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Strange Magic: Character Classes
Publisher: Robertson Games
by Timothy B. [Featured Reviewer]
Date Added: 07/30/2022 22:00:16

Originally posted here: https://theotherside.timsbrannan.com/2022/07/100-days-of-halloween-strange-magic.html

Written and art by Stuart Robertson, PDF. 6 pages, $1. This does not included a front a cover and a back cover so it is 6 pages of content or 8 pages total.

Designed explicitly for B/X D&D and not a clone this book is designed to be printed at home. The six classes include, Bard, Monk/Assassin, Order of Stellar Reason, Paladin/Anti-Paladin, Reverend Sisterhood, and the Witch.

Each class gets one page. The classes presented here are called "sub-classes" so the Witch is a Cleric sub-class. She would use all the same tables as the cleric does in B/X. She adds her Charisma mod to to her armor class and saving throws (so I would say an aura of protection) and can brew potions. The other classes are similar and could be fun.

For a buck I was not expecting a lot and that is fine. There are certainly some fun ideas here and I am sure I could use them somewhere. It certainly fits into the feel of B/X's simplicity and is similar enough to how BECMI handles "sub-classes."

No OGL, but the execution is simple enough to adapt ideas.



Rating:
[4 of 5 Stars!]
Strange Magic: Character Classes
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10 Witch Magic Items (PFRPG)
Publisher: Rite Publishing
by Timothy B. [Featured Reviewer]
Date Added: 07/29/2022 00:17:13

Originally posted here: https://theotherside.timsbrannan.com/2022/07/100-days-of-halloween-10-witch-magic.html

Pathfinder gave us a great witch class for their 1st Edition game (and 2nd Edition too) and there was plenty of 3rd party support for it. Here is one of many of those products.

10 Witch Magic Items

What it says on the label. PDF. 11 pages, $0.99. Color art throughout.

This PDF is 11 pages, but one is for the cover, one for the title, one for the OGL, and two for ads. This gives us five pages of content.

Inside are 10 items of various levels of power.

  • Opportunistic Hex weapon special ability (inflicts an offensive hex as part of an attack of opportunity, and reminds folks why they fear witches!)
  • Amulet of the Witch (Use a hex as a swift action and take your foes by surprise without wasting an action.)
  • Boots of the Beldam (When someone looks away you disappear, maintaining your air of the mysterious mistress of the dark arts)
  • Circlet of the Crone (Gain or enhance three of the witch's most vile hexes and maintain that sinister reputation that witches possess.)
  • Familiar Figurine (Your familiar can become a figurine of wondrous power and become an animal companion for a short time, and show why a familiar is so important to a witch.)
  • Habiliment of the Harridan (Inflict a curse upon a creature that fails a save against your spells, adding an additional effect without losing an action.)
  • Patron’s Sark (Make it easier to enhance your patron spells with metamagic feats, and show off the value of your patron over other forms of spellcasting)
  • Ring of the Virago (Use your spirit to take control of any other creature with the help of your familiar, and remind folks why you have such a sinister reputation.)
  • Talon Gloves (Your nails become dangerous weapons, more so if you already possess that hex, giving you a weapon on par with the warrior’s mightiest sword).
  • "The Fragment of Witchery" Legacy Item (Let your magic item level up with you, and provide you with a reason why the world around you will suffer a witch to live!)

So it kind of packs a punch really and really keyed to the Pathfinder witch class. I would certainly try to convert any or all of these for use with other witches I have made and I think I can find a place for them in my War of the Witch Queens campaign.



Rating:
[5 of 5 Stars!]
10 Witch Magic Items (PFRPG)
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Class Expansions: Witch Major Hexes [PFRPG]
Publisher: Interjection Games
by Timothy B. [Featured Reviewer]
Date Added: 07/28/2022 22:44:32

Originally posted here: https://theotherside.timsbrannan.com/2022/07/100-days-of-halloween-class-expansions.html

Pathfinder gave us a really fun witch class. I was very pleased with a lot of the material that came out to support it.

Hexes are to Pathfinder witches as Occult Powers are to my witches and invocations are to D&D warlocks.

Class Expansions: Witch Major Hexes

This PDF is four pages, 1 for cover, 1 for OGL statement, 2 for content. Price is $1.00. So 25 cents per page, or 50 cents per page of content.

Aside. When judging these prices I should include a minmum and then adjust from there. I could be $1 is the minimum.

This file includes an appropriate 13 Major Hexes for Pathfinder 1st Edition Witches. They are of a good varieity and many very useful ones. The various "Vision" Hexes are quite nice in fact.



Rating:
[4 of 5 Stars!]
Class Expansions: Witch Major Hexes [PFRPG]
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Class Expansions: Witch Hexes [PFRPG]
Publisher: Interjection Games
by Timothy B. [Featured Reviewer]
Date Added: 07/28/2022 22:44:25

Originally posted here: https://theotherside.timsbrannan.com/2022/07/100-days-of-halloween-class-expansions.html

Pathfinder gave us a really fun witch class. I was very pleased with a lot of the material that came out to support it.

Hexes are to Pathfinder witches as Occult Powers are to my witches and invocations are to D&D warlocks.

Class Expansions: Witch Hexes [PFRPG]

This PDF is four pages, 1 for cover, 1 for OGL statement, 2 for content. Price is $1.00. So 25 cents per page, or 50 cents per page of content. Still, one buck is still cheap.

Ther are 12 witch Hexes presented here.

There are some really nice thematic hexes here like Broom-a-mancy (which is not a thing but really works well here) to "Suffer the Slings and Arrows."

They are all quite fun.



Rating:
[4 of 5 Stars!]
Class Expansions: Witch Hexes [PFRPG]
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[PFRPG] - Fantastic Feats Volume XXVII - Witches
Publisher: Ennead Games
by Timothy B. [Featured Reviewer]
Date Added: 07/22/2022 10:44:41

PDF. 5 pages. $1.25. 1 page for cover, 1 page for Preface/Table of Contents, 1 page for the OGL. 2 pages of content.

This file has seven witch feats presented in the traditional manner for the Pathfinder 1st Edition RPG. There are some interesting ones here too. The Stable Spell gives the witch more control over the damage she can do while Unstable Spell adds some randomness. Aura of Menace should be taken by all witches I think!

Certainly some fun ideas here.



Rating:
[4 of 5 Stars!]
[PFRPG] - Fantastic Feats Volume XXVII - Witches
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Witch Feats
Publisher: Island Of Bees
by Timothy B. [Featured Reviewer]
Date Added: 07/22/2022 10:36:07

5 pages, PWYW, suggested $1.00. No cover. No OGL.

This one is oddly presented and I had to go back and make sure I had the right file. But once I got into it then yes it is the right PDF. The cover to the right is not in the file (as a cover) and it jumps right into the content. The art takes up half of every page, so not really 5 pages, but 2.5 pages of content (more like 2). The art is good, very visually striking and I like it (our cover girl here is on page 4 for the Witch Brew), but there is one of what looks like a young girl in Civil War-era Union uniform with a rat familiar. It is good and I rather like it, but it looks very out of place, to be honest.

While presented as feats, these are really patron pacts. So you get these if you take the feat. The text is mostly fluff. The advantage to this is you could use them with Pathfinder 2nd Ed or D&D 5th Ed warlocks too. It's just not what I thought it might be.



Rating:
[4 of 5 Stars!]
Witch Feats
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Dungeons & Dragons Essentials: Monster Vault (4e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 07/18/2022 13:46:11

Originally posted here: https://theotherside.timsbrannan.com/2022/07/monstrous-mondays-d-4e-monster-vaults.html

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

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

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

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

Dungeons & Dragons Essentials: Monster Vault (4e)

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

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

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

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

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

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

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

The Essentials Line

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

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



Rating:
[5 of 5 Stars!]
Dungeons & Dragons Essentials: Monster Vault (4e)
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Monster Vault: Threats to the Nentir Vale (4e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 07/18/2022 13:46:04

Originally posted here: https://theotherside.timsbrannan.com/2022/07/monstrous-mondays-d-4e-monster-vaults.html

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

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

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

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

Monster Vault: Threats to the Nentir Vale

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

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

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

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

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

The Essentials Line

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

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



Rating:
[5 of 5 Stars!]
Monster Vault: Threats to the Nentir Vale (4e)
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Monster Manual 3 (4e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 07/04/2022 10:45:20

Originally posted here: https://theotherside.timsbrannan.com/2022/07/monstrous-mondays-d-4th-ed-monster.html

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

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

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

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

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

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

Monster Manual 3 for D&D 4e Hardcover and PDF. Color covers, full-color interior art. 224 pages.

This is also the only book of the three that you can also buy as a Print on Demand softcover.

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

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

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

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

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



Rating:
[4 of 5 Stars!]
Monster Manual 3 (4e)
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Monster Manual 2 (4e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 07/04/2022 10:45:12

Originally posted here: https://theotherside.timsbrannan.com/2022/07/monstrous-mondays-d-4th-ed-monster.html

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

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

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

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

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

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

Monster Manual 2 for D&D 4e Hardcover and PDF. Color covers, full-color interior art. 224 pages.

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

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

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

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

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



Rating:
[4 of 5 Stars!]
Monster Manual 2 (4e)
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Monster Manual (4e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 07/04/2022 10:45:03

Originally posted here: https://theotherside.timsbrannan.com/2022/07/monstrous-mondays-d-4th-ed-monster.html

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

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

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

Monster Manual for D&D 4e Hardcover and PDF. Color covers, full-color interior art. 288 pages.

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

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

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

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

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

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

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

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

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

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

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

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



Rating:
[4 of 5 Stars!]
Monster Manual (4e)
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Castles & Crusades Gods & Legends
Publisher: Troll Lord Games
by Timothy B. [Featured Reviewer]
Date Added: 06/30/2022 12:51:08

Originally posted here: https://theotherside.timsbrannan.com/2022/06/one-mans-god-castles-crusades-gods.html

Gods & Legends

For the purposes of this review, I am considering the PDF from DriveThruRPG.

PDF. 144 pages. Color covers, black & white interior art. Bookmarked and hyperlinked. Written by Davis Chenault with contributions by Steven Chenault, Brian Young, Jason Vey, and Todd Gray.

This book largely replaces the Of Gods & Monsters book from a few years back, though it is smaller in size, 144 pages vs 162. I say replaces, but this is a new set of work. The original Of Gods and Monsters was written by James Ward of Deities & Demigods fame. There are similar gods in both books but this new version is a rewrite of the older work with new entires to work better with the Codex series.

This book is divided into three(ish) large sections.

The Anvil of the Gods

This section covers how gods work in a Castles & Crusades game, how the Castle Keeper can play them, and how the characters can relate to them. This section also gives advice on designing a pantheon. Unlike the original Deities & Demigods that seemed to want to shy away from religion, this book acknowledges it and all the myriad combinations (within the space of this book) religions can take. The focus here though is not a religious academic text (and Troll Lords has at least two people, Young and Vey, on staff with graduate degrees in religious studies, literature, and history) but more on how these manifest and work in an RPG, and in Castles & Crusades in particular. To this end there is advice on how to run and play gods and how they should interact with the PCs.

Common deific abilities are defined with Greater, Lesser, and Demi-god statuses. Details are given to how the gods relate to the clerics and paladin classes, alignments, and other archetypes. Holy symbols and characters with divine traits are also covered. Divine traits include the healing touch.

Of the Gods

This is the largest section of the book, detail-wise. This covers what could properly be called the Gods of Aihrde, the Castles & Crusades campaign world. A brief overview of the basic deity characteristics is first. Up first are the human gods of Aihrde. This is the section that is most like the older Of Gods and Monsters book.

Some sections are the same as in the older book, many do look to be rewritten. The art is used from the older text but I do not see an issue with that. Many gods here get more text as well. Many of the Aihrde gods take cues and ideas from Earth gods. This is also not a big deal and in fact no different than the gods of the Forgotten Realms. In fact I am going to go out on a limb here and say the process to create these gods (from the Chenault home games no doubt) was very similar to what Ed himself did when he created the Forgotten Realms Gods. Maybe one day I need to go through this pantheon and the Forgotten Realms ones and see what gods they have in common. The obvious "Earth" gods are the All Father (Odin), The moon sisters (Diana, Artemis), Frafnog (Fáfnir, Midgard Serpent), Tefnut, Toth, Unklar (Chernbog), and Wenafar (Titania). Again, I like seeing this stuff. It immediately gives me a hook. If Frafnog is the god of dragons and there is a Fáfnir connection beyond the surface then there is a great reason why dwarves hate dragons more than just the Hobbit connection (which is of course drawn from the story of Fáfnir and The Ring of the Nibelung). There is deep religious animosity here. Is this what the Chenaults do in their home game? No idea, but this is what is happening in mine.

Following humans, we get the gods of the Dwarves, Elves, Halflings (LOVE the art of the halfling gods!), Gnomes, and then the humanoids (bugbears, gnolls, goblins, orcs, hobgoblins, lizardmen, giants, ogres, and trolls) there are even dragon deities, fey deities, and gods of mermen and sahuagin. It is a wide variety and shows some original ideas beyond what we typically think of in the Deities and Demigods, but not quite the level of detail as found in the very focused Forgotten Realms Demihuman Deities book.

All the Other Gods

This "section" is actually many sections, but they are mostly the same format. They cover the various gods and pantheons found in our world and are covered in detail by the Codex series. Where the Codecies give us a lot of details on the myths and stories of those pantheons, this section just covers game based stats. No stats as in hp and AC, but alignments, worshipers, granted attributes, preferred weapons and the like. No details on the gods themselves, for that you will need the Codies.

Covered are the gods of the Celts, Greeks, Egyptians, Germans, Norse, and Slavs.

Who should buy this book? Anyone playing Castles & Crusades and wants to go deep into the mythologies of Aihrde. Also, anyone that owns the Codies and wants more game content.

I also say this is a good book for the AD&D (first or second eds.) player/game master that wants a bit more detail on the gods in their Deities & Demigods/Legends & Lore books. Or who just want a different set of or more gods than they currently have. Indeed the title of the book, Gods & Legends, seems to state that it is a book with the AD&D books in mind.

One Man's God - The Demons of Aihrde

As I mentioned the Demons of Aihrde are already the Demons of AD&D. But what about the monsters and gods here in Gods & Legends? Let's see what we have here.

The obvious choices will be the Lesser Gods and the Demigods in terms of the power level near that of the Demon Princes. But I am not going to ignore the odd Greater God if they fit.

For the Aihrde human gods, Frafnog might fit the bill, though he is really powerful. Onduhl is the god of evil beings and has a strong Lucifer or Loki vibe to him. Unklar looks like a demon and has the Chernobog connection I mentioned above, but he seems more devil-like than demon-like.

The gods of the Dwarves, Halflings, and Gnomes do not have anyone. The Elves have Talahnatilia but that is something other than a demon or devil really.

It is not really to we get to the gods of the humanoids that we find good candidates.

Jarga the Bloodless is worshiped by many humanoid types (gnolls, kobolds, orcs). He is a lesser god and chaotic evil. He is a god of blood and battle. He might or might not be a demon, but he will certainly has their hatred of life. His plane is listed as The Wretched Plains, one of only three gods to claim this plane.

Bugbear gods here are Chaotic Evil. Hobgoblin gods are mostly Lawful Evil. This detail tracks with my own personal use of them. Bugbears are goblins with demonic ancestry and Hobgoblins are goblins with diabolic ancestry. So. If I am searching for demons I am going to look towards the Bugbears first. The bugbear gods are both greater gods and don't really fit the AD&D notion of demons. Same is true for the hobgoblins.

Gnolls have been long associated with demons in AD&D through Yeenoghu. Most of these gods are either too powerful (Greater) and/or Lawful Evil. Here is one of the issues of trying to apply the "rules" of one game on to another. They don't have to follow the same logic or premises.

Among the Goblins, Beerkzurd could be a demon, a powerful on to be sure. He is Lawful Evil, but he feels more Chaotic Evil really. He is also one of those gods people pray to not so much to get boons from him, but in order for him to leave you alone.

The Orc gods are quite war-like and many are Lawful Evil. They mostly seem like larger, more powerful versions of orcs. Which I guess can be said about most gods. They are just larger more powerful versions of the people that worship them.

Vasser of Lizardmen is another good choice. Lesser God, chaotic evil, looks like a demon. The same is all true for Grudznar of the Kobolds and Barg of the Trolls. In fact, all three do feel very demon-like. The lack of proper stats are really the only thing keeping me from deciding a definitive yes or no. Barg though is such an interesting being in a demented sort of way. I wish I had knew of him during my Troll Week a while back.

I am not considering the Dragon gods. They are really their own thing and many listed here do not fit the idea of a demon well. Yeah...I know I have both Tiâmat and Leviathan as eodemons. Plus I mentioned Frafnog above as a potential demon.

Same with the Fey. They are really their own thing. Though in my personal campaign the Fey do war against the demons. So it could be possible a "fallen fey" is a demon (fits what history did to them in our world). Not an evil fey. A "good" faerie still has more in common with an evil faerie than they do a demon.

Flathin of the Sahuagin also is a good choice as a demon. If we take the myths of Flathin and his sister Trimon it could be that Flathin was "cast down" as the patron of mermen and now is the patron of their evil counterparts, the Sahuagin. He is a chaotic evil lesser god and looks like a giant octopus with 10 tentacles (a decapus?). He grants little to his followers, save for what they get at their religious/war ceremonies.



Rating:
[5 of 5 Stars!]
Castles & Crusades Gods & Legends
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Castles & Crusades Player Archive
Publisher: Troll Lord Games
by Timothy B. [Featured Reviewer]
Date Added: 06/29/2022 11:47:27

Originally posted here: http://theotherside.timsbrannan.com/2022/06/class-struggles-castles-crusades-core.html

The logical extension of the Castles & Crusades class discussion is to go through the Castles & Crusades Player Archive.

I will give a brief review of this book so people will know what I am talking about. For this review, I am only considering the PDF from DriveThruRPG. I thought I had the hardcover version of this as well, but I guess I don't. Will need to remedy this.

PDF, 128 pages. Hyperlinked and bookmarked. Color cover art and black & white interior art.

This book collects most of the classes published in various Castles & Crusades books including the core and the Adventure's Backpack. What is not here are some of the classes from the various Brian Young Codex books. There are some here, but I would have to go through all the books to know how many are here and how many are not. I do not see this a miss. Many of the Codex classes are very specific to their time and place and to remove them from that context they would loose something special.

This book covers the basic (levels 1 to 13) and advanced (expanded) information (levels 13 to 24) for all the classes. The classes are:

Arcane Thief, Archer, Assassin, Barbarian, Bard, Chromatic Mage, Cleric, Divine Knight, Druid, Duelist, Dwarf (Heisen Fodt), Elf, High (Oraalau), Ethereal Knight, Fighter, Foresworn, Gnome (Hugrin Dun), Goblin, Eldritch (Ieragon), Halfling (Felon Noch), Illusionist, Knight, Luminary, Magic-User, Monk, Oathsworn, Pacer, Paladin, Pirate, Primal Druid, Ranger, Rogue, Rune Mark, Seeker, Skald, Thief, Warrior Priest, and Wizard.

There is a split between the classes "Basic" entry which covers levels 1 to 12 or 13, and the Expanded entry later in the book for levels up to 24. This has some immediate consequences. While I am not a fan of my class information getting split up like this, many games only go to about levels 12-14 anyway. So this would cover the majority of all games played. It does give us a nice split today port these classes over to any OSR game based on B/X D&D (max level 14) or something Hyborea (max level 12). Then you can pull in the expanded information as it is needed if it is ever needed.

The Core/Players Handbook classes are here as are some classes that only appeared in limited-run products. It is really nice to have them all in one place. Great for anyone playing a C&C game, you just need to make sure that your Castle Keeper agrees on them.

Old School Games based on D&D usually do not handle multi- and dual-classes as well as say more modern versions of D&D. Castles & Crusades makes some vast improvements here with rules on this. They also add options of "Class Plus" or add some features from another class, Dual classing and Reclassing. What is missing here is the Class and Half from the Core Players Handbook. While anyone with this book will have the Players Handbook, it might have been nice to see here.

I mentioned in my coverage of the Adventurers Spellbook that the spells can be ported over to other D&D and D&D-like RPGs. In particular, I mentioned the Chromatic Mage being used in the OSR clone Chromatic Dungeons. The class is presented here in the Player's Archive. Yes, this class can be moved over rather easily, maybe even easier than moving it over to AD&D. Likewise nearly any class here can be used in AD&D or OSR clone. Want to play a Primal Druid in Old-School Essentials? No problem, they can be added with ease.

Note: Speaking of which the layout here aims to give each class a two- or four-page spread to keep referencing the classes easy to read and view at the table. The PDF then allows for ease printing of these classes. Playing a Warrior Priest and don't want to cart your hardcover around? Print pages 90 and 91 back to back and staple them to your character sheet. Everything you need. This does mean there is some unused white space after each class, but for me, this is well worth it.

With this book and the option within I could spend an entire month creating and posting characters and no two would even be remotely the same. A must-have for any Castles & Crusades fan.



Rating:
[5 of 5 Stars!]
Castles & Crusades Player Archive
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Castles & Crusades Adventurers Spellbook
Publisher: Troll Lord Games
by Timothy B. [Featured Reviewer]
Date Added: 06/28/2022 12:42:00

Originally posted here (with pictures and more details): https://theotherside.timsbrannan.com/2022/06/plays-well-with-others-castles-crusades.html

For the purposes of this review, I am considering both the PDF from DriveThruRPG and the hardcover I purchased from Troll Lords.

256 pages. Color cover, black & white interior art.

This book covers (mostly) the spells of the four major spell-casting classes in C&C; Cleric, Wizard, Druid, and Illusionist. There are also two new types of spell-casters in this book, Runic Magic and Chromatic Magic.

The vast bulk of this book is given over to the spells of four classes (170+ pages). The spells are listed by class and then the alphabetic description follows. Many of these are going to be familiar since they are pulled from various C&C books and the Player's Handbook in particular. This is not a bug, but a feature. I wanted a book that had all of these spells in one place and this is what they advertise it as.

There are minor typos here and there and the art is recycled, but none of that matters to me. I am here for the spells. Honestly, I have no idea how many spells are here but it has to be upwards of 1,000. For example, there are 379 Cleric spells (0 to 9th level), 366 Druid spells, 437 Wizard spells, 305 Illusionist spells, and over 200 rune magic spells. That's a lot of magic.

I mentioned Runic Magic a couple of times. Rune Magic. Anyone can use runic magic, but the character has to master the runes first via an attribute check, this also assumes they have the necessary codices needed in order to learn the runes.

The spells of the Chromatic Mage is also presented here. This class is detailed more in the Castles & Crusades Player Archive, which I will cover on that review.

If you are a fan of magic, spells or just have a desire to have a complete set then I would say pick this up.



Rating:
[5 of 5 Stars!]
Castles & Crusades Adventurers Spellbook
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Castles & Crusades -- Mystical Companions
Publisher: Troll Lord Games
by Timothy B. [Featured Reviewer]
Date Added: 06/27/2022 12:31:24

Originally posted here: https://theotherside.timsbrannan.com/2022/06/monstrous-mondays-mystical-companions.html

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

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

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

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

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

Mystical Companions for Castles & Crusades

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

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

Chapter 1: Familiars and Companions

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

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

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

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

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

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

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

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

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

Chapter 2: Barbarian Familiars & Special Mounts

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

Chapter 3: The Bard’s Familiar

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

Chapter 4: The Cleric’s Familiar

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

Chapter 5:The Druid’s Familiar

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

Chapter 6: The Fighter’s Familiar

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

Chapter 7: Monk Familiars

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

Chapter 8: Paladin Special Mounts & Familiars

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

Chapter 9: The Ranger’s Familiar

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

Besides. Every ranger needs a red panda familiar.

Chapter 10: The Rogue’s Familiar

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

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

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

Appendix A: Animals

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

Appendix B: New Monsters

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

Appendix C: New Spells

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

Appendix D: New Magic Items and Artifacts

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

Appendix E: Dragon Riders

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

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

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

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

Index

We end with a robust index and the OGL section.

Final Thoughts

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

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

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

Use in Advanced Dungeons & Dragons

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

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



Rating:
[5 of 5 Stars!]
Castles & Crusades -- Mystical Companions
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