The Book of Lairs: Difference between revisions

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==Reception==
==Reception==
[[Graeme Davis (game designer)|Graeme Davis]] reviewed ''The Book of Lairs'' for ''[[White Dwarf (magazine)|White Dwarf]]'' #86. Davis observed the lack of maps - only six in the whole book, and "most [of the encounters] suffer from the lack of a map" - and that most of the encounters would require additional preparation by the DM before use.<ref name="WD86"/> He noted that the encounters range from the fairly straightforward (such as encountering one bear) to the "positively frightening" (one with 876 [[Undead (Dungeons & Dragons)|Undead]] creatures).<ref name="WD86"/> While "Not everybody's cup of tea", Davis felt that the book is "a very useful source of ideas and material for any ''AD&D'' GM" to develop into longer adventures or fill in gaps, or for "those dreadful Oh-God-I've-Forgotten-the-module moments".<ref name="WD86"/> Davis was reminded of the old [[Judges' Guild]] ''Book of Treasure Maps'' series, and with the number of adventures contained in ''The Book of Lairs'' he felt the book would be an excellent value for its price. He noted that the encounters can be suited to the players' style of play, but felt that some of the encounters with larger numbers of creatures felt more random than planned. Davis concluded that "even if you only use half the encounters... you'll get a fair run for your money".<ref name="WD86">{{cite journal | last =Davis | first =Graeme | authorlink = Graeme Davis (game designer) | title =Open Box | journal =[[White Dwarf (magazine)|White Dwarf]] | issue = 86 | pages =4–5 | publisher =[[Games Workshop]] | year = 1987 | month = February | issn =}}</ref>
[[Graeme Davis (game designer)|Graeme Davis]] reviewed ''The Book of Lairs'' for ''[[White Dwarf (magazine)|White Dwarf]]'' #86. Davis observed the lack of maps - only six in the whole book, and "most [of the encounters] suffer from the lack of a map" - and that most of the encounters would require additional preparation by the DM before use.<ref name="WD86"/> He noted that the encounters range from the fairly straightforward (such as encountering one bear) to the "positively frightening" (one with 876 [[Undead (Dungeons & Dragons)|Undead]] creatures).<ref name="WD86"/> While "Not everybody's cup of tea", Davis felt that the book is "a very useful source of ideas and material for any ''AD&D'' GM" to develop into longer adventures or fill in gaps, or for "those dreadful Oh-God-I've-Forgotten-the-module moments".<ref name="WD86"/> Davis was reminded of the old [[Judges' Guild]] ''Book of Treasure Maps'' series, and with the number of adventures contained in ''The Book of Lairs'' he felt the book would be an excellent value for its price. He noted that the encounters can be suited to the players' style of play, but felt that some of the encounters with larger numbers of creatures felt more random than planned. Davis concluded that "even if you only use half the encounters... you'll get a fair run for your money".<ref name="WD86">{{cite journal | last =Davis | first =Graeme | authorlink = Graeme Davis (game designer) | title =Open Box | journal =[[White Dwarf (magazine)|White Dwarf]] | issue = 86 | pages =4–5 | publisher =[[Games Workshop]] | year = 1987 | month = February | issn =}}</ref>

[[Lawrence Schick]], in his 1991 book ''Heroic Worlds'', calls the scenarios in REF3 "run-of-the-mill", but said that the scenarios in REF4 "tend to be more inspired than those in REF3".<ref name="HW"/>


==References==
==References==

Revision as of 00:02, 1 December 2010

The Book of Lairs is an accessory for the Dungeons & Dragons fantasy role-playing game, first published by TSR in 1986.

Publication history

REF3 The Book of Lairs was first published for the Advanced Dungeons & Dragons game system by TSR in 1986 as a 96-page book.[1] Michael Breault and Jim Ward designed the original The Book of Lairs.[2] The book features a cover by Clyde Caldwell.[1]

REF4 The Book of Lairs II, designed by various editors, features a cover by Larry Elmore, and was published by TSR in 1987 as a 96-page book.[1]

Contents

The original The Book of Lairs is a 96-page booklet containing details of the lairs of 61 groups of monsters, drawn from the AD&D Monster Manual, Fiend Folio, and Monster Manual II, as well as one monster from Oriental Adventures. Each of these contains a brief encounter with the creatures, which is designed to be used as a short adventure or as part of a campaign as the DM wishes. Each also has an introduction which details basic information on the type of terrain, total party levels, and experience points involved, plus rumors designed to bring the location to the notice of the player characters. Aside from the monster lairs, there are a few NPC hideouts. The bulk of the encounters are meant for parties of 3rd-7th level, although some are for any level, and a few go as high as 12th level. [3]

Reception

Graeme Davis reviewed The Book of Lairs for White Dwarf #86. Davis observed the lack of maps - only six in the whole book, and "most [of the encounters] suffer from the lack of a map" - and that most of the encounters would require additional preparation by the DM before use.[3] He noted that the encounters range from the fairly straightforward (such as encountering one bear) to the "positively frightening" (one with 876 Undead creatures).[3] While "Not everybody's cup of tea", Davis felt that the book is "a very useful source of ideas and material for any AD&D GM" to develop into longer adventures or fill in gaps, or for "those dreadful Oh-God-I've-Forgotten-the-module moments".[3] Davis was reminded of the old Judges' Guild Book of Treasure Maps series, and with the number of adventures contained in The Book of Lairs he felt the book would be an excellent value for its price. He noted that the encounters can be suited to the players' style of play, but felt that some of the encounters with larger numbers of creatures felt more random than planned. Davis concluded that "even if you only use half the encounters... you'll get a fair run for your money".[3]

Lawrence Schick, in his 1991 book Heroic Worlds, calls the scenarios in REF3 "run-of-the-mill", but said that the scenarios in REF4 "tend to be more inspired than those in REF3".[1]

References

  1. ^ a b c d Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 112. ISBN 0-87975-653-5.
  2. ^ "TSR Profiles". Dragon (#121). Lake Geneva, Wisconsin: TSR, Inc.: 81 1987. {{cite journal}}: Cite has empty unknown parameter: |coauthors= (help); Unknown parameter |month= ignored (help)
  3. ^ a b c d e Davis, Graeme (1987). "Open Box". White Dwarf (86). Games Workshop: 4–5. {{cite journal}}: Unknown parameter |month= ignored (help)