Well, I guess I do have my Witch Knights.
  • Way of the Specter for Monks. Interesting, I'd have to play it to really understand it.
  • Path of the Coven for Paladins. Cool, different enough from my Green Knight to be fun.
  • Coven Conclave for Rangers. Similar to my Huntsman but more powers.
  • Duskwalker for Rogues. This one is interesting. I rarely mix rogues/thieves with witches. So I will have to try this one.
  • Coven of Spirits for Sorcerer. This one calls on the magic of family spirits. Pretty much exactly my Family Witch.
  • Witch Patron for Warlocks. This one is also pretty obvious, and likely one of the more popular ones that will get played. 
  • School of Witchcraft for Wizards. Now this one is both obvious and yet still a lot of fun. It also has conceptual roots going all the way back to the earliest editions of D&D. 
  • Path of the Witch for Barbarian. This one was added later on. In some ways it reminds me of my Cowan for the Pagan Witch, OR (better yet) this is how you can play Cú Chulainn (with Scáthach as his witch) OR even like the warriors on their dajemma with the Witches of Rashemen.

So yeah, if you have a witch concept then there is likely a subclass here that will fit your needs.

There are some new backgrounds for your new witch. All look great really. 

We also get some new familiars here too including a personal favorite, the Jackalope

There are some new spells, but only 10. That seems to be a bit, well, underwhelming to be honest. 

Part II of the book is for GMs.

This includes magic items (again, there should have been more), some wands (some really fun ones too), and some magical hats.

Part III is called "for the table." This discusses how to run and play a game filled with witches. There are adventure hooks, NPCs (lots of those), monsters, and some adventures to run. 

Hexbound: The Not So Good

While the book is great to look at, it is not without some issues.

I am not going to quibble about how long it took us to get this and how it may (or may not) sitll be compatible with D&D 5.5. That stuff happens and this is likely a one man show. They get a pass from me on that.

Hexbound cards

Some issues are like the cards above. Great idea, but I'd have to try them out to see how well they work in a game. And as you can see two of the cards went to press with their placeholder art and not the art for their NPCs.

Hexbound Minis

The minis are nice, but they are really too small. As you can see above compared to HeroForge minis; one I printed myself and one I bought color printed. 

I have the 3D printer, I can print new ones if I want to get them to 25/28 mm Not everyone has that option. OR I just redo the characters as halflings, dwarfs, gnomes and/or goblins.

There should have really been more spells. I know all to well that page count is all important when it comes to this Kickstarters fulfilments. But spells are important to the witch, and there should have been a lot more. 

Ok, so I do not know much about the creator Antonio Demico, but I think I have been writing about witches for longer than he has been alive. So I can't hold his work up to the same critical lens I would hold my own up too, but really. Ten spells is not even close to enough. Reduce the font size by a point and get at least 13 in there. Respect the source material. 

One last thing. Antonio Demico is a great artist and he certainly knows someone that is great at layout, there really should have been a redesigned witchy character sheet. I mean that cover BEGS to have a character sheet to match. I mean really, I do love that cover. 

Overall I am happy with the book and the cards. The minis are too small really and the pins, while nice, are largely forgettable. I mean I put them on my gamer bag and will I even remember what they were from next Gen Con?

At the end of the day, I am still happy to have another witch class and book for my collection. Since at last count I had, well, all of them.

Thursday, October 31, 2024

Review: Ravenloft Honorable Mentions

 Not full reviews really today, but some honorable mentions of books and accessories you can use with Ravenloft.

Castle AmberHeroes of HorrorDread Metrol

X2 Castle Amber (Basic)

I have talked a lot about Castle Amber and how it is a Proto-Ravenloft setting. Droping this into the Domain of Dread seems like a no-brainer to me. 

B7 Rahasia (Basic)

Likewise I have talked about Rahasia and this one come from Tracy and Laura Hickman. Content from this adventure has found its way into official Ravenloft products for 5e.

Heroes of Horror (3.5)

The lack of proper Ravenloft material for 3e can be partially remedied with Heroes of Horror for D&D 3.5. Though this one moves away from Ravenloft's quasi-Gothic horror and looks for something more D&D like.

Dread Metrol: Into the Mists - An Eberron / Ravenloft Crossover (5e)

Keith Baker, the creator of Eberron gives us an Eberron/Ravenloft crossover. Over 100 pages.

She is the Ancient: A Genderbent Curse of Strahd (5e)

I reviewed this in detail a while back. Great new take on the classic Ravenloft adventure. 

And a couple of really good map packs. Suitable for any edition: Castle Ravenloft Battle Maps and Tessa Presents 113 Maps for Curse of Strahd.

And that ends my exploration into Ravenloft for this Halloween. Who knows, maybe we will return again next year! Plenty of AD&D 2nd products left to explore.


Thursday, October 24, 2024

Review: Ravenloft Masque of the Red Death d20

Ravenloft Masque of the Red Death d20
Ravenloft was doing well from what I can recall so it was only natural that Sword & Sorcery Studios would eventually want to take on Ravenloft's other setting, Gothic Earth. So in 2004 they published the new Ravenloft Masque of the Red Death.

Ravenloft Masque of the Red Death d20

2004. by Jackie Cassada, Claire Hoffman, Carla Hollar, Harold Johnson, Rucht Lilavivat, Nicky Rea, Andrew Scott, and Peter Woodworth. Art by Talon Dunning, Jeff Holt, Marcio, Fiorito, Brian LeBlanc, Jeremy McHugh, Claudio Pozas, and Beth Trott. Cover art by Ron Thompson. 288 pages. Hardcover.

There is no PDF option for this title at DriveThruRPG. So, for this review, I considering only my hardbound copy. 

I LOVED Gothic Earth for Ravenloft AD&D 2nd Edition. To me, it felt like a bold attempt to try something brand new. Plus, I love Victorian Gothic Horror, so it was an easy win. But despite all of that, some of the things in Masque of the Red Death for 2ne Ed just really didn't work. The "new" Masque of the Red Death for the d20 rules fixes some of those problems. But does it measure up?

The background is largely the same, or at least I didn't see anything jump out at me as very different. 

Chapter One: A History of Gothic Earth

This all feels very similar to the AD&D 2nd Ed version. I can't find anything here wildly different.

Like the original, there are sections of "Forbidden Lore" spread throughout the book. 

Chapter Two: An Atlas of Gothic Earth

This chapter covers all the continents in a very brief manner. There is more here than the AD&D set, or at least it is presented with some more information. They still use a "Western" or even "British Empire" point of view here. I feel that this is the right way to do this. Why? The British Empire was at its zenith now, and this was the time when "the sun never sat on the British flag" so coming from this point of view works here. Plus why not add in the horrors of colonialism to it all as well. 

I feel more lip service is paid to the Domains of Ravenloft here, but I am not able to quantify it in any meaningful way. 

Chapter Three: Character Creation

This naturally has the most changes over its predecessor. It also has some changes over the D&D 3.x/d20 Modern rules. The six core classes are Adept, Athlete, Intellectual, Mystic, Sleuth, and Tradesman. For me this is the biggest improvement in these rules. The classes have be redesigned with an Earth-like world in mind. This is much better than trying to fit the AD&D classes into an Earth-shaped hole. 

Each class also has a few sub-classes or specializations. I would recommend keeping a tighter hold on the subclasses. Most can be accomplished with the parent class and some roleplaying. But that is up to individual game masters, really. In truth, all the classes are good fits, and there is plenty of choices here.

Skills are expanded/shifted to cover a 19th-Century Earth environment. Same with the Feats. 

Chapter Four: Money and Equipment

Re-read Dracula, esp. the last third of the book to see how important this is for a Victorian game.  This is not a long chapter but it is an important one.

Chapter Five: The Magic of Gothic Earth

Magic on Gothic Earth is different. It is less powerful and more dangerous to the practitioner than it is in other D&D/d20 worlds.  A bit of history is given, providing the background on why magic works and what is happening when the caster calls on these powers. 

Spells from the D&D 3.x and the Ravenloft Player's Handbook 3.5 are listed for the new classes and some new spells are also detailed. 

Gothic Earth is a magic-seeped world, but that doesn't mean mortals can or even should control it. There are no arch-mages here. Not anymore.

Chapter Six: Combat

Covers the sorts of combat that the PCs are likely to get into. Most importantly this covers the guns of the time.

Chapter Seven: Madness and Mystery

This chapter covers how the supernatural effects everything in the world of Gothic Earth, in particular magic and how people deal with the supernatural. This includes "insanity" rules. Now, I typically have a lot of issues with how games deal with sanity, madness, and psychological trauma. One nitpick here, they use "insanity" instead of madness. I typically prefer madness or even lunacy when doing Victorian-era games since that was the more common term. Thankfully we do not get a long list of mental illnesses here. I would rather see none than horribly wrong lists. 

Fear, Horror, and Madness are all dealt with as a subset of the Will Save. Which actually works well for me.

Chapter Eight: A Practical Guide to the 19th Century

This is a great guide for any Victorian-era game. While Gothic Earth is mentioned, this is fairly system—and setting-free. The timeline of inventions (real) and popular books and music of the 1890s is quite fantastic. 

We get into some "setting" details with the section on Clubs and Cabals. Some are real, and some are invented for this setting.

The "Language of Flowers" section is great addition. If you know your Victorian-era then you know how important this actually is. 

Appendix I: The Villains of Gothic Earth

Ahh...The Usual Suspects! This is the crunchiest part of the book so far and that is expected. Featured here are Dracula, Imhotep, Frankenstein's Monster, Professor Moriarty (still a Rakshasa, not my favorite choice), Xavier Von Tuerin, Madame Delphine LaLaurie, and Sarah Winchester (of the Winchester Mansion). 

Appendix II: Monsters in the World

A brief monster section on creatures unique to Gothic Earth. 

Appendix III: Lairs of Evil

Covers what I would call "Sinkholes of Evil" and their effects. Some specific examples are given. 

Appendix IV: Adventures in Gothic Earth

Covers how to run adventures in Gothic Earth and what makes them different. Several adventure ideas and seeds are given.  One of my favorites is the "Ghosts of Salem."

There is a good index in the back to wrap it all up.

Comparing the Two Masques

Masque of the Red Death for AD&D 2nd ed and D&D 3rd ed.

Both editions of Masque of the Red Death are wonderful to have. There is a lot more detail for AD&D Second Edition (a boxed set and two more books) compared to the single book for 3.x/d20.

The 3.x/d20 edition "feels" like a better fit for the world. 

What I can't tell is this. Do I like the AD&D 2nd Edition version because of the impact it made on me when I bought it and the 3.x/d20 version pales in comparison to that? Or is the 3.x/d20 quantifiably lacking in something? 

I don't think it is, especially considering that I can use the additional AD&D 2nd ed Gothic Earth books with the 3.x/d20 version. I can also use other supplements like d20 Past, Gaslight, and many other Victorian OGL titles. Not to mention all the Victorian games I already have.

Masque of the Red Death and Gaslight for d20/3rd ed.

I really need to come back to this world sometime.

Wednesday, October 23, 2024

Review: Ravenloft 3.0

Ravenloft 3.0
 We are moving into a new territory now with Ravenloft.  TSR is gone, and Wizards of the Coast is in its place. AD&D 2nd ed is done, and the brand new D&D (no more "A") 3rd edition is out. And there is a new Ravenloft core rules out. BUT it was not being done by Wizards.

Well. It is. Sort of. 

Newly formed Swords and Sorcery Studio is a division of White Wolf and their label Arthaus and its purpose is to publish material for the brand new d20 STL license under the Open Gaming License. They obtained a license from Wizards to produce the new Ravenloft. White Wolf. The makers of Vampire: the Masquerade, now in charge of Ravenloft?!

If you had told me this was going to happen back in 1992 I would have never believed it. But here we are. I remember the very animated discussions on the RAVENLOFT-L mailing lists at the time. 

Ravenloft 3.0

2001. by Andrew Cermak, John W. Mangrum, Andrew Wyatt. Art by Leanne Buckley, Mike Chaney, Talon Dunning, Anthony Hightower. Jeff Holt, Steve Prescott, and Richard Thomas. 224 pages. Hardcover.

Ravenloft 3.0 was one of my favorite books I bought in the new 3.x era and I loved how it looked. I splurged and grabbed the limited edition version from my favorite local game store.

I thought the art was fantastic and loved how well it adapted to the 3.0 rules. But I had already had some experience with 3.0 and had even picked up some Swords & Sorcery Studios books and enjoyed those as well. The races were a nice treat, to be honest. For the first time, I really felt like I could run a Ravenloft game with the likes of gnomes, halflings, and especially half-orcs, now rebranded as Calibans and the new Giogoto.

Races of Ravenloft

I think, though, I was expecting more at the time. SSS was part of White Wolf like I mentioned, and I was hoping for some of what made Vampire: The Masquerade so good to be here. In re-reading it now, so many years later, I had unrealistic expectations. In truth, this book is a much better organized and updated version of the 2e Domains of Dread book. 

The nice thing about Ravenloft (and many of the D&D worlds) is that the plot kept moving along despite edition changes. However, there is also a nice timeline included so DMs can do what they want. You don't need to know all the details of say, The Grim Harvest, just know it happened.

This book had a black and white interior, while most others were going full color. This is a feature, not a bug. Ravenloft is a world of shades of grey; the art here helps convey this. The book is an introductory campaign guide including the people, the lands, and, most important for Ravenloft, the horrors of the lands. There are some new feats and skills. No new spells, but suggestions on how magic will be altered by the Mists. There is even a section on the Gods of Ravenloft.

Since most of this book covers the lands, their inhabitants, and the Cultural Level of each, there is only a little crunch. Translation: You can use this with any other version of D&D you like. Even the feats look like they would work well with 5e. Even the "Fear, Horror and Madness" section would work well.

It lacks large foldout maps of the 2e days, but it is a surprisingly good resource to me these days. Well worth picking up.

It is available as a PDF and Print on Demand on DriveThruRPG. I do not have the PoD, so I can't speak to that version. 

At some point the rights to the 3.x versions reverted back to Wizards and now they sell the PDFs/PoDs on DriveThru and not SSS/White Wolf's storefront.

My physical copy is nearly 25 years old (24 years and 1 week, according to the ISBN database), and it is still in great shape. 

Ravenloft Core Rules 3.0

Monday, October 21, 2024

Review: Children of the Night Vampires

Children of the Night Vampires
 We are getting to the end of the AD&D 2nd Ed era of Ravenloft. Well...there are still a lot of products to cover but we are getting to the end of my coverage of them.  

AD&D 2nd Ed was really the golden age of campaign settings. Sure, that gold was only a very thin veneer, maybe even just electroplating.  But instead of focusing on that I want to enjoy what was great about that time and that was the depth of products.  TSR must have known the writing was on the wall by 1996 because the Children of the Night books, starting in 1996, were an attempt to build bridges across the campaign worlds.  

Children of the Night Vampires

1996. By Paul Culotta and Steve Miller with Carol L. Johnson and Jonathan Ariadne Caspian. Cover art by Daniel Home. Interior Illustrations by Jason Burrows. 96 pages.

For this review I am considering the PDF and PoD from DriveThruRPG and my memories of my original print copy.

This book is dedicated to the memory of Nigel D. Findley, who created Rudolph Van Richten. Findley had died of a heart attack at age 35.

This first of the Children of the Night series features 13 unique vampires to challenge PCs. "Challenge" doesn't always mean "fight."

I should point out that this is not the first time we have seen a "Children of the Night" for Ravenloft. The first one was "MC15 - Monstrous Compendium - Appendix II Children of the Night." 

The concept is a solid one. Ravenloft breathed new life (heh) into Vampires with the very first adventure, so it makes sense that it would continue to do so and then expand on that. The book starts out by saying that while these are all unique takes on vampires native to Ravenloft's mists, they don't have to stay there, and they can be added to your own campaign world. 

Each entry includes a stat-block, description and history, usually with how they became a vampire. There is also a mini adventure/plot hook you can use with the vampire in question.

Among the famous, or about to become famous, vampires include Ravenloft's Jander Sunstar, the eleven vampire introduced in the novel "Vampire of the Mists." Jander is a Chaotic Neutral (which as close to Good as it gets) vampire from the Forgotten Realms. He is just as likely to help the PCs fight vampires as he is to want to be left alone. 

Also, here are Lyssa von Zarovich, Strahd's great-niece (or something like that) and one of the members of his family line that was not killed when Barovia was pulled into the Mists. Don't mistake her hate for Strahd as "goodness" she is still quite evil. She will later go on to appear in Curse of Strahd.

We get a desert vampire, Moosha, the Ixitxachitl vampire Myxitizajal, and the vorlog Don Pablo among the others. 

The one I liked the most back then, because the concept was novel to me, was Lady Heather Shadowbrooke, the Druid Vampire. She is quite evil and a tragic character, really. 

I certainly think this is a great addition to any AD&D 2nd Ed game, Ravenloft or not. 

Note about the PoD

The Print on Demand copy I have does show some fuzziness, but all in all it is a very good copy. There are two PDFs you get from DriveThruRPG. Once is quasi OCR and the other is image. Neither seems as clear as the PoD which I find weird. 

This PoD is a worthy replacement for my original book from 1996. 

Children of the Night vs. Vampires

Children of the Night Vampires is not the first time a collection of various vampire NPC/Antagonists has been done for an RPG. The first one I ever bought was Vampires for the Chill RPG (1st Ed). The 2nd edition version is available on DriveThruRPG.

Vampire books

Both books do the same thing for their respective games, and both do it well. I give a slight nod to the Chill one since it came first.  The Ravenloft/AD&D one has 13 vampires vs the Chill's 11 (10 entries), so it has that in it's favor. 

Friday, October 18, 2024

Review: Van Richten's Guides

Van Richten's Monster Hunter's Compendium, Vol 3
 Today I will cover a lot of ground very quickly as a retrospective review. I have talked about these about books off and on over the years here and they stand as some of the best deep dives for monsters I have ever seen for the AD&D game. Yes, Elmimster's Ecologies are very good and the Monstrous Compendiums sat the stage for detailed monster coverage, but where these sources fall short of the Van Richten Guides is the level of detail; in terms of monster coverage, variations of the monster, and of course hunting the monsters.

Van Richten's Guides

The Van Richten's Guides began in 1992 with the publication of Van Richten's Guide to Vampires, which I already covered in detail. The other guides that came after followed a similar format, each detailing a different monster.

They were all largely agnostic in terms of system, though they were all still AD&D books and the fluff was still very much set in Ravenloft. I personally felt they could have been used in any AD&D campaign setting, and I even felt that a few were useful enough to use in any system.  For example, I used the Liches book for WitchCraft/Unisystem to great effect. 

The original Guides were single volumes of around 96 pages each. The product numbering was a little haphazard, they were all "Ravenloft Reference" but Liches also had the code RS and the last two had no codes at all. 

In 1998, after TSR was purchased by Wizards of the Coast, the books were combined into a compendium of three monster books, each with a third, Guide to Witches, new. It also had a bit of a different feel than the others. Though it's most similar to the Vistani one.  The books were grouped by theme rather than publication dates. Volume 1 featured the "Classic" Universal monsters. Vol. 2 was undead, and Vol. 3 what can best be described as "occult" related.

I owned all of these back in the 1990s. I recall sitting in my apartment after getting married reading them all. There were subtle differences between the single (TSR-era) books and the compiled (WotC-era) books. Nothing I can recall off the top of my head, mind you, and nothing that was game-changing, save for maybe the notion that Van Richten was dead.

I unloaded all of these after I went over to other games and then later D&D 3. I don't regret it, but I kinda wish I had kept the Compendiums. Unfortunately, the PDFs, while great for reading, are not really good enough for Print on Demand.  Printing them all out for a binder would be fun, but we are talking about a lot of pages (800 or so for the single volumes) and a lot of ink.

Van Richten's Guide to Witches

For obvious reasons, I want to focus on this one. Not only is it germane to this blog and my interests, it is also the odd one out. 

Needless to say, I was really looking forward to this book. Obviously, the Guides to Demons (renamed from Fiends) and Vistani were still top-notch. The Guide to Witches really should have been called the Guide to Hags and Witches because it dealt with both. I'll break it down here.

Guide to Hags

        I really liked this part.  Hags should be part of Ravenloft, and this section did a great job of presenting another monster type in a far more complex light.  It is on par with the Guide to Liches or Vampires.

I would have liked to see more on linking Hags to Night Hags.  I liked the second change idea that other hag types change into Night Hags, but it does not have to be the only way they are linked.  The Monster Manual 2 (1st Ed.) states that the Annis are relative to the Night Hags, and the Greenhag are relative to both the Annis and the Sea Hags.

I liked the Irdra/Ogre link to Hags, but I liked the "Dark Fey" theory much better.  My hag, the Makva (or Wood Hag), is more of a dark faerie type than an ogress.  Plus I don't play Dragonlance, so the Irdra are not part of my worlds.

For Hag reproduction and powers, the Makva are most similar to Greenhags. Except, most Makva only live about 800 years.  Mavka is usually spawned from elves and half-elves rather than humans.  Makva may join Coveys, but there will be only one Makva per covey. In spawning rituals, Makva picks elves or half-elves as victims. They can perform them only on nights of the new moon.

Guide to Witches, Warlocks, and Hedge Magicians

        I was prepared to find witches that were very different than my own, but I did not expect that they would be this different. Witches have had a spotty history with D&D since the beginning, and it seems that every few years, a new rule book comes up that gives us a different vision of the witch.  To begin with, this witch is not a class or a subclass, but a kit.  It is also different from the Complete Wizards Handbook witch kit.  What I did like was the information on the Church of Hala and the acknowledgement that witches could be good or evil, overall I did not like it.

        I am not saying I did not like the new kit, I just do not like them as Witches.  The author, Steve Miller, got the points right about witchcraft being based in faith and I really liked the whole idea of the Weave, I just did not feel that these were the same kinds of witches from fantasy and horror literature. For example where was any mention of the occult? Or how about familiars? These witches lacked a few of the things that made witches special.

The witches and warlocks here are interesting classes, and looking back at them now, a quarter of a century later, I find that I like them a lot more than I did then. Maybe I have seen more witches since then, or maybe my tastes have changed.

All of these books, though, are essential to anyone playing in Ravenloft, a must-have if you are playing a horror game in AD&D, or really any version of D&D, and still pretty useful for other games.

Thursday, October 17, 2024

Review: Ravenloft Domains of Dread (2e)

Ravenloft Domains of Dread (2e)
 I am skipping over the otherwise great Ravenloft Campaign Setting, Revised for the last core book of the Ravenloft AD&D 2e line for a few reasons.

First and foremost, I don't have a copy of the Ravenloft Campaign Setting, Revised boxed set anymore. I had the box, but it was lost somewhere along the way. I have the PDFs, but that really isn't the same, is it. Also, the Revised set is just that, Revised. It came out in 1994, only a couple of years after the original boxed set. It takes some details from the Core set and Forbidden Lore plus other material current at the time and gives us a new boxed set complete with more Tarroka cards.

All of this would then be surpased with the publication of Ravenloft Domains of Dread.

Ravenloft Domains of Dread (2e)

1997. By William W. Connors, Andria Hayday, Steve Miller, and Bruce Nesmith. Art by  Paul Carrick, Henry Higgenbotham, Scott Johnson, Robert Lazzaretti, David G. Martin, Val Mayerik, Mark A. Nelson, Arnie Swekel, and Peter White. 288 pages.

We are nearing the dawn of several eras. The end of the 90s, the end of the 20th century, and the end of TSR. Wizards of the Coast had just recently purchased TSR and saved it and D&D from bankruptcy oblivion. The changes were subtle at first, but one of the first clues was the shift in trade-drees and art for the Ravenloft books. Domains of Dread was a new hardcover, the first, for Ravenloft. I am not sure when the hardcover novels (and I think it was just "I, Strahd") were published.

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

This is a good-sized book of the sort that was popular in the waning days of TSR. Notable about this one is the copyright page which includes the address for Wizards of the Coast, located in Renton, WA and not Lake Geneva, WI, and the use of the website www.tsrinc.com. You can still buy that if you like.

This book covers the same ground as the two previous core Ravenloft sets and updates them to reflect the recent events in the lands. 

I am happy to report that this one does indeed have 13 chapters and extra appendices to cover all the matieral. For example Darkon was gone and The Necropolis was in it's place

There are subtle as well as overt changes here. Some Domains are gone, others sent off to be Islands of Terror, and all due to the Grand Conjunction. Now I have mentioned this in terms of some of the adventures I have covered this month. If you buy this version, as opposed to say Realms of Terror, it is going to assume that the meta-plot of the Grand Conjunction has already happened. Does that mean you can't run say, Feast of Goblyns or Ship of Horror? No, but they are not going to work the exact same way.

I think this was one of my big disappointments with this book.  By 1997 I had began to not play much AD&D at all. So a lot of the Grand Conjunction and later plots were still new to me when they were old news to everyone else. While this was certainly the shape of all AD&D settings at the time it did make entry, or re-entry a lot harder.

That all being said if you are new to AD&D Ravenloft OR you don't care about the meta-plots then this is a great place to start. Everything is revised and brought upto date with all the other Ravenloft rules published. It is the book I recommended to my oldest when he wanted to read more about Ravenloft in AD&D.

Of most use here to all Ravenloft players and DMs are the appendicies which cover various character creation rules. This helps with creating Ravenloft-native characters. Ability scores, races, and classes all get an individual appendix. New races and classes are also covered. Among the new classes are Avengers, new rules for Elementalists, Arcanists, and Anchorites. There is even a new "Gypsy" class as well as Psionicist.

There is also a fairly robust index.

About the PoD version

The PoD version is actually rather nice. It compares well to the original hardcover version to be honest.

Ravenloft Domains of Dread Print on Demand

Ravenloft Domains of Dread Print on Demand

Ravenloft Domains of Dread Print on Demand