Showing posts with label Advanced. Show all posts
Showing posts with label Advanced. Show all posts

Tuesday, December 23, 2025

The Hex Girls: 25+ Years Later, Still the Coolest Thing Scooby-Doo Ever Did

It has been a little over 25 years since The Hex Girls first appeared in Scooby-Doo and the Witch's Ghost, and I’m still comfortable saying this out loud: they are the coolest thing Scooby-Doo ever did, by accident or otherwise.

AD&D Hex Girls

While I am sure I watched “Dark Shadows” before Scooby-Doo, there is no doubt that my desire to put horror into all my games, or at least the trappings of horror, comes from Scooby-Doo.

Scooby-Doo has always flirted with horror aesthetics, but the Hex Girls went further. They weren’t jokes, they weren’t villains in disguise, and they weren’t watered-down “spooky” window dressing. Thorn, Dusk, and Luna were confident, stylish, openly witchy, and most importantly, utterly uninterested in apologizing for any of it. In 1999, that was rare, especially in a cartoon aimed at kids.

What still impresses me is how unforced it all felt. The Hex Girls weren’t parody goths or moral lessons. They were just… cool. Musical witches who leaned into the aesthetic without winking at the audience. Scooby-Doo didn’t mock them, didn’t explain them away, and didn’t try to soften them. It simply let them exist, and that trust is probably why they stuck.

A lot of spooky or “dark” characters from that era feel dated now. The Hex Girls don’t. If anything, they feel more modern than many characters that came after them.

Fourteen Years of Writing About the Hex Girls (and Why I Keep Coming Back...and So Do You)

Today is also a quieter anniversary for me. It’s been 14 years to the day since the Hex Girls first appeared on The Other Side. I didn’t plan that kind of long-term relationship with a cartoon band, but here we are.

Looking back at those early posts from 2009 and 2010, what strikes me is how little my core reaction has changed. I liked them then for the same reason I like them now. They sit at a very particular crossroads of things I’ve always been interested in: witches, outsider magic, gothic aesthetics, and female characters who are defined by agency rather than trauma or redemption arcs.

Over the years, my writing has expanded outward. But the Hex Girls never stopped feeling relevant to that conversation. They weren’t just a phase or a nostalgic bookmark. They were an early example of something that would keep echoing through my work: witches as protagonists, not warnings.

That’s probably why I keep circling back to them. Not because they’re “retro,” but because they still work. They still feel honest. And in a media landscape that keeps rediscovering and rebranding “spooky girls,” the Hex Girls remain refreshingly uninterested in reinvention.

Some characters fade into nostalgia.

The Hex Girls moved in, lit some candles, and stayed.

And to be perfectly honest, you all keep coming back as well. My Hex Girl posts are some of the most frequented posts here. Hell, whole blocks of text I have written here have been used elsewhere and declared “canon” by others. 

The Hex Girls for AD&D 1st Edition

The Hex Girls are a great test case for me. That is, how can I do “bards” without resorting to the Bard class, and how can I do “witch” without creating a new witch class? Sure, I could port one of my Basic witches over, or even use one of the dozen or so witches I have laying around here. But let's go with Rule As Written for right now...well, I am going to add one thing.

The Hex Girls are a Coven in all but name. Though they do call each other “sister.”

AD&D Hex Girls

Thorn Character Sheet
Thorn

3rd-level human Cleric, Chaotic Good

Secondary Skill: Performer*

S: 10
I: 14
W: 16
D: 12
C: 12
Ch: 17

Paralysis/Poison: 10
Petrify/Polymorph: 13
Rod, Staff, or Wand: 14
Breath Weapon: 16
Spells: 15

AC: 8 (Ring of Protection +2)
HP: 11
THAC0: 20

Weapon
Dagger 1d4/1d3

Spells (Cleric)
First level: Bless, Faerie Fire, Light, Remove Fear
Second level: Hold Person, Speak with Animals, Resist Fire

Thorn is the leader of the group, the main singer and lute player, and the most spiritual of the group. The rings the girls wear are a gift from her grandmother.

I wanted her to be a druid (better fit) but I also wanted her Chaotic Good.


Luna Character Sheet
Luna
2nd-level human Magic-user, Chaotic Good

Secondary Skill: Performer

S: 11
I: 16
W: 15
D: 14
C: 12
Ch: 17

Paralysis/Poison: 14
Petrify/Polymorph: 13
Rod, Staff, or Wand: 11
Breath Weapon: 15
Spells: 12

AC: 9 (Ring of Protection +1)
HP: 5
THAC0: 20

Weapon
Dagger 1d4/1d3

Spells (Magic-user)
First level: Dancing Lights, Comprehend Languages

In the Scooby-doo universe Luna plays the keyboards; here she plays a harp. Though there are harpsichords and spinets. She can play those as well. 

She is a Magic-user since I always see her as the “smart one.” Her spells are mainly to help with performances.


Dusk Character Sheet
Dusk
2nd-level human Illusionist, Chaotic Good

Secondary Skill: Performer

S: 13
I: 16
W: 12
D: 16
C: 14
Ch: 15

Paralysis/Poison: 14
Petrify/Polymorph: 13
Rod, Staff, or Wand: 11
Breath Weapon: 15
Spells: 12

AC: 7 (Dex, Ring of Protection +2)
HP: 7
THAC0: 20

Weapon
Dagger 1d4/1d3

Spells (Illusionist)
First level: Audible Glammer, Color Spray

Dusk is our drummer. She remains largely the same. I gave her the Illusionist class since I feel she would be good at it and like Luna, her spells aid in the performances.

My one cheat is the Secondary Skill: Performer entry. This assumes the girls had musical training before taking up their class. This fits with AD&D 1st ed, allows me to fill the role of “bard” without getting bogged down in AD&D's bard class. 

If I were to do them for D&D 5th Edition, each would have a level or so of Bard before branching off to other classes. 

Links

Mine

Other Links

I love that Reddit link; the girls were initially named Serena, Sabrina, and Samantha. All witches. And Samantha/Dusk looked really cool. And the less we talk about the “Velma” versions the better.

Monday, November 24, 2025

Monstrous Mondays: Return of the Demogorgon (Stranger Things)

 We have been rewatching Stranger Things in anticipation of the new, and final, season coming on Wednesday. I thought it might be fun to revisit their classic monster for the system that influenced the show so much.

Demogorgon (The Creature)
Demogorgon (The Creature)
Interdimensional Predator

FREQUENCY: Very rare
NO. APPEARING: 1 (rarely 1–2)
ARMOR CLASS: 4
MOVE: 15"
HIT DICE: 8+8
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2 claws
DAMAGE/ATTACK: 4–9 / 4–9 (1d6+3) plus special (bite 1-8)
SPECIAL ATTACKS: Bite latch, dimensional scent, drag
SPECIAL DEFENSES: Regeneration, surprise, fire vulnerability
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal to Low (1–6)* high cunning
ALIGNMENT: Chaotic Evil
SIZE: M (7 feet tall, thin, humanoid)
PSIONIC ABILITY: Nil
LEVEL/XP VALUE: VIII / 1,650 + 12 per hp

A tall, gaunt humanoid creature with elongated limbs and a head that opens like a five-petaled flower. The interior of its "face" is ringed with rows of needle-like teeth. Its flesh is pale, hairless, and amphibian-like. Movement is unnaturally fluid and silent.

Demogorgons exist between worlds. They slip into Prime Material spaces only when the veils thin or when drawn through by psychic resonance or magical disruption.

Demogorgons fight with terrifying speed and ferocity. They prefer to stalk prey for several minutes, using their ability to sense blood, fear, or psychic emanations.

Claw Attacks: Each claw deals 1–6+3 damage. A natural 19 or 20 indicates the Demogorgon has seized the target, granting it a +2 to hit with its bite.

Bite Latch: Once latched, the creature bites for 1–8 damage per round automatically until the victim is freed. Strength checks or magical force are required to break free.

Dimensional Scent: Demogorgons can sense living creatures across thin planar boundaries. They detect invisible, ethereal, or phase-shifted beings within 6", ignoring illusions involving scent or blood.

This ability also allows them to track wounded prey with near-perfect accuracy.

Drag Into Shadow: If the Demogorgon is adjacent to a dimensional weak spot (DM’s discretion: portals, rifts, magical failures, etc.), it may drag a victim through with a successful hit roll followed by a Strength contest. The victim is taken into a dark parallel space similar to the Upside Down.

Regeneration: Demogorgons regenerate 1 hp per round unless damaged by fire or holy/radiant magical effects.

Surprise: Due to absolute silence and unnatural motion, Demogorgons surprise on a 1–3 in 6.

Fire Vulnerability: Demogorgons fear fire. Fire causes it to go last in the initiative round and causes +2 damage per successful hit. 

Demogorgons are apex predators of a hostile parallel ecology. They do not communicate in a conventional sense. They react aggressively to psychic disturbance, emotional trauma, and bloodshed. Some appear to be specifically drawn to magical or psionic children. 

They do not gather treasure, nor construct lairs, but they linger near dimensional bleed sites that link their realm to others. They live only to hunt.

--

Just under 60 hours to go!




Thursday, May 1, 2025

New Release: Myths & Monsters Vol. 3 - Lilith & Lilim

 Walpurgis Night has given way to Beltane. But Walpurgis Week continues. Today I return to my roots in AD&D and bring the next in my Myths & Monsters series. This series grew out of my desire to cover more myths, legends, and monsters than the AD&D 1st Edition Deities & Demigods and my posting series here, One Man's God.

Today I cover some favorite and familiar ground.

Myths & Monsters Vol. 3 - Lilith & Lilim

Myths & Monsters Vol. 3 - Lilith & Lilim

“Of Adam’s first wife, Lilith, it is told.

The witch he loved before the gift of Eve...”

— Dante Gabriel Rossetti, “Lilith”

This is the next of a series of myths and legends that began as a thought experiment about gods, monsters, and syncretism of beliefs. 

These aim to provide your Advanced-era game with new gods and goddesses, as well as new monsters, demons, and other adversaries. 

Myths & Monsters Vol. 3 - Lilith & Lilim covers some familiar and favorite ground. Lilith and the Lilim. I have taken creatures that all have similar features and mythologies and combined them into a demonic family, the Lilim the Daughters of Lilith. I present creatures from around the ancient world who appear to be related and combine them into a single collective.

This is the third in my series of Myths & Monsters, where I take myths and legends from around the world and give them a new spin for the First Edition of the world’s greatest fantasy adventure game.

--

And don't forget all my new releases this week to celebrate Walpurgis Night!

The Left Hand Path - The Diabolic & Demonic Witchcraft Traditions (Basic Era)

The Witch Finder Class (Old-School Essentials)

Monstrous Maleficarum #4 - Lilith & the Lilim (5th Ed Era)

Wednesday, April 2, 2025

Witchcraft Wednesday: Introducing Moria Zami, Part 2

Moria Zami
 Late post? Yeah, I was playing AD&D with my son until the wee hours of the morning! I have not done that in a bit. We are playing again tonight (this morning) when he gets home from work. We are going to finish up his first (playing) Forgotten Realms adventure.

Moria went over GREAT! I already love this character and I am playing her like Sabrina Morningstar (not Spellman, yes there is a difference) from the Chilling Adventures of Sabrina.  Her mother is a witch, that I know, her father is a devil and a pretty powerful one, but I don't know who he is yet.

I am looking forward to finding out.

The Sabrina Spellman/Morningstar analogy is good here. Little Moria here will turn quite evil, maybe even the "Big Bad" of the series. Given who I thought the Big Bad was (Orcus), I have some ideas on who her father might be. But...I am going to hold this a little closer to my chest while I figure out how that might work out. I will say this, he is a Duke if not an Archduke. But Moria doesn't know this yet either. 

I have put a mark on certain spells on her sheet that cause her to dip a little closer to evil. She speaks infernal, and her eyes go all black. The characters know something is up with her, but the paladin of the group says she is not evil.  Liam told me I should build her in BG3, not knowing yet who she is. I told him "yeah, I oughta do that."

Since this is a one-on-one game, he is playing a lot of characters, and it is very likely that they won't all make it. I am looking forward to that as well. 

She has a familiar, a hellhound disguised as a Pug/Chihuahua mix (a "Chug?" a "Pihuahua?"). It is a lame excuse for me to finally use "Mephisto Fleas" for a familiar name.  And he is an odd looking mutt.

 

Mephisto Fleas, the Hellpuppy

No idea if he will go full Hellhound yet. But I am sure he has it in him. In the meantime, he is just a rat-mutt. 

Tuesday, April 1, 2025

More Forgotten Realms: Introducing Moria Zami

Mizora, human form
 I have been out of town for a few days; it was my Father-in-law's 90th birthday. But right before we left, my oldest son and I were talking about our AD&D 2nd Ed Forgotten Realms game that he is running for me. He is having fun, but what he REALLY wants is to play. And AD&D 1st Ed at that. Yeah, he got a taste at Gary Con, and now he really wants to play AD&D more. Plus, we are both a little fed up with Wizards of the Coast, especially with their recent antics

Since we are both huge fans of Baldur's Gate 3, we wanted to add in some things from the video game. We have more connection to that than, say, Drizzt or Elminster. Trouble is, BG3 takes place in DR 1492, and we want our 1st ed game to take place in DR 1357, a year before the Time of Troubles. While in my 2nd ed game, I have a minor connection with Arnell Hallowleaf, but I also wanted something for this game. We are assuming that while my characters are exploring the Sword Coast, his characters will be exploring the Sea of Fallen Stars. This opens up a lot to us. But there are more than 130 years between our games and the events in BG3. So, there are not a lot of characters that are around for both times. Even Jaheira would only be about 10 years old at this point. Maybe they can rescue her and her family at some point. Set her on her path to become a Harper.

As it turns out, I have wanted to explore some of the past of the Cambion, Mizora. She is a rather entertaining character in her own right and deserves some further development. She is the servant of Zariel, but the trouble is there was no Zariel in AD&D 1st ed. Well, we are already ret-conning some details, and truthfully, I was never a fan of Tiamat as the ruler of Avernus. I might use Bel, the former ruler. I'll check Descent into Avernus for ideas later on.  But for now, I need to figure out who Mizora is, and more to the point, who is she in AD&D 1st Ed.

In BG3/5e she is a sorcerer, but this is AD&D, so I am going to make her a magic-user. I am also going to say she spent a lot of time in Avernus prior to BG3, so this is the time before that. 

I am not sure how long cambions live. I do think her mother was human, maybe even a witch. Now that would be fun.

---

A few hours later...

Ok, change of plans, sort of.

I AM sticking with Mizora, but not the Mizora he (and everyone) else knows. I am going with Mizora as a teenager. She knows there is something different about her, but she doesn't yet know what.

Moria Zami ("I am Mizora") is just a 16-year-old witch caught in the same pirate raid on the Sea of Fallen Stars that grabbed the characters. She is going to stay with them for a while. Until something bad happens. This also gives me the chance to try out some new things for my Left Hand Path book and something new I am starting later this summer.

Moria Zami
Moria Zami
Witch 1st Level (Diabolic Tradition)
Lawful Neutral

S: 14            
I: 14             
W: 12           
D: 15           
C: 16           
Ch: 20

Paralyzation/Poison: 13
Petrification/Polymorph: 13
Rod, Staff, Wand: 14
Breath Weapon: 16
Spells: 15

HP: 5 (d4)
AC: 10
Weapon: Dagger

Occult Powers
Familiar: Dog "Mephisto Fleas"

Spells
First Level: Back Fire, Fey Sight, Sleep

So far, she is a good girl, but that is going to change.

Thursday, February 13, 2025

In Search Of...Drelnza, Iggwilv's Treasure

Drelnza, Iggwilv's Treasure
Drelnza holding Daoud's Wondrous Lanthorn aloft.
Art by Jeff Easley, 2012.
My son is getting ready to run Module S4, The Lost Caverns of Tsojconth, one of my all-time favorite adventures. And as it turns out I recently re-acquired my original S4 from my old DM's collection. So I have that, the 5e version from Quests from the Infinite Staircase, the 3e extension, and other variants so I am well prepared to help him out.

Then he asked about Drelnza.

Of course I know who she is in the context of this adventure. I know who she is in relationship to Iggwilv, but beyond that...there is just not a lot about her. So I set out to discover more. Was she once a Lawful Good Paladin? Who was her father? How did she become a vampire? I might not be able to answer all these questions, but I will give them a try as I go In Search of Drelnza, Iggwilv's Treasure.

In Search Of...Drelnza, Iggwilv's Treasure

What can we say we know for certain?

Drelnza (sometimes Drelzna) is a vampire found in the spherical chamber guarding Iggwilv's stash of magical treasure. 

She is called "Iggwilv's Treasure" and is her daughter. Whether that is a biological daughter can be debated.

 She is a standard vampire in the original S4 for AD&D 1st Ed. In later editions, she gets a few upgrades, including fighter (or Samurai) levels and a really powerful sword (named "Heretic").

What is tantalizing about her is how little we really know. 

From reading the original Winter Con V version of the adventure, we do know that she was originally just a "vampiress lord" sleeping on a stone slab, a bit like Sleeping Beauty, and designed to catch the characters and players off guard. It is a ruse that is only likely to be used once and lampooned in the later Castle Greyhawk adventure "Temple of Really Bad Dead Things."

Outside of that, there is very, very little about her in the adventure itself. However, I have learned that on Oerth-Prime, she was killed by Melf.

Drelnza - Quests from the Infinite Staircase
Drelnza's Life and Unlife

Nearly nothing is known here. We have one tidbit of information, though. The warlock Mary Greymalkin is the daughter of Drelnza and an Eladrin. This makes Mary the grand-daughter of Iggwilv. Something I should explore more. 

According to the Dastardly Decimal System Podcast, Drelnza was a warrior Princess. I like the idea of her being something akin to Xena. 

In any case, she must have had Mary while she was young, which means she is not a very old vampire at all.

Who's Your Daddy?

Gary never confirmed, or even really knew, who Drelnza's father was. He firmly left that in the hands of the players to decide in their own games if they ever felt the need.  According to Dragon Magazine #336 (October 2005), Drelnza was born between 481 and 491 CY. But this seems really late into Iggwilv's rule of Perrenland and not long enough ago to be "centuries" since Iggwilv was last seen. Reminder the "current" year in Greyhawk is considered to be 591 CY.  

In the article "History Check: The Iggwilv-Graz’zt Affair" from Dragon #414 it is stated that her father is still unknown and she might be the only being in the multi-verse Iggwilv ever truly loved.  So I'd like to think she was born early enough in Tasha's/Iggwilv's life when she was still capable of loving someone. 

Let's say that Iggwilv conquers Perrenland with her undead army in 481 CY. She is a Queen, but she needs a general, and who better to be a general of her undead army than her own vampire daughter, who also happens to be an excellent fighter (or even paladin/anti-paladin). 

So, her exact date of birth is really in question (by me), but honestly, I would push it back to the 460s or even the 450s. This would give Drelnza time to grow into a woman, have her own child (Mary), and then get turned into a vampire, likely something caused by Iggwilv herself. 

As for her father, there are many interesting prospects here. Let's look at them one by one.

Graz'zt

He has been the father of Iuz since his time with Iggwilv, but it is almost universally agreed that he is not the father of Drelnza.

Mordenkainen

Now here is an interesting idea. I like the idea that Iggwilv, maybe when she was still known as Tasha, and Mordenkainen having an illicit affair resulting in a daughter. The basic trouble here is one of timing. Back when Iggwilv/Tasha was young she had not met Graz'zt yet and it widely held that Iuz is older than Drelnza. Unless Drelnza is older, but was turned into a vampire and the age refers to her "living" age. Still...the timing is not exactly right. 

Tasha and Mordenkainen

Ok. So not Drelnza's father, but maybe there is another child out there where Mordy and Tasha are the parents. Maybe this is the origin of the "Son of Pohjola" who she gave birth to on an alternate Earth?

Orcus

This is who I went with when I created the Noidan Tytär, or the Daughters of Iggwilv. However, I think I will stick with this for Iggwilv's Nine Daughters. I feel less inclined these days to make Drelnza among their number. This means Noidan Tytär, Iuz, and Drelnza are all half-siblings.

Tsojcanth

We also don't have many details on who Tsojcanth was. The ever-helpful OSR Grimoire features a bit of an interview with Gary about Tsojcanth, stating he was a powerful wizard, and almost certainly Good and human. This contradicts what is presented in Iggwilv's Legacy: The Lost Caverns of Tsojcanth. I am more inclined to go with Gary's notion that Tsojcanth was human and good if not Lawful Good. The "fiend" Tsojcanth feels lazy and dull to me. Not to say he was not corrupted later on, but it still feels lazy. Plus it just means that Tsojcanth is the same as Iuz, only instead of Graz'zt and Iggwilv it is Fraz-Urb'luu and Vilhara. Even down to the imprisoning. No. We can do better. 

I am more likely to go with Tsojcanth dying and Fraz-Urb'luu pretending to be Tsojcanth turned evil.

So let's say Tsojcanth was a lawful good wizard. Iggwilv in her search for more power seduces and corrupts him (she is evil, after all) but there is an unexpected consequence; Drelnza. Drelnza becomes a fighter, no, a lawful good Paladin, until Iggwilv twists her into her "treasure" and makes her a chaotic evil Anti-Paladin Vampire.

I like it. It is evil, devious, and filled with tragedy. 

BUT the dates don't work here either since Tsojcanth was also supposed to have been dead for centuries. 

Lerrek

One last choice comes from The Oerth Journal. In Issue #13 Lerrek (and sometimes "Lerrik") is mentioned as the father of "Drelzna." According to author Andy Seale (aka Fallon, Ranger-Sage of the Vesve), Drelzna was born in 453 CY. 

Now this is from a fan publication, but the Oerth Journal has some weight behind it, and in the absence of other details we might as well use it. 

Given her two "birth" years, I am going to say she was born in 453 CY and turned into a vampire between 481 and 491 CY. That 453 CY works well with my own thoughts on when she should have been born. 

Drelnza's Character sheet

Ultimately, I guess it doesn't really matter who Drelnza's father was. The more important relationship is between her and her mother Iggwilv.

In the current state of things, Iggwilv is shedding her past to become the new Arch Fey Zybilna, and her alignment is drifting from Chaotic Evil to Chaotic Neutral. I guess we all slow down as we get older. While it is often stated that Iggwilv truly loved her daughter, I don't think there would really be a joyous family reunion even if Drelnza had somehow survived. 

Still. I would like to say she did somehow and is still out there somewhere in the Multi-verse. Is she searching for her mother? And if so what will happen if they meet up again after so many years apart?

Sounds like something I might want to run someday.

Drelnza welcomes the characters to Iggwilv's treasure room

Links


Drelnza sleeps


Tuesday, January 28, 2025

Mail Call: Even More Mayhem from Dark Wizard Games

 Ok. I totally forgot I backed these. Two new adventures (#10 and #11) from Mark Taormino's Maximum Mayhem adventures from Dark Wizard Games.

Adventures Fantastic Quest of Whimsical One (#10) & Lost Tomb of Mummy Lich (#11)

Fantastic Quest of Whimsical One (#10) & Lost Tomb of Mummy Lich (#11) are his two newest adventures and they fit into that nice sweet spot that Old-School Essentials covers so well. Though Legend of the Seven Golden Demons (#9) goes to the 18th level.

I have been doing so much with Wasted Lands lately, maybe I could try these out with that system!

Maximum Mayhem Adventures

Regardless of the system I choose to use, I am running out of room in my box!

Tuesday, September 24, 2024

In Search Of...Bruno's Earth

 Who is Bruno? What is his Earth? Is there a Bruno's Mars? Why am I searching for it? These questions...are not likely to get fully answered, but I will give it a try in this segment of "In Search Of..."

So I found this curiosity on Amazon a while back. Two books, super cheap called "Bruno's Earth Game Book" and "Bruno's Earth Creature Manual."

Bruno's Earth

Here is a quote from the Amazon page.

This is an expansion to the game that fills in the holes and gets rid of the obscure contradictory rules. It is more consitent and more detailed, yet easier to play. The games on the shelves these days are so complex and have so many volumes of rules, a dozen lawyers couldn't sort it out. Bruno's Earth goes back to the beginning and rebuilds from scratch, enhancing all aspects that make the game fun to play and fizes all the problems that made it hard to play. Bruno's Earth is a trim, detailed, cohesive game system that is fun to play and easy to learn.

I mean, this is no different than hundreds of forgotten Fantasy Heartbreakers out there. What makes this one special, or more to point, notorious? 

Here are some bold claims on the back covers.

Bruno's Earth

The author is listed as "Jim Patrick Guyer."  Now there is Jim Patrick Guyer, who is an author and invented a game called Diamond Chess (old, inactive URL: http://diamondchess.net/) who passed away in 2021. I can't confim that this is the one and only Jim Patrick Guyer. Goodreads seems to think so, but that does not mean a lot.  He does have a hotmail email address, so that at least gives some evidence this is old. 

BrunosEarth.com listed in the Game Book was first indexed back in 2011. A coming soon page was up for a while, then it went blank.

thread on ENWorld claims that it is from 1986. An ISBN search for Bruno's Earth Game Book does list Jan 14, 1986, as the publication date. This is likely for the 10-digit ISBN and not the newer 13-digit one.

An ISBN search for Bruno's Earth Creature Manual says it was registered in 2012. I am not sure why there is a 26-year gap when the books are obviously contemporaneous. Though that could just be in their current forms/format. Further searches only bring up the Amazon pages.

In truth, outside of the ISBN registration, I can't see much else for these books. 

There are no threads on RPG.net for it. Same with Dragonsfoot

I tried searching the Usenet, but all the search engines I used to use are behind paywalls now.

That is just the foundational searching. What about the books themselves?

Bruno's Earth

These books are the pretense of a game. Despite the author's claim these are not what AD&D Second Ed should have been. Not even close.

The game book is 136 pages, and the monster book is 92 pages.

Bruno's Earth Game Book

Ok, I really have no idea what this is about. 10 pages for a Table of Contents (that's about 8% of the whole book). I am not sure what bugs me more. The only original art (that I can tell) is bad, the ComicSans font, or the text on the page. 

What do I mean? Well out of the gate one of our player races is an Albino. Yikes. We also get Hobbits. So lets just get everyone to sue us all at once. 

Of note, the art here includes some gray-scale, descaled versions of D&D 3rd Edition art.  

Characters have 8 Ability scores, the normal 6 plus Memory and Comeliness, and are generated using 3d6, 3d20, and 4d24.  How?? Don't ask me.

I could go on, but reading the rules are giving me a headache. That or the ComicSans font.  I was hoping there were some ideas here I could mine, but no. Not really.

Brunos's Earth Creature Manual

Again, I do love monster books. But this one is testing my patience. 

The monsters are divided up into broad categories (Natural, Super-Natural, Elemental, Undead), then alphabetically. These are largely copied from the AD&D 1st Monster Manual, with some from theFiend Folio and Monster Manual II.  There are no demons or devils.

There are some new monsters. Skrags, a type of undead, some new dragons. There is one, an Orinthopter. It is listed with the Golems under Elementals. The image looks like a crudely drawn glider or kite. There needs to be a description on what this is supposed to be. Is it a construct? An object? It has a Wisdom score, so is it alive?

Look, I could keep on going, but I won't. The author is not around anymore and there is no need for me to be a dick here.

I am not sure how this thing got onto my radar but I have it and no idea what to do with it.

As I said before, it is notable due to its mystery, availability on Amazon, and the author. There might be a story here, but I need help to dig up. I have been researching this since December 2023 and working on this post since June 2024.

In this case, my deep dive gives us nothing.

Monday, August 26, 2024

#RPGaDAY2024 Superb Screen

 GM's Screens are tools and I usually don't think about them much.  But there is one that stands out. The AD&D Dungeon Master's Screen.

AD&D Dungeon Masters Screen

AD&D Dungeon Masters Screen

There are couple of good reasons for this.

First the screen was on very heavy cardstock so it was durable and stood well on it's onw. There were some very, very flimsy ones that came out in the 90s and even into the 2000s that really were not very good.

The second was it collected a lot of must have information in one place. AD&D 1st Edition is notoriously bad for how it organizes information. You can see this if you step away from the game for any length of time, but come on, we knew it back then too.  The DM's Screen puts most of the most needed information in one place.

There are also a lot of nostalgia reasons too.


--

I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024


Tuesday, July 30, 2024

The High Witchcraft Tradition

The Magic Circle - John William Waterhouse
I have been on a mini vacation to see my wife's family. They all moved down south. Personally, I dislike going south of Joliet, IL but that is me.  Anyway they are all huge card players staying up till the wee hours playing. That is cool, I got to watch the Olympics. You don't see me talking a lot about sports here though I am a life-long St. Louis Cardinals fan and a complete Olympics junkie. I am no expert by any stretch of the imagination, but I love the Olympics.

With some projects done, and others on hold (Basic Bestiary. Waiting for more art), I started a new project over my extended weekend.

The High Witchcraft Tradition

Well..."new" might be the wrong word.  

I have a lot of notes from other projects that didn't quite fit or didn't get developed enough to get added. Plus this is a book I have been picking at for a while and have been calling my "Last Witch Book."  If it is that remains to be seen, but I do have some great ideas.

Here is the shape of the book so far.

High Magic

It will include the use of High Magic, so magic that invokes spirits, demons, angels and the like. I would also like to include High Magic options for Magic-users. A bit like my Hermetic Mage Prestige class I did for 3.x.

Advanced

This book will be my first "true" book for the Advanced era. So compatibility with OSRIC, Advanced Labyrinth Lord, and Old-School Essentials Advanced is implied. Originally this book was going to be part of my "Basic Witch" series and focus on how I mixed AD&D 1st ed with the Expert set back in the day. I still might do that. I have a lot of ideas for that sort of play, but this is not the book for that.

Plus I will freely admit I am not as enthusiastic for D&D's future as I once was. I will buy D&D 5R, I will even likely play it a few times. But as much as I love digital and online games, that is not my preferred mode. 

So instead of endlessly complaining about it, I am just going to focus my efforts into the types of games I DO enjoy playing. If you are looking for ragey click-bait, you won't find it here.

Best of the Old, Best of the New (Maybe)

I love my old-school games. I also am rather fond of new-school games as well. For me it has always been about maximum fun. So I would love to go back over some of the newer developments in games and see what can be ported back over. This one is not a guarantee. My focus first and foremost is a witch book from circa 1986.   

Cover Art

For this book I am going to commission some original cover art. I have already been sending out emails to artists I want to work with and ones I have worked with in the past for this. And as much as I love the Pre-Raphaelite covers I have used in the past, I have something specific in mind for this one.

Waterhouse's "The Magic Circle" above was one of the ideas I originally had. I am, of course, sad not to use it for this book, but I also want something new. 

I want this book to be really good. I want it to challenge my writing ability and game design ability. Plus I also want it to be able to cover any "so-called" witch written about in the "Advanced-era."  If someone else's book/game/adventure set in the same era with the same or similar rule system and they have a witch character, I want my rules to be flexible enough and comprehensive enough that you could play that character using my rules. Lofty? Maybe. Do able? Certainly.

Potential High Witches

I have been tossing this idea around for a few years now. I finally hit a critical mass of notes to make it a real book. For me as much as for you, here are my posts about it. 

Links to relevant posts

Wednesday, July 24, 2024

Adventure Week: The Mosidian Temple

The Mosidian Temple
 Here is another one I have been waiting for for a bit. The Mosidian Temple is from David Flor of Darklight Interactive. With this you actually get three products. There is the The Mosidian Temple, OSRIC version, the "Developer's Cut", and the original 1983 version.

The Mosidian Temple

by David Flor, 50 pages, color covers, black & white interior art.  Art and maps from David Flor, Dean Spencer, and Dyson Logos.

So, there is a lot to love about this adventure. First, I LOVE that it is an update of something David wrote in 1983. I wish I had saved some of my adventures from then. 

You don't need all three to run the adventures, but the original and the developer's cut are so much fun. 

The adventure is a dungeon crawl, pure and simple. Don't go looking for deep plots or characters; that is a "feature" and not a "bug."  There is a background here that is reminiscent of B1 In Search of the Unknown and T1 Villiage of Hommlet. An ancient temple, set up by some former adventurers, falls into ruins. A Macguffin hunt. Evil cults. There is nothing *new* here but that is fine, in fact that is great.  

Like all good adventures of the 1980s, this one features new monsters, new magic, and plenty of interesting locales. 

Monsters are given brief stats with notes to their page numbers in the Monster Manual. Not 100% sure that is fine with the OGL, but that is just me nickpicking. There are a LOT of monsters here too. This adventure will challenge the characters. It is listed for character levels 6 to 10, and I believe it. 

Half the fun of this adventure is reading the original version and the developer notes. 

The regular and developer editions are currently $5.99, and the Original 1983 edition is PWYW. So the price is quite good really.

How I Plan to Use This

Not quite sure just yet. It has a lot of potential but mostly it is just a fun adventure. No plot, no over arching narrative, just rolling dice like it is 1983. And honestly, what more do you need?

Tuesday, July 23, 2024

Adventure Week: The Temple of the Serpent Queen

The Temple of the Serpent Queen
 Today's adventure is the eagerly anticipated adventure from The Danger Forge. If you have been on Facebook in any of the old-school groups, you have seen postings from The Danger Forge. I don't know much about them personally, but they seem to have a genuine love for all sorts of old-school style play.  And it seems, they have done their homework.

TQ1: The Temple of the Serpent Queen

This is their first adventure and you can get four different versions of it. I bought all four because I wanted to see the differences and how much work they put into making them different for the specific rules.

All four are largely the same and have only minor differences based on their OSR rules set of choice. All four are available as PDF and POD options.

It doesn't really matter which one you grab. Get the one for the rule system you are most comfortable with. 

While this is a great way to give people what they want, it also splits their sales among four different titles, making it harder for them to get a "Best Seller" medal. However, it will tell them which ruleset sells better for them.  

I am going to review all four as one. 

This adventure centers around the reawakening of Khaliassa, the ancient Serpent Queen of lost Samarra. She is a compelling NPC/Foe so building the adventure around was a good start.

Khaliassa

The adventure is 56 pages with maps (in proper Old-School blue), License declarations, and covers. The covers are full color, and the interior art is black & white. Designed for 4 to 6 characters of 5th to 7th level.

The adventure is divided into four chapters, roughly a chapter for each major location. There is some background, largely background on Khaliassa and her realm. Other than that, this adventure can be dropped into just about any campaign that has a rainforest-like environment. 

This adventure also includes plenty of new monsters, new magic, some NPCs to add to the adventure, and pre-generated characters.

The adventure itself is a simple affair. Someone has awakened an angry demi-goddess, and now she wants to rise to power again. There is even a neat little mechanic for much more powerful she gets as time goes on.

This one hits all the nostalgia buttons. 

The art is good, but the layout and presentation are excellent. The Danger Forge knows when to invoke nostalgia and when not to be a slave to it. 

Khaliassa reminds me of Shahmaran from Turkish myth, and I think I see some subtle hints that this is what The Danger Forge was going for, albeit an evil version. 

The adventure is fun and can be run in a couple of longer sessions, to be honest. If this is their first then The Danger Forge is off to a great start.

How I Plan to Use This

I have to admit when I first saw I thought I might be able to slot it in as a potential adventure for War of the Witch Queens, but the more I read it I had other ideas.

Deserts of Desolation & Death

My Deserts of Desolation & Death, the second act of the Second Campaign, is one I have been thinking about a lot lately. This would fit in perfectly between I1 Dwellers of the Forbidden City and I3 Pharaoh. Maybe as a companion adventure to I2 Tomb of the Lizard King. I can see the Lizard King and the Serpent Queen in a centuries long war. 

Considering how I am converting my "Second Campaign" over to Castles & Crusades, this would fit in just fine.

Now. Do I print it out to put in my Second Campaign binder, or do I buy a POD?

Friday, July 12, 2024

Kickstart Your Weekend: Fantastic Quest of Whimsical One & Lost Tomb of Mummy Lich

 More Maximum Mayhem adventures from Dark Wizard Games!

Fantastic Quest of Whimsical One & Lost Tomb of Mummy Lich

Fantastic Quest of Whimsical One & Lost Tomb of Mummy Lich

https://www.kickstarter.com/projects/marktaormino/mmd-10-fantastic-quest-and-mmd-11-lost-tomb?ref=theotherside

I mean by now you should know what these are all about.

The Fantastic Quest of Whimsical One features art from Erol Otus, so that is a nice added feature. 

Both of these fit well with my idea of a long campaign for B/X or OSE. And they look like a lot of fun!

No 5e versions this time around though.

Tuesday, July 9, 2024

Mail Call: More Mayhem from Dark Wizard Games

 Nice little surprise in the mail today.  Two new adventures from Mark Taormino's Maximum Mayhem adventures from Dark Wizard Games.

Adventures from Dark Wizards Games

Again there are 5e versions (for my kids) and classic OSR versions for me.

The OSR maps are in classic blue and the 5e are in full color.

Seven Golden Demons

Slime Pits of the Sewer Witch

Legend of the Seven Golden Demons is his highest-level adventure to date at levels 14-18.  This will stretch my ability to use these for OSE-Advanced, but I am sure I can do it.

Maximum Mayhem Adventures

Slime Pits of the Sewer Witch is a low-level mini-adventure that honestly looks like a lot of fun. Normally I would put this one in with the others in my Maximum Mayhem box to run as a gonzo campaign. But my box is getting full, and I can add it to my War of the Witch Queens adventures instead. 

War of the Witch Queens

 Right now I have WAY too many adventures to run, so I should maybe be more selective on what I get.

Tuesday, June 18, 2024

Mail Call: D&D History and Adventures

 It's Tuesday, and that means mail around here. It also means UPS, which delivers late in my neighborhood. It is also the release date of Wizards of the Coast's new 50th anniversary book.

New "old" D&D books

The Making of Original Dungeons & Dragons, 1970-1977 is a really great book. I can't wait to get into it more.

The Making of Original Dungeons & Dragons, 1970-1977

The Making of Original Dungeons & Dragons, 1970-1977

The Making of Original Dungeons & Dragons, 1970-1977

The Making of Original Dungeons & Dragons, 1970-1977

The Making of Original Dungeons & Dragons, 1970-1977
Original Character sheet.

I also spent some cash on a bunch of AD&D 2nd Edition Forgotten Realms adventures and sourcebooks.

AD&D 2nd Ed Forgotten Realms

AD&D 2nd Ed Forgotten Realms

AD&D 2nd Ed Forgotten Realms

I'll get to each one in turn. Looking forward to using these in my AD&D 2nd Ed game. This will be a lot of fun.