Showing posts with label Forgotten Realms. Show all posts
Showing posts with label Forgotten Realms. Show all posts

Saturday, January 10, 2026

Character Creation Challenge: Day 10, Esmé Valethorn and The Magus

Photo by RDNE Stock project: https://www.pexels.com/photo/woman-in-black-and-white-scarf-on-beach-6806632/
Photo by RDNE Stock project
 Esmé Valethorn is a character I rolled up back in the summer of 2024. So no deep history with her here. I wanted a character that would have a special interest in portals and how the line up along ley lines. She began life as a Blue Rose Adept, moving on to ShadowDark, a little bit in Baldur's Gate 3, and finally Wasted Lands.

Now she is finally where I want her, in AD&D 1st edition. 

Esmé is a magus, which is something of a cross between a magic-user and a witch, but think of them as professors of magic. That really fits how I see Esmé to be honest. She loves to give people her opinions. Trouble is she is right far more times than not. I have described her as outwardly very serious, inwardly very ridiculous. She is very "buttoned down" and dare I say conservative, but inside she loves the absurd. For example she pretends other wise, but Doireann and Amaranth are two of her closest friends; but she would be appalled if anyone knew this.

She is a Magus, but what exactly is that? Short answer a magus is a magic-user that also studies the mysteries of the occult in addition to the arcane. Certainly there is overlap in these topics, which is why the magus is a sub-class of the magic-user. 

This is my attempt to fulfill the promise of the Holmes Basic witch class.

THE MAGUS

The magus is a subclass of the magic-user, distinguished by their study of occult correspondences, ceremonial magic, and metaphysical law. Where the magic-user (wizard) channels arcane force through long years of spellcraft, the magus seeks to understand the hidden structure of magic and reality itself.

Magicians of this kind are often associated with academies, arcane colleges, or invisible orders of esoteric learning. Some belong to ancient schools or urban universities, while others work independently but draw on shared traditions. Regardless of origin, the magus is more urbane than hedge wizards or wild witches, more structured than mere spell-slingers, and more systematic than druids or illusionists.

While not as versatile as the magic-user in destructive sorcery nor as instinctively gifted as the witch, the magus excels in prepared rituals, symbol-work, magical theory, and the reading of strange phenomena. They are highly sought after as scholars, ward-makers, spirit-binders, and astrologers.

Magus spells include both arcane and occult types, but never the most potent wizardly magic. The magus may cast up to 8th-level spells, but never 9th.

Requirements: 

Intelligence 13+, Wisdom 11+

Prime Requisite:

Intelligence

Hit Dice:

d4

Armor Allowed:

None

Weapons Allowed:

Dagger, staff, dart

Spell Use:

Arcane and Occult (limited list, up to 8th level)

Special Abilities:

    Occult Literacy: At 1st level, the magus knows Read Magic automatically and may attempt to decipher occult writings or witch-scrolls (50% base chance, +5% per level) and clerical scrolls (5% base chance, +5% per level). Failures may not retry until gaining a level.

    Esoteric Focus: The magus must use a ritual focus (wand, crystal, blade, or orb). While wielded, it grants +1 on saving throws vs. spells and illusions to the magus.

    Ritual Participation: At the 2nd level, the magus may substitute as a Ritual Participant as either a witch, warlock, or wizard. They can not lead a ritual or be its primary spellcaster.

    Ritual Theory: Beginning at 5th level, the magus may cast one known spell per day as a ritual (casting time: 1 turn), without expending a memorized spell. They must have their grimoire present. Unlike casting a spell from a spell book, this does not destroy the spell in question. They cannot do this with a spell unknown to them.

    Ley Line Sense: At 7th level, the magus may detect ley lines, magical loci, and planar disturbances with 90% accuracy after one turn of study. This allows the magus to sense active portals or rifts, locate nodes for enhanced rituals (conferring an additional -1 to saving throws), and interpret magical residue or psychic impressions. 

    True Name Hypothesis: At 11th level, the magus gains +2 to saves against any named extraplanar being, and those creatures suffer −2 on saves to resist dismissal or banishment.

Magi may create magical items and engage in magical research as magic-users. They may use any magic item permitted to magic-users and witches, except those limited to a specific class (staff of the archmage, broom of the witch queen).

Magi are considered part of the educated elite in many societies, often forming cabals within universities, temples, or ancient halls of occult knowledge. Even the self-taught magus is familiar with the structure and culture of these institutions, and is rarely mistaken for a common sorcerer.

Upon attaining 9th level, a magus may seek or be invited into the service of a noble, monarch, religious figure, or powerful lord. In this role, the magus serves as an advisor, astrologer, ritualist, and arcane consultant, often holding a place of prestige within the court or temple hierarchy.

Duties typically include:

  • Casting horoscopes and natal charts to guide decisions of state, marriage, or succession.
  • Performing divinations and rituals to protect the realm or improve the fortune of their patron.
  • Advising on magical threats, relics, and omens.
  • Overseeing or suppressing occult phenomena, magical uprisings, or rogue spellcasters.
  • Occasionally, educating heirs or clergy in magical or philosophical matters.

While some magi serve faithfully and benevolently (as did John Dee for Queen Elizabeth), others may grow manipulative, arrogant, or dangerously entangled in prophecy, such as Rasputin with the Romanovs. A magus need not be evil to wield significant influence, though political entanglements carry great reward and greater risk.

A magus in such a role may receive room, board, access to libraries, laboratories, and a modest stipend, or even noble titles and land at the GM’s discretion. Such positions may attract rivals, enemies, or factions fearful of arcane influence.

A 9th-level magus may also found a philosophical lodge, occult college, or private sanctum where students and adepts gather to study ritual magic and Hermetic principles. These may serve as centers of learning, intrigue, or esoteric power. These worthies often take on the title of Grand Magus.

Unlike other wizards, Magi pursue magic as a sacred science. They seek harmony between the celestial and terrestrial, invoking the axiom "As Above, So Below." Their art is not mere spell-casting but the weaving of correspondences: colors, metals, stars, and numbers. Though their rituals are longer and more demanding, they wield powers that align with cosmic order. In ancient courts, kings turned to Magi to chart the stars, bind spirits, and inscribe seals of protection.

Esmé Valethorn
Esmé Valethorn
10th level Human Magus, Lawful Neutral

Secondary Skill: Scribe

S: 11
I: 18
W: 12
D: 12
C: 14
Ch: 15

Paralysis/Poison: 13
Petrify/Polymorph: 11
Rod, Staff, or Wand: 9
Breath Weapon: 13
Spells: 10

AC: 8 (no armor, ring of protection +2)
HP: 25
THAC0: 19

Weapon
Dagger 1d4/1d3

Spells
Cantrips: Fire Finger, Hide, Knot, Clean
First level: Read Magic*, Burning Hands, Shocking Grasp, Unseen Servant, Light
Second level: Knock, Wizard Lock, Deep Pockets, Locate Object
Third level: Blink, Dispel Magic, Protection from Evil 10' Radius
Fourth level: Dimension Door, Minor Globe of Invulnerability
Fifth level: Teleport, Avoidance

Theme Song: Seven Wonders

I like Esmé. She is a fun character to play. She acts all serious, but really isn't or doesn't want to be.

I am using my new cantrips rules, but cantrips from the Unearthed Arcana. A magus, as a subclass of the magic-user does not get any bonus spells though like the witch or cleric. Still, she does have quite a few already.

Character Creation Challenge


Friday, January 9, 2026

Character Creation Challenge: Day 9 Aisling (Dreamer), Nida and The Shade

 I have been going through stacks of notes, character sheets, and just "stuff" from the days when I was playing AD&D all the time. Some things I find are fun, others are the typical gamer junk you expect from a 16-17-year-old. But sometimes I find something from a time long ago that makes me laugh out loud and wonder how on Earth I ever forgot it. The time was June (or so) 1989. The character was, is, Dreamer.

Dreamer, Belladonna, Aisling

Dreamer was, is, an AD&D 2nd Edition character that I never played or really finished. That's not what makes her special. What makes her special is how much she reads like a rough draft of my Warlock character, Taryn. 

Dreamer, named after the movie "A Nightmare on Elm Street 3: The Dream Warriors," was going to be a character who moved through dreams. She was Larina's daughter, but not from her husband, but my assassin character, Nigel. According to my notes, she was going to take some spells from the Dreamer class from Dragon #134. My thoughts were that she could invade people's dreams to kill them. But it never really worked out.

Taryn came much later. She is what I call my iconic warlock. She is Larina's daughter as well, but from a Shadow Elf Cavalier/Knight Scáthaithe, The Umbral Lord and Knight of Swords. She is a warlock, not a dreamer, but in both cases, Dreamer and Taryn are very specifically "Not Witches." They share some overlap, but only enough to make the differences more pronounced. Both live in a liminal world. Dreams for Dreamer (naturally) and shadows for Taryn. I take Taryn's liminality even further by making her a half-elf. Taryn is also named for Jennifer Rubin's character Taryn from Nightmare 3. Dark hair and a fondness for knives, yes, 10-inch mohawk, not so much.

Dreamer never got very far. I mean, she doesn't even really have a proper name, just a description and a couple of sentences of backstory (edit: A family tree suggests "Tarani," which is interesting, in one place, and "Belladonna" in another), BUT she does have something else. Notes. I know she was going to have some thief skills, not the whole set, but some. She was going to have some witch magic. I never got the dreamer class to work well for me, but I was going to use some of the spells.  I am taking all of this, along with some unused ideas for Taryn, and putting them into a blender.

For a class, well, the dreamer won't work, and this character is also not a warlock. She is not a witch, not completely anyway. I'd like to keep some aspects of the witch, but apply it to the thief class. Much like my Gallowglass is to Fighters. 

Aisling and Nida

The Shade

Operating in the liminal places between light and dark, between law and illegality, and between the seen and occult worlds lies the Shade.  Subclasses of the thief they use the same to-hit and saving throw tables. They possess a sub-set of the thief's skills and a few unique to their profession.

Shades are those individuals who dwell at the margins of witchcraft, moving unseen between the powers of the Craft and the unknowing world beyond. Neither initiated into the mysteries of witches nor wholly ignorant of them, a Shade survives by caution, agility, and an instinctive understanding of forbidden boundaries. It is said that Shades are drawn to witchcraft as are witches, but never actually hear the Call of the Goddess (God).

Many Shades serve covens or lodges as messengers, watchers, scouts, or attendants, trusted to act where a witch’s presence would draw too much notice. Others arrive at this role by accident, having lived near old places, survived a failed rite, or been spared by powers that marked them but did not claim them.

Shades possess an uncommon familiarity with occult dangers. They learn where circles are drawn, which paths are watched by spirits, and when to flee rather than fight. Their talents lie in stealth, balance, swift movement, and the reading of subtle signs, and they often excel at tasks requiring silence, precision, and nerve. Witches value Shades not for their power, but for their discretion and survivability. Warlocks seek them out for services that a normal thief would shun. Even Magic-users, Druids and Clerics value a professional with an eye for magical artifacts and items.

Shades operate like thieves but lack some of their key skills.

Shades have the following thief skills: Climb Walls, Find/Remove Traps, Hide in Shadows, Move Silently, Open Locks.

Additionally they have the follow skills unique to their class: Catwalking, Detect Magic, Sleight of Hand.

Shades do not have a sneak attack as do thieves and assassins. They can learn the Thieves Cant, but they must learn it as per any other language (not a free option). Shades of an evil sort can use poison. 

At 6th level a Shade also has limited spellcasting ability. They make cast witch spells from their own list of spells. 

(obviously a lot more to detail here. But that is my one cup of coffee so far effort.)

To test this out lets bring back Dreamer aka Belladonna aka Tarani, but as someone new. For a name? Well, when in doubt use Irish Gaelic! I also think to properly compare this new class I should use a thief with some magic, thankfully I have one on hand.

Aisling Rinceoir
Aisling Rinceoir

9th level Human Shade, Chaotic Good

Secondary Skill: Performer (Dancer)

S: 12
I: 16
W: 12
D: 17
C: 12
Ch: 16

Paralysis/Poison: 11
Petrify/Polymorph: 10
Rod, Staff, or Wand: 10
Breath Weapon: 14
Spells: 11

AC: 1 (Bracers AC 1)
HP: 36
THAC0: 16

Weapon
Dagger +1 1d4/1d3
Baton +1 1d4

Shade Skills
Cat Walk: 85%
Climb Walls: 94%
Detect Magic: 85%
Find/Remove Traps: 50%
Hide in Shadows: 53%
Move Silently: 60%
Open Locks: 62%
Sleight of Hand: 65%

Spells
First level: Detect Invisibility, Glamour
Second level: Invisibility

Theme Song: Sweet Child O' Mine (First to Eleven cover)

Aisling (Irish for Dream or Dreamer) is no longer Larina's long lost daughter. She is a girl she rescued from in my playtest run of "A Barbarian in Hell" and adopted her as a "little sister." This way she is part of the West Haven Coven without being a full member. Plus I never gave Larina a sister before and I am kinda wishing I had done that.

Now to compare and contrast. I believe you all know Nida.

Nida
Nida

Human 4th level Thief / 9th level Witch, Chaotic Neutral

Secondary Skill: Herbalist

S: 11
I: 16
W: 13
D: 17
C: 16
Ch: 18

Paralysis/Poison: 11
Petrify/Polymorph: 11
Rod, Staff, or Wand: 12
Breath Weapon: 14
Spells: 13

AC: 6 (leather armor, ring of protection +2)
HP: 21
THAC0: 18

Weapon
Dagger 1d4/1d3

Familiar: Owl

Spells
First level: Bad Luck, Spell Dart, Minor Fighting Prowess, Blindness, Consecration Ritual (Ritual Spell)
Second level: Alter Self, Evil Eye, Hold Person, Rite of Remote Seeing, Weaken Poison
Third level: Bestow Curse, Dispel Magic, Toad Mind
Fourth level: Mirror Talk, Cloak of Intangible Shadows, Phantom Lacerations
Fifth level: Teleport

Theme Song: Spellbound

So Aisling is thief who has some witch powers and Nida is a witch with a thief's background.

Both characters have been fun in their respective games.

Character Creation Challenge


Tuesday, January 6, 2026

Character Creation Challenge: Day 6 Amaranth & Moria

 Moving on with my witches and witch types, I want to experiment with a couple more ideas. Namely tieflings. Now I know your average die-hard AD&D 1st ed fan doesn't care for tieflings despite the existence of alu-demons, cambions, and a host of other half-demon types. Tieflings can work well in AD&D, I just have to be clever on how I use them.

Now, since I don't have AD&D rules for tieflings, or even witches, really, written yet, I am going to borrow some ideas. For this set, I am using the Advanced options in my Basic era witch book, the Daughters of Darkness book, my Demon & Devil book, and my Warlock rules for Swords & Wizardry. I am also going to use some characters I have been using for a bit, Amaranth Lilis and Moria Zami.

Amaranth and Moria AD&D 1st Ed character sheets

Both are "tieflings," but I am experimenting with different kinds. Moria has a diabolical heritage, so she has the blood of devils in her veins. As she levels up, she takes on a more and more diabolical appearance. It began with yellow eyes and skin turning blue. Amaranth is a demonic tiefling. Her bloodline comes from succubi. For her, this manifests a little differently. She is not an alu-demon, but she does have wings.

Both characters are part of my current Forgotten Realms run, and both made appearances in my Baldur's Gate III runs. Technically, they are from different eras, so they would not interact, but for today, they are together.

Tieflings

For AD&D 1st ed, I am saying that Tieflings get +1 to Intelligence, +2 to Charisma as bonuses. For penatlties they get -1 to Wisdom and -1 to Constitution. Now, why a bonus for Charisma when they are clearly inhuman? This is Charisma as a force of personality. If I were using Comliness, then I'd have rules on that, but I don't use it. For psionics? Well, I am inclined to give them a -1 or -2% penalty to be honest. I see psionics as a human feature, and they are not human. I also allow tieflings to take one first level Magic-user spell for free. Typically, chill touch, darkness, magic missile, or burning hands. In the case of magic missile, it is always cast as if the tiefling were a 1st-level magic-user.

I am also toying with the idea that Tieflings get Diabolic or Demonic as a bonus language depending on their ancestry. 

Most of the other species distrust Tieflings, humans and half-orcs are neutral, and even other tieflings have a mild distrust. Tieflings only prefer other tieflings if they are from the same ancestry or bloodline. As for class restrictions, I am leaning towards tieflings not becoming paladins or rangers. but I have not made up my mind yet.

Amaranth is a witch, Moria is my playtest magus. I'll detail what that means later on.

Amaranth Lilis
Amaranth Lilis
6th level Tiefling (Demonic) Witch,

Secondary Skill: Performer (Dancer)

S: 9
I: 15
W: 15
D: 11
C: 12
Ch: 17

Paralysis/Poison: 11
Petrify/Polymorph: 11
Rod, Staff, or Wand: 12
Breath Weapon: 14
Spells: 13

AC: 6 (Leather armor +2)
HP: 13
THAC0: 18

Weapon
Dagger 1d4/1d3
Staff 1d6

Familiar: Raven "Lucifer"

Spells 
First level: Darkness*, Bewitch I, Blindness, Glamour, Silver Tongue, Black Fire
Second level: Bewitch II, ESP, Invisibility, Hold Person
Third level: Abyssal Shield, Aura of Fire

Theme Song: Amaranth

Amaranth was a dancer in a pleasure house in Baldur's Gate on the Sword Coast. That is until she discovered her magic. Now she is a member of the West Haven Coven.

Moria character sheet
Moria
6th level Tiefling (Diabolic) Magus, Lawful Evil

Secondary Skill: Initiate

S: 14
I: 17
W: 12
D: 15
C: 13
Ch: 20

Paralysis/Poison: 13
Petrify/Polymorph: 11
Rod, Staff, or Wand: 9
Breath Weapon: 13
Spells: 10

AC: 9 (No armor, Dex -1)
HP: 19
THAC0: 19

Weapon
Dagger 1d4/1d3

Familiar: Hell puppy "Mesphitofleas"

Spells
First level: Darkness*, Burning Hands, Magic Missile, Sleep
Second level: ESP, Ray of Enfeeblement
Third level: Fire Ball, Hold Person

Theme Song: Year Zero

Moria's concept is a very easy one. What if any of those demon-spawn babies born in the 1970s ("Rosemary's Baby", "It's Alive", "The Demon Seed", "The Omen") lived to adulthood. Even as a child she was a baby seed, now she is only going to get worse and I can't wait to see how that goes.


Character Creation Challenge



Thursday, October 30, 2025

Forgotten Realms: Heroes and Adventures in Faerûn

 Went to my Favorite Local Game Store yesterday. They were doing downtown business trick or treating, oh, and I picked up the new D&D 5.5 Forgotten Realms books.

Heroes and Adventures in Faerûn

I have actually been looking forward to getting these.  I'll save a long and detailed review for a later date when they come up in my regular explorations into the Realms. 

The Shadow of Baldur's Gate

If you were new to the Forgotten Realms and this was your first exposure, you would be excused in thinking that Karlach Cliffgate, the tiefling barbarian with a heart of gold (well, really a heart of infernal machinery), was the most important character in the Realms. 

And she is. Full Stop.

But seriously. Karlach is all over these two books. There is one picture of Elminster, maybe one or two of Drizzt, one of The Simbul, a few of the D&D cartoon kids, and a ton of Karlach, with some more of Shadowheart, Astarion, and even Enver Gortash. Even Duke Ravengard gets a couple more than his son Wyl, anyway.

Everybody Loves Karlach
Everybody Loves Karlach

Baldur's Gate, circa DR 1501

The Baldur's Gate III video game looms large here.

Honestly, this is a good thing.

The tone of the book is, "this is a big old world and there have been heroes before you, but now is your time to be the epic hero." This is exactly what they should do. Drizzt even is taking a lesser role so his daughter Briennelle can do more. And really, who better than Karlach to lead that charge?

Heroes of Faerûn

The Books and their Contents

The two books, Heroes of Faerûn and Adventures in Faerûn are what you expect. Full color, plenty of art and new rules. Both books have expansive indexes. 

I feel that these two books are the way D&D 5.5 (and this is really a continuation of D&D 5) should move forward with their Campaign settings.

Both books cover the lands and people. The Heroes of Faerûn book for Players is an overview of everything, the Adventures in Faerûn book for Dungeon Masters covers some areas in more detail. 

Again, just very briefly. The lands seem brighter (as one should now expect from D&D 5.5) but that should never mean "safe." There is less emphasis on "this type of monster is a threat" and more on "this faction is a threat." Which is honestly much better. And there are plenty of factions to keep good characters busy fighting and evil characters, well also fighting them or even joining their ranks.

Though there are still monsters. 

Monsters

Monsters

There are changes, and really, I am the *least* qualified person to find these given how "new" my Realms education is, but a couple stick out.

Baldur's Gate, as expected, has eclipsed Waterdeep as the "city of choice" in this era. I think "in game" I'll say the Baldur's Gate has had an in-rush of tourism. Everyone wants to catch a glimpse of "The Hero of the Gate" Karlach. 

The Moonshae Isles have gone from the quasi-Celtic meets quasi-Vikings to a combined people living in an area where the Feywild bleeds through. And I like that.  

The Heroes of Faerûn book has expansions to the subclasses, including a College of the Moon Bard and a Spellfire Sorcerer. I want to try out both. Lots of new backgrounds, lots of new feats. Not as many spells as I would have expected. Adventures in Faerûn has lots of 1-page encounters and mini-adventures. Enough to get anyone going. The first ones can be used anywhere, and then there are location-specific ones. 

Of course, some of this covers the same ground as previous books, and they encourage people to check out these other sources too.

Heroes and Advertures of Faerûn
Inside cover maps

Heroes and Advertures of Faerûn
Venger and Presto still at it all these years later

Heroes and Advertures of Faerûn


Heroes and Advertures of Faerûn
Enver Gortash from Baldur's Gate III

Heroes and Advertures of Faerûn
Hank is now a King

Heroes and Advertures of Faerûn

I'll dig into these books more in the future. I still to finish my 2nd Ed AD&D exploration of the Realms.

The Player's book comes with a nice map. It reminds me of the map that came with the 3rd Edition D&D book.

Map of Faerûn

on the backside is a Calendar of Harptos.

Calendar of Harptos

Magic Items

In my first pass these books fit well with my other Realms books and continue the saga of the Realms.

The Forgotten Realms

Of note. Ed Greenwood is not listed as a contributor in these volumes, but he is given a special thanks. Jeff Grubb is given a special thanks as well.

I am looking forward to delving deeper into these books. 

Thursday, September 25, 2025

Forgotten Realms Reviews: The Ruins of Myth Drannor (1993)

The Ruins of Myth Drannor (1993)
The Ruins of Myth Drannor is a 1993 boxed set for the Advanced Dungeons & Dragons 2nd edition role-playing game, immerses players in the perilous and ancient elven city of the Forgotten Realms. This supplement provides Dungeon Masters with the comprehensive tools needed to run epic adventures within the fabled, and now monster-infested, ruins.

It really isn't the Forgotten Realms' answer to Gondolin, but I am at a loss to come up with a better example.

Back in the early 90s, TSR was hitting its stride with big boxed sets for the Realms. The Ruins of Myth Drannor (1993) is a prime example, a sprawling campaign supplement that promised to take players deep into one of the most iconic fallen cities of D&D lore. Like a lot of the Realms material of this era, it’s packed to the brim, sometimes messy, always ambitious.

MY first encounter with this mythical Elven realm didn't come from this boxed set, but rather the Forgotten Realms novel Spellfire. I have been looking forward to checking it out on its own for some time, but the prices for it on eBay are all over the place. So, I am settling for the PDF and print-on-demand copies. 

The Ruins of Myth Drannor (2e)

1993. By Ed Greenwood. Artists: Erik Olson, Jeff Easley, Arnie Sweikel, and John Sattem

While I will refer to the "boxed set" here, since that is how it was originally published, I am working off of my Print on Demand version from DriveThruRPG.

The box itself comes with three books, a pile of maps, and the Monstrous Compendium monsters. The full “big box” treatment I have come to expect from 1990s Realms.

The Ruins of Myth Drannor Campaign Guide

The Ruins of Myth Drannor Campaign Guide

128 Pages. 

This book details the extensive history of Myth Drannor, from its zenith as the "City of Song" to its tragic downfall. It provides in-depth information on the various factions and creatures that now inhabit the ruins, offering a rich and dangerous environment for exploration. The materials include maps of the city and surrounding areas, new rules for the unique and fluctuating magical environment of Myth Drannor, and detailed descriptions of key locations within the ruins. Adventurers are warned that the city is a treacherous place, filled with deadly dangers and formidable monsters, making it a challenge even for the most experienced players.

Once a beacon of magic and civilization where elves, dwarves, gnomes, and humans coexisted in harmony, Myth Drannor fell to a great evil centuries ago, leaving it a despoiled and haunted place. The elves long guarded the ruins to contain the darkness within, but with their departure, the city's long-lost treasures and powerful magic are now a lure for adventurers from across the lands.

Of particular note here are the return of the Devils, aka Baatezu to the Realms. Myth Drannor is filled with them. But they are almost eclipsed by the Baelnorns and the Phaerimm. 

We also get some NPCs of note and a good collection of magic items. I am not 100% sure, but I think some of these have appeared in the pages of Dragon Magazine. Whether or not they did, it is always good to have them in their proper place here.

Myth Drannor Adventures
Myth Drannor Adventures

32 Pages.

One thing I’ve always appreciated about this set is that it doesn’t shy away from the scale. Myth Drannor isn’t just a dungeon crawl; it’s a blasted, cursed, haunted city where every corner hides a different threat. The designers clearly wanted this to be more than a string of rooms, it’s an entire sandbox of dangerous possibilities. There are magical zones, weird planar overlaps, and plenty of remnants of the elves’ glory days now twisted into something darker.

The adventures lean into that. You don’t just wander into a ruin and fight skeletons; you’re uncovering old elven magic, running into rival adventurers, and dealing with the ongoing fallout of Myth Drannor’s fall. For a 1993 product, it feels ahead of its time in terms of encouraging exploration and faction play.

Map Book

50 pages*

Ok this part of the PoD book likely differs a lot from the Boxed Set. I am assuming that the maps were done much like the maps of other Realms boxed sets with a guide book. Here they are all one big document. While the Realms maps art works of art in their own right, sometimes they work better on the walls than on the game table. These are easier to use at the table, but haver their own issues. I might need to print them all out and tape them all together. Less than ideal, of course, but beggars can't be choosers. 

Monstrous Compendium Monsters

This includes 18 new monsters to add to your Monstrous Compendium binders. That is if you don't mind the chaos the alphabetizing is already descending into. I detail that more below. 

Overall

Of course, it has its quirks. Like many TSR boxes from this era, the material can be overwhelming. There’s so much stuff that it’s easy to lose track, and unless you’re ready to put in the prep time, you’ll drown in details. 

Still, if you’re a Realms fan, The Ruins of Myth Drannor is a classic. It captures that sense of wonder and danger that defines the best Forgotten Realms material. It’s not just about elves and ruins; it’s about the weight of history pressing down on the present, and what happens when your adventurers dig too deep into stories that should have stayed buried.

Looking at it now, this set feels like a bridge between old-school mega-dungeons and the more narrative-driven campaigns that would come later. It’s very much a 2e product, but one that still has plenty of life for DMs willing to do the work. If you want your players to feel like they’re stepping into a legendary, doomed place, Myth Drannor delivers.

The Campaign guide is just fun reading to be honest. While I was looking forward to using this in my Realms game, it was also just a pleasure to read through.

Sinéad, Nida, Arnell, Jaromir, and Rhiannon

That sense of danger and epic quests fits in perfectly with where my own characters are heading. Sinéad, Nida, Arnell, Jaromir, and Rhiannon have been journeying eastward, leaving the safety of Sword Coast and the Dales behind. For them, Myth Drannor is less a tourist stop and more a trial by fire. 

I read the material and thought about what these characters might be thinking as they pass through. While Sinéad is overtly the "star" of my little adventure, it was the other characters that began to shine through. 

Sinéad feels the pull of her people’s legacy in the ruins; Arnell feels the same pull but along with a loss he can't explain; Nida says she is going to treasure but really she worries about what old magic might do to the weave of the world; Jaromir is simply wary of walking into a place where so many great adventurers have already fallen. And Rhiannon, well, she can’t resist the thought of lost lore buried beneath the rubble. Her quest really starts here.

Nida, Arnell, and Rhiannon come out of this most changed. Honestly, Arnell leaves the group, such is the weight of loss he feels for this fallen elven empire. Sinéad's reaction is more tempered by her human side. Nida, who I know I am going to switch over to wizard soon, feels a loss as well, but for the magic.

By the end of this, Nida is an 8th-level Rogue and will Dual-Class into a wizard soon. Sinéad is 7th level in Bard and Wizard Multiclass. 

Looking back on the sheets I have for them (and it is lot surprisingly) I had both Nida and Sinéad be different types of Witches. I am not sure that applies to them anymore. At least not how I have been playing them of late. I think I will keep Nida as witch, using the Witch-kit from The Complete Wizard's Handbook (which was what I had planned for Sinéad) and then use the Rashemaar Witch kit for Rhiannon (planned initially for Nida).  What I wanted was to try out all the witch kits that 2nd ed had to offer. I might still try that in some way.

About the Print on Demand

I have enough Forgotten Realms boxed sets now to know what to expect, and to know what I am not getting here. The maps are part of the book rather than being printed separately, which honestly limits their utility. 

The books are bound together in alphabetical order, which is not a huge help as "Adventures" comes before "Campaign Guide." It is a little odd though. 

The Monstrous Compendium supplement, while perfectly usable here in the book format, also comes as a PDF for my printing pleasure. So much that I accidentally printed two copies. One copy went into my grow Forgotten Realms Monstrous Compendium and the second copy was divided between my Core Compendiums and my Ravenloft one. 

The Ruins of Myth Drannor Monstrous Compenium pages

Final Thoughts

What really strikes me, reading this set today, is how much mythic weight and age it gives to the Forgotten Realms. Myth Drannor is not just another dungeon stuffed with monsters and treasure; it’s a reminder that the Realms had centuries of triumph and tragedy before any adventuring party set foot in it. The magic items scattered across Faerûn don’t come from nowhere; they’re the legacy of civilizations like this one, built by the elves and then broken by hubris, war, and time.

I know from reading online Ed had a tight deadline for this, but I wonder how much it he already had planned or even written. The feel is he had Myth Drannor in some form in his head and maybe on paper already. The result only adds to the mythic feel in my mind.

For Sinéad, Nida, Arnell, Jaromir, and Rhiannon, the ruins are a crucible, but they’re also a history lesson. Every shattered tower and cursed bauble is proof that even the mightiest fall. And that’s what makes Myth Drannor so compelling: it’s both a playground for adventurers and a gravestone for a lost golden age.

Running or reading The Ruins of Myth Drannor reminds me why I have come to love the Realms in the first place. It’s a world with scars, where the past is constantly pushing against the present, and where the future is written by those bold (or foolish) enough to venture east into the ruins.

Thursday, September 11, 2025

Forgotten Realms Reviews: Elminster's Ecologies (2e)

Elminster's Ecologies (2e)
Last time I talked about my adventures in Forgotten Realms, which was all about the urban adventures of Waterdeep. This week, I’m going to flip that lens outward, into the wilds, and take a look at a supplement that’s equal parts field guide, lore dump, and DM toolbox: Elminster’s Ecologies (1994).

Now, a small caveat. I don’t own the original boxed set with all its booklets. What I do have is the DriveThruRPG PDF bundle and the print-on-demand softcover, which compiles the whole thing into one thick book. No box, no handouts, but all nine 32-page booklets are there, and honestly, the POD version is probably easier to read anyway since this is written like an in-universe resource.

Another small caveat, one that affected my perspective. I have known about this boxed set for years. But I thought it was a collection of the various Ecology of articles from Dragon Magazine. So if you hear a subtle bit of disappointment in my tone here, that is why. Look that is no fault at all of the product in front of me. It is my fault for not setting my expectations appropriately. It *IS* objectively a good Realms product. Just not the one I thought it was all these years. 

Elminster's Ecologies (2e)

1994. by Rick Swan, Monte Cook, Eric Haddock, Anthony Pryor.

Note: For an "Elminster" themed book, there is no Ed Greenwood in this as far as I can tell. 

Elminster’s Ecologies does something a little unusual for TSR at the time. Instead of another city box or adventure series, this one focuses entirely on environments. The conceit is that Elminster (and his “field correspondents”) are writing in-character about the natural world of the Realms. It’s like Volo’s Guides, but instead of inns and alehouses, you get trees, rivers, beasts, and bogs.

The box contained nine booklets:

Explorer’s Manual. The “master key” of the set, with Elminster’s musings, excerpts from his ongoing natural history of Faerûn, color-coded encounter tables, and the enigmatic “Rules of the Rabbit.”

Cormanthor. The ancient forest, its trees and mystical wildlife, and the rumors that still drift beneath the boughs.

Anauroch. A deep dive into the desert: the shifting sands, the High Ice, the Plain of Standing Stones, even the Underdark beneath it all. Survival, monsters, and lost secrets abound.

Coastal Aquatic Lands – The Sea of Fallen Stars. The largest inland sea in the Realms gets its due, from fish to krakens, with sea stories and notes on the cultures clinging to its shores.

The Cormyrean Marshes. Brother Twick’s journal paints the swamps as treacherous, full of dangerous monsters and stranger rumors.

The Stonelands and the Goblin Marches. Rugged terrain, fading wildlife, the ever-present goblin threat, and a few truly massive beasts.

The Thunder Peaks and the Storm Horns. Two mountain ranges, with their harsh climates, common life, monsters of the peaks, and local legends.

The Great Gray Land of Thar. A bleak, arid region with hard conditions and stranger mysteries—exactly the sort of place Elminster would call “unpleasantly educational.”

The Settled Lands. Farmlands, villages, and the borders of civilization. Here you get a look at the everyday ecologies that brush up against the wilderness.

Each booklet follows a familiar structure: a personal introduction, a survey of the land, detailed notes on monsters and natural life, and then “rumors and legends” that a DM can immediately use as hooks.

What makes this set shine is how it reframes monsters and encounters. You don’t just get “roll d8, 1-2 owlbear.” Instead, you get owlbears in context, how they live, what they eat, how other monsters avoid them, and how a random traveler might actually run into one. A marsh isn’t just a backdrop for lizard men, it’s a dangerous, interconnected ecosystem where the lizard men, the crocodiles, and the giant frogs are all part of the same web.

The encounter tables in the Explorer’s Manual really drive this home. They’re organized by biome and color-coded to match the booklets, making it easy to swap in details wherever your PCs happen to wander.

One thing though. There are no Monstrous Compendium pages. Not only there isn't even a good section to "cut out" and put into my Monstrous Compendium binders. Yes, this has much more to do about me and what I *thought* this product was rather than what it actually is.

The Realms in ’94

The timing of this release is also worth noting. TSR was really leaning into “in-character writing” in the early ’90s: Volo’s Guides, Pages from the Mages, and now Elminster’s Ecologies. Cormyr was getting lots of love, with its own sourcebook, adventures, and now half this box dedicated to its borders and neighbors. The in-character style is fun and gives a lot of Realms flavor. But sometimes the “in-character” voice gets in the way of practical DM info. Still, it is what I want from the Realms; it is what separates it from other fantasy worlds. 

Sinéad, Nida, and Company

And what of my characters in the Realms? Well, Sinéad and Nida are still lingering in Waterdeep, but the pull eastward grows stronger. The road through the Heartlands is long, and as I flip through Elminster’s Ecologies, I can’t help but see it as a ready-made travelogue for their journey.

If they leave the City of Splendors behind, their path east will naturally thread through the Dalelands and into Cormanthor. That’s one of the booklets covered in the Ecologies, and it’s a perfect setting for a side trek. Sinéad, with her pagan background, would be spellbound by the great trees and the old magic of the forest, an echo of her homeland, but deeper and stranger. Nida, more practical, might be the one keeping her eyes on the monsters lurking in those woods.

From there, they could skirt Anauroch. I don’t know if I want them to cross the desert outright, but even brushing its borders could provide some fantastic challenges. The Ecologies gives me survival notes, monsters adapted to the sands, and whispers of the Underdark beneath, just the kind of flavor that could delay their progress, or tempt them off the road with legends of buried secrets.

The Sea of Fallen Stars booklet also feels useful. Even if the party doesn’t cross the sea directly, they’ll certainly pass along its shores. Tales of the Dragonmere or the Dragon Reach could add both color and danger, pirates, sahuagin, or worse. It’s a reminder that not all travel is overland.

And then there are the mountains. The Thunder Peaks and the Storm Horns sit along possible eastward routes, and both regions are detailed here. Jaromir, whom I keep playing less as a “barbarian” and more like a warrior of the Fianna, would feel at home in the high places, testing his strength against mountain predators. I could easily see a ranger path opening up for him here, with the ecology booklets giving me just the right kinds of encounters. The book is fun, and it gives me a lot to think about. While I have said that Fighter with the Barbarian kit is a good choice for him, I might see if I can change him to Ranger. And I need to see if I have a copy of the Complete Ranger's Handbook OR I might cheat and look ahead to see what the Spellbound boxed set has for me. 

Finally, Rhiannon. If she is to embrace her Rashemi witch heritage, then a long journey through these liminal, witch-haunted spaces seems exactly right. The Cormyrean Marshes, with their strange monsters and whispered rumors, would be a fine testing ground for her. She may not yet be home, but the marshes, with their witches’ whispers, could foreshadow what awaits her in Rashemen. More ideas for my Witches' Secret Journey.

So the question remains, will Sinéad and Nida follow Rhiannon and Jaromir eastward? That was always my idea, but Waterdeep’s siren call is strong. And I have so many ideas for Waterdeep.

The Ecologies gives me the scaffolding for either path. If they stay west, they linger in the greatest city of the Sword Coast. If they go east, they’ll wander through forests, deserts, swamps, and mountains that feel alive, thanks to this odd little box set from 1994.

This is their travel guide, their road map, and the background in which the characters grow. 

DriveThruRPG PDF and PoD

The scans of this product are top notch. The PDFs are very clear and very sharp. This translates well into the Print on Demand copy as well. Maybe one of the best I have seen in a while to be honest.

Elminster's Ecologies (2e)

Elminster's Ecologies (2e)

Elminster's Ecologies (2e)

There is a lot of color throughout. It does make me wish I had grabbed this as a boxed set when I had the chance. My opinions of it when from high, to low, back to high now.

Final Thoughts

Elminster’s Ecologies is one of those quirky TSR experiments that I’m glad exists. It’s not essential Realms material, but it makes the wilderness feel alive in a way few supplements ever try to do. If Forgotten Realms Adventures was about the cities, this is about everything in between: the swamps, forests, deserts, mountains, and seas that adventurers must cross to get from one tavern to the next.

This is not a game product you sit down and use in one session. It is a game product you grab in game sessions when the characters are in the right places. It is used throughout your stay in the 2nd Ed Realms. Ok, it can be used in every edition to be honest. Ignore the minor edition-specific material and go with it.

For DMs running wilderness-heavy campaigns, this is a goldmine of ideas. For Realms fans, it’s a snapshot of TSR in the ’90s, trying something a little different. And for me, even just in POD form, it’s another reminder that the Realms isn’t just kings and wizards, it’s owls in the trees, frogs in the marshes, and strange rules about rabbits.

Friday, August 29, 2025

Fantasy Fridays Review: Forgotten Realms City of Splendors

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

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

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

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

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

City of Splendors

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

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

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

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

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

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

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

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

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

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

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

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

Sorry. I had to do that.  🎵 Dun Dun.🎵

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

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

Appendix Two covers Skullport a city beneath the waves. 

Appendix Tree covers the Blue Alley.

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

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

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

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

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

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

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

WATERDEEP. Not on Netflix

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

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

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

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

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

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

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

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

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

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

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

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

Book IV City of Splendors Secrets of the City

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

City of Splendors Boxed Set

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

There a lot of maps too. 

Maps

Maps

Maps

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

City of Splendors Boxed Set

City of Splendors Boxed Set

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

It's always Sunny in Waterdeep

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

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

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

Sinéad, Nida, and Company

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

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

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

DriveThruRPG PDF

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

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

Final Thoughts

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

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

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