Showing posts with label 2nd ed. Show all posts
Showing posts with label 2nd ed. Show all posts

Monday, October 14, 2013

Adventures Dark & Deep Week

Joseph Bloch is one of those rarities in the OSR side of the RPG biz.
He has a blog (nothing new there), has a retro clone (also nothing new) and he runs some Kickstarters to get his product to the presses.  Also nothing new.

What Joseph and BRW games DOES do that is noteworthy is how quickly he gets his Kickstarters done.
The rewards for the Adventures Dark and Deep Players Manual shipped more than a month early.
And now the rewards for Adventures Dark and Deep Bestiary are shipping now, about 6 months early.

That is great, then add in the fact that Adventures Dark & Deep is also a fun game and worth the money then you have the recipe for a very happy fan base.

I want to spend some time this week talking about all the products Joe and BRW has to offer.

A Curious Volume of Forgotten Lore
Adventures Dark and Deep Players Manual
Adventures Dark and Deep Game Masters Toolkit
Adventures Dark and Deep Bestiary
Darker Paths 1: The Necromancer
Darker Paths 2: The Witch

Adventures Dark & Deep is built on the premise of "What If".  In this case, "What if Gary Gygax had still been with TSR and produced 2nd Edition AD&D?"

Joe has spent a lot of time coming through Dragon magazine articles, interviews and then taking all of that and making some logical assumptions about the game.  You get something that might have been the 2nd Edition game of a parallel universe.

So join me this week as we go over this game.

Monday, September 16, 2013

30 Day D&D Challenge, Day 16: Favorite Monster (Aberration)

Day 16: Favorite Monster (Aberration)

The 3rd edition of the D&D game describes an Aberration as "(a creature that) has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three."
Given that my favorite are the Mind Flayers or Illithids.
I loved their weird alien looks and quasi-Lovecraftian origins.

Back when 3.0 was just getting going I wanted to resurrect an idea I came up with back in college.  I wanted to run a campaign based around the idea that the Illithids and the Vampires have joined forces to blot out the sun.  Again, based on something I had read in Dragon.  In this world all the humanoids joined forces to defeat this threat.   I still might have to do this one some day.
Eventually I figure that the vampires will betray the illithids, cause that is just the way things happen.


Friday, August 30, 2013

30 Day D&D Challenge

Anthony Emmel  over at Polar Bear Dreams and Stranger Things is going to do the 30-Day D&D Challenge.
I have seen this floating around and thought it was a cool idea.  He makes the very good point that September has 30 days, so it's a perfect fit really.

So I am going to do it too!


I am going to talk about ALL versions of D&D.  Not a lot in each post, but enough.

Come on join us!  You know you want too. ;)

Sunday, May 12, 2013

Second Edition Reprints

Wizards of the Coast has released the Limited Editions of the 2nd Edition of AD&D in some markets. I picked my copies on Friday.


These are the reprints of the second printing of the Second Edition rules.  Not the ones with the blue borders, but the ones with the red borders. So consequently the books these are the reprints of I don't actually own.  I do have the Monstrous Manual, my Monstrous Compendium long since gone.

Monstrous Manual
Dungeon Master Guide
Player's Handbook

AD&D 2nd Ed feels like the forgotten edition of D&D.  Sure there might be others, but between OSRIC and Pathfinder 2nd ed usually gets ignored, especially by me.  2nd ed was the game I ran in college but it is also the game that almost put me off of D&D for a while.

These books are not cheap, $50 each, but they are nice and like I said, they are still somewhat new to me.
I am going to enjoy going through these to be honest, the books look really nice and frankly I like sending the message to Wizards that these types of product are welcome.   I also like supporting my Favorite Local Game Store.

Plus they look nice with my special edition 3.5 and the 1st ed AD


Though unlike the above editions, the 2nd eds do not have a ribbon.  A little disappointing, but I didn't want to pay $75 each for them.  Might have to play some 2nd ed some time.


Tuesday, April 16, 2013

Adventures Dark & Deep is here!

Got home today and look what I found at my door.





My Adventures Dark and Deep hardcover is here.
It is really nice and my hat is off to Joesph Bloch on this one.

Look for a review after a bit.  gotta survive this month first.


Tuesday, March 12, 2013

GM's Day Sale: Last 24 hours

The GMs Day sale DriveThruRPG and RPGNow is ending soon.



We are in the last 24 (or 22 now) hours of the sale, so if there is something you really want and you want it cheaper then now is the time.

The GM's sale over at DriveThruRPG also extends over to it's sister site, DNDClassics.com.
For sale are the various  Historical References for 2nd Ed AD&D, but good really for any version of the game.

DnDClassics.com and DriveThruRPG

Just click on the links or banner above to get going!





Tuesday, January 22, 2013

Damn You WotC for giving me what I want!, Part 2

And one of the other rumors I mentioned the other day is now to be revealed.

As many have already guessed the D&D pdfs are back at DriveThruRPG.
http://rpg.drivethrustuff.com/index.php?manufacturers_id=44&affiliate_id=10748

As of this writing they have 85+ PDFs up for various versions of D&D, Basic through 4e.

There is even a new sub-site called D&D Classics, that has "Red Box" trade dress and all the pdfs.
You can even get a copy of module B1: In Search of the Unknown for free!



I don't see any POD yet, and no idea if that will happen, but the ability to finish off my collection with pdfs is still really nice.

All the reviews from when the pdfs were originally on DTRPG are still there.  So nothing has been lost.

I think this is a good move for WotC to be honest.  I am hoping to see much more.

Dungeons & Dragons Classics

Sunday, January 20, 2013

Damn You WotC for giving me what I want!

People are going to find it much harder to complain about WotC in the future.

They released the Premium 1st Ed AD&D Hardcovers last year and soon Unearthed Arcana will join those ranks.
And we have the 2nd Ed Premium Edition reprint on the horizon. (Thanks to Tenkar's Tavern for the WotC links)


There are other rumors about other things WotC may be doing in the near future.  Including rumors about product support for older editions.

Plus D&D 5/Next is shaping up to be very, very old school inspired.

Wizards of the Coast are making it very hard to cast them as the Evil Empire anymore.

Monday, December 10, 2012

Reminder: Adventures Dark and Deep

Just a reminder that there is only just about a week left for the Adventures Dark & Deep Kickstarter.

http://www.kickstarter.com/projects/623939691/adventures-dark-and-deep-players-manual

This is the best thing to a no-brainer Kickstarter.  The book is already done and the author is looking for some art to improve it.

So please stop by and support this really cool "What if" project.

Monday, November 19, 2012

Adventures Dark & Deep Kickstarter

Adventures Dark & Deep is a new RPG that attempts to take the World's First and Biggest Fantasy RPG back to its early days. It takes the bones of the 1st edition game and imagines what it would have been like if Gary Gygax had stayed with TSR and released the 2nd edition of the game.

You can read more about it here:
http://greyhawkgrognard.blogspot.com/2012/11/adventures-dark-and-deep-players-manual.html and here:
http://www.kickstarter.com/projects/623939691/adventures-dark-and-deep-players-manual

You can see some of this in Joseph Bloch's other products  that are part of the Adventures Dark & Deep line.
A Curious Volume of Forgotten Lore
Darker Paths 1: The Necromancer
Darker Paths 2: The Witch

I had mentioned a while back that 2nd Ed might be the next wave of the OSR.  Looks like we are finally seeing some of that.

Go to the Kickstarter page and watch the video.  Joe looks like what a I always thought Mordenkainen looked like, so that is worth a pledge from me for that alone!

The levels are good and well priced in my mind.
Good art and professional editing is not cheap. So I am thinking his goal is reasonable.

I don't need another retro-clone, near-clone or even alternate-reality clone (that is what I consider this and Spellcraft and Swrodplay).  BUT I do like to support my fellow gamers.

So I putting in for a hard cover edition.

Monday, November 12, 2012

Blast from the Past: Sun Priest

I was cruising around the blogs today and I discovered a link to a old Netbook released back in 1998.

Back then the members of the online mailing list ADND-L got together and collaborated on a netbook of new material for the then reigning edition of D&D, AD&D 2nd Ed.  They took their project one step further and had an introduction written by none other than Gary Gygax himself.

The book was called "Unearthed Arcania" (note the spelling).
You can grab a copy here: http://www.saintsilver.com/zayix/new_site/Media/netbooks/Unearthed_Arcania.pdf
or here:
http://gnba.netdemons.com/books/olik/Files/UnearthedArcania11_W97.zip (zipped Word 97  format).

One of the contributors was none other than yours truly.
My contribution was a new Priest "Kit" (read sub-class), the Sun Priest.

The Sun Priest shares some DNA with the Witch.  As I was working on the Witch class I also had plenty of research and material left over.  I also created a Healer class, a Necromancer variant and the Sun Priest.

I think I should update it someday for either Basic Era (BFRPG, LL) or Advanced Era (OSRIC, LL-AE) play.

I had mentioned my Sun Priests very, very briefly before.   I think it might be fun to revisit the class with 14+ more years of perspective.

Tuesday, October 30, 2012

History of The Witch

The Witch is my latest book of rules to play the Witch character class for a version of the World's Largest and First Fantasy Roleplaying game.

It is not my first book.  Or even my second.  To date this is my third book on witches.


My first was a "netbook" called "The Complete Netbook of Witches and Warlocks" for the 2nd Edition version of the game.  It was totally a fan-driven work and most of it had been written for the 1st Edition version of the rules.  Back then the file on my computer was called "thewitch.doc".

This original "thewitch.doc" was never really meant to be seen by anyone but my gaming group. Indeed, I figured I'd be the only one to ever play a witch character.  I took a Magic-User character I had rolled up with the idea of playing her like a witch and then stopped her MU advancement and started her out as a 1st level witch.  Occult Powers were spells back then and all I had was a list of spells from the Cleric and MU lists that I felt were "witchy".   That document grew to become the "The Complete Witch" and then finally  "The Complete Netbook of Witches and Warlocks".

The CNoWaW was in my mind a great sucsess. I released it between October 28th and October  31st of 1999.  In fact I remember sitting in the hospital room right after my first son was born posting it on a laptop while my wife and new baby slept.  Well that baby turned 13 over this past weekend!  Kinda nice that my newest Witch book  was released 13 years later.

After that in 2002 released  "Liber Mysterium: The Netbook of Witches and Warlocks".  This one was far more polished and I considered a "real" release.  It used the OGL and the d20 logo.  I worked with what was then called the FANCC, or the Fantasy Community Council.  Their goal was to make and release quality netbooks that adhered to the OGL.  Many of the members would later go on to do other things.  I went on to Eden to work a number of their books including WitchCraft, Buffy and Ghosts of Albion.


In the case of all my books I would go back to my ever evolving research notes.  Pictured above and below is just one of maybe 4 binders of information I have collected over the years.  One of the print outs has a date scrawled in red pen (former teacher here!) of March of 1997.  I know I have some materials even older than that. Lots and lots of notes.


 


In every case and especially when starting a new project I like to go back to my notes.  Revisit old ideas, question why I rejected some and kept others.

The Witch is different from the CNoWnW or LM.  While in each book the witches have "Occult Powers" their mechanisms are different.  Each witch can for example cast "Wave of Mutilation", but how it works is slightly different.  Complete Netbook witches are akin to that  edition's Priests.  Liber witches are more like Wizards.  The witches in The Witch are something new.  Older versions of my witch needed high Wisdom as their primary stat.  Witches in The Witch need a high Charisma.

It is a ritual for me to go back even further when I start a new project to go not just to my notes, but my primary sources.  For the Witch I really wanted that feel of a game supplement from the late 70s early 80s.


 

So I went back to my books.  I re-read not just game books and the latest retro-clones, I also hit books about witches and witchcraft from the 60s and 70s.  The things the first and second generation of gamers would have read if they were making a witch class.  I watched the old movies like "Rosemary's Baby" and "The Initiation of Sarah".  In fact, look over my lists of movies from the October Challenge of the last couple of years.  That will give you an indication of my "Research".

You can still find my older books online, I don't link them here really for a couple of reasons.  First they were done a LONG time ago and I would like to think my writing has improved significantly since then.  Also, at least in the case of CNoWaW, they are predominantly fan works and written under that assumption.  Those assumptions are not the same that The Witch (well and Liber) was written under.  While I don't explicitly state any compatibility I did do a lot of playtesting to make sure that The Witch works with what ever version of the Basic Era game you are using, be it the original games or the newest Retro-clones.

You can read more developments notes under the Basic and Witch tags (there are a lot though).

Friday, August 31, 2012

D&D Zombies vs. The Walking/Running Dead

"Zombies are the new Vampires" - True Blood

Zombies are a great threat for lower level characters in any version of D&D.  They can be deadly in groups, but are slow.  They are affected by all the same magics other undead are, so Clerical turning or Radiant Powers really get to ..er...shine.

The trouble is that D&D-style zombies are stuck in in a old modality of just being undead shamblers. Think Shaggy from Scooby-Doo only more dead.

Zombies in the game All Flesh Must Be Eaten by Eden Studios are much more deadly and their bite is lethal, just not right away.  Plus there are all sorts of Zombies in AFMBE including what we now call "quick"  or ""fast" zombies.

Of course the question has been and will be asked again, "why not just use Ghouls?".  Well simply put Ghouls are eaters of the dead.  If thought about I'd add subtle demonic influences to them as well to reflect the Ghoul/Ghul  relationship.

Improved Zombies
Let's take a page from modern interpretations via AFMBE and define a few new zombies.  Instead of full blown stat blocks, I'll just talk about how to make changes to your current game's Zombie.  Let's assume a couple of basics.  First, Zombies have no intelligence, they are slow, attack last in any round and had HD roughly equal to twice a normal human (so 2 HD in older games). XP awarded for these needs to recalulated up.

The Hungry Dead
This zombies appear to be most like Ghouls.  Their stats are the same as a regular zombie but once they kill a victim they begin to eat it.  They turn as if they were one slot higher ("Ghoul" for older games).

Plague Zombies
These might be the scariest of all. They do not appear to be any different than a regular Zombie until they bite a victim.  Then the differences are more apparent.  They look and act like The Hungry Dead, but their bite spreads the zombie infection. Anyone that is bitten (a roll of a Natural 20) becomes infected and will become a mindless zombie in 1d6 rounds.  They can be healed by a cure disease, but once dead they are dead forever. These zombies typically have twice the HD as their counterparts.

The Fast Dead
These zombies also appear as normal, until the move.  These are no shamblers, these zombies know the value of running.  They have an effective Dexterity of 16 and can attack normally (not last).

Alchemical Zombie
Stats-wise this is the same as any other zombie. The difference lie in how the zombie was made.  The alchemical zombie comes for a vat of foul smelling liquids produced by an alchemist and not a necromancer.  These zombies can not be turned.

These types can also be combined, so a Fast Plauge Zombie or a Hungry Alchemical zombie is possible.

Monday, August 13, 2012

Witch Books, Part 1. The beginings

With Eldritch Witchery and The Witch done and off to final edits and layout I wanted to spend some time looking at some the older books on witches for the D&D game over the years.  I have all these books (no surprise really) and I have played them all.   Each brought something different to the game and some worked better than others.

Bard Games: The Compleat Spellcaster
Man I loved this supplement back in the day.  The witch in this is very typical of the time.  It is a modification of Magic User class, but with a bunch of new spells. What is lacks in actual crunch it more than makes up for in style.  What was particularly cool about this was all the new demons and other monsters.
This was later merged into the Arcanum series of books that were also quite fun.

Witches Court Marshes (print) (pdf)
An adventure and an new class. When I first got this years ago, but long after I had moved away from AD&D 2nd ed and I was not that impressed.  Now looking back at it, it has a certain charm.  The Witch class is a sub-class of Magic-User, but the experience for each level is much lower that I have seen for other witches.  There are plenty of new spells and in true old-school fashion some classes and monsters are completely immune to the witch's power/spells.
In addition to all of this there is a marsh that is the home to many evil witches.  I might need to update this one for my own uses.

Dragon #114 Witch
This one the one that grabbed my, and many other's attention back in the day.  It was presented as an NPC Class, but I don't know anyone that followed that rule. This was an update of the witch class that had appeared earlier in Issue 43.  It is also the one the most people seek to emulate.  The witch here was limited in level, but there were plenty of options.  This witch included many level based powers, plenty of new spells and an interesting new concept of High Secret Order spells.  The HSO spells were only available if the witch belonged to the High Secret Order.  This issue also featured a really great piece of Elmore art and I have always associated witches and his art ever since.
One only needs to see the top of my blog here to know how well this class has defined how D&D players see the witch.

Witches Mayfair Games
This was the book that I HAD to buy.  First off, it was all about witches and it came at  a time when I had been working on my own witch class for some time, but had not quite got everything solid yet.  It was also my first go at playtesting a class.  I used this witch in a game but every time she went up in level I also leveled up my own witch class and the Dragon #114 witch.  Just to compare powers.  As a guideline I also had the exact same character as a Magic-User/Wizard so I could compare what she could do in the game.  It was very interesting.
Plus is was from Mayfair games and they were now (then) doing Chill.
It has 9 different kinds of witches and plenty of really cool spells.  Interestingly enough it also had the Deryni in this book.  I had played a thoroughly OD&D (with honest to goodness LBBs) where the characters were all Deryni with a psionic system from Eldritch Wizardry.   To this day I still feel the Deryni are more psionic than magic, but the class here is not bad.  I also felt the book had a lot of good advise on how to add witches to a game that might not have had them before.

Complete Wizard's Handbook
This is less of a witch book, but it does feature the witch "Kit" for AD&D 2nd Ed.  It also really set the tone for what WotC would later do with their own witches in 3.x (the custom wizard in the DMG).   The additional spells are nice to have for this, but only required if you also like to play other wizard types or need to have a complete collection.

Van Richten's Monster Hunter's Compendium #3
This guide combines the previous works of Van Richten's Guide to Fiends and Van Richten's Guide to the Vistani, plus the unreleased Guide to Witches.  Needless to say I was really looking forward to this book  Obviously the Guides to Demons (renamed from Fiends) and Vistani, were still top notch.  The Guide to Witches really should have been called the Guide to Hags and Witches, because it dealt with both.  I'll break it down here.

Guide to Hags
        I really liked this part.  Hags should be part of Ravenloft, and I think this section did a great job of presenting another monster type in a far more complex light.  It is on par with the Guide to Liches or Vampires.
I would have liked to seen more on linking hags to Night Hags.  I liked the second change idea that other hag type change into Night Hags, but does not have to be the only way they are linked.  In the Monster Manual 2 (1st Ed.) stats that the Annis is a relative to Night Hags and the Greenhag is a relative to both the Annis and the Sea Hag.
I liked the Irdra/Ogre link to hags, but I liked the "Dark Fay" theory much better.  My hag, the Makva (or Wood Hag), are more of a dark faerie type than an ogress.  Plus I don't play Dragonlance, so the Irdra are not part of my worlds.
For Hag reproduction and powers the Makva are most similar to Greenhags. Except most Makva only live about 800 years.  Makva are usually spawned from elves and half-elves rather than humans.  Makva may join coveys, but their will be only one makva per covey. In spawning rituals Makva pick elves or half-elves as victims. They can perform them only on nights of the new moon.

Guide to Witches, Warlocks and Hedge Magicians
        I was prepared to find witches that were very different than my own, but I did not expect that they would be this different! Witches have had a spotty history with D&D since the beginning and it seems that every few years a new rule book comes up that gives us a different vision on the witch.  To begin with this witch is not a class or a subclass, but a kit.  It is also not the same as the Complete Wizards Handbook witch kit.  What I did like was the information on the Church of Hala and the acknowledgement that witches could be good or evil, overall I did not like it.
        I am not saying I did not like the new kit, I just do not like them as Witches.  The author, Steve Miller, got the points right about witchcraft being based in faith and I really liked the whole idea of the Weave, I just did not feel that these were the same kinds of witches from fantasy and horror literature. For example where was any mention of the occult? Or how about familiars? I just felt that these witches lacked a few of the things that made witches special.

Which Witch is Which?
Here is a side by side comparison of the various classes and kits that have been called witches over the years.
Bard Games CWH Role-Aids VR MHC3 Dragon #114
Base Class own Wizards Wizards Any non-magical Own subclass
Races, human yes yes yes yes yes
…Half-Elf yes yes yes yes yes
…Elf no yes yes yes no
…Half-Orc no no no no no
…Gnome no rare no no no
…Vistani (and Half) NA maybe no yes no
Ability Requirements WIS 13, INT 13 INT 13, WIS 13 INT INT 10, WIS 12 INT 10, WIS 10
…Minor Requirements
CON 13 WIS CON
Proficiencies NAWizard Wizard By Class NA
…Bonuses magic yes no yes yes
Alignment, Witch Any non-good Any any lawful
…Warlock NA NA Any any chaotic NA
Weapons Restrictions yes yes yes no yes
Armor Restrictions yes yes yes when casting yes
Highest Spell level 7 9 9 9 8*
Special Powers yes yes yes yes yes
Special Hindrances yes yes no minor yes
Faith? NA not-required yes yes yes
Covens yes no yes yes yes

These products represent the earliest years of D&D on up to almost 2000.  The next 12 years we will see almost 3 new versions of the D&D game (more or less, D&D 3.x, D&D 4, Pathfinder) and more witches than ever before.

Monday, January 23, 2012

Quintessential D&D for D&D.Next

Remember my idea back from the late Summer, the one I was calling Quintessential D&D where there are five linked adventures that used all the rules of all D&D?

Here are the links to bring you all back up to speed.
http://timbrannan.blogspot.com/2011/08/quintessential-d-half-baked-ideas.html
http://timbrannan.blogspot.com/2011/08/half-baked-adventure-idea.html
http://timbrannan.blogspot.com/2011/08/so-building-off-of-my-half-baked.html

With me?  Ok good.
It dawns on me that with what I am hearing about D&D5/D&D.Next that this is the perfect segue into the new rules.

So the characters play through the worlds, they collect the Three Great Books of Gax, fight the dragon guardians and reset the universe.  Reset it to what though?  Easy, reset it to 5th edition.

With the new change in the rules I am not 100% sure I am going to finish up my 4e game.  Or if I do, it will be largely altered to fit into the kinda game I want to run (I still want Drama Points in D&D.)

Stepping away from this for a bit it occurs to me that this would also make a great play-test platform for D&D5.

In the mean time here is an interesting retrospective bit on "Could WotC Support ALL D&D".  What a difference seven months can make.

Monday, November 21, 2011

Ghosts of Albion - Haunted Illinois

I was visiting my parents home this past weekend and of course picked up on of the many "Haunted Illinois" books that are ubiquitous in the Central Illinois region.  I thought maybe I'd repost something  I had done for Ravenloft's "Gothic Earth".  This was for a netbook called the "Crossroads of Gothic Earth" done by the Kargatane many years ago.

While this was designed to be used with AD&D2nd ed, it was mostly a fluff piece and can really be used with any Victorian Era horror RPG.

Enjoy!

HAUNTED ILLINOIS:
A GUIDE TO STRANGE HAPPENINGS IN THE HEART OF THE GOTHIC MIDWEST

Local Correspondent:
Timothy S. Brannan

When people say “heartland of America” often one thinks of Illinois.  Founded as a state in 1818, but inhabited long before that, Illinois is rich in history and in ghosts.  Former presidents walk the halls of their home or tombs.  It has been rumored that Lincoln haunts the his tomb in Springfield, the capital building in Springfield, and the old State Capital in Vandalia, a place where he had worked as a young lawmaker.  All of this has led to a popular, but  grim saying among Illinoisans, “Abraham Lincoln walks at Midnight.”
Iroquois, Fox and Sioux Indians walk ancient plains, and dead confederate soldiers march to an uncertain doom.  Illinois is a starting point for many in their westward expansion, and a final resting place for others.

Illinois
Illinois is located in the heart of the “Heartland,” bordered by the mighty Mississippi River on the west and the Ohio on the south.  This, combined with rich, flat land and warm, humid summers, produces some the nation’s best farmland.  Since the 1850’s no other state has grown as quickly and as prosperously as Illinois.  Currently (1890) the population is over 4,500,000.

History
The area was first seen by Europeans in 1673, by two Frenchmen: Louis Joliet, a fur trader, and Jacques Marquette, a Catholic missionary.  Marquette later set up a mission along the Mississippi river (present day Kaskaskia) for the native peoples.  The first permanent settlement built by Europeans was a mission on the Mississippi river in the town of Cahokia in 1699.
Up to 1763 the area had been controlled by the French.  After the French-Indian wars, France gave this part of North America to the British, who soon made it part of Quebec.  This action was one of the causes of the American Revolutionary War.  During the war both Cahokia and Kaskaskia were sites of pivotal battles.  In 1783, Britain surrendered the Northwest Territory, which included Illinois.  In 1809 Illinois became a separate territory.  About this time the settlement of northern Illinois began, centered around Ft. Dearborn on Lake Michigan.
In 1818 Illinois was admitted as the 21st state of the Union.  Kaskaskia was named as its first state capital. This later moved to Vandalia in 1820 to encourage growth in Illinois’ interior.  The capital was later (1837) moved to its present day location of Springfield.  The city of Chicago was incorporated in March, 1837 on the site of  Ft. Dearborn.  By 1850 it was Illinois’ largest city with a population above 5,000.  Chicago became the leading industrial center of the former Northwest Territories.
The Civil War began in 1861 with most of the state supporting the Union.  Illinois sent more than a quarter of a million young men to serve with the Union army.  Among those were General Ulysses S. Grant.  In 1865, after the war’s end, Illinois became the first state to ratify the 13th Amendment to outlaw slavery.
In the years of the Reclamation, Illinois has seen many immigrants from other countries.  Most notable are the Irish, Italians and Poles.  Many ethnic neighborhoods have sprouted up all over Chicago and in some of the down-state areas as well.
The effects of  the Great Chicago Fire of 1871 can still be seen to this day, more that twenty years later.  The fire killed 250 people and left nearly 90,000 homeless.  The city was quick to rebuild and surpass its previous size.
Illinois is set, here at the turn of the 19th Century, to become one of the leading industrial and agricultural areas of the Untied States.

Forbidden Lore
As America of the 1890’s expands ever westward, the forces of the Red Death follow.  Minions that are common in Illinois are most types of non-corporeal undead (Ghosts, Spectres, Haunts).  It is known that there is at least one Banshee on Chicago’s south side and two more down-state.  Many graveyards are prone to have ghouls and ghasts lurking around.  Zombies and skeletons, created by powerful necromantic magic, are usually rare.  No vampires or Liches have been recorded.
Lycanthropes, in particular werewolves and foxwomen, are more common down-state.  Other common minions are Will o’wisps.


Ghost March of Southern Illinois
The Civil War pitted brother against brother.  Nowhere was that more strongly felt than in Southern Illinois.  While Illinois was technically a “free” state, many farmers south of Springfield sided more with the sensibilities of the Confederate states.  These farmers’ fields became the sites of some of the bloodiest skirmishes of the war.
At certain times, sometime after midnight, a ghostly army arises from the mists hugging the ground.  This ragged army of undead are all that remains of a Confederate Army troop sent into Illinois at the height of the war.  The ghostly horde appears exactly as can be imagined; skeletal remains, with tatters of rotting flesh and gray uniforms.  Their weapons, long since spent of ammunition, hang in their hands useless, but serve as constant reminders of what has lead them to this fate.  Occasionally one can find a soldier that faired better than his brothers in arms.  He is not as damaged or decayed, but his young innocent face is no less of a horror than the phantasms that surround him.
It is unknown what prompts this ghastly march or what motivates it.


Haunted Cemeteries
Illinois seems to have more than its fair share of haunted cemeteries.  Often these cemeteries are the source of faint apparitions or ghost lights, as in Barrington Cemetery in Barrington, home of the white ghost lights.  Sometimes the activity is more sinister.  Pagan rituals have been seen in cemeteries along the Des Plaines river, northwest of Chicago.  Similar events have happened in cemeteries in Jacksonville, 200 miles to the south.
Hickory Grove in Wrights, south of Springfield, is the final resting place for one unsavory character.  Lying in a small unmarked grave southeast of the cemetery proper lies the body of man who was a doctor and a murderer, hung for the shooting death of a love rival.  It is said that if you stand on his grave you can hear the sounds of a hanging rope swinging in the wind.
In 1841 an unknown man was found hanging in Clement’s Cemetery east of Champaign.  Whether he was the victim of a lynching or a suicide is unknown.  The people removed his body and gave him a proper burial.  Soon after reports came back of the “Blue Man,” a thin wispy ghost of blue that can only be seen in the light of the full moon.
Old Union Cemetery in Dewitt county is considered to be one of the more haunted cemeteries in Illinois.  Its first burial was in 1831.  Located on the stagecoach route between Bloomington and Springfield, Union has become a “favorite” stopping place for the dead.  Like many cemeteries in Illinois reports of ghostly lights
abound.  This place also has areas of extreme cold, even in Illinois’ normally humid summers.  Others have reported feeling sick at certain points.
Also located on a former stagecoach route is Williamsburg Hill, or “Cold Hill,” Cemetery.  When the railroad came, Williamsburg became a ghost town; or rather a town of ghosts.  The cemetery itself is placed on a large, uncharacteristic hill among completely flat farmland.  Among the hundreds of mostly unmarked graves it is said a being wanders.  This spectre is vaguely human in appearance.  It seems to be an electrical field of some sort.  Electricity can be heard crackling in the air around it.  Whether it is a proper ghost or even if was at one time human is unknown.


Haunted Schoolhouse
Bloody Island School in Lime-Kill Hollow was a small one-room school house.  Like hundreds of other schools that dotted the countryside children young and old were sent with pail and slate in hand to learn the “three R’s” from a school marm, but what the children learned here was a lesson in horror.  Two teenage boys, long rivals, stabbed each other to death in front of a dozen screaming children.  Town officials and the kindly young teacher, Miss Daniels, did what they could to clean up the blood of the two dead boys, but try as they might the blood continues to seep up through the floorboards and into the classroom.  The floorboards have been cleaned over and over, and finally replaced, but the blood continues to flow.  Plans are now to close down the school and build a new one.


The Watseka Wonder
Just south of Chicago and west of Indiana lies the sleepy town of Watseka.  Unremarkable, save for what happened one summer of 1877.  Lurancy Vennum fell into a deep coma-like sleep.  When she awoke the 13 year old claimed she could speak with the spirits of the dead.  These episodes began to happen with more frequency and lasted many hours.  During these times Lurancy would speak in different voices and say things that she otherwise would not know of.  When she would awaken she would have no memory of the events.  Her family took Lurancy to best doctors in the state; finally they decided that she was insane and were going to have her committed.
In January of 1878 a man named Asa Roff approached the Vennum family.  He had a story of his daughter, Mary, who had suffered a similar affliction, but had died in Peoria’s State Insane Asylum.  However, Asa believed in his daughter and wanted to save Lurancy from the same fate.  During mesmerism, Lurancy spoke in the voice of Asa’s daughter Mary.
Lurancy then proceeded to speak to Asa about details that only the Roff family would know.  Lurancy (as Mary) lived with the Roffs, with the Vennum’s permission, for three months.  She was able to identify family members and favorite things that only would have been known to the family.
In May, Mary left Lurancy and she asked to be returned home.  She left, bidding everyone in the family goodbye.  She never again experienced any contacts with the spirits, but she would return to see the Roff family on occasion and allow Mary to speak through her.


Haunted Theaters
Murphysboro in Southern Illinois is a quiet town located just a few miles east of the mighty Mississippi River.  This town, known more for its apples and its close proximity to the Shawnee Forest, also has a darker secret: The Ghost of the Liberty Theater.  The Liberty was built at the turn of the century and Emil McCarthy was there.  He started working there as a young boy; cleaning, running the spotlights and other odd jobs.  Sixty years later, Emil was still working odd jobs at the Liberty.  He had developed a drinking problem and a poor attitude over the years, but since he lived in the theater and had such an attachment to the place none of his supervisors had ever fired him.  Any that tried usually met with fatal accidents.  Emil was never suspected; he was usually in a bar or passed out in the city square when the deaths occurred.
When the town decided to tear down the Liberty to put a new theater across town, Emil panicked and seemed to die of a broken heart.  Plans are still underway for the new theater, but people now claim the new site is cursed.  Tools disappear.  Workmen get into accidents.  None have been fatal, but they are increasing in number and magnitude.  All is not quiet at the Liberty either.  Patrons complain of noises, and cold areas.  Management has reported that the curtains will open and close silently on their own.  As the day of the Liberty’s demolition approaches, more incidents are reported.

Monday, September 12, 2011

Half-Price Book find: Complete Book of Necromancers

In the waning days of 2nd ed and before 3rd ed was out there was a golden time of ebay sales of older books.
Golden that is if you were a seller.

One such book that went for outrageous prices was the 2nd Ed, Complete Book of Necromancers.  


I had bought this book back in 1995 or so for the cover price.  I held on to it and really enjoyed having it.  Nothing makes for a great arch-villain like a necromancer.  In early 2000 I sold it, along with a ton of my AD&D 2nd Ed. Material on eBay.   I got $83 for that book alone.  Not a bad deal really.

Since that time I have not really thought about that book much other than to gloat on making $65 profit on it.  Sure there were times I wanted to flip through it again, but I had new 3rd Edition material to keep me busy.

Well yesterday at Half-Price books I found another copy.  It was in very good condition and despite the name of the store it was going for $14.00.  Sure they are not fetching much more than 40 on ebay these days either.

Well I own a copy again and happy to have it.  
Reading through it I was caught up in the world of WP and NWP and THAC0 all over again, but the fluff is still great.  Not sure I'll ever actually use it, but it is there now next to my 3e and 4e books of similar nature.

Sunday, August 21, 2011

Quintessential D&D (Half-baked ideas), Part 2

So building off of my "Half-Baked Adventure" and my sorta-update here is a plan.

Here is what I have at the moment.

Basic:  B1 In Search of the Unknown
AD&D 1st Ed: C2 Ghost Tower of Inverness
AD&D 2nd Ed: RM4 House of Strahd. Total cheat I know, but I'd run it as if it were in Ravenloft.
D&D 3rd Ed: Expedition to the Ruins of Greyhawk
D&D 4th Ed: The updated Tomb of Horrors

So some remakes and updates.  But all with classic roots.
Now to buy a copy of Expedition to the Ruins of Greyhawk.


Tuesday, June 14, 2011

Could WotC support ALL D&D?

There is an interesting post on Wizard's site today where Mike Mearls discusses (basically) gaming style and which version of D&D best fits that style.
http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20110614#74972

It is worth a read and reminds me a bit of the old GNS Theory that was so popular a few years back.

I am not going to get into whether or not X version of Y game fits where on Mearls grid or even Edward's GNS.
I don't particularly care about those sorts of things since they all take a back seat to the more important questions to me: "Is Game X fun?  Will I have fun with Game X?  Do I own Game X so I can find out on my own?"

Which gets me to my random though of the day.

Should WotC support ALL D&D?  

As a business model it is a flawed one, the cost to produce physical products for a game that is 10, 20 or even 30 years out of print is pointless.  But what about using their own electronic distribution?

Recently WotC has seemed open to print 1st and even 2nd and 3rd Edition related material.  Why not take that that a step further and offer a "Classic D&D" subscription.  You pay (or maybe it is part of the DDI) and get new material for your game.

Of course readers of this blog will see the error right away.  There are a ton of blogs out there now, producing for free or very, very cheap, material for those older games.  And thanks to the OGL WotC (unlike TSR in the past) is perfectly happy that we continue to do so.

But what WotC adds to the mix is something we as a group do not have.  Brand recognition.  I can say "my magic hats is for people that ply Basic Era games" (nudge nudge wink wink implied).   Only WotC can say "this is for you people that still love to play Basic Dungeons & Dragons".

Obviously there is cost.  Someone has to write and that someone has to be paid.  Art is a very important part of what WotC can bring to the table that a simple blogger or one-man shop can't do as well or as cheaply.  Of course art is still not cheap.

I am sure that a cost benefit analysis would need to be done.  How much would it cost versus how much return they could get.

So let me throw it all out to you.

Would you pay WotC for regular content for your particular favorite Old School D&D product?
How much would you pay?
Per product or monthly?
What would you want to see to make you seriously consider this?

Now keep in mind this is NOT market research.  You all are not a random sample. You are a sample that is used to get a lot of material free (if not her, then other places) but you are also a sample that is interested in this older games AND a sample that is open to other games.  You read my blog afterall, I talk about a dozen or so different games here and about a half dozen on a regular basis.  You answers are different than those of say the regular reader of Dragonsfoot or Grognardia or ENWorld.

Let me, and the world, know what you think.

Monday, May 16, 2011

I'm with D&D

This is not a big surprise.

I saw this banner again today on Christian Lindke's Cinerati blog about to uselessness of edition wars. The image is from TheWeem.com and it is to support D&D, any D&D, any edition.  Even if your D&D is actually called Basic Fantasy, S&W or Pathfinder.


Enjoy your game!