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Castles & Crusades Codex Egyptium
Publisher: Troll Lord Games
by Timothy B. [Featured Reviewer]
Date Added: 03/18/2022 10:03:34

Originally posted here: https://theotherside.timsbrannan.com/2022/03/review-castles-crusades-codex-egyptium.html

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.

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!



Rating:
[5 of 5 Stars!]
Castles & Crusades Codex Egyptium
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HR3 Celts Campaign Sourcebook (2e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 03/17/2022 13:16:32

Originally posted here: https://theotherside.timsbrannan.com/2022/03/review-hr3-celts-campaign-sourcebook-ad.html

HR3 Celts Campaign Sourcebook (AD&D 2nd Edition)

For this review, I am considering both the PDF and softcover copies. 96 pages with color (well, green) covers and black & white interior art. There is a color map attached to the original softcover I bought in the early 90s. The PDF has the map appended to the end. Graeme Davis is the author here. He got his RPG start with Games Workshop.

Illustrations are by Roger Raup and Cartography by Steve Sullivan.

The publication of this book is contemporaneous with the famous BBC-2 series, The Celts. The one with all the music from Enya. They do cover similar ground and if you are interested in using this for any *D&D sort of game I would recommend the series. Yes, there has been newer scholarship since then. But are you working on a dissertation or a game? The obvious choice for newer and game-related scholarship is Brian Young's Codex Celtarium for Castles & Crusades from Troll Lord Games.

Chapter 1: Introduction

This covers the question of "Who Were the Celts?" and what this book is for. The goal here is an AD&D gamebook, not one on Celtic history.

Chapter 2: A Mini-Course of Celtic History

I discussed updated scholarship above, but for pretty much any game (but especially AD&D) this chapter is a great overview of Celtic real-world history. Covering roughly 1,500 years, 600 BC to 900 AD, and all of Europe a lot does get left out. But this is enough to get you going to the right place. Today we have the advantage of the latest scholarship at the click of a mouse, but in 1992 this was what we had. Ok. That is not entirely true. Even in 1992, there was BITNET access for a lot of great articles and Usenet for talking with others. But that is beyond the scope of this conversation and this book. For an AD&D game world this will get you going rather nicely.

The timeline graphic is a nice touch.

Chapter 3: Of Characters and Combat

This covers differences from the standard AD&D 2nd Edition character creation. In particular, you will typically only have humans. Humans can get a random "gift" and possibly "sidhe" blood, but do not expect to see dwarves, elves, and halflings in great abundance.

The classes also get a facelift more or less. Fighters of course are the most important with the druids tied. Paladins are limited to Christians on the Continent. Rangers get a bit of an update. Wizards are to be used sparingly. Clerics are relegated to Christian missionaries (so St. Patrick was a Cleric!). Bards and Druids get the attention. A new class under Priests is introduced, the Manteis or Vates is the Celtic Seer.

Names and homelands are discussed along with social class. Various Warrior "feats" are also discussed. They take proficiency slots but otherwise "feel" like feats in the D&D 3/5 sense.

Chapter 4: Magic

Covers changes to spells and magic items. Also makes a distinction between "gifted" and "trained" spellcasters. If this were D&D 3rd Edition then we would call them "Sorcerers" and "Wizards" respectively.

There are new magic items and magical places characters can find themselves in.

Chapter 5: Monsters

I do love monsters. This section covers all sorts. First, we get a list of monsters that can be used unchanged. Then a section of "new" monsters, or more to the point Celtic variations on existing monsters from the Monstrous Compendiums. Then we get whole new monsters in Monstrous Compendium formats. Not a lot mind you, but enough to give some flavor.

Chapter 6: Equipment and Treasure

This covers equipment, treasure, gifts, and the barter system used. Coins are still used (and for ease mentioned in GP amounts). The big issue here is that a lot of older equipment will be Bronze Age and some will be newer Iron Age varieties. An important notion given that this is not a "Medieval" setting.

Chapter 7: The Celtic Culture

We get a brief overview of Celtic Culture through the eyes of Conall Mac Eogan. This 15-year-old is coming of age and we see how the next year of his life touches on aspects of the culture. Now obviously the events for Conall would be very different if this had been Deirdriu or Eithne we were talking about. Some discussion is given on the advanced, atypically for the time, role of Celtic women.

The topics of Fostering and Trade are also mentioned. We also get the wheel of the year (adopted by many modern pagans) and some of the gods with nods to the AD&D 2n Ed Legends & Lore book.

Chapter 8: A Brief Gazetteer

Covers the lands we typically associate with the Celts. Heavy on the British Isles and Ireland. Various "other worlds" like Avalon, Tir Na Og, and Annwvyn are also briefly discussed.

Appendix 1: Enech

The notion of Celtic honor price is given in AD&D 2nd Edition terms.

Glossary

A brief glossary of terms and names.

The PDF ends with the map and the softcover book has it as a tear-out attachment.

I did not go into this expecting graduate-level work and that is fine. It is a great source for playing in a Celtic-themed AD&D 2nd Ed game world. If the goal had been to provide AD&D 2nd Ed rules for a Celtic world then it would have needed to have been larger, but as it is it met the scope of their requirements.

This book is also 30 years old. It holds rather well really, both physically and in terms of what it needs to do, and can still be adapted to any version of D&D you care to think about.

All in all I am as happy with it now as I was when I got in 92.



Rating:
[5 of 5 Stars!]
HR3 Celts Campaign Sourcebook (2e)
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Castles & Crusades Codex Celtarum 2nd Printing
Publisher: Troll Lord Games
by Timothy B. [Featured Reviewer]
Date Added: 03/17/2022 09:02:50

Originally posted here: https://theotherside.timsbrannan.com/2022/03/review-castles-crusades-codex-celtarum.html

If there was any doubt where Dr. Brian Young's true love lies in this series, the new second printing of the Codex Celtarum should dissolve those. This new book brings the original Codex in line with the other codies in terms of style and feel. This new book is also expanded to 256 pages, up from the previous 178 pages. It is without a doubt also my favorite of the codies.

Castles & Crusades Codex Celtarum, 2nd Printing

For this review, I am considering both he PDF and hardcover copies. 256 pages with color covers and black & white interior art.

The Codex Celtarum is written by Brian Young. He is a gamer and an academic in Celtic history and languages and an all-around nice guy. Honestly, he is the kind of person I want writing this sort of thing. You talk to him and get the feeling that he could immediately tell you a story from the Mabinogion and it would roll off his tongue like the bards of old. This is the guy you want working on your Celtic game.

Introduction

The first thing I noticed in his introduction was his acknowledgement of the differences in legend and in history and where he was putting his cards. For me, as someone that has had to have the same tug of war, the value of this book went up several degrees.

Before moving on to the book itself I spent a lot of time with Castles & Crusades again, this time from the point of view of a Celtic-themed game. Like the others in this series, it could be used with any D&D-like game. Now at this point it should be noted that the design of this book is to play in a Faery realm, so it is something you can drop into any game world. There are some game-based assumptions made, but nothing to keep you from making this your own.

This section also talks a bit about the changes from the 1st to 2nd printing.

Chapter 1: In Lands Far Away

This covers the lands of the Celts and how the Castles & Crusades player can drop their game into this world. The advantage here is this 2nd Edition does talk about how you can use the Codex Germanica along with this. This covers not just the expected British Isles, but all (mostly all) Celtic Europe.

Chapter 2: Mythical Locations

This brief chapter discusses mythical locations like Hyberborea and the Hercynian Forest. These lands were assumed to be real just "over there."

Chapter 3: Once Upon A Time

This chapter covers the history of the Celtic real-world universe including the various wars that happened at the dawn of time and various involved countries/lands in Europe.

Chapter 4: Otherworldly History

This is the "myth" part of the mytho-historical background of the Celts. It overlays the stories of the gods and other powerful beings on top of the history of the Celts. This chapter is rich in storytelling and follows a tale very familiar to me, but there are always new things to read and learn.

Splitting Chapter 3 and Chapter 4 into two separate and distinct chapters is good since for most books on the topic they are intertwined so much that it is hard to tease out the "myth" and the "history" from the mytho-historic events. Certainly one has had a profound effect on the other and I think Young demonstrates this well.

Also while I am 100% behind his enthusiasm here (and I share it) we have yet to see anything game-related and we are 75 pages in.

Chapter 5: The Otherworld of Faery

This chapter covers the various "otherworlds" (yes plural) of the lands of Faery. Usually tied to a physical location in the real world. It reads like an unreal Gazeteer of Europe to be honest, a mist-shrouded tour into a land that is similar but still very different. The faery lands don't have the same rules of nature as the mortal realms. So there are some tables about the odd passage of time or the nature of the land.

Chapter 6: There Lived a People

ALmost everything you want to know about the Faery races. This includes traits faeries can have and their weaknesses. This also includes a list of the giants of Wales.

Chapter 7: Great of Magic and Power

This details, what else, magic. If human wizards study magic and human priests pray for it then the Fae ARE magic. The distinction is not a subtle one. The magical powers here are listed as spells. So they can be used by the fae as if they were spells, but that robs them of what makes them so interesting. Instead, go with the suggestion in the book that each member of the fae gets a number of special powers based on their intelligence. And there are plenty of powers here! If you are anything like me and love magic, spells, or powers for characters then this chapter alone is worth the price of the book.

It is one of the largest chapters so far and has the most "game" material.

Chapter 8: With Great Gods and Lords

This covers the gods, demigods, and named faeries of the lands. There are no stats for these gods or heroes. Why? That is easy. They are not meant to be killed or even interacted with. They are the legends of this land. If you have any familiarity with the gods of Celtic myth and legend you can find them here.

Appendix A: The Druidic Order This covers the druid classes for Castles & Crusades within the Celtic world. There is the Druid (Wisdom), the Celtic Bard (Charisma), and the Druidic Seer (Wisdom).

Appendix B: The Secrets of the Druids This appendix covers the Ogham writing and runes.

Appendix C: Druidic Spells What is says, the spells the various druid classes can use.

At this point, I wonder if all three could not have been combined into one Appendix.

Appendix D: The Enchanted of Faerie. Here we get a nice discussion on Faery Metals and how they can be used. There is a list of divine items (artifacts in other games) listed by the owner; that's right the Gáe Bulga is not just lying around waiting for you to find it. No this +8 spear (!) is well in the hands of Cú Chulainn.

Appendix E: The Severed Head discusses the importance of taking the head of your enemy.

Appendix F: The Feast Hall details the Celtic hero's feast.

Appendix G: The Celtic Chariot. what it says on the tin.

Appendix H: The Celtic Warrior Society. Gives us a very brief overview of the importance of warriors and how they were organized. I wish this one had been much longer.

Appendix I: Accoutrements of War. Deals with the arms and armor of the celtic warrior.

Appendix J: Strong Feats and Deeds. Covers the tales of the heroes of the Celtic myths and legends.

Honestly, Appendices E to J should be combined into a chapter on Celtic Warriors. This is what the other Codices have done.

Appendix K: Holidays & their Customs.

Appendix L Celtic Themed Adventures.

Appendix M: Monsters

Also, this should have been a chapter. There are 30 pages of monsters here. Many are very familiar to me, but again are closer to their "roots."

Ok. So what can say here?

The book is fantastic and I loved every bit of it. BUT, I find the new organization of the 2nd Printing to be inferior to that of the 1st Printing. I felt some of the material could have been organized and combined a bit better. I still find it a delight to read, but is that due to this book or the subject matter?

Again, there is no doubt that Brian Young is not only an expert in this field, he also loves it. That enthusiasm shows and I am sure he could have written a book twice this size. I do love the expanded history and the raised importance of the continental Celts over the typically well-trodden lands of the Irish and British Celts. Looking over my review of the First Printing this is exactly one of the things I thought was missing from that version. Though some of the material from the first edition (some classes) are missing from this edition. I guess I should keep both on hand.

Still, if you are a fan of Celtic myth, Faery lore, or Castles & Crusades then I highly recommend this book. Even if you don't play C&C, I would get this book.



Rating:
[5 of 5 Stars!]
Castles & Crusades Codex Celtarum 2nd Printing
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Castles & Crusades Codex Slavorum
Publisher: Troll Lord Games
by Timothy B. [Featured Reviewer]
Date Added: 03/16/2022 10:13:47

Originally posted here: https://theotherside.timsbrannan.com/2022/03/review-castles-crusades-codex-slavorum.html

Coming up on some myths I know the least about and maybe the most excited to read. There is a lot of great stories I have read and watched over the years. What I like, so far, is that these are mostly new stories to me. Well. Not entirely new. I have been using Baba Yaga for years and my first published Ghosts of Albion adventure deals with Chernbog (Czernobog in this book).

So let's instead say I am less familiar with all of these.

Castles & Crusades Codex Slavorum

For this review, I am considering the PDF and hardcover book. The book is 94 pages. Color covers, black & white art. Written once again by Brian Young. He doesn't say it in the books, but it is Brian N. Young, Ph.D. He worked hard and earned his degree and it should be recognized.

Chapter 1: In Bygone Years

Like the previous volumes, this chapter covers both the real-world history and the myths of the area. The area in question surrounds the Black Sea in Eastern Europe.

We get some pre-history, but the people we call the Slavs will get their start in this volume with Byzantine Empire. The time period here is parallel to both the Germanica and Nodica books.

The myths of the area are all new to me and while Young (the author) does a good job in his summary, it leaves me wanting to seek out more. I suppose that is the point right?

Chapter 2: The Whole World & That Which is Beyond

This goes into detail about the lands of the Slavs and these myths. I have now gone through five of these Codecies and I am thinking that a Castles & Crusades game in Mythic Earth is a great idea. There is a nice map of the Slavic Kingdoms.

The second half of this covers the mythic lands of the Slavs; the three worlds. Like the Norse, these are placed on the World Tree, the Drugi Svet. Young even mentions that combination is possible but does not (correctly) tell you how since it would depend on YOUR world. The three worlds are Parv (or Iriy or Vyrjy), the realms of light, the lands of summer, and the home of the Gods. Lav (or Yav) is the middle realm of men, and Nav the Underworld. Here Czernobog becomes the Devil-like figure. Indeed it might be hard to tease out what is Czernobog and what is "Lucifer" in modern depictions of "the Devil." Svarog is our creator deity of light.

In a case of supporting my "One Man's God" series, there is Peklo, the Abyss, which is the home of various demons. Demons it seems very much in the AD&D mindset.

There are more lands and frankly, the more I read the more I want to use all of this in a game.

Chapter 3: Did Dwell Many Peoples

Our monster chapter. Monsters are "false creations" (my words, not so much Young's) of Czernobog. And there are some GREAT monsters here. Nearly 50 monsters here. Some are familiar to any D&D players, but many are new to *D&D games or at least in this form.

There are a couple new "races" that characters can be. The Zmajevit, or the "Dragon born" are humans with dragon blood in them. The Zduhac, or the Elemenatal ones, are elemental influenced humans.

There is also a new class here, the Vampirdzhija or the Vampire Hunter. This is a Wisdom-based class. Essentially the Vampire Slayer of the Slavic cultures.

Chapter 4: Filled with Great Magic

Another favorite section this one covers magic and new magic-using classes. The Kolduny is a new type of wizard that is Wisdom-based. The Molfar is the Slavic shaman, also Wisdom-based.

There are a few names mentioned for other types of spell casters. These are just names for other types, but do not have their own class per se.

Chapter 5: Of Mighty Gods and Spirits

This chapter takes the myths and reshapes them into something that can be used with Castles & Crusades but of course any other game. And there are a lot of gods here! Some are familiar to me, but most are brand new.

There is some text on the pagan religions of the Slavs and their practices.

Chapter 6: Battle Strong and Heroic

This is typically the "fighters" chapter. This one covers the weapons used by the Slavs and mentions of the heroes and groups of heroes of their tales.

Chapter 7: Castle Keeper Info

This is the GM's or Castle Keeper's information on running a game using these rules. Like the others in this series, this includes names and the various laws of the lands.

More so than the other books this one left me wanting more. This is a good thing and not a fault of the book. It is due to my own unfamiliarity with these myths and stories. It would work well with the Germanic and Nordic books for greater world-building. Now I want books like this for all the big myths of the world.

Codex Europa Maybe one for Spain and Al-Andalus should be next? What do you think Dr. Young?



Rating:
[5 of 5 Stars!]
Castles & Crusades Codex Slavorum
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Castles & Crusades Codex Germania
Publisher: Troll Lord Games
by Timothy B. [Featured Reviewer]
Date Added: 03/15/2022 10:04:35

Originally posted here: https://theotherside.timsbrannan.com/2022/03/review-castles-crusades-codex-germania.html

Today I am going further south and a little more back in time. Related to the Nordic myths and tales are the older Germanic ones. Given the connections between the two, I am going to have to point out the differences and commonalities.

Castles & Crusades Codex Germania

For this book, I am reviewing the PDF and hardcover edition of this book. This book has 110 pages, so slightly smaller than the other codices. Like a lot of Castles & Crusades books, the art here is from Peter Bradley. Once again Brian Young is our author and designer. Young also spends some time comparing the Germanic and Nordic myths and tales.

These myths come from central Europe and begin as early as the 1st century BCE right on up to the time of the Vikings.

Chapter 1: In Ancient Tales

Like the previous books, this chapter covers the history of the Germanic peoples as well as a brief bit on their legends and stories. Like the Nordic (or to the point the Nordic myths are like these) we get an origin story about Giants and three Gods. Young takes pains to differentiate these myths from the Norse and talks about the shortcomings of the source material. Here we see the first comparisons between Woden and Odin.

Chapter 2: Of Germania & Beyond

This chapter covers the Germanic lands. Now to assume there is only one Germany is a huge mistake and one that Young deftly avoids. There are lots of lands here and lots of peoples dating back to the height of the Roman Empire to it's fall. It is helpful to consult the map or hit up various maps online.

Chapter 3: Magical Beings & Monsters Dwelled

Once again we have a chapter on monsters and it is a real collection of gems. Here are 40+ monsters. All are a little bit familiar to any D&D players, but these harken back to their "original" forms so great for players that have "seen everything."

The monsters are of course enough on their own, but there is a nice section here on the complexities of the Germanic dragons. Essentially if you ever have read about the dragon Fafnir, then you have an idea of what this is about. Honestly, this is something that all dragons should have or at least the really interesting ones. Speaking of the interesting dragons, there are also tables to determine what a unique dragon's name would be.

Chapter 4: In Wizardry & Enchantments

Here we get some new magic-using classes. There is the Halirúna, or the Dark Witch (Intelligence-based) which I absolutely love, the Erilaz, or the Rune Master (Wisdom-based) which also has runic magic (like the Nordic book), and the Gudja. or People of the Gods, the clerics for this setting.

Magic is not a "supernatural" force here, but rather a natural one; THE natural one to be honest. This chapter uses magic as a means of connecting the people to the gods. Which are coming up next.

Chapter 5: To Serve the Gods

This chapter covers the gods and discusses the overlap between these cultures and the Nordic. Young points out that due to the Roman Empire the gods and myths of the Germanic pagans are a bit better documented than that of the neighboring Celts. Among these gods it is likely that Woden (Odin) and Þūnor (Thor). Again there are no stats for gods here (as it should be).

The chapter also details Germanic pagan beliefs and practices.

Chapter 6: Skilled in Battlecraft

Warriors are still one of the highest castes in the life of the Germanic peoples. This chapter gives us information on arms and armor used. How retainers were used and honored, and other topics on warcraft, including special unique weapons.

The new class, the Drachentöten (lit. "Dragon Killer") is a Dexterity-based class.

Chapter 7: Castle Keeper Info

Like the other codices, this covers running a Castles & Crusades game with this worldview. The importance of the king and lawgivers are established and explained.

The common folk are not forgotten and details like the importance of names (and many tables of names) are detailed.

Chapter 8: Sample Adventure Module

The sample adventure, "The Monster of the Fens," is given. It reminds me, naturally enough, of Beowulf. The adventure takes place in East Anglia so Young states that it can be integrated with the Codex Celtarum. The adventure is for 2 to 4 characters of 3rd to 4th level.

It is a fun little adventure and reminds GM/Castle Keepers that even a "simple" monster like a Troll would be a menace to the folks of pagan Germanic lands. Indeed, much like Beowulf shows.

The temptation is great to compare this to the Codex Nordica and also to find it lacking. This temptation must be avoided! The Codex Germanica is its own thing. While the myths and stories will feel familiar to the more popular Norse myths, they are their own, situated within their own time and place. These myths feel older and darker in many respects. In many ways, I like these myths and tales a little more than those of the Norse.

Again, this book is light on actual rules details, save for the classes, so it is an excellent resource for any RPG. Converting it over to AD&D, D&D 5, or your favorite OSR-Clone would be trivial at worst. Of course it is designed for Castles & Crusades which is fantastic in it's own right.



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Castles & Crusades Codex Germania
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Monstrous Compendium Planescape Appendix III
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 03/14/2022 14:11:51

Originally posted here: https://theotherside.timsbrannan.com/2022/03/monstrous-mondays-ad-2nd-ed-monstrous_14.html

What I think was one of the first big battles of the Edition Wars was the one concerning demons and devils. Namely, where the hell were they for AD&D 2nd Edition? They have not appeared in any of the Monstrous Compendiums so far and the official word was they were no longer needed. Which everyone knew was a smokescreen for TSR caving into concerned, busy-body mothers and the religious right. The discussions on Usenet had a LOT of opinions on why they were gone and then what to make of them when they finally came back.

Thankfully this did not last and by the start of 1991, we got demons and devils back, albeit in the names Tanar'ri and Baatezu. Ok, the names were changed but they were back. In truth, I never minded the name change and it opened up the lower planes to have more than one type of demon or fiend. Something we are still benefiting from today.

Monstrous Compendium Planescape Appendix III

PDF, 128 pages. Color art. $9.99

This book was one of the bound softcover Monstrous Compendium Appendices and it took on the trad dress and style of the Planescape line rather than the Monstrous Compendium line. The monsters inside conformed to the standard of the Monstrous Compendium stat blocks, but there was no doubt what line this belonged to.

This volume has 128 pages and 71 monsters from Animental to Xill. Many of these monsters appear on both sides of the page, usually due to the larger art elements, and expanded details including a bit of fluff for each one. This makes this book actually better for use in the three-ring binders. Even though this one was never designed to be added! Again another point for the PDFs. That is if you don't mind printing out all the full-color pages this one has.

Interestingly enough the Xill appears here and the Fiend Folio MC 14. In fact, many monsters from the AD&D 1st Fiend Folio also make it here. Cases in point the Quasi-elementals, the khargra (with much improved art), thoqqua, and trilloch. The Khargra and the Xill appear in all three (1st ed and both 2nd Ed books).

This one does have explanatory notes and it also covers the ecology of the outer planes. By this time the Planescape setting had been in pretty wide use so the "Planescape" view of the Outer Planes has superseded, for good or ill, the AD&D 1st Edition Manual of the Planes version.

AD&D 2nd Ed may not have started out with fiends (of any sort) but they ended with not just a few, but a whole new outlook on them that changed how D&D would use them for the next 30 years.



Rating:
[5 of 5 Stars!]
Monstrous Compendium Planescape Appendix III
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MC8 Monstrous Compendium Outer Planes Appendix (2e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 03/14/2022 14:10:55

Originally posted here: https://theotherside.timsbrannan.com/2022/03/monstrous-mondays-ad-2nd-ed-monstrous_14.html

What I think was one of the first big battles of the Edition Wars was the one concerning demons and devils. Namely, where the hell were they for AD&D 2nd Edition? They have not appeared in any of the Monstrous Compendiums so far and the official word was they were no longer needed. Which everyone knew was a smokescreen for TSR caving into concerned, busy-body mothers and the religious right. The discussions on Usenet had a LOT of opinions on why they were gone and then what to make of them when they finally came back.

Thankfully this did not last and by the start of 1991, we got demons and devils back, albeit in the names Tanar'ri and Baatezu. Ok, the names were changed but they were back. In truth, I never minded the name change and it opened up the lower planes to have more than one type of demon or fiend. Something we are still benefiting from today.

MC8 Monstrous Compendium Outer Planes Appendix

PDF 96 pages (102 with dividers and covers), Color cover art, black & white interior art, $4.99.

This collection has 90+ monsters (Aasimon to Zoveri) from the various outer planes. There are good and evil ones here so plenty for DMs taking the characters out of the dungeon and into new worlds. There are a lot of old familiar faces and some new ones. The "named" Demon Princes or Dukes of Hell are not here. Many, like Orcus, will never even get AD&D 2nd Ed stats. Most of the 1st Ed converts feel buffed up in stats. Even the succubus, a demon with little desire for combat, feels tougher with all her powers defined.

Demons and creatures from the Outer Planes in general really feel like they benefit from these expanded monster entries. While the Planescape Setting is still a bit away, we get tidbits of information about the Blood War and more. Reminding us that when it comes to settings, 2nd Ed really was quite superior.

AD&D 2nd Ed may not have started out with fiends (of any sort) but they ended with not just a few, but a whole new outlook on them that changed how D&D would use them for the next 30 years.



Rating:
[5 of 5 Stars!]
MC8 Monstrous Compendium Outer Planes Appendix (2e)
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MC14 Monstrous Compendium Fiend Folio Appendix (2e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 03/14/2022 14:10:49

Originally posted here: https://theotherside.timsbrannan.com/2022/03/monstrous-mondays-ad-2nd-ed-monstrous_14.html

What I think was one of the first big battles of the Edition Wars was the one concerning demons and devils. Namely, where the hell were they for AD&D 2nd Edition? They have not appeared in any of the Monstrous Compendiums so far and the official word was they were no longer needed. Which everyone knew was a smokescreen for TSR caving into concerned, busy-body mothers and the religious right. The discussions on Usenet had a LOT of opinions on why they were gone and then what to make of them when they finally came back.

Thankfully this did not last and by the start of 1991, we got demons and devils back, albeit in the names Tanar'ri and Baatezu. Ok, the names were changed but they were back. In truth, I never minded the name change and it opened up the lower planes to have more than one type of demon or fiend. Something we are still benefiting from today.

MC14 Monstrous Compendium Fiend Folio Appendix

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

While not full of fiend per se, the Fiend Folio has always had a place in the games of many 1st Ed AD&D players. It was the second "Monster Manual" and it collected a number of creatures from various modules and the White Dwarf Fiend Factor column. It was also either really loved or really hated, depending on who you asked. Maybe that is the reason it did not get published until much later (1992) and was the 14th MC to be published.

This MC contains 65 monsters, Aballin to Zygraat, and is a fairly good representation of the monsters listed in the original Fiend Folio. Some new (the aforementioned Aballin) but a few notable ones had appeared in other volumes already. Drow appeared in the main Monstrous Compendium. Death Knights were moved to Dragonlance (a loosing their demonic heritage in the process) and Styx Devils had been published in the MC8. The "oriental" Dragons are not here, but Gem Dragons are. There is no flumph here though. We don't see those again until Monstrous Compendium Annual Volume Two.

Also there are no explanatory notes here that many of the others also had. I guess at this point you are expected to know how to read the stat blocks. Not a complaint at all, merely an observation.

It is a mostly generic compilation of monsters and I mean that is a positive way. These monsters can be used anywhere. For example, I pulled out the Penanggalan and put it in my Ravenloft collection.

AD&D 2nd Ed may not have started out with fiends (of any sort) but they ended with not just a few, but a whole new outlook on them that changed how D&D would use them for the next 30 years.



Rating:
[5 of 5 Stars!]
MC14 Monstrous Compendium Fiend Folio Appendix (2e)
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Castles & Crusades Codex Nordica
Publisher: Troll Lord Games
by Timothy B. [Featured Reviewer]
Date Added: 03/14/2022 10:23:49

Originally posted here: https://theotherside.timsbrannan.com/2022/03/review-castles-crusades-codex-nordica.html

The Castles & Crusades Codecies series are great books to add some flavor and history to your game. While overtly for the Castles & Crusades game they can be used by nearly any game. The Codex Nordica is another I was looking forward to getting and it did not disappoint. Norse myths are among my favorites, right behind the Greek and Celtic myths.

Castles & Crusades Codex Nordica

For this book, I am reviewing the PDF and hardcover edition of this book.

The book is 146 pages with color covers and black & white interiors. The art is up to the high standards you should expect from Troll Lords with plenty of evocative art from Peter Bradley. Like the other books in this series, this one was written by Brian Young, who has the educational background to tackle these books.

Norse myths are some of my favorites and rarely have they been more in vogue. Young makes it clear that this book is a game guide to myths, legends, and history of the Swedish, Danes, Norse, and the other peoples of Scandinavia and not a full recounting of history, myths, and/or legends.

Chapter 1: History & Cosmology

This chapter gives us both the real-world historical background of the lands and the people of the area. This also covers the basic myths. It will not replace a history text or a book on Norse Mythology, but it is a great overview for a gamebook. This book is likely better researched than most game accessories you will find.

Chapter 2: The Nine Worlds

This takes the material from the previous chapter and some more to build on a game world of the Nine Worlds of Norse myths and how they could work in Castles & Crusades. Each world is covered, in as much detail as can be provided, which also includes what random creatures can be found. My favorite bits are the two maps that include the Viking colonies and migrations across Europe.

Chapter 3: Magical Beings & Monsters

I would be tempted to say that this chapter is worth the price of the book alone, but while this is true there is a lot of great stuff in this book. But seriously this chapter is a lot of fun. There are nearly 40 creatures of varying degrees of familiarity to D&D/C&C players. Some are new enough to be quite fun. Since the format is for Castles & Crusades they can be easily converted to AD&D, D&D5, or any OSR game of your choice.

Chapter 4: Wizardry & Enchantments

This chapter is the most "Norse" of all of the ones in the book if I may be so forward. It covers magic in its Nordic version or Seiðr. Since war is the realm of men, magic belongs to women. There are two new character classes, the Seiðkona, an Intelligence-based sorceress or more accurately, a "Magic-user" and the Völva or Vǫlva, a Charisma-based prophetess who is quite similar to the notions of a "Witch."

The Seiðkona uses Intelligence as her primary ability and casts the same spells and magic as the Wizard does. If she had used Charisma, I would naturally compare her to the Sorcerer of D&D3/5. Though given her role, Intelligence (or maybe even Wisdom) is the proper choice here. This is a class that is very much part of the mythology of the world she is in. She has access to the Wizard's spell list in C&C.

There is also the Völva, which is the clerical counterpart to the Seiðkona. This class also serves the role of a priestess and uses a distaff. Her gift is divination and prophecy. So by means of a rough comparison, she is more similar to the Oracle class in Pathfinder. She uses the Cleric's spell list until 5th level and then can split between Divine and Arcane magic.

Also, this chapter covers the runic magic system from this world. The runes are used along with the traditional magic powers (aka Spells).

Chapter 5: The Gods and Giants

This chapter covers the gods of the Nordic lands as well their primary adversaries the Giants. Here are names that will be familiar to nearly everyone who has ever played D&D or even watched a "Thor" movie or A&E's/AAmazon's "Vikings." There are similarities with the names found in the Deities & Demigods, but enough differences that readers should be sure to attend to the details.

Here the tale is more on the side of myth and legend rather than history. We learn of the Æsir and the Vanir; the gods and goddesses of the Nordic people. Also covered here in more detail than other gamebooks are the Giants and "other evil beings" spelling out the role Giants have in this mythology. They are more akin to the Titans of Greek or even the demons of other myths. You will not find stat blocks here though. Gods are not "epic-level monsters" to be fought; least of all by the likes of player characters.

Chapter 6: Warriors & Battlecraft

Magic and gods are great, but the world is made of warriors. This chapter covers the various warrior types and additions to the basic fighter of Castles & Crusades. The "upgraded" fighter includes basic warriors, elite warriors, and shield maidens. New classes include the Berserker, who is a Charisma-based fighter, and the Giant Killers (more traditionally Strength-based).

There are some details on fighting styles and weapons unique to this area as well.

Chapter 7: Castle Keeper Info

This chapter details running a Castles & Crusades game in the Nordic lands during the time of these myths and stories; aka the Viking Age. Here you can learn about society, laws, and the people that make it work. Of course, sea voyages are covered and various types of boats were used.

There is a section on poets and Kennings. It makes me wish they had included more for Bards here other than a brief mention that Skalds are Bards. But I guess this works. Names and their importance is covered with examples.

Most importantly there is a section on the Eddas (Prose and Poetic) and how they can be adapted to a game.

Chapter 8: The Precious Works

"The dwarves of lore made mighty spells" Tolkien told us in The Hobbit, but the dwarves he was thinking about likely were the Sons of ĺvaldi rather than the Children of Durin. Here we learn of the great magical artifacts of the Nordic myths including Gundnir, Skidbladnir, Draupnir, and Mjölnir.

Save for monsters and classes, the vast majority of this book is fairly neutral in terms of game rules. What does that mean? It means that you could easily use this book with AD&D, D&D 3 or 5, or an OSR game of choice. Of course, it works the best with Castles & Crusades, but the book is such a good resource I would hate to see it missed by people that do not play C&C.

Brian Young has a unique combination of Ph.D. level research and game design and writing credit to bring a series like this to life and make you want to play exclusively in the world he describes. Many have tried over the years, but I feel he has achieved the rare success of balancing the needs of mythological research and game design.

I highly recommend this book for anyone that wants to add a little bit of Norse myth to their games. And really who wouldn't?



Rating:
[5 of 5 Stars!]
Castles & Crusades Codex Nordica
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MC10 Monstrous Compendium Ravenloft Appendix
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 03/07/2022 10:31:50

Originally posted here: https://theotherside.timsbrannan.com/2022/03/monstrous-mondays-ad-2nd-ed-monstrous.html

I have mentioned this many times before but for me AD&D 2nd Ed was synonymous with Ravenloft for me. For most of AD&D's heydays, I was at university, either as an undergrad, in grad school, or working on my first Ph.D. So both money and free reading times were limited. I focused my efforts on the campaign world that I enjoyed the most, though I did dabble a bit into Planescape.

While I bought the Monstrous Compendiums as I could, I made an effort to get the Ravenloft ones.

MC10 Monstrous Compendium Ravenloft Appendix

PDF 64 pages, Color cover art, black & white interior art, $4.99

I don't remember when exactly I bought this product the first time, but I do remember I was living in my first apartment after the dorms. I thought it was amazing and I could not wait to use some of these monsters. This product also expands on many of the monsters that had been briefly mentioned in other products, namely the Ravenloft boxed set and some early adventures.

This compendium appendix covers 55 monsters "Bastellus" to "Zombie Lord" and includes the "demi-human" vampires. Up to this point, I had argued that only humans could become vampires, but I guess the Demiplane of Dread is such that any race can become a vampire.

In addition to all the monsters, this book includes an "Encounters in Ravenloft" that is helpful for the different rules that monsters can follow here.

I also find quite a lot in these I can still use in my 5e games and in my OSR/Old-School games.



Rating:
[5 of 5 Stars!]
MC10 Monstrous Compendium Ravenloft Appendix
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MC15 Monstrous Compendium Ravenloft Appendix II: Children of the Night (2e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 03/07/2022 10:31:48

Originally posted here: https://theotherside.timsbrannan.com/2022/03/monstrous-mondays-ad-2nd-ed-monstrous.html

I have mentioned this many times before but for me AD&D 2nd Ed was synonymous with Ravenloft for me. For most of AD&D's heydays, I was at university, either as an undergrad, in grad school, or working on my first Ph.D. So both money and free reading times were limited. I focused my efforts on the campaign world that I enjoyed the most, though I did dabble a bit into Planescape.

While I bought the Monstrous Compendiums as I could, I made an effort to get the Ravenloft ones.

MC15 Monstrous Compendium Ravenloft Appendix II: Children of the Night (2e)

PDF 64 pages, Color cover art, black & white interior art, $4.99. Covers just 20 monsters from "Brain, Living" to "Vampyre."

This second compendium draws from many of the adventures and books published for Ravenloft at this point. It has similar monster types to the first one, but all of these monsters are unique NPCs. For example, the MC10 had the Ermordenung creature, this one has the specific entry for Nostalla Romaine. Some, like Desmond LaRouche, the Half-golem and Jacquelline Montarri, even get 4 pages of treatment each. This is part and parcel of the nature of monsters in Ravenloft, each and everyone has the potential to become a unique encounter and a specifically planned one. This is one of the reasons I really don't do "random monsters" anymore. In Ravenloft, there never should be a random encounter. Even "non-Ravenloft" creatures get a unique Ravenloft treatment like Althea (medusa) and Salizarr (a meazel).

This might make the utility of this book a little less than the others, it is a book of NPCs really, not just monsters. The advantages though are a way to show how nearly any monster can get the "Ravenlot" treatment and expand to something more than a collection of HP to be traded for XP.

I also find quite a lot in these I can still use in my 5e games and in my OSR/Old-School games.



Rating:
[5 of 5 Stars!]
MC15 Monstrous Compendium Ravenloft Appendix II: Children of the Night (2e)
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Monstrous Compendium - Ravenloft Appendix III (2e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 03/07/2022 10:31:44

Originally posted here: https://theotherside.timsbrannan.com/2022/03/monstrous-mondays-ad-2nd-ed-monstrous.html

I have mentioned this many times before but for me AD&D 2nd Ed was synonymous with Ravenloft for me. For most of AD&D's heydays, I was at university, either as an undergrad, in grad school, or working on my first Ph.D. So both money and free reading times were limited. I focused my efforts on the campaign world that I enjoyed the most, though I did dabble a bit into Planescape.

While I bought the Monstrous Compendiums as I could, I made an effort to get the Ravenloft ones.

Monstrous Compendium - Ravenloft Appendix III (2e)

PDF 128 pages, Color cover art, black & white interior art, $9.99

This is one of the first "bound" Monstrous Compendiums I ever bought. By this time TSR had learned that the three-ring binder experiment was over. So no attempt here is mad to keep up that pretense.

This book is larger, 128 pages, and takes on the trade dress of later (middle era) Ravenloft products. This one does feature a guide of what monsters from other Monstrous Compendiums are suitable for Ravenloft. Additionally, the "Climate/Terrain" section lists which Domain they are found in or even when they are found on other worlds.

This book covers 120 monsters from "Akikage" to "Zombie, Wolf." Some are repeats, but all are updated. We get newer versions of Flesh Golems and Strahd Zombies, and yet another version of the Baobhan Sith. Some more vampires (Drow and Drider) and a bunch of Liches.

I also find quite a lot in these I can still use in my 5e games and in my OSR/Old-School games.



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[5 of 5 Stars!]
Monstrous Compendium - Ravenloft Appendix III (2e)
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Monstrous Compendium - Ravenloft Appendices I & II (2e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 03/07/2022 10:31:33

Originally posted here: https://theotherside.timsbrannan.com/2022/03/monstrous-mondays-ad-2nd-ed-monstrous.html

I have mentioned this many times before but for me AD&D 2nd Ed was synonymous with Ravenloft for me. For most of AD&D's heydays, I was at university, either as an undergrad, in grad school, or working on my first Ph.D. So both money and free reading times were limited. I focused my efforts on the campaign world that I enjoyed the most, though I did dabble a bit into Planescape.

While I bought the Monstrous Compendiums as I could, I made an effort to get the Ravenloft ones.

Monstrous Compendium - Ravenloft Appendices I & II (2e)

PDF 128 pages, Color cover art, black & white interior art, $9.99

This product features the final Ravenloft trade dress and is one of the last Ravenloft products to be wholly TSR and not TST/Wizard of the Coast. Again, like the Ravenloft Appendix III, this is a 128 page book that first appeared as a softcover. The monsters are the same as Appendices I & II; even dividing them up into two sections of Part I Creatures of Dread and Part II: Children of the Night.

If your goal is to print out pages for your own Monstrous Compendiums, then the original MC10 and MC15 might be the better choice. If you are collecting the PDFs to have all the monsters then this product is the better bet.

I am a Ravenloft fan. So I have them all.

I also find quite a lot in these I can still use in my 5e games and in my OSR/Old-School games.



Rating:
[5 of 5 Stars!]
Monstrous Compendium - Ravenloft Appendices I & II (2e)
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MC11 Monstrous Compendium Forgotten Realms Appendix (2e)
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 02/28/2022 11:45:47

Originally posted here: https://theotherside.timsbrannan.com/2022/02/monstrous-mondays-ad-2nd-ed-monstrous_28.html

There is no doubt that the biggest game world for AD&D 2nd Edition was the Forgotten Realms. I was fairly anti-Realms back then. I felt it was a cheap imitation of Greyhawk and I was a little irritated that Greyhawk got pushed to the side. The 3rd Edition Forgotten Realms setting book did a lot to change that for me and now, especially with my investigations around my This Old Dragon posts, I have come to better appreciate the Realms for what they really are, not for what I thought they were.

That all being said I still bought Realms-related products like these because, well, I love monsters.

MC11 Monstrous Compendium Forgotten Realms Appendix II (1991)

My series This Old Dragon has served me well for this one since many of the creatures here have appeared in the pages of Dragon Magazine, most authored or edited by Ed Greenwood himself.

This PDF is listed at 64 pages + the dividers. The interior art is all black & white with blue accents. The list price is $4.99. There are a total of 76 monsters (with sub-types) here Alaghi to Tren (a troglodyte/lizard man crossbreed). The Peryton, one of my favorites from the original Monster Manual finally makes its 2nd Ed debut here. Likely due to the "Ecology of" article. I went back to look over some old favorites, namely the Saurial. I always kind of liked the Saurial since there had been some articles in pop-science magazines about what would a humanoid race evolved from dinosaurs look like. I was a big fan of the Silurians and Sea Devils from Doctor Who and this was the "Paranoid 90s" when X-Files was about to reign. So reptiloids, dinosauroids, and more were on my mind. The entry here says that "Saurials are not native to the Realms, but originate from an alternate Prime Material Plane." This reminds me of what authors would later do with the Dragonborn in the Realms; have them come from Toril's twin planet of Abeir. I see in more recent Realms lore they are still from an unknown realm but I like this idea.

While these monsters are "generic" enough to be used anywhere, most (like the Saurials above) are tied a little more to the lore of the Realms, so extracting them can be done, but they will need some edits.

We are at a point with the Monstrous Compendiums where we get a bit of overlap. For example, the Ashira (MC13) has a lot in common with the Hamadryad (MC11). And the Black Cloud of Vengeance (MC13) is very much a larger, more evil version of the Tempest (MC11). This is not a surprise, there are over 2100 monsters created for AD&D 2nd Edition, there are bound to be places where they overlap.

The scans for all are pretty crisp and clear. I certainly can see printed out a couple of pages and using them in a smaller binder for a specific AD&D 2nd Ed campaign. Like I have said before, these PDF are fulfilling the promises made by the Monstrous Compendiums in the 1990s.



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MC11 Monstrous Compendium Forgotten Realms Appendix (2e)
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Monstrous Compendium - Al-Qadim Appendix
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 02/28/2022 11:45:45

Originally posted here: https://theotherside.timsbrannan.com/2022/02/monstrous-mondays-ad-2nd-ed-monstrous_28.html

There is no doubt that the biggest game world for AD&D 2nd Edition was the Forgotten Realms. I was fairly anti-Realms back then. I felt it was a cheap imitation of Greyhawk and I was a little irritated that Greyhawk got pushed to the side. The 3rd Edition Forgotten Realms setting book did a lot to change that for me and now, especially with my investigations around my This Old Dragon posts, I have come to better appreciate the Realms for what they really are, not for what I thought they were.

That all being said I still bought Realms-related products like these because, well, I love monsters.

MC13 Monstrous Compendium Al-Qadim Appendix (1992)

The Al-Qadim Monstrous Compendium had been the only product I ever purchased for the Al-Qadim setting back when it was new. Again the reasoning was I loved monsters. But while reading it over I discovered there was a very interesting setting here.

Like the Kara-Tur setting, Al-Qadim was pulled into the Realms. It was added to the Realms quickly after its release but the campaign setting box was designed a bit more for a general placement anywhere.

This PDF is listed at 74 pages and has a $4.95 price tag. The art is typical for the time color covers and color dividers with black & white pages. Interestingly the accent color here is gold and not blue. Ravenloft used red so I wonder how it would have been if all the settings had a different accent color to help separate them. A dark-gray for Greyhawk, burnt orange for Dark Sun, and so on.

There are 58 monsters from Ammut to Zin. This includes a large number of various Genie/Gin types.

Divorced from their setting the monsters certainly lose some of their best flavor, but I do plan on using these in a desert-based campaign I have coming up and I think they will work fine.

We are at a point with the Monstrous Compendiums where we get a bit of overlap. For example, the Ashira (MC13) has a lot in common with the Hamadryad (MC11). And the Black Cloud of Vengeance (MC13) is very much a larger, more evil version of the Tempest (MC11). This is not a surprise, there are over 2100 monsters created for AD&D 2nd Edition, there are bound to be places where they overlap.

The scans for all are pretty crisp and clear. I certainly can see printed out a couple of pages and using them in a smaller binder for a specific AD&D 2nd Ed campaign. Like I have said before, these PDF are fulfilling the promises made by the Monstrous Compendiums in the 1990s.



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Monstrous Compendium - Al-Qadim Appendix
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