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

Monday, September 26, 2016

Monstrous Mondays: Giants in the Mist

or fog as the case may be...

Since I am going to combine some Cloud Giant adventures and have a floating castle, I figure I should have at least one encounter with their land-dwelling cousins.  Fog giants first appeared (well for me anyway) in the 1st Edition Fiend Folio.

These creatures can be added to any giant-themed adventure.


D&D 5th Edition


Castles & Crusades

NO. ENCOUNTERED: 1-6, 1-10*
SIZE: Large (16'-18')
HD: 14 (d12)
MOVE: 40 ft.,
AC: 24
ATTACKS: Weapons; Greatclub (5d6) or rock (3d8)
SPECIAL: Spell–Like Abilities,  Mist (Twilight) Vision, Scent
SAVES: P
INT: Average
ALIGNMENT: Neutral Good (50%) or Neutral Evil (50%)
TYPE: Giant
TREASURE: Horde
XP: 4750 + 12

*Any group of 10 Fog Giants will include a Cloud Giant noble.

From the 2nd Edition Monstrous Compendium.

Description
Cousins to the cloud giants, these large rock-hurlers are more intelligent and stealthy than portrayed in story or song. Fog giants are huge and husky, with tree-trunk sized legs, and over-developed arms muscled by constant throwing games and exercises. They have milk-white skin which aids their natural ability to blend into fog (80% chance). Their hair is silvery white and flowing, with ample hair on the arms, legs, and chest. They grow no facial hair whatsoever. They prefer to wear no armor, counting on their high natural Armor Class.  They love massive, ornate clubs made from bleached and polished wood or bone.

Habitat/Society
Fog giants are proud of their strength and fighting skills, often playing games when on hunting forays in an attempt to best one another. Their favorite such game is called “copsi” and consists of the giants pairing off to toss larger and larger boulders to their partners until one of the pairs misses its throw.

The fog giant families live in caves, canyons, or thickets, in the most inaccessible areas of marsh, swamp, forest, or coast. The men usually hunt in groups, ranging up to a dozen miles from their homes. The groups generally are formed of giants of similar alignment.

By tradition, a young giant may not mate until he has obtained at least one large ornament of silver. Usually, the young giant joins with several others in a quest to find one (or acquire enough treasure to buy one).

Fog giants do not often mix well with other creatures or races, although they can often be persuaded to perform services for a fee, or barter goods with groups of similar alignment. Fog giants will happily barter goods and services for refined silver.

Territorial disputes sometimes flare up between groups, especially in times of bad hunting. Friendly disputes can sometimes be resolved by a game of copsi or an arm-wrestling match. Fog giants fighting amongst themselves will generally throw rocks and fist-fight, rather than use swords.

Fog giants are fond of all sorts of cooked meats, particularly hoofed creatures such as horses, cows, deer, elk, and centaur. They often cook meat by building a large fire, then impaling chunks of meat on their swords and holding them over the open flame. Fog giants prefer fruits and sweets for dessert, and will also down large quantities of spirits if available to them. They do not distill their own spirits or liquors.

They also sometimes smoke fresh milkweed pods in wooden pipes, though the taste is too bitter for humans and demihumans to enjoy.

Thursday, September 22, 2016

Witch Wars and Second Campaigns

Again, no gaming for me this weekend. So when I am not working on my current 5e game my mind tends to wander a bit. Lately, I have been thinking a lot about what needs to be done next.

A brief recap though.

I started playing with my kids when my son turned 5, so about 2005 or so.
That adventure was the start of what would become the Dragonslayers campaign. There was no over arching plot and we made a lot up as we went along. The rule system was a modified version of D&D 3.0 with bits of Mutants & Masterminds, BESM d20 and Star Wars thrown in for good measure. Soon my youngest son joined and there was a rotating cast of characters (sometimes joined by their friends) under the vague notion of stopping the threat of evil dragons. Eventually the party decided that they had to stop Tiamat herself. We went through many of the classic adventures and a lot that were completely made up on the day of gaming.

When D&D 4 came out we tried a couple of times to get a game going under that but to no real success. Though those failures lead to what we called the Order of the Platinum Dragon games, or what I have been calling here the Come Endless Darkness game. Like every time I have changed rule systems I usually use the children of the characters I was playing before. This time, we started using AD&D 1st Edition. We played that for a couple of levels, notably for adventures B1 and B2. When D&D 5th Ed came out we switch wholesale over to that with flashbacks using AD&D1 and D&D Basic.

Now I want to try something a little different.

The Second Campaign is (in theory) supposed to run in parallel to the Come Endless Darkness game. Different characters, but the same world and time. One of the elements of this game is that one of the characters that went missing from the CED game will show up here. That game is limited to only 12-14 levels, then for the big finale all the characters would come together in the end. BUT...that might not work so well since I didn't get the Second Campaign started when I should have. Or rather, the CED game had too much momentum and we kept going. In the CED game they are going to deal with the Lolth-Orcus threat, in TSC it will be Dagon and Demongorgon.
Since it is a "Second Campaign" I want to follow the model of the "First Campaign" or Come Endless Darkness and use classic modules. These are the ones I am considering.

N1 Against the Cult of the Reptile God, levels 1-3 (novice)
U1 The Sinister Secret of Saltmarsh, levels 1-3
U2 Danger at Dunwater, levels 1-4
U3 The Final Enemy, levels 3-5
I1 Dwellers of the Forbidden City, levels 4-7
I3 Pharaoh, levels 5-7
I4 Oasis of the White Palm, levels 6-8
I5 Lost Tomb of Martek, levels 7-9
X4 Master of the Desert Nomads, levels 6-9
X5 Temple of Death, levels 6-10
I9 Day of Al'Akbar, level 8-10
Gary Gygax's Necropolis, levels 10+

The only one that I am 100% sold on is Necropolis.

Since these are all AD&D modules (save Necropolis) I might stick to AD&D, but it is far more likely that this will be a combination of Basic/Expert D&D, Astonishing Swordsmen & Sorcerers of Hyperborea, Adventurer Conqueror King, Basic Fantasy RPG, Labyrinth Lord and any other OSR book I have laying around. It is a mix-mash that I often refer to as "Black Box Basic".

The trouble it that it make much more sense for this game to use Castles & Crusades. Converting between C&C and D&D5 is a no brainer really. Super easy. I want to play C&C. I also want to play Black Box.

The only ones I don't have PDFs for.
The campaign after this will be my War of the Witch Queens.
That one will be run under Castles & Crusades and also use a variety of adventures.

The Stealer of Children (LL), level 1
B7 Rahasia (Basic D&D), levels 1-3
The Ruins of Ramat (S&W), levels 1-3
Return of the Warlock (S&W), levels 2-4
The Manor Issue 6 (OSR), low level (roughly 3rd)
Witch of the Tarriswoods (OSR), 3rd level
Saga of the Witch Queen (DCC), 4th level
A3 Wicked Cauldron (C&C), levels 3-5
Night of the Spirits (C&C), levels 4-6
No Salvation for Witches (LotFP), not mentioned, likely levels 5-7
Witches Court Marshes (AD&D_ish), around 7
Fane of the Witch King (3.0/d20), levels 10+
Dark Druids, AD&D1/OSRIC, levels 8-12
The Dancing Hut of Baba Yaga (AD&D_2e), levels 7-20
The Witch Queen's Revenge (Pathfinder), levels 15+
The Witchwar Legacy (Pathfinder), levels 17+
Winter of the Witch (D&D4), Epic levels

One campaign has a variety of rules, but adventures that are for the same system. The other uses one set of rules, but each adventure is for a different system.

One day I'll do something easy.

Wednesday, September 21, 2016

Class Struggles: Castles & Crusades Classes

It has been a while since I have done a Class Struggles post.  Normally with these I like to take a deep dive into a single expression of a class and talk about it in it's various forms in the various editions and offshoots of D&D.

Today though I want to instead look at the unique, or mostly unique, classes offerings from Castles & Crusades and other SIEGE Engine games.  My point of view though will remain the same; how to use these classes in your Fantasy RPG/D&D.

First up is the Knight.  The knight comes to us from the Castles & Crusades Player's Handbook. So in this respect, it is a "core" class.  It is best to compare the Knight to the Cavalier. In fact if one were to look at the list of classes in the C&C PHB and compare that to AD&D1 PHB/UA or OSRIC the Knight stands out as being something of a unique class.  Like the UA cavalier the knight is a mounted, armored fighter type. They both follow codes of conduct and belong to various orders.  In most ways the knight appears exactly like the romance knights of King Arthur's Round Table with their code of chivalry and courtly romance.  Thankfully though the knight is a little bit more than that.
In Castles & Crusades there is the concept of Prime Abilities. Each class has one and they do about what you would imagine if you never read the rules.  For the Knight the prime ability is Charisma.  Not physical prowess, but charisma. This is the same for Paladins who are now taking more of the role of Holy Warrior.  The 5th Edition D&D Paladin is still closer to the C&C Paladin, but the C&C Knight is in many ways closest to the D&D4 Warlord. Both have leadership abilities and both appear to be more militarily trained fighters.

At this point, I must apologize for my selections of classes.  They are going to be based on the ones I know and the books I have.   I also mightnot focus on every class in the books I do have.

The Codex Celtarum is one of my favorite C&C books. I love the idea of playing in a Celtic universe and there is just so much fun stuff in this.  This book comes with a new class, The Woodwose, and a variation of a class, The Wolf Charmer. Both of these classes have a distinct Celtic flair to them.  The woodwose is a wildman of the woods and somewhere between a ranger and a barbarian in terms of role. Looking at their prime abilities, the Barbarian is Constitution, the Ranger is Strength and the Woodwose is Dexterity.  The wolf charmer is described as a pied piper of sorts for wolves.  They can be rogues or rangers and they gain some wolf charming abilities in favor of some the abilities they would have gotten for their own class.  A ranger-wolf charmer, in fact, resembles the concept of the Beastmaster I discussed in a Class Struggles a few months back.  In 3rd edition, we might have done this a Prestige Class.

It's sister product or cousin product, is the Codex Nordica.  Personally, I think both books should be used together for a greater effect to both. Yes their "worlds" are very different, but their interaction in our world is very linked.   This book offers us the Seiðkona, or sorceress.  Other books might call her a witch.  Indeed I used a lot of the same myths about the  Seiðkona, Vísendakona and Volur in my own witch books right down to using a distaff in place of a staff.  The Seiðkona uses Intelligence as her primeary ability and casts the same spells and magic as the Wizard does.  If she had used Charisma, I would naturally compare her to the Sorcerer of D&D3.   Though given her role, Intelligence (or maybe even Wisdom) is the proper choice here.  This is a class that is very much part of the mythology of the world she is in. She loses some of the things that make her special if she you dropped her into Greyhawk or the Realms.  There is also the Völva, which the clerical counterpart to the Seiðkona.  This class also serves the role of a priestess and uses a distaff.  As expected her primary ability is Wisdom.  Her gift is divination and prophecy.  So by means of a rough comparison, she is more similar to the Oracle class in Pathfinder.

Moving on to more C&C specific "worlds" we can first turn to the Tainted Lands. Now to be fair, I was pretty hard on this product when it came out.  I still find faults with it, but I am softening my approach some more.  I just ignore the "Psychic" and "Supernatural" attributes. The nice thing about this setting is it is easily back-adaptable to ad some darkness to your games.  The Tainted Lands also gives us four new classes.  The Witch Hunter (which I have converted to Wisdom), The Metals Master (which I honestly don't use), The Portal Keeper (I use Intelligence instead) and the Vampire (Strength).  Of these, I use the Witch Hunter the most.

The Haunted Highlands are next and have some classes that fit into the same horror or darkness tinged mode.  This includes the Players Guide, the Castle Keeper's Guide and the Black Libram of Naratus.  Now these books hit me right in my home.  Dark, scary, Celtic themed play?  Sign me up!  I will work on getting a full review out for the Haunted Highlands soon.  Case on point, the classes are a revised Assassin, a revised Monk, the Conjurer (Charisma based), the Necromancer (an Inteligence sub-class of the Wizard and which is also detailed at length in the Black Libram of Naratus), and the Witch (Wisdom based)! I could go on and on about the witch here, but it is a very approapriate adaptation of the concept for this setting.  Again. There is so much here to go through that I will have to devote a blog post or two about it.  But I would easily play one of these witches or necromancers.

To wrap-up my collection of Castles & Crusades specific books (and I know there are more out there) I want to look into the Castles & Crusades Players Guide to Aihrde.   What I really like about this book are some "race" specific classes. There is the Heisen Fodt (Dwarves), the Oraalau (High Elves), Ieragon (Eldritch Goblin), Hugrin dun (Gnome), and Felon Noch (Halfling). Essentially these are the racial classes closest to the Basic/Exper D&D expressions of the Race as Class classes.  Here though they have a strong cultural context and they really work.   I would add these to not only my Castles & Crusades game, but any OSR game or even D&D5.

Stretching now just a bit I want to talk about a few of the classes found in Amazing Adventures.  While AA is a Pulp or even modern RPG, there are some classes that would work well with just the tiniest of modifications.  Some of this is detailed in the books, but I want to share my opinions on the matter.  The Arcanist is basically a Wizard or Cleric.  The Gadgeteer though would make for an excellent Magical Artificer.  Use the rules here and in the Book of Powers to create your own artificer.  The Mentalist would add a psionic or psychic character to your game.  The  Socialite can be dropped in almost as-is for a Royal Courtier.   Now if we add in the Amazing Adventures Companion we get a whole new slate of character class options.   The Acrobat, the Archer, the Duelist, the Feral, the Pirate and the Soldier can all be used with only modifications to anything that involves firearms.  Depending on your game you could even add in the Gunslinger.
If you check out the Troll Lord's online shop you can also find the Demon Hunter class for AA, but easily compatible with C&C.

There are similar choices in Victorious, but I am not done reading that one yet.

All in all, nearly 30 classes you can add to your Castles & Crusades games.

I think the Troll Lords need to come out with a "Class Codex" now!

Tuesday, September 20, 2016

Review: Amazing Adventures Book of Powers

The Amazing Adventures Book of Powers for the Amazing Adventures RPG is really, really interesting book.  Interesting in that it opens up the Amazing Adventures game, and thus Castles & Crusades and Victorious RPGs into new and interesting realms of play.   It does in a sense to Castles and Crusades what the BESM d20 rules did (or could have done) to d20 rules.

Let's start with the basics and then move into specifics.

The Book of Powers (BoP) is a slim book, 48 pages. The covers are full color, the interior is black & white.  The list price is $14.99 but as of this writing, the PDF is on sale for $10.99.
We get right away to my first gripe about the book.  The cover.  I love Peter Bradley's work and this cover is gorgeous.  However, it is not really "pulp" to me at all.  Sure if this were a modern supers game (which in fact you can use this book to turn AA into) this would be a great cover, but acrobatic girl with green hair, in skin tight lycra/spandex outfit with plunging cleavage isn't my idea of the 1930s.  Sorry.  I mention only because I fear that people might not grab it.
Moving on.
The premise of this book is pretty cool.  Take AA's Gadgeteer class and turn gadgets into powers.  These powers can be used along side gadgets and other powers to make some truly heroic characters.  I did a few quick and dirty character creations this morning and I am pleased so far with what I was able to do.

Expanding on this idea Vey also presents a "Sorcerer" class, a magical power wielder that could fit in right next to the Arcanist class in AA OR even the Wizard in C&C.   For my next character I want to create an AA style sorcerer for a Castles & Crusades game to see how well it works.

Expanding on these powers even further we are given rules on how to make Vampire, Demon and Angel characters.  Now this is a REALLY cool option.  I don't often pull this card, but today I will.
Jason knows his shit here.  We worked together on WitchCraft, All Flesh Must Be Eaten and of course the Buffy the Vampire Slayer RPG.  Jason is above and beyond qualified to give us these rules. And these rules are really fun.  So much so that one idea I had for a supers game I want to now convert over to an AA game with powers, sorcerers, vampires, angels and demons.  It's actually quite silly how well it work for me.

The book also has a host of new character options including a modified skill check system.  I *believe* is the same as the one in Victorious.  Though I am not 100% sure.  It's a nice simple system.  Though reading it I realize I almost never do skill checks in C&C/AA; just ability checks.
There is also a new advantage system or perks for each class.  Totally optional, but allows for greater customization.  Not enough here? They are similar enough to feats to allow importing from other d20 games.  Add these to Castles & Crusades and you basically have D&D5.

Speaking of which there is also a section on "Amazing Crusades!" with guidelines on how to get Amazing Adventures Peanut Butter into your Castles & Crusades Chocolate.  I would also add that you can add the sweet, sweet creamy caramel of Victorious to this.

I was going to like this book anyway since it does a lot of the things I tend to do in my games anyway.  It also has a lot of things I love adding to my games.  So how do I give an unbiased opinion?

Well, I will say this.  If you love Amazing Adventures, then you should check this out.
If you want some more flexibility with powers and even races in Castles & Crusades, you check this out.
If you want more Steam Punk gadgety goodness of Victorious then definitely buy this.

I highly recommend this.

Disclaimer 1:  I received of a copy of this book in the mail as thanks for being a playtester.  No review was ever mentioned, promised or implied.
Disclaimer 2: I was a playtester for this book.
Disclaimer 3: I am good friends with the author, Jason Vey, and we have worked on many RPG projects together over the last 16-17 years. 
Disclaimer 4: All links are affiliate links.  Your clicks support my book habit.


Monday, September 19, 2016

Monstrous Mondays: Woodwose for Castles & Crusades

A couple of things came together for me this week.  First off I have been going through all my Castles & Crusades material.  My son is getting ready for the game he runs with his group so I have been cleaning my game room, reorganizing my shelves and reading a lot of C&C.

I have been wanting to do something cool with C&C for a very long time.  So I am torn as to whether I am going to use it for my "Second Campaign" or "War of the Witch Queens".  I have a lot of good in-universe reasons to use this for the Second Campaign, but there is SO much of what is native to C&C that make me really want to use it for War of the Witch Queens.
In particular, books like the Haunted Highlands and Codex Celtarum are just full of ideas.

Today I wanted to update a monster I did a while back that was also recently updated on the newbiedm.com blog; the Woodwose.

You can see my version for Basic Era games here:
http://theotherside.timsbrannan.com/2015/03/woodwose-for-basic-era-games.html

Newbie DM's version, based on a 2nd Edition version I knew nothing about here:
https://newbiedm.com/2016/09/12/monster-conversion-woodwose/

Here is a new version for Castles & Crusades.

Note: this is different that the Woodwose class found in the Codex Celtarum.

Woodwose
NO. ENCOUNTERED: 5–30
SIZE: Small
HD: 2 (d4)
MOVE: 20 ft.,
AC: 13
ATTACKS: Weapon
SPECIAL: Spell–Like Abilities,  Twilight Vision,  takes 2x damage from cold iron
SAVES: M
INT: Average
ALIGNMENT: Neutral
TYPE: Fey
TREASURE: 1
XP: 45+1

The Woodwose, or "the Wild-Man of the Wood" is faerie creature related to the brownie and buckwan. These creatures typically look like small, old men completely covered in hair. Their hair can vary from brown, to light yellow to even green.  These creatures stand about 4' to 4 1/2' tall though some have been reported as small at 2' and others as tall 7' tall.   They have a language, a very early form of Sylvan, that they use among themselves but they can speak elven when talking to others.

As their name would suggest the woodwose are a wild, barely civilized race. Much of their time is spent in raiding the homes of other faerie creatures stealing food, treasures, and their women.  Woodwose that live close to human settlements have also been known to attack an outlying farm or prey on a lone traveler.   They are only brave in packs and rarely venture out of their burrows alone.  Despite their size a woodwose will attack any creature up to and including, ogre-sized, if they have the numbers.  Woodwose fear and avoid elves.

For every 6 woodwose encountered 1 will be a shaman capable of casting spells as a 2nd level druid.  For every 12 one of those 2 shamans will be 3rd level.  At 24 woodwose, a small community, there will be a shaman with the powers and spells as a 4th level druid.
In any case all woodwose are capable of casting the druid spell Shillelagh on their club once per day.  They are also capable of casting Pass Without a Trace at will as many times as they need.
Woodwose will be wary of adventurers unless they can outnumber them 2-3 to 1.

Saturday, September 17, 2016

Review: Beneath the Dome

Beneath the Dome is an adventure for the Castles & Crusades game by none other than James M. Ward.  The current versions out in game stores and OneBookShelf are a combination of four smaller adventures.  It is really like a small campaign or a longer adventure in four parts.

Each section challenges characters of progressively higher levels (1-5, 4-7, 10th and above) and deals with the invasion of a race of giant humanoids, the Amdromodon.   Aside: While the new monsters here are interesting enough, I couldn't help but think it might be cooler if instead, I replaced them with Slaadi from the old Fiend Folio.  But that was only a thought.

The adventures are interesting and I love the whole "invasion" and corruption vibe.  It made it feel a little different than your typical adventure dealing with outer planar creatures.   A little fleshing out with some other adventures the Castle Keeper could really make a nice campaign with this.  The only thing really missing is a very high level adventure where the PCs go to the plane of the Amdromodons.

There is a lot going on in this adventure(s) and it is a lot of fun really. In addition to the new monsters there are also some new spells.

The book itself is 36 pages.

Now.  I hate to be "that guy" but today I am going to be.
If your book needs so much editing that *I* notice it then you have some issues.  There is more going on here than the odd typo or comma splice. Some sections are so awkward in their phrasing and the way they were written it really made it difficult to read.  I know these complaints have been leveled against Troll Lords before and I have for the most part ignored them.  But this book for whatever reason seemed to be really bad.  Now the PDF might be updated, I don't know.  But the physical copy I have needs a lot of help.


Disclaimer: Links are affiliate links, this module was purchased as part of a Kickstarter add-on package.

Thursday, September 15, 2016

Reviews: Castles & Crusades Adventures

My son is doing some gaming with his own group, so he has been spending a lot of time working on his own stuff.  So I have been reading a lot of Castles & Crusades.

I have to admit, and this is not really an admission since you all know this, but I love this game.
For me, it really hits a nice blend of 1st, 3rd and yes even 5th Edition.  Plus there is lot of material that I have not even been through yet.  The more I read it the more I REALLY want to use this for my War of the Witch Queens  adventures.

But before I do that I want to look at some of these adventures on their own merits.
Review Disclaimer:  I purchased these adventures as part of a Kickstarter add-on some time ago.



The Fantastic Adventure
This is a short adventure, 16 pages, for 4 to 8 characters of 1st to 3rd level. Actually, it is three very short adventures in a general area.  One flows to the next easily and can be run in a couple of sessions. The starting adventure revolves around finding a missing gem and this leads to the PCs saving a deranged golem.  There is also a host of really weird and interesting NPCs that could, if needed, be used as characters.  I know that C&C typically takes its cues from AD&D1, but this adventure felt like something right out of D&D Basic to me.  I mean that in the best way possible; I love D&D Basic.  This would make for a good first adventure to anyone new to C&C, but familiar with other FRPGs.
I often gush at the nostalgia fuel that Castles & Crusades often is for me, but this adventure really does capture a lot of the fun of playing in the late 70s and early 80s. Particularly the early 80s.  It is set in their larger, and somewhat more dangerous, World of Aihrde and can lead up to their other adventures.  Or it can stand alone for a couple nights of rolling dice and having fun.

I1 Into the Unknown: Vakhund
26 pages, for 4-6 characters levels 1 to 2.
Vakhund, Into the Unkown is a short adventure that builds up to some epic events in the later I series from Troll Lords for Castles & Crusades.  It starts out simple enough really. The party has been hired as guards for a caravan. Soon the wealthy merchant is dead and his daughter kidnapped.
Vakhund is interesting since for an adventure that has it's DNA in a game known as "Dungeons & Dragons" there are neither dragons nor dungeons (for the most part) in this adventure.  Typically for low level adventures there is a dungeon to explore. In this one the PCs are thrown right to a plot and it is rather interesting to be honest.

I2 Under Dark & Mistry Ground: Dzeebagd
34 pages, for 4-8 characters levels 2 to 4.
Following up on the events of I1 Vakhund the party finds the missing girl but uncovers a larger plot involving many local factions.  The conceit of the adventure is the party will be drawn in, but as far things go this is not a bad one.
This one is a bit longer than the last adventure and a bit more involved with all the factions.  This adventure can stand alone, but it works best as part of the I trilogy.  Interaction with the NPCs is really what makes this adventure so the game master should read up on all of them and their motivations ahead of time.

I3 Dogs of War: Felsentheim
22 pages, for 4-8 characters levels 3 to 5.
Felsentheim is the epic conclusion to the I series of adventures.   As with the last adventure the GM should be knowledgeable on all the NPCs and factions in this adventure.  Again it can be played on it's own, but works best as the conclusion to the I series.  While the adventure is shorter there is quite a lot of combat in this one.

All together these three books are greater than their parts and make for an interesting set of adventures.

Interestingly enough the entire time I was reading these I kept thinking how well they would work with Astonishing Swordsmen & Sorcerers of Hyperborea.  Not that there is anything here that screams AS&SH to me, but just a feeling that it would work well.  I'll have to try it someday.

Tuesday, September 6, 2016

Review: The Wicked Cauldron

Troll Lords has been putting out some quality products since the 3.x/d20 boom days.  This includes not only their own "house" system, Castles and Crusades but also some 3.x material back in the day.
Well now they are dipping their toes into 5th edition and I could not more pleased.

This past Gen Con I picked up their 5th edition version of their adventure A3 The Wicked Cauldron. I already had the C&C version and I wanted to see how they compared.  Especially since D&D 5 really has a lot of ideas that C&C started with.


The Castles & Crusades version is 24 pages and designed for 3-5 characters of 3rd to 4th level.
The Dungeons & Dragons 5e version is 40 pages (larger font) and for 3-5 characters of 3rd to 5th level.

I am reviewing the print and pdf versions.

The premise is a fairly simple one.  There is a ruined ziggurat in the Barren Woods that is the home to many foul things. It also has a long and evil history and currently is home to one of the fabled Witch Queens.  The PCs must investigate and stop her.

The adventure itself is particularly original, but that doesn't make it less fun.  There is a good balance of overland and dungeon exploring, plenty of new monsters to fight, a threat of an ancient evil.  Given that this module is coded "A3" should give you an indication it is part of a larger series, and it is.  It can be played as part of Troll Lords "A" series that began with "Assault on Blacktooth Ridge" and "Slag Heap" and continues in other Airhde products and adventures.  But it can also be played as a stand-alone adventure.
The adventure is very reminiscent of the old Basic adventures of the early 80s, especially B2 and B4.  In fact, it is almost a perfect mix of these two classic adventures.  So in the nostalgia department, it gets a perfect score from me.

My biggest issue with the PDFs and the Print versions are the maps are fairly small.  I can redo them on my own and larger, but having something I can print out or read easier would be nice.

The 5th edition conversion is good and really, C&C is so close to D&D5 as to almost make the conversion unnecessary, but still I did enjoy looking through both to find the subtle differences.  The most interesting changes were to the Witch Queen herself.

The Witch Queen, Neb–Eprethat, is the central figure in this adventure and stopping her is the main goal.  In the C&C version, she is a Lawful Evil 5th level human cleric/wizard.  In the D&D 5 version, she is a Chaotic Evil 6th level human cleric.   In both cases, she could be better served as a witch.

There is no D&D5 witch class (yet) and I am not ready to publically reveal my C&C witch class.  But I can give her a try in my Basic-era Witch.  Though given that she supposedly worships and honors the "Horned One" she could be a D&D5 Warlock too.  In fact a warlock (as per D&D5) makes a lot of sense.


Neb–Eprethat - Witch Queen 
Chaotic Human Witch (Malefic Tradition), 6th level
The Witch stats

Strength: 11 Death Ray, Poison 11
Dexterity: 14 Magic Wands 12
Constitution: 12 Paralysis, Polymorph or Turn to Stone 11
Intelligence: 16 Dragon Breath 14
Wisdom: 14 Rods, Staffs, Spells 13
Charisma: 18

Hit Points: 20
Alignment: Chaotic
AC: 1
Dagger +4, Multiattack (allows 2 attacks per round)
To hit AC0: 18

Occult Powers
Familiar: Toad (multiple familiars)

Spells
Cantrips (7): Alarm Ward, Daze, Detect Curse, Object Reading, Open, Spark, Warm
First (3+2): Bewitch I, Cause Fear, Command, Minor Fighting Prowess, Sleep
Second (2+2): Biting Blade, Enthrall, Evil Eye, Hold Person,
Third (2+2): Bestow Curse, Continual Fire, Fly, Ghost Ward


She joins the ranks of the other Witch Queens that I have been gathering.

Can't wait to run this under my War of the Witch Queens campaign.

Friday, January 29, 2016

Kickstart Your Weekend: Family and Familiars

A couple of Kickstarters today.

First is a really cool one,  I really love Castles & Crusades, but I also really love D&D 5e.
So it is really cool to see the Troll Lords bring out a product for 5e that was also one of my favorite Troll Lords books.

5th Edition: Familiars, Monstrous Companions, Steeds & More is part of their new 5e line.  It is an update of their Castles & Crusades Book of Familiars.   Though I have on very good authority that this book is more than a conversion, it's a complete rewrite of the book.



It looks really cool and will be a nice addition to my 5e library.


This next KickStarter I know very, very little about except that it is a widow wanting to bring her late-husband's game to the market.

The game is EVERYVERSE RPG and it is a multi-genre RPG.


You can also read more about it on their blog at, http://rpg.parizekdevelopmentllc.com/

Both are worthy of your attention.

Tuesday, November 10, 2015

Oh! What a Lovely War

Picked up a new book from Troll Lords over the weekend to add to my Castles & Crusades collections. The Book of Familiars is a great book and one I have reviewed in the past.

Makes me wish I had a regular C&C game going.  I added it to a bunch of my other "witch" themed books.

Collecting all my books, games and adventures for the War of the Witch Queens and I am working out a time and a place to set it.  With the release of Dark Albion it occurs to me again that Medieval England would be the best place to start.    I was digging through some of the material I had written for the WitchCraft RPG many years ago under the project title "WitchCraft: The Burning Times" and found just a treasure trove of notes and ideas. But mostly it was essential in putting down a good time for all this.

I am going to opt for the early 17th Century.  While I certainly would have loved to have had Queen Elizabeth in the mix, King James is a better choice.

King James, 1567 - 1625
Gunpowder Plot, 1605
Death of John Dee, 1608  (though I could also stick in Ella Dee)
Pendle witches, 1612
and for reference, Salem, MA Witch Trails, 1693

Though with the inclusion of Baba Yaga and Lamia (Keats and Waterhouse can't be wrong) I will have to expand it to the rest of the world.

It is looking more and more like I am going to have to go with Castles & Crusades for War of the Witch Queens and not Astonishing Swordsmen & Sorcerers of Hyperborea like I originally wanted.

Friday, November 6, 2015

Friday Night Videos: Guest VJ Jason Vey

Tonight we have a special guest VJ Jason Vey!

He is here to share songs that influenced him or motivated him while working on Brimstone & The Borderhounds RPG.

Jason and I have known each other for years. We worked on Buffy together, playtested each other games and respected each other enough to say when a bit of game design was total shit.

I was a playtester on this in the early days but I really can't say anything about it other than I am REALLY excited it is coming out.  So without further rambling on from me, here is Jason.


--

Greetings, night stalkers, vampires and Weepers! I’m definitely NOT Kasey Kasem. I’m Jason Vey(sem) and I’ll be your guest veejay for this week’s edition of Friday Night Videos on the Other Side.

Tonight I’m going to talk about the music of Brimstone and the Borderhounds – my RPG that’s currently in Kickstarter through Troll Lord Games. I’d like to share a few little ditties that are inspirational or otherwise appropriate to this particular game which falls solidly in the urban fantasy genre. But before we do that, here’s a quick primer from the Kickstarter itself:

Forget everything you know about the afterlife. Good guys don’t always go to Heaven and bad guys don’t always end up in Hell. The multiverse is one giant amalgam of giant corporations that humans know as afterlives. Heaven. Hell. Valhalla. The Happy Hunting Grounds. Some might look prettier than others, but in the end they’re all at war for the greatest commodity in the multiverse…Human souls.

It doesn’t matter much where you end up when you die; your lot in life is one of slave labor in one of these afterlives, doing whatever you might have done best (or didn’t know you were best at) in life. That could be constructing buildings or architecture. It could also be mopping up in a strip club. In Hell these human souls are called Weepers. Some win their freedom and earn a meager living in the dregs of society. Others try to escape, either to join terrorist groups known as Kittens, or to get out to another afterlife or even back to Earth. When that happens, crack teams of bounty hunters called Borderhounds are sent out to the Wastelands to bring them back in. The best of these teams is known as XiBalba and is led by Brimstone, the half-demon son of Hell’s Grand Architect.

Using the acclaimed and easy-to-learn SIEGE engine mechanic, the Brimstone and the Borderhounds RPG lets you play as Brimstone and his allies, as a new team of Borderhounds hunting down escaped Weepers and battling corporate espionage from other afterlives (or engaging in a little of your own), or play as a psychic, mystic, occult investigator or Earth-bound hero, battling supernatural incursions from the other worlds as our planet becomes a battleground in the greatest corporate war the multiverse has ever seen. Wield Helltech weapons, call upon Forza Infernis (the powers of Hell) or draw forth alien magic and psychic energies. The sky (or the Pit, as it may be) is the limit when you play in the world of Brimstone and the Borderhounds!

So there you have it, kids. Brimstone and the Borderhounds is an urban fantasy game using the same rules that power Castles & Crusades and Amazing Adventures. If Buffy-meets-Cyberpunk-in-Hell sounds cool, then B&B is just for you!

Now let’s take a look these happy little numbers that were inspirational or are otherwise appropriate for this game.

1. The Number of the Beast - Iron Maiden
A classic of heavy metal by one of the most important bands in the genre, this nightmarish story about a guy hunted through the woods by the devil himself is uniquely suited to a game about, well, souls escaping from Hell!





2. The Road to Hell - Bruce Dickinson
This may be cheating, since it’s by the lead singer of Iron Maiden and sounds a bit Maiden-ish, but it’s a relentless, driving tune that’s perfect background music for chasing down those Weepers or battling incursions from the other Afterlife Realms!



3. Seasons in the Abyss - Slayer
Sensing a theme, here? What did you expect? It’s a game set in or revolving around the theme of HELL! This is a classic of dark thrash metal from 1990. Its minor key and chilling, dark vocals are a great mood setter for a campaign revolving around those first discovering how the multiverse works.



4. All Nightmare Long - Metallica
Kind of a new record, and sure, Metallica has probably had better tunes, but this one is a worthy entry into their oeuvre. The video is as chilling as the lyrics and like Road to Hell, it’s relentless and driving and would be great for that climactic battle against whatever enemy your GM cooks up.



5. Faster - Within Temptation
Led by singer Sharon den Adel, Dutch metal masters Within Temptation are one of the more underrated symphonic rock bands out there today. This song is actually a single from their album The Unforgiving, which would completely unto itself act as a great soundtrack for a B&B campaign. It’s also tied to a comic book limited series, which you should totally check out as it dovetails neatly with the themes in Borderhounds.



6. Welcome to my Nightmare - Alice Cooper
Seriously, need you ask? What game about hell and monsters is complete without a song about the gradual degradation of sanity and the horrors of the madhouse? Nobody has ever captured the mood of horror and nightmares in music like Alice Cooper, and likely no one ever will. Here’s a creepy live clip of that one.



7. Holy Wars - The Punishment Due – Megadeth
The connections here are several. Thematically, this is about terrorism in the Middle East…and the Marvel Comics’ character The Punisher. Strange pairing, but there it is. The idea of “holy wars,” however, is a great fit for a game about corporate espionage between Heaven and Hell, and the driving, never-quit force of it is another excellent soundtrack for action and adventure, while the comic connections are obvious.


There you have it: seven songs to get you in the mood for Brimstone and the Borderhounds, Kickstarting now! Check it out—back if you like, and spread the word!

https://www.kickstarter.com/projects/676918054/brimstone-and-the-borderhounds-rpg

Kickstart Your Weekend: Brimstone & The Borderhounds RPG

I don't know much about the Brimstone & The Borderhounds comic, except it looks like "Dog the Bounty Hunter" meets "Hellraiser".  I could be wrong.  But even if I am it sounds like a cool game.

Troll Lords also thinks so with their new Brimstone & The Borderhounds RPG.



It is being written by Jason Vey (of Amazing Adventures, Band of Zombies, Broken Gods, and contributing author to the Defending Earth the Unit Sourcebook for the Doctor Who RPG, and contributor to Buffy) and uses the SEIGE Engine found in Amazing Adventures and Castles & Crusades.

Already I see a lot of use for this game.

I have a little side game going on (well on hold for a moment) called "The Daughters of Death" that was using D&D4.  With this it looks like I could easily move it over to Castles & Crusades.

Since I already have some Castles & Crusades plans in the mix for my game after my D&D 5 one.

In anycase this looks like a lot of fun.

Troll Lords has a great track record with Kickstarter so backing this one should be a no brainer.

Tuesday, November 3, 2015

Demon Hunter Class for AA (and C&C)


Just in time for Halloween (but I just found it now) Jason Vey has put out a new Demon Hunter class for his SIEGE Engine Amazing Adventures RPG.

http://bit.ly/aafreeclass

While designed for the Pulp-era adventures of Amazing Adventures this class also would work fantastic with Castles and Crusades.

The class is much more "Buffy" than it is "Solomon Kane" but you could do either with it.  Mostly though it reminds me of John Gregory, the Spook, from the "Last Apprentice" book series.

It compares well to the Paladin really, except it doesn't have healing, spells or a special mount. It does have supernatural senses and a special weapon.

Just another reminder that I need to play more Castles & Crusades.

Tuesday, September 15, 2015

Assembling the troops...

I'll get back to gods in a bit, but I am assembling all the pieces I need for the War of the Witch Queens.


Some OSR monster books, some rules, a bunch of different adventures. Yes that is a 4e book in the mix too.

Still working out details and having a lot of fun.  If I decide to go to a maximum of 13th level then I am sticking with Astonishing Swordsmen & Sorcerers of Hyperborea.  If I think it will go higher than that, all the way to 20th level then I want to use Castles & Crusades.

Friday, September 11, 2015

Kickstart Your Weekend: C&C Classic Monsters

I love Castles & Crusades. I love monster books.  This is like the Milky Way Dark of sweet spots for me.


https://www.kickstarter.com/projects/676918054/castles-and-crusades-classic-monsters/

I am not sure how this one escaped my notice. There is only a little more than a week left.

I reviewed the 1st printing a while back and really enjoyed it. If this one makes it to a full color version it will be a treat.

Tuesday, September 1, 2015

Dark Albion meets Mythic Éire

The talk around the ole' Other Side water cooler is still Dark Albion.  No surprises really.

I love the idea of playing in England/Albion. Especially with some dark magic thrown in for good measure.  If I can tie it in with my War of the Witch Queens idea so much the better.


So I was looking over all my Castles & Crusades stuff over the weekend.  Lamenting that I don't get to play it as often as I would like.  I dearly love Astonishing Swordsmen & Sorcerers of Hyperborea, it has such a cool vibe to it. But I also enjoy Castles & Crusades.   Rumor has it that C&C began as a campaign on Earth. Aihrde is phonetically the same as Erde which is German for Earth.  That being said I also have a couple of adventures I consider to be "must haves" for my next games, Night of the Spirits and A Druid's Lament.
Another strong selling point for C&C is the Codex Celtarum.
I reviewed it a while back and it is still one of my favorite gaming books ever.  There is so much I could use here. Plus the ties with the Faerie world is a must-have in my mind.

Which brings me in a round about way to what are these Witch Queens warring about anyway?  At first I thought maybe it was for control.  But could it be more?  I am hesitant to detail it too much.  I still have a current D&D5 game I need to finish.  Plus I want to keep it a little loose for now. Maybe even a bit "story gamey".  Yes I am that much of jerk to take one of Pundits products and make it into a story game centerpiece.   Well...not really. It's still OSR.

Éire is a idea I have been playing around with since forever I feel. A mythic Ireland, a land of adventure.  The Celtic themed games I usually enjoy tend to skew a bit to the older and colder themes found in AS&SH.

Regardless of which way it goes I do know that there will be an Éire to go with Albion and I am going to have a great time doing it.


Friday, August 14, 2015

Kickstart Your Weekend - Castles & Crusades Mythos

I LOVE Castles & Crusades.  Really.  I love the game, the Troll Lord guys are great, and their books are all works of art.

I also love how C&C plays.  It really feels like AD&D 3rd edition to me. (NOT D&D 3e, but AD&D).

One of my favorite things about AD&D was using real world myths in my games.  Gods, Demi-Gods and Heroes, Deities & Demigods, countless other books from other publishers...these were my go to books back in the day.

So I am really happy to see that this one is funded and doing well.


http://bit.ly/mythosks
Not one, but three new book from Brian N. Young who brought us the Codex Celtarum and the Codex Nordica.   This time we have books for German, Slavic and Classical Greek myths.  Sure to be excellent.

Friday, August 7, 2015

Kickstart Your Weekend: Ernest Gary Gygax Jr.'s Marmoreal Tomb

This was one of the big ones I was reading about at Gen Con last week.

Ernest Gary Gygax Jr.'s Marmoreal Tomb Campaign Starter
https://www.kickstarter.com/projects/1709227718/ernest-gary-gygax-jrs-marmoreal-tomb-campaign-star


Though it doesn't really need my support at this point, it is full of Original Old School street cred and even newer OSR Old School cred.

Frankly I like the idea that it will have addons to work with D&D 5 and White Star.

Personally I am looking forward to the Modern Horror and Castles & Crusades conversions too.

In any case this looks like a lot of fun.

Monday, August 3, 2015

Gen Con Haul

The BEST thing about taking my wife and kids with me to Gen Con other than having their company and dedicated gaming time is that I pretty much get to buy what I want under the guise of "it's for the family gaming nights!"  Well. It also happens to be true.

So here is this year's haul.



This is a cheat since I had already backed the Kickstarter.  But I got my book, dice and Martian princess figure.


Got these half-off because a Beyond the Supernatural game I was in was cancled.


My BIG buys.  Notice a theme?  Occult Adventures looks fun. Victoriana 3rd Edition is one I have been wanting for a while.  But the big win?  CHILL 3.0!!  OMG people this is such a cool book.



Mayfair D&D.  All of this for about 10 bucks.


Still loving Castles & Crusades.


AND an autographed print from Jacob Blackmon of my iconic witch Larina for "Strange Brew".

And last, but not least...although I didn't buy it at Gen Con, it came in the mail today.

My "Death Wand" from Magical Miscellany.  The newest endeavour by my friend Kim Pauley.
http://www.kimberlypauley.com/etsy-creations/




It is a real work of art!  I am going to need to stat this up!

Friday, July 24, 2015

Kickstart Your Weekend: Round-up Edition

Nothing special to share with you today, just some repeats that I really enjoy and a couple of new ones with familiar names.  Getting ready for Gen Con.

Reaper Miniatures Bones 3: The Search for Mr. Bones!
https://www.kickstarter.com/projects/1513061270/reaper-miniatures-bones-3-the-search-for-mr-bones
Man I wish I could paint minis.  But I am really, really terrible at it.  I can't see the detail and my hand shakes too much thanks to all the caffeine I drink.  Still this looks awesome.

Leagues of Gothic Horror
https://www.kickstarter.com/projects/1588759266/leagues-of-gothic-horror
I mentioned this one before, but it looks really, really fun.   I am really looking forward to it.

Castles & Crusades Mythos
https://www.kickstarter.com/projects/676918054/castles-and-crusades-mythos
Not one, but three new book from Brian N. Young who brought us the Codex Celtarum and the Codex Nordica.   This time we have books for German, Slavic and Classical Greek myths.  Sure to be excellent.

Star Trek: Axanar
https://www.indiegogo.com/projects/star-trek-axanar#/story
I LOVE Star Trek and this to me is "real" Star Trek.  It just looks so good. There is so much love, care and attention put into this I can't wait to see it.   Plus pledging for the blu-ray is still cheaper than a night out at the movies with the kids.