Showing posts with label CnC. Show all posts
Showing posts with label CnC. Show all posts

Thursday, March 28, 2024

More Lejendary Adventures

 Lejendary Adventures had its heyday from 1999 to 2008 or so. Not bad when you think about it. The game had its own problems (a lot of problems), but the biggest issue was the introduction of Dungeons & Dragons 3rd Edition and the OGL, which took the gaming world by storm.

Lejendary Adventure Books

Still, it seems that Legendary Adventure had its devoted fanbase. It left Hekaforge and then moved over to Troll Lords for a time while Gary was partnering with the Trolls. Sadly, that partnership ended with Gary's death and the bad advice Gail was getting that Gary's material would be worth more if she waited a bit. Now we are at a time where the Troll Lords have their licenses back to do Gary's material. Does that mean we will see more Lejendary Adventures?  Somehow I doubt it. The Trolls have a great game in Castles & Crusades, one that Gary himself called the "Spiritual Successor to AD&D," and Lejendary Adventures...well, it was always late 80s game design introduced in the late 90s. It was "old feeling" then, and it would fare much better today.

Still, there is nice support for it on Dragonsfoot, and the Perilous Journeys Publishing company has produced a Steam Punk game, SteamCraft, that uses the same (close) system. Here, it seems to work much better. The world even feels like the same Lejendary Earth in the Steam Age. 

So while Lejendary Adventure might not be the game for me (or even for many) it is the game for a lot of others and they all seem to say something rather similar; the game reads poorly but plays great.  I can certainly see that with SteamCraft. 

My Future with LA/Lejendary Earth

I half-joked that I am just mental enough to want to try and merge AD&D, Mythus, and Lejendary Adventures into one game but sane enough to realize that it is, well, completely insane. 

But there are, as I have mentioned many times, some interesting ideas here.

So how about this. What about a world, obviously related to Oerth, Learth, and Ærth, with these "legendary" and "mythic" connections.  It would need to be conventionally Earth-like to do the things in Dangerous Journey/Mythus and Lejendary Adventures, but also fantastical enough to cover the Oerth and maybe even Urt, which also seem to have the Gygax connection. 

I also joked that with Earth, Oerth, Learth, Urt, and Ærth all we were missing was Ierth or Iarth. There is an Uerth and a Yarth mentioned by Gygax. On Uerth, Iggwilv/Tasha's double is a sorceress known as "Ahsat."

I will not create a new RPG rule system for a thought experiment like this. I don't have that sort of time or inclination. BUT I do have a system that is AD&D adjacent, has a lot of options, and is already tied to a mythic Earth. That system is Castles & Crusades. Their world is Aihrde, but originally it was called Erde, which is the German word for Earth.  I should point out that Tolkien (a professor of Middle English) used Arda as the name for his Middle Earth.

Now Troll Lords have a great world, filled with history and myths, and so on. But they also have the Codices which detail Earth's mythologies.

So. How about this.

There is a world, right now I am calling Erde but that can change, that looks like Earth. It has similar but different land masses. Say something like the Earth clones we see in Star Trek or Mondas from Doctor Who.

I would use the Castles & Crusades system. Use all their mythological codices, and adopt ideas from Dangerous Journeys and Lejendary Adventure. It could be fun. I could find places for all the Gygax adventures on Earth, like the GDQ series (and T and some B) and find ways to work them into an Earth, not Oerth background. If I am doing that I might as well include my various myths like my Roman/Germanic pantheon. Thanks to the magic of the Internet I even have an idea about some of the Lejendary Earth gods

I don't know. Maybe I am desperate to make something out of both of these games. More Sunk Cost Falicies, I guess.  I mean I have Wasted Lands for my "near Earth" games, but it's still not quite this Erde thing I am trying for. 

Ah well. Let's see what develops here.

Friday, March 15, 2024

Kickstart Your Weekend: Kickstarter Overload!

 There were so many this week, and so many were good ones. Let's get going.

Tales of Voracious: Ragnarok

Tales of Voracious: Ragnarok

https://www.kickstarter.com/projects/bluestocking/tales-of-voracious-ragnarok?ref=theotherside

Kate Bullock is back with a new set of erotic horror monster tales.  This one covers the nine realms fo Norse Myths. If it is anything like her first book in this series then it should be a lot of fun. This one has the added benefit of a connecting theme.  

Kate is a great write and great person to boot, so I'd love to see this one do well.

Fey Earth

Fey Earth

https://www.kickstarter.com/projects/brambleheartgames/fey-earth-1?ref=theotherside

I have been following this one for a while now, and their Kickstarter is live. It is set in the 19th Century and has Fey races, magic, and more. That sounds exactly like my cup of tea, to be honest.  Add in some witches and that makes it a must buy! 

So yeah, I know next to nothing about the system but the premise sounds good and the art is great. I also want this one to do well.

The tiers are nice and simple. Easy to figure out what I want.

THE EXPANSE Collectible Action Figures

THE EXPANSE Collectible Action Figures

https://www.kickstarter.com/projects/thenacellecompany/the-expanse-collectable-action-figures?ref=theotherside

Before it was a TV Series, or a Green Ronin RPG, or a Book Series, the Expanse was a d20 Modern game. I just learned that today.  This Kickstarter is for action figure line. Because really, you need Chrisjen Avasarala and Camina Drummer figures!

As of this writing this has not hit it's goals yet, but I am sure it will get there.

Gary Gygax's World Builders Archive

Gary Gygax's World Builders Archive

https://www.kickstarter.com/projects/ckg/gary-gygaxs-gygaxian-fantasy-worlds?ref=theotherside

Troll Lords continues to add weight to their claim that Castles & Crusades IS the spiritual successor to AD&D. This Kickstarter brings new Gygax material to C&C.

There is so much here that I can't get into it. If the name Gygax means anything to you then click on this and see what they have.

BX Advanced Bestiary, Vol. 2

BX Advanced Bestiary, Vol. 2

https://www.kickstarter.com/projects/thirdkingdom/bx-advanced-bestiary-vol-2?ref=theotherside

More monsters are always great! The only I like more than making monsters is reading about them so this one is also a must-get for me.

Legend of Seven Golden Demons & Slime Pits of Sewer Witch

Legend of Seven Golden Demons & Slime Pits of Sewer Witch

Legend of Seven Golden Demons & Slime Pits of Sewer Witch

https://www.kickstarter.com/projects/marktaormino/legend-of-seven-golden-demons-and-slime-pits-of-sewer-witch?ref=theotherside

Mentioned this one last week, but it is worth repeating!

NOW some upcoming ones.

Djinn Unboxed - NSFW Artbook

Djinn Unboxed - NSFW Artbook

https://www.kickstarter.com/projects/djinnintheshade/djinn-unboxed-nsfw-artbook?ref=theotherside

Djinn is a great friend of the Other Side. I feature her art here a lot. She is coming out with her own art book and it should be great.

Not live yet, but please sign up for updates.

Murders at Lorelahc Manor - a mystery campaign for D&D 5e!

Murders at Lorelahc Manor - a mystery campaign for D&D 5e!

https://www.kickstarter.com/projects/margomods/murders-at-lorelahc-manor-5e?ref=theotherside

This one is also not out yet. But a murder mystery for D&D? Hell yes!

There is also a pre-launch page for it on Backerkit.

Sign up for more details.

And of course, this one!

Thirteen Parsecs

Thirteen Parsecs

http://tinyurl.com/13psignuptim

Thirteen Parsecs is coming! Please sign up to get notified of our launch of the Backer kit.

We really want this game to be your sci-fi RPG of choice, so help us make that happen.


Friday, September 22, 2023

Kickstart Your Weekend: Demons, Angels, and Serpent Queens

 A couple of new Kickstarters for this weekend.

Castles & Crusades Codex Infernum & Codex Exaltum

Castles & Crusades Codex Infernum & Codex Exaltum

https://www.kickstarter.com/projects/ckg/castles-and-crusades-monsters-the-unclean-and-pure?ref=theotherside

Troll Lords continues their Codex Series with two books. Castles & Crusades Codex Infernum and Codex Exaltum, this time covering Demons and Angels, respectively.

I really liked their Tome of the Unclean, which featured demons and devils, and I thought it was a great book. I love their Codex series as well.  No surprise then that I am looking forward to seeing these out. 

And to add icing on the cake the Codex Exaltum is being written by none other than my frequent partner in crime, Jason Vey!  Jaso really is the perfect person for that with his academic and game-writing background. So my expectations of this one are pretty high. 

The covers look great and will fit in nicely with my current in-use copies of Castles & Crusades.

Also expect these in a future One Man's God-style post.


Trails & Tales: Temple of the Serpent Queen

Trails & Tales: Temple of the Serpent Queen

https://www.kickstarter.com/projects/trailsandtales/trails-and-tales-temple-of-the-serpent-queen?ref=theotherside

If you are on social media, in particular Facebook, you know that for a little bit now Danger Forge has been releasing some quality OSR-compatible PDFs for free. The production values are high and the content has been a lot of fun.  

This is their first Kickstarter. 

Personally, I can think of about three or four campaigns I could use this in, one of which is my Castles & Crusades conversion of my "Second Campaign."

Saturday, March 11, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 11

Continuing down this hallway, there is another cell on the right.

Cell 11

The door to this cell is open. Inside are three Zombies. Two are visible in the center of the cell, and the other is propped up against the wall and blends in.

The first two will attack per normal, the other will not attack until the characters are within arm's reach (5 ft).  The third zombie is the experiment, it has a bit more intelligence and cunning for an undead corpse and can move faster. It surprises on a roll of 3 or less on a d6 and can attack at any point with its initiative rolls.  It attacks as a 3HD monster and has the respective XP.

The zombies have no treasure.

Friday, March 10, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 10

This cell is around the corner on the right. The cell door on the right is open and inside is a glowing portal. 

Cell 10

Standing in the room is a human woman. She has two crystals in one hand and is furiously writing notes. She speaks to the party very excitedly, but her language is unknown. She ignores whatever the party says to her; she is too excited about whatever it is she writing. 

She is really only interested in this portal. She has no treasure to mention. If she is attacked she jumps through the portal and runs off.

If the characters follow, the portal will close behind. Take the character sheets from the players and hand them their new Castles & Crusades character sheets for the same characters. 

Friday, February 10, 2023

Kickstart Your Weekend: Demons! Classes! Adventure! and Mice!

Lots for you this week. All worth your time to look into.

Demonology For Old-School Essentials - Zinequest 5

Demonology For Old-School Essentials - Zinequest 5

https://www.kickstarter.com/projects/gamersandgrognards/demonology-for-old-school-essentials-zinequest-5?ref=theotherside

We always need more demons.  While I do have my own I have been using for a while now this will be a welcome addition to my OSE library.

Kibbles' Compendium of Legends and Legacies

Kibbles' Compendium of Legends and Legacies
https://www.kickstarter.com/projects/kibblestasty/kibbles-compendium-of-legends-and-legacies?ref=theotherside

I am still supporting third-party 5e folk. I am sure they panicked when the OGL fiasco broke, so I am here to boost their signal.  Still looks like a lot of fun.

After Winter Dark: Aihrde A Fantasy Campaign Setting

After Winter Dark: Aihrde A Fantasy Campaign Setting

https://www.kickstarter.com/projects/ckg/after-winter-dark-aihrde-a-fantasy-campaign-setting?ref=theotherside

How do I love thee Castles & Crusades? Let me count the ways. Wait, that will take too long. Instead I'll just back this new book!

I mean this just looks so cool, and I have been dying to do something that I have been calling "endless Winter" in my mind.  Maybe this is it? 

Escape from Undergarden - RPG Adventure for 5e D&D

Escape from Undergarden - RPG Adventure for 5e D&D

https://www.kickstarter.com/projects/jvcparry/escape-from-undergarden-rpg-adventure-for-5e?ref=theotherside

Another adventure and it looks like a lot of fun. I will admit a certain level of dissatisfaction with some of the D&D 5 adventures of late. This one looks like it could turn that trend around.  Of course I would run it under Castles & Crusades now.

Feathertail Falls

Feathertail Falls

https://www.kickstarter.com/projects/peterelroy/feathertail-falls?ref=theotherside

Ok now this one looks like a lot of fun.  From the creator:

This adventure collection is a mouse-fantasy tabletop role playing game that builds on the free Mausritter rules, a deceptively simple system perfectly suited for mouse-sized expeditions. The collection’s adventurous yet melancholy tone is inspired by Over the Garden Wall, Hilda and Studio Ghibli’s Arrietty, as well as the art of Júlia Sardà.

The adventures take place in Feathertail Forest, a place little mice pups may know from bedtime stories, about mice that dream to fly. When you start to explore it, you will find that the unwelcoming forest has been petrified in time. It is up to you to decide if and how to reawaken it, and how to deal with the consequences as you discover more of the forest's secrets.

This would be great for the right group!

--

So much great stuff and so little time and money.

Wednesday, February 8, 2023

Converting D&D 5 to Castles & Crusades: Character Conversion

Like my last conversion, this is not going to be a full conversion but rather a character with a high concept. While the OGL kerfuffle has more or less died down into a steady state of noise, the issues brought up then are still good now.  There are more games out there than just D&D5.

Today I am converting a major NPC of my Second Campaign to Castles & Crusades

Player's Handbooks

I have often said that Castles & Crusades is the spiritual descendent of AD&D, so let's see how that works out.

So in truth this one is likely to be very easy in terms of game system. The Second Campaign is made up of a lot of AD&D 1st ed and BECMI D&D adventures. Ones I enjoyed but were not part of the Gygaxian-cannon. Other adventures for it to help fill in some gaps are all solid OSR ones.  So converting the actual adventures was something I had to do anyway to make them work for D&D 5e. Now I am converting them to Castles & Crusades and that conversion is so much easier. 

The Second Campaign began, much like the Order of the Platinum Dragon/Come Endless Darkness, as an AD&D 1st Ed/OSRIC game and, for a brief moment, as a BECMI game. Over the years, it morphed into other things until it settled as a 5th Edition game. 

The next adventures for this campaign have been fairly well decided:

The Desert of Desolation series:
With the Desert Nomads/Temple of Death series:
And then the two stand-alone adventures:

My NPC going along with the group then is a traveling scholar. I wanted her to be something of a magical dabbler, an occultist, and lore expert. Given the desert theme here I was thinking of someone like Rachel Weisz's character Evelyn Carnahan from the 1999 movie The Mummy. I

The Character: Celeste Holmes

Celeste is a character concept that has seen a few iterations over the years. This current Celeste is as much Charlie Bradbury from Supernatural as she is Evelyn Carnahan.  There is also a bit of Poppy Kline in her from the Magicians series. Both characters, Charlie and Poppy, were played by Felicia Day, so it makes sense that she looks like her.  Given the Basic-era roots of the character giving her the last name of Holmes seemed to be the right thing to do. Very recently I also remembered that Celeste, as she is presented in D&D 5 for me, is also a nod to "Lady Nyctasia Selesqe Rhaicime brenn Rhostshyl ar'n Edonaris" of the Silverglass series, a witch and noble who pretends to be a student and bard. I always pronounced her "middle" name, Selesqe, as "Celeste."

Also, Celeste is not the firepower of this group. She is the translator and the one who sets up the shield spells and figures out what monsters will attack or talk.  

In D&D 5e Celeste is a Wizard/Bard multiclass. This gave her a lot of skills and some magic, but not as much as her level might suggest. She is not a combat character, so feats largely went to improving how many languages she knew. 

She has 5 levels in Wizard (Order of Scribes from Unearthed Arcana then Tasha’s Cauldron of Everything) and 1 in Bard (College of Lore). Again to get a few more cantrips and 1st level spells, but mostly for the skills. I see her Bardic inspiration as being able to urge the team on with her pep talks. 

What would she be like in Castles & Crusades?

Celeste Holmes

Castles & Crusades has a lot of "multiclass" options, and they would all work for her. But there is one I think is suited to her concept the best.  Celeste is a "Class and a Half."

I mean, it fits her concept well, and it is a uniquely Castles & Crusades option. She is a 5th-level Wizard/1st-level Bard, so in C&C Class-and-a-half, that will make her a 5th-level Wizard, giving her 2nd level in Bard (main class divided by 2 and rounded down).

She would need more experience points than a Wizard alone. So Wizard plus 1/2 of Bard per level.  

She gets all the same powers, spells, and abilities of a Wizard here, plus some bard. The C&C Bard is not a spellcasting one, but they get some powers. The half-class bard does not get the Fascinate or the Exhort Greatness powers.  Exhort Greatness is a 9th-level power, so it would not be an issue until she is 18th level anyway, and by then, I am sure she will have plenty of spells. The Fascinate one is a loss, but one I can deal with, to be honest. I really wanted the Legend Lore, Dechpire Scripts, and Exhalt powers. This also gives her slightly better HD and hp; d10 for the bard and d4 for the wizard gives us a d6 and +2 after "name" level. 

Wizard pretty much stays the same. Spells and some other cool stuff at higher levels.

Honestly, the concept is so much fun I do want to try other class and half combinations. But that is for another time. I have to look for a way for her to be able to speak all the languages I want her to be able to speak. In D&D 5e she can speak Abyssal, Celestial, Common, Draconic, Elvish, Infernal, and Primordial, thanks to Linguist Feat.  Her Intelligence is 19 so that is +3 languages in addition to "common." Thankfully the C&C rules are pretty open here. There are options from Amazing Adventures I could borrow from. For example, sacrifice a level for the ability to speak a lot of languages. I am not sure how to do it yet, but I know there is a way. Actually, there are a few ways I can think of. She could be Powered 1 (for the languages) and then the Wizard 5/Bard 2 which would give her the 6 total levels she has in D&D5. Hmm.  I think I will try that combination at a future date. Today I want to concentrate on the Class and a Half today.

Moving over to C&C from D&D5 is simple. So simple I went back to my C&C PHB just to ensure I did it all right. Yup. Everything looked good.

Celeste Holmes
Celeste Holmes
Human Wizard (Bard) 5/2 LG

STR: 12 (+0)
DEX: 13 (+1)
CON: 16 (+2)
INT: 19 (+3) *P (wizard)
WIS: 15 (+1) *P (choice)
CHA: 16 (+2) *P (bard)

AC: 11 (no armor)
HP: 23 (HD d6)
BtH: +1

Weapons: Dagger, Staff

Class Abilities
Wizard (5th): Spells and spellcasting, bonus spells
Bard (2nd): Decipher Script (Int), Exalt (Int), Legend Lore (Cha)

Spells
Cantrips (5): Arcane Mark, Detect Magic, Light, Mage Hand, Message
1st level (4+1): Burning Hands, Charm Person, Comprehend Languages, Identify, Magic Missile 
2nd level (2+1): Locate Object, Ray of Enfeeblement, Shatter
3rd level (1+1): Clairaudience/Clairvoyance, Tongues

Details
Height: 5'5"
Weight: 129 lbs
Age: 22
Gender: Female
Hair: Red
Eyes: Brown

--

Saves are largely the same in D&D5, and C&C. Primes help cover that. The spells are also very much the same drawing from the same sources. Weapons, armor, and the like are all virtually identical. Alignment and classes have the same names and work largely the same.

So yes, I am quite pleased with this build, and I am eager to try other class-and-a-half combinations. With just the Players Handbook alone, I can see about 150 possible combinations. Less when you remove ones that don't actually work out, but still, that is a lot to try.

To extend my Felicia Day/Charlie Bradbury reference a step further, the D&D 5 version of Celeste is Charlie in the "normal" world and the C&C version of her is Charlie from the Apocalypse World

Celeste and Celeste

Edited to add: I was reminded that there is an official D&D 5 to C&C conversion document.  Get is here for free.

https://trolllord.com/bag-of-holding/

Thursday, January 19, 2023

More Updates: Home Games

Frantically working on a lot of updates behind the scenes here. But one I want to address that I am looking forward too is what am I doing with the games I run.

The Games I Play

Presently I am still in the middle of three different D&D 5e games. They are all part of my Come Endless Darkness mega-campaign:

All are presently 5e.

My plan is to convert one to Castles & Crusades and the other to Pathfinder 2e.

The obvious choice here is to convert The Second Campaign to Castles & Crusades since it has a lot of old-school 1st material. The next obvious choice is to convert my Into the Nentir Vale to PF2 since it is a broader mix, and I think it is funny that D&D 4 is once again losing out to Pathfinder.

I am not sure how much I'll talk about them online. BUT I do want to talk about how the conversions go.

So in each case, I will grab a PC or NPC from them and see how they convert. I will post that since that is something people will be interested in. In fact, as I am writing this, I am thinking of two PCs in particular that would really make good examples of conversions.

I also might post the Big Bad for each in their new stats. The Second Campaign is overtly about Demogorgon, but I had always thought they would not actually encounter him.  The Nentir Vale is all about Orcus.

In any case, it should be a lot of fun.

Friday, December 2, 2022

Kickstart Your Weekend: Amazing Adventures

Feeling a bit under the weather this week. Likely a cold, have not had one of those in years.

But that is fine because I want to repost this one since we are hitting the last few days here.

Amazing Adventures Multi-Genre RPG

Amazing Adventures Multi-Genre RPG

https://www.indiegogo.com/projects/amazing-adventures-multi-genre-rpg#/

I have talked a lot about Amazing Adventures here and elsewhere. It is a Modern multi-genre RPG that uses the same Siege Engine as Castles & Crusades.  This is a new printing that reorganizes the material and has it cleaves a bit closer to the Castles & Crusades printings.

I am rather fond of this game ever since its first printing.  This new printing combines the Core book with the Companion, cleans up some rules, and reorganizes everything.  The CK guide for this will be greatly expanded.

I find the rules cover just about anything I want to be honest. For example, I have done a number of monsters for it:

And characters:

So a very comprehensive game to be honest. I'd love to see this go past the $16,000 mark.

Wednesday, November 16, 2022

Islands, Hyperborea, and Party Like it's 1979

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

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

Some light reading material

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

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

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

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

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

The AD&D First Edition Experience

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

Old-School Essentials: Advanced Fantasy

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

Hyperborea

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

Castles & Crusades

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

Special Note: The 1979 Campaign

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

--

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

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

Vampire Queen
Isles of Avalon

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

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

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

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

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

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

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

Either Castles & Crusades or Hyperborea would fit this fine.

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

Anyway, random thoughts on a cold Chicago day.

Monday, November 14, 2022

Monstrous Monday: Neh-thalggu (Brain Collector)

Neh-thalggu (Brain Collector)
One of my favorite adventures is X2 Castle Amber. It covers so much of what I love in an adventure. Plus it is full of great Clark Ashton Smith homages and nods.

Among these homages is the Neh-thalggu or the Brain Collector.  It is such a creepy ass monster and I really love them. 

If the amount of OGC on them is any indication, then others like them too. You can find them for d20 3.x style, Pathfinder, and 5e.  This is in addition to official D&D stats for Basic and AD&D 2nd Ed.

Neh-thalggu (Brain Collector)

NO. ENCOUNTERED: 1
SIZE: Large
HD: 14 (d10) (77 hp)
MOVE: 60 ft.
AC: 16 (natural armor)
ATTACKS: Bite (1d10) + Poison (Save vs. Con or Paralyze), Claws (1d6) 
SPECIAL: Brain collection, Incorporeal, Spell Casting
SAVES: M
INT: Genius to Supra-genius (20-22)
ALIGNMENT: Chaotic Neutral
TYPE: Aberration
TREASURE: 8
XP: 6,000

The neh-thalggu, also known as the Brain Collector, is a creature from the Outer Darkness.

Neh-thalggus hail from distant worlds, traveling the gulfs of space on immense living ships that swiftly decay when they land upon a new world, leaving behind a deadly cargo of hungry monsters. Neh-thalggus are crablike nightmares with lamprey-like mouths, twitching eyes on their legs, and several blisters along their back that hold human brains. Some speculate that neh-thalggus encountered in this reality may merely be juveniles of their kind, perhaps exiled from their home worlds by greater kin until they can prove their worth on other worlds.

Combat: Neh-thalggu attack with their mouths they attempt to latch on with their mouths and claws to extract the brain from their victims.  They attack primarily with their mouths (bite) and then try to latch on with their claws.  On a successful bite and claw attack the victim must make a Constitution save or become paralyzed. Once paralyzed the creature will remove the victim's brain. 

Brain Collectors. Neh-thalggus are carnivores, but they do not digest humanoid brains they eat, rather, these brains lodge in one of several bulbous blisters on the creature's back and help to increase its intellect. Their brain collections may be a morbid form of currency in their home realm, or the thoughts in these brains may merely be fuel for a dark apotheosis into an even more sinister mature form.

Incorporeal: A neh-thalggu is not wholly in our reality but always remains partially extradimensional. Thus it can be harmed only by other incorporeal creatures, +1 or better weapons, magic, or psionics, with a 50% chance to ignore any damage from a corporeal source. It can pass through solid objects at will, and its own attacks pass through armor (except for its bite attack, which is treated as if a corporeal attack). It always moves silently unless it chooses otherwise.

Mind Masters. Neh-thalggu masters lord it over their lesser kin by applying the drained brainpower of their victims toward mastering psychic magic and mesmerism. They may inhabit elaborate mindscapes as their lairs or may subtly influence the thoughts and senses of creatures they lure into their lair in furtherance of convoluted plots to manipulate the societies around them while they dwell in secret. Some dwell alone or with mind-controlled slaves, while others organize clusters of their own kind to spread their sinister schemes and feed their insatiable alien hunger.

Spell Casting. Neh-thalggu can cast spells as 1st level wizard. For every brain, they collect they add one more level of spell casting for a maximum of 12 brains to 13th level wizard.  For this reason Neh-thalggu will target wizards and other magic-using characters.

--

Might need some tweaks, but yeah this is one nasty beastie. 

The plot hook is obvious. A bunch of never before seen monsters are attacking the countryside the day after a shooting star was seen. Worst of all are reports of a "ghost monster" that feeds on brains. 

Don't forget the Indiegogo campaign for Amazing Adventures going on right now!  Grab the books and you can use this guy.

Amazing Adventures


Thursday, November 10, 2022

Larina Nichols for Amazing Adventures

I have some projects going on right now that I am trying to get organized for my big Christmas break this year.  I am planning on burying myself in writing. So I am finding bits of text here, and some ideas there, and I have not even gone through my bookmarks* yet.

(*I scribble ideas on bookmarks while I read. Habit from my undergrad days.)

A couple came to me more or less at the same time.  The first was more details on what I am doing with the various incarnations of my iconic witch Larina. The other was some notes about an Amazing Adventures street-level supers game I keep batting around in my notes.  Since the new printing of Amazing Adventures (well, new printing and reorganized material) is now up on Indiegogo I thought, let's clean up one stack of notes with a post. 

The Game: Amazing Adventures

I have always been rather fond of Amazing Adventures. It is a modern version of Castles & Crusades and with the 2nd printing, the rules cleave much closer to the C&C SIEGE Engine rules. My understanding is that this new printing (a bit like a 2.5) is even closer. So close that the three books of Castles & Crusades are called "The Three Sisters" and the new three books for Amazing Adventures are called "The Three Brothers." Three brothers and three sisters? That sounds like my family. 

If you like modern games then this is a great time to get into Amazing Adventures. Especially if you are a fan of Castles & Crusades.

The Character: Larina Nichols

Larina Nichols, witch

One thing that I do with my Larina is to have different versions of her in different games. These are truly different versions of the same character in the multiverse but connected a bit like the Eternal Champion.  These are my worlds, I get to do these things. The GREAT thing about Amazing Adventures is that it IS so much like Castles & Crusades I can make moving between a modern world and a fantasy world much easier. If I can do that with her, you can do it with any character.

Also for me, there is this notion of adventures connected by places or people and displaced in time. This would be my trilogy of adventures "All Souls Night," "Blight," and "The Dark Druid" dealing with D&D-like fantasy, Victorian-age Gothic horror, and modern supernatural respectively. Larina, or someone like her, would be there in all three, reincarnated each time to deal with the threat of the Dark Druid.

But before I can do that right, I have to make sure I can move characters, or their other incarnations, to each time.  Here is my Drosophila melanogaster for these experiments.

Larina photo
Larina Nichols

19th Level Witch (Arcanist)
Race: Human

Strength: 10 (0)
Dexterity: 11 (0)
Constitution: 13 (+1) P
Intelligence: 17 (+2) 
Wisdom: 17 (+2) P
Charisma: 18 (+3) P

Hit Points: 79
Alignment: Lawful Neutral
AC: 10 
BtH: +4
MEP: 226
Primary Spellcasting Attribute: Charisma

Sanity (SAN): 90 (Max), 75 (Current)

Fate Points: 6
Fate Die: 1d12

Languages: English, Latin, Gaelic, Greek, Russian (native language is English)
Background: Scholar (Librarian)
Skills: Mythology (Celtic, Norse)
Traits: Spellgifted (Enchantments/Charms)

Powers
Familiar: Cotton Ball
Spellcasting

Spells
Cantrips: (9) Arcane Mark, Dancing Lights, Detect Illusion, Detect Magic, Light, Magical Aura, Mage Hand, Prestidigitation, Stun
First: (5+1) Color Spray, Command, Darkness, Identity, Shield, Sleep
Second: (5+1) Alter Self, Blur, Burning Hands, Hold Person, Pyrotechnics, Scare
Third: (4+1) Aid, Blink, Nondetection, Remove Curse, Tongues
Fourth: (4) Dispel Magic, Emotion, Phantasmal Killer, Seeming
Fifth: (4) Feeblemind, Mass Suggestion, Projection, True Seeing
Sixth: (3) Mislead, Veil, Wind Walk
Seventh: (3) Prismatic Spray, Teleport without Error, Word of Recall
Eighth: (3)  Antipathy, Prismatic Wall
Ninth: (2) Astral Projection

That went pretty fast really. Like creating an AD&D 1st Character.  In fact, that should really be the main reason to check this game out; how close it is to AD&D. 

In truth, that was a LOT of fun to do. Makes me realize how much I miss playing C&C and AD&D too.

So everyone get in on that Indiegogo campaign so others can see just how much fun this game really is. 

Amazing Adventures




Thursday, June 30, 2022

One Man's God: Castles & Crusades Gods & Legends

Castles & Crusades Gods & Legends
A couple weeks back I posted a One Man's God using the AD&D 2nd Edition Legends & Lore.  I mentioned at the time that this falls outside of the scope of the original concept of my OMG posts; that is can I take creatures from the Deities & Demigods and re-classify them as AD&D 1st Edition demons. Not historical demons, not mythological demons, but 1st Edition demons.

Since I have spent this week discussing Castles & Crusades I have often talked about how this game is the spiritual successor to AD&D.  Do their books on gods also follow?  Or to be more precise, can I do a One Man's God post on the C&C god books?

When it comes to discussing gods, demigods, and heroes Castles & Crusades is really second to none here. There Codex series, written by Brian Young, is some of the best-researched material for an RPG ever produced.   

Gods and Demons in Castles & Crusades

You are not going to find stats for gods in C&C.  They are not meant to be fought. There are however plenty of gods to encounter. I covered many of these in the various Codex books by Brian Young.

There is also the Gods & Legends book which I'll cover here and use as my basis for this One Man's God.  

Demons are well covered in the Tome of the Unclean from Troll Lords.  Tome of the Unclean follows pretty close to the AD&D standard demon with what I often refer to as "the Usual Suspects," so all the "Type" demons and succubi.  So while I could more properly compare the C&C gods to the proper C&C demons, I think everything is close enough that I can continue with my original purpose of comparing these gods to the AD&D demons.  If there are any differences they are so minor as not to be an issue.  Besides. These are gods and demons we are talking about, there will always be exceptions to the rules.

Gods & Legends

For the purposes of this review, I am considering the PDF from DriveThruRPG. 

PDF. 144 pages. Color covers, black & white interior art. Bookmarked and hyperlinked.  Written by Davis Chenault with contributions by Steven Chenault, Brian Young, Jason Vey, and Todd Gray.

This book largely replaces the Of Gods & Monsters book from a few years back, though it is smaller in size, 144 pages vs 162. I say replaces, but this is a new set of work. The original Of Gods and Monsters was written by James Ward of Deities & Demigods fame.  There are similar gods in both books but this new version is a rewrite of the older work with new entires to work better with the Codex series.

This book is divided into three(ish) large sections.

The Anvil of the Gods

This section covers how gods work in a Castles & Crusades game, how the Castle Keeper can play them, and how the characters can relate to them. This section also gives advice on designing a pantheon. Unlike the original Deities & Demigods that seemed to want to shy away from religion, this book acknowledges it and all the myriad combinations (within the space of this book) religions can take.  The focus here though is not a religious academic text (and Troll Lords has at least two people, Young and Vey, on staff with graduate degrees in religious studies, literature, and history) but more on how these manifest and work in an RPG, and in Castles & Crusades in particular. To this end there is advice on how to run and play gods and how they should interact with the PCs. 

Common deific abilities are defined with Greater, Lesser, and Demi-god statuses. Details are given to how the gods relate to the clerics and paladin classes, alignments, and other archetypes.  Holy symbols and characters with divine traits are also covered. Divine traits include the healing touch.

Of the Gods

This is the largest section of the book, detail-wise. This covers what could properly be called the Gods of Aihrde, the Castles & Crusades campaign world.  A brief overview of the basic deity characteristics is first. Up first are the human gods of Aihrde. This is the section that is most like the older Of Gods and Monsters book.

Gods of Aihrde

Some sections are the same as in the older book, many do look to be rewritten.  The art is used from the older text but I do not see an issue with that. Many gods here get more text as well.  Many of the Aihrde gods take cues and ideas from Earth gods. This is also not a big deal and in fact no different than the gods of the Forgotten Realms. In fact I am going to go out on a limb here and say the process to create these gods (from the Chenault home games no doubt) was very similar to what Ed himself did when he created the Forgotten Realms Gods.  Maybe one day I need to go through this pantheon and the Forgotten Realms ones and see what gods they have in common.  The obvious "Earth" gods are the All Father (Odin), The moon sisters (Diana, Artemis), Frafnog (Fáfnir, Midgard Serpent), Tefnut, Toth, Unklar (Chernbog), and Wenafar (Titania).  Again, I like seeing this stuff. It immediately gives me a hook.  If Frafnog is the god of dragons and there is a Fáfnir connection beyond the surface then there is a great reason why dwarves hate dragons more than just the Hobbit connection (which is of course drawn from the story of Fáfnir and The Ring of the Nibelung). There is deep religious animosity here. Is this what the Chenaults do in their home game? No idea, but this is what is happening in mine.

Following humans, we get the gods of the Dwarves, Elves, Halflings (LOVE the art of the halfling gods!), Gnomes, and then the humanoids (bugbears, gnolls, goblins, orcs, hobgoblins, lizardmen, giants, ogres, and trolls) there are even dragon deities, fey deities, and gods of mermen and sahuagin.  It is a wide variety and shows some original ideas beyond what we typically think of in the Deities and Demigods, but not quite the level of detail as found in the very focused Forgotten Realms Demihuman Deities book.

All the Other Gods

This "section" is actually many sections, but they are mostly the same format. They cover the various gods and pantheons found in our world and are covered in detail by the Codex series.  Where the Codecies give us a lot of details on the myths and stories of those pantheons, this section just covers game based stats. No stats as in hp and AC, but alignments, worshipers, granted attributes, preferred weapons and the like.  No details on the gods themselves, for that you will need the Codies.

Covered are the gods of the Celts, Greeks, Egyptians, Germans, Norse, and Slavs.

Who should buy this book?  Anyone playing Castles & Crusades and wants to go deep into the mythologies of Aihrde.  Also, anyone that owns the Codies and wants more game content. 

I also say this is a good book for the AD&D (first or second eds.) player/game master that wants a bit more detail on the gods in their Deities & Demigods/Legends & Lore books. Or who just want a different set of or more gods than they currently have.  Indeed the title of the book, Gods & Legends, seems to state that it is a book with the AD&D books in mind.

One Man's God - The Demons of Aihrde

As I mentioned the Demons of Aihrde are already the Demons of AD&D.  But what about the monsters and gods here in Gods & Legends?  Let's see what we have here.

The obvious choices will be the Lesser Gods and the Demigods in terms of the power level near that of the Demon Princes. But I am not going to ignore the odd Greater God if they fit.

For the Aihrde human gods, Frafnog might fit the bill, though he is really powerful. Onduhl is the god of evil beings and has a strong Lucifer or Loki vibe to him.  Unklar looks like a demon and has the Chernobog connection I mentioned above, but he seems more devil-like than demon-like. 

The gods of the Dwarves, Halflings, and Gnomes do not have anyone.  The Elves have Talahnatilia but that is something other than a demon or devil really. 

It is not really to we get to the gods of the humanoids that we find good candidates.

Jarga the Bloodless is worshiped by many humanoid types (gnolls, kobolds, orcs). He is a lesser god and chaotic evil. He is a god of blood and battle. He might or might not be a demon, but he will certainly has their hatred of life. His plane is listed as The Wretched Plains, one of only three gods to claim this plane. 

Bugbear gods here are Chaotic Evil. Hobgoblin gods are mostly Lawful Evil.  This detail tracks with my own personal use of them. Bugbears are goblins with demonic ancestry and Hobgoblins are goblins with diabolic ancestry. So. If I am searching for demons I am going to look towards the Bugbears first. The bugbear gods are both greater gods and don't really fit the AD&D notion of demons. Same is true for the hobgoblins.

Gnolls have been long associated with demons in AD&D through Yeenoghu. Most of these gods are either too powerful (Greater) and/or Lawful Evil.  Here is one of the issues of trying to apply the "rules" of one game on to another. They don't have to follow the same logic or premises. 

Among the Goblins, Beerkzurd could be a demon, a powerful on to be sure. He is Lawful Evil, but he feels more Chaotic Evil really.  He is also one of those gods people pray to not so much to get boons from him, but in order for him to leave you alone.

The Orc gods are quite war-like and many are Lawful Evil. They mostly seem like larger, more powerful versions of orcs. Which I guess can be said about most gods. They are just larger more powerful versions of the people that worship them.

Vasser of Lizardmen is another good choice. Lesser God, chaotic evil, looks like a demon. The same is all true for Grudznar of the Kobolds and Barg of the Trolls. In fact, all three do feel very demon-like. The lack of proper stats are really the only thing keeping me from deciding a definitive yes or no.  Barg though is such an interesting being in a demented sort of way. I wish I had knew of him during my Troll Week a while back.

I am not considering the Dragon gods. They are really their own thing and many listed here do not fit the idea of a demon well. Yeah...I know I have both Tiâmat and Leviathan as eodemons. Plus I mentioned Frafnog above as a potential demon.

Same with the Fey. They are really their own thing. Though in my personal campaign the Fey do war against the demons. So it could be possible a "fallen fey" is a demon (fits what history did to them in our world).  Not an evil fey. A "good" faerie still has more in common with an evil faerie than they do a demon.

Flathin of the Sahuagin also is a good choice as a demon. If we take the myths of Flathin and his sister Trimon it could be that Flathin was "cast down" as the patron of mermen and now is the patron of their evil counterparts, the Sahuagin. He is a chaotic evil lesser god and looks like a giant octopus with 10 tentacles (a decapus?). He grants little to his followers, save for what they get at their religious/war ceremonies.  

Again. I might be extending my One Man's God to the point of breaking.  Let this be a lesson in how scope creep or extending your theories beyond your testable hypotheses is a bad thing.

Other gods from Earth mythologies have been covered in previous postings of One Man's God.

Wednesday, June 29, 2022

Class Struggles: Castles & Crusades - Core and Player Archive

It has been a while since my last Class Struggles post.  Since I featuring D&D this month and focusing on Castles & Crusades, in particular, this week I thought a look into the Castles & Crusades classes was in order. I am going to focus my attention on the Castles & Crusades Player Archive, but I will talk about more than just that.

Castles & Crusades, Players Handbook

One can't really talk about classes and not first look to the core, the Players Handbook.  This book serves the same purposes as the D&D Players Handbooks; it introduces the rules and the classes.  In this case, the comparison to AD&D 1st edition is most appropriate. 

Players Handbooks

I have repeatedly made the claim that Castles & Crusades is the spiritual successor to AD&D 1st Ed. No slight against 5e or other versions of D&D, but if you want modern rules and a 1st ed feel, your game is Castles & Crusades.  Obviously, the publisher, Troll Lords, feels the same way given the new cover art for the 8th Printing of the C&C PH.  

The classes in the C&C PH are: Barbarian, Bard, Cleric, Druid, Fighter, Illusionist, Knight, Monk, Paladin, Ranger, Rogue, Wizard, and the Assassin (a special class).  Compare this to the ones from the AD&D 1st Ed Players Handook: Cleric, Druid, Fighter, Paladin, Ranger, Thief, Assassin, Magic-user, Illusionist, Monk, and a special class for the Bard.  Add in the Unearthed Arcana we get the Barbarian and Cavalier along with the Thief-Acrobat.  So all in all a very, very similar list of options.

In Castles & Crusades, each class has a Prime Attribute which really helps define the class. This is a bit more "hard coded" into the class than say it is in AD&D.

The classes, even with the same name, do have some differences. For starters, all the spell casters can cast spells up to 9th level in C&C.   

A few details.  Bards do not get spellcasting ability here but a number of spell-like powers. Clerics are limited to wielding the weapon their deity favors. So a cleric of Thor naturally gets a hammer, but one of Odin might take the spear. Druids get a lot of abilities and spells. Fighters actually get a few abilities as well, especially involving weapon specialization. As mentioned Illusionists get spells to the 9th level.  The Knight fills the roles of the Cavalier.  Monks are fairly similar to their AD&D counterparts.  Both Paladins and Rangers are similar enough to their AD&D counterparts.  They both have a number of special powers but neither has actually spell casting powers.  At first, I did not like this particular change, but I did not miss it as much as I thought I might with the paladin.  I did in the Ranger, but I tended not to spend a lot of time on spells for my AD&D rangers to even begin with, save for spells that helped their normal ranger powers/skills.  Rogues are very close to their Thief ancestors.  Wizards get a nice boost at the 13th level when they start to get some new powers/abilities. It reminds me, rules-wise, of the BECMI magic users from the D&D Companion set.   The Assassin is a special class that is designed to be added to another class with the C&C Dual- or Multi-Classing and Class-and-half rules. 

Just looking at the classes, C&C can provide an interesting twist on the AD&D experience while retaining the essential feel of these archetypes.

Castles & Crusades Player Archive
Castles & Crusades Player Archive

The logical extension of the Castles & Crusades class discussion is to go through the Castles & Crusades Player Archive.  

I will give a brief review of this book so people will know what I am talking about.  For this review, I am only considering the PDF from DriveThruRPG. I thought I had the hardcover version of this as well, but I guess I don't.  Will need to remedy this.

PDF, 128 pages. Hyperlinked and bookmarked. Color cover art and black & white interior art.

This book collects most of the classes published in various Castles & Crusades books including the core and the Adventure's Backpack.  What is not here are some of the classes from the various Brian Young Codex books. There are some here, but I would have to go through all the books to know how many are here and how many are not.  I do not see this a miss. Many of the Codex classes are very specific to their time and place and to remove them from that context they would loose something special.

This book covers the basic (levels 1 to 12/13) and advanced (expanded) information (levels 13 to 24) for all the classes.  The classes are:

Arcane Thief, Archer, Assassin, Barbarian, Bard, Chromatic Mage, Cleric, Divine Knight, Druid, Duelist, Dwarf (Heisen Fodt), Elf, High (Oraalau), Ethereal Knight, Fighter, Foresworn, Gnome (Hugrin Dun), Goblin, Eldritch (Ieragon), Halfling (Felon Noch), Illusionist, Knight, Luminary, Magic-User, Monk, Oathsworn, Pacer, Paladin, Pirate, Primal Druid, Ranger, Rogue, Rune Mark, Seeker, Skald, Thief, Warrior Priest, and Wizard.

There is a split between the classes "Basic" entry which covers levels 1 to 12 or 13, and the Expanded entry later in the book for levels up to 24.  This has some immediate consequences. While I am not a fan of my class information getting split up like this, many games only go to about levels 12-14 anyway.  So this would cover the majority of all games played.  It does give us a nice split today port these classes over to any OSR game based on B/X D&D (max level 14) or something Hyborea (max level 12). Then you can pull in the expanded information as it is needed if it is ever needed.

The Core/Players Handbook classes are here as are some classes that only appeared in limited-run products. It is really nice to have them all in one place. Great for anyone playing a C&C game, you just need to make sure that your Castle Keeper agrees on them.

Old School Games based on D&D usually do not handle multi- and dual-classes as well as say more modern versions of D&D. Castles & Crusades makes some vast improvements here with rules on this.  They also add options of "Class Plus" or add some features from another class, Dual classing and Reclassing.  What is missing here is the Class and Half from the Core Players Handbook. While anyone with this book will have the Players Handbook, it might have been nice to see here.

I mentioned in my coverage of the Adventurers Spellbook that the spells can be ported over to other D&D and D&D-like RPGs. In particular, I mentioned the Chromatic Mage being used in the OSR clone Chromatic Dungeons. The class is presented here in the Player's Archive. Yes, this class can be moved over rather easily, maybe even easier than moving it over to AD&D.  Likewise nearly any class here can be used in AD&D or OSR clone.  Want to play a Primal Druid in Old-School Essentials? No problem, they can be added with ease.

Note: Speaking of which the layout here aims to give each class a two- or four-page spread to keep referencing the classes easy to read and view at the table.  The PDF then allows for ease printing of these classes.  Playing a Warrior Priest and don't want to cart your hardcover around? Print pages 90 and 91 back to back and staple them to your character sheet.  Everything you need. This does mean there is some unused white space after each class, but for me, this is well worth it.

With this book and the option within I could spend an entire month creating and posting characters and no two would even be remotely the same.  A must-have for any Castles & Crusades fan.