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

Monday, February 14, 2022

Monstrous Mondays: The AD&D 2nd Ed Monstrous Compendium (Overview & Review)

ETA: You can find the other parts here: [Part 2] [Part 3] [Part 4] [Part 5] [Part 6] [Part 7]

I have been wanting to spend some time with the AD&D 2nd Edition Monstrous Compendiums.  I suppose now is as good of a time as any.

In the waning years of the 80s, AD&D took a new turn. Much of the original guard was gone from TSR and a new edition of its flagship game was on the way.  I was at University at the time, so for me, it was easy enough to move over to AD&D 2nd Ed.  I was not playing with my normal group anymore (they were 200+ miles away) and it seemed like a good place to move on.  

It was June 1989 and I was on what was to be my last family vacation to Harrisburg, PA.  We were doing a big Civil War tour and my dad was meeting up with a bunch of guys he served with during the Korean War.  I remember being on my own for a bit and I found a game and comic store not far from Gettysburg. I went in looking for anything new and anything to entertain myself.  Much to my shock they had copies, released that week, of the new AD&D 2nd Monstrous Manual.  I remember talking to them asking how business was for AD&D 2nd ed and they had said terrible that no one was buying yet.  I am quite certain that changed later on.  But that was also my first hint at anything like an "Edition War."

Monstrous Compendiums

I got it back to my hotel room and I read that book cover to cover.  I loved the idea of the 3-Ring binder and I loved how the monsters were all expanded to include the Habitats and Ecology.  My first RPG love was the AD&D Monster Manual.  This did not fill me with as much excitement (you never forget your first time) but it was close. 

As time went on and I bought more of the Monstrous Compendiums the weakness of the format began to show itself.  For starters you could never properly alphabetize the pages.  One monster per page is great, unless the monster on the back of the page is more letters down the line.  Also in normal use, the pages became tattered and torn; and that is if you removed the perforations right the first time. 

Still, I loved the idea and still do it today. 

Sadly, I sold my original MCs in a game auction about 25 years ago.  I needed room and I had the Monstrous Manual, the proper hardcover that came out later and I was in the process of moving on to other games. So I figured I didn't need these anymore.  Big Mistake...or was it?

I have since bought back a number of the Monstrous Compendiums. I have found them at garage sales, auctions, Half-Price books, and the PDFs on DriveThruRPG.  In fact for less than I sold my originals I have rebuilt my collection and then some.  And I have been expanding.

I have added DriveThruRPG pdfs I have printed.  Dragon Magzine Monsters I have also printed from my CD-ROM.

Dragon Mag Monsters

And since I have been doing my This Old Dragon feature I have had many Dragons that are falling apart.  So I have been adding material when and where I can.  Namely the wonderful Ecology Of... articles. 

Ecology of the Ettin

Ecology of the Piercer

I even find material online that others have done.

Centaurs, how do they work?

But many of the old issues remain.

loose pages

But now I have access to all the Monstrous Compendium PDFs.  So I can buy what I need and print them out as I need.

The extra data is still good and I am amazed about how much of it still works for me today.  I might not play 2nd Ed ever again, instead opting for 1st Ed, but I am likely to use the Monstrous Compendiums in place of the Monster or Monstrous Manuals.

If you wanted to rebuy your collection of AD&D Monstrous Compendiums there are 22 books for a total of 2,350+ pages (figure over 2,200 monsters) at a price of $141.66. (note I might not have all of them)  Then you could print out what you want, how you want and organize them as you like.  I have already done this with Demons and Devils.

I am going to spend time with these over the next few weeks.  

Monstrous Compendium MC1
MC1 Monstrous Compendium Volume One

This was the first Monstrous Compendium to hit the market but not the first time seeing the new monster format.  That was published in the (then) new Greyhawk Adventures hardcover.  Originally this came with the monsters on printed, perforated sheets, cardstock color dividers, and the three-ring binder to put them all in.

This product covered some 130 monsters from Aerial Servant to Zombie. It had most of the "usual suspects" including orcs, all the PC races, goblins, and the greatly expanded dragons. The Dragons were the big star of this particular package. They were bigger, meaner, and a whole lot scarier.

The PDF from DriveThru helps this book live up to its promised potential. You can print the entries you want and organize them how you want.  The scans are of the original books/pages so you don't have to worry about a lot of color (you will burn through the cyan/blue though).

A note, like the original Monstrous Compendium this one still has the error on the Vampire page, with side 1 printed on both sides. The correction can be found in the October 1989 issue of Dragon magazine or the full Monstrous Manual.

Monstrous Compendium MC2
MC2 Monstrous Compendium Volume Two

The second Monstrous Compendium package was released that to the horror of OCD Dungeon Master's everywhere, you could not properly alphabetize all the entries.  This one covers more monsters, the second tier ones, Aarakocra to Yellow Musk Creeper and Zombie.  It had a solid Fiend Folio vibe to it. 

Any hopes the rumors were false were soon dashed as this set also did not include the Demons and Devils of old.  We would get them, eventually, but not for a bit.

The weakness of the printed copy of 1989 is no longer an issue with the PDF of today.  Now you can reprint the monsters you want AND keep them to one page for fully proper alphabetizing.  You just a need a new binder that will hold 500 some odd pages.

Like the MC1 this PDF includes the dividers you can print.  For my use? I print them out, put them in a page protector and then put some card stock in with them.

Monstrous Compendium MC3
MC3 Monstrous Compendium Forgotten Realms Appendix

For me, and many others I feel, AD&D 2nd Ed was synonymous with the Forgotten Realms. It was Ed Greenwood's "Ecology of..." articles in Dragon that gave us these expanded monster listings so the Realms and 2nd Ed are a perfect fit in my mind.  Even if 90% of my own 2nd ed gaming was in Ravenloft.

This gives us monsters from Ascallion to Wemic.  Some old favorites like the Eastern Dragons are here and lots of monsters appeared in the pages of Dragon and Forgotten Realms books, many as 1st Edition versions first.

The PDF makes good on the promises to allow you to organize things as your wish.  This is particularly nice for me since I took some of these monsters and placed them in with the ones above in one binder as all the "common" monsters and then mixed the remaining with the other Forgotten Realms MC (MC 11) for "Realms unique" monsters. 

The scan on this one is a little light, so printing might make some of the pages look washed out. BUT you can turn up your printer's settings a notch to make it darker. Not too much or the scanned paper will also show up as "background noise."  But you can also print them out and touch up what you like with a pencil and not worry about marking up a 30-year-old book from your collection. 

The PDFs from DriveThru are a fraction of the cost of the original and I can also buy a very sturdy binder to put them all in.  The big issue is of course my own printer ink.  But if I ever plan on running an AD&D game again I'll be using these and finally have them live up to the full potential that was promised to me back in Gettysburg, PA in 1989.

Wednesday, February 9, 2022

Review: The Witch-Queen's Lament (OSRIC Adventure)

The Witch-Queen's Lament
A couple of weeks back I noticed a posting in one of the Greyhawk groups on Facebook about a new adventure. It was called The Witch-Queen's Lament so you know it immediately had my attention. The adventure was designed for OSRIC and had an old-school module look and feel to it.  I didn't know much about it to be honest, but I was sure I was going to get it.  I went over the publisher's website, casl Entertainment, and bought a copy of the PDF and perfect bound softcover.  While I was predisposed to like it, getting the PDF made me quite excited for it.

The Witch-Queen’s Lament

An adventure for character levels 6-9 (70,002 total experience points) for OSRIC or compatible games. PDF and softcover available, 95 pages.

This adventure is "compliant" (I think "compatible" is the word they want, it is "compliant" with the OGL) with OSRIC.  This really means it can (read should) be used with AD&D 1st Edition.  It will work with other games too, but more on that.

This adventure is designed for Tournament play. That is why we have the 70,002 XP value on it and there is a tournament scoring sheet.  IF you wish to play this adventure with tournament rules and scoring my advice is do not change anything about it.  I have run a few tournament adventures with scoring and this one feels like it put together well. My concern would only be can you fit it into the four-hour time slot?  I am 100% certain that author Carlos A.S. Lising has and has done so many times.  I am not sure *I* could do it.  That all being said I want to look at this from the point of view of a campaign, and my War of the Witch Queens campaign in particular. 

So let's start back at the beginning.  This adventure was the official Tourneyment adventure for GrogCon 2021.  Looking over their catalog it looks like they have run a few adventures at other old-school cons as well.  This bodes well.  The adventure was written by Carlos A.S. Lising, with cover and interior art by Daniel Govar, and cartography from Glynn Seal.  Carlos A.S. Lising is a huge fan of module S4 The Lost Caverns of Tsojcanth which is also one of my favorites. This makes me optimistic for this adventure.

Now when this was announced for sale there was a little bit of wailing from the usual suspects in regard to the module code, G2, on the cover.  With many complaining that this was not really G2.  Sorry but the TSR G2 The Glacial Rift of the Frost Giant Jarl is over 40 years old now and neither TSR nor Gygax owned the letter G.  I am sure the G, in this case, stood for "GrogCon."  If this bugs you, be like Elsa and let it go.

On to the adventure proper.  We learn right away that the eponymous Witch-Queen is none other than "Natasha the Dark" aka Tasha, aka Tashanna, aka Zyblina, aka Iggwilv herself!  Ok. You now have my undivided attention.  We get a bit of backstory on Natasha the Dark including her becoming a Daughter of Baba Yaga, and her sisters Vasilisa (Elena) the Fair and Anya the Plain.  Anya is going to be our focus here since she has gone missing with Natasha's matryoshka doll. This was no ordinary doll, this nesting doll held a bit of Natasha's soul/life force and has kept her immortal for centuries.  Natasha, it a bit uncharacteristic token of love, gave the newly enchanted doll to Anya for safe-keeping, knowing her sister would love it and cherish it. The side effect has been that as long as Anya has the doll she will also be immortal, just stuck in the form of a 12-year-old girl.

The doll, and Anya, has now been stolen and IggwilvNatasha needs you all to get it back.

As far as adventure hooks goes this one is a good one.  The doll is in the hands of an evil Wizard named Andrei Anazinov who knows it is special and knows Anya has never aged. He trying to discover its secrets.  So get the doll before the wizard figures out Natasha's immortality.  The adventure overtly makes it about saving Natasha's immortality, but as you read it the real reason is also uncovered, the ancient Witch Queen still loves her little sister. Undoing the immortality would be bad for Natasha, but it is also likely she has many safeguards in place.  It would however kill Anya outright.

I don't want to go too much deeper than this in case potential players read this.  It is a MacGuffin search, but a fun one and a chance to interact with one of the more notorious characters in D&D lore.

Comments on the Adventure

A few comments.  I can completely understand why Natasha wants the doll and Anya back.  I even understand why she wants good adventurers to do it.  I am not sure why someone of Natasha's caliber would a. let the adventurers know who she is and b. what the doll is.  It seems to me that good or evil the party might want to hide or destroy the doll to stop an evil witch queen.  When I run this I am going to need another reason.

The maps are great. I am glad I have to PDF to print them out on my own.

There are some cool new monsters (a must in any adventure) and magic items.  There is even a pronunciation guide. 

New Monsters

One nitpick. None of the pages have page numbers on them. Seems a touch odd, but I can deal.

Sixteen pages are given over to the 8 pre-gen characters.  So that is nice.  There are also tournament scoring sheets.

Adapting for War of the Witch Queens

I bought this adventure with idea of adapting it over to my War of the Witch Queen campaign.  This is not the first "Witch Queen" adventure I have bought, nor will it be my last I am sure.   The fact that it includes Natasha/Iggwilv just makes it more perfect to be honest.

War of the Witch Queens

So here are my changes.

I am not running this as a tournament since I am going to be using OSE-Advanced Fantasy for it. There will be some more tweaks for the rules, but I think it is going to work out just fantastic really.

Natasha/Iggwilv is not going to let the adventurers know who she is or why she wants the doll back.  I am going to have her disguise herself as Elena the Fair and "Elena" will be hiring them to rescue her sister Anya. This way she feels she is not lying about her mission.  In the end, Anya will out "Elena" as Iggwilv, but the terms of their agreement will remain.  Maybe Vasilisa the Beautiful will show up to take Anya.  I have Elena and Vasilisa as two separate characters. 

I love the whole Russian feel to all of this, but I am going to take out Andrei Anazinov and replace him with Kelek.  Kelek has had some dealings with Iggwilv already and he is the "big bad" of the War of the Witch Queens.  I need an adventure to get him in front of the PCs instead of making him a behind the shadows guy.  Andrei is a 14th level wizard. I made Kelek a 15th level magic-user/necromancer.  Also in my games Kelek is looking for ways to make himself ever young, he thinks Anya (not the doll) is the answer.  Kelek is a misanthrope, so kidnapping and experimenting on a little kid is kinda on-brand for him So this all fits.  

Plus I have these great minis to use

There might be other little tweaks along the way. More winter wolves and worgs to be sure. I am certainly going to steal ideas from the newer 5e versions of Iggwilv and Kelek and I am also going to steal ideas from the Pathfinder Witch War series.

The Witch Queens at War

There are more adventures on the casl Entertainment website. Including one, C11 - When Comes the Witching Hour, that looks like it could be Iggwilv on the cover.  So I am going to need to check that one out as well.  Just watched this video and yup, looks like it is! I have to go get it now.

Tuesday, February 8, 2022

Review: Old-School Essentials Advanced Fantasy

Old School Essentials
Arguably one of the biggest success stories of the late OSR movement has been the publication of Old-School Essentials Classic Fantasy (2019) and Old-School Essentials Advanced Fantasy (2021).  Indeed I feel that OSE has supplanted Swords & Wizardry, the darling of the middle OSR movement as the old-school game of choice.  It is the old-school game of choice here in my home game, alternating between it and D&D 5e, and seems to be the most talked-about game in the old-school discussion areas. 

This is all with good reason.  OSE is well designed, superbly organized, and has wonderful art.  There is a minimalist approach to the rules and presentation that does not detract from the experience, instead, it rather enhances it.   You can see my enthusiasm in my review of the Old-School Essentials Classic Fantasy Boxed set back in 2020.   So imagine my surprise when I learned I had not given OSE Advanced a proper review yet.

I have detailed my introduction to D&D many times here. But briefly, my "first" D&D was a poorly copied version of Holmes Basic with an AD&D Monster Manual.  My first "true" D&D, the one I could properly call my own was Moldvay Basic/Cook & MArsh Expert (commonly referred to as "B/X").  I would over the course of a year or so add in elements of AD&D.  Most importantly the Deities & Demigods, the Fiend Folio, and a copy of Eldritch Wizardry.  *My* D&D was always a mish-mash of Basic D&D and AD&D.  I later discovered that my playstyle was not at all unique.

Old School Essentials Advanced Fantasy Edition really strikes at the heart of what this sort of play was like.  The familiar and easy Basic/Expert rules with AD&D layered on top.  Layered is the right word, AD&D had a lot of situational rules and rules used in tournaments and rules designed to cover what looked like medieval realism.  As real that is in a world where half-elves fought dragons with magic.  OSE-AF strips this down back to the B/X style rules found in OSE-CF and then adds in what people used the most from AD&D.  No weapon speed factors, no tournament scoring, just D&D-style play.  

OSE-AF is divided into two books, the Player's Tome and the Referee's Tome.

I am a sucker for a book with a ribbon

For this review, I am considering the hardcover books I got via the Kickstarter, the PDFs from DriveThruRPG, and extra copies of the Player's Tome I picked up at my FLGS.  All books were purchased by me and none were submitted for review purposes.

OSE-AF Player's Tome
OSE-AF Player's Tome

Hardcover. Black and White and color interior art and covers. 248 pages. Bookmarked PDF with hyperlinked table of contents and index. $40.00 for the hardcover print (retail). $15.00 for the PDF.

The Player's Tome covers everything an OSE-AF player needs to know. The book details a lot of the same rules that are found in the OSE-Classic Fantasy (or read: Basic) rules.  This new book though integrates the "Basic" and "Advanced" material together with some notes on the "Advanced Fantasy" sections. One might be tempted to say that this book is not needed if you have the OSE-CF book, but that is not really the case. While there are certainly more classes, and more monsters in the case of the Referee Tome, there is still quite a lot of new material here.  Enough to make AF twice as large content-wise as CF.   

The main feature of this book, and indeed all of the OSE line, is the layout.  All material is laid out so that everything you need to read is on facing pages.  So a character class always takes up two pages (even and odd) so that when laid flat everything can be read at once and easily.  There are very few exceptions to this rule and it gives OSE it's unique look and feel. Add in the art, sparingly but effectively used, the feel is elegant, if minimalist, efficiency.   This is the same design that made D&D 4e a joy to read.  The same feeling is here.

Advanced Fantasy follows its Advanced namesake and splits character race and character class into two separate things. Basic combined race and class so you got Clerics (always human) and Dwarves (always fighters).  Here is the option that most folks want in the "Advanced" game.  In addition to the four classes and the four races of Basic, this book introduces six more races and nine more classes.

In the OSE-AF book, we get: Acrobat, Assassin, Barbarian, Bard, Cleric, Druid, Fighter, Illusionist, Knight, Magic-user, Paladin, Ranger, and Thief.

There are also the "race as class" variants of: Drow, Duergar, Dwarf, Elf, Gnome, Half-elf, Halfling, Half-orc, Human, and Svirfneblin.  The level maximum is 14 for humans and variable for others. All race/class combinations are detailed.  This covers our first 80 some odd pages.

What follows next are guides for character advancement, equipment, animals of burden, transportation, and crews.

The next biggest section is Magic and this covers all the spells for the magic-using classes. Since the max level for any human is 14, spells are limited. Divine spellcasters are limited to the 5th level of casting and Arcane to the 6th level. The advantage here is the clerics and druids are on more equal footing with each other and so are magic-users and illusionists.  Unlike their Advanced namesake, this book does not require spell components nor are their other details given.  The spells are firmly in the Basic format.

The book wraps up with Adventuring, Hirelings, and building strongholds.  

The feel is solid B/X Basic with enough "Advanced" added in to make it feel just a little different. Or in other words, exactly how we used to play it from 1980 to 1983.

OSE-AF Referee's Tome
OSE-AF Referee's Tome

Hardcover. Black and White and color interior art and covers. 248 pages. Bookmarked PDF with hyperlinked table of contents and index. $40.00 for the hardcover print (retail). $15.00 for the PDF.

This book covers how to run an OSE-AF game.  Some of the details here are the same as OSE-CF but there are enough rules additions and clarification to make it worthwhile to anyone that has OSE-CF.

The first part covers running the game and adventures along with designing a dungeon and wilderness areas.

The next section, Monsters, makes up the bulk of the book.  All the old OSE-CF favorites are here and most of the Advanced era monsters.  In 107 or so pages we get over 320 monsters.  Again the art is light, but it is there.  We do not get any Demons or Devils, those are coming in a future book from my understanding, but it is still plenty.

The next largest section is Treasure which includes intelligent swords.

We also get sections on monster tables by terrain, strongholds, and NPCs.

The main feature of this book, and indeed all of the OSE line, is the layout.  All material is laid out so that everything you need to read is on facing pages. This is less obvious here as in the Player's Tome, but it is still a solid feature.

The two-volume set might just be the ultimate in expression of the time period in which I was doing my earliest D&D play.  There are other Basic/Advanced hybrid games out there and they all provide a good mix of their sources, but it is OSE-AF that is the closest to what I was playing then. All of the fun of Basic with the options in Advanced I loved.   The modularity of OSE also allows for expansion.  While the 1 to 14 level range covers most of what people will play there is no reason why there can't be an OSE-Companion to cover higher levels.

OSE-AF Carcass Crawler #1
OSE-AF Carcass Crawler #1

PDF only, 32 pages. Color covers, black & white interior art. $7.50 PDF.

The sometimes zine for OSE and named for the OGC version of the infamous carrion crawler.

This issue adds the new races to the Advanced Fantasy line, the gargantuan (like Goliaths), the goblin, and the hephaestan (logical, elf-like beings).  I am particularly happy with the Goblin.

New classes for Classic and Advanced fantasy are the acolyte (a type of spell-less cleric with healing), the gargantuan (race-class), the goblin (race-class), the hephaestan (race-class), the kineticist (psychics), and the mage (a spell-less magic-user with magical abilities).

There are new rules for fighters and thieves as well as black powder guns.  I like the fighter talents, help give it a bit more to do really.  They are at every 5 levels, but I might make them every 4 instead. 

OSE-AF Fantasy Reference Booklet
OSE-AF Fantasy Reference Booklet

PDF only, 32 pages. Color covers, black & white interior art. $4.00 PDF.

This handy guide covers all the major tables found in the OSE Advanced Fantasy line. For $4 it is a great little reference.

Through out all these books and the entire OSE line the art is both evocative of the old-school style and still modern enough to please new audiences.

This is the game of choice for me to introduce old-school style play to players of modern games. My regular 5e group took to it like ducks to water. They love it. They still love their 5e games, but they also like to do this one.  None of them had ever played B/X prior to this and it was a huge success.

I know that Gavin Norman and Necrotic Gnome have more material to give us for this, I hope it all lives up this new gold standard I set my OSR book to. 

Monday, February 7, 2022

Monstrous Mondays: Monsters of the Multiverse (5e)

Mordenkainen Presents Monsters of the Multiverse
Back to Monstrous Mondays!  A quick update on where I am at with my Basic Bestiary.  Book 1 is done, I just have some editing and making sure my numbers are doing what I want them to do.  I am going back and increasing the Treasure amounts a little.  It has been pointed out to me that my Old-School games are rather light on the treasure.  I also want to make sure that my XP values are appropriate for the monsters' special abilities.  Book 2 needs a bit more work since I have a ton of undead, but I have a plan for that.  When I am done with all the "level setting" of Book 1, Book 2 will go much faster.

So what does that mean for you my good reader?  Well for the most part I am not going to post new monsters for a couple of weeks at least since I am not actively writing monsters.  That could change if I come across an entry that needs a top to down rewrite.

For a bit I am going to review some of the monster books I have here.  Not so much for the individual monsters, but for a feel of how they work together.  I am not looking for a unified milieu of monsters. On the contrary, the original Monster Manual was an odd collection of monsters of myth and legend and it is now my gold standard.  But at least how they can group together thematically.  Even if that theme is "fantasy roleplaying."

I am going to start with my newest one first.

Mordenkainen Presents Monsters of the Multiverse

Monsters of the Multiverse is the newest book in the Dungeons & Dragons 5th edition line.  It has been eagerly anticipated since the announcement of a rules update coming in 2024 to coincide with the 50th anniversary of D&D.  The new rules are likely to be something akin to D&D 5.5 or even D&D 5r.  I am not expecting a full-blown 6th edition yet. But that is for another time. Today my focus is on this new monster manual because that is indeed what it is.

Mordenkainen Presents Monsters of the Multiverse.  288 pages. Full-color cover and interior art. Part of the D&D 5 gift set, available separately in April.

Monsters of the Multiverse is split into two large chapters.  

Chapter 1: Fantastical Races

This chapter covers the various races that can be used as Player Characters. All in all there are 30 races (33 with subtypes) that are available to use as characters or NPCs here.  Many have appeared in other books and most date back to the 1st Ed days.  In particular, there are the expected choices like Deep Gnomes, Eladrin, Goblins, Minotaur, orcs, and so on.  There are a few I want to focus on.

Fairy. This is fun class and one that began in official D&D books in 4th edition. They are a fun little character that has worked well in other non-D&D FRPG for decades.  D&D in finally catching up.   I converted my own Dirty Nell from Ghosts of Albion and she worked out great. 

Fairy

Goblins are getting some lore updates tying them deeper into the Feywild.  Again, D&D started this in 4e but are playing catch-up here.  Now you can play a Labyrinth style goblin or even one like you find in GURPS Goblins (a completely underrated and underappreciated GURPS supplement).  Of course, there are still many, many evil goblins and they are likely the majority.  But PCs are of any alignment.  My character for this race is Nik Nak, by Chaotic Neutral Goblin Warlock.

Minotaurs go back to 1st Ed Dragonlance as a PC race.  Well, now they are back.

Satyrs are now a playable race.  They were back in 4e where they are a male-only race with hamadryads as their female counterparts. In 5e this is expanded, satyrs can be male or female.  Now if you tell me satyrs are only male I am going to remind you there is a reason why you failed art history.  There are plenty of female satyrs depicted in art over the last few centuries.  I might be playing the stereotype here, but my satyr character is a bard named Roan.  For the hell of it he plays the bagpipes.

If you must have a male-only satyr race, then by all means do that. There is nothing in the rules that say you can't.  I am still a HUGE fan of the Hooves and Green Hair article by Bennet Marks in Dragon #109.  I even commented in my This Old Dragon for #109 that they would make great races for D&D 5.

Satyrs

Shadar-Kai the S&M goths of 4e are updated again for 5e. They premiered in 3e as a type of elf. They are back to being elves here (they had been re-introduced as a race in previous 5e books). My "evil Wonder Twins" of Runu and Urnu are my goto Shadar-kai. 

No race has a default alignment. Indeed alignments for races are never mentioned.  

Chapter 2: Bestiary 

This section covers 250 of the total 288 pages.  Here we get over 250 (259 by my count) monsters for 5e. This is the most of any book aside from the Monster Manual.  This makes this book more akin to the Fiend Folio or Monster Manual 2.  

Monsters

There are some duplications here. If you have other books then it is very reasonable to ask do I really need this book?  I can't say how much each monster was updated.  A few had some edits and some were largely the same.  BUT I can let you know what monsters are here and where they came from first.

I have created a Google Sheets spreadsheet with all the monsters from all the D&D 5 books except the Monster Manual.  I'll add that one later, but I wanted to focus on all the "new" monsters first.  You can see the duplicates and what books have which monsters.

Despite the whinging of old men online, all the monsters in this book do in fact have alignments. Even ones that have playable race options.  There are still plenty of evil creatures to fight and kill. It is true that the alignments are prefaced by "typically" but that is just saying the quiet part out loud.  That was true for 1st ed and it has been true for every other edition too.  5e is not getting rid of alignment.  

If I had a complaint it is that major unique characters such as Fraz-Urb'luu, Graz'zt and Geyron are not listed under demons or devils, but rather alphabetically by name.  Oh they are still demons and devils and they are still evil to the core, they are just alphabetized by proper name instead of "Demon, Graz'zt." A nitpick to be sure. I kept them like that in my list.  Dinosaurs are listed under Dinosaur, however.  There is a listing for a "Brontosaurus" as opposed to the "Apatosaurus" but I kinda like that to be honest.  Also, my all-time favorite, the Dimetrodon, is here even though it is not a dinosaur. 

Fraz-Urb'luu

Who should buy this?

Well, that is a good question. Largely it depends on much you play D&D 5e and/or how much do you love monsters?   I love monsters. So this is a no brainer for me.  This is D&D 5e's Monster Manual II.

If you play D&D and do not have the other books listed in my sheet then yes get this. 

If you are looking for insight into what might be in D&D 5.5/5r well there is little new knowledge here.

If you play D&D and want to try out these new races, then yes, this is a great choice. 

For me?  I love it, I think it is fantastic and worth the money spent.

Monsters of the Multiverse (5e)


Wednesday, February 2, 2022

Review: Comes Chaos

Comes Chaos
I am a complete sucker for anything B/X.  While I have many games I love, it is B/X era D&D that really gets my nostalgia going.  So anything made for it gets my attention.  While the products, both official and fan-made, can vary in quality, I am rarely disappointed.  

One publisher that has delivered well on the nostalgia factor is Jonathan Becker of Running Beagle Games.  Becker, known for his B/X Blackrazor blog, "gets" B/X D&D.  He has demonstrated time and again that he gets how B/X is different that AD&D and indeed other Basic-era clones.  His B/X Companion remains one of my top 10 favorite books of the published OSR books.  So when he came out with a new book I jumped on it!

And...promptly forgot about it!  Ok, in my defense October is like my high holy month and I had a lot going on.   So now it is February and I figure I should come back to this one.

Comes Chaos

by Jonathan Becker.  64 pages, black & white art by Kelvin Green.  

Comes Chaos is a combination rules addition/setting for use with B/X era D&D.  It can be used with other versions of Basic D&D and the various clones, but there is a focus here.  That is appropriate for a few reasons I will touch on in a bit.

Like the Basic and Expert books of old, and his own Companion book, this is a 64 page book.  Printed with it's black and red cover it would look rather nice sitting next to the other books.  At this point Becker has enough material (CompanionComplete B/X Adventurer, and this one) for a reasonable boxed set.  Maybe one with a "3" in the corner.

ARJADEM
PART 1: INTRODUCTION

Comes Chaos deals, naturally, with the forces of Chaos (capital C) and how to use them in your game.  There is an implied setting that can be used as-is or elements can be used in any game. 

The book is formated like that of the Basic and Expert (and Companion) books, so following the flow of information is straightforward.  The difference here is that these are alternate and additional rules. 

This section also introduces the "Four Great Powers" the Demon Lords ArjaDem, MorSolahn, SeiAhsk, and TeeGal.

PART 2: RUINED PLAYER CHARACTERS

Here we get alterations to the seven player characters classes. Clerics of gods of Law, for example, cannot use reversed versions of their spells. But their "Turning Undead" chart is not extended to include the demons of this game.  There is a new Magic-User "sub-class" (that word is not used) in the Chaos Sorcerer.  This class works a bit like the Sorcerer or Warlock of other D&D games. It uses Intelligence as a Prime, but I am going to change it to Charisma. 

The next part of this section deals with Corrupted characters and Chaos Champions.  Corrupted characters are ones that started out "good" and then fell into chaos.  Chaos Champions start out chaotic. These characters also gain the favor of one of the four powers. 

The four powers and their gifts are covered last. The four masters are unique to this book but remind a bit of the sort of creatures one might find in the writings of Moorcock. Not quite demons, not quite Lovecraftian horrors, but a little bit of both.  There is also a desire, and this might just be me, to link them up with the old AD&D Elemental Princes.  Maybe because there are four.

PART 3: TAINTED MAGIC

Magic gets some changes in Comes Chaos.  Both Clerics and Magic-users now have some restrictions on what spells they can normally cast.  We also get some new Dark Sorcery spells used by Chaos Sorcerers, Demons, and Chaos Champions.  Additionally, some spells are "patron" spells for three of the four Chaos Masters.  The other Master, ArjaDem, forbids their followers from using magic. 

The spells are in B/X format and there are eight per level for levels 1 to 6.  Some are repeats of other B/X spells. There are enough new spells to keep players on their toes when dealing with a minion of chaos. 

Chaos at work
PART 4: EXPLORING THE WASTES

The Wastelands are areas that are corrupted by Chaos.  Spending time in these lands also leads to corruption and mutations in the living creatures here.  This section also has other hazards such as how long food and water will last, how much movement and time is changed, and what sorts of strange occurrences and creatures that can be encountered.   The section has a whole Colour out of Space feel to it. 

PART 5: BLOOD AND SOULS

This section deals with encounters and combat. Alterations are given for Champions of Chaos and demons as well as others dealing with these threats.

PART 6: BEASTS AND DEMONS

This is our monster section and it has 37 new monsters.  As expected 19 of them are demons and 4 are undead.  There are also corrupted versions of other monster types (elves, dwarves, etc) that can be used as guidelines for other corrupted monsters not listed.  

The demons depicted here are not the Demons of the AD&D monster manual. Nor are they the demons of Earth myth and legends.  These are new creatures unique to this book.  There are some interesting ones here and again the feeling is not quite demons and not quite Lovecraftian horrors, but a combination of the two.

PART 7: UNHOLY TREASURES

This section covers the treasures you can find with these creatures or in the wastelands.

PART 8: DEMON MASTER INFORMATION

The person running these games is called the "Demon Masters" which is just a way really to use "DM."  This section covers how to deal with corruption, magical research and chaos magic, and how to design a wasteland.

There is another class presented here, the Witch Hunter, from the Complete B/X Adventurer. Despite the success and dare I say universal approval of his own Companion Rules, this class only goes to level 14.  Though it is mentioned that levels 15-36 can be found in the Adventurer book. 

In fact the next section covers using this book with the Complete B/X Adventurer and the B/X Companion. 

PART 9: SLAVE-LORDS OF CHAOS

This section covers how to run an "evil" game including unique experience point rewards.

Comes Chaos is a great extension to any B/X style game.  Especially ones where "Chaos" is more of a factor than say "Evil."

Chaos in Comes Chaos follows the implicit guidelines originally set up in Moldvay Basic.  Chaos is not just a philosophy or moral outlook, it is a force and "thing" that must be dealt with. I feel this book does a good job in trying to expand on this notion and make it something to use in your games.

The ideas presented here are not all unique; Lamentations of the Flame Princess and Dungeon Crawl Classics cover similar ground in terms of Chaos as a Force to Fight and Realms of Crawling Chaos for the Lovecraftian Chaos is a Force.  Comes Chaos though combines these ideas into something that is uniquely B/X.  Yes both LotFP and Realms of Crawling Chaos have strong B/X roots, but this is explicitly B/X.  

Given this, Comes Chaos should work well with Old School Essentials as well.  Though one gets the feeling that OSE is more like "The Hobbit" than it is "Colour Out of Space."  Though I am not sure it would feel the same for Advanced versions of the Old-School games since there is a focus on Good vs. Evil there as well. 

The art by Kelvin Green is great and having one artist to do all the work gives the book a united vision. 

It is available at DriveThruRPG where it is currently just under $14.  The rule of thumb I have adopted over the years is 10¢ per page, which would place this at $6.40.  The price is twice that, but I still feel it is worthwhile.  Again this is a rule of thumb, not a hard and fast rule. 

There is no print-on-demand option on DriveThru for this.  Though none of Running Beagle's books have this.  You can though get print copies of this and all their other books from their website.  Print copies of Comes Chaos are $27.99 and handled via PayPal.

Comes Chaos also is not released through the Open Gaming License.  Not an issue to be honest, but I look at it as a way the creator/publisher "gives back" to the community.  Generally speaking, OGL products sell better than their non-OGL contemporaries/counterparts. 

Comes Chaos is a fun supplement.  I used similar ideas when running my B/X games in the past I will adopt some of these ideas to use in my current OSE game.  I am not likely to use the four demonic princes, my game has a solid cosmology, but I might adopt them for a 5e game I am running that could use Chaotic Evil figures like these.  

Who should get this?  DMs that want to add a little chaos effects to their games but do not want to go the full Dungeon Crawl Classics route.  DMs that play/run B/X and/or OSE in particular. 

This is also for DMs that enjoy the classical roots of the game but whose interests lean more towards Moorcock rather than Lovecraft.

For me, the price and the lack of the OGL keep it from being a perfect addition to my games.

Wednesday, January 26, 2022

Dungeons & Dragons Rules Expansion Gift Set

Grabbed the new Dungeons & Dragons Rules Expansion Gift Sets at my FLGS today. 

Dungeons & Dragons Rules Expansion Gift Set

I have to admit I am a sucker for a boxed set.

Boxed set

New DM's Screens

New DM's Screens

Comparisons of the new books to the older ones.

Tasha's Cauldron of Everything

Xanthar's Guide to Everything

The new book, Mordenkainen Presents: Monsters of the Multiverse, is the big star of course.  Lots of monsters from other books, but new ones as well.  I am not sure how many are new but I am happy to have them all in one place.  Kinda like a Monster Manual II for 5e.

Astral Dreadnaught

I'll have to review the books in detail, but so far I like what I have here.


Friday, January 21, 2022

Character Creation Challenge, Kickstart Your Weekend style

Something a little different today.  I am interrupting my regularly scheduled Character Creation Challenge posts with a Kickstart Your Weekend style review.

SURVIVE THIS!! Dark Places & Demogorgons Class Compendium

The Kickstarter for SURVIVE THIS!! Dark Places & Demogorgons Class Compendium has begun and Bloat Games offered me a sneak peak.  I am providing a review of their new book, and a link for their Kickstarter.

The Kickstarter

I am a huge fan of Dark Places & Demogorgons

As of this writing the Kickstarter has made their initial goal. They are now heading to the next Stretch Goal of new art.  After this more stretch goals will be announced.  The lowest level to get in $6 and that gets you the PDF.  Not a bad deal really.

The Book

The current version of the book is all complete with layout and art.  Stretch goals will replace some of the art, but right now it looks great.

The book is digest sized, 210+ pages, color cover and black & white pages.  If you are familiar with any SURVIVE THIS!! book you have a good idea of how it looks on the inside.

The book contains all the classes that have appeared in every Dark Places & Demogorns book, all in one place.  The new classes include  Archery Enthusiast, Badger Scout,  Horror Connoisseur, Hot Shot,  Snoop, The Source, Sweet Baby, Thespian, and new psionic classes, Animal Wrangler and The Forgotten. So 56 classes and 10 new classes for 66 in total.  There are also new spells for the magic using classes.

Most classes cover two to three pages.  Everything you need to know about each class, but no rules for play. You still need the core rules for that. I am reading through and the classes do look expanded.  For example the Goth in the core Dark Places & Demogorgons book tops of, as all classes do in that book, at 5th level.  The Goth in the Class Compendium advances to 10th level, and there are archetypes of the "Mopey Goth" and the "Supernatural Goth."

The new classes are fun with the Horror Connoisseur toping the list of my favorites.  Though I knew a lot of "Sources" back in High School and they would also be a fun class to play.  Though the Magic Classes are still my favorite.  So I am quite pleased to get a bunch of new spells.

Skills are also updated.  The game moved up and out from the core book so new skills need to be defined and there are revised skills as well. 

There is even some space given to fighting threats from "The Otherside."  I'll try not to take that one personally! ;)

Really is a fun book and a must have if you are playing Dark Places & Demogorgons.  It should even work for We Die Young to be honest. 

So yeah, this is a Kickstarter worth backing.

The Character

Again, I think I need to go with my Drosophila melanogaster of playtesting magic classes and see what my dear little witch Larina was doing in the 1980s (1984 to be exact).  She was my big experiment in my Modern Occult Horror RPGs post a bit back, but let's have a look at her in detail.  I am also including my NIGHT SHIFT character sheet as well.

Click to see larger. 

Larina for Dark Places & DemogorgonsLarina for NIGHT SHIFT

I love how these two games work well with each other.  Each providing me a a detail I did not have before.



Tuesday, November 30, 2021

Review: Man, Myth & Magic (1982)

Man, Myth, & Magic RPG
I am going to be spending some quality time with the classic game Man, Myth & Magic by Herbert "Herbie" Brennan and J. Stephen Peek and published originally byYaquinto Publications in 1982, and now published (in PDF and single softcover formats) by Precis Intermedia.  

I was always kind of fascinated by this game. The name of course grabbed me for two reasons. There was the whole "Myth and Magic" side to it all which in 1982 was a big draw for me.  Also, there was the magazine and encyclopedia series also called Man, Myth & Magic that dealt with all sorts of occult-related topics.  

I read reviews for it in Dragon Magazine (#80) and White Dwarf (#41) and was actually quite curious about it.  The reviews really ripped into the game and I needed to know if it was as bad as they made it sound.  Sadly I never found a copy near me and a mail-order of $19.00 + tax and shipping and handling made it a little more out of reach when it was new.

But I was always drawn to historical games. I felt if I could play or run a game and learn something about history at the same time then it was time well spent really.  A few I have enjoyed quite a lot, mostly Victorian-era ones, and others I ripped online so much I promised I wasn't going to rip on them anymore. 

Man, Myth, & Magic sadly belongs to the camp of a historical mishmash, that is to say, it is about as historically accurate as an episode of Xena: Warrior Princess.  Don't get me wrong, I love me some Xena and it is very entertaining in the right frame of mind.  The same is true for this game. Great, in the right frame of mind.  In fact, I think that now, living in a post-Xena world, there is a place for this game that did not exist in 1982.   

Man, Myth, & Magic

For this review, I am going to consider my original boxed set from 1982 (now minus the dice) and the newer PDF versions found on DriveThruRPG published by Precis Intermedia.  In both cases, the material is the same minus some of the extras that came in the boxed set like the dice and a pad of character sheets.

Man, Myth, & Magic

Man, Myth, & Magic was published in a boxed set of three books (same covers), with a pad of character sheets, some maps, and dice.  The PDF combines the three books into one 132 page volume. The original boxed set retailed for $19.00 in 1982 ($55 in today's buying power) and the PDFs sell for $7.95 today.  The books feature color covers and black & white interiors. 

Book 1

Book 1 is 24 pages and covers the "Basic Game" and the game most like the one as originally conceived of by Herbie Brennan.  In this game, the players play gladiators in the time of the Roman Emperors. Which one? That is up to a random dice roll unless of course, the players want something different. 

Who's in charge around here?

It's an interesting idea, but...well there are some problems here. According to the back of the box, it is the Summer of 41 CE. Cool.  But Caligula was assassinated in January of 41 CE.  Tiberius ruled 14 to 37 CE and Nero was Emperor from 54 to 68 CE.  The only Emperor in the Summer of 41 was Claudius. Adding dates in parentheses would have been a nice touch.  Let's not even get into the fact that Cleopatra VII, the last of the Egyptian Pharaohs, had died back in 30 BCE, 71 years before the events of this game, but that looks like her on the cover.  I'll talk more about this later.  In theory you can tun this game from 4000 BCE to 500 (or 1000) CE. 

You begin with your Roman Gladiator and your two percentile d20s and roll up your characteristics.  The characteristics in the Basic Game are Strength, Speed, Skill (not used just yet), Endurance, Intelligence, and Courage. The scores range from 1 to 100.  You add all these up for your Life Points (so 5 to 500), you fall unconscious at 20 or below and dead at 0 or below. 

The Basic rules take your gladiator from start to a bit of combat and adventure with the maxim that the best way to learn is to do.   This is a tactic that the rest of the game uses.  At the end of this, your character is ready for new adventures.

The neat bit, and one I want to revisit, is the idea of reincarnation. That is if your character dies they can be reincarnated. 

Book 2

Book 2 covers the "Advanced Game" and includes 40 pages. Here we learn more about skills, the Power score, and the different Nationalities (10) and Classes associated with each (2-5 each).  All are completely random and no real attempt is made to explain why say an Egyptian Sorcerer, a Gaulish Barbarian, a Roman Gladiator, and a Hibernian Leprechaun would all be part of the same adventuring party.  Ok. That's not entirely true, but the explanation takes some digging. 

Up first is determining your Nationality. Again a random roll gives you African, Briton, Egyptian, Gaul, Greek, Hebrew, Hibernian, Visigoth, Roman, and Oriental. Each at 10% chance.   Within each nationality, there are character classes.  Regardless of how many there is an equal chance for any given class.  Most nationalities have a sort of "fighter" like class and all have merchant.  There are two classes open to women characters only, Wisewoman (African) and Sybil (Greek).  Details are given for all the classes, 20 in total, but not a lot of information.  In most cases only a paragraph here and some more details later on.  This brings up a persistent issue, the rules are a bit scattered everywhere throughout the book. 

Additionally, there are two "Special Categories" of players (not characters) of "Orator" and "Sage" or essentially a storyteller and a record keeper.  Much in the same way Basic D&D has a "Caller."  Not much else is mentioned about these roles however. 

This character is considered to be your first incarnation.  Anytime your character dies, you can then reincarnate.  This allows you to change your nationality, class, and gender and retain a little bit of the Skill from a previous incarnation.  It is an interesting idea, I am not 100% certain though that it works. Knowing gamers I see a situation where players would play a character only to get them to die for a chance at a better character next time. 

There is a fun chart on inheritance that would be fun to port over to other games.  Related there are our ubiquitous tables of equipment.   

Some of the other secondary "Optional" characteristics are also detailed.  These include Agility, Charm, Dexterity, Drinking, and so on.  These are really more akin to "skills." The trouble is that some of these you have to roll higher, some you have to roll lower and others you don't roll at all.  There is no rhyme or reason here. 

Combat rules follow and they remind me a bit of Runequest.  Nothing really special really.  Strength points over 50 can add to your damage, Skill points over 50 can add to your "To hit" chance. Combat, like all the rolls here, start with a basic 50% chance to hit.  The Basic game just has you roll. The Advanced game has you make called shots.  Classes with Combat as their "Prime Ability" can improve their ability to hit even more. All classes can spend Power to also increase their to-hit bonus; 10 points of Power to increase your chance by 1%.  Interestingly armor does not stop you from being hit, it does reduce damage taken.

The goal of the game though is the accumulation of Power.  Power advances your character and can overcome that 50% failure rate.  Power also is the, well, power behind Magic. 

The Magic part of M,M,&M

The last third or so of the book covers all sorts of additional rules.  Some seem tossed in, to be honest. Poisons are covered as are spells.  

Magic, as expected, is given some special attention, though not as much as I was expecting.  Magic is assumed to be real and work, at least part of the time.  Magic is described as "Coincidence," a spell is uttered and something happens whether it caused it or not. "Science," Damascus steel is given an example. The superior technology was seen as magic. "Psychic Phenomena" which not really an explanation at all, likewise "Trance State" and as "Lost Knowledge."  Though no explanation is really given as to how magic works.  

Book 3

The adventures take up Book 3 and is 64 pages.  This book is for the Lore Master (Game Master) only and is also one of the weaker parts of the game.  The Adventures, while interesting, are a bit of a railroad. In order to succeed the players have to hit all the parts in order and then move on to the next adventure.   

The adventures include the following:

  • The Dragon Loose in Rome. Not a dragon really, but a rogue T-Rex.  Not that this makes any more sense, but ok, points for effort.  
  • Apollo's Temple. Emperor Caligula sends the characters to the Temple of Apollo aka Stonehenge.
  • The Witches of Lolag Shlige. The characters then have to go to Ireland (Hibernia) and rescue a child from some witches.
  • The Great Pyramid Revealed. Caligula has issued a death warrant for the characters. They find themselves in the Great Pyramid of Giza.

These adventures are a prelude to the published adventures.   There are some neat ideas here, but the adventures lack something for me. Actually, it lacks a lot of things for me, but I could make some changes to make them work.

There are some encounter tables, but they only cover the areas that the adventures are detailed here. I also have to note there are no monsters here.  Just humans. 

One of the bigger criticisms of this game at the time was the then $19.00 price tag, about $55 in today's buying power.  Now $20 for a boxed set of three books, character sheets, and dice sounds like a steal.  With the PDF at just $7.95 it is at a price I think should attract anyone that might have been interested in this game. 

The art is in black & white, which is expected and welcome, but there is not a lot of it and some of it is repeated throughout the books.  

Man, Myth, & Magic at times feels like two different games, or rather two different ideas merged into one game.  I feel that the classic Roman Gladiator/Basic Game was Herbie Brennan's idea and the worldwide game of various nations and types or the Advanced Game was Steve Peek's. Given that Brennan started working on a game called "Arena" which was a Gladitorial RPG.

About Reincarnation

Reincarnation is quite a big deal in this game. This is not a huge surprise given Herbert Brennan's publication history.  His book "The Reincarnation Workbook: A Complete Course in Recalling Past Lives" could work as a guide for this game.  Personally, I would like to use the reincarnation idea to help smooth out some of the issues with different times.  So adventurers from Cleopatra VII's Egypt, can then deal with Tiberius, and then help in Boudicea's raid on Londinium.   Something similar to the Old Soul quality in Unisystem.  

Somehow using the idea of the Distant Memory which, like Old Soul, allows the characters to draw on past life knowledge and skill.  That is easy to do in Unisystem, not so easy to do in D&D like games with very rigidly defined classes. Maybe taking a level in another class might do it. 

Man, Myth & Magic and Man, Myth & Magic

I am sure there is more in the expansion, The Egyptian Campaign, but I don't have access to that set right now.

There is an interesting game here but I think the concept of it is greater than the rules as presented actually allow.  It never quite lives up to what the box claims.  Nor is it the abomination that earlier reviews made it out to be.  I think most reviewers balked at the price tag and the fact that the game did not offer anything new; at least not anything that meant going through the rather clunky rules. 

It is most certainly not a historically accurate game.  Historically inspired to be sure, but not by any means accurate. 

The bottom line is that the game really isn't good, in fact, it is rather bad in many respects. That is not to say that someone won't find this game interesting or fun. I just think that there are far, far better games out there.

Should you buy it?

I would say the PDF at just under $8 makes it worthwhile for the very, very curious.  I have my boxed set and I am happy with it, but my expectations were low and my curiosity was really high. 

The game itself is only worth about 2 stars.  My curiosity about it and my desire to have pushed it closer to 4 stars.  In the end, I am going to give 3 stars since I don't want to unduly affect Precis Intermedia games' overall rating.  But don't grab this unless you are really curious (which is a good reason) or want to see how not to design a game. 

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