Showing posts with label 1st ed. Show all posts
Showing posts with label 1st ed. Show all posts

Monday, September 28, 2015

What Is Your Holy Grail Item?

As gamers I think there is a little bit of a collector in us all as well.
After all we all came into this hobby at different points so different things were "rare" or "must have" to us at different times.

Well I finally picked up one of those items I have been searching for for a while.
The AD&D 1st Ed Monster Cards.


I know these have been on eBay many times.   BUT these were still in their shrink wrap.


Yes I opened them.  I am still much more of a gamer than a collector.

Each one of these is a little work of art, it would be a shame to not enjoy them.

This collection was always one of my "Holy Grail" items.  Not because of it's significance to the game or even my own games, but because of the rarity.

I would pass by these little decks in the bookstores back in the 80s and think to myself "oh I'll get those next time."  then there wasn't a "next time" (lessoned learned there kiddies).

For the longest time I never could find these.  Plus I wanted to get a complete set of all four and I wanted to make sure they were in good shape.

Well these came along and I couldn't say no. Not after all this time.

What is your "must have" item? What have you been searching for to complete your collection?

Monday, August 24, 2015

Review: Fantastic Heroes & Witchery

This week I want to spend some time with Fantastic Heroes & Witchery.

Full Disclosure: I have worked with the author, Dominique Crouzet, in the past on a couple of projects. I think Dom is a great guy and I love the work we had done together.  I am going to review FH&W on it's own merits.

For this review I am looking at the PDF copy found at DriveThruRPG and the print copy hardcover from Lulu.

Fantastic Heroes & Witchery Reto-RPG (FH&W hereafter) is a newer "retro-clone" of the classic D&D rules.

The book itself is a massive 430 pages.  This includes the table of contents (4 pages), index (4 pages), spell index (4 pages) and OGL statement (2 pages).  The PDF also has a "quick click" index to get to sections in the book faster.

A while back I referred to this as the "Rosetta Stone" of OSR games.  It still works like that, but this really more of an meta-analysis of OSR RPG elements put into a cohesive whole.  The game feels like Basic era, BEMCI, D&D, but it also has the options of both 1st and some of 2nd Ed AD&D.  Other games like Swords & Wizardry have also contributed to the DNA of this game.  A quick look at the OGL statement in back makes it clear that this game is very much a product of many, many games.  This is not a slight, there is an absolute ton of new and original material here.  It takes the best and develops more to make it all work well.  In fact this book is a good point of translation between the various clones and 3rd Edition.  Not that translation is difficult, this helps smooth out the "local idioms" to some closer to normal.

A note about the art. Dom is not just the author of this game he is also one of the primary artists and graphic designer.  The art is reminiscent of both B/X D&D and AD&D, on purpose.  In fact there are a few tongue in cheek references to old AD&D books.  To further this feeling there is also art by Jim Holloway.

Chapter 1 deals with character creation.  Here we are given the details about Ability Scores (OSR standards here) and then we get into races.  The usual suspects are here, but some of the newer folk as well like tieflings, and some new ones.  The new races include tainted humans, primates, reptilians, revenants (undead), winged folk, and witchlings.   I love the idea behind the primates, intelligent apes and wonder why we have not seen more of those in other fantasy games.   A personal aside, the Witchlings are very much something I would expect out of Dom.  I am very intrigued by the race and plan on exploring in more.
The next section of the chapter is Character Backgrounds.  These are more role-playing options with suggestions of mechanical advantages (Foresters are better at climbing trees for example, but no pluses are given).  This is a nice section that does better than it's inspired materials but doesn't quite go as far as the newest edition of the D&D game.  That is likely a perfect sweet spot for the types of games that are going to be played here.  We end with a discussion on alignment.

Chapter 2 discusses character classes.  We have the expected list and then some more.  Again since this is a merging of Basic and Advanced ideas there are some "racial" classes here.  I like the idea myself and will discuss those in a bit.  There is also a section on "Weird Tales" pulp-era classes.
Classes are divided up into groups much like 2nd Ed or Astonishing Swordsmen & Sorcerers of Hyperborea.   We have Warriors which include Fighters, Beserkers, Knights and Ranger.  Rogues which include Thieves, Acrobats, Assassins, and Bards. Divines which consist of Friars, Mystics and Templars and the racial classes. Dwarves include Clans-dwarf and Gothi. Elves are split into High and Sylvan they include Eldritch-archer and Fae-mage (High) and Forestal and Warden (Sylvan).  Gnomes get Illusionist and Trickster. Halflings get Folk-champion and Scout.  Finally there are the Weird Tales classes; Necronimus, Occultist, Psychic, Rifleman, Savant, Sky-lord, and Wild-brute.

Like editions 3.x and beyond, all classes use the same Experience Level chart.  So 2,000 xp is 2nd level for everyone.  This has a number of nice benefits including easier multi-classing.
Like newer editions each character class has a base to hit modifier.  So for fighters this goes up +1 per level.  Each class has HD, Base to Hit, Saves and abilities per level.  Saves are standard Sword & Wizardry style, but there is an Appendix for conversions later in the book.

An note about levels.  Like B/X, AS&SH or Adventurer, Conqueror, King, FH&W assumes that 13 is the max level.  There are XP values given for 14 and above, but the abilities stop there.

I will discuss the Wizard classes later when I talk about the spells, but for now I want to say that racial classes are really some of the nicest new classes of the book.  It is easy to create a bunch of human centric classes, but these different cultures would naturally produce some professions or heroes of their own.

The Weird Tales classes are an interesting bunch.  Some would fit right in with the Ranger or Knight, others, less so.  The Necronimus is basically a spiritualist or speaker of the dead. The occultist learns spells as the find them from old tomes, the psychic is what is says on the tin.  Others like the Rifleman or the Savant (aka Weird Scientist) could work with some good role-playing and a lot of help from the GM.  The Sky-Lord...is a great class, but it is very Sci-Fi or at least Sci-Fant.   The wild-brute would work anywhere to be honest.

Hit-dice and hp are discussed in the next section as well as saving throws.  The model of saving throws in the Swords & Wizardry one but also it could be said the D&D 5 one or the Castles & Crusades one.   Conversions and notes are given for how to translate a Fortitude save or a Breath Weapon save over to this system.  Honestly this is a gem and worth printing out these pages for any game you play.   Next are skill checks and how to handle them.

Some of the games that are compatible with Fantastic Heroes & Witchery

Chapter 3 covers Equipment.   This is what you expect but there is a lot to choose from here.  In fact t might be one of more comprehensive collections.  Worth the price of the PDF to be honest to have all of this in one place.  The section on Sci-Fantasy equipment is an added bonus.

Chapter 4 details Combat.  There is your garden variety melee and missile combat, but also vehicle based combat and psionic combat (for the psychic class). Stuffed in the last paragraph is the very interesting Duels of Rhetoric.  Basically, combat of words.  There is a lot of potential here and something I want to use in my next D&D5 game.  Yes it works with any version of D&D or OSR game.

Chapter 5 is Moving and Exploring.  A lot of what becomes a goo dungeon crawl is more than combat.  This also details carrying capacity.  What you expect is here, but there is also a nice section on "Chase rules" to go with your vehicle based combat.  Suddenly I want to do a Stephen J. Cannell-style chase with chariots or even dragons!

These two chapters have a logical conclusion found in Chapter 6, Hazards and Injuries.  This includes a Wound and Vitality system for use in any D&D-like game. Other topics include massive damage (like AD&D 2), subdual (a feature of my Basic D&D games) and healing.  There is a section of Threats and Hazards.  This details a lot of conditions PCs can find themselves in; Blind, Fearful, Drunk, Poisoned and so on.  Congrats, we just worked in the best parts of D&D4!  Beyond that the Conditions/Afflictions also extend to the Supernatural.  So Energy drain, Lycanthropy and so on.

Chapter 7 covers Monsters and NPCs.  There are no monsters in FH&W.  Not that there can't be, but the book does not list them.  It does talk about how to use monsters and how NPCs can also work as monsters.  By default FH&W assumes an OSRIC style stat block for monsters.

Chapter 8 is an interesting one. It covers Priests and Religions.  Different types of world views are discussed. Also the priest classes are mentioned with different "templates" one can use to make the priest feel different.  Some concepts of gods are later detailed.  One could add names to these from any myth rather easily.  Names are not provided though.  Each God archetype also has a suggestions for their clergy.  After this we get into a discussion of Law vs. Chaos.  This includes another class, The Agent of Law/Chaos.  If you are thinking Elric or other Eternal Champions (but also I will add, He-Man from the Masters of the Universe media is a great example of an Agent of Law). In fact so engrossing is this concept I might create three agents using this as my outline for Law, Chaos and Neutrality.  If you pick this up, really consider this chapter and what it could mean for your game.
There is even a treatise on the immortal soul and some details on the outer planes.

Chapter 9 covers magic and spellcasting.  There is a lot here. One of the better sections is acquiring arcane spells.  There are equally as good sections on getting spell-like powers.  Also covered is an optional rule on Incantations, which are spells that anyone can use.  As expected the schools of magic are covered, with the different specialists such as Illusionists, Necromancers and so on.  Also presented is a War-Mage class.
The next section deals with the craft of magic.  This includes a lot of information on magic circles, scrolls, and even creating magical talismans!  My favorite is part on ley lines and power nexuses.
We get into the bulk of the chapter with spell lists by class.  Spells are divided into Psychic, Gray, Black and White magic, Nature and Delusion spells.

Chapter 10 is the Alphabetical listing of all the spells.  164 pages worth of spells, 666 spells in all.  Thats 2/5s of the entire book.  I know some are new, but I would have to read each in detail to know which ones.  There are a lot here in any case.  Personally I LOVE that the Mordenkainen's spells have been changed to Morgane's.  While many of the spell casting classes stop at level 6, these spells do go to 7th, 8th and 9th levels.

Chapter 11 covers the Appendices.  These are:
Appendix 1: More About Ability Scores. - Ability scores above 18 to 25.
Appendix 2: Physical Appearance.  - height and weight by race.
Appendix 3: Personality.
Appendix 4: Allegiances.
Appendix 5: Cultural Background.
Appendix 6: Social Background.
Appendix 7: Rolling Hit-Points.
Appendix 8: Sanity / Insanity.  - I am not a fan of sanity in a FRPG.  but this is a simple solution option.
Appendix 9: Skills in More Detail.
Appendix 10: Talents (Custom Abilities).
Appendix 11: Fighting Schools and Maneuvers.
Appendix 12: Adding More Character Classes.
Appendix 13: Epic Levels (14th to 20th / 25th level). takes the characters into epic levels, in this case 14th to 25th.
Appendix 14: More About Saving Throws.  - more Saving translations.
Appendix 15: Domain Spells.  - divine spells by theme
Appendix 16: Critical Hits (Complete Table of Secondary Effects).

A bit more about Appendix 12.   This is a GREAT section about adding other classes including 3e prestige classes. This includes note on how to add my own Witch to this game.  There are also more classes here including: The Adventurer,  the Animist, the Scary Monk (the monk from AD&D), the Sea-Dog, the Sea-Witch and the Thick Brute.

We end with the OGL notice and a character sheet.

What can I say at this point really?

This is an awesome resource. It is a great game in it's own right, but it shines when added to other games.  Use this to play an OSRIC game while importing some 3.x style classes and as Swords & Wizardry monster book.  Or whatever you like. There is so much here that there is no end of what you can do with it.
A serious high mark for all OSR products in terms of utility.

Monday, August 17, 2015

RPG a Day 2015, Day 17

Day 17: Favorite Fantasy RPG

No question.  Dungeons and Dragons.


 








 









Hail to the King baby.


Wednesday, August 5, 2015

Class Struggles: The Mystic

No. Not the fight between the proletariat and the bourgeoisie, but something far more important.

"Class Struggle" is a new feature where I take a class from a D&D, OSR or related product and do a deep dive into it. I am going to focus on unique classes to each product, sometimes going back to the same product even to look at other classes.  In some cases I am going to look into a class and different representations in different products.  I am also going to mostly focus on classes that interest me. So heavy on the magic using classes.

I also want to start this feature with the Mystic, found in +Joseph Bloch's Adventures Dark & Deep.

Back in October of 2013 I spent some time doing a deep dive into Bloch's magnum opus and dedication to a game that never was.  If you have not had a chance to read over Adventures Dark & Deep I suggest that check it out.  It really is something interesting, even beyond the purely academic question of what would a 2nd Edition AD&D look like if Gygax had never left TSR.  It is also a very playable game and a fun one in it's own right.  It captures the feel of AD&D better than say OSRIC does.

If you want to just check out the new classes then BRW's first product, A Curious Volume of Forgotten Lore has the new classes and few other rules.

The Mystic is one of those new classes featured in the book that was also talked about by Gygax in the pages of Dragon magazine.

Here is what Gygax said about the Mystic in Dragon #65 (from Bloch's own Greyhawk Grognard blog):
Mystic: This subclass of clerics is concerned more with prediction and detection than are other sorts of clerics. All mystics are of Good alignment, although they can be chaotic, neutral, or lawful within the Good alignment. As with other sorts of clerics, mystics would have seven levels of spells, but most would be of the sort to divine or detect. However, some new spells, and some very powerful upper-level spells, are planned.
I read this commentary from Grognardia on the same issue which got me thinking about the Mentzer BECMI sets and how they might have influenced the Gygax 2nd Edition.  To this end I will briefly mention the D&D Master Set / Rules Cyclopedia mystics.

The Bloch Mystic (for simplicity) is described as:
The mystic is a sub-class of cleric, and an initiate of an inner mystery tradition that seeks direct communion with the multiverse in order to achieve enlightenment. Insight, awareness, and a deep connection with ultimate reality are the hallmarks and ultimate goals of the mystic. Most good-aligned faiths have such mystery traditions within them, even if they are not enthusiastically promoted by the hierarchy or followed by masses of people.
The spells available to the mystic are centered on knowledge and defense, and his connection with the multiverse gives him special insights into the workings of the planes. He cannot craft magical items, but objects particularly associated with him in life, and even parts of his body, often become relics after his death.
This seems more inline with what is described as Mysticism.  I am currently reading "The Terror of History: On the Uncertainties of Life in Western Civilization" by Teofilo "Teo" F. Ruiz and this description is very much inline with Prof. Ruiz's description of Christian Mystics.

I think it is fair to say from the start that the Bloch Mystic is at least close to spirit, if not the letter of intent, of the Gygax Mystic.

Looking into the Mystic there are some "clerical" like powers and spells here, much in the same matter the druid has some too.   Interestingly, as noted above, they can't make magic items.  They can scribe scrolls which makes sense.  They also have pain management and meditations as skills/powers.
The mystic learns spells due to their "inner awareness". They have some spells they share with clerics and some new ones that really feature their differences. "Awaken First Chakra" is one such spell, Besides being able to glow under a blacklight, kidding...you radiate ultra violet light, you can also reduce falling damage and improve your dex score, at least temporarily with this spell.  There are seven chakras in total.  Also it is nice to see that for the mystic at least Astral Spell is 6th level.

Level progression is slightly greater than the cleric in most cases, but not up to the level of a wizard/magic-user.

As the mystic levels up their minds become stronger so that powers like ESP no longer work on them.  They also focus their attention on more planar issues.  This gives a party with a mystic a good hook to the outer planes.

The mystic has a certain "monk" feel about it to be certain, but only the asceticism and divine aspects; not the fighting.
Speaking of asceticism the mystic can also take a Vow of Silence.  He can cast his spells where speech is impossible and gain a 10% bonus to xp earned, but the PLAYER also needs to keep their speech to a minimum.

There are plenty of uses for a mystic in a party especially a party that plans to hit the outer planes at any point.  Also if the idea of playing a cleric is not appealing the mystic makes for a good change up.  Though to be honest the things people normally dislike about clerics and paladins is amplified in the mystic.

Other Mystics

The Mystic of the D&D Master's Set or the Rules Cyclopedia is nothing more than the AD&D Monk for the BECMI system.  Though the connection between the mystic and the cleric is made more overt.

There is also a Mystic in Fantastic Heroes and Witchery.  This mystic is somewhere between the monk/mystic of BECMI and the Bloch Mystic.  They do not gain spells, but rather a Prayer ability introduced in this game.

Finally there is a mystic in the 3.x Dragonlance Campaign Setting book.  This mystic is more like a cleric without gods.  The mystic gains their divine power from within.  In many ways it shares the same relationship with the cleric as does the sorcerer to the wizard.   This mystic is also very tied up in the myths and history of Krynn.

Final Thoughts

The mystic as presented by BRW is a solid class and one with enough flavor to make playing one an interesting challenge.  I would like to try one out to be honest, maybe using 1st Edition rules or one of the many clones.  Of course it shines the best under Adventures Dark & Deep.

The class is interesting enough that I also think it would work well for Castles & Crusades or even D&D 5.  I think some more spells might be in order to give it a little more flavor.   If I were building one for just a home game I would also borrow some idea from Mage's Akashic Brotherhood.

Also if I were going to add mystics to a game I would remove monks, or more to the point, return monks to the pseudo-Eastern parts of the world.  There are traditions of both Eastern and Western mysticism, but for ease I might use the Monk and Mystic as each respective traditions mystics.

Monday, August 3, 2015

Gen Con Haul

The BEST thing about taking my wife and kids with me to Gen Con other than having their company and dedicated gaming time is that I pretty much get to buy what I want under the guise of "it's for the family gaming nights!"  Well. It also happens to be true.

So here is this year's haul.



This is a cheat since I had already backed the Kickstarter.  But I got my book, dice and Martian princess figure.


Got these half-off because a Beyond the Supernatural game I was in was cancled.


My BIG buys.  Notice a theme?  Occult Adventures looks fun. Victoriana 3rd Edition is one I have been wanting for a while.  But the big win?  CHILL 3.0!!  OMG people this is such a cool book.



Mayfair D&D.  All of this for about 10 bucks.


Still loving Castles & Crusades.


AND an autographed print from Jacob Blackmon of my iconic witch Larina for "Strange Brew".

And last, but not least...although I didn't buy it at Gen Con, it came in the mail today.

My "Death Wand" from Magical Miscellany.  The newest endeavour by my friend Kim Pauley.
http://www.kimberlypauley.com/etsy-creations/




It is a real work of art!  I am going to need to stat this up!

Tuesday, July 21, 2015

Advanced Dungeons & Dragons Dungeon Masters Guide

The last book of the trinity that got many of us on this road was released in PDF today.

Dungeon Master's Guide



No more need to haul my books to the 1e game.  I can just bring a tablet.

Wednesday, July 15, 2015

Monster Manual released on PDF

WotC has released the 1st Edition Monster Manual on PDF for the price of $9.99.


Looks like that is up from $9.95 when it was originally released. Damn inflation!

The Monster Manual was the first RPG I ever read. The one that started this whole crazy business for me.  I judge every RPG I pick up against how the Monster Manual made me feel.  Does it ignite that fire of excitement and creativity? Will I spend hours and hours reading the pages?

Tuesday, July 7, 2015

AD&D 1e Players Handbook on DriveThruRPG

That's right.  The book that started it out for so many of us is now on DriveThruRPG.
http://www.drivethrurpg.com/product/17003/Players-Handbook-1e


This is a big deal really.
Prior to this the wisdom was that the reprints would not be released on PDF.
So I supposed there is hope that some PDFs might get reprinted.  Maybe.

But in any case the Gary's Magnum Opus, AD&D, will now be available as PDF.

Also if you are playing the newest edition of the game, Unearthed Arcana has Psionics for the price of a click.
http://dnd.wizards.com/articles/features/awakened-mystic

The days of complaining about Wizards not giving us what we want are over.

Tuesday, May 26, 2015

OSRIC House Rule

Here is something I have been playing around with.

When casting spells with a Somatic component (S) and a casting time of 5 segments or more the caster can use their dexterity surprise modifier to reduce the time it takes to cast the spell.

So 15, 0 segments
16, 1 less segment
17, 2 less segments
18, 2 less segments
19, 3 less segments

Thoughts?

Monday, April 27, 2015

The Dragonslayers Assemble!

The Dragonslayers are fresh off their victory over the Tomb of Horrors.  We had one near casualty and one character that had to take that other character back. They are now headed home but the Barrier Peaks are in their way.

We converted our 3e based Dragonslayers game over to 5e last session.  I wanted to try something new again, Castles and Crusades, but ended up overruled. So we are sticking with 5e.



Last night we began the Expedition to the Barrier Peaks.  I am using 5th Ed. D&D along with the 1st Edition versions of the module (the original, the new reprints and the old S1-4 super-module Realms of Horror) along with the 3e updates and some 5e updates supplied to me by +Rich Howard.



They all mix together nicely in a big vat of D&D goodness.  I am also adding in some material from the classic 1st Edition version of Metamorphosis Alpha.  I have already specifically decided that this is the Starship Warden.  In addition to carrying colonists it was carrying a number of Ilithid prisoners to be dropped of at a penal colony prior to going to high warp.

Since my other 5e game with most of the same players takes place in the future of the Dragonslayers, I am setting up the Ilithids as being one of the major bad guys.  It should work out nicely really.

With this adventure I will have run the Dragonslayers through all of the S-Series of modules, and it had been a total blast.

Saturday, April 25, 2015

A to Z of Vampires: Vrykolakas

We come now to Greece which is the home of the Vrykolakas and a host of smilar creatures with similar sounding names.They ranged all the way from Greece into Romania and France.  The word is believed to have come from the Bulgarian word vÇŽrkolak, which actually means were-wolf.

The vrykolakas is sometimes described as a werewolf or more aptly a demonic, undead werewolf.

In game terms the vrykolakas is a werewolf that came back from the dead as a powerful vampire. Once rising it is ravenous, attacking anyone it meets outside.  Legend has it that the vrykolakas will go from house to house knocking on the door. It will knock once and then move on to the next house.

The vrykolakas will move about in the night but it has no qualms about operating during the day.  The problem is that the body of the vrykolakas has swollen with stolen blood and will look stretched.  The vrykolakas can also shift into a large werewolf-like creature.

Here is the Vrykolakas in OSRIC format.

Vrykolakas (Vampire)
(turned as type 10)
Frequency: Rare
No Encountered: 1d6
Size: Man-sized
Move: 120 ft
Armor Class: 1
Hit Dice: 8+3
Attacks: 3 (claw/claw/bite)
Damage: 1d6+4/1d6+4/1d4+Blood Drain
Special Attacks: Per Vampire; Blood Drain
Special Defenses: Per Vampire
Magic Resistance: Standard
Lair Probability: 25%
Intelligence: Exceptional
Alignment: Chaotic evil
Level/XP: 8/3,810 + 12/hp

The Vrykolakas is a powerful type of vampire  that occurs when a werewolf comes back from the dead. The vrykolakas is a fierce fighter attacking with 2 claws and a bite per round.  Each bite of the vampire drains blood at the rate of 1 Constitution point per bite.  Victims drained to 0 Constitution will rise again as a vampire.  Victims that don't die must have a remove curse or remove lycanthropy  of they will become a werewolf.
The vrykolakas is immune to sunlight but can be repelled by holy items.

To destory a vrykolakas one must drag it out into the sunlight, stake it to the ground with iron spikes, cut off it's head and then burn the body.  The ashes must be taken to a crossroads where they are dispersed.

Wednesday, April 15, 2015

A to Z of Vampires: Moroi

The Moroi (male) and the Moroaica (female) are "living" vampires from the legends of Rumania.  Living, because despite some overt vampire like traits they are living, breathing people and can be harmed or even killed like everyone else.

Legends abound on the how a Moroi is born and what makes them different from a Dhampir.   With a Dhampir the mother must be human and the father a vampire.  For the Moroi both parents are living.  According to some accounts a Moroi is created when a baby is born with a caul or a vestigial tail.  In other legends a Moroi is the result of an incestous relationship.   Of course a Moroi can also be the product of two Moroi.

On their death Moroi will become a vampire, a Strigoi.  This is actually pretty close to the separation between the Living and Dead vampires in the Hollows Series by Kim Harrison and even the Vampire Academy books by Richelle Mead.

In the Pathfinder RPG, the Moroi are a type of Dhampir race.  That race has a lot going on, I tend to like something a little simpler.

Moroi by Diana Martinez
Moroi Race
The Moroi are a race with the blood of ancient vampires in their veins.  Some speculate that the Moroi came first and vampires followed after their deaths.  Still others claim that the vampires were always first and they perverted the Moroi to their current state.
Once the Moroi had a great empire with the undead Strigoi at the top of their ranks and thousands of human slaves.  This empire has long been overthrown and destroyed but Moroi remain.  Many of the living Moroi know of this history and act as if they still were the royalty they once were.

Physical Description:  Pale, tall and thin, Moroi look like humans carved from marble or ivory.  Their features are sharp but fine.  Thier limbs and fingers are long and look delicate, but are deft and fast.  They are all physically attractive, cultured and refined despite what their true upbringing might have been.  Despite their loss of power and position Moroi families are still quite wealthy.
Males tend to be 5'11" to 6'9" though only weighing 110lbs to 160lbs.  Females are 5'7" to 6'2" weighing 100lbs to 140lbs.  So quite thin indeed.
Skin tones are universally pale. Hair color tends to be black for both males and females.  Some Moroi families have been known to have an occasional red head or platinum blonde.  These births are a great omen.  Eye color also tends to be pale though some are born with black irises and others red.

Moroi reach maturity at 16 years of age and live approximately 120 years.  Most are able to pass as human or sometimes half-elf.

Moroi are cross-fertile with humans and half-elves with Moroi traits being dominant over 3 generations.  Moroi however find such matings beneath their status and they generally prefer their own kind.  Intermarriage of cousins in Moroi society is common and acceptable.

Standard Racial Traits (3rd Era Games)

Ability Score Racial Traits: Moroi are quick, graceful and always charming, but somehow appear to be thin and underfed. They gain +2 Charisma, +2 Dexterity, and –2 Constitution.
Size: Moroi are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Moroi are humanoids with the Moroi subtype.
Base Speed: Moroi have a base speed of 30 feet.
Languages: Moroi begin play speaking Common and Moroi. Moroi is an ancient language understood by all vampires.  They may learn other languages based on their Intelligence and Linguistics skill
Senses: Moroi have Darkvison to 60'
Undead Resistance: Moroi gain a +2 racial bonus on saving throws against disease and mind-affecting effects.  This resistance also works against the Moroi in terms of magical healing.  Any spell or spell like affect that heals will take a penalty of -1 hp.  Ex. If a Cure Light Wounds spell would normally heal 3hp of damage, it would only heal 2hp on a Moroi.  This includes the Laying on Hands ability and potions.  It is possible for a result of 0hp to occur.

Favored Classes: The Moroi favors classes that allow it to use their innate magical abilities such as  Bard, Sorcerer and Warlock.  Moroi Sorcerers are typically of an Undead or Vampire bloodine. Moroi Warlocks typically are Death Pact warlocks.

Alignment: Morio tend towards Chaos and Evil as a race, but individuals can be of any alignment. Lawful Good Moroi, while not unheard of, are rare.

Basic and Advanced Era Games
Moroi have a minimum Charisma score of 14 and a minimum Dexterity of 12.  Their maximum Constitution is 16.

A moroi character of can opt to be a fighter (maximum of 9th level), a thief, an assassin (maximum of 10th level) or a witch (maximum 13th level). An moroi character can also be multi-classed, i.e. a fighter/witch, a fighter/thief, a witch/thief, or a fighter/witch/thief.  Thief can be substituted for assassin where appropriate.

Moroi characters have a 90% resistance to sleep and charm spells (if these spells are cost upon them a percentile dice roll of 91% or better is required to allow the magic any chance of having an effect, and even then the saving throw against spells is allowed versus the charm spell).

Moroi have the ability to see into the infra-red spectrum, so they are able to see up to 60' in darkness, noting varying degrees of heat radiation.

As has been shown previously, moroi characters add a bonus of +1 to their initial dexterity score. Likewise, as moroi are not as sturdy as humans, they deduct 1 from their initial constitution score.

Moroi as a Class (Basic Era)
Moroi generally follow the example of the Elf class. instead of magic-user spells the moroi use witch spells.


Sunday, April 12, 2015

Review: CC1 Creature Compendium

I love monster books.  The Monster Manual for 1st Ed AD&D was my gateway drug to D&D addiction.  I can still just sit there and read and reread monsters.  So when a new monster book comes along and promises the same level of thrill and excitement as that first time. Well I pay attention.
New Big Dragon Games Unlimited is saying just that.

CC1 Creature Compendium
"Remember those flashes of inspiration that electrified your brain when you first picked up that hardback volume of monsters all those years ago?" Richard LeBlanc begins this new monster book right where I need to, reminding me of the absolute JOY I had holding the 1st Ed. Monster Manual in my hands for the first time.

This book doesn't quite fill me with that joy (that is a TOUGH act to follow) but it does come close and for the price it is a damn fine book.

So what does this book have?  Well it is 94 pages total and over 200 new monster for your Old-School game.  Which system?  All of them, or nearly enough.    Each monster is "dual" stated for 0e/1e and BX.   Simply read the stats that work the best for you and take what you need from the other.  Sometimes there is no difference. For example an AC of 3 in AD&D is roughly an AC 3 in BX and the monsters will either list 3 or some other close number.   Movement rates are easy to convert of course and alignments are different systems, but all in all it is still nice to have.

There are a lot of fun monsters here too.  A mix that reminds me of the old Fiend Folio to be honest.  Even the art, which is good, reminds me of the FF a lot.   Every monster is illustrated, or if they are not I didn't see it.  So a lot of art.

Of particular use are the two appendices.
Appendix A gives us Treasure Types by Edition. 0e, 1e, HB and BX.  Subtle differences in each, but best to line up what you are doing.
Appendix B gives us the monster XP totals for various editions as well. 0e, S&W, BX/BEDMI, LL, 1e and OSRIC.  Great to have.

If they wanted to capture the feel of reading the old MM then they were successful.  If you love old school games and monsters then this really is a must buy.

I am curious to know what people think of the dual stating.

Wednesday, April 8, 2015

A to Z of Vampires, Gierach

Let's head back to Eastern Prussia, in what is now Poland today.  Not that far from our last stop, but still far enough away to give us a different sort of vampire.  Let's spend some quality time with the Gierach.

Presented here are the stats are for OSRIC.

Gierach
(turned as type 10)
frequency: Rare
no encountered: 1d4
Size: Man-sized
Move: 120 ft or 180 ft flying (AA: level V)
Armour class: 1
Hit Dice: 8+3
Attacks: 3 (claw/claw/bite)
Damage: 1d6+1/1d6+1/1d4
Special attacks: See below
Special defences: See below
Magic Resistance: See below
Jair probability: 75%
Intelligence: Low
Alignment: Chaotic evil
level/xp: 8/3,950 + 10/hp

Not known for their intelligence the Gierach can be easily confused.  These are again revenant type vampires. They look like hideous corpses with red eyes, long fangs and long claws. They smell of decay and earth.  The Gierach spends most of it's time in it's coffin but it can venture out attack victims.

If you suspect a grave to have a gierach in it, lay a fishing net over it. The monster will have to untie all of the knots before it can leave to hunt.  You can also spread poppy seeds or salt on it's grave for the same results.

The gierach leaves it's grave and searches for blood to consume.   Like base vampires, it will drain 2 points of Con per attack.  The gierach is not a subtle creature, it attacks with the purpose of feeding as much as possible and then getting back to it's grave.

The gierach is repelled by holy symbols, garlic and salt.  Holy water can damage it and sunlight can kill it.  It can transform into a large wolf or a large bat-like creature.  A gierach reduced to 0 hp will become smoke and will return to its grave.

To destroy it you must find it's grave before noon and burn the body and clothing till nothing but ash remain.  The ash must then be scattered.   Failing to do so could result the gierach's return.

Friday, March 13, 2015

The "Second Campaign"

So yesterday I started talking about something I am calling the "Second Campaign".  It's not really a second one (more like a 20th one).  The idea is a set of adventures, maybe set in the same world, using classical adventures but with a new set of characters.

Now I am not yet sure I'll have the time for this but if I am setting it in the same world then I might want to lay a bit of a foundation.

So a theme that has come up a few times in my games, either D&D-like, CineUnisystem or other modern supernatural, is human(oid)s vs reptile invaders.  I first got the idea when I was going through the Fiend Folio and I noticed there were a lot of different reptile and amphibian races.

I later (likely through Chill) thought of a snake like race (maybe similar to the "Deceiver" creature) but I could have also been influenced by Doctor Who.  In any case they are there, squirming around in my brain.

I would love to take this do something with all these other cool adventures that share a theme, add a bit of backstory (not much) and maybe....just maybe run it all under Astonishing Swordsmen & Sorcerers of Hyperborea.

So here is my thought:

N1 Against the Cult of the Reptile God, levels 1-3 (novice)
U1 The Sinister Secret of Saltmarsh, levels 1-3
U2 Danger at Dunwater, levels 1-4
U3 The Final Enemy, levels 3-5
I1 Dwellers of the Forbidden City, levels 4-7
C1 The Hidden Shrine of Tamoachan, levels 5-7

And that is about as far as I got.

I also have a series of "desert adventures" I want to try.

I3 Pharaoh, levels 5-7
I4 Oasis of the White Palm, levels 6-8
I5 Lost Tomb of Martek, levels 7-9
X4 Master of the Desert Nomads, levels 6-9
X5 Temple of Death, levels 6-10
I9 Day of Al'Akbar, level 8-10.
Gary Gygax's Necropolis, levels 10+

I could fold them into each other.  There are 13 here, so I like that number.  But they all don't fit in together thematically, unless I am saying that Set is somehow involved.  Which could be cool really.

I don't have a copy of Day of Al'Akbar anymore and it has not shown up yet on DriveThruRPG.  So I could make it 12 adventures.

Also I could take a page out of True20 and just have everyone go up a level at the end of each adventure.  It would make things easy.  If so then AS&SH might just be the right choice.  I would want to ratchet up the pulp feel.  But not really use any Lovecraftian beasties.  I am kinda burned out on them really.

Something to consider anyway.

Thursday, March 12, 2015

The 30 Greatest D&D Adventures of All Time

Been kinda of obsessed with lists lately.  But this one does have a point for me.  A while back (2004 in fact) the Pazio run of Dungeon Magazine listed their top 30 adventures of all time.

I have been going through what I call the "Classical Canon" of D&D.  Not just so I have the experience of running them all, but so my kids can also enjoy these great adventures.  I also am looking for what makes a truly great D&D adventure; something that people still talk about years later.

Anyway here is the list with my thoughts.

30. The Ghost Tower of Inverness, 1980 (C2)
This is great one, but an odd one to run with a party in an ongoing campaign.  So I used it in my Doctor Who Adventures in Time and Space playtest and ran it as "The Ghost Tower of Inverness, Illinois".  I used this as the location of the "Ghost Tower" which is actually a malfunctioning Time Beacon.

29. The Assassin’s Knot, 1983 (L2)
Personally I prefer L1, Secret of Bone Hill, but this is a great sequel and I can see why many people like it more than Bone Hill.  Assassin's Knot works well as a murder mystery, but not great if your players are wanting to go in a bust skulls.

28. The Lost City, 1982 (B4)
I played this one in 8th Grade when it was new and had a blast.  I ran it again for my kids a few years back and still had a blast.  There were so many things in it I had forgotten and I spent most of the module smiling to myself in memory.  It is a Moldvay classic really and really has the feel of early 80s Basic D&D.

27. The Sinister Secret of Saltmarsh, 1981 (U1)
This was one I played back in the day but I have yet to run.  I have it all ready to go with my 3rd Ed. conversion notes.  Of course at the time I thought this was great because I was deep into my Anglophilia and I thought ANYTHING from England was perfect. Given that it was written (in part) by Don Turnbull then it was bound to be good.  If I remember right I played this one after Lost City.  I loved the tenor and mood of the module. It inspired an adventure I wrote in 88 called "Home by the Sea".  Parts of that adventure were then later used in my Ghosts of Albion adventure Blight, which took place in Ireland.  So it all came full circle.

26. City of Skulls, 1993 (WGR6)
This is an odd one. I never played it, never ran it and never really heard anything about it.  This was near the end of my Ravenloft games and very, very close to the time where I took a huge break from D&D.  I will check it out sometime, but doubt if I'll ever run it.

25. Dragons of Despair, 1984 (DL1)
I never played or ran any of the Dragonlance modules.  I enjoyed the books when they came out and I liked the idea that everyone playing was going through it all at the same time.  Hey, maybe someone should revive this for the next D&D Encounters!  I loved the idea and I loved the new design of the modules, but even then it felt a little railroady to me.  Plus I wanted to use my own characters.

24. City of the Spider Queen, 2002
I am not a good judge of this one. I don't like Drizzt. I don't like R.A. Salvatore. I never really cared for the Forgotten Realms till about 4th Edition.  I don't really know anything about this module. I suspect it was added to the list because there was a dearth of "modern" adventures and most of the others were "Greyhawk" related.

23. The Forgotten Temple of Tharzidun, 1982 (WG4)
Now this adventure...This one I can get behind.  I never played this one, but I have run it twice. It's a death dealer and a peak into what might have been coming as a narrative arc if Gygax had been into such things.  This module is one of out first peeks into the horror that is Tharzidun, a god that is part Cthulhu and part Satan in my game.  I am weaving material from this module into my larger campaign.

22. The Lost Caverns of Tsojcanth, 1982 (S4)
The same is true for this module. I remember buying it as soon as it came out and I begged my DM to run me through it.  I have run it myself twice since, the most recent time with my Dragonslayers group.  This is one of my most favorite modules. It has a vampire, Iggwilv, tons of new demons (many that later became part of the Monster Manual II) and just enough puzzles to keep the players on their toes. Running it this last time was a lot of fun.

21. Dark Tower, 1979 from Judge’s Guild (JG 0088)
While I would argue that this is an obligatory JG entry, this one is actually a lot of fun.  I never played it myself and it is so rare on eBay that it has been cost prohibative.  Thankfully we have PDFs of the Original and of the 3.5 update.

20. Scourge of the Slave Lords, 1986 (A1-4)
Another classic getting the reprint treatment.  I remember playing this one in 8th grade as well.  My DM at the time folded the Lost City into the A series to make a campaign out of them. Also he had a copy of Grimtooth's Traps which made everything deadlier. Or as he said "better".  I still have a thief stuck somewhere in a pit trap.

19. Against the Cult of the Reptile God, 1982 (N1)
I have never played or run this one.   I have though always wanted to use it as a start of a "Second" campaign,  After running the Classical Canon, I would start with a new campaign focusing on reptiles as the enemy.  Work in some modern "Reptoids" and have a go at it.  Maybe someday I will still do this.  But this is a fun adventure to read.

18. The Hidden Shrine of Tamochan, 1980 (C1)
Another great old module I never played, but read many times.  Like N1 I always hoped that I could use this one as part of a second campaign.  Though given some of the elements I would not be amiss using it in my "Come Endless Darkness" campaign.  I already have too many modules/adventures for the 5-7 level range.

17. Ruins of Undermountain, 1991
Ah. This is one that I have always known about but never really bothered with.  It was Forgotten Realms so I never gave it much thought.  Though I always thought this was more of a campaign expansion, ie part of the the whole Underdark deal so I never considered it an adventure.

16. Isle of Dread, 1980 (X1)
Oh the hours I spent pouring over this map.  This was Tom Moldvay's love letter to the pulp era and to such classic horror movies as King Kong. This also included the first full map of the Known World.  I ran it many times as a kid and it was one of the first modules I ran for my son.  He wanted to go an island of monsters, "like in Godzilla".  This did not disappoint him or me.  More so than any other adventure, the Dragonslayers were born here.

15. Castle Amber, 1981 (X2)
Another great. Again Moldvay's pulp horror influences are showing here, in particular his love for the works of Clark Ashton Smith. This time we enter an old house full of crazy characters and plenty of dangers.  This could have come off as a "fun house" dungeon, but something in the presentation is different.  Maybe it is the undertones of horror and dread.   My players in our 5e game are going through this one now. I have dropped the first hints of the "coming darkness" to them here.
This is one of my personal favorites. Certainly part of my top 5.

14. Dead Gods, 1997
Dead Gods is not an adventure I have ever run or been in, but it is one I have used quite a bit.  There are a number of elements in it that I use for my "Rise of Orcus" plot. Especially back in the 4e days and the rise of Orcus adventures.  Honestly there are enough adventures out there that you could build a universe (and edition) spanning mega campaign on nothing more than stopping the machinations of Orcus.  One day I should give that a try.

13. Dwellers of the Forbidden City, 1981 (I1)
This is a great adventure and part of my "Second Campaign" (AGGHHH too many adventures to play!) it is also at the 4th-7th level sweet spot.  This one is a key part of that idea since it introduced the Yuan-ti, a monster I have used repeatedly; often calling them Ophidians.   It has elements that would fit in nicely with my 5th edition group, but I have too many adventures for this level.

12. The Forge of Fury, 2000
So this is our obligatory 3e adventure I think.  I never played it or ran it, thought I have read it.  Personally I think The Sunless Citadel was better and should have been on this list.  It was the first and introduced a generation to Meepo.  Sure he was no Aleena, but you could also say that Aleena was no Meepo!

11. The Gates of Firestorm Peak, 1996
Ugh.  Sorry, but there is a lot about this module I just don't like.  I don't care for the shoehorn plot for starters and I hated the Skills & Powers books. Som much that it threw me off of D&D till 3e came out.  It was "Lovecraftian" and I did like that.  I suspect that is why it is on this list to be honest. Though many of the ideas in this module came into sharper focus during the 3e years.

10. Return to the Tomb of Horrors, 1998
You have to admit. This is a total cheat.  I have it, I enjoyed it and I like the idea that the Tomb is something that people can keep going back too (whatever the edition).  As a sequel there is a lot to like. As a stand alone and on it's own merits though it might be passable.

9. White Plume Mountain, 1979 (S2)
I am inordinately fond of the S series of modules.  This one is no different.  It of course makes 0 sense, but works great as an epic D&D adventure. Plus it gave us Wave, Whelm and Blackrazor.

8. Return to the Temple of Elemental Evil, 2001
In many ways I like this one better than the original. I like the idea of returning to the Temple I also like the idea of talking in game about adventures that came before.  Gives me a sense of continuity.   This is one of my favorite 3.x era modules to be honest.

7. The Keep on the Borderlands, 1979 (B1)
What can I honestly say about this one?  The Cave of Chaos were as well traveled as a local Mall in the 1980s.   When I think "Classic Canon" this is the first thing that comes to mind.

6. The Desert of Desolation, 1987 (I3-5)
Another total cheat this "super" module is made up of Pharoah (I3), Oasis of the White Palm (I4) and Lost Tomb of Martek (I5).   Though to be totally fair they are linked together. Another really great set of adventures I would LOVE to play or run (read them many times) but not likely to.  Maybe if I do my "Second Campaign".  There is a lot in these I have used elsewhere though.

5. Expedition to the Barrier Peaks, 1980 (S3)
"You know what AD&D needs?  Freaking laser guns! Lasers and killer robots!"  Seriously. Has there ever been a module to encapsulate everything the late 70s and early 80s was all about more than this one?  It even has a karate instructor robot.  I am going to add in a break-dancing robot that moves to a funky Herbie Hancock beat when I run this next.  Which should be soon. I am going totally gonzo with it too. I am grabbing bits of Gamma World and Metamorphosis Alpha too.   In fact since the characters are higher level than the module requires I am doing a sort of "Return to the Barrier Peaks" spin on it. I am going to add some material from The Illithiad as well.

4. The Temple of Elemental Evil, 1985 (T1-4)
Another of the classic canon. If you didn't start your adventure in the keep, then chances are you started it here.  I have always wanted to run this one and never have.  I have used pieces of it before.
I suppose if I do my "second campaign" I will start with this and change the temple a bit.

3. Tomb of Horrors, 1978 (S1)
We just finished this one and it was every bit the meat grinder it was rumored to be.  I had gone through back in the day, but running it was a completely different experience.  Now I might be branded as a heretic here but it is not really that good of an adventure.  Really it isn't. There are lot things in the adventure that don't make sense except in a D&D world.  That being said it is a rite of passage and everyone should try it at least once under their favorite edition or at least once under 1st ed as Gary intended it to be.

2. Ravenloft, 1983 (I6)
Here we go. This is my favorite module on the list. I just love it; warts and all.  Yeah there are some real leaps in logic in this one and there are plenty of reasons NOT to like it, but I don't care. I think it is great. It's a Hammer Horror film in D&D form right down to the small "Hammer Hamlet" village with terrified peasants.  There are vampires, gypsies, werewolves, really strong zombies, gargoyles. Even a huge pipe organ played by the vampire.  You can almost hear Toccata and Fugue in D minor while running it. I have played through this once and I have ran it three or four times.  I would love to try it sometime under the Ghosts of Albion rules.  I am going to take my 5e group through it when they complete Castle Amber.

1. Queen of Spiders, 1986 (G1-3, D1-3, Q1)
The first AD&D campaign arc.  We talk alot about being "plot free" in our adventures but when it get right down to it we love a good story arc and the GDQ was that.  I am not 100% sure that Q1 lived up the promise of the G and D series, but damn was it fun.
This super module was made up of:


Back in the day EVERYONE was going through this. It was the D&D Encounters of it's time.  The only problem was no one was doing it at exactly the same time or way.  So I know dozens of stories about how these turned out. I have dozens of my own.  Plus that Bill Willingham cover of the Giants is one of the most iconic covers of the age I think.

There you are. The 30 greatest adventures as ranked by Dungeon Magazine.
Do you agree or disagree?  What is missing?

Here are my honorable mentions.

In Search of the Unknown, 1978 (B1)
Every adventure starts somewhere. Mine usually start here.  This is my go to module for a quick a easy sandbox style dungeon crawl.  I have run it half a dozen times or more with new groups and it is always a thrill.

Palace of the Silver Princess, 1981 (B3)
Yes it is a rather silly adventure, but I really enjoy it.  Plus the backstory on it makes it a lot more fun.

Palace of the Vampire Queen, 1976 from WeeWarriors (V2)
The first ever published adventure or "DM's Kit" as it was called then.  What it lacks detail it makes up for in style.  I have ran this one twice now under various systems.  It works with everything to be honest; it is that sandboxy.