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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)

by Richard Baker (Author)
4.0 out of 5 stars See all reviews (1 customer review)
RRP: £20.99
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Frequently Bought Together

Customers buy this book with Fiendish Codex: pt. 1: Hordes of the Abyss (Dungeons & Dragons Supplement) by Ed Stark

Lords of Madness: The Book of Aberrations (Dungeons and Dragons v3.5 Supplement) (Dungeons & Dragons) + Fiendish Codex: pt. 1: Hordes of the Abyss (Dungeons & Dragons Supplement)
Price For Both: £28.98

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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.co.uk Sales Rank: 243,607 in Books (See Bestsellers in Books)

    Popular in this category:

    #69 in  Books > Science Fiction & Fantasy > Gaming > Dungeons & Dragons

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19 of 20 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
(TOP 500 REVIEWER)   
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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