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Lords of Madness: The Book of Aberrations (Dungeons and Dragons v3.5 Supplement) (Dungeons & Dragons)
 
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Lords of Madness: The Book of Aberrations (Dungeons and Dragons v3.5 Supplement) (Dungeons & Dragons) [Hardcover]

Richard Baker
4.0 out of 5 stars  See all reviews (1 customer review)

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Product details

  • Hardcover: 224 pages
  • Publisher: Wizards of the Coast (May 2005)
  • Language English
  • ISBN-10: 0786936576
  • ISBN-13: 978-0786936571
  • Product Dimensions: 27.9 x 21.8 x 1.8 cm
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 806,139 in Books (See Top 100 in Books)

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18 of 19 people found the following review helpful:
4.0 out of 5 stars Genius born of insanity, 6 Jun 2005
By 
Alex Fell (Rugby, Warwickshire, UK) - See all my reviews
This review is from: Lords of Madness: The Book of Aberrations (Dungeons and Dragons v3.5 Supplement) (Dungeons & Dragons) (Hardcover)
Lords of Madness is the continuation of the series that also includes Draconomicon and Libris Mortis - highly illustrated books focussing on specific monster types, aberrations in the case of LoM.

One obvious point with focussing on aberrations is, well, they don't really have a unified theme like dragons and undead do. LoM has risen to this challenge by setting out in the book individual, self-contained chapters on each of the main aberration types: aboleths, mind-flayers, neogi, beholders, grell and a new type, the "wearers of flesh". There is also a chapter with Monster Manual-style descriptions for more aberration types (including more beholderkin, ithillidae and so on) and a final chapter, setting out stuff for "aberration hunters", i.e. stuff on killing aberrations, with items, feats and prestige classes.

I have to say, this really is a good book. Because they have gone for the individual chapters, there is lots of very good information in bite-sized chunks, redolent with adventure ideas and general nastiness for ruining your players' day (as with all of these books, they are mainly aimed at DMs) without it being buried and a little hard to find in the more "normally" formatted books. There is a very high "evil chuckle" factor for each of these, and it's also quite a good read. Obviously, there are some less iconic monsters included (I like the grell, but I was surprised that they got a [good] chapter of their own) but on the whole the suspects you would expect to see are there. There are guidelines on advancing the beasties too, with some monster prestige classes or class advancement options and monster feats, so you can tailor your aberrations to the party. And each chapter has an adventure site (or more than one in some instances) thrown in.

The first chapter, which I initally didn't bother to read, also has some interesting nuggets. In particular, it suggests how to design a "horrific" campaign instead of a heroic campaign. A heroic campaign is the "standard" design with ELs roughly equal to the party's level. A horrific campaign turns this on its head: the first encounters are way in excess (by +3 to 5) of the level of the party to shock the players out of their complacency (the actual characters might not survive). Subsequent encounters are more in line with the characters' level, as they gradually uncover the hideous conspiracy to drag us all into otherworldly madness, and then the final encounter is also deadly (EL +5 or so) to emphasise the terrible danger of the threat. This is suggested as a model to shake up the players a bit and make the aberrations involved more terrible and memorable. However, as a concept it works equally well with other monsters, like intelligent undead (a cabal of vampires for example).

I was sceptical of the "new" aberration (the above-mentioned wearers of flesh) but they are a pretty good addition (and really unpleasant, like perambulating intestines - urgh!) with good possibilities. They also have the benefit of being new, so your players won't actually know what to expect, and so could be a very memorably surprise. And, as they are sort of "body-snatcher" style monsters, they could form the basis of a really good campaign with a mystery and/or horror basis.

The monsters chapter is OK, although not all of the monsters are that compelling. And likewise, the aberration hunters chapter is OK, but nothing special (and most of the prestige classes are a bit samey - quite a few knightly orders bent on slaying aberratons). These two final chapters are a bit flabby, particularly in comparison with what came before.

Nevertheless, this is a great book. First chapters: five stars easily, slightly let down by the later ones.

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Amazon.com: 4.4 out of 5 stars (19 customer reviews)

39 of 43 people found the following review helpful:
4.0 out of 5 stars Aberrations on the loose!, 11 May 2005
By Peter Craig "Pete" - Published on Amazon.com
This review is from: Lords of Madness: The Book of Aberrations (Dungeons and Dragons v3.5 Supplement) (Dungeons & Dragons) (Hardcover)
Lords of Madness is the third book in the series which started with Draconomicon, and continued with Libris Mortis (the two previous books are not needed to use this book). The book describes the aberrations, one of the most intriguing, evil and alien type of monster in the D&D multiverse.

The book describes the great races, like mind flayers, beholders and aboleths (each has its own chapter with their ecology, way of life and thinking, special feats, and an example location ready to be thrown into any campaign), as well as some new aberrations (in monster-manual format). The DM has all the info needed to make his aberrations unique. No longer will the players encounter "a beholder" in the dark tunnel, but a beholder that has this and that special feat, this or that subtype, with classes, etc.

Most part of the book is for DMs, but there is also a chapter filled with goodies for players (aberration-hunters). (This also means that most players will not want to buy the book, it is enough to ask the DM to have a look at it before play...)

The book is altogether well written, and contains great ideas to make aberrations more fearful opponents, and also gives the players the opportunity to prepare against the aberration menace.

The lowpoint of the book is the monsters section which contains lot's of monsters previously published in older products, and are just updated to D&D 3.5. This is something anybody can do him/herself. More really new monsters would have been better...


11 of 11 people found the following review helpful:
3.0 out of 5 stars Deep but narrow, 2 Jan 2006
By AvalonXQ - Published on Amazon.com
This review is from: Lords of Madness: The Book of Aberrations (Dungeons and Dragons v3.5 Supplement) (Dungeons & Dragons) (Hardcover)
This book gives remarkable and useful information on the few species it covers. If an Illithid- or Beholder-centered campaign might inspire you, or creating an encounter or two with them in mind would flavor your campaign, go for it.
The most disappointing thing about the book is that it does not reproduce information for monsters listed in other books, so to fully use the information it provides would involve having not only the Monster Manual and Expanded Psionics Handbook but also the Fiend Folio as well as setting-specific books. Unless you have a pretty complete library, you're going to find a number of monsters mentioned and dealt with that you don't have the details and stats for.

8 of 8 people found the following review helpful:
4.0 out of 5 stars Good specialty book, 28 Dec 2005
By Mark Metz "werkshop" - Published on Amazon.com
This review is from: Lords of Madness: The Book of Aberrations (Dungeons and Dragons v3.5 Supplement) (Dungeons & Dragons) (Hardcover)
While I didn't enjoy this book as much as Libris Mortis, the content was excellent and several feats/spells/classes are very useable. The alienist PrC is perhaps the most interesting, if a bit labor intensive to play. Each monster detail chapter (beholders, grell, flayers, tsochar, aboleth, and little slaver guys that I always forget their name) has an adventure headlining the monster from that chapter, and are average or better in my opinion...great for side treks or one-offs. The book really does have everything you could want from a hardcover creature 'Type' supplement.

I give it a 4 because I think some of the art should have been better, and there are typos and grammatical errors that should never make it to print (but we're used to that). Often the new material (feats/spells) are only applicable to aberrations, so great for speciaization, but not always helpful in a campaign. Another problem is that the material is very specific yet vague at the same time. E.g. they'll say that aboleths have knowledge dating back to the dawn of existance, but then don't go into it, saying that no aboleth would share this info. Dieties get the same tease, e.g. this god is great and powerful but little is known about him...
 Go to Amazon.com to see all 19 reviews  4.4 out of 5 stars 
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