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

Tuesday, July 21, 2015

Castles & Crusades: I can't quit you...

My Castles & Crusades Castle Keeper Guide came in the mail yesterday.


With lots of swag that I don't remember being offered. The dice box is nice and it has C&C dice in it.
Love the "Epic Level Play" book too.  Some good ideas I might port over to D&D5.


I just have so much cool stuff for this game. It is a shame I don't get to play it more than I do.

Maybe after Gen Con I can work on that.

Sunday, June 7, 2015

The Amazing Adventures Companion

The Amazing Adventures Companion is now out. If you enjoy the Amazing Adventures game (and I do) then this is great news.   The book is 162 pages with covers and OGL statement.  Beyond that it is packed with all sorts great things.

Book One covers Astounding Action Heroes, or ways to improve your characters or make them closer to your vision.  Abilities above 18 are covered and even how to get them there.
Each class is also presented and tips on how to play "other classes" with them.  For example The Gadgeteer can be refocused into a street-level, Pulp Age Superhero.  Think Batman in his early days.  OR take the Gadgeteer and make his gadgets into potions and you have The Alchemist.   The Gumshoe can give you an Ace Reporter (something I have really wanted) or the Consulting Detective.  Play that aging Sherlock Holmes if you like.  No new rules are needed for these since the rules are largely flexible enough.  But....if you really want new characters then you are covered here as well.  The Companion introduces The Acrobat, The Archer, The Duelist, The Gunslinger, The Pirate and The Soldier.  What they do should be fairly self-explanatory.
The next section is one I was really looking forward to reading.  This discusses porting over the classes in AA over to a Fantasy game like Castles & Crusades.  While there is nothing shocking here it is a good set of guidelines.  With the new classes, say like the Alchemist, Archer and Gunslinger it is nice to have so guidelines.
Next we have AA multiclassing, which is a port of the C&C "Class and a half".
We dive into equipment next which includes an expanded firearm list and how to use "classical" armor in an AA game.

Book Two covers Advanced Action Heroes.  New rules for your Pulp Character. This includes some new generic class abilities. My new favorites are Occult Library and Wild Talent.

Book Three is Mysteries of Magic, Mentalism and Gadgets.  It's like it was written just for me!
More information is given on Magic and Sanity; with caveats of what sort of game are wanting to run.  A game where magic is dark can include Sanity and then some spells are removed, others added. We get a few pages of new spells, some tips on adapting C&C spells and then some revised Spell Lists.
For Mentalists we get some new Psionic Powers. For Gadgeteers we get some new gadgets and powers.

Book Four is Astonishing Stories. This covers some basic and advanced rules including contested rolls, Fate points,  "Movie Physics",  and various issues regarding damage and healing.  It's kind of a catch-all chapter, but the overall theme is making your game more cinematic when you want to.

Book Five is Spinning Strange Tales.  While it does feature a kickass Snake-headed monk get ready for some kung-fu fighting there is more to this chapter than that.   This chapter covers different types of games you can play with AA and what alterations are needed.  Most times this is about which classes to include and what equipment to use or not.  My favorite might be the "Science Fantasy" section.  I mean really, what is more "Pulp Adventures" than Edgar Rice Burroughs?  Seriously. Reading this section suddenly I want to give up all my current games and play a Barsoom game using AA/C&C.
Of course I have to mention the section on "Tales of Swords and Sorcery".  The author, Jason Vey, has honestly forgotten more about Conan and Robert E. Howard than I'll ever know.  He makes some great points about using AA to emulate a Conan style game.  Ok. Conan on Mars. That's what I want to play now.

Book Six is our Rouges Gallery. NPCs and Groups. This includes the historical (Harry Houdini) the semi-historical (Robert Locksley) and the comics.

All in all if you are a fan of Amazing Adventures or the Pulp Era in general then this is a must buy!

Thursday, June 4, 2015

Troll Lord Games Sale, Part 2

Here is part two of some of my favorite Troll Lord Games products.
I know. I am gushing, but I really enjoy this game and wish I played it more often.

Castles & Crusades Black Libram of Naratus
Obviously I grabbed this one since it deals with darker magic and was part of the Haunted Highlands campaign (which I also enjoy).  There is also the cover which is a call back to the infamous Eldritch Wizardry of OD&D.
The first part covers necromancers and necromancer spells. This includes a way for normal spell casters to gain a level of Necromancer. A nice little add on for any CK really.
There is also a great spellbook in here called the "Grimoire of the Witch Queen" that makes the whole book worth it to me all by itself!
That's the first half of the book. Later we get into Ritual/Sacrificial magic, magic items and some new monsters.  Given the types of games I run and the magic I like to have this is a "Must Have" book for me. The book is a tight 38 pages.  Covers, title/ogl page, so 35 pages of solid content.

Castles & Crusades Book Of Familiars
I love playing magic using classes. I also love having familiars.  Nothing it more iconic that a witch and her cat or a wizard with his owl. Or a necromancer and a floating skull!
This book covers the basics; what is a familiar? How is it different than an animal companion?  What does it do for a wizard?
We move into a number of familiar "abilities" that a caster can use.  Now these look an awful lot like feats from 3.x. That is no shock, this book began as a d20 supplement and this is the new C&C version.  That is fine, they have been reworked and it works well here.  Don't think of them as feats really. Familiars also get a few special abilities themselves.  A lot of these are true special abilities and set the familiar off from the rest of animal kind.
We get a list of "standard" familiars and the benefits they grant. We also get "Greater" and "Supreme" Familiars.  Pretty much anything can now be a familiar.
If we wanted to just talk about basic familiars we could stop here.  But we don't.  Next chapter deals with the familiars Assassins can get. This is followed by a chapter on Barbarian familiars and special mounts.  This is includes an awesome bit on Totem Spirits. Buy it for the wizards, keep it for the barbarians! (and we are only 1/4 of the way through!) This is followed by chapters for Bards, Clerics, Druids, Fighters, Monks, Paladins and Knights, Rangers, Rogues, and finally special ones for Wizards.
We get 12 pages of new animals and 25 pages of new monsters.
We get 2 pages of new spells and 4 of new magic items.  All in all 210 pages. Pretty nice really.

Castles & Crusades Night of the Spirits
I LOVE Halloween themed adventures.  This one comes from Brian Young who also gave us Codex Nordica and Codex Celtarum.  The adventure takes place in the Codex Celtarum version of the world over three days of Samhain, or Halloween to you heathens.
The veils between the worlds are thin and there is every chance that fae lords and lady or even th Lord of the Dead himself will make an appearance.
Personally I am a little jealous of this one.  It features the machinations of a Dark Druid. I ran something similar myself many years before. I am jealous because this one just oozes style and creepy atmosphere.  The adventure is not long.  It could be played in a couple of sessions or a longish one on Halloween night. Start at 6:00 or so and you can be hitting the end of Act 3 at Midnight.
Honestly. There is so much I love about this adventure I kinda want to blame Brian Young for hiring clairvoyants to get exactly what I wanted out of my head and on to print.
It is that good and I hate him forever for it.
(not really...but maybe a little bit)

Castles & Crusades The Goblins of Mount Shadow
Another Celtic/Fey themed adventure for characters 1st to 5th level.  This time they have to deal with the rise of the Grey King (who I really, really want to call Jareth).  The book is 26 pages with the artwork you come to expect from Troll Lords.  Also written by Brian Young this adventure feels like someone should be playing uilleann pipes in the background.  I love that C&C can effortless emulate old-school D&D, but these adventures take to someplace new...or rather someplace old. Someplace that is a little darker.
This adventure is simple enough (as it should be) but it also might be more difficult in terms of the challenges faced.  Granted life in Celtic, even pseudo-Celtic, times was supposed to be harsh.  I would say have the characters start at 2nd level instead.

Castles & Crusades A Druid's Lament
A nice little adventure that can be played in a single session.  While not specifically tied to the Celtic world of Codex Celtarum, it does work well with it.  It is an introduction adventure so there are many of the tropes of that, but that is fine. It works here.
If you have an afternoon and couple of bucks then this is a great choice.

Castles & Crusades The Giants Wrath
Another Celtic-themed adventure featuring some classic Irish and Welsh monsters and situations.  Giants used to populate the lands but now men do.  Some of those giants are not happy about it.
This adventure is 26 pages and can be played in a couple of sessions.  Be warned though, it is a tough one given that there are a large number of giants to fight.  Characters should be strong and the party should include a fair number of fighters and rangers.  A wizard would help too.
This adventure also makes for a good bridge (somewhat literally) between the normal fantasy of C&C to the Celtic-fueled darker fantasy of the Codex Celtarum.
Also a good way to introduce the lands of faerie to new players.

Magnificent Miscellaneum Vol. 3
These books are a collection of various items for use in C&C by James Michler.  Vol. 3 includes a couple of new artifacts, about a dozen new "White Box" menaces (monsters) and finally (and why I bought it) 3 new druid spells.

Magnificent Miscellaneum Vol. 4
These books are a collection of various items for use in C&C by James Michler.  Vol 4. has to offer five new artifacts/magic items and 10 new White Box style monsters.

Still have more to look at.

Troll Lord Sale

Troll Lord Games, makers of the amazing Castles & Crusades and Amazing Adventures is having a sale this week till Sunday.

I really, really like Castles & Crusades. There is so much going on in that game that I just love.
D&D 3 mechanics, AD&D feel and as streamlined as D&D 5.  Or, rather...D&D 5 is as streamlined as C&C!

This sale is crazy. There are some serious deals here and I am loading up my cart now.

Here are a few of my favorites.

Castles & Crusades Players Handbook 6th Printing
Read my review here.

Castles & Crusades Castle Keepers Guide
Read my review here.

Castles & Crusades Monsters & Treasure
This is the main monster and treasure book for C&C. Here you will find what I call the "classic" monsters from the great Monster Manual. If you are familiar with 3.x then these are all the monsters from the SRD in C&C's format. There is plenty of new text here though to make this more than just another SRD-derived book. Like all the C&C books the art and layout is great. I have the physical book, the pdf and a printout of the PDF and all read great.

The Castles & Crusades Monster stat block is a nice combination of Basic's simplicity, 1st AD&D's comprehensiveness, and some 3.x style rules. Saves are simple (Physical, Mental or both), AC is ascending and there is a "Challenge Rating" stat and XP all factored in. Honestly it really is a synthesis of the best of D&D. Grabbing a monster from another source and converting on the fly really could not be easier.

This book though is more than just a monster book, all the treasure and magic items (normally found in a Game Master's book) are here. This is a nice feature really. One place to have your encounter information.

Castles & Crusades Classic Monsters The Manual
A fantastic collection of monsters from the original Fiend Folio, Monster Manual 2 and various publications. All revised to be used in in Castles & Crusades. Not a "must have" book, but certainly a "you will really, really want it and kick yourself if you don't get it" book.
It is a fantastic edition to my C&C collection and I am very glad I bought it.

Castles & Crusades Tome of the Unclean
A collection of fiends, demons and devils for C&C (and any SIEGE Engine Game like Amazing Adventures).  At 38 pages it focuses on some of the classics of fantasy RPGs. There are not a lot, but there are enough new creatures and unique devils to make this worth anyone's while.
Personally I would love to use this with Amazing Adventures.  Faustian bargins against a backdrop of 30s pulp noir is just too tempting not to do.
The creatures each get about half a page of stats and description along with art.  Just because you know these creatures from other games don't assume you know them for this one! Actually, go right ahead and assume. That makes the game that much more fun for the Castle Keeper!
If I had a criticism it is I wish the book was larger.  There is enough material out there for a book 4 times this size.

Castles & Crusades Of Gods & Monsters
A collection of gods and monsters from various myths and legends. It immediately reminds you of the of Deities and Demigods, but it is closer in format to the earlier Gods, Demigods and Heroes.

The myths are well represented, though there are a few oddities. The Greek and Roman myths are separate and the demi-human myths could have been left out.

I did like all the new spells for clerics of the various gods. That was a good touch.

Castles & Crusades Codex Celtarum
All my C&C games have a Celtic feel to them.
Read my review here.

Castles & Crusades Character Reference Sheets
Sheets specifically designed for Castles & Crusades. Plenty of room for all your equipment, information and spells.
I like that they are a nice combination of both modern functionality (3.x era) and old-school sensibilities (AD&D).  Diving the sheets up by what ability the characters need (Strength, Dexterity, Wisdom) is a nice call back to the old "golden rod" sheets of a bygone age.
Yes you can find sheets on the web for free, but these are worth the price.

Amazing Adventures!
My favorite Pulp-era game.
Read my review here.

Amazing Adventures! Manual of Monsters
I won't lie.  I LOVE Monster books.  They are to this day one of my favorite things to buy for any game.  The Amazing Adventures Manual of Monsters manages to give me monsters I have seen before, but with a whole new take.  I mean a mummy is a mummy right?  Well...your old monster book won't tell you how it reacts when you fire your .38 into it.  But beyond that this book also has a lot of new monsters.  Enough to make it worth while in my opinion.
Also as an added bonus feature is an appendix of monsters from different countries.  So fight that Kelpie on it's native soil.  Or tangle with the machinations of the Greys.
If you play AA then you need this book.

Amazing Adventures Rise of the Red God
GREAT adventure for Amazing Adventures.  Maybe I should have said amazing.
But seriously this adventure has it all. Exotic locations, cults, demons, two fisted/high calibre action.  Even an ancient text to be found.
But more than your lives are stake here. You sanity or even your soul will be lost.

I have had the pleasure of running this under both AA AND Castles & Crusades (converting from Pulp to Fantasy) and both times it worked out great.  So even if you don't play AA (and why aren't you??) then you can run this with some thematic tweaks (and almost NO mechanical ones) with Castles & Crusades.

Part 2 later on today.  I just bought a bunch of stuff myself!

Monday, February 23, 2015

Castles & Crusades: Into the Woods...of sorts

So this past weekend I ran a quick version of Castles & Crusades using some ideas from the Codex Celtarum.  The idea was that the characters are on the edge of the Faerie lands/Fae/Feywilds.

It occurs to me that I have been building up to this game for years really.


Allies and Enemies
Races
Ans of course, Witches
I am sure there are some good adventures I could adapt and I have plenty of my own too.  It would be nice to run "All Souls Night" for a new group; heck I could even re-purpose The Dark Druid for this.

This could be a lot of fun.

Sunday, February 22, 2015

Castles & Crusades weekend

Spent the weekend doing a lot of work around house so didn't get to a game till late.

We were going to try out our converted 3rd to 5th ed characters but for various reasons we could not get everyone at the table at the same time.  So we opted for something new.

We made characters for Castles & Crusades using the Codex Celtarum.  Everyone has some Fae based powers and going to be playing in the lands of faerie.

The first adventure was a nice short one; rescuing a girl kidnapped by some goblins.  Turned out the girl also had faerie powers.
I totally ripped of True Blood and gave the girl flashy light hands that caused damage.

It was a lot of fun.  Not sure what we are going to do with it from here on out but it sure was fun.

The great thing is there are a ton of cool adventures I can use with it too.

Friday, February 20, 2015

Kickstart Your Weekend: Victorious

I was going to cut back on these, but this is very much a Peanut Butter and Chocolate situation for me.

Victorious is the newest RPG from the Troll Lords.
It is a Victorian Era / Steampunk game using the SIEGE Engine system, the same that powers Castles & Crusades and Amazing Adventures.   So you can see why I am interested.

https://www.kickstarter.com/projects/676918054/victorious-the-role-playing-game


It should be 100% compatible with Amazing Adventures, but I won't know till I get it obviously.

I am certainly NOT in the market for a new game, let alone another Victorian Era one (I have them all), but damn if it's not attractive.

This being Troll Lords they were funded long before I ever saw the page.  I have supported them well in the past and I am on the fence on this one.  Yes I am going to buy it, that isn't even a question.  I just think this time I might wait and give my FLGS the money instead.

I am going to keep an eye on it for what ever bonus levels and features they add.

Thursday, September 25, 2014

The Amazing Adventures of Rachel Morgan

Wow. What a great week.  I finally got copy of "The Witch With No Name" and I have been doing a lot of stuff with Amazing Adventures.   I have also been going through all my material for the Castles & Crusades witch class.  

So I am seeing a lot of convergence here.

Amazing Adventures works well as a fully modern game as well as a Pulp era one.

I am toying with the idea that WIS is for casting Earth Magic, INT is good for Ley Line magic and CHA for Demonic and Elf magic.  Though I also really need for Rachel to be able to cast Astral Projection, she is 18th level.  True, the only real Astral plane is the Ever After so it should be a lower level spell.  But Rachel in WWNN is pretty damn powerful.

http://chameequa.deviantart.com/art/Rachel-Morgan-the-Turn-340356425
Camille as Rachel Morgan

Rachel Morgan
18th Level Witch (Amazing Adventures/C&C) (Arcanist)
Eclectic Tradition* (I have not worked out any traditions yet)
Race: Witch, now uncursed Demon

Strength: 12 (0)
Dexterity: 11 (0)
Constitution: 12 (0)
Intelligence: 15 (+1) P
Wisdom: 13 (+1) P
Charisma: 18 (+3) P

Hit Points:  70
Alignment: Chaotic Good
AC: 13 (Rachel likes leather)
BtH: +4
MEP: 114

Languages: English, Latin, Elven (native language is English)
Background: Runner (Law Enforcment) +4,
Traits: Spellgifted (demon curses)
Skill: Knowledge (Arcana)

Powers
Familiar: Bis the Gargoyle (ok Bis is not really her familiar, but close in this world).
Herb Use
Ritual Magic


Spells
Cantrips: (9) Arcane Mark, Dancing Lights, Detect Illusion, Detect Magic, Light, Magical Aura, Mage Hand, Prestidigitation, Stun
First: (5+1) Change Self, Command, Daze, Identify, Shield, Sleep
Second: (5+1) Blur, Burning Hands, Hold Person, Knock, Pyrotechnics, Scare
Third: (4+1) Aid, Fear, Heat Metal, Nondetection, Remove Curse
Fourth: (4) Dispel Magic, Fear, Polymorph Self/Other, Seeming
Fifth: (4) Contact Other Plane, Magic Jar, Projection, True Seeing
Sixth: (3) Guards and Wards, Mislead, Veil
Seventh: (3) Power Word Stun, Teleport without Error, Word of Recall
Eighth: (2)  Symbol, Trap the Soul
Ninth: (1) Astral Projection

Magic Items
Splat-ball gun* (a paint ball gun with sleep potions in the paint balls).
Various charms, pain amulets, charmed handcuffs.

I like her!  I might need to fiddle with her stats just a bit to get the right feel, but I like what I have here.
Plus this will give a chance to try that Hollows/Dresden Files crossover I have been dying to do.

Don't forget the Amazing Adventures Kickstarter. Last Days!
https://www.kickstarter.com/projects/676918054/amazing-adventures-rpg

BTW Witch With No Name is Awesome! Love it.

Strange Brew Updates

You may have noticed a drop in posts here over the last month and half or so.

That is because I am working diligently on Strange Brew.


So far the spells, feats and skills are all done.  I should finish hexes in the next day or so.
I have completely re-worked my idea for witch traditions to play nicer with Pathfinder and I really like them a lot.

The Warlock class is done and we getting feedback from the backers now.

Still to do:
- Rework the base witch class just a little. Mostly some minor edits.
- Get the chapters on traditions, covens and patrons done.

When that is all done I will move on to the Castles & Crusades version.   I am so excited about that one.  I have so much I want to do with that.  The trick now is to edit things down to our promised page count.  Right now I am at 230% OVER page count.

I have other games on other burners too.  Lots of new Victorian stuff for at least 3, maybe three, different systems.

It's good to be busy!

Friday, September 19, 2014

Kickstart Your Weekend: Amazing Adventures (again!)

It looks like it is going to be a great weekend!  Kids are doing good. The Monster Manual is out at my FLGS today. The weather will be nice.  I am sure I will be spending my weekend doing fall yard clean up; but even that is ok.

Let's talk Kickstarters.

Or more to the point let me draw your attention back to a Kickstarter I featured a couple weeks back.

Amazing Adventures RPG
https://www.kickstarter.com/projects/676918054/amazing-adventures-rpg



If you like Castles & Crusades then get this.
If you like Pulp adventures, then get this.

IF you ever wanted to play an OSR-style game in a modern setting then this is a must have.

Normally I HATE level-based modern games, but this game really changed my mind.

They are trying to reach $20,000 which gives you a lot of nice perks. I'd love to see this game do well.


Friday, September 5, 2014

Amazing Adventures: Spider Mutants

Spider scary the crap out of people. Despite the fact that we out-mass a spider by several orders of magnitude I have seen tiny spiders send 200lb+ grown men into paroxysms of fear.
So imagine what giant spiders can do?
How about giant mutant spider?
How about giant mutant spiders mixed with dogs, rats, bats or wolves?

Yeah. That is the recipe for fun.

Mutant Spiders

They could be the result of arcane experiments, mad science gone unchecked or aliens from another world.  In any case a mutant spider spells trouble for the PCs.




Mutant Spider-Dog

NO. ENC: 2-8
SIZE: Medium
HD: 4d8 (16 hp)
MOVE: 40 ft., 20 ft. (climb)
AC: 16
ATTACKS: Bite (1d8)
SPECIAL Poison, Web, Twilight Vision
SANITY: 1d6/1d8
SAVES: P
INT: Animal
ALIGN: Neutral (Evil)
TYPE: Animal (Aberration)
XP: 100 + 5/hp (180)

The Mutant Spider Dog looks like a large spider with the head of a dog.   It's eight legs end in a hook like appendage and gives it a distinct "clicking" sound when in runs.
The Mutant Spider-Dog is a carnivore and it's preferred meal are humans.

Web and Poison as per Large Spider.



Gigantic Mutant Spider
NO. ENC: 1-2
SIZE: Large
HD: 10d8 (40 hp)
MOVE: 20 ft., 10 ft. (climb)
AC: 20
ATTACKS: Bite (1d12)
SPECIAL Poison, Web, Twilight Vision
SANITY: 1d8/1d10
SAVES: P
INT: Animal
ALIGN: Neutral Evil
TYPE: Animal (Aberration)
XP: 1350 + 10/hp (1750)

Giant Mutant Spiders are true monsters.  Often towering 20' or more they can combine the features of a number of different animals with spiders.  Like all mutant spiders the preferred food for these creatures in the warm flesh of humans.

Want to battle these creatures?  Support the Amazing Adventures Kickstarter and you can!

Tuesday, September 2, 2014

Amazing Adventures: Plays Well With Others

The best thing, or at least one of the best things, about Amazing Adventures is the fact that it is based all around Castles & Crusades.  So not only is everything for C&C compatible with it, everything that works great with C&C also works for Amazing Adventures.

This means a lot of classic AD&D adventures can be played with little conversions needed.

Ravenloft


I spent some time this past weekend going through the original I6 Ravenloft Module.  Pretty much everything in the adventure is covered in the Amazing Adventure Rules.  In fact things might work out a little bit better.  Imagine your party of world travelling adventurers. You have a big game hunter, a scientist, a gadgeteer, maybe a socialite.  All travelling by train to some dark corner of Eastern Europe.  That is till the mists roll in and train has to stop.  A carriage comes to pick you up and takes you to small village of Barovia where is looks like time has stood still.  People are fearful of you. Soon you learn of the castle in the mountains and the Lord of the castle is inviting you to dinner.

Count Strahd von Zarovich
Vampire
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 14d12 (84 hp)
MOVE: 40 ft., 60 ft. (fly), 20 ft. (climb)
AC: 25 (cloak, ring of protection)
ATTACKS: Slam (1d6)
SPECIAL: Blood Drain, Children of the Night, Dominate, Create Spawn, Energy Drain, Alternate Form, Gaseous Form, Entourage, Electrical Resistance (half), Spider Climb
SANITY: 1d8/1d10
SAVES: M, P
INT: Genius
ALIGNMENT: Chaotic Evil
TYPE: Undead
XP: 10450+14 (10534)

Additionally Strahd can cast spells as an 10th level Arcane Spellcaster (Int based). He is protected by a ring of protection and an amulet that prevents him from being turned.

Expedition to the Barrier Peaks


If Hammer Horror is not to your liking then change the location to the deep jungles of South America or Africa and replace the castle with a crashed spaceship.

Expedition to the Barrier Peaks is one of the odder adventures out there, and certainly one of the most fun for my money.  The high tech works just as well on the characters of the Pulp era as they do on quasi-medieval fantasy.  But AA offers something a bit more to the mix.

First off I replaced the Mind Flayers in the adventure with a malevolent type of Grey.  When the adventurers arrive the ship is just waking up and will soon begin it's conquest of the world.  The Pulp Era though predates "saucer men" by a few years at least in the public consciousness.  Compare for example the serials of the 30s vs. that of the 50s in how aliens were depicted and treated.
If you want pure pulp action then replace the creatures in the modules with the various Lovecraft Mythos monsters found in the book.  Mind Flayers afterall have a vaguely "Cthulhu-ness" about them anyway.  Fill it full of shoggoths and Spawn of Shub-Niggurath. The plant spawn make for good vegipygmies.
Add more fun and have it so the ship had crashed into the Earth 65 Billion years ago and have all these dinosaurs in stasis.  That is of course until the ship systems start to wake up.

The Isle of Dread


A monster romp on a tropical island. The Isle of Dread has far more in common with the 1933 King Kong than it does with fantasy swordplay.

The Amazing Adventures core book already has a number of dinosaurs (and the d20SRD has more) and monsters that work well with this adventure.  Plus going by steam liner makes much more sense for our Pulp Adventurers.   Isle of the Dread is essentially a "Lost World" sort of adventure and that fits the Pulp story telling perfectly.

What About Guns?
Ok so our intrepid Pulp adventurers will fight vampires, aliens and dinosaurs. Unlike their fantasy counterparts they will be armed with guns instead of swords.

This is not a problem.

As we have seen in movies time and time again a gun is not very effective against the undead.  A pistol is about as effective (pro and con) as an arrow against a rampaging dino or giant beast. And in Barrier Peaks? Well they have the chance to find "ray guns".  So guns may not really give the character the edge you might think.

I am sure there are others that would work equally as well, but these are the big three genre-bending modules with roots near the pulp era.  In any case there is enough here to keep your players happy for a while even if they played these classics in the past.

Thursday, July 17, 2014

Castles & Crusades 6th Printing

Castles & Crusades is now on it's 6th printing. So like many others I got in on their latest Kickstarter and the first book, the Player's Handbook, has been sent out.


No we could debate the need for a copy who is successful and on their 6th printing of even using Kickstarter, but I am not. If Troll Lord wants to give a portion of their pre-orders to KS then who am I to judge.  Plus I think there is an advertising bump just being on Kickstarter vs. just doing pre-orders.

In any case the book is fantastic looking and a step up from their 5th printing.




The text is easier to read and the graphic images sharper and more colorful.

The increased text size also adds about 50 pages to the book.


Though there might be more text as well.

The character sheets are also subtly different.

I really, really enjoy Castles & Crusades.  I think it is one of the best D&D-like games out there. I just wish I got to play it more.

Friday, May 30, 2014

Kickstart Your Weekend

I have some great Kickstarters to share with you this Friday.

First up is the Castles & Crusades full color Kickstarter.
https://www.kickstarter.com/projects/676918054/castles-and-crusades
Castles & Crusades was Old-School before there was an OSR.  The game is the simplicity of Basic D&D, the fun of AD&D and the flexibility and modern design of 3e.  Best of all worlds really.
OSRIC may be more compatible with AD&D, but C&C is closer to the spirit of the game.

The Witches
https://www.kickstarter.com/projects/1241563696/the-witches
Tonight we get "Sleeping Beauty" through the eyes of Maleficent.  The Witches is a turn on Macbeth, with the eponymous king in Hell being tortured by the same three witches he went to visit.
Something wicked this way comes indeed.

The Holmes of the Baskervilles & The London Vampire Girls!
https://www.kickstarter.com/projects/415194828/the-holmes-of-the-baskervilles-and-the-london-vamp
A very different take on Holmes and the murders at Whitechapel. I like because it sounds like a wild alt-History Gothic Victorian romp.  Plus I was pleased with his last effort, The Victorian Academy of Magick.

Strange Brew (Pathfinder/C&C): The Ultimate Witch & Warlock
https://www.kickstarter.com/projects/962794554/strange-brew-pathfinder-the-ultimate-witch-and-war
Of course I have to mention my own.  We are down to the last week and half now and we are so close.
So please consider funding us, there is a lot of great material here.

So every dollar helps.In the case of Strange Brew it is to pay for art.

Thursday, May 29, 2014

Skylla: Castles & Crusades Witch

I was looking back at some posts and I realized I have not done a Skylla post since the start of the year.

It also seems like a good idea to do a Castles & Crusades version of her since +Stephen Chenault has the new edition/printing of Castles & Crusades is up on Kickstarter (only 4 more days to go) and so is my new Witch book for Castles & Crusades (less than 2 weeks).

Now unlike the other posts of Skylla, where I take a published witch class and see how close they come to each other, this is a new class. So new in fact that some of the details are likely to change.  Well...not all the details and certainly not the broad ideas.  I might change the Occult Powers a little bit. I put up a prototype version a while back, so I am going to use that one today.

Castles & Crusades gives me a ton of options when making a witch class.  In fact if you look over the classes in the Players Handbook there is certainly a hole in terms of a Charisma based spell caster.  Plus all the classical fantasy archetypes are covered and then some, save for the witch.

Castles & Crusades is too fun of a game not to have a witch.

Not exactly Skylla, but really close
Skylla, 7th Level Witch (C&C)
Race: Human
Malefic Tradition

Strength: 9 (0)
Dexterity: 11 (0)
Constitution: 10 (0)
Intelligence: 12 (0) P
Wisdom: 11 (0) P
Charisma: 15 (+1) P

Hit Points:  20
Alignment: Chaotic Evil
AC:  (Ring of Protection +1)
BtH: +2

Powers
Familiar: Pseudo Dragon
Herb Use
Ritual Magic
Occult Power (7th level): Evil’s Touch

Spells
Cantrips: (5) Alarm Ward, Chill, Daze, Ghost Sound,
First: (3+1) Charm Person, Detect Invisible, Light, Sleep
Second: (2) Evil Eye, Locate Object,
Third: (2) Bestow Curse, Witch Wail
Fourth: (1) Phantom Lacerations

Magic Items
Ring of Protection +1, Dagger +1, Broom

Makes me want to drop everything and finish up my Castles & Crusades version of the Witch!

Monday, May 26, 2014

Strange Brew. Now for Castles & Crusades

I am pleased to announce that are also offering Strange Brew: The Ultimate Witch & Warlock for Castles & Crusades!


https://www.kickstarter.com/projects/962794554/strange-brew-pathfinder-the-ultimate-witch-and-war

This book is part of the same Kickstarter as the Pathfinder book.  So really for one price you could get 4 books instead of 1.

  • Strange Brew for Pathfinder
  • Strange Brew for Castles & Crusades
  • The Witch for Basic Era Games
  • and the update of Way of the Witch for Pathfinder
We are at 75% funded now with about 2 weeks left to go.

Material is written. We just need to secure the art and layout.

Friday, May 24, 2013

Castles and Crusades: Liath and Bodhmall

I want to wrap-up my week on Castles & Crusades with a post of two of my favorite characters of Irish Myth.  Liath Luachra & Bodhmall the Druidess.

One of my favorite stories is that of Fionn mac Cumhail.  I used him as character in the very first Buffy RPG adventure The Dark Druid. The back ground of the adventure had Fionn coming to the 21st century and that the characters in the game were the new incarnations of people from his past.  My conceit was that his foster mothers Bodhmall and Liath were Willow and Tara respectively.   I expanded on this in my Willow and Tara based Buffy/Ghosts of Albion games. Episode 5 of The Dragon and the Phoenix expands on this and makes the connection well known to the characters.  Episode 11 of Season of the Witch establishes that in the game world Liath and Bodhmall were also the founders of the Daughters of the Flame coven.   So these are some characters with game history for me.

So whenever I need a "D&D Version" of Willow and Tara I turn to Liath and Bodhmall.  This way I can direct their fates in new and different directions and not mess with my "modern age" versions.
I have stated them up for D&D4 here before. In fact I spent a lot of time on it since the D&D4 druid couldn't do what I wanted till Essentials.

Bodhmall as expected makes a better druid under the Castles & Crusades rules than she did under D&D4.
Liath though needs some tweaking. Ranger in C&C is a little different and not really what my mental image of what she is.  It is very, very close, but missing the key ingredient.  I have this mental image of the first time Bodhmall meets Liath.  Bodhmall needs a protector/body guard while she is taking a babe to be fostered to the north.  She sees Liath standing on a raised log. On either side of her on the log are her brothers. They are fighting with long staves and the men are trying to knock her off the log.  She is more than holding her own. Her hair is long and braided and despite her young age is already graying; thus her name "The Gray of Luachair".

Some might balk at me taking two established mythological figures (however obscure) and making them same-sex lovers.  In truth I wondered about this too.  But I was doing research and I picked up a copy of Morgan Llywelyn's  Finn MacCool and there was an interesting typo on the character pages.  It listed Liath as being Bodhmal's wife.  That clenched it for me.

Character Creation
If you ever made a character for 1st Ed AD&D then you can make for C&C in about the same time.  If you have familiarity with 3e, then it might go even faster.
(Honestly I am wondering at this point if C&C should just be the AD&D game I play.)

I like the way the powers for the classes work out for the characters.  I made the right choices.
Since I am using this with the Codex Celtarum, the characters both get a Fey power at 1st level, plus something special

Bodhmall
1st level Human Druid, Female, Neutral Good

STR: 10 (0)
DEX: 10 (0)
CON: 14 (+1)
INT: 14 (+1) P
WIS: 18 (+3) P
CHA: 11 (0) P

AC: 13, Leather Armor
HP: 7 (d8)

Staff +0, 1d6
Scimitar +0, 1d6

Nature Lore
Druid Spells
- First Aid, Light, Purify Food & Drink
- Entangle, Magic Stones
Second Sight (1), p. 93 CC
Anamchara*

Liath Luchara
1st level Human Barbarian, Female, Chaotic Good


STR: 13 (+1) P
DEX: 10 (0)
CON: 18 (+3) P
INT: 10 (0)
WIS: 16 (+2) P
CHA: 11 (0)

AC: 12, Leather Armor
HP: 13 (d12)

Spear +1, 1d6
Short Sword +1, 1d6

Combat Sense
Deerstalker
Intimidate
Primeval Instincts
Shapeshifting (Salmon), p. 94 CC (based on Morgan Llywelyn's work)
Anamchara*

All in all I am happy with those write-ups.

Of course I can't introduce Liath and Bodhmal and not have their Anamchara quality.  It is what helps define them.

So here it is for use with the Codex Celtarum.

Anamchara
Level 6 Druid, 6 Witch

CT na D 10 rounds R self + one other
SV none SR none Comp n/a


“The only thing more frightening than meeting a Celt in battle is meeting a Celt in battle with his wife at his side.” 
- Attributed to Pliny the Elder, 1st Century CE

Anamchara (“on-um-kor-ah”), or soul-mate, is the Gaelic term used to describe a deep and powerful bound shared between two people. This goes beyond mere companionship and even beyond love; the souls of the two people are connected at a deep and fundamental level. Some occult scholars even speculate anamchara share one soul between two physical people.

The anamchara (singular and plural) are often aware of each other on a preternatural level. While this not a full blown telepathy or even empathy it is beyond what the normal senses would allow. This manifests itself in mundane ways as two lovers humming the same song at the same time with no outside influence, husband and wife completing each others sentences, separated twins living parallel lives, or even one sibling knowing her other sibling is about to walk into a room before the event happens.

Anamchara can be, and often are, lovers, but they are not limited to that alone. Some anamchara can also be very close siblings or very deeply devoted friends. Sometimes the connection can be forged in battle, giving rise to a “brothers-in-arms” effect. The Anamchara can also have a deep connection resulting from life times of being together.


Extension of the senses (“I Will Always Find You”). This acts like a mild form of Empathy or a lesser Situational Awareness that extends only to their anamchara. This grants +2 to locate their anamchara via mundane, magic or psychic means. This also gives each anamchara a broad sense of the other’s health and well being.

Boost Morale (“I’ll Stand By You”). When anamchara are together even dire situations do not seem as grim. With a soothing word or even a knowing look a character can grant her anamchara +5 on any one test or roll. Best of all, she can do it after the player has already made this test. The granting character spends her round or turn explaining she is doing this to aid her beloved. This can only be done once per game session per character.

Combat Effects 
The benefits detailed above have some application in combat as well. The extension of the senses translate into making the anamchara a particularly effective fighting team. In order to gain this benefit the anamchara actually need to train together in a fighting style. Players should decide which style (martial arts, medieval weapons or even magic) they will train together in. This training offers a +2 bonus to all attacks of that type and damage for each. Both can also effectively fight against one opponent with out penalty due to room. Anamchara naturally avoid each others weapons. 



I am curious to see what the Castles & Crusades players think of this power.

I am also posting this as part of my giveaway for the Bloghop Against Homophobia and Transphobia.
Win a copy of the Witch and help me support the Trevor Project!

Thursday, May 23, 2013

Castles & Crusades Witch

The Castles & Crusades Witch

Castles & Crusades is often called the Rosetta Stone of RPGS.  Actually that is not to bad of a claim.  Here is my Witch class from The Witch, converted to C&C.  I used the S&W versions and an old d20 version of mine to help fill in some of the blanks.  As usual, the PDF version is available in the Box download area to the right.

Let me know what you think!

OGL Notice: The following text is considered OPEN under the Open Gaming License. 
Section 15: "The Witch for Castles & Crusades" and "Faerie Tradition" copyright © 2013 Timothy S. Brannan.
Art is not considered open and copyright is retained by the artist, Larry Elmore and is used here with permission.

WITCH (CHARISMA)

PRIME ATTRIBUTE: Charisma
HIT DICE: d4 per level up to 10th level.  At 11th level, +1 hit point per level.
WEAPONS: A witch may only use a dagger, staff, flaming oil, holy water, net, thrown rock, sling, and whip as weapons.
ARMOR: Cloth, Padded or Leather only, no shields.
ABILITIES: Occult Powers; witch spells, ritual spells, herb use.

Witch Experience Table Spells / Level
Level
Hit Dice (d4)
BtH
EPP
Occult Powers
0
1
2
3
4
5
6
7
8
9
1
1d4
0
0
Occult Power
4 1 - - - - - - - -
2
2d4
+1
2,601
Herb Use
4 2! - - - - - - - -
3
3d4
+1
5,201

4 2 1 - - - - - - -
4
4d4
+1
10,401

4 2 2! - - - - - - -
5
5d4
+1
20,801

5 2 2 1 - - - - - -
6
6d4
+2
40,001

5 3 2 2! - - - - - -
7
7d4
+2
80,001
Occult Power
5 3 2 2 1 - - - - -
8
8d4
+2
160,001

5 3 3 2 2! - - - - -
9
9d4
+2
320,001

5 3 3 2 2 1 - - - -
10
10d4
+3
440,001

6 4 3 3 2 2! - - - -
11
+1
+3
560,001

6 4 3 3 2 2 1 - - -
12
+1
+3
700,001

6 4 4 3 3 2 2! - - -
13
+1
+3
840,001
Occult Power
6 4 4 3 3 2 2 1 - -
14
+1
+4
980,001

6 5 4 4 3 3 2 2! - -
15
+1
+4
1,120,001

6 5 4 4 3 3 2 2 1 -
16
+1
+4
1,260,001

7 5 5 4 4 3 3 2 2! -
17
+1
+4
1,400,001

7 5 5 4 4 3 3 2 2 1
18
+1
+5
1,540,001

7 6 5 5 4 3 3 3 2 2!
19
+1
+5
1,680,001
Occult Power
7 6 5 5 4 4 3 3 2 2
20
+1
+5
1,820,001

7 6 6 5 5 4 4 3 3 2
21+
+1 hp/level
+5
+140,000

7 6 6 6 5 5 4 3 3 2

! A Witch may take a ritual spell at 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th and 18th levels.

Witches are humans that have heeded the call of some other-worldly patron power.  This power can be an ancient and forgotten goddess, a powerful being of the Faerie Realms, an ancient elemental Primordial or even a darker power from beyond our reality.  They are trained in the use of potions, herbs, and plants as well as the more powerful forms of magic.  They cast spells, perform rituals and learn more as they advance in levels.  Witches have only the most basic training in arms and armor, having dedicated their lives to magic and the service of their Patron.  The prime requisite for witches is Charisma.

Witch Class Abilities

Spell Casting: The witch owns a book of spells called a “Book of Shadows” this is similar to the books used by magic-users, but each book is unique to each witch.  A Read Magic spell will not enable another witch or magic-user to learn spells from this book.

Bonus Spells: With a high charisma score, a witch gains bonus spells. If the character has a charisma between 13-15,she can memorize an extra 1st level spell. If her charisma score is 16 or 17, the witch can memorize an extra 2nd level spell, and if 18 or 19, the witch can memorize an extra 3rd level spell. Bonus spells can only be acquired if the witch is at a high enough level to cast them. Bonus spells are cumulative.
For example, a 4th level witch with an 18 charisma receives four 0 level spells, two 1st level spells, and two 2nd level spells. No bonus 3rd level spell is acquired until the witch reaches 5th level.

Familiar: The witch gains a familiar at 1st level.  This is a supernatural creature that often appears to be a normal animal such as a cat or frog.

Occult Power: At first level and every 6 levels hereafter the witch gains an Occult Power.  These powers vary from Tradition to Tradition.

Ritual Magic: At 2nd level the witch may opt to choose a Ritual Magic spell. These spells have special requirements in terms of components needs and multiple participants.  

Herb Use: All witches are knowledgeable in the use of herbs.  A witch of 2nd level or greater can make a healing ointment, balm or poultice out of local herbs.  The witch needs to make an Intelligence Ability check to find the herbs and a Wisdom Ability check to make the herbs into a useful balm.  These balms heal 1d4 + half the witch’s level.  So a 2nd level witch can heal 1d4 + 1 hp per use of herbal balm.  A person (character, animal or even monster) can only take benefit of one such balm per day. The witch may only prepare up to 3 such doses of balms per day.

Coven: at 13th level a witch may leave her coven to form her own coven.

Faerie Tradition
The witch living in the deep of the woods is a powerful archetype; her story has been retold countless times in myth and tale. This type of witch is often a Faerie Witch. Faerie Witches appear to be living in solitude, usually in a sylvan setting.  In reality, they often live in large communities of fey, serving as an ambassador to travelers moving through the area.
The Faerie Witch can appear as a beautiful Sídhe princess, a matronly faerie godmother or even as a hideous hag.

The Faerie Witch’s clothing varies from character to character.  Some of them choose to dress down, while others dress with a flair for the bizarre.  Their homes appear welcoming, but also very unnatural in a forest setting.  The homes are typically well kept with splendid gardens outside.
NPC faerie witches are usually Even or Half-Elven, since elves are native to the same geographical locations as the Faerie tradition. 

Role: Faerie witches spend much of their time conversing with the local fey.  They take care of the plants and animals near their home, building large gardens of flowers and vines in the surrounding area.  As witches, their chief concerns are brewing helpful potions, studying the ways of nature and using their divination magic to watch the forest area they protect.
Faerie Witches easily form alliances with rangers and druids living in the same area.  They will often inform these allies of local happenings and sometimes offer their magical services to them.

Joining this Tradition: Faerie Witches join this tradition in a variety of ways.  A common way is when a small child becomes lost in the wilderness and an existing Faerie Witch finding the child.  Another Faerie Witch may receive a vision from her patron to teach a Neophyte Faerie Witch the traditions.  Other times, a person may become divinely inspired, and attempt to seek out an existing Faerie Witch to train under.
The Faerie Witch must learn Elf or Sylvan as one of their starting languages.
On the Vernal Equinox, Faerie Witch covens gather to celebrate the beginning of spring.  These celebrations vary by coven, but are usually extremely joyous gatherings.  On the Autumnal Equinox, Faerie witch covens become much more serious, gathering to prepare for the oncoming winter.
Like the Seelie and Unseelie Fae, Faerie Witches divide themselves into Summer and Winter courts.  These alliances often have more meaning to them than alignment.

Leaving this Tradition: A Faerie Witch who ceases to revere and respect her homeland or betray the trust of the local fey will lose her powers, until she can atone.  She loses any spells or occult powers she has learned.

Occult Powers:  The Faerie witch lives in the world of magic, her connection to the “real world” can seem to be only tangential to her relationship to the worlds of deep faerie magic.

Least, 1st Level: Familiar. The faerie witch gains a familiar.  This familiar will be of a creature that is common to the world of the fae.  It can appear as a normal animal, but there could something different or off about it.  Examples of these familiars might be winged cats or talking dogs.  The “specialness” of the familiar in question will never be something great, but it will set them apart from others of their kind.

Lesser, 7th Level: Speak to Plants and Animals. Three times per day, the Faerie Witch may speak to plants or animals.  The conversation is limited to the intelligence of the creatures involved, but the witch might still discover a great deal about the surrounding land.

Minor, 13th Level: Fey Shape. Once per day, the faerie witch can polymorph herself into any type of faerie creature and back.  The creature in question must be of comparable size.  So, a human faerie witch can change herself into a dryad, sylph or even a hag, but a pixie is not possible.  The witch gains the powers of the creature and retains her ability to case spells, but she also suffers from that creature’s associated weaknesses.  She retains her own hit points and level.
Once the faerie witch reaches this level, she gains the fae’s intolerance of cold iron.  Any iron weapon (not forged steel like most weapons) will do an additional 1d6 points of damage to the witch if touched, similar in the way Holy Water damages undead or fire damages living creatures.  Unless a weapon is specifically listed as being cold-forged iron, then assume it is not.

Greater, 19th Level: Witch’s Curse. The witch can place a powerful Curse on one creature once per day.  The curse can be of any sort, but will usually bestow a -4 to all to hit rolls and -2 to any saving throw rolls.  Witch curses are quite powerful and require the use of two (2) remove curse spells to be fully removed.

Special Benefits: Faerie witches often have many allies in Sylvan settings.  Her ability to speak with the other fey races is often very helpful.

Special Restrictions: Faerie Witches tend to be more neutral, but no other alignment restrictions are clearly drawn.

Equipment:  The tool of this tradition is the wand.  The wand is often made from a branch of the oldest tree in the Faerie witch’s forest.

Preferred/Barred Covens: Faerie witches tend to be a bit xenophobic, so most covens that a faerie witch will belong to are made up of other faerie witches.

Relationship to the Goddess/Patron: The Faerie witch views the Goddess as nature itself.  As a Faerie witch takes care of the plants and animals around them out of respect to the Goddess.

Source/Views of Magic: Like most witches, the Faerie Witch views her magic as a manifestation of the Goddess.  The source of her magic is the great forest.  This obviously puts them on good terms with druids, who view their magic in a similar light.

Archetypes: Most Faerie Witches see little use in the Law vs. Chaos axis. Nature is both and neither, so why should they choose?  Most tend towards neutral if for no other reason than good or evil acts attract attention, something they dislike.

Other: Faerie Witches tend not to hoard much wealth, but their homes are well kept, and some are ornamented with works of art.  The yards of the Faerie witches’ homes are usually filled with lavish gardens, which may give the appearance of wealth, but more often than not Faerie Witches will have little to no money.

Wednesday, May 22, 2013

Review: Castles & Crusades Codex Celtarum

Castles & Crusades Codex Celtarum

Oh I have have been looking forward to this book and doing this review for a while.
Regular readers here know that I LOVE Celtic myths.  I filled Ghosts of Albion with them, the Witch has them as well and there are plenty of posts here about them.  Though for me it isn't just Celtic myths, but Irish myth in particular.  That is a fine distinction to be sure, but one that is important on how I judge or rate materials for a Celtic game.

Long time readers also know that I have been working on a long delayed project, Ã‰ire.  This was going to be completely focused on Irish myths and legends with just enough real history to make it feel right.  Low magic, high adventure.  I wanted to emulate the tales of Fionn MacCumhail and Cú Chulainn.  When I first heard about this game I thought to myself: Well, that's it then. I don't need to do this.  Besides I can't compete with Troll Lords.  Not just in terms of production value or resources (Brian Young is getting a Ph.D. in this! I am at best an enthusiastic amateur) but I also don't want to outright compete with them.  I like their stuff and I like to see companies I like do well.  So Ã‰ire, for the moment is on hold.  Some of it has gone into Eldritch Witchery, where it is a good fit.  Other bits will show up here and there.  Maybe one day I will come back to it, but for now just expect to see the same material show up here.

But enough about never-were and might-of-beens.  Let's talk about the book I have and you can have actually in your hands.  I supported the Kickstarter for this so I got a PDF, Hardcover and some modules of my choice.  I will say this for Troll Lords. They are quite generous with their KickStarter incentives.

The Codex Celtarum is written by Brian Young.  He is a gamer and an academic in Celtic history and languages and all around nice guy.  Honestly he is the kind of guy I want writing this sort of thing.  You talk to him and get the feeling that he could immediately tell you a story from the Mabinogion and it would roll off his tongue like the bards of old.  This is the guy you want working on your Celtic game.

The first thing I noticed in his introduction was his acknowledgement of the differences in legend and in history and where he was putting his cards.  For me, as someone that has had to have the same tug of war, the value of this book went up several degrees.
Before moving on to the book itself I spent a lot of time with Castles & Crusades again, this time from the point of view of a Celtic-themed game.  Honestly I think it might be one of the better systems to do it with.

The book itself is divided into eight sections plus the forward.
Now at this point it should be noted that the design of this book is to play in a Faery realm, so it is something you can drop into any game world.  There are some game-based assumptions made, but nothing to keep you from making this your own.

Chapter 1: Once Upon A Time covers the creation of the Celtic universe including the various wars that happened at the dawn of time and various personalities.  We are introduced to various gods.  The Horned One and the Blue Hag take central stage.  At this point I want to say that reading this is like reading a story of old as an adult; familiar yet nuanced in ways I didn't know then.  For me the myths and tales this is based on are familiar, but this is new telling for a new world. We are treated to so many names that are familiar and new at the same time; The Tuatha Dé Dannan, Danu, Lir, Goíbhníu, it's like hearing the names of old friends. In a mere 6 pages we have the whole background of the world to the present day. Nothing extra, nothing left out.

Chapter 2: In Lands Far Away details the physical and metaphysical lands of Faery and mortal plane they touch. There are the Two Cauldrons,  Night & Day (which have affects on the faery) and the Twelve Houses   of the Gods (with a cool map). Given the subject the human lands are the British Ilses and Ireland and given the author we get a lot of Welsh names.  The faery lands don't have the same rules of nature as the mortal realms. So there are some tables about the odd passage of time or the nature of the land.  Normally I would balk at this sort of randomness, but here it not only works, it is part and parcel of the mythos. BTW if you don't quite recognize the map of the lands, hold it up to a mirror.

Chapter 3: There Lived a People has everything you want to know about the Faery races.  This includes the major sub-races (Light, Darkness and Twilight) and traits faeries can have.  Now the utility of this chapter should be obvious. I will also add that if you want to give your FRPG Elves a nice shot in the arm then adopt this part of book. We are given detail (in terms of monster stat blocks) of the Children of Light, Children of Twilight and Children of Darkness.  Nearly every Celtic-fae type is here in one form or another. There are lot of new creatures here (unless you are very familiar with Celtic myths) and some that I don't believe have ever been featured in a game book before.  There are also plenty of Faery beasts and supernatural animals.  We also get some giants, but no stats since they are legendary.

Chapter 4: Great of Magic and Power details, what else, magic.  If human wizards study magic and human priests pray for it then the Fae ARE magic. The distinction is not a subtle one.  The magical powers here are listed as spells. So they can be used by the fae as if they were spells, but that robs them of what makes them so interesting. Instead go with the suggestion in the book that each member of the fae get a number of special powers based on their intelligence.  And there are plenty of powers here!  If you are anything like me and love magic, spells or powers for characters then this chapter alone is worth the price of the book.  I have to admit I am pleased to see similar powers here as to what I have in Ghosts of Albion under Faerie Powers.  It tells me that we were drawing from similar sources.  There are plenty of differences though allowing for personal preference, but it shows that Brian and I were thinking along similar lines.

Chapter 5: Strong of Feats and Deeds handles what the Celts did best. Fighting.  Well they did other things too, but this is what those stories were all about.  If your fighting-type characters felt left out in the last chapter, then this is one help you out.  Plenty of options. I particularly liked the Tattoo magic.  There are feats as well. Before you panic these are feats in the traditional sense of the word and there are only a score of them.  If you have read any of the Táin Bó Cúailnge, then these are the feats of Cú Chulainn.   There are also some fighting orders detailed such as The War Sisters, the Fian (Fianna) and the Dragons of Prydain (of which the most famous is Arthur).

Chapter 6: With Great Gods and Heroes covers the gods, demigods and heroes of the lands.  We have been introduced to a few already like The Horned One and his wild Hunt. Arthur is mentioned as well as my personal favorite Fionn mac Cumhail (Finn McCool).  There are no stats for these gods or heroes.  Why? That is easy. They are not meant to be killed or even interacted with.  They are the legends of this land.

Chapter 7: Great of Name and Mighty of Deeds covers new rules.  First up are changes to the various character classes.  Not a lot needs to be altered here.  Again as I mentioned above, the classes in C&C are based around concepts and skills rather than powers, these can translate better.  There are some new classes too. The Woodwose is something like a wildman, a mix of barbarian and ranger.  These are humans that have lived in Faery a little too long.  The Wolf Charmer are something like a Beast Master.  They charm animals to follow them.   There are some adventure hooks from classical Celtic tales.  A list of names for characters from Brythonic and Gaelic roots.

The last part, Chapter 8: Items Enchanted and Divine, are all the pieces that didn't fit above. But it still has a lot of good material.  We get a nice discussion on Faery Metals and how they can be used.  There is a list of divine items (artifacts in other games) listed by owner; that's right the Gáe Bulga is not just lying around waiting for you to find it. No this +8 spear (!) is well in the hands of Cú Chulainn.
Ogham is discussed and the various societies and cultures of the heroic age; the Picts, the Britons, the Anglo-Saxons and the Gaels. Holidays around the isles are also detailed.
We end with a map.

Ok. So what can say here.
First the book is absolutely excellent. I am insane with jealousy on how good it is really.  At 176 pages it crams a lot into space.   I love the feel of this book. There is something about that just feels right to me and it makes C&C the perfect system to play a Celtic-based Faery game.  Now. Some points of clarification again.  This isn't a book about playing in a Celtic society per se.  There is no "day in the life of a Celtic warrior" bit.  Only lip service is given to Bronze Age tech or what the larger Gaelic society was like.  Also this book isn't about playing "weird elves".  There is nothing here for example from the Germanic tradition of Faerie stories. The aim of this book is very specific.  If you are looking for one of the above sorts of books then this might not fit your bill.
But if you are looking for a book to play in that intersection of Celtic myth and Faery lore, then this is the book you want.
As with all C&C books the layout is clean and easy to read. The art is fantastic.
If you are a fan of Celtic myth, Faery lore, or Castles & Crusades then I highly recommend this book.  Even if you don't play C&C, I would get this book.