A to Z: T is for Tana Tak
Posted: April 22, 2011 Filed under: A to Z, adventures, aldeboran, monsters 4 CommentsT is for Tana Tak: (click on any pic to enlarge)
“…An enormous ruined dome in an ancient ruined city of unfamiliar design houses an ancient consciousness 100s of years old that enslaves creatures by replacing their will with it’s own…” “…in a pool hidden in cellars deep beneath the ruined dome, a gigantic brain, the source of this mysterious consciousness, rests… guarded by enslaved creatures and mechanical traps and safeguards…”
In a painting of the same scene, I added tentacles to the brain. I think if I were to redo this, I might skip the tentacles… but then what would the adventurers be doing around the pool?
The ruins of Tana Tak are strewn with ancient statues of an unfamiliar humanoid race with oddly shaped eyes. No one (other than perhaps ‘the mind’) knows if these are supposed to portray the original inhabitants. The above picture shows a trail through the ruins to the dome.
A map/view of the ground floor and upper level of the dome. The upper level is equipped with bookshelves that have been mostly looted but might still contain a few of the ancient texts of Tana Tak (see below).
An isometric view of the cellar level of the dome. In the center is a round chamber with pillars equipped with a well that contains the brain. The cells around the well house some of the brain’s guards and lieutenants. North of that is a room with a large pool, some staircases and a room of mysterious powered coffins that may contain the remains of some ancients. South of the temple of the mind is a laboratory maintained by the mind’s servants. The various electronic devices are powered via a tank of electrical eels that are fed via an ingenious ever-renewing supply of troll meat. The captive trolls are quite insane from constantly having bits hacked off to feed the eels, then being allowed to have those bits hacked off again, etc.
A “mind zombie.” Note the vacant stare and ancient armor and weapons. I haven’t decided if someone who has been converted to a servant of the mind can be converted back. I’m imagining not since I envision the process similar to some sort of lobotomy.
The ruins themselves are overrun by ghouls that emerge from the rubble and crypts beneath the city at night. The denizens of the temple like the fact that the ghouls discourage most visitors and the ghouls do not seem to bother the temple.
The ruins were once famous for the books found there; unfortunately, due to their value, many of the books have been plundered (and are sometimes found for sale or in hoards hundreds of miles from Tana Tak). The pages of these books are usually sheets of thin hammered copper, gold or silver engraved with mysterious symbols. The ‘pages’ are usually bound together with rings. Sadly, many of the books have been plundered for the value of the metal from which they were made and were subsequently melted down for bullion. If means can be found to translate the symbols (some spells will work), some of the books apparently record unusual magical formulas.
This map of “The Northlands” has some of the names for regions/kingdoms I was considering at one time. Yes, we have kingdoms named “Amnesia,” “Catatonia,” “Moronika” and “Dementia.” Did I mention that Alluria is occupied by Amazons? It’s true!
A to Z: S is for Swamp (or Stone Heads)
Posted: April 21, 2011 Filed under: A to Z, adventures, aldeboran 1 CommentI’ve been drawing and redrawing the maps for Aldeboran for years… moving things around and changing them… but the lower left hand side of my map always seems to be occupied by a large swamp variously named ‘Soutron Swamp’ or “Southron Swamp’ or something similar.
These swamps are notable for the difficulty they present to the traveler… and thus have become a haven for hermits, bandits, cultists and others who would just prefer to be left alone. Inhabitants include swamp snakes, giant rats, gators, gar, poisonous insects, voodoo priests, swamp-dwelling lizard men and other creatures. Hazards include poisonous gasses, quicksand and mires, ghosts, diesease and other dissapointments.
The swamps are dotted with gigantic stone statues or stone formations that resemble men’s heads, hands and other body parts. These statues are always sunken into the muck and mud and covered in vines and moss, so their true extent and size is difficult to determine. Some insist that these ‘statues’ were not carved from stone, but are the petrified remains of a race of giants.
One particularly amusing (and probably apocryphal) tale from the swamp concerns an expedition by the famous adventurers, Karrl and Bluddo. These two worthies had set out from Eord with a band of mercenaries into the swamps on some errand or another. While there, they approached one of the stone heads and began to poke around in the massive cave that served as the carvings’ mouth. Here they found a large quantity of a possibly valuable substance that resembled gigantic slabs of ivory embedded in the walls which they eagerly began to remove. Since the mosquitos and biting flies were quite unpleseant, the mercenaries built a fire in the mouth of the cave to drive away the bugs.
At this point the tale grows less clear and the many different versions diverge. Some of the more rational tales claim that the mercenaries were too greedy and removed too much of the ivory-like substance embedded in the walls, provoking a collapse in which everyone in the cave were killed. Karl, Bluddo, one or two other mercenaries and the crew of the boat they had hired rowed back to civilization where the of ivory that had been removed from the cave was sold. Others claim that an earthquake crushed the mercenaries inside the cave.
One particularly lurid tall tale claims that the giant, provoked by the fire in his mouth and the pain of having several of his ivory teeth removed, awoke and began to stir, freeing his massive stone body from where it had been buried in the swamp. The majority of mercenaries were ground to death by the giants’ remaining teeth or spit out to fall to their death to the swamp that was suddenly hundreds of feet below when the giant abruptly stood up. A few unlucky mercenaries who had been exploring the twin caverns of the giant’s nostrils were shot hundreds of miles to the east when the giant sneezed.
Karrl And Bluddo, who had been seeking to explore the shaft that was actually the giant’s throat via a rope tied to the giant’s uvula, were nearly killed when Karrl, in desperation, invoked a nausea-inspiring spell that caused the giant to fall to his hands and knees and vomit them into
the swamp.
An individual of dubious reputation who claims to have witnessed these events along with the crew of a swamp boat and a mule named Daisy (Djamm Flenders, recently of Eord and suddenly enriched by unknown transactions), claims that the stone giant, estimated to be at least two hundred feet tall, was last seen staggering off into the swamp in a southeastern direction.
In any case, the single large slab of ivory that was retained later found it’s way to the King’s palace where it has been rumored to have been used to manufacture a royal toilet seat and other various items of domestic royal comfort.
A to Z: R is for RATS!
Posted: April 20, 2011 Filed under: A to Z, adventures, aldeboran, misc, monsters, movies 6 CommentsDoes anyone else remember the movie, “Ben,” with theme song sung by a very young Michael Jackson? Jackson was still black and still had a nose at that time, which made his involvement in a movie about telepathic killer rats all the more ironic since I remember seeing pictures of human corpses who had apparently been nibbled on by rats (the rats often eat the noses first — was Jackson’s future noselessness predicted by his involvement with the Ben theme song?).
If you don’t know, ‘Ben” was a movie from the 1970s and a sequel to a movie called ‘Willard.’ I barely remember the Willard movie… but I recall that ‘Ben’ was a film about a boy who had a pet rat he named ‘Ben.’ Ben was also a super intelligent telepathic rat who could control swarms of other rats. Scenes from the film included actors covered in fake blood thrashing around among tame rats who were probably trying to lick the peanut butter off of the actor’s bodies as stage hands off camera threw rats at them.
In Aldeboran, there are several kinds of rats. The houses, ships and barns of humankind are home to Norway rats, brown rats, black rats and other mundane vermin.
Of slightly greater concern are the ‘trench rats.’ These are bigger, bolder and more agressive than ordinary rats and tend to attack in swarms, making ‘rat catcher’ a full time job in the major cities like Eord.
Of slightly greater concern than trench rats are the ‘dungeon rats’ or ‘giant rats’ or ‘Sumatran rats.’ These are the big, hairy fuckers that have 1d4 hit points and who wander up and down the corridors of most dungeons. They serve as food for goblins and adventurers who forgot their iron rations… and dead goblins and dead adventurers often serve as food for Sumatran rats… ah, the circle of life. Why people on the world of Aldeboran refer to ‘Sumatran rats’ as ‘Sumatran’ when there is no Sumatra on this world is a mystery that the sages cannot answer. Similarly, there are ‘french cut’ green beans, ‘french fries’ and ‘french kissing’ in Aldeboran, but there is no ‘France.’ Go figure.
Mutant varieties, including albinos, have been encountered and the albino variety are sought after for their valuable pelts. Even more worrisome than the Sumatran Rats (which are bad enough, really), are the really fucking big rats. Some call these “Really Fucking Big Rats” or “Monster Rats” or “R.o.T.S.” (Rats of Tremendous Size). These can range in size up to 8-10 feet from nose to tail. The larger ones can bite a man’s hand off at the wrist. Do not fuck with them.
Rumors also persist of rats who have been altered or magically enhanced or mutated (or perhaps just blessed by the gods) and may have human-like intellect and build enormous ‘shadow cities’ beneath the earth where they have kings of their own and plot one day to conquer the surface dwellers, but this really must be nonsense. That just does not seem remotely plausible!
from Ben:
A young Michael Jackson wearing a terrifying pair of pants sings the theme song (warning: pablum alert!):
A to Z: Q is for Quasqueton
Posted: April 19, 2011 Filed under: A to Z, adventures, aldeboran 1 Comment
Q is for Quasqueton, hideout of Zelligar and Roghan. It has a mushroom garden, lots of containers with random contents, a room of magic pools, some traps and everything else a dungeon needs. One of my early experiences of D&D involved exploring Quasqueton as a player — I still remember how much we hated the magic mouths which would yell threats at us whenever we walked down the front hall, thus usually summoning wandering monsters which would attack us before we got anywhere and forcing us to return to town to replace all of our comrades who had been killed by the wandering monsters.
I completed an illustration a while ago (as of yet still unpublished) where one of the characters in the picture is drawing a map… and guess what dungeon the map resembles?
I can assure you that Quasqueton is jammed in somewhere in Aldeboran (I am not sure exactly where, but it is in there).
I also loved this adventure for the lists of characters in the back witht heir goofy names. For decades I used them as NPCs/hirelings. “Presto the Elf,” “Webberan of the Great North,” “Glom the Mighty,” “Eggo of the Holy Brotherhood” and “Philgo” have all made guest appearances in my games over the years. 
Quasqueton is also the name of a small town in Iowa (just a guess here, but I’m betting that author Mike Carr took the name for “Quasqueton the Dungeon” from “Quasqueton the Town” and not vice-versa).
zombies
Posted: April 19, 2011 Filed under: aldeboran, monsters 3 Comments
Zombie: (aka “zombie” or ‘zombi’)
True Zombie / ordinary zombie
No. Enc.: 2d4 (4d6)
Alignment: Chaotic
Movement: 120’ (40’)
Initiative: d4
Armor Class: 8
Hit Dice: 2
Attacks: 1 (hands)
Damage: 1d8 each
Special: Immune to cold and shock, ½ damage from blunt and pierce weapons, 50% immune to criticals
Save:
Morale: 12
Hoard Class: None
XP:
Ingredients: mortified flesh
Zombies are dead corpses animated by magic. They have no will of their own and are given instructions by their creator (usually a magic user or cleric).
Zombie, Black Mold: (aka “moldies”) 
False Zombie / Moldus Negrus
No. Enc.: 2d4 (4d6)
Alignment: Neutral
Movement: 120’ (40’)
Initiative: d4
Armor Class: 8
Hit Dice: 2
Attacks: 1
Damage: 1d6 + spores
Special: x2 damage from fire, ½ damage from blunt and pierce weapons, cold and daylight causes dormancy, spores infect prey
Save: ?
Morale: 12
Hoard Class: None
XP:
Ingredients: black mold
Black mold ‘zombies’ are not actually undead creatures and thus are not true zombies; they cannot be ‘turned’ by a cleric. They are the bodies of dead humanoids animated by a deadly black fungus that grows on flesh. The fungus has a rudimentary intelligence and will seek to infect other creatures in order to spread the colony.
Any creature coming in contact with the black mold zombie (example: being struck by a black mold zombie) or touching a patch of black mold must make a save against poison or become infected with the black mold spores. The mold will consume 1d6 points of constitution per turn after contact; when CON reaches 0, the victim will become a black mold zombie. Torches can be used to burn the mold off the victim (1d6 damage per application). Fire causes x2 damage; cold will cause no damage but will render the mold inert for 1-6 rounds. Because they have no functional internal organs, they take ½ damage from blunt and pierce weapons.
The black mold grows on leather, flesh, wood or other organic substances underground. Daylight causes it to become temporarily dormant.
Zombie, Brain-Eating: (aka “brain eaters” or “mind zombies” or “Virals”)
False Zombie / Brain Eater
No. Enc.: 2d4 (4d6)
Alignment: Neutral
Movement: 90’ (30’)
Initiative: d6
Armor Class: 8
Hit Dice: 2
Attacks: 2 (+1)
Damage: 1d6/1d6/1d6
Special: ½ damage from blunt and pierce weapons, eat brains!
Save: ?
Morale: 12
Hoard Class: None
XP:
Ingredients: Brain eating virus (saliva)
Brain eating zombies are the bodies of dead humanoids animated by a virus and cannot be turned by a cleric. Like most zombie class creatures, they are slow moving and often appear as rotting humans. Their usual tactic is to attack with 2 claws, and, if both claws succeed, they will bite for 1d6 damage. Their saliva carries the virus: anyone bitten must save or contract the virus. Failed save means the victim will gradually lose his intelligence (1-6 points per day). When INT reaches 0, they die and become a brain eater.
Anyone killed by a brain eater will have their brains devoured and will arise in 1-6 rounds as a brain eater themselves.
The best way to ‘deactivate’ a brain-eater is to strike it in the head. Criticals scored against them are always assumed to strike the head. Players may elect to strike at the head (for a -2 attack penalty) in order to score +1d6 damage.
Because they have no functional internal organs, they take ½ damage from blunt and pierce weapons.
Zombie, Headless:
True Zombie / Headless
No. Enc.: 2d4 (4d6)
Alignment: Chaotic
Movement: 120’ (40’)
Initiative: d8
Armor Class: 8
Hit Dice: 3+1
Attacks: 2 (hands)
Damage: 1d8 each
Special: Immune to cold and shock, ½ damage from blunt and pierce weapons, 50% immune to criticals
Save:
Morale: 12
Hoard Class: None
XP:
Ingredients: mortified flesh
These look like normal undead zombies (minus the head part, naturally) and tend to be more aggressive (and faster!) than their cranially equipped cousins.
Because they have no functional internal organs, zombies are immune to cold and shock and take ½ damage from blunt and pierce weapons.
They can be turned as 3 hit dice undead.
(edited to change and add pictures)
A to Z: P is for Priests
Posted: April 18, 2011 Filed under: A to Z, aldeboran, religion, rules Leave a comment
I’ve mentioned before that a large number of the deities for Aldeboran are stolen directly from “The Church of the Subgenius” (and thus will prevent me from ever legally publishing a ‘canon’ version of this world). Others are taken from mythology, other source books, etc., and still others have been included simply to satisfy some urge or include a reference to some other item or allow me to include an NPC or a published adventure.
For example, if I were to want to include Jacquay’s “Dark Tower” adventure, I would toss Set and Mitra into the mix. Of course, references to the Cthulhu Mythos would be scattered about so I could take advantage of Goblinoid Game’s excellent “Realms of Crawling Chaos” book. And since players who read Conan would want to say, “Crom!” I better have Crom in there as well… The more the merrier!
I’m also not above placing references to ‘real world’ religions and belief systems. I’ve considered (but not yet used) a cult of people who preach that “dragons don’t exist” because one of their holy books has a passage that could be interpreted as saying so… so if a dragon attacks the village, the priest has anyone who dares mention the “dragon problem” burned at the stake as a heretic. They have statues of four saints in their churches — one who covers his eyes, one who covers his ears, one who covers his mouth and the last one holds shut his nose… “Don’t be fooled by the heretics who would have you believe in dragons my people… the good book says they don’t exist… (blast of flame from dragons mouth hits the priest) aiiiighhhh! There are no dragons… there are no dragons…”
Ironically, if the players destroy or drive off the dragon, they will not be rewarded and will instead be deemed ‘heretics’ if they mention the deed.
One of my Aldeboran favorites is the hermaphroditic god Dormammu and his/her Sister/Brother Ummamarod. Both gods are often confused, but Dormammu is male/female and evil while Ummamarod is female/male and good.
I’d love to steal a page out of the book of Rotted Moon and/or PoleandRope and come up with custom spell lists for each god. including a ‘sleep’ type spell for priests of Hypnos, the god of sleep and dreams, for example… I did some custom ‘domain’ lists for 3e but I don’t know how that helps me (yet) since I really don’t want to DM d20/3e. As of this writing, I’m leaning towards Labyrinth Lord and/or OD&D, either with a pack of house rules.
Those who don’t know me might assume that, given the nature in which I portray religion and priests in this post that I am an atheist or a cynic or something similar. I will admit a distatse for organized religions… mostly due to how so many of the people who belong to organized religions behave, especially those who parade their faith in public (like Lynn Westmoreland from Georgia’s 8th District who wants The Ten Commandments displayed in the State Capitol even though, when Stephen Colbert asked him to name a single commandment, he failed). Didn’t Jesus have some pretty harsh words for those who made great show of the outward signs of faith without honoring the commitments in their hearts?
Atlas Shrugged; Zeus Farted
Posted: April 16, 2011 Filed under: adventures, aldeboran, philosophy 4 Comments
If you didn’t hear, the latest ‘economic determinism’ movie puff piece, “Atlas Shrugged (part 1!)” opened in a very few select movie houses last night. Perhaps the more conspiracy minded are correct and the Liberal Elite of Hollyweird have actively sought to supress the film in order to prevent the masses from seeing it and learning the truth… or perhaps it is actually just another shitty movie made by people with an axe to grind. There may be something to the conspiracy; nothing has prevented Hollywood from promoting the fuck out of a shitty movie based on a crappy book which describes the virtues of a rather shallow pool of populist philosophical posturing disguised as ‘philosophy’ or ‘religion’ or both before… Hollywood encouraged us to go see Battlefield Earth… why would they not want us to see Ayn Rand’s objectivist parable unless (GASP!) they* don’t want us to learn the truth!
Unfortunately, adherents of this pernicious ‘philosophy’ can be found on Aldeboran. In a high mountain pass in the county of (location as of yet undetermined) lies the isolated settlement known as ‘Ouray‘ or ‘Galt’s Gulch.’ The town is surrounded by a massive stone wall without gates (the inhabitants bricked up the gates of the town when they moved in, years ago).
The town was founded by Johann Galt, a philosopher and visionary who preached the gospel known as ‘Objectionism.’ Galt felt that all of the world’s ills sprang directly from ‘opportunism’ by the ‘parasite classes’ and the poor who leeched off and dragged down the true leaders and innovators and visionaries. Decades ago he attempted to secretly recruit all of the greatest inventors, visionaries and artists to join him in ‘Galt’s Gulch,’ but most of them were too busy inventing, creating and doing to join him. Having gathered, however, a sufficiently large cadre of leaders, investors and the wealthy and privileged (who made up for a lack of useful talents and skill by the zeal with which they embraced Galt’s Gnosticism), he set out to found his perfect society. Their motto is, “You will miss us when we are gone!”
Unfortunately for the Objectionists, most of the rest of the world didn’t notice their absence. Since the Objectionists recruited only the ‘cream of the crop’ for their society, there were no common workers to do things like grow food, cook meals, make clothing or do any of the other things… thus almost 90% of the supplies continue to require to be imported, placing considerable strain on the stockpiled wealth of the Galtians and causing considerable deprivation and misery. The less ideologically consistent members who questioned the vision of Galt or suggested that the town charter be adjusted to allow some good cooks or gardeners in were tossed off a high precipice to fall screaming to the rocks below. Since the time of this ‘Great Purification,’ no one questions Galt’s pronouncements and all loudly declare with nervous sideways glances that they are quite happy in their mountain “paradise.” A few enterprising merchants still bring mule trains of food, clothing, firewood and other necessities to the village where the Objectionists lower baskets filled with coin from the high walls by ropes in exchange… but the proportion of copper to silver and gold in the baskets has been growing greater as the stored wealth of the elites is continually depleted, so the merchants are less eager and visit less often, leading to a certain ragged, hollow-eyed desperation on the part of the Galtists.
*If you are an objectivist, they=anyone who isn’t an objectivist. If you are Mel Gibson and you have been drinking, they=Jewish Hollywood Elite. If you are Mel Gibson and you are sober, then some of your best friends are Jewish. If you are a card carrying liberal, then you are a part of the problem.
A to Z: O is for Oom Ambar in Thule
Posted: April 16, 2011 Filed under: A to Z, adventures, aldeboran 2 CommentsToday is brought to you by the letter O. (unfortunately, today is REALLY the 7th and I am writing this ahead of time and will probably get confused, but there you have it). O is the first letter of “Oom Ambar” (sometimes spelled “Oom Ambarr”; I am notoriously inconsistent in my Aldeboran notes). Oom Ambar (however I spell it) is in Thule. If you have been keeping up with my Aldeboran geography posts, you may know that Thule is east of The Vales, Eord, The Sinking lands, etc. Or you may not know that because I may not have mentioned it. First a word about my process (or lack of) in creating Aldeboran. I have a binder with a lot of paper jammed in it. Every once in a while I get an idea (often by sketching) which I then hopefully remember to jam into my binder (a lot of them are also just floating around my place getting stepped on and wrinkled or are here and there in various sketch and notebooks). The binder is really pretty full so I am going to half to figure something out eventually. That’s really it. Some things are more detailed than others. So here is a map of Thule and Ghent and part of Velar. Velar is one of those places about which ‘not much is known’ mostly because I haven’t made anything up yet.
Thule’s inhabitants are (primarily) of 4 castes (each caste being mostly segregated by race, although humans occupy 2 of the castes). At the top are “The Lords of Oom.” There are very few Lords of Oom and they dwell in an underground city deep beneath their capital of Oom Ambar. They almost never visit the surface (most common Thulians have never seen a Lord) and are physically weak but capable of all sorts of miracles through their psychic powers (and possibly the use of ancient technological artifacts). They consider all other Thulians to be no more than cattle (although they might place The Priests in ‘useful trained dog’ category). The priests look like “Humans from the distant future” as envisioned by the authors of one of the pamphlets that they had in the SRA in my grade school.* Below the Lords are the priests of Oom. These are selected from the general population at birth if they have certain talents of the mind that make them useful in carrying out the wishes of the Lords of Oom on the surface. They can hear and communicate with the Lords of Oom via thought. Although physically weak (their mind disciplines and the drugs they take to increase their psychic abilities take a toll), they are a bit more durable than the Lords themselves. Guards and other commoners with special talents are frequently ‘honorary’ members of this caste because of their usefulness to the Priests in carrying out the wishes of The Lords. At the bottom of the caste system is ‘everyone else.’ Most Thulians live in virtual slavery and any individual who shows any sign of talent or ambition is either destroyed or recruited intot the priesthood, the guards, etc. A caste by themselves are The Moorlocks. These creatures dwell in the tunnels beneath the city and are permitted to feed on the general population to keep their numbers in check and maintain the proper state of fear that makes the general population so compliant.
Oom Ambar is the capital located in the caldera of an extinct volcano. A single maze-like tunnel (as well as some secret and dangerous trails over the lip of the caldera) give access to the city inside.
From my sketch of the entrance tunnel, it appears that the gate to the maze is guarded by a golem with what looks like a big dick… but, not to worry, it is just a loin cloth.
*”SRA” was a learning tool for US kids in the 1970s. It was a big box of little color coded booklets where you selected a booklet, read it and answered ‘comprehension’ questions at the end. If you got a certain number right, you were allowed to check that one off your list and read another from the same color. Once you finished all the pamphlets of the same color, you were allowed to graduate to a different, more difficult color. The essays were usually about history or common knowledge — I remember an SRA about “The Cardiff Giant” fondly. One of them was about “The people of the future” whom, the SRA author said, would have machines to do all their work for them so they would have gigantic heads and little shriveled bodies… just like H.G. Well’s story of The Time Machine. This blogger can tell you more about SRAs.
A to Z: N is for Nibblott
Posted: April 15, 2011 Filed under: A to Z, aldeboran 1 Comment
Nibblott was/is a small village, similar in scale to Greyhawk’s more famous Hommlett. I think it first appeared in one of my adventures back in 1980 or so… and, since then has been recycled by me and reappeared elsewhere. Nibblott was home of the famous “Stumble Inn” where many player characters met and rested. It is ruled by the infamous Baron Kragy and his even more famous cousin, Ogar Thinwhistle. When Nibblott was in Blackmoor, the above coats of arms were used for some of the towns. From left to right, they were (in order) Temple of the Frog, Vestfold, Glendower, Blackmoor, Svenny, Nibblot and Coot. Nibblot was also in Aldeboran, as witnessed by this early map: 
A to Z: M is for Monster Manual
Posted: April 14, 2011 Filed under: A to Z, aldeboran, monsters 5 Comments
Back in 1978 or so, I first acquired the ‘Monster Manual.’ It soon became (and remains) one of my favorite books. By the standards of today, it might be considered a pretty primitive effort. No color illustrations, no online updates or errata or discussion groups, etc. The interior illustrations are black and white. Some of the drawings look pretty amateurish. Many of the monsters are downright silly. Plus the book leaves all sorts of questions unanswered. For example, it says that the touch of the tendrils of the violet fungi will rot your flesh, but fails to say what having ‘rotted flesh’ means for your character. Despite the flaws, this remains my favorite monster book. Maybe I love it because it was the first book like this that I owned (although The Glass Harmonica Lexicon is somewhat similar and I had that book as well around the same time). Maybe I love it because we had so much fun with it. Maybe I love it because I spent so much time turning the pages and reading the descriptions and wondering at these fantastic creatures. I don’t know, but I think it remains one of my favorite books.

