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Demonology - The Dark Road

link to Mongoose PublishingA d20 Supplement for the 3rd Edition Dungeons and Dragons game
Written by Matthew Sprange
Editor: Alexander Fennell
Cover Art: Anne Stokes
Illustrations: Anne Stokes, Chris Quilliams, Nathan Webb, Anthea Dilly, Eric Lofgren, Rick Hershey and Scott Purdy
Additional text: Teresa Capsey and Mike Major
64 pages, soft cover, b/w illustrations throughout
ISBN 1-903980-03-8
SRP £8.99
Mongoose Publishing
MGP1001

This is the first book in the 'Encyclpaedia Arcana' series from the Mongeese factory, aimed at exploring 'alternative' magic in the d20 game setting. A pretty standard set of ideas revolving around demonology is augmented in this publication with several character class variants, new spells, new skills, new magic items, Demonic entities and monsters, and best of all, great ideas for actually playing the 'Demonologist' character classes themselves! It makes the Demonologist FUN!

Although a little long winded at times, the descriptions of what Demonology actually is (in game terms, this isnt real, you know....) allow players and GMs to develop sound characters and NPCs with feasible backgrounds and logical reasons for their actions.

The book helps you to develop fully rounded characters who can become more powerful in a balanced way as they gain experience. The ideas behind the character classes seem sound (though we have not tested them in play) and, unlike so many previous attempts at this type of thing, have plenty of balancing factors curbing excessive powerfulness. You may be able to control Demons and summon the Hordes of Hell, but are you quite sure your incantation was word perfect? Quite sure the binding went to plan? And how would you know if you made a mistake anyway? Clever, these Demons, most likely they will try to use YOU for their evil plots, and you wouldn't know much about it until the whips and chains of eternal torment rend the flesh from your bones in some Hellish dungeon, way, way below!

There is a section entitled 'Help for the Games Master' which contains some very useful tips and guidance, especially for the novice GM. It stresses the important points that playing Demonologists should be dangerous, mysterious, balanced, but also fun. It helps you to integrate the class into your campaign with ideas and guidance for development of characters. It considers the effects of alignment on the class (and of the class on alignment!!), the importance of research and study (and how to fit that into your games), how to provide players with just the right amount of information to enable them to use the class abilities of summoning binding and instruction and a few helpful paragraphs on the more powerful aspects of Demonology (well, lets be fair, your players are going to TRY to summon something big, bad and baleful at SOME stage, aren't they?).

There is a sizeable section describing the requirements for summoning and controlling specific types of Demon and some information of the usefulness of each type of demon (they are not just useful for scaring the living daylights out of your enemy and eating their still warm internal organs you know!). This section could do with expansion though, with details of the demons 'Achillies Heel' for example, or how they will react to summoning. I suppose a good read of the Monster Manual entires and the Manual of the Planes would give you some ideas on these points.

The final verdict, without playing the characters ourselves? Well written, nicely illustrated, informative, inspirational, and pretty much complete*

* within the bounds allowed by the d20 open gaming license

8/10 - so BUY ME NOW!

Andy Warner

 

 

 

 


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