Why does a lawful creature with an Intelligence score of 17 spend its time lurking alone in dungeons? Shouldn't it be out conquering the world? This sourcebook, the seventh in the Complete Guide series, looks at beholders with a critical eye. It expands the ranks of beholder variants, gives their culture depth, and describes the nefarious beholder cults that spring up among humanoid races. A guide for the d20 gaming system.
I've been interested in games since I first fell under the sinister influence of the Dungeons & Dragons boxed set, back in sixth grade. Over the last few decades I have managed to turn gaming from a hobby into a career. Here is a list of the highlights of my life as a game designer. If you have any questions, let me know!
From 1994-2002, I fell into the computer games industry. My first job was with Magnet Interactive Studios, in Washington DC. Sadly, Magnet never managed to hit the big time as a game developer. I worked on a number of projects during my stay at Magnet; for a time I was lead designer on a game called BLUESTAR, a position that was held at other times by such roleplaying luminaries as Ken Rolston and Zeb Cook. However, the only work that ever saw the light of day was some level design on the abstract arcade game Icebreaker.
Magnet began a slow implosion in 1996, and along with a number of other people I went to work for a Colorado company called VR1. I started as lead designer on VR-1 Crossroads, a text-based MUD centered on warring conspiracies – The X-Files meets Illuminati, with a world of dreams thrown in for good measure. When VR1 decided to move away from text games, I started work on a graphical MMORPG based on the pulp serials. After a few twists and turns, the project ended up being known as Lost Continents. But early in 2002 I decided that I'd had enough of the computer games industry and left VR1 to focus on writing. Then in June of 2002, Wizards of the Coast announced their Fantasy Setting Search, and I thought: What about pulp fantasy? And the rest is history. . .
I can't believe I grew up to be the sort of person who reads RPG sourcebooks for fun. Oh wait, actually that's really easy to believe. Re: the actual book: lots of great ideas and thorough imaginings. At this very post-3rd edition D&D time I'm sure this could be picked up at a very good price.
The Beholder is one of the creatures in D&D created entirely in the imagination of the creators of the game, and has always been one of my favorite monsters. This supplement adds some depth to the creatures along with some interesting variants to keep PC's guessing. I liked the concept of different Dominions which battle for supremacy, and the variants (including the humanoid Eyekin, a possible PC class).
The only thing that I think this supplement could have benefited from is a detailed description of a Beholder Outpost or,even better, an Eyehold. This would have really helped a DM visualize and set-up Beholder encounters. All-in-all, the guide is very good.