Showing posts with label BECMI. Show all posts
Showing posts with label BECMI. Show all posts

Tuesday, January 23, 2024

Mail Call: ¡Anuncio por correo! Spanish BECMI and Pacesetter Adventures

Or at least the BE part of BECMI.  So many of you know I have been learning Spanish. I mainly use Duolingo, but I also print books and audiobooks from Audible. My progress is quite slow I will admit, but the journey is half the fun really. 

Back in 2023, I got copies of the Spanish Language D&D 5th edition books for my birthday and Father's Day.  But something I have wanted since 2020 are copies of BECMI in another language. I thought I might grab one in German (a language I can still -somewhat- speak) but they are always quite expensive.

So imagine my surprise when, after posting my search for Spanish language ones, actually came through!

Spanish Language Basic and Expert

They look great, even if I can only sort of read them at the moment. But I know what is in these quite well, so that helps.

Spanish Language Basic and Expert

Versions of BECMI Basic

It is also fun to compare them to the Spanish D&D 5e books I got last year.

Spanish Language D&D

I am NO WHERE near ready to run a game in Spanish D&D. But maybe I could play one later this year.

I might just stick with Basic and Expert. I have not seen a Companion edition out for a very long time. If the price of the German one I was looking at is any indication then it is way outside of my price range.

I also got copies of some adventures (in English) from Pacesetter Games.

Adventures from Pacesetter Games

I gave Venger's Final Wish to my oldest. He is working on taking his group through all the editions of D&D.  More on that later.

Of course, I am a sucker for anything about the Vampire Queen. So this is a nice addition to my collection.  Since the Vampire Queen adventure is for B/X then maybe a "Castillo de la Reina Vampiro" is in order. 


Wednesday, January 17, 2024

Character Creation Challenge: Kersy the Sea Witch for Wasted Lands

 Both the Wasted Lands and the "I" of D&D BECMI offer paths to godhood and/or immortality.  While the Immortal rules have some, well, issues they are still a fascinating glimpse into one possible end game for D&D characters.

The path to immortality is better defined in the pages of the Wasted Lands, but no less complicated for the character (the player has an easier time understanding). Indeed, there are very, very few characters that can make it to immortality. One of my own immortal characters, Johan I, got his forever-ever-after as a Saint. 

But I do have another immortal character, one that "went through the hoops" in BECMI to get there. Granted, not a Player Character but rather an NPC.  The Witch Kersy.

Kersy's character sheets

When my characters meet Kersy for the first (and likely last) time she is already an Immortal. She is from the adventure, M1 Into the Maelstrom, so I guess that makes her Bruce Heard's character, but even he admits she is just a thinly veiled version of Circe. That's where I come in. 

Kersy's Background

In the module, we are introduced to a nascent Immortal, Kersy.  She is using her human guise as a 30th-level magic User, and she is the ruler of the Island of Turkeys.  If you think she sounds a lot like Circe and her Island of Pigs, then you are correct.  But.  Doing some deeper research into Kersy gives me a stranger tale.   Over at the Vaults of Pandius, they have expanded on her background a bit more. 

She is described as the distillation of the would-be immortal Koryis's own unwanted thoughts, urges, and feelings.  

Koryis is the Immortal Patron of Peace.  While on his epic quest, he sought to purge himself of evil in impure thoughts. He was successful, and that "impurity" manifested itself as Kersy.

At least, that is what his mythology says. 

We learn from M1 that she is a "beautiful maiden" and a "30th level magic-user." But other details are scant. From the Vaults of Pandius, we learn that she is beautiful with long raven-black hair and amber-colored eyes.  She is the Patroness of Witchcraft and Charms.  Certainly, she is more than just some cast of skin of evil.

She is also described as having "milky-white skin" (boring!), but I have been looking for an excuse to use Vanessa Williams as a witch since 1997. 

Back in 2020 I got her stated up as a 31st level Witch, just on the cusp of her own immortality.

Today I am going to try her out as a starting witch with Immortality very, very far away. Now, in canon Kersy likely started out "life" as a 31st level witch or whatever it was that Koryis was. But here I recast her as a lower level witch and working her way back up to power. She has no idea who or what she is save she is drawn to the sea and to Koryis, whom she both hates and loves. 

Once again, I can only see a young Vanessa Williams as Kersy. Halle Bailey (from the live-action Little Mermaid) would also be great.

Kersey, the Sea Witch
Kersy, the Sea Witch

Class: Sorceress (Witch)
Level: 14
Species: Human
Alignment: Twilight
Background: Sorcerous

Abilities
Strength: 12 (+0) 
Agility: 16 (+2) 
Toughness: 14 (+1) 
Intelligence: 18 (+3) N
Wits: 17 (+2) N
Persona: 18 (+3) A

Fate Points: 1d10
Defense Value: 1
Vitality: 60
Degeneracy: 1
Corruption: 1

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +2 (base) 
Ranged Bonus: +2 (base)
Spell Attack: +7
Saves: +7 (+8) to Spells and Magical effects (Sorcerer), +1 to all saves

Sorcerers Abilities
Arcana, Arcane Powers (5): Beguile, Detect Thoughts, Enhanced Senses, Pre-Cognition, Subtle Influence

Sorceress Spells
First Level: Arcane Darts, Beast Speech, Command, Predict Weather, Sleep
Second Level: Beguile Person, ESP, Invoke Fear, Paralyze Person
Third Level: Breathe Water, Cure Disease, Curse, Dispel Magic
Fourth Level: Befuddlement, Control Temperature, Illusory Landscape, Metamorphose Other
Fifth Level: Comand Winds, Dominate Other, Summon Elemental
Sixth Level: Evoke Weather, Invisible Servant, Part the Seas
Seventh Level: Mass Metamorphosis, Widdershins Dance

Heroic/Divine Touchstones 
1st Level: 1st Level Spell: Glamour
2nd Level: Control Water, Minor
3rd Level: Mode of Movement: Water Walk
4th Level: Magical Recovery
5th Level: +1 to all checks, attacks, and saves
6th Level: Immunity to Spell damage
7th Level: Increased Glamour

Heroic (Divine) Archetype: Magic, Witchcraft

Gear
Wand, Bracers of Defence

Wasted Lands as D&D BECMI

If I were to ever run a pure BECMI game again, I would use Wasted Lands as part of it. Much like Hyperborea yesterday, BECMI and Wasted Lands feel right together.

Kersy, here in this version, makes for a great Sea Witch and growing in her power on her track to immortality. For these reasons I gave her a Heroic/Divine touchstone every other level. 

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge

Thursday, September 24, 2020

Shadow Week: The Plane of Shadow and Shadar-kai

I have been talking a bit about the denizens of the Shadowfell and various Shadowy realms, but what I have not don't yet is go deeper into what the Shadowfell is or how it relates to the Demi-Plane, or Plane, of Shadow.

They are the same thing.  Ok next week...

Wait, you wanted a little more?  I suppose that a bit more is needed really. Especially since this all extends over many editions of the D&D game.

Manuals of the Planes

The idea of Planes goes all the way to the beginning of D&D really. Last week I talked about Elric and the works of Moorcock, planes are central, even essential to those stories. The same is true for D&D even if your characters never set foot off the Prime Material Plane. 

AD&D 1st Edition Manual of the Planes

The first ed MoP was a game-changer for my groups back then. Yes, a lot of the material here was cribbed from several sources; Q1, Dragon magazine, and other adventures.  But having it all one place was great and there were plenty of ideas to be had here. Though, like the Astra Dreadnought on the cover, there is not a lot here on the Demi-Plane of Shadow.  This would not be detailed until Dragon Magazine #213 for the AD&D 2nd Edition game.  Even Tales of the Outer Planes does not have anything on the Demi-Plane of Shadow.

Back then we did all sorts of mental gymnastics to square the Plane of Shadow with Ravenloft and/or the Demi-Plane of Nightmares (Mystara, in its 1st Edition version) and the Plane of Imprisonment.

There was no Manual of the Planes for AD&D 2nd ed.  That role was filled by the Planescape line.  

To get to the Plane of Shadow as it is described these days we need to move up to 3rd Edition.

D&D 3rd Edition Manual of the Planes

Like the 1st Ed version, this one was also a "game-changer." It was disliked by some for the very reason I liked it; it dared to remake the Planes.  In fact this book pointed it out that belief was largely what shaped how you viewed the planes.  I know this was touched on quite a bit in Planescape, but I didn't play a lot of Planescape so I don't know to what degree.  This should have really been a non-issue. Of course, belief changes the reality of the planes, they are all about belief. We saw that in Deities & Demigods and Legends and Lore previously. 

The planes are still largely the same so I am not going to get into the details here save for one.  The Plane of Shadow is introduced to us here. It is here we get the idea that the Plane of Shadow is a dark reflection of the Prime, or just like the narration from Tales from the Darkside told us. 

Man lives in the sunlit world of what he believes to be reality.
But...there is, unseen by most, an underworld, a place that is just as real, but not as brightly lit...a dark side.


The dark side is always there, waiting for us to enter — waiting to enter us. Until next time, try to enjoy the daylight.

The Plane of Shadow gets 5½ to 6 pages in the MoP3.  Not bad.  The adjacent Feywild is not mentioned yet, nor is the Shadowfell. But there is enough detail here to keep you busy for a while.

For monsters of the Plane of Shadow we get Ephemera, Shadow-template creatures (not undead, but magical creatures, much like the Shadows of B/X and BECMI), and the Astral Dreadnought. 

D&D 4th Edition Manual of the Planes

Here we get some more changes to the Planes and even some I did not care for, but nothing that I could not adjust easy enough.

4e though does try to incorporate everything that has gone on before. The Feywild is introduced in it's full glory for example.  The Shadowfell is now a fully-realized Plane. Over 14 pages are spent on the Shadowfell and all of it is crunch-free.  The Shadar-Kai, introduced in 3rd edition and brought into fuller focus in the 4e Monster Manual (see below) are discussed and they are not the only inhabitants of the Shadowfell.

Again, monsters of shadow are detailed and there is even Paragon Path for characters. 

As you read through the various editions there is an evolution. A guided one? Not likely, more like one building on the others with other ideas added in. But there is a solid progression from one to the other.



Shadar-kai

Shadar-kai are older than most players are likely to know.  Much like Tieflings (2e introduced) and Dragonborn (3rd ed introduced, 1st ed inspired), the Shadar-kai were introduced as a "monster" race and then quickly given rules for player characters.  In this case, they were introduced in 3e.  But much like the Plane of Shadow/Shadowfell they call home they have changed over the years.

What has been constant is that Shadar-kai are a race of humanoids that have lived in the Plane of Shadow/Shadowfell for a aeons. They are pale skinned and have a fairly flat affect.  They lack the zeal of life and need to keep themselves excited or entertained or they begin to fade away.  What that means differs from edition to edition.

Fiend Folio, D&D 3rd Edition

The Shadar-kai are introduced here as a race of elves that have been living in the plane of Shadow. Their type is "fey" in the 3rd Editon and are also called the "Shadow Fey." Here they are mostly Neutral Evil and are considered to be a race of "bitter, determined people."  They have strange weapons and are prone to hiding and deceit. Rules are given for Shadar-kail characters but they have an ECL of 4 due to hit dice and powers. 

Monster Manual, D&D 4th Edition

Here Shadar-kai takes the stage as a playable race.  They are now humans (???) but much of their background is the same. They are dedicated to the Raven Queen so they fit in well with the entire D&D4/Shadowfell connections.  There is now ECL in 4e so they can start off as 1st level characters.

They were so popular for a while there we took to calling them the "new Drow."

Mordenkainen's Tome of Foes, 5th Edition

I might be biased, but these are the best version of the Shadar-kai yet.  This one deftly combines the features of the 3rd and 4th editions versions and makes them Elves/Fey again. Though there is a lot more here with there creation and the creation of the other elven races (Eladrin, Elves, and Drow).


DumpStat does a pretty good deep dive into the Shadar-Kai and if you want more details than I have here it is a good read.

The Power Score also has done their typical quality work in their A Guide to the Shadar-Kai deep dive too. 

It would take a bit of work to square these with the Shadow Elves of Mystara/BECMI and the Shadow Fey from Kobold Press.  It might not matter for my uses anyway since Shadar-kai are not Open Gaming Content, neither are the Shadow Elves as presented in BECMI.  Shadow Fey are, via Kobold Press.  
But honestly I would want to do my own thing anyway.

Tuesday, September 22, 2020

Shadow Week: The Shadows of 4e

It seems not many people like 4th Edition Dungeons & Dragons these days.  While not surprising it is a bit disappointing. There was a solid game there and some fantastic lore built.  Creatively the authors were at the top of their design game even if the execution was a little short of the design goals.  Never the less I like to page through my 4e books as use the a lot of the fluff, and even a little bit of the crunch, for my 5e and Basic-era games. 


The following products helped define the Shadowfell, a region in the D&D Universe adjacent or part of the Plane of Shadow and connected to the Prime Material like the Feywild (Land of Faerie) is.  Essentially the Shadowfell would be that part of our world where TV shows like The Twilight Zone or Tales From the Darkside would have occurred.  So as you can imagine I was drawn to it rather quickly.

In every case I am reviewing the PDF and physical copy of the product.

H1 Keep on the Shadowfell & Quick-Start Rules

The Keep on the Shadowfell was the first-ever adventure published for the D&D 4 game.  We are introduced to the game world and the rules via a quick-start set of rules included with the game.  Nearly everything you need to get started with the D&D 4 game is here.  The adventure itself is designed to invoke memories of another keep, the Keep on the Borderlands, but here ante has been raised.  The keep is not near some giant monstrous humanoid condo, but on the veil between the material plane and the mysterious Shadowfell.   There is a lot more going on and it can feel very combat heavy and even a touch predictable.  But that is fine for a 1st adventure.  Everyone is still too busy figuring out moves and markings and surges to worry whether or not rumor X or rumor Y turns out to be true.  

It is here we are introduced to the newest god of the D&D pantheon, the Raven Queen, and this adventure starts an epic quest between the forces of good and the forces of evil in the form of Orcus.  Eventually, in later adventures the players will learn that Orcus is trying to steal the Raven Queen's power and become a God.  So there are also, er...shadows of the Throne of Bloodstone series (1e) here and eventually Dead Gods (2e).  It is also here we are re-introduced to the Shadar-kai, a humanoid race that lives in the Shadowfell and how it has changed them. It changed them a lot actually since in 3e they were elves.  Here they are human.  In 5e they will become elves again.  

I ran this adventure using the 4e rules and then again years later converting it to 5e.  It ran fantastic each time.  I also wrote up a set of conversion for BECMI style D&D Basic. I have run it, but it looks like it should work well with that too.  I start the characters off at 5th level for that. 

If you can find a copy in print it is a fun introduction to the D&D 4 game. The PDF is free at DriveThruRPG so it only costs you a click. 

Player's Option: Heroes of Shadow (4e)

The Shadowfell is now a feature of the D&D 4 landscape and many products have discussed it including many of the adventures and Monster Manuals.  With the Player's Option book we get classes and races based on the shadow realms and how they can be used.

One of D&D4's greatest strengths was it's modularity.  Adding or subtracting material from the game was easier than ever before.  It is a feature that 5e adopted, though not as radically as 4e.  Adding more classes then never felt like a bloat since you could limit the number of classes or races or any other feature.  The Player's Option books were that in execution. Heroes of Shadow introduces the Assassin class, the Blackguard Paladin option, the Vampire class, the Binder option for Warlocks, and additions to other classes such as clerics (death domain),  warlocks (gloom pact for hexblades), and the Necromancy and Nethermancy schools for wizards.  Since classes are so detailed this covers the majority of the book.

The Vampire class should be mentioned since it is different.  The idea behind it is that no matter what a person was before this, they are now a vampire and they can progress in power as a vampire.  Not for everyone, I am sure but there was an elegance to it that can't be denied. It also worked quite well to be honest.

There are some new races of course. The Revenant is back from the dead with the power of the Raven Queen with them. The Shade has traded some of their mortality for Shadow stuff.  This is the best version of the Shade since 1st ed. The Vryloka are living vampires, one of my favorites in 4e, and variations on Dwarves, Elves/Eladrin, Halflings and Humans.

There are new Paragon Paths for many classes and Epic Level Destinies.  A handful of new feats and some new equipment. 

It is a fun set of options that really had the feel of the shadow-soaked 4e world down. 

Plenty of great ideas for a 5e game using the same classes (all have 5e counterparts) or as fluff for other versions of the game. 

The Shadowfell: Gloomwrought and Beyond (4e)

Gloomwrought is a large city located in the Shadowfell. This product came in a box with a 128-page Campaign Guide, a 32-page Encounter book, a poster map of Gloomwrought, monster counters, and a 30-card deck of Despair cards.  The Despair cards were a nice feature since they could add to the mood of "gloom, despair, and agony on me."  While the cards had mechanical effects, the vast bulk of this product is fluff.  The crunch amounts to some NPCs and encounters, all easily converted. There are a couple of monsters, but they analogs in every other version of D&D. 

Gloomwrought gets the most ink here and that is fine. The city is something of a crossroads in the Shadowfell and it is likely where characters will end up.  

One of the nice things about the D&D4 Shadowfell line being done is it is now easier to go back and include something like Gloomwrought in the HPE series of adventures that had come out three years prior.  In fact, it is entirely possible to make ALL your D&D 4 experiences live and act within the Shadowfell if one chooses.  I find this personally satisfying since my 2nd Ed AD&D experiences are largely molded by my chosen campaign world of Ravenloft. 

Use with BECMI or 5e

If you look back at my "sunk costs" posts I have been building this idea of running the HPE series with either BECMI or 5e from a 4e conversion.  These books could work rather well with those ideas.

Monday, September 21, 2020

Shadow Week: Review, GAZ13 The Shadow Elves

Today is the start of my "Shadow Week" where I am going to spend some time with various Shadow Elves and Shadow Fey products. Today in lieu of a Monstrous Monday I want to talk about a classic Basic D&D (BECMI) resource, GAZ13 The Shadow Elves.

The world of Mystara/The Known World doesn't have Drow, but they do have Shadow Elves that fill the same ecological niche, but not the same mythological niche.  Like the drow, the shadow elves do live underground, are harmed by bright light and separated from the main, light elf, race many centuries ago. And that is where the similarities end.  

To understand the Shadow Elves best it is helpful to understand a bit about the world of Mystara and their Immortals.

For the unintiated Mystara does not have gods, but rather immortals, that help guide the affairs of mortals. The immortals in question here are Rafiel and Atzanteotl.  I will deal with them in the review, but sufice to say that Immortals of Mystara tend to meddle in the affairs of entire races.  Shadow Elves are a prime example.   This book is also one of the first introductions to the Hollow World of Mystara.

GAZ13 The Shadow Elves

This book is a 103 pdf, larger PoD book.  It was originally published in 1990 and it was written by Carl Sargent and Gary Thomas. Cover art is by the fantastic Clyde Caldwell with interior art by the equally fantastic Stephen Fabian.   The book was designed for the Dungeons & Dragons, aka Basic or BECM line.  I am reviewing the PDF and PoD version from DriveThruRPG.

The book is split up into a Player's Section and a Dungeon Master's Section. While each is numbered starting at "1".  The table of contents (printed) starts with the Players Section, but the book (PDF and POD, and hyperlinked bookmarks) start with the DMs section and then the Player's section. The Player's section does say "READ THIS BOOKLET FIRST!"  So I think I am going to star with the Player's Section.  This only makes sense since all DMs are also players.

Player's Section

This 32-page section introduces us to the book and to the Shadow Elves. This section also includes the very helpful "Other Books to Use" which gives some resources that would be helpful for a player dealing with the lands of the Shadow Elves, mostly GAZ 5, The Elves of Alheim and GAZ 10 The Orcs of Thar.  I also found that GAZ3 The Principalities of Glantri was also useful. 


Here we are introduced to the Immortal Rafiel and how he and his works have really guided the Shadow Elves to their modern state after their split with the Light Elves. This covers the history of the Shadow Elves as they know it. It is an interesting read and does exactly what it supposed to do, separates the Shadow Elves from the more popular Drow. You get an idea for the size of the Shadow elf realms (larger than any other country covered by the GAZ series.) and how the various settlements/cities are connected.  You get an overview/example of a day in the life a Shadow Elf. The importance of the Shadow Elf shamans (clerics) and the "Soul" crystals in the birth of a new Shadow Elf is covered and how important each birth is.  (This is something that is actually revisited in 5th Edition D&D Elves).  

There is a great section on Creating and Playing a Shadow Elf. This speaks to the strength of D&D BECMI. It can easily allow a new race/class without "breaking the rules" as it were.  Shadow Elves can advance farther than surface elves. This is explained by their unique nature.  New skills for Shadow Elves are also covered.  There are also many "new" spells for Shadow Elves.  I say "new" since many are from AD&D or alterations of other D&D spells.  Additionally, you can play a Shadow Elf shaman (cleric).  It is one of the best examples of playing a D&D / BECMI Shaman.  The Shaman has a few more spells, most of these are newer though there are some reused AD&D spells.  Note: I say "reused" not imply that these spells are somehow lesser, they are not.  They are all (for the most part) new to D&D BECMI, but players of other editions will recognize them.  

The player's section has a yellowish background. It does not make it difficult to read at all, but it does make it visually separate from the DM's section.

Dungeon Master's Section

This section is 64-pages with inserts.  The Immortal Rafiel is the primary focus of this section, or at least his importance is stressed.  He was not the genesis of the Shadow Elves, but he certainly shaped their evolution. He is the center of their religious life and since religion features so much in their everyday life, Rafiel is central to everything. 

While the Player's Section gives us the Shadow Elves as they see themselves, this section gives us Shadow Elves and their history as the Immortals see it.  Their story begins 6,000 years ago (5,000 BC) when Mystara was young and Blackmoor was a magical and technological global power.  The elves were living in what would become Glantri until 3,000 BC when Blackmoor was destroyed and the Great Rain of Fire happened. Mystara was knocked off her axis and ice caps melted and new ones froze.  The Shadow Elves sought safety and sanctuary underground.  

Here they encountered the followers of Atzanteotl, and evil Immortal, and some began to follow him, but most moved on and soon found Rafiel.   Now here is where things get uniquely "Mystara". Rafiel was a Nuclear Physicist in Blackmoor.  The explosion that nearly destroyed Mystara was his reactor. OR his reactor saved him when the Rain of Fire ( not to be confused with the Rain of Colorless Fire from Greyhawk) happened.  In any case, this former human now leads and protects the Shadow Elves. Back to history, there is a nice objective timeline that covers what the Shadow Elves have done in their time below the surface.  Including learning that others did survive (they thought all life had perished) and what they want to do about Alfhiem. Here you learn also that there are some false beliefs purposely put into the player's section that are corrected here.  For example, the "Soul Crystals" do not contain or house the souls of elves as all Shadow Elves believe, instead they are bits of the Radiance (from under Glantri) that are the nuclear equivalent of magic or the magical equivalent of nuclear energy.  Science and Magic get blended a lot when dealing with Blackmoor. 

Shamans and their roles are also covered in more detail here.  It is here since there are secrets that a Shama learns as they progress in levels that are supposed to remain unknown to them at lower levels. A really nice way of doing it if you ask me. This includes some new Shamanic spells. 


The geography of the Shadow Elves' lands is covered. Including the towns, major cities, and the passageways in between. Also covered are the possible location of more soul crystals and how many.  We also see the different types of animals living near or with the Shadow Elves including the "Skinwing" or a flying dinosaur they use for patrols.  This is reminiscent of both the Mahars of Pellucidar and the running lizards of the drow.  A couple of other monsters are presented, but I would have liked to have seen some more. Likely these would have been covered in other Gaz products. 

There is a neat little section on what everyone else thinks of the Shadow Elves include Glantri scholars, orcs, elves in Alfheim, and a dwarf.  Later on, we also get what Shadow Elves in other lands are up too. 

Several important NPCs are also covered including Rafiel and Atzanteotl. 


There is also a Shadow Elf specific character sheet.  I stress function over form. 

The PDF has maps you can print out and the Print version has the maps bound in the pages. 

The text is easy to read if it is a scan of a printed document. 

The PDF is $9.99 and the softcover POD + PDF is $18.00.  If you are getting the POD it is worth it to add the $2 to get the PDF to print out the maps and character sheets.

Using this Book and Shadow Elves

If you are unfamiliar with Mystara then some of the ideas mentioned inside will sound "out there" to other D&D players. Nuclear explosions? Post-Apocalypic Elves? Immortal physicists? Aztec like humans living in a Hollow Earth?  But they are all perfectly sensible in a Mystara campaign.  

The writing of this Gazzateer is top-notch, easily one of the best, and right up there with GAZ 3.  The Shadow Elves are also a little more interesting than Drow in my opinion.  Their lives make perfect sense once you see things from their own point of view. They would in fact make a fine replacement for the Drow in many games. 

The player's section would work "AS IS" for most versions of D&D.   Shadow Elf Shamans are easily converted to future D&D Clerics.  Adding them as a race or type of elf is also very easy.

Honestly, they are perfect for anyone that wants to play a Drow but wants something that is a little different. 

For my Week of Shadow, I want to come back to these guys a little later and see how they might fit in to other types of Shadow Elves / Shadow Fey.

Thursday, August 20, 2020

#RPGaDAY 2020: Day 20 Investigate

I have made some off-handed comments here, and on Facebook and other social media platforms, but nothin solid or concrete yet.  So now is that time. I am pulling together several loose ideas and a couple more developed ones into a single narrative.  

All summer long I have been fairly focused on some "Basic-era" games.  In particular OSE, BXRPG, and BECMI.  I knew I was going to get a game together using one or more of these rules.  I also have a big campaign I want to do, War of the Witch Queens, which I have been going back and forth on; should it be Basic-Era (BECMI in particular) or Castles & Crusades.

The premise is simple really, deceptively so.
While our intrepid adventurers are doing their normal adventuring thing they notice that there are an awful lot of powerful, but low level, witches causing troubles.  Making power grabs and largely being a problem.  The adventurers discover, but some means not fully developed yet, that the problem is the witch hierarchy is in shambles.  Someone has murdered the High Queen of Witches.

I said this bit before, but every 13 years the witches gather to choose a new High Queen of Witches. While all the Witch Queens, leaders of their respective traditions, have a say in truth it is the current High Queen that chooses the new High Queen.  This year the witches have gathered and the High Queen has been killed.  Every Witch Queen suspects the others and the entire power structure is in shambles. 

That is the goal.  The characters have to investigate the murder and find out who did it.

Simple, right?  Well...the trouble is that for the most part I don't know who did it. At least not yet.

Here are the details.

Who was murdered? The High Queen of Witches.
How was she killed? It looks like a mundane dagger. But that can't be it right??
Why was she killed? Unknow, it is suspected that one of the out-of-favor Queens did it.
Are we sure? No. Witches are not allowed to harm each other.  This taboo gets more powerful as the witch increases in level.  The powerful the witch, the less able she is to harm another witch.  I call this the Pact of Baba Yaga. She demanded that no witch harms another or SHE will come in and do the harming. 
Ok, why was she really killed? To destabilize the power base of the witches.  The Witch Queens keep the lower level witches in line.  They can't harm them directly...but you can be surprised what they can do.

So, this puts me on an investigation of my own.  Essentially I have to go through the mystery myself and see where it leads me. But this isn't just a murder mystery.  This is a power grab.  Someone wanted the High Witch Queen dead to destabilize the witch power structure on purpose. Who would want to do that?  The other Witch Queens?  No. Can't be one of them. They can't actually harm each other due to the Pact of Baba Yaga.  Plus, why would they want too? Without that High Queen the witches will start warring, start causing trouble and basically doing all the things that got them all sent to the gallows and the stake the first time around.  Plus any new High Queen is going to spend most of her 13 years ruling just cleaning up the mess of the last 13 months.  No.  This is someone outside the hierarchy looking to weaken the witches.

But who?

Enter Kelek the Cruel.

Kelek has the notable distinction of being the first AD&D Toy Line product I ever bought. I thought he would be great as an antagonist, but in the end, I never used him.  In my investigations of Skylla, I also ran into more details about Kelek.  I learned that like Skylla, Kelek was changed to evil by the Heartstone. He also was a friend to Ringlerun, the good wizard. Skylla had been Ringlerun's apprentice, but now she works with Kelek.  Kelek seems more than happy to use her to his own ends.

Then I discovered two details that really sold it for me.  

First. Kelek was in the Dungeons and Dragons cartoon, Episode "Valley of the Unicorns", where he unwillingly served Venger.  That is not the important bit.  The important bit is who wrote the episode.

Yes. Paul Dini. The same Paul Dini that invented Harley Quinn, wrote SO MUCH material about Zatanna and gave us the definitive Evil-Lyn episode of the Masters of the Universe, "The Witch and the Warrior."


I don't know about you, but for me, that is a pedigree.

Second, and this happened while doing my investigations of both Kelek and Skylla and BECMI related merchandise, I found that Kelek was featured a lot in the AD&D coloring books and in the D&D story books for kids.

In one, The Treasure of Time, Kelek is creeping on Charmay (the good magic-user, and subject of a crazy idea of mine) where he discovers a map to the "Treasure of Time".  Long story (ok it is not that long) short, he finds the treasure and becomes young again, but loses all his knowledge of magic. 

He is humiliated by Charmay who laughs at him while he cries.

The thought occurred to me. Here is a guy that obviously already has issues. Bullied by Venger, humiliated by Charmay, and wants nothing more than to be the Master of all Evil Magic according to his bio in the Shady Dragon Inn and has no problem destroying Skylla once he gets what he wants.

I have been watching a lot of the new Harley Quinn animated series lately where they have Doctor Psycho as a full-on misogynistic asshole.  Further strengthens that Paul Dini connection (I know. He has nothing to do with that show, but there would have never been that show had it not been for Dini) and make Kelek the same.  It's not a stretch really.  Plus it also allows me to play with current politics in my game.  Taking an old misogynistic white dude (and likely aging incel. he had to lure those unicorns in some way) and make him the bad guy in a situation were witches/women hold more power than he does and he wants. 

I have not decided though if Skylla is working with him on this.  Either he has promised her the High Witch Queen crown OR if he is manipulating her as well.


After his defeat at the hands of Charmay, a bitter Kelek had no choice but to go back to magic school and relearn everything.  Only this time instead of a bright young man who had a friend (Ringlerun) with him, he is a bitter old-man in a young man's body.  That also makes him extremely focused. He doesn't go for the types of fun that a young magic-school student might get into. Instead he is bitter, focuses 100% of time on his studies and plots of revenge.  In the process, he sees "enemies" everywhere.  Everyone is trying to stop him or mock him and he is SOOOO much smarter than these fools around him.  It is easy to think of someone like this in real life. He hates his fellow students because they are so stupid in his mind. He hates his teachers because in his mind he has already done far more than they have. Every day that they have to teach him something he already knew long ago, but can't quite remember, is a stinging reminder of his defeat.

Why is Kelek going after the witches? Well he hates women and his old friend and enemy Ringlerun died of natural causes, robbing Kelek of the chance to kill him. 

Sometimes I like to make villains that you can relate too. It's my Lex Luthor philosophy.  Lex never thinks he is the villain, he is the Hero, and that flying abomination is the villain. 

Kelek is just an asshole whose thoughts are so twisted in on themselves that he doesn't care if he is the villain or the hero, he is just going make everyone that laughed at him pay.  No one will stop him because he is so much smarter than everyone around him.

And those types of villains are really fun to defeat.

Wednesday, August 19, 2020

#RPGaDAY 2020: Day 19 Tower

Why do wizards have towers?

Thieves get to start guilds, fighters get strongholds and clerics get to establish churches.  Wizards get a tower.  Seems a little weak if you ask me.  But there are some good reasons.

The wizard in his* tower likely goes all the way back to Merlin if not before.  

I do say "his" in this case since the archetypical wizard in the tower was always depicted as male.  Witches get an even worse deal, relegated to just a hut or cabin.

So for a game steeped in medieval quasi-history and tropes, the fastnesses of the other classes make sense.  As does the wizard tower.

The tower represents a sense of isolationism and separation from the rest of humanity.  To reach the top takes work, takes effort. 
Much like becoming a wizard in the first place.

There are also academic associations. We call institutions of higher learning the "Ivory Tower" not just for their remoteness and inaccessibility to the hoi polloi, but also a reflection of the inhabitants' distance from the affairs of the world. 

The Tower (capital T) represents, in the physical, the "otherness" of the wizard.

It can also represent the hubris of the wizard as depicted in the Major Arcana of the Tarot.  I always thought the Tower here was allegorical, like the Tower of Babel from the Abrahamic religions. "You can be powerful, but not too powerful."

I am not a map-maker. But in my spare-time (hahahahahaha) I have been picking at a tower that I might feature in one of my games.  The top of the tower is for star-gazing and for magic that needs to be done under the sky.  The tower also extends down to a lower chamber for darker magics.  Maybe I'll make it part of my BECMI campaign I am planning.  I do have the ground floor all mapped.  There is a statue of a syncretized Ereshkigal-Hecate-Cardea guarding the doorways to the upper levels and lower levels.

Maybe I get my son to 3D print one for me.

Sunday, August 9, 2020

#RPGaDAY 2020: Day 9 Light

Hmm. Light. Light has not been on my mind very much lately.

Shadow has.

Often when talking about light one also brings up dark as in the opposite of, or the absence of, light.  If you pay any attention to what is going on in the world of D&D publishing now there has been a strong push to change, or alter, the nature of certain "dark" races like Drow and Orcs.  I am not going to get into that today, nor do I even find the topic particularly interesting.  Want "good" Drow? Ok. Fine have them. Want good orcs? Sure! They existed in 2nd Ed, nothing new here. My Desert Orcs have been portrayed as "good" since I came up with them.

But if an "evil" race or species can be good, then a "good" race can also be evil.  I pretty much play elves as xenophobic assholes who really don't give two-shits about humans and frankly are just hoping they all kill themselves off.  Are they evil? No, but they are not "good" either.

But extremes are dull. They are cartoon versions of the people I want to represent.  Give me nuance. Give me flaws AND strengths.  Good and Evil. Light and Dark.  

Give me Shadows.

I got to thinking back in June when I was doing my BECMI work I picked a copy of the Shadow Elves guide for the BECMI system.   The Shadow Elves of Mystara are more interesting than Drow.  They are little more nuanced than the Drow are, and this was back in the late 80s.

While reading this I could not help but think of the Shadar-kai from newer D&D. The Shadar-kai from 3rd and 5th Edition D&D are a type of elf/fey, but they were more human-like in D&D 4 where they got the largest treatment.  

There is also the Shadow Fey from Kobold Press which are also interesting.

Between all these treatments there is something I am sure I can use. 


Wednesday, July 22, 2020

B/X Boxing Match: OSE vs. BX RPG

One question I have been getting since I purchased both the Pacesetter BX RPG and Necrotic Gnome's Old-School Essentials is "which one is better?"

Truthfully I am not really interested in "better" but instead "which is best for me" and "which one satisfies it's design goals best?"

Well, lets have a look!


Before I start let's agree on some terms and shorthand.

B/X refers to the D&D Basic and D&D Expert Boxed Sets edited by Tom Moldvay (Basic) and David Cook and Steven Marsh (Expert). 

BECMI while it might not come up, refers to the Basic, Expert, Companion, Master, Immortal sets edited by Frank Mentzer.  Unless a distinction needs to be made I am always referring to the B/X versions of Basic and Expert rules.

OSE refers to the Old School Essentials set from Gavin Norman and Necrotic Gnome. In truth I also mean OSE and the Fantasy rules.
OSE-Advanced refers to OSE with the Advanced add-ons; classes and spells.

BX RPG refers to the BX RPG by Bill Barsh and Pacesetter Games and Simulations.

The "Gold Standard" for any comparison is the B/X set.

I want to state unequivocally that I am very, very fond of all four of the above-mentioned games and they all have a place on my table.  Each one is used in my games. Sometimes separately, sometimes all at once.

Match 1: How well does the game emulate B/X?
So our first match is how well does each game emulate the source material of B/X.  
If we are talking "Rules as Written" then clear winner here is OSE.  If we are talking "Rules as played" then it can be a toss-up between OSE-Advanced and BX.  Both offer different takes on B/X + Advanced.  
I can recall my first paladin character was made in a mix of Expert and Advanced rules.  Eventually, BECMI would give us a Paladin, but mine was pure B/X.  Both sets offer a paladin class (among others) and they are roughly equivalent. 



Match 2: Layout and Art
The OSE game is a marvel of layout efficiency, modular design, and artistic expression.  There is not a ton of art in OSE, but what there is packs a punch.  Both OSE and BX feature "old-school esthetic" in terms of black & white art.  This is not a detractor, but rather a feature for me.
My biggest issue with OSE's layout is that it is TOO efficient and sometimes that leaves it feeling a little bit sterile.  Efficiency and modularity are two of the set's design goals so it is hard to fault them here.
BX RPG needs another round of QA check, but otherwise, it also meets their stated design goals.
OSE edges out here. 

Match 3: Options
Out of the box BX offers more options than core OSE. More classes, races, levels, spells, and levels. Here OSE's strength of emulation works against it.  If you have B/X and can play it without looking things up then OSE Core has little more to offer you.  
Adding the OSE-Advanced options makes it more attractive to the current B/X player looking for more but not wanting to dive deep in the AD&D ocean.  Still, even with these options in place, BX RPG edges out OSE.
Both games are promising even more options in the future so this one could be close for some time to come.

Match 4: Playability
OSE is so well organized it not only edges out the original B/X in this regard but even the well organized BECMI.  OSE though works best for players already experienced in B/X or any flavor of D&D. The modularity of OSE rivals that of 4e.  That is not a slight, but rather a compliment. The layout and modularity of 4e was a design masterpiece. 
BX RPG is less organized, but there is so much explanatory material that it is perfect for newer players or someone with no experience with B/X and wants to give it a try.
Verdict? If you have B/X experience then OSE is best. If you are new to B/X then BX RPG.

Match 5: Price per Value
This is much harder.  Both games are priced well. 

The physical BX RPG boxed set comes with books, adventures, and dice for US$50.  Though it is hard to tell exactly what is in the box from Pacesetter's website.  So I am not sure what is exactly in the box other than the rule books. This is just the physical books, no PDFs.

The OSE Boxed set can be configured in a number of ways on the Necrotic Gnome website. The Classic set, closest to the B/X game, is available in a box with hardcover digest sized books and PDFs for €60,00 (presently about US$68.50).  You can add on the OSE-Advanced options. 

OSE has a sturdier box and hardcover books and comes in a single volume option.
BX RPG has good box with room for dice and adventures.

So lower price entry for the boxed sets for BX RPG.  More buying options for OSE.

Which one is for you?
I hate to dodge this one, but that is really up to you and the games you are going to run.

For me? I am happy to have both systems. I think there is a slight edge on BX RPG for players and a similar edge for Game Masters for OSE.  The options of BX RPG make it more attractive to the player and the OSE-Advanced books work fine with BX and B/X (even BECMI).  The organization of OSE makes it a dream to run and find things.

One thing for sure for me, if I were to run either game I would invest in about four or five extra player books for the players.

BX RPG Player books can be bought here, PDF and Print.
Old-School Essentials Classic Fantasy: Player's Rules Tome, PDF and Print/PDF.
(Note if you are outside of Europe you might want to go with this site for OSE products.)

Friday, July 17, 2020

#FollowFriday Mystara Edition

It's late, but it is still Friday!

I thought it might be fun to do a Follow Friday Mystara Edition since Mystara and BECMI are still fresh on my mind. 


Of all the D&D worlds Mystara seems to have the most active fanbase of any I have encountered.  Edition change, but Mystara remains.  The amount of material out there lends a lot of credence to this.

Facebook
There is a lot here!

Twitter (and more)

The *in*famous Mr. Glen Welchhttps://twitter.com/Mystara9
He also has an extensive YouTube channel full of Mystara goodness,  https://www.youtube.com/playlist?list=PLI27Za9sqyRVnc9-naoDIWQ_6MM6ONwQy

Justin Pfeil Draws, the mind behind the Keep on the Borderlands webcomic, https://twitter.com/comics_alert 

MeWe
Well this Facebook challenger / Google+ replacement didn't get as popular as they would have liked but there are still some groups there worth looking into.

Mystara

Share, Follow, and encourage others to do so as well.

Happy Friday!

Thursday, July 16, 2020

That's So Raven! Raven Swordsmistress of Chaos for BECMI

Raven by Luis Royo
Back in 1987, I was a freshman in college. My then Favorite Local Game Store was also my Favorite Local Used Book Store.  They sold new books, used books as well as new and old gamebooks.  I got a copy of the first printing Deities & Demigods here along with scores of old copies of Dragon and White Dwarf.  

One book they always prominently displayed was the American versions of Raven Swordsmistress of Chaos.  

I never grabbed the book but as an 18-year-old guy, I always was attracted to the covers. I even had a character named Raven, who like the cover, was blonde and had a pet raven.  I was vaguely aware there were more books in the series, but never knew how many. 

Over the last couple of years, I have been on a quest to find and read all the Raven books by "Richard Kirk" who was, in reality, the pen name of authors Angus Wells and Robert Holdstock.  Both wrote Book 1 and then they alternated with Wells on Books 3 and 5 and Holdstock on Books 2 and 4.

Well, I succeeded in my quest and I found them all and read them.
While they are not...good...they are fun little romp in late 70s Swords and Sorcery (and Sex, but not as much as the Corgi covers hint at). Sometimes described as a mildly ribald Red Sonja or a less ribald Ghita Of Alizar. The books however perfect for game fodder. 

Others have reviewed the books and I went back and forth on whether I should do the same.  So instead I am just going to link out to some of the better reviews and retrospectives for your own reading.

I figured there are five books in the Raven saga and there are five rule sets in the BECMI series.  
Seems like a good fit.  Plus it let's me try out each set of rules with a character.

I also did this with my very first character, the Lawful Cleric Johan Werper. While I find him interesting I figure you all would like to see Raven more. Also I wanted to get a good feel for how the fighter works in all sets AND the advanced fighter paths from the Companion rules.  So let's get to it!

Raven Swordsmistress of Chaos

Raven from Heroforge
The story Raven begins with that of a runaway slave girl named Su'ann. She is rescued by a mysterious warlock-like character named Spellbinder, who recognizes that she is "the pivot on which the world turns" partially because she is also protected by giant Raven and he senses something in her.  Spellbinder and Su'ann, now calling herself "Raven," hook up with a band of outlaws and pirates.  They go from adventure to adventure but all the time Raven is training with swords, spears, and what would become her "trademark" a set of throwing stars.  It was the 70s, man.  Raven though is not training out of boredom, nor even for the higher purpose fate seems to have, but is very vague about, for her.  She wants to kill her former slave owner, the Swordsmaster Karl Ir Donwayne.  
While Raven is the cover girl and the eponymous main character, Spellbinder narrates and tells the events many years after the fact. Even the scenes where he was not present.  

The story is one that is simple, but close to many FRP gamers. Raven wants to kill Karl Ir Donwayne. How is it going to do that? Well, they need to Skull of Quez to appease this ruler to get to Donwayne. But they have to find the mysterious island first and then kill the beastmen. And there are shadowy loners, men with mysterious pasts. Raven jumps in and out of bed with Spellbinder, Gondar the Pirate captain, and even Krya M'ystral, the Queen and sister of the ruler they were trying to go see.  This is all in the first book.  There is a nice gory battle with Karl Ir Donwayne too, but he comes back in future books to bother Raven some more.

We never get a satisfactory end to Raven's story.  Book 5 just ends.  Though all the books are told from Spellbinder's point of view they could be out of order.  We do know that Raven met some sort of end between Book 5 and Spellbinder's remembering which seems to take place many years later. Maybe she became that agent of Chaos after all.

For this I am going to stat up Raven for each rule set in the BECMI rules, trying to feature what I feel are the best parts.  I am also going to try to feature what I can from what she was doing in the books.

Raven, ePic Character Generator


Sheets are from The Mad Irishman

Basic


Here is the Basic version of Raven.  The hardest this is always to guess at what any one character's numbers are going to be. I figure she had good strength and constitution as well as high dexterity since she favors the throwing stars.  Her charisma is very high, not because of her looks, but because she inspires a lot of loyalty from the cutthroats she usually hangs out with.

She is a fighter. No doubt. I also gave her alignment as Chaotic.  She is a force of chaos, but she is also a killer.  For this example, I thought putting her at level 3, or "Swordmistress" (no middle "s" like the books) was appropriate even for her first book.

You can see her full Basic sheet here (click for larger): 



Expert


Fighters don't get a lot in the Expert set. So for her 2nd book I just advanced her to 9th level "Lady" and gave her some magical chain mail.

You can see her full Expert sheet here (click for larger): 



Companion


Ah now here are some changes!

In the Companion rules, we have more going on.  First I wanted to have her become an Avenger or the Chaotic traveling Fighter.  She obviously has no lands to call her own and she is still going about killing things.  But the Avenger gives her some Clerical ability.

Magic is rare and dangerous in Raven's world.  But everyone seems to have some sort of supernatural sort of talent.  So for Raven, I choose spells that fit in with role as the "pivot on which the world turns" and other things like her raven companion.  So things like "detect magic" and "cause fear" made sense. She also got the 3rd level spell "striking" since that covers a lot of what could be a natural talent.

She also gets 2 attacks per round now at 18th level.

You can see her full Companion sheet here (click for larger): 



Master


Master level Raven is really Ultimate Raven.  This is the Raven that goes toe to toe with gods and spirits and comes out unscathed. 

She gets three attacks per round now and I implemented the Weapon Mastery Rules to give her mastery over the sword and her throwing stars. 
She gets more cleric spells, this time to the 10th level of ability.  Some spells are easily explained by her connection to her bird, fate, and chaos.  Others can be explained by natural ability. "Commune" for example is with her bird and the forces of Chaos only.  "Speak with Animals" can be roughly explained by her time with the animal men. Others could be when she was dealing with weird supernatural forces.

She also gets 3 attacks per round now.

You can see her full Master sheet here (click for larger): 



Immortal


This sheet is largely incomplete.  It is also the most different of the other four (printed from my DTRPG copy) and interestingly enough the only book in series that I don't have an American (Royo cover) edition of.  I do have the British Corgi version with the Chris AchillĆ©os cover.  

I made a lot of guesses as to what sort of Immortal she would be and just cheated and made her an Initiate. I might try this again with one of my own characters that I know better. 

You can see her full Immortal sheet here (click for larger): 


All in all I rather pleased with these. I am curious to hear from anyone that has also read these books.
As far as BECMI character I am happy with it.

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