Monday, March 28, 2022

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

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

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

Monstrous Compendium Annual - Volume 1

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

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

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

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

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

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

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

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

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

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

good orcs from 1996


Monstrous Compendium Annual - Volume 4

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

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

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

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

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

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

Thursday, March 24, 2022

Gary Con 2022 Bound!

I should be in the car headed to Gary Con as you read this!   

Gary Con 2022

 Not running any games, not playing in any as far as I know.  But I will be at the Elf Lair Games booth next to the Troll Lords.

So if you are there come by and pick up a copy of Night Shift!

Wednesday, March 23, 2022

Random RPG Thoughts

Have a bunch on my plate at the day job right now and I am headed up the Gary Con tomorrow and the weekend.  The best part of Gary Con?  I can drive in, drive out, and sleep in my own bed every night!

Unnamed Victorian/Rural Gothic Mini-campaign

I want to run an adventure/campaign set in Victorian times and combine "Little House on the Prairie" with "True Detective" Season 1 and Carcosa.  Essentially you are all a bunch of gritty detectives and have chased this dangerous "End times" cult to the US Midwest in the 1880s.

This cult had a member that is a bit clairvoyant and saw World War I and decide that it is better to end the world.  She went mad (naturally) and this is how the PCs discover the cult's activity and connects them to a string of grisly sacrificial murders.

Why Little House?  Well I did enjoy the show growing up and it seems so idyllic, even with their hardships, and some cult trying to draw down some horror beyond the stars is so incongruous to the setting that it makes for its own first level of horror.

Originally this was called "Ghosts of Albion: Carcosa"  but today I could use pretty much any Victorian-era system for it.  I have all of them. 

Victorian Games

New Gaming Gear

My youngest is now in college and has built a new computer.  So I just got a "hand-me-down" Alienware.  With this and my other gaming computer, I am thinking about getting some new PC games to play.  All of the old AD&D "Gold Box" games are coming to Steam.  I never had the time to play them when they were new but I am hoping they might scratch that AD&D 2nd Ed itch I have.

ETA: Just found another hard drive to put in it!

Sci-Fi RPGs

I have been in the mood for a sci0fi RPG for some time.  Now my oldest is too.  Though he wants something that is compatible with 5e so he can continue playing in his world and doesn't want to go the Starfinder ("Featfinder") route.  Ultramodern5 has been suggested to me as has Esper Genesis

This is only quasi-related to my Star Trek games. Though it will inform my choices when I do Sci-Fi month in May.

Spell Database

Not for publication, just my own use. I am putting together a database of every spell I have written for all my witch books.  While I am not expecting to share this out, you will likely see the products of the labor one day.

Monster Books

With the day job, I have not had much of a chance to really work on any of these.  In fact, my last edit was early February according to the file dates.   Hope to get back on these. 

Tuesday, March 22, 2022

Review: Tome of the Unclean (Castles & Crusades)

Tome of the Unclean
Last week I spent a lot of time with the Castles & Codex series and it was great fun.  But there is another book that also works well with my universe building and it is not about the gods.  Rather quite the opposite.

Tome of the Unclean

Back in October of 2017 Troll Lords launched their Tome of the Unclean Kickstarter. With the idea to bring demons, devils, and other fiends to the Castles & Crusades game.  It would also work with Amazing Adventures (which is what I would end up doing later).  I was immediately hooked and knew I needed this book.

Fast forward to 2019 I got my book in the mail and I had been picking up the PDFs (they released as they were completed starting in Jan 2018) all throughout. 

I have just been really slow at getting my review up.

For this review, I am considering both the hardcover print version from the Kickstarter and the now final PDF from DriveThruRPG.

144 pages. Color covers, black & white interior art.

The book follows a format that is now common to many books about fiends.  A part that deals with Demons and Lords of the Abyss.  Another that covers Devils and the Legions of Hell. And a third, which often differs from book to book, covers other fiends of Gehenna and the Undead.  Adding in the undead is a nice touch in my mind and a value add for the book.

Demons & Devils

This covers the basic differences and how these creatures fit into the World of Aihrde, the game world of Castles & Crusades.  It also covers the basics of the monster stat block.

Lords of the Abyss

This is our section about Demons and the Abyss.  It cleaves pretty close to the AD&D standard with what I often refer to as "the Usual Suspects," so all the "Type" demons and succubi. The new material here includes Abyssal Oases which are areas that are habitable by mortal-kind that seem to come up at random.

Covered here are also traits about the Abyss and powers and traits common to all demons. 

The monsters are all alphabetical, so common demons are not separated from the lords.  There are a few lords present. Demogorgon and Orcus return.  But also Oozemandius (as a Juiblex stand-in) and Buer. Graz'zt is mentioned a few times, but no stats are given.  There are 32 total demons with four as lords.

Legions of Hell

This section follows a pattern similar to the Demons one.  The Hells are described, including the nine layers.  They have some new names and some differences, but if you are wed to the Ed Greenwood Dragon articles about Hell then there is not a lot to convert here.  

There are 53 devils, with 16 of these listed as unique Arch-Devils. There are more new devils here than there are new demons.  

Gehenna

This is our "Neutral Evil" plane in the Great Wheel cosmology of the world of Aihrde, taking the place of Hades or the Grey Wastes from AD&D.  This is home to the daemons.  Like the previous chapters, this covers the features of the land and it's inhabitants.  Reading through it is feels like equal parts of the Greek Hades and the Underworld of Kur in the Babylonian myths where Ereshkigal rules.  

Only four deamons are detailed here, with one, Charon the Boatman, as the only unique member.

Undead

The name of the book is the Tome of the Unclean. While demons and devils take up the vast majority of the book there is still some space for the Undead.

18 undead creatures are detailed here, most of favorites (but creatures Vampires are missing) and some new ones. 

Denizens. Fauna, & Flora

Covers various types of evil, non-fiendish, non-undead, monsters that can also be found.

We end with Aihrde specific information and our OGL page.

Tome of the Damned is a fantastic resource for anyone wanting more information on demons, devils, and their ilk for anyone playing Castles & Crusades.  In fact, if you are playing C&C and want demons then this is a must-have book.

The advantage of Castles & Crusades is that it can be adapted to AD&D or any OSR game easily.  So if you want more than what the Monster Manuals I & II can give you, then this book is also a good choice.   I f you are playing AD&D 2nd ed then this book will fill in many of the gaps left by that game.

Now, I have an entire library of books dedicated to demons, devils, and all sorts of evil monsters.  There were only a few things here actually new to me.  But I still rather enjoyed this book quite a lot.  It is a good addition to my Castles & Crusades library.

Castles & Crusades


Monday, March 21, 2022

Monstrous Mondays: The AD&D 2nd Ed Monstrous Compendiums, Part 6

MC7 Monstrous Compendium Spelljammer Appendix
Back to the business at hand.  Today will cover the "others" in my Monstrous Compendium collections, but not ones I used regularly.  Again the time these came out money was tight for a college kid needing to buy school supplies, food, and pay rent so choices were made.  Ravenloft won, Dark Sun and Spelljammer lost.  

Thankfully these days I can buy PDFs much cheaper and with little to no concern for storage space.  Plus I have recently begun to explore Spelljammer and I have found it to be rather fun.

For these reviews, I am considering the PDFs only.  I have the published ones, but not all of them, and the one I do have (Spelljammer 1) is incomplete.  No idea why.

MC7 Monstrous Compendium Spelljammer Appendix

PDF 64 pages (70 with dividers and covers), Color cover art, black & white interior art, $4.99.  64 monsters.

There was/is something very cool about the Spelljammer monsters.  First, they were not afraid to try something new here.  Which I like. Secondly, there are also some odd-balls here like the Giant Space Hamster.  Oh well, you have to have some fun.  There are some Star Frontiers aliens analogs here, so that made cross-overs a fun idea, but I have no idea if anyone ever did any.

MC9 Monstrous Compendium Spelljammer Appendix II

PDF 64 pages (70 with dividers and covers), Color cover art, black & white interior art, $4.99.  61 monsters.

Like the first Spelljamer MC this one gives us some fairly unique and interesting monsters.  The one I recall the best is the Scro or the "Space Orcs."  We also get a trio of celestial dragons which is fun. 

There is also a collection of MC-formated monsters in the Spelljammer: Adventures in Space set.

Spelljammer: Adventures in Space

MC12 Monstrous Compendium Dark Sun Appendix: Terrors of the Desert

PDF 96 pages, Color cover art, black & white interior art, $9.99.  92 monsters.

Moreso than any other campaign world, Dark Sun is the most foreign to me.  I *like* the idea of it. I have even since adopted some of the notions of it into my regular game world.  Plus there is a solid message here; exploit the environment and eventually, you will screw it up for everyone.  But many of the monsters are very new. 

This MC does adopt a different accent color for the pages.  A nice touch that again I would have liked to have seen for all the others.  Pretty much all of these creatures are new for me.  I would like to use them in a desert game, but I think a few might be a bit of work to remove them from their background.

Dark Sun Monstrous Compendium Appendix II: Terrors beyond Tyr

PDF 128 pages, Color cover art, color interior art, $9.99.  105 monsters.

This one was published as a softover volume.  It follows closer to the Dark Sun trade dress as opposed to the Monstrous Compendium one.  This does mean that monster pages are full color. 

Interestingly enough for me, this one has monsters I am more familiar with.  Also, given the nature of the campaign world, many of these creatures can be used as player characters. So details are given for that.

MC9 Monstrous Compendium Spelljammer Appendix II (2e)MC12 Monstrous Compendium Dark Sun Appendix: Terrors of the DesertDark Sun Monstrous Compendium Appendix II: Terrors beyond Tyr (2e)

Sunday, March 20, 2022

The Fall of the Empire of the Petal Throne

the Empire of the Petal Throne
The news came out this past week about M.A.R. Barker, the creator of Empire of the Petal Throne and Tékumel. Apparently, there is confirming evidence that Prof. Barker (formerly Philip Barker) wrote the book Serpent's Walk under the pseudonym Randolph Calverhall and published by the same neo-Nazi publisher that published The Turner Diaries.

This is fairly damning, to be honest.  The book is pretty much Nazi "fan fiction" by those familiar with it. While this might not be enough for others there is more.  It does seem that the Tekumel Foundation has known about this, and kept it quiet, for years.  Now you might ask how is a "Nazi fan fiction" any different than say Philip K. Dick's "Man in the High Castle?"  I guess the back cover of the book tells the whole story.  It was written as fulfillment fantasy of a group of S.S. officers' descendants "correcting the the wrongs" of the end of W.W. II.

Ok that is pretty bad.  Then to make matters worse, Prof. Barker sat on the board of editors for anti-Sementic, Holocaust-denial journal, "The Journal of Historical Review," as psuedo-scientific and psuedo-academic journal. It has been described as anti-Sementic by the Southern Poverty Law Center.   

The Journal is much like others of it's ilk; not peer-reviewed, pushing an agenda.  There was some uncertainty online about who this particular "Philip Barker, Ph.D." was, but honestly combined with the publication of the other book I don't feel that he gets any benefit of the doubt. 

Anti-Semantic tripe

What does that mean for me? 

Well.  Everyone has to draw their own lines somewhere. Like Lovecraft, Orson Scott Card, Marion Zimmer Bradley, and J.K. Rolwing, Barker has left a pretty dark mark on his legacy.  

For me, Holocaust denial and anti-Semitism are steps way too far. 

There is no evidence of this, as far as I can tell, within the pages of Tékumel.  But the shine on the books is gone for me. I know he is dead and won't benefit from anything I do or don't do.  I am not looking to boycott or raise a campaign about it, plenty of others will do that.  It is just sad of course that such an obviously brilliant man also has such vile and repugnant beliefs.  

Anyway, here are the relevant links. No I am not linking to the books. You can find them on your own.

Friday, March 18, 2022

Review: Castles & Crusades Codex Egyptium

Castles & Crusades Codex Egyptium
Today I present the last (so far) of the Castles & Crusades mythological Codices.   This one takes away from Europe and back further in time to antiquity.   It was also one I was really, really looking forward to and I am not disappointed.  

Castles & Crusades Codex Egyptium

Nothing gets people excited quite like Egypt.  A kingdom that began at least in 3,100 BC to the time of the Romans, it has missing time where "nothing really happened" (according to one Prof. used to joke) that lasts longer than the entire history of the United States. It is an impressively long amount of time and even one that seems incalculable. There is the old saying. "Man fears time, but Time fears the Pyramids." 

This codex takes on the "newer" Codex format.  This is one makes the new format a little clearer. The "Chapters" covers history and mythology with some game material while the "Appendicies" are game material proper. 

For this review I am considering the PDF from DriveThruRPG and the hardcover edition.  Again our author and designer is Brian Young.  Color covers, and black and white interior art. 

Chapter 1 The Black Land Arose (Geography and Worlds)

This chapter begins with a basic map of the lands around the Nile and even up to the Mediterranean Sea and out East to the Fertile Crescent.  This chapter covers the geography of these lands and a bit on the people. To call it brief is a massive understatement.  We are talking about nearly 3,500 years of history and people and change.  While the Egyptians were notoriously resistant to change and very xenophobic, there is still a glossing over of history here.  Of course, this is again a gamebook and not a history text.  No problem then, there is more to come. 

Chapter 2 From Early Darkness (History and Mythic Background)

This covers the history, real and mythical, of the lands. This covers the stone age (Paleolithic) to all the Dynasties up to the Fall of Rome in terms of real-world history.  The remaining covers the mythical history of Egyptian creation and gods. 

Chapter 3 Presided over by the Divine (Gods, Goddesses and Supernatural Figures)

This chapter opens up with some spiritual concepts like priests, mummification, souls, and the afterlife.  For the Egyptians, the afterlife WAS life. Everything they worked for the afterlife.  The gods and their place in the afterlife is also discussed.

Chapter 4 Rife with Charms and Spells ( Magic in Egypt)

As with many ancient societies, magic was not "Supernatural" but a part of nature and that has never been more true than with Egypt. Various words of power are discussed and listed. Descriptions of the Egyptian "wizards." 

Chapter 5 Neter and Netert - The Divine

Egypt is the land of Gods.  Lots and lots of Gods. Here only some of the Gods are detailed. Since Egyptian history is so long that even the gods changed.  There are 40 pages of gods here.  Some are listed more than once as their roles changed over the centuries. Young has a Sisyphean task here, trying to catalog all the gods that Egpyt has had.  Even if it not complete it is the most complete one I have seen in a game.

Chapter 6 Using Egyptian Mythology In Airhde

For the first time the Codex covers the Troll Lords' homeworld of Aihrde.  Parallels are drawn between the gods of Aihrde and the gods of Egyptian.   The advantage here, beyond the page, gives a nice mixing pot (Aihrde) that all the other Codices can be mixed. 

Appendix A Names This covers names for all sorts of people, PCs, NPCs, Gods and more.

Appendix B Social Classes The various classes in ancient Egypt.  Note that social class was ironclad; you didn't move around between them. 

Appendix C Defended by Fierce Warriors (The Military and Soldiers) Covers the different sort of warriors.  None are different from the Fighter game-wise, but there are a lot roleplaying ideas here.

Appendix D Chariots The high tech of the ancient world. It could not be understated that this was the implementate of war for the time. 

Appendix E The Sphynx A little bit of background on the creature.

Appendix F Where Monsters And Demons Dwell The creatures of ancient Egypt. 25+ creatures here and each one is more interesting than the last to be honest.  I am hesitant to say this is the best chapter, but it is really fun.

At the end is a really nice bonus map.  The map is included with the PDF.

Map of of the Universe

While there is a lot of information in this book, it still makes me want more.  I have a feeling that to do this topic justice we would need a 500+ page book. I can't even begin to imagine what Young had to do to pare it down this much. 

Eygpt is just so damn interesting.  There is so much here to play with that my cup runneth over with ideas. I honestly don't even know where to even start to be honest.

With all of these Codecies, one would be tempted to combine them all.  Build something akin to Lands of Adventure or Man, Myth, & Magic.  While I could see this working somehow in Aihrde or a homebrew campaign, I would avoid it for a purely mythic Earth where I feel this would work best. 

For my money and time, play these various codices in their own times and their own places.  For me, that would be the best way to really get the feel for them. Nicely they are written in such a way to allow pretty much anything. 

I understand that Dr. Young is working more of these.  I am really looking forward to them!