Book Review: Death Angel’s Shadow

I think I first read about Karl Wagners Kane a few months ago at Black Gate, and I thought it sounded very interesting. Stories of a true anti-hero whom many consider to be a monster, who is both a great swordsmen and very powerful sorcerer, yet still a character of great depths and deep reflection. I’ve read the story Undertow in The Sword & Sorcery Anthology and while not great, ot really made me want to read more of Kane.

Death Angel's Shadow
Death Angel’s Shadow

So I picked up Death Angel’s Shadow, which is the first collection of Kane stories I am aware of, but that doesn’t have to mean that these are also the first written ones, and I believe they actually are not. So who is this Kane? He is a very muscular and skilled swordsmen, but that is where the similarities with Conan already end. Both Kane and Wagners writing are a very different story from Howards classic barbarian hero and his countless imitations.

Kane was not a man easily mistaken for another. His red hair and fair complexion, his powerful bearlike frame set him apart from the native Chrosanthians in a region where racial features leaned to dark hair and lean wiriness. And his rather coarse features and huge sinewed hands did not make him too exceptional from the mercenaries displaced from the cold lands far to the south. It was his eyes that banded him as an outsider. No man looked into Kane’s eyes and forgott them. Cold blue eyes in which lurked the wild gleam of insanity, hellish fires of crazed destruction and bloodshed. The look of death. Eyes of a born killer.

Kane is an immortal who has traveled the Earth for countless centuries, cursed by ancient gods to never find any peace in death. He is a great warrior, but also a very powerful sorcerer and through the centuries has ruled over many different lands and made his name known throughout most of the world as a tyrant, conqueror, and bandit. He is a man who is feared, and expects to be feared, and has no illusions or guilt about the death and attrocities he brought upon the world. Yet what we see of Kane, at least in this book, is not a mindless raging killer, but a man of many different aspects. Continue reading “Book Review: Death Angel’s Shadow”

Books I have not read yet

But plan to do so in the near future:

  • The Witcher Saga by Andrzej Sapkowski. I am actually already two chapters into Blood of Elves, but for some reason haven’t really been any books these last couple of weeks.
  • Bloodstone by Karl Wagner.
  • The Tombs of Atuan by Ursula Le Guin.
  • The Saga of King Kull by Robert Howard.
  • The Gods of Mars by Edgar Burroughs.
  • Metro 2033 by Dmitry Glukhovsky.
  • Elric of Melniboné by Michael Moorcock.
  • The Dinosaur Lords by Victor Milan (when it’s out in July), because it has a knight on a dinosaur on the cover!
  • Imaro by Charles Saunders.

Fantasy Safari: Monster Manual (D&D 3rd Ed.), Part 4

Completing the Monster Manual:

Vargouille
Vargouille

The Vargouille is a creature from before there were different creature types in D&D and eded up as an outsider in 3rd edition, even though it could just as well have been made undead like the bodak. As far as I am aware, they first appeared in the Planescape setting and they are a wonderful example of how the setting is full of things that are simultaneously silly, cool, and somewhat creepy. A vargouille is a humanoid head with a large pair of wings that has a terrifying scream that makes any creatures within 20 meters become paralyzed by fear. Their bite does very little damage, but also has a poison that makes it impossible for the target to heal any kind of injuries. But most terrifyingly, a vargouile can fly up to a paralyzed victim and give it a kiss, which starts a slow process of transformation that first makes the hair fall out, then the ears turn into large bat wings, makes it go insane, and finally causes the head to ripp off the neck and fly away as a new vargouille. Funny. But as always, some more description what you’re supposed to do with it would have been nice.

The Wight really is just a very beefed up ghoul. I like this monster and when you go into the details its background and context makes it a quite different creature. It’s still a starved corpse that sneaks around in the dark. (Variant Ghoul +1)

The Winter Wolf is a huge white wolf with who can breath icy cold and whose bite deals cold damage. Just like a color flipped hellhound. It’s bigger and tougher though, and also of human intelligence and with the ability to talk. They are not exactly masterminds, but are smart and dangerous enough to be villains in their own right who command weaker creratures as their minions. (Demon Dog +1)

And of course the Worg, because Tolkien did it. And everything that Tolkien did has to be in D&D! Its a big wolf that is slighly intelligent and evil. (Demon Dog +1)

Xill
Xill

Xills are creatures that come from the novel Voyage of the Space Beagle, which also got us the displacer beast. It’s a four armed, demonic looking humanoid, but it’s actually from the ethereal plane. Unlike most ethereal monsters, it takes a xill significantly longer to move between the ethereal and material world, which makes impossible to quickly blink in and out and avoid any retaliation by its enemies. They are very intelligent and also evil, and as a nice thouch we’re also told that groups are often led into battle by a cleric of a deity of strength and travel. Their four arms help them with wrestling their enemies and when they can get a hold, they use their poisonous bite that can paralyze for several hours. The saving throw to resist it is not too high and there’s a good chance to withstand the poison, but then the xill can just try again the next round until it works. Unlike other monster (foreshadowing!) their ability to grapple is not excessively high and they can not try to bite without grappling an enemy first, which makes the ability not too powerful, but still something that can add a nice touch to a fight. Especially when the xills want to take prisoners, which they do to implant their eggs into them. With a duration of 90 days until the eggs hatch, there is plenty of time to try to rescue those prisoners and get them help. If you make some more backstory and context for them, these could be quite interesting enemies for a campaign. Continue reading “Fantasy Safari: Monster Manual (D&D 3rd Ed.), Part 4”

Fantasy Safari: Monster Manual (D&D 3rd Ed.), Part 3

More Monsters from the Monster Manual.

Mohrg
Mohrg

The Mohrg looks both icky and also pretty cool. It’s a human skeleton whose chest is filled with purple worms. It is however not a worm riding a human skeleton, but really a single undead creature that is created from a murderer who died unpunished. And it seems to be implied that it is the evil soul that makes the criminal return to unlife and not the work of a necromancer, which really raises the question where these worms are coming from? Perhaps the artist got unclear instructions what it should look like. A morg attacks both with its hands and its tongue, which in this illustration is also a worm. The tongue causes paralysis in living creatures, while it can also use the Improved Grab ability when it hits with its arms. Since humanoid ceatures never have the Improved Grab ability, I would guess the best way to describe it in combat would be to have the worms that are wrapped around the arm bones wrap around the target and hold it. The players sure would appreciate it. A mohrg is much more powerful than a skeleton and other than in appearance has nothing at all in common with those. When a creature is killed by a mohrg it raises as a simple zombie, but only after one to four days. Which in completely useless in combat, and you would have to add a lot of zombies to make a fight against a CR 8 monster more challenging. Considering all this, the writer who created the mohrg probably had much more in mind for it than just being a stronger skeleton to jump out from behind a corner and be killed in two to three rounds. This creature is really much better suited as the centerpiece of an entire adventure. One to four days is quite some time in which a lot can happen to a corpse. The mohrg might take it back to its lair and wait for it to rise, or it might be left where it fell. Or it might even have been found and already burried in the graveyard or being prepared for burrial. Suddenly, zombies! Zombies everywhere! A great investigation adventure which at the end will come together with a fight against the mohrg itself. Which being a murderer in life, should also have some backstory to go along with. This is exactly the kind of hidden information I am looking for in these books. Monsters that are much more than something to encounter standing in a dungeon room and to be forgotten four rounds later, but are actually made to have adventures created around them. And I must ask, why doesn’t this book spell this out?! This book is 15 years old, I had it since it first came out, and I have been using it countless times. And only now, carefully disecting each obscure monster and searching for tiny details that might be used as plot hooks, did I ever notice it? “1d4 days” is only seven characters, but they make all the difference. Why hide it? Would it have been so hard to add two more sentences to the description? Imagine if they had made that effort for all monsters in this book? D&D would be a completely different game than it is today and not the rules obsessed tactical combat simulation that it became.

Nightshade
Nightshade

Do I have to say it again? I probably shouldn’t, but I’ll do anyway: This Nightshade illustration is fucking awesome! Like almost all Sam Wood illustrations in this book. The perspective makes it clear that this is a not a human sized guy and when you check the description it’s fucking huge. Not just big, but size category: Huge. A 6 meter tall bastard of pure darkness with blue glowing eyes. Nightshades come in three variants, the nightwing (huge bat), nightwalker (huge man), and nightcrawler (gargantuan worm) and are from the Known World setting of BECMI. Which I think is the reason for its biggest flaw. In BECMI, character levels go all the way up to 36, almost twice as high as the maximum of 20 in the 3rd edition core rules. Unfortunately, when converting the creature this difference was apparently not accounted for making the nightshades pretty high level creatures with a CR of 16 for the nightwalker. Which means I never got any opportunity to use it. Let me get my soap box, I think I need it today. I hate high level play in D&D. My campaigns usually don’t go any longer than 3 years and almost all of them start at low levels, because I very often get lots of people to play who never played any RPGs before. And since I don’t run dungeon crawling grind-fests, I’ve never seen any PCs of a level higher than 8th, either as GM or as player. And the way D&D is set up, that meant a huge amount of content never could be used at all. Like this cool badass bastard. Today I know better and could just rebuild him as a CR 8 creature and use that, but I used to be a young and stupid GM and that never really occured to me. I am afraid I don’t have much to say about the monster itself. There isn’t really any description what it is and what it does, and the abilities don’t seem interesting either. But damn, it looks cool.

Phantom Fungus
Phantom Fungus

The Phantom Fungus looks very weird and kinda stupid in this illustration. Which doesn’t actually matter because it’s completely invisible almost the entire time. The stats for this monster are really very simple. It’s medium size, has animal intelligence, and is only CR 3. It’s natural invisibility is the only ability it has. Actually, you could just ignore the illustration since none of those things on its back or the tentacles coming out of them are doing anything. It is permanently invisible, walks up to you, and bites. Clearly the artist thought that this is totally boring and painted something much more interesting, if stupid looking, instead. The invisibility really is its only thing. I think the best idea is probably to just take this ability and add it to other creatures and make some really interesting monsters. Continue reading “Fantasy Safari: Monster Manual (D&D 3rd Ed.), Part 3”

Fantasy Safari: Monster Manual (D&D 3rd Ed.), Part 2

Continuing with the Monster Manual. And what a weird bunch of critters we have.

I think the Ethereal Filcher is hands down the weirdest thing to ever appear in any D&D book. This beats brain collectors and pherims by a long shot. As their name indicates, ethereal filchers are creatures from the ethereal plane, a place that is often mentioned in D&D but to my knowledge never really explored in any way. Mostly because it’s supposed to be almost entirely empty and featureless, I believe. The filcher is one attempt to add something to that plane, and I think we have to consider it a complete failure. They actually live in very hard to reach caves on the material plane, only moving through the ethereal plane to get in and out of their lairs and to sneak up on their prey. What they do is using their natural ability to sense magic to find people carrying magic items. Then they pop out from seemingly nowhere, grab the item, and return back to the etheral plane. Which really sounds like a terrible monster to use in your game. A group of 3rd level characters should have no ways to track or follow the ethereal filcher in any way and any item it gets a hold on is almost certainly gone forever. This just sucks. No wonder they were never used for anything to my knowledge.

Ethereal Marauder
Ethereal Marauder

The Ethereal Marauder is another creature from the ethereal plane and actually native to that place. It also does not look nearly as insane as the ethereal filcher. It is also not much better as a monster, though, as it uses the same trick of popping out from nowhere, delivering a bite against their prey, and disappearing again until their target is dead. There isn’t really anything 3rd level characters could do about it other than readying an action, but as a GM, I would not allow players to say “I attack the thing when it pops up again in any  of the six squares next to me”. At the very least you’d have to specific the space you are targeting and in that case the marauder just pops up behind your back.

Formians
Formians

I believe Formians are a race that originates in Planescape, or at the very least had their greatest appearance in that setting. I think they have something to do with the border between the lawful outer planes of Mechanus and Arcadia, but nothing else is said about this in this book. They are still described as agressivelly expansionist, trying to create new colonies everywhere and taking control of every place they come to. There are several different types of formians, ranging from the small and quite weak workers to the very powerful myrmarchs and of course the magnificent queens. All formians within a 50 mile radius of the queen are always in telepathic contact with each other, making it almost impossible to surprise them or infiltrate their lairs. If one of them sees you, all of them know you are there instantly. Formians have various magical abilities depending on their rank. While workers are pretty weak and harmless, groups of them can work together to cast the spells cure serious wounds and make whole unlimited times per day, so any damage adventurers may cause to a colony will be very quickly repaired. Unless a formian is outright slain in battle, it will be back at full strength a few minutes later as long as workers can get to them. Taskmasters not only control formian workers and warriors, they also have the ability to telepathically control almost any kind of living creature and will almost always be accompanied by bodyguards of some other race. Myrmarchs have even more powers than that and the queen of a hive is always a sorcerer of at least 17th level. Even though workers and warriors are not very strong or dangerous by themselves, it is very unlikely that players will just run into a small group of them. Formians will almost always be encountered as a complete hive that at the very least consists of several dozens of warriors and hundreds of workers. And given their extremely effective organization they are also significantly more dangerous than just their individual numbers. If you’re using formians as opponents for your campaign and you are using them as described, it almost certainly should be as a major threat and the centerpiece of the whole adventure, most likely for pretty high level characters of 15th level or above. Continue reading “Fantasy Safari: Monster Manual (D&D 3rd Ed.), Part 2”