Showing posts with label 1979 Campaign. Show all posts
Showing posts with label 1979 Campaign. Show all posts

Thursday, April 20, 2023

The Rose Sisters, Witches of the Hill (B5 Horror on the Hill)

B5 Horror on the Hill, Rosabella and Rosalinda

I was going through all my notes for my 1979 Campaign centered around the Keep on the Borderlands as a Pathfinder-like adventure path.

I have found that there are a lot of people out there who are equally fascinated with the B1 and B2 adventures, that this is something I spend a long time doing. I would not even have to add anything else to it all.

So, of course, what am I doing?  Adding something else to it.  

I noticed I did not have a copy of B5 Horror on the Hill. I always kind of wanted it since I knew a little bit about it and it was from the "Golden Age" of D&D. I had never bought a copy because by 1983 (when it was published) I had moved on to AD&D instead.  More folly for me I guess.  The recent GM's Day Sale at DriveThru had it on sale, so I grabbed the PDF and Print on Demand versions.  While waiting for the print I read through it a bit and found it would make a great addition to the surrounding of Keep. In fact, I think I would merge Guido's Fort and the Keep into one place. I am certainly not the first to think this or try this.

I was reading through the rumor table and saw this:

rumors of witches

I don't think you quite get the thrill I get when I am reading an older D&D product and there are witches in it! It is not something I am going to get to experience much more of, but it is always special.

So B5, Horror on the Hill has a rumor about an evil witch, and it is marked as TRUE?  Hell yeah!

Well, not so fast. There are two spellcasting women living on the Hill. But they are not really witches and they are a far cry from evil.

At least it is encounter #13.  

I am fine with them not being evil, but a cleric and a magic user? Must be something in the water around here that they all decide to live together. But I also know an opportunity when I see it.

We have two elderly women, Rosabella, 5th level and Rosalinda, 6th level, living near an area where there are ghouls, hobgoblins, rumors of a dragon, and more? In a cabin that is bigger on the inside?

Yeah, they are certainly witches.  But what kind?

Since this is overtly a BECMI product and from 1983 no less, I think my earliest OSR Witch book would be best suited for these two.  I also could not help but think of the sisters Ada Brook and Agnes van Rhijn in The Gilded Age on HBO played by Cynthia Nixon and Christine Baranski, as Rosabella and Rosalinda, respectively.

Rosabella & Rosalinda, The Rose Sisters

How these two witches came to live on the Hill is something lost to time out of mind. It is known that they are the last of the Rose Witch Coven that had operated in the area for many years and they inherited their magic home from their mother.  

Both sisters are Family Tradition witches, with their knowledge of witchcraft handed down throughout the ages. Rosalinda had a son, but he seems to have had no intention of marrying and has so far not produced any female heirs to their family's tradition.

They now live in this cabin/mansion and barter and trade with the local Keep when possible and with the various demi-humans who fear them.

B5 Horror on the Hill, Rosabella and Rosalinda

Rosabella
5th level Witch, Family Tradition
Neutral 

S: 12 I: 13 W: 14 D: 12 C: 13 Ch: 17

AC: 6 (Ring of Protection +3)
HP: 20

Attack: 1, by spell

Occult Powers: Familar (Spirit of a long-dead ancestor)

Spells
Cantrips: (5) Alarm Ward, Clean, Detect Curse, Mend Minor Wounds, Quick Sleeping
First Level: (2) Detect Invisible, Magic Circle vs. Evil
Second Level: (2) Hold Person, Scare
Third Level: (1) Stop Thief

Rosalinda
6th level Witch, Family Tradition
Neutral

S: 10 I: 13 W: 12 D: 10 C: 10 Ch: 15

AC: 9
HP: 17

Attack: 1, by spell

Occult Powers: Familar (Spirit of a long-dead ancestor)

Spells
Cantrips: (4) Arcane Mark, Daze, Mend, Spark
First Level: (3) Cause Fear, Sleep, Spirit Dart
Second Level: (2) Minor Image, Phantasmal Spirit
Third Level: (2) Fly, Mirror Image


Pretty good if you ask me. They are high-level to characters of the 1st to 3rd level to be sure.  Though I think they should be higher to keep the various monsters at bay.  Mind you they have desire to fight them, just scare them a little. 

And like all proper witches, they have a Tea Ritual. They are not above adding a sleeping draught to the tea of rude guests and sending them on their way. 

Looking forward to seeing what else I can do with this adventure!

Basic Witches


Wednesday, November 16, 2022

Islands, Hyperborea, and Party Like it's 1979

Sort of an overview, sort of me doing more mental gymnastics. 

Note: This one got away from the original thesis, so I cut chunks out for another post later. 

Some light reading material

I have been thinking about a few things this week, namely my 1979 Campaign and my Isles of Avalon one. I flirted briefly with combining them and then realized quickly that by doing so I would lose everything that made the 1979 Campaign special. So I might have ideas that work for that, but I think I need to keep it as it is for now.  One day I'll play it. 

Isles of Avalon is less of a campaign and more of a campaign location. I have a lot of ideas for it. Too many to be honest. But two things in it are prominent. 1.) It has to include an Island nation of Necromancers. 2.) It has* to be run under AD&D 1st Edition.

How are those connected and what does it have to do with today?  Well, I was going over the materials for the IoA idea and began merging the two projects. I quickly realized that I would lose what made the 1979 Campaign idea special to me (moving from a hybrid Holmes Basic/AD&D to pure AD&D) and I also thought maybe I am not wed to the idea of IoA as a pure AD&D 1st edition setting.

I love AD&D 1st Edition. Really I do warts and all. I do want to do a lot more with it in my personal gaming even if it is never seen by you, my reader. After all I never really talked much about the AD&D 2nd Edition games I was playing in here.

But these last two weeks (and most of October) have given me some moments to pause and think. The question remains "What is it I want out of this really?"

The AD&D First Edition Experience

This one is key. I want something like AD&D 1st ed. Which will prompt many to say "then play AD&D 1st Ed, dumbass!" Which is very, very valid. But I also have all these other games that I want to try and I played AD&D 1st ed, for over a decade. I love it, but it sometimes feels like moving back in with your parents or hooking up with your ex-girlfriend.  So. What are my options?

Old-School Essentials: Advanced Fantasy

This one is great, but it isn't really AD&D is it. Plus this is the system I am using for War of the Witch Queens and it is really great for that.

Hyperborea

I have been reminded this week of how much fun Hyperborea is. It is much closer to AD&D. The game is tied very closely to the world and it is a world I enjoy, but some pieces of it don't fit with my idea of what I want to do for my various campaigns. One thing is certain, the ethos of Hyperborea will inform what I do with my Isle of Avalon.

Castles & Crusades

I do love Castles & Crusades and it does provide the AD&D 1st experience I want. Plus I LOVE all the Codex books on world religions and myths. It doesn't quite have the same feeling to it as Hyperborea though.  On the continuum of gritty to light it goes Hyperborea, then OSE-Adv, then C&C. With the endpoints as DCC on the gritty and Hero's Journey First Edition on the light. Still, though I do love this game a lot and I really want to do a lot more with it. 

Special Note: The 1979 Campaign

This one is a special case. The purpose here is to recreate a certain style of play that I would have done in the Fall or early Winter of 1979.  I will only use materials that would have been available then or is closely related.  Rules are a mix of Holmes Basic (not B/X) and AD&D, in particular the AD&D Monster Manual.

--

Why all these mental gymnastics? I am aware that my kids are getting older and moving on. My oldest is a professional pastry chef now. My youngest is in college and spends all their time writing code. They don't have time for dad and his elf-game anymore. Well...they do still play D&D, just with their own groups of friends. My time to get some games on with them is limited and I want to maximize what I can.

So. Let's see what I can cook up here. I know...get to the point already.

Vampire Queen
Isles of Avalon

While I love this name, people who have seen it online and not bothered to read the posts (if you are reading this then that is obviously not you!) were confused with the Arthurian Isle of Avalon and felt they were informing on something. Thanks, but I wrote tons about that in Ghosts of Albion. Still, though, I might tweak the name to be Isles of Avalon Hill to honor its origins. 

So before I put together a campaign (and this would be a sandbox or hex crawl) and try to figure out what rules to use, I think I need to work out some details.

1. This archipelago of islands is old. Really, really old. An empire rose here, grew to greatness, fell into decadence, finally to infighting and decay, and then to dust and forgotten legends.  

2. There is an island of Necromancer kings. This was one of the key notions. Of all the islands, this one is the one that still yearns for the "old times." I think I am coming around to the idea that there is someone called "The Necromancer." Feels ominous. 

3. There is a small island that is home to the Vampire Queen. The Vampire Queen is a reoccurring character in my games. One of her influences is the classic Palace of the Vampire Queen from Wee Warriors, then Pacesetter, now Precis Intermedia.  Wee Warriors and Precis Intermedia also have the Misty Isles, which is another model for my own Isles.  The Vampire Queen lives on a remote island here. 

4. There is the "Big Island" that still has active wizards. The Empire is gone, but there are still wizards that come here for the same reasons there was an empire here. The connection to magical energies here is the strongest. Whether it is a confluence of ley lines, built on the remains of a long-dead but highly magical creature, a magical meteorite hit here, or some combination of all the above.  The only remaining edifice of those times is a place called the Citadel of Conjurers (or at least my original notions of what that place was when I read it in Dragon #91).

Not looking for grand plots. Not looking for world-changing apocalypses. Just a place to do some hex crawling.

Either Castles & Crusades or Hyperborea would fit this fine.

I am leaning more towards Hyperborea for this, but I really, really want to play some Castles & Crusades.

Anyway, random thoughts on a cold Chicago day.

Wednesday, November 9, 2022

The Witch Babylon: Daughter of Eros, Mother of Harlots

So back at the end of September, I guess we had, and missed, another end of the world. Yup. I was reading that September 25, 2022, was supposed to be the Rapture. There were a bunch of videos on TikTok and YouTube that frankly I can't be bothered to link to it. Suffice it to say nothing happened.

But it does give me the excuse to post this picture from Spire Christian Comics

The GREAT SNATCH!!!

I know. I am a juvenile. 

BUT. In the process of looking for that image, I found this one from the same comic.

Babylon Mother of Harlots

Black magic? Witchcraft? Demon contact? Sorcery?

Someone has been reading my letters to Santa again! 

And she is such a groovy cool looking 70s witch too.  I learned that the artist, Al Hartley, had done "Betty and Veronica" comics and some softcore comics prior to being born again. 

This is supposed to be the Whore of Babylon, a character from Revelations. I get that she is supposed to be largely symbolic and not a real person, but sometimes it reads like she is. 

From Revelations Chapter 17.

  1. And the woman was arrayed in purple and scarlet colour, and decked with gold and precious stones and pearls, having a golden cup in her hand full of abominations and filthiness of her fornication:
  2. And upon her forehead was a name written, MYSTERY, BABYLON THE GREAT, THE MOTHER OF HARLOTS AND ABOMINATIONS OF THE EARTH.
  3. And I saw the woman drunken with the blood of the saints, and with the blood of the martyrs of Jesus: and when I saw her, I wondered with great admiration.

I don't pretend to know what all this is supposed to mean. But the imagery is fascinating like most of what is happening in Revelations. 

Of course, I am going to use her as a witch. Come on? 70s occult propaganda? That's my Appendix N!

Who is Babylon?

That art above is plenty to get me going. Given her role in Revelations, I am going to have to say she is a Witch Queen naturally.  But what kind? In my mind, each Witch Queen is head of a large coven and/or Tradition. She is not a Mara Witch, I have plenty of those. Nor is she a Pagan. And she is most certainly NOT a Pumpkin Spice Witch! No, she has a calling and it is not any of these. It could be close to the Classical Witch, but still not exactly right. No I think she is the Queen of a completely different tradition.

Daughters of Eros

Her tradition is something I have been mulling over for a couple of years now. In my recent reviews of the Love WitchThe Pantheon and Pagan Faiths, Sisters of RaptureJeremy Reaban's Beguiler and Enchanter, I have some more ideas of what a new tradition, The Daughters of Eros, could be.

Note I have nothing I am going to publish in a book yet OR even if there is any need/desire/want for such a book. 

Babylon, Mother of Harlots

Babylon
23rd Level Witch, Daughters of Eros Tradition 

Strength: 11 (0) Saving Throws (base)
Dexterity: 16 (+2) Death Ray, Poison 5
Constitution: 13 (+1) Magic Wands 6
Intelligence: 14 (+1) Paralysis, Polymorph or Turn to Stone 5
Wisdom: 17 (+2) Dragon Breath 5
Charisma: 19 (+3) Rods, Staffs, Spells 7


Hit Points: 55 (10d4+13)+10
Alignment: Chaotic (evil)
AC: 1 (Ring of Protection, Garter of Defence)
THAC0: 12

Occult Powers (Daughter of Eros Tradition)
Familiar: Familiar spirit (comes in the shape of a cupid cherub or an incubus)
7th level: 
13th level: Devil's Tongue
19th level: Curse

Spells
Cantrips (6): Analyze Fertility, Clean, Daze, Message, Object Reading, Warm
First (7+3): Bewitch I, Block the Seed, Burning Hands, Charm Person, Command, Drowsy, Increase Sex Appeal, Sleep, Soothe, Twisting the Heartstrings I
Second (6+2): Alter Self,  Bewitch II, Ecstasy, Enthrall, Fever, Hold Person, Rose Garden, Twisting the Heartstrings II
Third (6+2): Astral Sense, Bestow Curse, Betwitch III, Continual Fire, Fly, Mind Rash, Tongues, Witch Wail
Fourth (5+2): Bewitch IV, Elemental Armor, Emotion, Moonlit Way, Neutralize Poison, Spiritual Dagger, Drawing Down the Moon (Ritual)
Fifth (5): Anti-Magic Candle, Bewitch V, Bull of Heaven, Dream, Song of Discord
Sixth (4): Bewitch VI, Heroes' Feast, Mass Suggestion, Wall of Roses
Seventh (4):  Bewitch VII, Breath of the Goddess, Peace Aura, Serpent Garden
Eighth (4): Astral Projection, Bewitch VIII, Greater Mislead, Mind Blank

--

The Witch Babylon
Named for the city she was born in (Βαβυλών), Babylon is a near-immortal witch. Some say she is the daughter of Lilith, some say she is the bastard child conceived when the demon Astaroth forced himself onto his mother Astarte, but the majority claim she is the youngest child of Eros and Psyche.  She is beautiful like her mother, grandmother (Venus), and older sister, Hedone* (also known as Volupta) but was jealous of all three. 

(*Followers of Hedone are known as Hedonists and are also part of the Daughters of Eros Tradition. Though they tend to be more good and neutral in alignment.)

Whatever her origin she is the patroness of whores and debauched witchcraft. She has allied herself with the forces of evil and will stand as their herald of the end times.  She also represents the corrupting nature of civilization.

Babylon is the quintessential "lover, not a fighter" though she also has no problem charming, compelling, or wiping someone's mind to be her lover. She has an entire cadre of former adventurers that had been on a quest to kill her that are now her mindless slaves.

She shares many attributes with Nocticula and the two try to avoid each other when possible. There is an ongoing rivalry between the two. If Babylon hears that Nocticula is having a Midsummer's Eve party with 1,000 guests, then she will try to increase her own party to 1,100 or more.

She will act as a witch priestess, but to what Patron she will not divulge. All witches are welcome in her court.

Babylon in War of the Witch Queens

Babylon is not likely to change what she is doing during the War of the Witch Queens. Indeed she will remark on how neutral she is and will try to avoid the whole thing. In truth, she is trying to figure out who has done the deed and will figure out if she needs to ally with them or betray them. 

The 1979 Campaign

Come on! You know she needs to be in this! She is too groovy not to be.

Babylon in NIGHT SHIFT

As a nearly immortal witch, Babylon will still be active in the worlds of NIGHT SHIFT. Now she would be living in LA, New York, Paris, or some other large metropolitan city.  She will be involved in all sort of illicit dealings but most especially drugs and human trafficking. On the surface, she runs an "Adult Entertainment Empire" called simply enough, Babylon.


RPG Blog Carnival

This is my entry to this month's RPG Blog Carnival hosted by Campaign Mastery.

This month's theme is "Art-spiration." This is my entry for the Al Hartley art of Babylon above.  I am likely to have more since this is such a fun topic.

RPG Blog Carnival

Thursday, November 3, 2022

The Isles of Avalon

The Isles of Avalon
One of the reasons I do the long projects here like 100 Days of Halloween or BECMI Month or even shorter week-long deep dives into topics is to take a topic and explore it as deeply as I can. Some topics just need longer to figure out than a one-off blog post. Another reason is to recharge my creative batteries.

So I am fresh off October and last night I feverishly got nearly 10,000 words into a project. Nothing I am ready for the public eye yet, but it felt good to be full of such raw creativity again.

Another little project that grew out my October is this idea of The Isles of Avalon. In truth, it has been there ever since I first picked up Clark Ashton Smith and thought I needed an Empire of Necromancers. But it was rereading my Complete Book of Necromancers and the Avalon Hill game Wizards that the idea became something I want to pursue in depth. 

I do not have all the details yet, but I do know the following.

It is an Archipelago of Islands

There is one large island, the main one, and many smaller islands around it / near it. Right now my mental model is something like the Hawaiian Islands only not tropical. I need some cold places, so another model are the British Isles. Since I am re-reading Tolkien's Unfinished Tales I can't help but add some Númenor into my mental mix.

It is Old

This place needs to have risen to its height ages ago and now fallen into decay. There are still people here and still living their lives, and there are still wizards galore here. But one of the consequences of this is the islands still feel like they are in some sort of lost past. For me to get this feeling I want everything to look like 1970s art. More specifically I am thinking something along the lines of the album art Roger Dean used to do for Yes and Uriah Heep. In fact, those two groups, in particular, would also provide the soundtrack for this endeavor.  This is not the NWOBHM of the 80s I typically do. This needs to sound and feel different to me. 

Another feeling I want is not just that this place is old, but nature has reclaimed it. So there are, or more to point were, mighty citadels here that are now abandoned and nature has moved back in. What strange magics are here? Are there wizards still sleeping in long-forgotten chambers? Do the experiments of long-dead necromancers still haunt the dungeons?  Again with the Yes album cover idea I want this place to look beautiful and feel dangerous. 

It is Advanced D&D

I am pretty well-known for my love for Basic-era D&D. B/X is my jam.  BUT I want a 1970s feel here, and B/X and BECMI are quintessentially 80s.  Now I could very easily merge this with my "1979 Campaign Idea." Indeed, parts of that plan work well in this one, in particular using Warlocks & Warriors as an add-on to module B1.

Though I won't rule out using something like Advanced Labyrinth Lord or Old-School Essentials Advanced.  Especially since I have some new OSE-Advanced books coming from the last Kickstarter and there is a Labyrinth Lord 2nd Edition on the way.

Mix and Match

As usual, I am going to look for existing material to use with it and hopefully things that were published before 1980.  

Again why use other stuff when I can easily create my own? Simple I enjoy doing it. I like to see what pieces I can put together from various other products. That way it feels familiar and new all at the same time. 

I already have a few things in mind I will adapt for this and I am going to have fun doing it. So let's put on some Yes and come with me to these islands and let's visit for a while. 

Tuesday, July 26, 2022

In Search of the Unknown / Keep on the Borderlands as the 1979 Campaign

I have been going over old notes for the past few months, re-reading some monsters I created back in the day, and wondering which ones might be good for the Basic Bestiary.  One, in particular, jumped back out at me, the Schreckengeist, which lead down a rabbit hole of notes I had collected on the adventure B1 In Search of the Unknown

The 1979 Campaign

This got me thinking about an entire campaign, or even mini-campaign, that includes B1 but also B2 Keep on the Borderlands.  These two adventures are designed to work with each other.  To do a campaign though I would need a slightly larger (but not much larger) sandbox/hex crawl.

A while back Eric Fabiaschi posted an idea on using Judges Guild 'Wilderlands of High Fantasy' & Gary Gygax's B2 'Keep on the Borderlands' As Old School Campaign.  There are links to a discussion on the Piazza and a map for "The Borderlands" for the Wilderlands of High Fantasy. Additionally, Zenopus Archives (home to all things Holmes) talked about the Warlocks & Warriors wilderness map as a hex crawl.

These have a lot of merits, to be honest, and that along with my ideas of a "1979 Campaign" have morphed into something "new" and interesting. 

Looking back over my post The Enduring Appeal of Holmes Basic & B1 I can't help but think there is something here worth exploring.  

The 1979 Campaign

The idea behind this is a campaign, likely only using Holmes Basic (so levels 1 to 3), the AD&D Monster Manual, and B1 In Search of the Unknown to create a hex crawl style adventure campaign.  At least that is the start. Over time the characters (strictly Holmes Basic ones) would move on and out to the Keep and the Caves of Chaos.

D&D 1979

The idea is to be 100% old school, though I am free to grab newer materials that expand on these areas the core will be D&D circa '79.

I suppose I could be accused of trying to chase some sort of high or feeling from my youth. And that would...not be entirely wrong. But in truth, there is no way I can recapture the feeling of 1979 any easier than I can recapture the feeling of yesterday's lunch. What I can do is try to set up something that helps me recall how it all was.

This would obviously be some sort of limited-run experiment. Holmes tops out at 3rd level.  

My current debate with myself is whether or not to include module T1 The Village of Hommlet.

There are plenty of good reasons to add it.

  1. It was released in 1979 (August 16–19, 1979 at Gen Con XII)
  2. It is a great introductory module for first-level characters.
  3. It was written by Gary so there is a certain veneer of authenticity about it.

The only reason I would not use it is because it is so deeply tied to the Temple of Elemental Evil notion. It is the starting point of the TAGDQ series for AD&D.  All the other adventures I am considering are pure Basic D&D.  While I am considering other adventures, they all tie into the B1/B2 areas of exploration.  T1 is a little different.

The Adventures

Supplemental Adventure Material

I could take all of this and put into my three-ring binder format. Hell. There is even enough room for Holmes basic in this!

If, and that is a big IF, it goes well I would even consider moving on and up. Either via Blueholme rules or take the B/X - OSE route.  In truth though I would rather keep this one light and tight as it were. Levels 1 to 3 with the goal of exploring the local wilderness (hex crawl style) and clearing out the local caves.

I also can't help but think of my Traveller Envy and the three board games I have covered here also released in 1979; Wizard's QuestMagic Realm, and Demons.  While my original goal was to mine these for ideas for my War of the Witch Queens, there is no reason why I can't also use them here.  

Wizard Quest has the players explore a wilderness area until they have collected enough treasure. In Demons the players are searching for treasure with the aid of various demons while avoiding local authorities. In Magic Realm...well I have not been able to play that one.  BUT I could incorporate the background as the past for this area. A bunch of wizards had a mighty battle here and the land is full of strange creatures and even stranger treasure.  All these wizards bringing in their bound creatures would also explain why the Caves are so full of them and so much magical treasure around. Maybe even Zelligar is the last of these great wizards.  It would also allow me to bring in weaker demons and devils from the monster manual. Though not too strong, these are only 1st to 3rd level characters.

It certainly would get me into the mood for all things 1979. Plus what is more 1979/early 80s for me than Traveller Envy? 

If I was really clever I'd collect the names of characters from people playing in 1979 and have them be some of the "named NPCs" for the background.

How about it? Were you playing in 1979? If so drop your character's name and class below!

Notes / References