The Other Side

Monstrous Mondays: The D&D 3rd Edition Monster Manual

It is the year 2000. We don't have flying cars, but I have a brand new baby, and Wizards of the Coast, the brand new owners of Dungeons &  Dragons are putting out their new 3rd Edition material.  The Monster Manual was the last of the three core rule books.

Monster Manuals for D&D 3.x

For today I am going to consider the 3.0 and the 3.5 versions of the Monster Manuals.  I am also considering the Print and PDF versions from DriveThruRPG.

Monster Manual 3.5Monster Manual 3rd Edition

3.0 220 pages. 3.5 324 pages. 425 monsters.

More so than the AD&D 2nd Edition Monstrous Compendiums or Manual this book felt like the Monster Manual of old.

It was the start of the new millennium (almost) and we all survived Y2K.  I had been moving away from D&D for some time by this point and this was the edition that brought me back.  I do sometimes still get the urge to play 3.x and this book is one of those reasons.

The art budget for D&D (no more "Advanced") was heavily increased. Art that would have been chosen for cover art for products in the 1990s now joins several more just like for interior art. Every monster in illustrated in full color now and the book itself is a work of art.

Inside are all the favorites and many new ones to boot.  Demons and Devils are back AS Demons and Devils, although they also retain their bowdlerized names of Tanar'ri and Baatezu respectively. This works out to Wizards of the Coast's advantage since now those names can be considered Product Identity under the newly formed OGL. Sure other publishers can, and do (and boy do they!), talk about demons, but Tanar'i are off-limits.

What is special about this book, and 3.x in general, is now monsters are built using the same rules as characters. They have the same abilities, a great wyrm blue dragon has a strength of 39, and built like characters are with the same skills and the new feat system.  So that same ancient blue dragon can have a fly-by attack feat.  I can't say everything is perfect, but it is certainly better than the catch as catch can abilities of AD&D where a Will-O-the-wisp can has ridiculous stats. 

The implication is here is that some monsters could even be characters. For a crazy example take the Skum (p.229). It has 2d8+2 HD. At the bottom of the stat block is a "Level Adjustment" of +3. Skum start out at 3rd level but still 0 XP. Once they gain enough to get to 4th level they can advance. Usually, there is a preferred class listed, but almost everything can advance as a fighter. 

Creatures also get a different hit die based on their type. Faeries get a d6 while undead gets a d12. Type is very important here. 

There are also templates which is a great idea. Have a 14th-level fighter who is changed into a vampire? Well in older forms of D&D he would have gone down to the HD of a vampire.  In 3.x he is now 14th level (yeah level drain is gone, more or less) and you add vampire abilities on top. It was something hinted at with Ravenloft, now it is part of the rules.

I mentioned the art, it is great though there are some changes between the 3.0 and 3.5 versions.

Nymphs

In fact, there are some monsters not illustrated in the 3.0 version that do get illustrations in the 3.5.

It is really a great resource.  My one complaint is that the one monster per page layout is gone.  This does conserve space and makes the book smaller, I just had gotten used to the format with 2nd Ed.  4th Ed would bring it back.

I have very fond memories of this book. My oldest son as a small child would spend hours flipping through it, just like I had done with the original Monster Manual. 

I should also point out that because of this book and the Open Gaming License I was able to get my first ever professional RPG writing gig working on Eden Studios' Liber Bestarius.

Liber Bestarius

Blue Rose: Who is Admiral Celeste Vorcolio?

Admiral Celeste VorcolioOften, very often, the NPCs I will put into a game or adventure will be drawn from either someone I know or a previous character of mine.  St. Johan Werper in the Guidebook to the Duchy of Valnwall Special Edition is/was my first ever D&D character. Nearly every non-player character in my Night Worlds "Generation HEX" and "Ordinary World" in NIGHT SHIFT were characters in my long-running Chill/Buffy/Ghosts of Albion games.  The Editor in "Weirdly World News" in the Night Companion was based on the director for the play "The Front Page" I was in several lifetimes ago. 

But who is  Admiral Celeste Vorcolio of Six of Cups?

The folk hero of Garnet in Aldis, in the World of Aldea, is not based on any real person nor character of my past.

Since I was modeling the City of Garnet after my childhood memories of Alton, Illinois I took it a step further and thought about the stories I was reading then. While the Tall Tales of Paul Bunyan or Pecos Bill wouldn't really be appropriate for what I wanted, there was another one.  I remembered reading, the stories of a giant sailor named Stormalong

After reading mythology, I followed up with the American equivalent, the Tall Tale. While I liked the tales of Pecos Bill and Paul Bunyan it was A. B. Stormalong that would actually feel like an adventure.  Pecos Bill was essentially a drunk cowboy soon to be upstaged in his antics by his younger, dumb brother "Florida Man." Paul Bunyan was a giant, but all he ever did was cut down trees. Stormalong, well he fought the Kraken! The idea that he boarded a ship and signed his name "Stormalong, A.B.," which would go on to mean "able-bodied sailor," stuck with me decades later.

I knew I wanted an admiral in the Aldean Navy.  I knew I wanted Garnet to be the heart of that Navy. So someone from Garnet needed to be the one that made the Navy into what it is today. 

I started with the idea of Stormalong, someone young and ready for adventure, jumping onto a ship and doing whatever they needed to do to be on that ship and rise up through the ranks.  The idea jelled for me when I thought about Star Trek The Next Generation.  Gene Rodenberry had described the characters of Picard, Riker, and Wesley Crusher as all being different parts of Horatio Hornblower.  Though originally "Wesley Crusher" was going to be "Leslie Crusher." Which gave me the idea of instead of Horatio Hornblower, why not Honor Harrington

If her adult form was Honor, then who was she as a (very) precocious child?  I mean, like annoyingly precocious. I saw her jumping on the ship and announcing to the crew that she was "Vorcolio, A.B. the greatest sailor in the world! And you will all be taking orders from me soon!"  Who from my readings would fit this mold? Easy. Pipi Longstalking.  Very soon a picture began to emerge.

Celeste, at age 12 runs away from home and jumps onto a ship to be a sailor. The laws at the time said she had to be 16 to join up, but she lied (her first lesson) to get on board.  She quickly proved that while she was a lot of talk, she was also willing to work hard. She took any and every job on the ship no matter how menial or difficult. She would whistle to herself and tell the crew that she wanted to know how to do everything on a ship so she could be a good captain.  When it was discovered that she lied about her age they were already too far out at sea.  The punishment for this was 10 lashes (it was a while back) she admitted she had lied and submitted herself to her punishment. All her other crewmates moved by her work and her willingness to stick to the rules, offered themselves up instead. In the end, the Captian agreed to not give her the lashes until a later date, but she had to learn the job of every crewman on the ship and be able to do it as good as they could.  She remained on that ship for years and when the time came to give her her punishment the Captain instead made her his first officer claiming that would be punishment enough.

She would later go on to have adventures of her own, find her Rhy-fen companion Jarry the Dolphin,  enroll in the Naval Academy where she would butt heads against other officers, fight giant sea monsters and pirates, battle with other Navies, and generally lived her life on the deck of on ship or another.

I don't know how she died.  I don't know when she started a family. I am inclined to say that in her later years she adopted a child and raised them as her own. I think that like many sailors, before and after, her only true love was the sea. 

There are no character stats for Celeste. When you get to Garnet she will have been dead a hundred years, unless you believe the talk of old sailors and they say she is still on the deck of her ship, The Stormalong, sailing the clouds of the storms.  If you listen close you can hear her shouting orders to her crew and laughing at the thunder and lightning.

Welcome to Garnet

Green Ronin currently is taking pre-orders for print of Six of Cups.  Order now and get $5 off AND for just $5 more (so retail price) you also get the PDF right now!  That is a hell of a deal.

https://greenroninstore.com/collections/blue-rose/products/blue-rose-six-of-cups

New Release Tuesday: Blue Rose Six of Cups

I have been waiting a bit to share this one with you all.  I have an adventure in the newest Blue Rose RPG book, Six of Cups!

 Six of Cups

Yes, that is my name at the bottom. 

I am quite excited about this really. There are a lot of great adventures here from a lot of great authors/designers.  Working with Green Ronin was a joy really. I am honored to have been able to contribute even just a small part to the World of Aldea.

My adventure, appropriately named "Witching Weather" deals with the birth of five children all of who have some sort of magical power and the forces of darkness that are closing in around them.

In addition to the adventure, I was given the privilege to add a bit more detail to the City of Garnet. 

I have seen the world of Blue Rose described as "fantasy Seatle" which may or may not be true, but Garnet as I have written it is "Fantasy Alton, IL."  Alton is a blue-collar riverside town with some great history, some unexpectedly good restaurants, and the shadow of the Piasa Bird everywhere you go.  Vyon Bloodwing, one of the adversaries of the adventure, is my homage to the Piasa Bird.  

So grab this book. It has my adventure in it and a bunch of other great adventures and guides to lesser-traveled places in Aldea.  When you are walking along the "Riverwalk" or "Restaurant Row" in Garnet please don't forget to raise your drink, be it a hearty stout or an equally strong tea, to both the Sovereign and the famous Admiral Celeste Vorcolio. Both the pride and joy of Garnet.  

Monstrous Mondays: Basic Bestiary Movement (& updates)

Basic BestiaryIt has not only been a while (nearly a year) since I last talked about the Basic Bestiary, it has been a while since I have actually worked on it.  That is too bad really because while I have been sitting on my thumbs and doing whatever the hell else I have been doing others (at least three I can think of) have gotten their monster books out or into Kickstarter. And there is a lot of overlap in monsters here.  

Frankly, I could not be happier!

I love monster books. I have said this here a thousand times. And more monster books are always welcome. I'll spend some time with these other books later this week.

But I still want to get my own book out.

I am NOT going to do a Kickstarter for it. Nothing against it, but I don't want want to go there yet. So that means the art will be what I can buy when I can buy it with money from my other books. So that means it will be a bit longer.

I also believe that my monster book will be a value add to all the other monster books out there.  There are a lot of great monsters and monster books out there. Mine will be influenced by what I have read and played over the last decades. 

Also, instead of saying mine is "Labyrinth Lord" or "Swords & Wizardry" compatible or even the very popular "Old-School Essentials" compatible, I am sticking with my own "Basic-Era Compatible."  That might end up costing me some sales or promotions, but my stat block here is not something that is pure for any one system. In truth, I could very well put "Advanced-Era Compatible" on these books as well since I am designing the stat block to cover both systems, even if the style esthetic is going to be Basic-era.  I talked a bit about this in my "Detailing a 'Universal' Stat-block" post and that is where I want to go today.  All based on the question "how many miles per hour is that?"

Movement

One of the things that always tripped me up moving from Holmes Basic to Moldvay Basic and then to AD&D was movement rates.  Let's go back to my universal stat block breakdown and look at the movement rates for the Orc.

Holmes: 90 feet
Moldvay: 120' (40')
Mentzer/BECMI/RC: 120' (40')
AD&D 1st ed: 9"
AD&D 2nd ed: 9 (12)
D&D 3: 30 feet (6 squares)
D&D 4: 6 (8 while charging)
D&D 5: 30 feet

These speeds all are "per round" though what a round is can differ.  Holmes' speed is more in line with AD&D. D&D 3 to 5 are all the same despite different notation.

In my Basic Bestiary I note it like this:

Movement: 120' (40') [12"]  

With "AD&D" notation in the brackets. Note that my orcs then look faster. Rounds in Basic are 10 seconds and rounds in AD&D/D&D3-5 are all 6 seconds.  This means that my 120' movement rate orc in Basic has a different "Real-time" speed in AD&D.  My converted orc moves at 12" and not the 9" listed.  Is this a problem?  Actually, no. I don't feel that it is.

According to the Labyrinth Lord RPG book, 120' is the exploring speed per turn and 40' is the combat speed per round and 120' is the full running speed per round. So my question. How fast is this in MPH?

120' per round is 120 feet per 10 seconds or 720 per minute or 43,200 per hour or 8.18 repeating.  I opt to make the miles an easier 5400* feet to get 8 miles per hour.  So an orc can run full-on at 8 miles per hour. 
(*5400 is divisible by 2 and 3 so it gives me better numbers to work with.)

This brings up an interesting notion.  How fast can a particular monster move?

I looked at my entry for Archangel and see they fly at 360', which translates into 24 MPH. Not very fast from our point of view, but fast when compared to a mundane horse.  Maybe they have a Haste at-will spell and can fly at 48 MPH?  If it is a "Greater Haste" say at x3 then 72 MPH feels a little more respectable. Fantasy creatures don't always translate well into the real world.

Ideas like this have been helping drive my design philosophy.  When working on a monster I often ask "how do they relate to the PCs?" or "what sort of situations will this monster be in with the PCs?" since the Player Characters are the focus of all adventures.  Now I do also ask "How does this monster relate to Normal Humans?" and this has shifted my view on many creatures, in particular the undead.  There are consequences to both of these.

On the PC-centric side, we get the Succubus/Whispering Demon issue I mentioned a while back when I covered the BECMI Immortal Rules.  To quote:

A Succubus in AD&D is a 6+6 HD creature (average hp 33), her physical attacks are not great, but her kiss drains 2 life energy levels. In BECMI a Whispering Demon has 15* HD and 70 hp! Oh and her AC is -6.

A 6 HD creature is more than enough of a challenge for normal humans, it is also a pretty good (and scary) challenge for low-level characters. But a 15 HD succubus? That is a challenge for many!  But I do notice that in nearly every movie or tale about a succubus the demon is defeated in the end.

6 HD is what you get when you aim for Normal Humans.  15 HD is what you get when you aim for PCs.

The Basic Bestiaries will take on the point of view of Normal Humans for the most part. So my succubi (I have a couple) will be more along the lines of 6 HD.  My Archangels however will likely be flying at 72 MPH.

Friday Night Videos: Stranger Things Season 4

You all know I am a huge music fan AND I am a huge fan of Netflix's Stranger Things.

So in celebration of Season 4 here are some songs great for fighting monsters.

These would be the songs on my playlist 1986 that is for sure. Where would I have been on a Friday in July in 1986? Playing AD&D of course!

We need to start with the biggest comeback hit ever. Kate Bush's (who was already a D&D meme) Running up That Hill.

Seriously, could not have happened to a better person.

I grew up in the 80s. I played AD&D. I listened to metal. So I relate to Eddie Munson. I KNEW Eddie Munson, or at least people that had aspects of him.  I thought his "and that is why we play." line about D&D was going to be his signature line.  

No.

His "Chrissy. This is for you." got me where I live.  If "Running Up That Hill" was the song for Part 1, then "Master of Puppets" owns Part 2.

To quote Dustin, "Dude. Most. Metal. Ever!"

Another song from the time, Journey's Seperate Ways, got a spooky sounding remix.  

This isn't a song about two people drifting apart as much as it is now a song about our heroes all fighting their own personal battles.

It is really difficult to express how much "classic rock" was part of the 80s, especially in middle America. I mean think about what was popular vs. to what you were listening too.  For me 1986 was a combination of The Police (who had promised us new songs in 86), Dire Straits, Peter Gabriel, to Beastie Boys, Run DMC, as well as Pink Floyd, The Who, and Joe Walsh. So seeing a couple of classic rock songs make the series feels right.


Now we have to wait nearly two years until the next and final season. The ending credits left us with none other than the transcendent Siouxsie Sioux and The Banshees' "Spellbound."


Follow Friday: Wobblies & Wizards

Wobblies & WizardsI like Podcasts. I can't keep up with all of them out there, but I do enjoy them and you get a different feel from them than you get from say a blog post.

Here is one of my new favorites.

Wobblies & Wizards

Run by Shane Thayer aka Logar the Barbarian. It is an old-school, new-school, and all-around cool geek-based podcast.

If anything he leans more into old-school and the OSR scene, but that is a matter of these are the game he enjoys. You certainly get the vibe here that all games are welcome AND all gamers are welcome.

I was on (should be up soon) and we spent time talking about The Misfits and Black Flag. He has some great OSE content, Satanic Panic, and talks a lot about world-building.

Really worth checking out. Give him a listen and follow him on social media.

https://anchor.fm/wobbliesandwizards

https://twitter.com/LogarHailCrom

https://www.facebook.com/wobbliesandwizards

https://www.patreon.com/wobbliesandwizards

Mail Call: Call of Cthulhu Classic Edition

Drive-by today. I backed the Call of Cthulhu Kickstarter a while back and received my books in the mail a few days ago.

I am rather pleased with what I got to be honest.

Call of Cthulhu boxed setCall of Cthulhu boxed set

The box is thick and sturdy.

Call of Cthulhu boxed set contents
Call of Cthulhu boxed set contents
Call of Cthulhu boxed set contents
Call of Cthulhu boxed set contents
Call of Cthulhu boxed set contents
Call of Cthulhu boxed set contents

There is enough material here for a life-time of play.

It also works nicely with my leather Anniversary edition from a couple years back.  

Call of Cthulhu boxed set and anniversary editions

The dice that came with the boxed set even match my leather edition.

This works out well for me.  My son is all about Call of Cthulhu 7th Edition. He has a ton of material for that. I get all the pre-6th edition material.  Sure they are still largely compatible, but it makes for a nice cut.  Plus this is the edition I like to play Cthulhu by Gaslight with.

It's July!

I can't believe it is July already.  I don't have an overall theme for this month except to get to some games I have wanted to try out.  Not sure if those will be reviews, play reports, or characters.  Maybe a little bit of all the above.

Other updates.

Posting might be light here for a bit. My oldest sister Terrie passed away due to an aggressive glioblastoma. She had already lived longer than the doctors had given her.  I am ok (ish) but I feel bad for her kids and her husband tom.  I also feel sad for my dad and my oldest brother Pat. My older brother Mike died about 10 years ago. He, Terrie, and Pat were all closer in age and very close. Now there is just Pat.  Not sure when the service will be.

 Brian, Daniel, JessicaBrannans Christmas 1979.
Sadly everyone in the top row except for my oldest brother Pat (beard, glasses) are now gone.

I have some projects I really must get done.  My creativity has been in a serious lull and I need to figure out how to get those ideas flowing again.

I have a thing coming up for Halloween I am excited about. I have picked out a lot of "good" horror movies for my October Horror Movie marathon.  I will also participate in Dave Chapman's #RPGaDay for 2022.

Let's see where the month takes us.

Monstrous Mondays: The D&D 4th Ed Monster Manual (Overview & Review)

A few months back I went through a number of the AD&D 2nd ed Monstrous Compendiums and talked about the advantages and disadvantages it had over the 1st ed Monster Manual. Also at the time, I mentioned the design choices made that also separated them from their 1st edition counterparts. 

Since today is the 4th of the month, I figure it is a good time to talk about the Fourth Edition Monster Manuals and what also made them special.  

Dungeons & Dragons 4th Edition Monster Manuals

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 4eMonster 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.

Monster Manual 4e


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. 

Orcus

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." 

not your typical devils

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. 

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. 

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. 

Monster Manual 2 for D&D 4eMonster Manual 3 for D&D 4e

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.  

If you are curious, there is a list of all the 4th Edition monsters

One Man's God: Castles & Crusades Gods & Legends

Castles & Crusades Gods & LegendsA couple weeks back I posted a One Man's God using the AD&D 2nd Edition Legends & Lore.  I mentioned at the time that this falls outside of the scope of the original concept of my OMG posts; that is can I take creatures from the Deities & Demigods and re-classify them as AD&D 1st Edition demons. Not historical demons, not mythological demons, but 1st Edition demons.

Since I have spent this week discussing Castles & Crusades I have often talked about how this game is the spiritual successor to AD&D.  Do their books on gods also follow?  Or to be more precise, can I do a One Man's God post on the C&C god books?

When it comes to discussing gods, demigods, and heroes Castles & Crusades is really second to none here. There Codex series, written by Brian Young, is some of the best-researched material for an RPG ever produced.   

Gods and Demons in Castles & Crusades

You are not going to find stats for gods in C&C.  They are not meant to be fought. There are however plenty of gods to encounter. I covered many of these in the various Codex books by Brian Young.

There is also the Gods & Legends book which I'll cover here and use as my basis for this One Man's God.  

Demons are well covered in the Tome of the Unclean from Troll Lords.  Tome of the Unclean follows pretty close to the AD&D standard demon with what I often refer to as "the Usual Suspects," so all the "Type" demons and succubi.  So while I could more properly compare the C&C gods to the proper C&C demons, I think everything is close enough that I can continue with my original purpose of comparing these gods to the AD&D demons.  If there are any differences they are so minor as not to be an issue.  Besides. These are gods and demons we are talking about, there will always be exceptions to the rules.

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.

Gods of Aihrde

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.  

Again. I might be extending my One Man's God to the point of breaking.  Let this be a lesson in how scope creep or extending your theories beyond your testable hypotheses is a bad thing.

Other gods from Earth mythologies have been covered in previous postings of One Man's God.

Class Struggles: Castles & Crusades - Core and Player Archive

It has been a while since my last Class Struggles post.  Since I featuring D&D this month and focusing on Castles & Crusades, in particular, this week I thought a look into the Castles & Crusades classes was in order. I am going to focus my attention on the Castles & Crusades Player Archive, but I will talk about more than just that.

Castles & Crusades, Players Handbook

One can't really talk about classes and not first look to the core, the Players Handbook.  This book serves the same purposes as the D&D Players Handbooks; it introduces the rules and the classes.  In this case, the comparison to AD&D 1st edition is most appropriate. 

Players Handbooks

I have repeatedly made the claim that Castles & Crusades is the spiritual successor to AD&D 1st Ed. No slight against 5e or other versions of D&D, but if you want modern rules and a 1st ed feel, your game is Castles & Crusades.  Obviously, the publisher, Troll Lords, feels the same way given the new cover art for the 8th Printing of the C&C PH.  

The classes in the C&C PH are: Barbarian, Bard, Cleric, Druid, Fighter, Illusionist, Knight, Monk, Paladin, Ranger, Rogue, Wizard, and the Assassin (a special class).  Compare this to the ones from the AD&D 1st Ed Players Handook: Cleric, Druid, Fighter, Paladin, Ranger, Thief, Assassin, Magic-user, Illusionist, Monk, and a special class for the Bard.  Add in the Unearthed Arcana we get the Barbarian and Cavalier along with the Thief-Acrobat.  So all in all a very, very similar list of options.

In Castles & Crusades, each class has a Prime Attribute which really helps define the class. This is a bit more "hard coded" into the class than say it is in AD&D.

The classes, even with the same name, do have some differences. For starters, all the spell casters can cast spells up to 9th level in C&C.   

A few details.  Bards do not get spellcasting ability here but a number of spell-like powers. Clerics are limited to wielding the weapon their deity favors. So a cleric of Thor naturally gets a hammer, but one of Odin might take the spear. Druids get a lot of abilities and spells. Fighters actually get a few abilities as well, especially involving weapon specialization. As mentioned Illusionists get spells to the 9th level.  The Knight fills the roles of the Cavalier.  Monks are fairly similar to their AD&D counterparts.  Both Paladins and Rangers are similar enough to their AD&D counterparts.  They both have a number of special powers but neither has actually spell casting powers.  At first, I did not like this particular change, but I did not miss it as much as I thought I might with the paladin.  I did in the Ranger, but I tended not to spend a lot of time on spells for my AD&D rangers to even begin with, save for spells that helped their normal ranger powers/skills.  Rogues are very close to their Thief ancestors.  Wizards get a nice boost at the 13th level when they start to get some new powers/abilities. It reminds me, rules-wise, of the BECMI magic users from the D&D Companion set.   The Assassin is a special class that is designed to be added to another class with the C&C Dual- or Multi-Classing and Class-and-half rules. 

Just looking at the classes, C&C can provide an interesting twist on the AD&D experience while retaining the essential feel of these archetypes.

Castles & Crusades Player ArchiveCastles & Crusades Player Archive

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 12/13) 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.

Plays Well With Others: Castles & Crusades Adventurers Spellbook

Castles & Crusades Adventurers SpellbookYesterday I talked about how well, or more to the point, how easy it is to use the Castles & Crusades Mystical Companions with old-school D&D and in particular AD&D 1st Edition.  I want to do something similar today but a little more focused on bridging that gap.

Today I want to look at Castles & Crusades Adventurers Spellbook as my example, but in truth, this would apply to any C&C spell collection.

I'll do a quick review and then get into my Plays Well With Others.

Castles & Crusades Adventurers Spellbook

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 more tomorrow.

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.

Plays Well With Others

It has often been said that Castles & Crusades is one of the first professionally published OSR games out there.  It takes the 3rd Edition base, reforms it forms it for a 1st Edition experience and even gave us rules and mechanics that would later be seen in 5th Edition.  Castles & Crusades is essentially what AD&D could have become in the new millennium.

So it is no surprise then that C&C can Play Well with other forms of D&D rather easily. 

1st and 2nd Edition D&D

1st and 2nd Edition AD&D

This one is such a no-brainer it barely needs to be mentioned, but there are some things to consider. C&C uses the same spell casting classes as 1st Edition AD&D, so that conversion is easy. Though it should be pointed out that all classes have cantrips and have spells that go to 9th level.

1st and 2nd Edition AD&D Cure Light Wounds

Converting the spells is so trivial it is hardly an effort. 

C&C spells casting times are in Rounds and saves are based on abilities. Largely you can save vs. Spells in AD&D unless some other sort of save (death, paralysis) makes more sense.

3rd Edition D&D

C&C might be modeled after 1st Edition, but its roots are in 3rd Edition D&D.  Spellcasters get cantrips and 9th level spells in both cases. 

D&D 3e

Saves convert roughly like this Reflex = Dexterity (or rarely Intelligence), Fortitude = Constitution or Strength, Will = Wisdom or Charisma.

Likewise both games have focus components that can be used. 

5th Edition D&D

C&C and D&D 5 have so much in common that you can just drop these spells right in. 

D&D 5e

Levels are the same. Cantrips are the same. Saves are the same. There is no warlock or sorcerer in C&C nor is there a dedicated Illusionist for D&D5, just the wizard archetype.  But the spells can be spread out well enough.  The Chromatic Mage though would make a good D&D5 style sorcerer to be honest with a little tweaking.

OSR Games

No point in going through all of these. If any of the above work then so do these.  A couple of caveats. 

Basic-Based Advanced Games

Basic Advanced Games

Basic D&D does not have the detail of spell descriptions that Advanced D&D does. So a lot of the stat blocks of the spells can be ignored or used as guidelines.  Saves are always vs. Spell.

Chromatic Dungeons

In the special case of Chromatic Dungeons, all the above applies, but I also think it would work out well if the Chromatic Mage was ported over (even via the OGL) to Chromatic Dungeons.  IT would work well as another, but a different classification of Magic-User.  I would use Wizard level advancement in CD and the spell progression in the Adventurers Spellbook.

I'll discuss this more tomorrow when I do my Class Struggles post.

Monstrous Mondays: Mystical Companions (Castles & Crusades)

All month long I have been talking about D&D and mostly near-D&D FRPGs.  While last week was all Pathfinder, the one-time heir-apparent to D&D, this week I want to talk about a game that really does capture that feel of early, 1st Ed AD&D, with a more modern point of view.  

Of course, that game is Castles & Crusades.

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 & CrusadesMystical 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. 

Ranger Familiars

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.

Dragon Rider

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. 

Skylla: Pathfinder 2nd Edition

I thought it might be nice to break up the reviews here and see if I can build one of my favorite characters for Pathfinder Second Edition.  And that means I am building a witch.

My girl Skylla here has gotten a lot more popular since I started this series almost 10 years ago. Since then she has gotten new official D&D 5 stats, a mini, and a new action figure release. All of that in the last year alone.  I'd love to take credit for it, but it is really just part of the same thing I was doing 10 years ago; discovering a cool, but under-used character.

A foot in two worlds

What is great about this is I can compare and contrast the official D&D5 Warlock Skylla to a possible Pathfinder 2e Skylla.  I can also compare and contrast her with the Pathfinder 1st edition witch I did years ago.   

In this case, I cleaved a little closer to her Base stats found in module XL1 Quest for the Heartstone and her warlock stats found in The Wild Beyond The Witchlight.

For this build I kept her at 6th level to correspond base stats and the D&D5 stats and not the 7th level I have typically been using.  I have not seen a lot of Pathfinder 2e statblocks online, so I am going with my own format here.

Custom Skylla figure

Skylla
6th level Witch, Human (Wintertouched)
CE Medium Humanoid

Background:  Student of Magic

Ability Scores
Strength: -1 (8)
Dexterity: 0 (10)
Constitution: +2 (14)
Intellignece: +4 (19)
Wisdom: +3 (16)
Charisma: +3 (16) 

AC: 18 (+8 prof)
HP: 62
Perception: +11

Saving Throws
Fortitude: +12
Reflex: +8
Will: +13

Resistances and Immunities: Cold 3

Speed: 25

Melee Strikes
Staff +7, 1d4 (1d8 two-handed) +1d6 electricity

Skills
Acrobatics +0, Arcana +12, Athletics -1, Crafting +4, Deception +13, Diplomacy +11, Intimidation +13, Lore (Academia +12), Medicine +3, Nature +11, Occultism +12, Performance +3, Religion +11, Society +4, Stealth +8, Survival +11, Thivery +0

Feats

Ancestry Feats and Abilities
Wintertouched Human, Adapted Cantrip, Adaptive Adept

Skill Feats
Recognize Spell, Arcane Sense, Charming Liar, Intimidating Glare

General Feats
Toughness

Class (Witch) Feats and Abilities
Hexes, Familiar, Basic Lesson, Rites of Convocation, Magical Fortitude, Steady Spellcasting

Spells

Spell Attack Roll: +12
Spell DC: 22
Traditions: Occult
Focus Points: 2

Inante Spells: Detect Magic
Focus Spells: Blood Ward, Phase Familiar, Spirit Object

Cantrips: Chill Touch, Daze, Detect Magic, Light, Mage Hand, Prestidigitation, Protect Companion
1st Level: Charm, Chilling Spray, Floating Disk, Mage Armor, Magic Missile
2nd Level: Dispel Magic, Invisibility, Knock
3rd Level: Enthrall, Lightning Bolt

--

I like this. She compares well to her D&D5 counterpart. Lots of spells all over the place and LOTS of feats, but that's Pathfinder Second Edition.  

Skylla vs. Skylla

In both cases her Patron is Baba Yaga. So that's really nice. I thought about taking a magical tatoo to cover her mark from Baba Yaga, but I am still reading through the Secrets of Magic book so I am not sure that works just yet.

I feel she might have more magical might than her D&D5 counterpart. I thought this would happen which is why I wanted to set her at the same level (6th level) for a better comparison.

Review: Pathfinder 2nd ed Advanced Player's Guide

Pathfinder Advanced Player's GuideContinuing my exploration of the Pathfinder Second Edition I am going to examine the book you all knew I was going to get to sooner or later. 

Like the previous edition of Pathfinder the Advanced Player's Guide introduces some new classes to the Pathfinder game, and like the previous edition, one of those classes introduced is the Witch.

Pathfinder Advanced Player's Guide 

As before I am considering the hardcover Special Edition version of this book. The book is 272 pages and has full-color interior art.

This book is Player focused and shares a lot in common with its predecessor. It also follows the format of the Second Edition Core rules.

Introduction

This introduces us to the book and gives us an overview of what we can expect.

Ancestries & Backgrounds

Now here are some neat ideas. We get five new Ancestries here. They are Catfolk, Kobolds, Orcs, Ratfolk, and Tengus.  

The Catfolk are fun and comparable to the D&D Tabaxi and Rakasta (not Rakasha).  Likewise, the Tengus are like the D&D Kenku.  Orcs are orcs, but I like what they are doing with them. Orcs has always been the "Klingons" of D&D. Someone to fight in the TOS ("The Original Series" or "The Old School") but that changed later on. We have Klingons in Starfleet in TNG and beyond and now we can have Orcs as a player race.  Orcs are still described as being mostly chaotic (which I like) and even, maybe just a little bit evil. Player Character Orcs don't have to be.  Also like Klingons, these Orcs seem to see their gods as something they should strive to kill. A little John Wick influence here? (The game designer, not the character).  These orcs would be interesting to play.  We also get Ratfolk (anthropomorphic rats) and Kobolds.  Now I will admit, I really don't like Pathfinder's ultra-reptilian Kobolds.  I am certain they have their fans, but if I am going to play a small annoying creature why would I choose anything but a goblin? 

Each ancestry gets a set of ancestry feats to choose at 1st, 5th, 9th, 13th, and 17th levels.  

There are new heritages as well including the new versatile heritage which gives you lineage feats as well. I know the "feat haters" are already screaming. Yeah, that might be justified. The lineages are Changeling, Dhampir, and Planar Scions which include Aasimar, Duskwalker, and Tiefling.  These feats are also taken at 1st, 5th, 9th, 13th, and 17th levels.  

More feats are given for the Core Rules ancestries as well. I think the next goblin I play is going to need the "Extra Squishy" feat.

There are more backgrounds as well including Common and Rare backgrounds. 

Classes

Ah. The real reason I bought this book!

In addition to the four new classes, Investigator, Oracle, Swashbuckler, and Witch, there are new features for the twelve Core Rules classes.

The Investigator is an interesting class and one I can see working well in an FRPG.  Basically is Sherlock Holme could fit into your game then this class has a place too.  The Oracle is a staple of classic mythology and is a divine-powered class. A nice alternative to the cleric.  The Swashbuckler is neat and all but I didn't "get it" until I started thinking of them as a DEX-based fighter as opposed to the normal STR-based one. That leaves just one more class.

The Witch

The Witch has been a great addition to Pathfinder since 1st Edition and I rather like this one too.  This witch is an Intelligence-based spellcaster. Like many interpretations of the witch she gets a Patron and Familiar.  This is how she learns her spells. Now for me this points more to Charisma, but there are a lot of Charisma-based casters in Pathfinder. Wisdom would have also been a good choice.  These witches also get Hexes which are powers they can use that are not spells but spell-like. 

While clerics are clearly divine spellcasters and wizards are arcane, witches as a class can move about these distinctions. So depending on their Patron Theme, they can be Arcane, Divine, Occult, or Primal.  A Rune Witch is arcane, but a Winter Witch is primal. This time also grants a skill, a cantrip and a spell.

In addition to spells, hexes, patrons, and loads of feats, witches also get Lessons, each lesson gives the witch a hex and their familiar a spell. Witches don't use spell books here, just their familiars.  There is so much customization I could make 1000s of witches and no two would be the same. 

Witches in Pathfinder fill the same ecological niche that Warlocks do in D&D 5.

Following the witch we get new feats for the twelve core rules classes. Typically a two- or four-page spread continues with PF2e's design aesthetic. Sorcerers, I should note get new bloodlines as well. 

There is also a section on animal companions (largely stats) and familiars. 

ArchetypesArchetypes

Like the Core Rules of PF2e this has several archetypes that can be applied to classes via the applications of various feats and skills. I do see where some of the 3.x Prestige Classes are now living on here as archetypes. There are also the multi-class archetypes for all the new classes. One of these new archetypes is the Cavalier. I can complete my "Dragon 114" duo with a human witch and an elven cavalier!  Some of these archetypes can be be taken as early as 2nd level, others (typically the former Prestige Classes) need more requirements and have to be taken at higher levels.  I would need to compare and contrast the archetypes to the old Prestige Classes to see how they work out.  I can see where you can build your own Batman now with the monk class, the investigator multi-class feat, and vigilante archetype. 

One thing though. I can see these archetype being adapted to D&D5 or even OSR D&D with some care and attention. 

Feats

Feats are either the boon or bane of Pathfinder. This chapter has more of them.

Spells

New spell casting classes mean a need for new spells. 

Items

New magic items.

All in all this book is a lot of fun. The art is great, and the layout and design is fantastic. There are a lot of great ideas here and I would love to try them out.  Hell. I would be content in making a different PF2e witch a day just to see how many I could do.  But don't worry, I am not going to that except maybe for myself.

There is a lot here I would love to see find a home in some way for D&D, maybe for D&D6.  

Review: Pathfinder 2nd ed Bestiary

Pathfinder 2nd ed BestiarySpend any time here and you know there is one thing that is always true. I LOVE monster books. I can fairly say that monster books, bestiaries, and the like are not just my first love of RPGs but are largely why I am into RPGs, to begin with.

So I knew that even if I never bought anything else for the Pathfinder Second Edition game I was going to buy the Bestiary.  And much like it's Great-Grandfather AD&D, I picked up the Bestiary first. I grabbed the Core Rules (that I discussed yesterday) based entirely off of what I read in this book.

I guess I really should have done this one on Monday instead of a monster, but I wanted to do the core rules first.

So what does this book have and why did I like it so much?  Well, it has a lot going for it.

Pathfinder 2nd ed Bestiary

For this review, I am considering the Hardcover version I purchased at my FLGS.  For Pathfinder 2e I have been going with the Special Edition covers. My oldest gets the Special Ed covers of the D&D 5 books and I get the regular ones since D&D 5 is "His" game.  I normally like to get the Special Ed covers since I am a sucker for a book with a ribbon in it.  Plus he has no plans to play PF2e and we even combined our PF1e books into one collection and sold off the rest (which is how I can buy these!)

The book is 360 pages with full-color art. You know when you walk into the floor of the Gen Con trader hall and the smell of new books hits you?  That's how this book smells. Like Gen Con, but in a good way.

This book contains about 415 different monster stat blocks.  Before I get into those blocks I want to speak about the layout.  The PF1e Bestiary worked hard to get monsters down to one page per monster. Sometimes there were variations, but it was obvious the Paizo crew (and many others of the d20 boom) liked the presentation of one monster per page as in the AD&D 2nd days.  PF2e takes this design strategy and extends it to the next level.  Sometimes we get one monster per page. Many times we get a monster type (for example the Alghollthu) that extends across 2-, 4- or more pages (always an even number) that are facing each other. So in this case the Skum and Faceless Stalker.

Alghollthu

This continues throughout the book. The practical implications here are 1.) finding something is easy IF you know the group it might be under. 2.) you can lay your book flat and have access to everything you need for the monster.  There is of course one other.  While I love my special editions, if I went to the Paizo website and got all of these as PDFs I could do the exact same thing I have done with the AD&D 2nd Edition Monstrous Compendiums and the various S&W Monster books, I can print them all out and organize them all into one large folder.  Note you can do the same things with the D&D 4e Monster books too.  Maybe this is something I should consider when doing my Basic Bestiary. 

Continuing on.  The stat blocks are easy to read and honestly understand if you have played any form of D&D form the last 20 years.  There is the Name, it's level (which replaces HD and CR).  Under that there are the descriptor tags, this includes Alignment, Size, and Traits.  So our faceless stalker is a Chaotic Evil medium-sized aberration and it is level 4.  There are some basic "monster stats" such as skills, perception and abilities mods, and what items if any it has. It's Defence block is next with AC, saves, HP and resistances, immunities, or vulnerabilities.  It's attack block follows.  The feel is very much like that of D&D 5e.

The block is smaller than that of PF1e (thank goodness!) and all the important bits are readily visible,

Like the Core Book this features sidebars with more details. This often includes rumors, mentions of other types, and more.

About the Monsters

Most monster books take a LOT of cues from the 1st Edition AD&D Monster Manual. Many feature the same set of monsters. Enough that I often refer to the Demons Type I to VI and the Succubus as "The Usual Suspects."   Does this Bestiary follow suit? Almost, the Hezrou (Type II) and Nalfeshnee (Type IV) are missing but the others are here.  

Either due to space or to make the the stat blocks come out right there are a lot of creatures here that you do not normally see in a "core" monster book and some that I expected are missing. Nothing game-breaking mind you.  In fact it gives a great flavor to the book. There are many you expect, all the dragons for example, and some I didn't, like the gug and lillend. 

One of the neatest things about this book is reading over what are classical monsters too many of us and seeing how they are different not just through the lens of PF2e, but from different creators and a different world.  I have already talked about how much I enjoy Pathfinder's goblins, but they really do feel different here. This change is then reflected in other creatures like the barghest. Some are quite different, like the kobolds, and others are largely still the same, like orcs.

Speaking of orcs. A while back I did a post discussing what should be part of a universal stat-block and I used orcs as my example. The reasoning was that orcs are one creature that has appeared in all versions of D&D (yes there are others, but they are ubiquitous) and they are a good typical foe for 1st level adventurers.  How do the Pathfinder (PF1e and PF2e) orcs stack up?

More Orcs!

Orcs in D&D 3.x were (are) CR ½.  This meant they were a good, but not necessarily deadly, challenge to a party of 1st-level characters. In Pathfinder 1e they are now CR ⅓, so even easier really.   Pathfinder has the Orc Brute at Creature 0 and Orc Warrior at Creature 1 with 15 and 23 hp respectively.  Still something a group of first levels could take on, but maybe slightly harder. 

How does this book stack up to my Monster Manual test?

My Monster Manual Test is how I feel when I first open a game book. While this book can't reasonably live up to the hype of when I first picked up the AD&D Monster Manual it does do the exact same thing; It made me want to buy the system so I could know more about it.  Like PF2e Core this book is gorgeous and just wonderful to read through. The designers have made me invested in their world and I want to know more.

 Enough that I have more books to cover!

Review: Pathfinder 2nd Edition

Pathfinder Second EditionAll month long I have been talking about, but more appropriately around, D&D. For the rest of this week I want to talk about D&D's, now adult, younger cousin. Pathfinder 2nd Edition.

This won't be a full review. The Pathfinder Core book is massive and absolutely packed. Plus there are plenty of reviews out there.  Instead, I am going to look at some of the changes, updates, and innovations of the game and compare and contrast it to Pathfinder 1e, D&D4, and D&D5.

A bit of history first. Pathfinder 1st Edition was published by Paizo Publishing in 2009.  It was an immediate success with the core book selling out at it's appearance at Gen Con.  Don't quote me, but I think it was some sort of record.  Since then Paizo has always had a huge presence at Gen Con.  Paizo had been one of the 3rd party publishers of choice back in the 3.x days 2000-2008. It had a license to publish Dragon and Dungeon magazines and its support products for 3e were some of the best on the market. When Wizards of the Coast shifted direction and released D&D 4th Edition with no OGL backing, Paizo saw their opening.  They released Pathfinder to a huge public beta testing and took in all sorts of feedback. The Core Rules, which combined what had normally been the Player's book and the Game Masters' book into one massive tome.

It is hard to appreciate just how successful Pathfinder was.  When sales of D&D 4 spiked, but then dropped suddenly, Pathfinder took over the throne of best-selling fantasy RPG from D&D.  D&D didn't just sit on that throne, they built it, often from the bones of vanquished enemies like DragonQuest. So successful that many people began to call it D&D 3.75 and even the rightful progression of D&D 3.x.  

Pathfinder was a success and really would have been a success even without D&D4 underperforming (make no mistake D&D 4 still sold better than pretty much everything else combined). 

Fast Forward to 2012-13. Wizards announce they are holding public playtests for what they are calling D&D Next. The playtests are similar to Pathfinder's.  In 2014 D&D 5e is released to critical and commercial acclaim.  D&D retakes its throne and stays there.  Meanwhile by 2014 Pathfinder is moving along with a 14-year-old system (the 3.0 OGC). It survived the d20 boom and glut and still is the game of choice for many.  But sales are low and the true money maker of any RPG are the core books.  So in 2018 Pathfinder releases their 2nd Edition Playtest book.

Pathfinder 2e Playtest and Special Editions

It does not go over as well as the first playtest, this is the third time the market has seen this from the Big 2, but it is enough that Paizo releases Pathfinder 2nd Edition at Gen Con 2019.  That brings me to today, Pathfinder 2nd Ed in 2022.

Pathfinder Second Edition

Pathfinder 2nd Edition (PF2e here on) is the update to the best-selling, award-winning Pathfinder RPG. For this review/overview I am considering the Special Edition hardcover from my FLGS.  The book is 640 pages with full-color art.

Let's just start from the top. This book is gorgeous. The art is what you have come to expect from Pathfinder and this one does not skimp on it. 

PF2e interior art

There is an evolution here that is very interesting. It is something I call my "Modula-2 Experience."  Back in my undergrad days, I learned to program in Pascal. Not uncommon really, lots of people did that then. But later on I picked up other languages. I had already learned BASIC and Fortran so I picked up C and Modula-2.  C is very different than Pascal so keeping the syntax straight was an issue at first but then became easier. Modula-2 is almost identical to Pascal with some odd bits here and there. Picking up the syntax was a lot easier, but became harder to keep them separate as I went on.

Pathfinder follows the Modula-2 path from D&D's Pascal.  To extend the metaphor more, D&D 3 is Pascal, Pathfinder 1 is Modula-2, D&D 5 is Object Pascal/Delphi and Pathfinder 2e is Oberon. To extend my metaphor to breaking Original D&D is ALGOL.

Exploring PF2e is fascinating. There is a game here that I easily recognize and yet looks new at the same time.  All of the same abilities are here, many of the same races (now called "Ancestries & Backgrounds), and classes.  In fact, the first 240 or so pages read like D&D 3 or 5 or Pathfinder. It's when you delve into the details that differences become apparent.  

1 Introduction

This chapter introduces us to RPGs in general and the Pathfinder 2nd Edition in particular. It (and the rest of the book) features the main text and sidebars to explain the text or put it into context. For example, the text on page 7 mentions dice and the sidebar shows a picture of dice with the standard die nomenclature. 

This covers the basics of character creation such as deciding on your concept, rolling or assigning your six abilities (the classic six), figuring out your character details, and more.  We have six ancestries and twelve character classes.

Ancestries and Classes

Now I will say this. While I appreciate a good character sheet breakdown, the PF2e sheet is ugly as hell. For all the great art in this book that is one garish sheet. Wow. I'll stick with the black & white one.

2 Ancestries & Backgrounds

Modern RPGs are moving away from the concept of "race" and instead are going with Ancestries. I rather like this approach, to be honest. While "race" might be a good term, there are enough negative connotations to it (see my discussions of 19th Century Race Theory) to make it less than desirable. Plus Ancestries and Background help parse out what you get via your parents (eyes, pointy ears, and more) and what you get growing up in a culture.  

Ancestries are what older games call "race" it helps determine your ability score bonuses and sometimes penalty, your size, your speed, and what languages you might know. It also gives you "traits" and who well you see in the dark.  Heritages are sub-specialties of the Ancestries.  My favorite ancestry for PF2e right now is Goblin. Yes, you can play a Goblin in this game! The heritage I like the most is the Ironguy Goblin. You can eat anything.  I love Pathfinder goblins. 

Each ancestry gets an ancestry feat (PF2e is crazy with feats) at the first level. This helps define your character. For example, one feat is Goblin Song where you sing annoying goblin songs to distract your enemies.  You can get additional ancestry feats at 5th, 9th, and 13th levels. Some have pre-requisites. So you can't take "Very, Very Sneaky" at 13th level unless you took "Very Sneaky" before.

An interesting note here. Half-elves and Half-orcs are not an Ancestry. You take Human as your ancestry and then half-elf or half-orc as your heritage. The rule implication here is clear.  You can have mixed ancestry and heritage as the rules allow, you just need your GM to be ok with it. 

Backgrounds are chosen like a feat but are akin to the Backgrounds of 5e.  Akin, not the same.  These usually give some sort of skill, skill boost, or feat. 

Languages come from your Ancestry, heritage (sometimes) and background (sometimes).  

Your HP at level 1 is based on your Ancestry and not your class.  This is a good change since it can also apply to monsters and level-0 NPCs.

3 Classes

Here we get the classes we know from 3.x, more or less. There is the new Champion class, which replaces the Paladin (a Paladin is a type of Champion) and the new Alchemist. 

Alchemist

Each class has an ability boost, HD for leveling up, saves, attacks, and what skills they have access to. They are constructed very similarly to D&D 3.x/PF1e classes. Each class also has a series of feats they can take at various levels. These include Class Feats (specific to class) and General Feats (used by all). You take a Class Feat at 2nd level and every even level after. General feats are taken at 3rd level and every four levels after. There are also skill increases, ability boosts and other powers/abilities so that there is something happening at every level for all classes.   There are also sample variations on each class; these are done with the choices you make in powers, skills, and feats.  For example a Paladin is a Lawful Good Champion and Dancer is a Bard that takes ranks in Acrobatics and Perform (among others).  So customization is through the roof and no two characters of the same class need to look or feel the same. 

Seoni the Sorceress

To add to this there are even Archetypes to define your character or at 2nd level you can take a multiclass feat to add some abilities of another class to your current one. Much like D&D 4e used to do.  There is just so much to do with these classes.   No surprise then that classes take up almost a quarter to a third of this book.

I do miss the Prestige Classes from 3.x/PF1e though. Though with this level of customization they can be "thematically" folded into the existing rules here with no issues.  Want to be an Arcane Archer? I am sure there is a good skill/feat options that allow you to do that. 

4 Skills

There are 17 skills for PF2e. They are well described and include things you can do untrained and things you can do trained. There are also specific examples of things you can do with each skill and whether or not these are move actions, require concentration or other modifiers. For example, Climbing is a type of Athletics check and it is a Move action. 

5 Feats

Pathfinder isn't Pathfinder without Feats. Love them or hate them they are baked into the system here more than D&D or PF1e. And there is a lot of them. Again though great for character customization, bad for GMs needing to keep track of everything.

6 Equipment

Covers the shopping list. But also has premade Class Kits you can buy which have all the basic gear a class is likely to take. 

7 Spells

The next largest section (about 120 pages) is Spells.  All the same, schools are here, but now magic is divided into Arcane (Wizards), Divine (Clerics), Occult (Bards), and Primal (Druids) Spells.  So seeing a bit of PF1e's later material and D&D4e DNA here.  There are Spell Slots from 0 to 10 (yes 10th-level spell slots) and spells of level 0 (Cantrips) to 9. So you can heighten a spell to higher slots or sometimes a spell might need a higher slot depending on a feat. Similar to 3.x certainly but also a little feel of 5e's spell slot system.  So for example there is no Monster Summoning I to IX. There is only Summon Animal (or Construct or Fiend or Fey etc.) and you can heighten the spell at higher spell slots. So taking Summon Animal at a 7th level Spell Slot lets you summon a level 9 or lower animal. 

Spells are all listed alphabetically and tagged with various descriptors like "Cantrip," "Divination," or "Mental" and more. The description also lists what tradition(s) they belong too, Arcanes, Divine, Occult and/or Primal. 

There are also "Focus" spells that are unique to a particular Class.  Bards, Champions, Clerics, Druids, Monks, Sorcerers, and Wizards all get their own lists unique to them. Yes monks get "Ki" spells.  

Like past versions, but mostly like D&D 4e there are also Rituals. these take longer and have certain requirements that need to be met. 

8 Age of Lost Omens

This covers the very basics of Golarion, Pathfinder's game world. It includes a little history, the lands, and the gods. 

9 Playing the Game 

This is mostly the Game Master's section but there is still plenty here for players.  Covers all the rules needed to play with an emphasis on the basic d20 roll and checks. Note there is no "Natural 20 = critical hit" here, BUT score 10 higher than their DC/AC then you do have a crit! So that is kinda cool. 

10 Game Mastering

This is the Game Master's chapter. Lots of advice here on how to run PF2e games (and some of it applies to any d20-based game.)  There is a lot here yes, but obviously more could be said since there is a Game Mastery guide out as well. 

11 Crafting & Treasure

Modern gamers love to make things. I blame Minecraft. This chapter covers making things (great for the alchemists) and treasure. This is also a fairly large chapter.

Treasure

We end with the Appendicies. 

--

This book is huge and it is packed with information.  The index is great and very useful. In fact, the entire design of the game allows ease of access to all information. This is one of the things that made 4e a well-designed game (not the same as "playable") and we see it live on in OSE as well. 

Who Should Play Pathfinder Second Edition?

Anyone who loves to play D&D in its myriad forms and also loves deep character customization.  In fact, if you love building characters and don't have a game going at the moment then Pathfinder has a lot to keep your character-building hobby very busy.

It is not a lite game. It is very, very crunchy.  While the differences between PF1e vs D&D4 were very pronounced there is less obvious differences between PF2e and D&D5 at least in terms of the types of games you can play.  I will say that if you were to play something like "Keep on the Borderlands" the differences in play between D&D5e and PF2e would be minimal and all resting on the mechanics of the game. Still, you are going to roll initiative, roll to attack an orc, roll a d20 to see if you hit, and then roll damage as indicated by your weapon type. At higher levels, these mechanical differences will become further apart, but essentially they both still have the same DNA linking them back to D&D 3 and before.

There is a lot to like about this game. There is a lot of game here too and that might not be to everyone's taste.

I can something like the Ancestries, Heritages, and Backgrounds making their way to D&D proper. It is so useful and gives so much more customization that looking back it seems like a no-brainer.

Monstrous Mondays: Die Hüne

David faces Goliath in this 1888 lithograph by Osmar SchindlerToday I want to delve a bit more into an idea I had been playing around with a little while ago, the combined pantheon of Greek and Norse mythos into a Roman-Norse syncretism. Both groups have many common features, but one that sticks out is the use of a race of giants that predate the gods that represent the forces of chaos.

In my syncretized myths these creatures are called Die Hüne, (plural. Singular: Der Hüne).  This is what I said about them before:

Die Hüne are the Titans and the Giants of both myths. Primordial beings of great power that the gods defeated but still trouble them. In this myth, the Gods fought Die Hüne and brought order out of chaos. These are not just giants and titans, these creatures are the demons of this mythology.

In my mind, they are something of a combination of giant, elemental, and demon. The Gigantes of Greek myth (not AD&D) were more monstrous creatures.  The jötunn of Norse myth likewise were more demonic. As time goes on these titans and jötunn become more and more human-looking till we have something like the giants of D&D. 

My goal with Der Hüne is to get back to those older, more monstrous giants. Given that this mythology is half-Roman, these people will have been familiar with some of the tales of Goliath, the Anakim, and others from Jewish mythology.  So maybe some of those tales entered into their thinking.

Here is how they will be used in my various D&D/OSR/FRPG games.

The giants Fafner and Fasolt seize Freyja in Arthur Rackham's illustration of Richard Wagner's Der Ring des Nibelungen.Erde Hüne

These creatures are also known as Earth Giants.  They are the forebearers of the Hill, Mountain, and Stone giants as well as ogres.  They stand 12 ft tall and are said to have bones made of stone.

These creatures are Chaotic Evil and have the most dealings with humans. While some certainly are stupid brutes, others are sufficiently intelligent and sophisticated enough to lead human armies. They have a taste for human flesh; both in the culinary and carnal appetites. There are some very tall, very evil humans that can trace their ancestry to one of these creatures.  We get the word "Hun" from "Hüne."

Note: These take the role of the "evil giants in the bibles and other tales" giants like the Anakim.  Though I covered some of this ground with Gog and Magog. I had Gog and Magog as a type of Balor or Baalor in my games.  Maybe I could turn up the demonic influences on them and make Gog and Magog the named Erde Hüne.  Balor are also 12' tall.  The myths about Gog and Magog certainly have them more human-looking. This would also bring them closer to the Ogre idea I originally had.  Worth thinking over to be sure and it would give me the demonic influences I want. 

I think just to be "that guy" I am going to make them 13' tall.

Meer Hüne

These giants are found in the oceans to the far north. They are related to the Frost and Sea giants. They are not the progenitors of these creatures but are the offspring of the Rime Jötunn along with the Frost Giants. Sea Giants are the offspring of the Meer Hüne.  

These creatures avoid humans but are no less evil. They have been known to wreck ships where they keep all the treasure and eat the humans aboard. In my myths, they would also be the forebearers of the Viking raiders that would swoop down and raid the villages of these people. 

Note: On Earth, these giants populate the North Sea, the Baltic Sea, and the Norwegian Sea. In my desire to have my cake and eat it too I would picture these guys looking like the stereotypical Vikings. Including "Hägar the Horrible" horned helmets, though no idea how they make such helms. 

Feuer Hüne

These creatures are made of pure living fire.  They are the generation after the Inferno Jötunn and the "older brothers" to the Fire Giants.

Note: Right now these creatures are not significantly different enough from either the Fire Giants or the Inferno Jötunn to merit another distinct monster entry.  

Äther Hüne

These creatures are massive with some towering as high as 36 feet tall. It is said their bones are made of clouds and their muscles are made of storms.  They are the progenitors of the Cloud, Storm, and Fog giants. 

Note: This is my "Jack and the Beanstalk" Giant (though in truth an evil Cloud Giant covers that readily). 

Though anytime I work on giants this image comes to mind.

giants

This image comes from the Creationist idea that there were giants in biblical times. This speculation all grows out of Genesis 6:4 "There were giants in the earth in those days", meaning the fallen angels or Nephelim or whatever.  I spent a lot of time talking about this on my old Atheism blog, The Freedom of Nonbelief

Here is how I use that image above.  These are closer to AD&D heights than D&D 5e. 

  1. Human
  2. Stone Giant
  3. Troll
  4. Ogre
  5. Hill Giant / Erde Hüne
  6. Fire Giant
  7. Frost Giant
  8. Cloud Giant
  9. Storm Giant

There. That is far more useful. 

How do I work through the Square-Cube Law?  Magic!

Of all these creatures I think I will develop the Erde Hüne (Earth Giants) and the Meer Hüne (Sea Giants) more. Fire and Frost are already covered well in the various jötunn of Norse myths. The progenitors of the Storm and Cloud Giants I think are also handled well by the Greek myths.

Friday Updates; Retro-Builds, DemonQuest and July is coming up.

Finding it hard to post on a Friday when it is so nice out!

So some updates.

We had some really hot days this week so I took advantage of it and went out to get my TRS-80 Model III case and give it a new paint job.  It now looks like a TRS-80 Model 4.

TRS-80 Model III Before
TRS-80 Model III After

That is the first coat of primer. I primed it in flat white and used a glossy white top coat.  It's dry but I might put on another coat. 

For this "Retro-Build" I really wanted to use a Raspberry Pi 4 based system again, but I also have this motherboard just laying around. I have not idea if it will fit save for my quick and dirty measurements. I have a new hard drive for it and the keyboard.  I need to cut the bottom of the case to fit the keyboard in, but that is no big deal, and I already have my support.  Going with some industrial foam this time instead of 3D printing one.

keyboard

If I stick with Windows on it versus the Pi I can run all the Gold Box D&D games on it.  Make this nothing but a D&D-related computer. Just like the 1980s. 

My DragonQuest post went over rather nicely. I am going to be checking out the fan revision of 2nd Edition, called Version 2.19 soon.   I am not entirely sure what, if anything, I will do with it but I do love the idea of mixing in bits of the SPI Demons game and calling it "DemonQuest" instead.  Maybe I take some notes from DragonRaid!  This is only a passing idea.  Maybe something I can pick at every now and then.  I do have some ideas though that I like.

July is coming up.  I was talking with my friend Greg this week and the topic of Superhero Games came up.  I might spend some time with some supers games and maybe even get to some Sci-Fi stuff I did not cover in May and some D&D stuff I now know I won't get to this month.  At the end of July (or rather the last ⅓)  I have something special planned that should be fun.  No details yet, but here is a spoiler.


Next week, either some Castles & Crusades or Pathfinder and how they relate to D&D!

One Man's God: Legends & Lore, 2nd Edition

AD&D 2nd Ed Legends & LoreFor this post, I am moving further outside of my original purpose of One Man's God but certainly still within the spirit of why I was doing it.  In truth one of the seeds of what would lead me to do One Man's God to start with was planted while flipping through the AD&D 2nd Edition Legends & Lore and my complaints about it. 

A brief recap. My series, One Man's God, dealt with going through the original Deities & Demigods book and working out how various gods, monsters and/or heroes would work in the cosmology of AD&D 1st Edition demons.  I took each myth/pantheon and looked at them through the lens of AD&D demons. Not Christian demons, though that can inform my view, and not Ars Goetia demons, or any other sort. Just AD&D ones.  I went through the book and took on some ancillary topics as well like Syncretism and how to build my own myths

AD&D 2nd Edition though is a different sort of creature.  For starters, we didn't even have demons or devils at the start. Secondly, the cosmology of the Outer Planes or the "Great Wheel" became something of its own setting in Planescape later on. So a lot of assumptions going into One Man's God are called into question in this new cosmological viewpoint. 

Though I think I could make the argument that I can take the Legends & Lore book and look at it independently of later developments and certainly Planescape and still apply the rules I was using for OMG.  I am going to cover a lot of ground in this one, but it is very familiar ground.  Sometimes very, very familiar.  But before I do that maybe an overview/review of Legends & Lore is in order.

Legends & Lore, AD&D 2nd Edition

For this review, I am considering the hardcover book published in 1990 and the files from DriveThruRPG. 192 pages. Color cover and inserts, black & white and blue interior art. 

My history with Legends & Lore is a complicated one. Deities & Demigods was my very first AD&D hardcover purchase.  I was playing a Cleric in D&D B/X at the time and wanted to expand his role in the game. I thought a book of gods would be a great in. Plus it was mythology that got me into D&D to begin with, so it was a natural choice for me. 

Like many at the time I also, rather immaturely, chaffed under the name change of "Deities & Demigods" to "Legends & Lore" feeling that TSR was bowing to the smallest, but loudest, contingent of people criticizing the game. But I would later buy a copy so my collection of AD&D hardbacks would be complete.  Fast forward a couple of years and now AD&D 2nd Ed is the new game on the block and there is a new Legends & Lore out.  This time I did not mind the name, maybe because I was now in college and saw that it fit the content better. I recall sitting in the apartment of my old High School DM and his cousin was there (he lived in the apartment below) and we were discussing the new L&L book. I can't say the discussion was very favorable towards the new book.

Gods, circa 1990

Before I delve into that, let's look at the book and I'll bring up that discussion as it pertains.

Legends & Lore was written by James M. Ward (who gave us Gods, Demi-gods, and Heroes and Deities & Demigods) and Troy Denning. This book has the advantage of being the one that is most in common with three different versions of the D&D game.  The book is called revised and updated, and it is certainly that, but there are plenty of similarities between this book and the 1st Edition one.

This book contains 11 different mythologies, down from the 17/15 of the previous edition.  This was one of my first points of contention with the book back in 1990.  Where were the Babylonia and Summerian? The Finnish or the Non-humans? One could have easily combined (and made a good argument for it) the Babylonian and Sumerian myths.  Combined they still were not as long as the Egyptian myths cover. 

My second point of contention, and even then I knew this was a very weak leg to stand on, is that the stats were gone.  Oh sure there were brand new stat blocks for worshipers and what the gods can do and there were the stats for their "Earthly" avatars, but the long, and let me just say it, Monster Manual-like stats were gone. Yes. These are not supposed to beings you can, or even should, hunt down to kill.  

My last complaint, and again this one is weak, is that so much of the art was reused for this edition.

Granted sometimes the older art was used to great effect.

Otus art

Other times, less so.

That's not Cú Chulainn

Thelb K'aarna art for Cú Chulainn? Nope. Not buying it. They would have been better using Moonglum.

The book does though do a very good job to laying out the powers of Greater, Intermediate (new to this edition), Lesser,  and Demi- Gods. Power common to all gods are discussed and powers they grant to their clerics, in general, are discussed, with the details of each god.  Ok. So this means each god takes up more space. That explains some of the loss.  

There is a solid human focus here and that is by the design of the book since they are drawing more from history. 

Each of the pantheon/myths is presented in more or less of the same format. We get a covering of the myths and an explanation on where they come from.  There are some new spells listed and some new magic items.  We follow with the Gods, usually the most powerful first working our way down to demi-gods and ascended heroes.  Where appropriate there are also monsters and sometimes maps/plans of centers of worship. Pyramids for the Aztecs and Egyptians, temples, and so on.

Also included with each god are the duties of the priesthood and what their requirements are. These will include alignment, ability score minimums, Weapons the priests are allowed to use, armor restrictions, what spheres of clerical magic they will have access, what other powers might be granted, and whether or not they can turn or command undead or even have no effect on them at all. This is the forerunner of 3rd Edition's Channel Divinity power for Clerics. 

The myths include American Indian, Arthurian Legends, Aztec, Celtic, Chinese, Egyptian, Greek, Indian, Japanese, Newhwon, and Norse.

One Man's God

Now I want to look at each of these and see how they would fare using the lens of One Man's God. Or, to put it easier. Are there any demons here?

American Indian

Covers some similar ground (as all the myths do) as the original Deities & Demigods. No monsters here, but a lot of heroes.

Arthurian Legends

No gods at all here, despite how important Christian mythology, especially around the Holy Grail, is to these tales.  Only a note that "Authur's deity remains distant and unapproachable."  The Grail is mentioned as a magical relic, but not much more about it. There are only two monsters here, The White Hart and The Questing Beast.

Aztec

Aztec myths are full of demons and demon-like creatures. What does 2ne ed give us?  A paragraph about how the mythology is lacking in fantastic creatures. Sorry, not buying that one. 

Celtic

Now Celtic myths have monsters, and I have talked about many of them before, but only a very few could be considered demons in the AD&D sense of the term. Here we get a lot of gods and only one hero, Cú Chulainn.

Chinese

Again China has tons of creatures that could be called demons in the AD&D sense. The Neglected Ancestral Spirit could be considered demonic. But are they AD&D demons? I am going with no. 

Egyptian

Not sure I am liking that blonde-haired, green-eyed version of Isis here. It is likely that our first concept of demons came from Egyptians. Well.,, I would argue they came from the Sumerians who would then influence the Egyptians. Also, Egyptians have a ton of gods, so no monsters at all in this section. Not even Apep and Ammit. 

Greek

Many of the primordial titans of Greek myth would get new life in Roman myths and then get ported over to Christian mythology. Geryon is one notable example. As far as Greek myths go this one has the gods a bit better organized.  The Furies or Erinyes are now "Lesser Gods" which tracks with some myths and here their alignment is Neutral. Among the monsters are Cerberus (NE) and the Gigantes (CE) which are bit like the primordial versions of the giants. These work great for my Hüne which are bit like demons. 

Indian

One of Kali's great powers is her ability to scare away demons. It's why she is put at the head of armies. Does this book give us any?  Sadly no monsters are mentioned here.

Japanese

This one feels a bit more research than the original D&DG. While no demons, the god Amatsu-Mikaboshi would make for a reasonable devil or some other type of fiend; a unique, Prince level one. He is a rebel god and would not submit to the other gods, so there is a bit of Lucifer in him. That and the fact he is called the "Dread Star of Heaven."

Nehwon

Our odd one out since it is not a world myth but rather the creation of Fritz Leiber.  Again Tyaa could pass for a demonic queen in many settings along with the Birds of Tyaa. 

Norse

The Norse gave us fire and frost giants and many of those primordial giants are quite demon-like. Lots of heroes here, as to be expected, and some monsters. Garm and Fenris Wolf could both be considered to be like demons as well.

In the end this book represented a paradigm shift that was not just part of AD&D 2nd Edition but happened along with it. Even future books that dealt with gods handled them a little different than this, but along the same paths of evolution. 

What was the outcome of my story about talking with my friends about this book?  Well if you see the image of the cover I used, well that is my own book. I didn't buy it right away, in fact it was many years later before I picked up a copy of Legends & Lore.  Strange that a book that was really one of my first purchases for AD&D would in the very next edition become one of my last.


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