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The original ''The Book of Lairs'' contains details of the lairs of various monsters drawn from the ''AD&D'' ''[[Monster Manual]]'', ''[[Fiend Folio]]'', ''Monster Manual II'', and ''[[Oriental Adventures]]'' books. Each mini-scenario includes a brief encounter with the creatures, which is designed to be used as a short adventure or as part of a campaign, at the [[Dungeon Master]]'s (DM's) discretion. Each also has an introduction detailing basic information on the type of terrain, total party levels, and experience points involved, plus rumors designed to bring the location to the attention of the [[player character]]s. In addition to the monster lairs, there are a few [[Non-player character|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.<ref name="WD86"/>
The original ''The Book of Lairs'' contains details of the lairs of various monsters drawn from the ''AD&D'' ''[[Monster Manual]]'', ''[[Fiend Folio]]'', ''Monster Manual II'', and ''[[Oriental Adventures]]'' books. Each mini-scenario includes a brief encounter with the creatures, which is designed to be used as a short adventure or as part of a campaign, at the [[Dungeon Master]]'s (DM's) discretion. Each also has an introduction detailing basic information on the type of terrain, total party levels, and experience points involved, plus rumors designed to bring the location to the attention of the [[player character]]s. In addition to the monster lairs, there are a few [[Non-player character|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.<ref name="WD86"/>


REF4 ''The Book of Lairs II'' contains over sixty more mini-scenarios organized in the same way as the first book, and designed for instant use in wilderness or other campaign encounters. It also includes monsters from ''[[Oriental Adventures]]''.<ref name="HW"/>
REF4 ''The Book of Lairs II'' contains over sixty more mini-scenarios organized in the same way as the first book, and designed for instant use in wilderness or other campaign encounters. It also includes monsters from ''[[Oriental Adventures]]''.<ref name="HW"/>


Both books feature monsters ranging from commonly used types, such as [[Orc (Dungeons & Dragons)|orcs]], [[Troll (Dungeons & Dragons)|trolls]], [[Goblin (Dungeons & Dragons)|goblins]], and [[Dwarf (Dungeons & Dragons)|dwarves]], to more obscure and exotic creatures, such as [[hybsil]]s, [[Shedu (Dungeons & Dragons)|shedu]]s, [[remorhaz]]es, and [[otyugh]]s.<ref name="Dragon #125"/>
Both books feature monsters ranging from commonly used types, such as [[Orc (Dungeons & Dragons)|orcs]], [[Troll (Dungeons & Dragons)|trolls]], [[Goblin (Dungeons & Dragons)|goblins]], and [[Dwarf (Dungeons & Dragons)|dwarves]], to more obscure and exotic creatures, such as [[hybsil]]s, [[Shedu (Dungeons & Dragons)|shedu]]s, [[remorhaz]]es, and [[otyugh]]s.<ref name="Dragon #125"/>

Revision as of 03:59, 21 September 2013

The Book of Lairs
AuthorJim Ward and Michael Breault
GenreRole-playing game
PublisherTSR
Publication date
1986
Media typePrint (Hardback)

The Book of Lairs is an accessory for the Dungeons & Dragons fantasy role-playing game, first published by TSR in 1986. It contains an assortment of monster-themed mini-adventures.

Publication history

REF3 The Book of Lairs was first published for the Advanced Dungeons & Dragons game system by TSR in 1986 as a ninety six page book.[1] Michael Breault and Jim Ward designed the original The Book of Lairs,[2] which 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 ninety six page book.[1] Authors included David Cook, Paul Jaquays, Anne Gray McCready, Bruce Nesmith, Jeff O'Hare, and Steve Perrin.[3]

Contents

REF3 The Book of Lairs contains a series of one- and two-page adventures centered around various AD&D game monsters.[4] There are over sixty mini-scenarios, indexed by monster type and terrain, designed to be inserted into other campaigns or adventures.[1]

The original The Book of Lairs contains details of the lairs of various monsters drawn from the AD&D Monster Manual, Fiend Folio, Monster Manual II, and Oriental Adventures books. Each mini-scenario includes a brief encounter with the creatures, which is designed to be used as a short adventure or as part of a campaign, at the Dungeon Master's (DM's) discretion. Each also has an introduction detailing basic information on the type of terrain, total party levels, and experience points involved, plus rumors designed to bring the location to the attention of the player characters. In addition to 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.[5]

REF4 The Book of Lairs II contains over sixty more mini-scenarios organized in the same way as the first book, and designed for instant use in wilderness or other campaign encounters. It also includes monsters from Oriental Adventures.[1] The encounters are classified by terrain type, each one starting with a little block of information detailing suggested party level and experience point awards.[3] Seven of the encounters are for Oriental Adventures and the rest are for mainstream AD&D: 52 encounters use creatures from the original Monster Manual, 5 use Monster Manual II, and one uses a mixture of both sources. Most encounters are for level 3-7 parties, with a few going down to level 1 or up to level 12.[3]

Both books feature monsters ranging from commonly used types, such as orcs, trolls, goblins, and dwarves, to more obscure and exotic creatures, such as hybsils, shedus, remorhazes, and otyughs.[4]

Reception

Graeme Davis reviewed The Book of Lairs for White Dwarf No. 86. Davis observed the lack of maps—only six in the whole book—saying, "most [of the encounters] suffer from the lack of a map" and stating that most of the encounters would require additional preparation by the DM before use.[5] He noted that the encounters range from the fairly straightforward (such as encountering one bear) to the "positively frightening" (one with 876 Undead creatures).[5] While "Not everybody's cup of tea", Davis felt that the book was "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".[5] 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".[5]

Graeme Davis reviewed The Book of Lairs II for White Dwarf #91.[3]

Ken Rolston reviewed The Book of Lairs and The Book of Lairs II for Dragon magazine No. 125. He felt that the encounters in the first book were "pretty conventional AD&D game problems rather than ingenious explorations of the personalities of the creatures involved", continuing, "Though they might be entertaining as gaming challenges, they are short on charm and character".[4] In comparing the two, he felt that the second book benefited from having multiple authors, who wrote their adventures in different styles. He added, "The narrative values are also generally better served, with nice bits of plot, character, and setting to add flavor to the basic encounter problems. In general, not bad at all and occasionally delightful — Allen Varney's little bits in particular".[4] According to Rolson, the books contained "oddball critters" players would never want to use, but that "you might get a kick out of seeing how a clever and dedicated soul could bring them to life."[4] He felt the second book was handled considerably more successfully than the first on those accounts. Rolston considered both books "graphically disappointing", in that the first book "brings to mind the old days of TSR illustration—not a positive association" and that the diagrams in the second book were "remarkably primitive", taken directly from old Monster Manuals and adventures.[4]

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

References

  1. ^ a b c d e f 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 Gallagher (1987). "Open Box". White Dwarf (Issue 91). Games Workshop: 3. {{cite journal}}: |issue= has extra text (help); Unknown parameter |month= ignored (help)
  4. ^ a b c d e f Rolston, Ken (1987). "Role-playing Reviews". Dragon (125). Lake Geneva, Wisconsin: TSR: 80. {{cite journal}}: Unknown parameter |month= ignored (help)
  5. ^ a b c d e Davis, Graeme (1987). "Open Box". White Dwarf (86). Games Workshop: 4–5. {{cite journal}}: Unknown parameter |month= ignored (help)