Showing posts with label Johan. Show all posts
Showing posts with label Johan. Show all posts

Tuesday, May 4, 2021

Mail Call! Minis, Blue Rose and Old Dragons

I got a bunch in the mail this past weekend so let's have a look!

Mail call items

HeroForge

Up first,  Some new minis from HeroForge.

Graz'zt in 25mmBold and True, Johan Paladin of Light

Graz'zt and my paladin Johan.  His sword, Demonbane, is on fire because it is a demon-hunting sword and Graz'zt is near.

You can get a better look at Graz'zt below.

Screenshot of Graz'zt

If you click on the HeroForge link here you can even see he has six fingers on each hand!

I forgot who made this, the post on Facebook is gone, but she did a great job.

He compares well to the official mini that was made for him.

Graz'zt minis

Graz'zt minisGraz'zt minis

And he looks good next to my HeroForge Iggwilv.

Graz'zt and Iggwilv minis

Blue Rose Adventure's Guide

The Blue Rose Adventure's Guide is out as a DriveThruRPG POD and it looks great!

Blue Rose Adventure's Guide

Pages from Blue Rose Adventure's Guide

Pages from Blue Rose Adventure's Guide

Pages from Blue Rose Adventure's Guide

Pages from Blue Rose Adventure's Guide

This allows you to play a Blue Rose game using the D&D 5th Edition rules. It is surprisingly complete.

Blue Rose Core and Blue Rose Adventure's Guide

You do not need the Blue Rose core rules to play this, but you do need the D&D 5th Edition rules.

A full review coming soon.

Dragon #20

And last, but not at all least, I finally got a copy of Dragon #20 with the Witch class and demonology guide.

Dragon Magazine #20

Witchcraft pages from Dragon Magazine #20

Witchcraft pages from Dragon Magazine #20

Expect a "This Old Dragon" post on this one soon!

Tuesday, June 30, 2020

BECMI: Immortals Set Review

“I am glad you are here with me. Here at the end of all things, Sam.”
- Frodo to Sam, Return of the King


And here we are. 
June is drawing to a close and we are here in the last week of BECMI month.  Fitting too that the last week, as short as it is, is dedicated to the oddest set of rules in the set.  The Immortal rules set. We see some major changes here and in TSR as well.  So. Let's jump right in.


I am reviewing both my rather beat up and water damaged version of the Immortal set (I only have the books, not the box) and the PDFs from DriveThruRPG.

A couple of notes.  The set now lists Frank Mentzer as Author. No mention of Dave Arneson nor Gary Gygax here.  The year is 1986 and Gygax had been removed from TSR the previous October. Frank had been very closely allied with Gary so his time at TSR was also going to come to an end soon.  The Immortals rules and the module The Immortal Storm would be his last books for the company.  This had two rather obvious impacts on these rule books.  First, the art that had been getting more sparse with each set now hits an all-time low.  No in quality mind you! But in terms of amount. There is just not that much art in these books.  
Secondly, it also meant that the company focused more on its perceived cash cow, the AD&D line.  Gary had been talking about the AD&D 2nd Edition game, but now that project was turned over to Dave "Zeb" Cook of the B/X Expert Set rules.  Others have played the conjecture game of what might have been, so I will not go into that here.  What I will say though is it left Frank and the BECMI line alone for the Immortals set to go in some very weird directions.

If BECMI is the ultimate update of the OD&D rules, then the Immortals rules cover part of what Eldritch Wizardry and Gods, Demi-gods & Heroes introduced.

Players' Guide to Immortals
32 pages, color covers, black & white art.
Your character, now 36th level and has pretty much done everything from dungeons to the planes hears the call to become an Immortal! Certainly, this was the goal of those quests and battles. Immortality.  But now the game, both actually and metaphorically, has changed.  Just like when you moved from Jr. High/Middle school or Grade school to High School you go from being the most powerful of mortal kind to the least powerful of the immortals.
This book covers how your character now becomes an Immortal.  There are five spheres, four of which characters can access, detailed here.  These are the same spheres that have been hinted at since the Companion set and introduced in the Masters set; Matter, Energy, Though, Time, and Entropy.  characters choose one of the first four usually corresponding to the class they had in life; Fighter, Magic-User, Thief, and Cleric respectively.
Experience points gained will alive now become PowerPoints on a 10k to 1 basis.  We get our first hints at a proto-point buy system in D&D here since PowerPoints can be spent. Now the Initiate Immortal can begin to do some Immortal things. PowerPoints are used for a lot of things, but mostly for magical or spell-like effects.  Your sphere will determine which ones you can do easily and which ones are harder.
There are a lot of interesting rule changes along the way.  AC is now Ascending for Immortals; so Immortal AC 20 is the same as mortal AC of -20.  AC 0 is the same. Ability scores can be raised. First to a max of 25 (the AD&D max of the time) but also all the way to 100!   
In a lot of ways, the PP mechanic is similar to what we see in other Point Buy systems used for superheroes.  It makes sense really.  
Though for all of its detail there is very little information on what an Immortal should do. Right now they seem, at best, super-powered mortal characters.  There is some implicit ideas, but nothing spelled out yet.

DM's Guide to Immortals
64 pages, color covers, black & white art.
The DM's book spends some time covering the planes of existence.  While a lot on specific planes is left vague, there is a lot of details on how planes are designed.  The artwork and some of the notes appear as if the author and artists were checking on what the AD&D team was doing "down the hall" there is a unique feel to the BECMI multi-verse.  A lot of emphases is given on "doing it yourself" including room for the DM to pencil in their own % for monsters occurring.
There is a bit more here about the planes, in particular the Prime plane.  We learn that the Known World doesn't just look like Earth from 150 Million Years ago, it IS Earth from then.  This explains the map a bit better. We also learn that this Earth is the predecessor to our lands.  Though, in the spirit of everything else in the book, this can be changed.  The Solar system is the same, save for a few notable differences. Mercury and Pluto are not in their orbits yet and between Mars and Jupiter where the asteroid belt is there is a planet called Damocles. Fitting named for a doomed planet but doesn't fit with the names of the Roman Olympians. Damocles will be destroyed and the two largest pieces will fly off to become Mercury and Pluto.  Imaginative to be sure!  But Mercury is only 35 million miles and Pluto is closer to 3 billion miles from the sun. The asteroid belt is roughly 300 million miles from the sun.  So Damocles is not really in the middle of that.  No big deal, this is D&D, not Astronomy.  I DO however love the idea of a doomed planet in the current or future asteroid belt. Maybe a Mi-Go outpost or something like that.   I want to talk more about the Known World/Earth a little more in just a bit. Plus there is one more bit of information I want to collect.
It would be interesting to compare and contrast the multi-planuar mechanics and rules here with the various Manual of the Planes.
This is followed by the Immortal Campaign.  Or, what do Immortals do? There are some ideas given but for the number of rules on immortal characters and planes you would expect some more to be honest. 
Our "Monsters" section is now called "Creatures" since they "cannot be adequately called monsters."  All these monsters...creatures now have expanded stat blocks to cover their immortal statuses.  
One of the first things I noticed was the inclusion of demons to the roster of D&D BECMI monsters.  I am not sure why this surprised me since these are the same demons from Eldritch Wizardry.  Well...same in name but these demons got a serious upgrade.  Let's compare.  A Succubus in AD&D is a 6+6 HD creature (average hp 33), her physical attacks are not great, but her kiss drains 2 life energy levels.  In BECMI a Whispering Demon has 15* HD and 70 hp! Oh and her AC is -6.  Orcus and Demogorgon have 39 and 40 HD with 620 and 660 hp respectively!  Yikes!  We do get some art of them. 




In addition to being able to summon other demons, Orcus and Demogorgon can summon Gargantua. 

We get more inhabitants of the nightmare dimension like the Diabolus which are...checking the description...well they basically tieflings. And they can take any human class. So all the Grognards out there complaining about "monster races" have no ground to stand on. Here are the rules from 1986. 
The Dragon Rulers are updated to Immortal stats and so are some of the elemental rulers.  There is the Megalith and it is ... WHAT???  More on that in a bit!
A few more creatures and some, ok a lot, of tables on magic.

Crisis on Infinite Urts
So there are a couple of new-to-me bombshells in the Immortal rules.  First, the world of the PCs, aka the Known World is Earth of 150 mya. Secondly, this Earth is in actuality a creature known as a Megalith ("big rock") and it is known to the Immortals as "Urt."
It's tucked away in two different places, but this is a revelation really.  The Known World as a living planet known as Urt.  Imagine what the "Mystara" line might have been about had this thought continued?  No Hollow World to be sure. Frank Mentzer pretty soon left TSR soon after this and the Immortal Storm were complete, so we never really got to see what his ultimate vision was.  We do know that Gygax considered his Oerth and later Aerth for his Dangerous Journeys to all be alternates of Earth. Aerth was a little more on the nose about it.  Frank was set to design parts of Oerth a few years back, but that project fell through.  It might have been the closest we would have seen to a fleshed-out Urt.  
At some point between 1986 and 1991 (the publication of the D&D Rules Cyclopedia), the world of Urt became Mystara.

So here at the end of all things what can I say about the Immortals rules? It is an inconsistent set of rules to be sure. There are a lot of really interesting ideas connected together with bits of fluff that may, or may not, work well.  The concepts of Immortals is a compelling one and D&D would come back to it in big ways at least two more times with Wrath of the Immortals and Dungeons & Dragons Fourth Edition where Immortally was the goal after 30th level. 

Still. One can be impressed with the scope of the rules and how it caps off a set of rules that began in 1983 but has roots going back to 1977 and to the dawn of D&D.  For that reason, it gets a few points more than it might have gotten on its own. 

Back in the day, I had only two characters gain immortality via a route similar to this. More like my DM read these rules and figured his own way of doing it. One would be my character Johan Werper the Cleric and bane of the Undead. 

Friday, June 19, 2020

Character: Magnus Ulslime, the Chaotic. Death Pact Warlock (BECMI Special)

Last week I talked about the adventure Quagmire for the Expert set.  Earlier I talked about the adventure Death's Ride for the Companion set.  What do these both have in common?  They were the genesis points of a reoccurring bad guy in my games, Magnus Ulslime, the Chaotic.


Magnus, as he was most often known in my games, is not just an awesome reoccurring bad guy, he was my testbed for all sorts of evil, death-priest, warlock style characters.

Anytime a new version of D&D would come around I would roll up a new Johan Werper as the son of the previous one, either as a LG Cleric or Paladin.  I'd attempt to make a version of Larina.  And I would make a version of Magnus.  But unlike Johan, who is a different character each time but always a LG holy warrior, or Larina who was a reincarnation of her previous version and always a witch, Magnus was always something different.  I would always go with the class that would give me the best evil traits.  In Basic he was a evil Cleric. In AD&D1 a Death Master, in 2nd Ed he started out as a Druid and then became a Necromancer.  When I switch over to 100% Ravenloft in my college years the cover of Ship of Horror and the evil necromancer Meredoth also had a huge influence on me.  As it turns out Meredoth would be revealed as an expatriate of the Mystaran country of Alphatia.
In 3rd Ed...well there were some many choices that I eventually made 6 different versions.  You can see some of that in my Buffy adventures The Dark Druid and The Dead of Night.  In 4e I used him as a test of the Death Pact Warlock that never saw the light of day under 4e.  It did, however, affect the writing I did for my warlock books.

Magnus Ulslime became my poster boy for warlocks soon after I got a copy of 4e.
I tried him out in several different ways mixing in bits of cleric, wizard, and especially necromancer.
In my Strange Brew: Warlock book for Pathfinder I introduce both Cthonic and Death Pact warlocks.  I expand on those ideas from a different point of view in my more recent book, The Warlock for Old-School Essentials.  In both cases, I made Magnus a Death Pact warlock.  It was a much better representation of how I saw the character.  He made a trade to Death for more power in the mortal world.

Magnus for BECMI
If I rerun Death's Ride again for any version of the game I'd like to replace Ulslime the Cleric with Magnus Ulslime the Warlock.  For 3rd to 5th Edition of D&D this is not a big deal.  But BECMI does not have a warlock.

No. But Old-School Essentials and Swords & Wizardry do.

My warlock for Old-School Essentials is a B/X style warlock with Death Pacts.  But it only goes to 14th level.  My warlock for Swords & Wizardry goes to 20th level (the level I want Magnus at) but it doesn't have Death pacts.  No problem. I designed the books to work together like this.  By combining them I can get the exact warlock I want.  If I need more death or necromancy themed spells



Magnus Ulslime, the Chaotic
20th level Death Pact Warlock
Lodge: Sixth Circle, Masters of the Undying

Str: 10
Int: 18
Wis: 16
Dex: 10
Con: 15
Cha: 18

HP: 66
AC: 2 (mage armor, phantom shield, ring +2)

Invocations (10)
Arcane Blast, Agonizing Blast, Armor of Shadows, Aura of Fear, Claws of the Ghoul, Eldritch Sight, Form of the Undead Horror, Mask of Many Faces, The Wasting, Whispers of the Grave

Spells
Cantrips (6): Aura Reading, Daze, Detect Curse, Mend, Message, Object Reading
1st level (7): Arcane Dart, Corpse Servent, Häxen Talons, Feel My Pain, Mage Armor, Phantom Shield, Taint
2nd level (7): Augury, Aura of Chaos, Corpse Walking, Death Knell, Grasp of the Endless War, Speak with the Dead, Ward of Harm
3rd level (6): Bestow Curse, Black Lightning, Cackling Skull, Corpse Candle, Lifesteal, Rage
4th level (6): Animate Dead, Crystal Visions, Extend Spell (Lesser), Fear, Spell Storing, Undead Compulsion
5th level (6): Bad Luck (Run of Bad Luck), Death CandleDeath Curse, Dreadful Bloodletting, Song of the Night, Winds of Limbo

Magic items: Amulet of Chaos, Pentacle Rod, Ring of Protection +2, Staff of the Warlock,

Not too bad really.  I might have to go more "BECMI" and raise him to 25th or 36th level!

While I am playing around, here is a 5th Edition version to use in my 5e Converted Death's Ride.

Monday, July 22, 2019

Happy Anniversary!

No regular post today, it's my 24th Wedding Anniversary!
24 years ago I stood on a beach in Ocho Rios, Jamaica and I said "I Do" to my best friend.
It's been a wonderful ride so far.  Two houses, two kids, 8 different jobs, and 21 season of gardens (missing one due to a move and no gardens when we lived in an apartment).  I wouldn't change a thing.

To keep this RPG related I got a commission from one of my Featured Artist, Ben Honeycutt, to do a portrait of my wife's and mine D&D 5 characters.  Or, more closely, us cosplaying as our characters. ;)



These are our characters Johan IV (Paladin) and Lana (Fighter)



These were based on our minis and our engagement photo from 1995.




Wednesday, March 6, 2019

Darlessa the Vampire Queen

I have had a long and sorted history with the "Vampire Queen" in my games.

One of the first adventures I worked on for OSR publication was called "The Tomb of the Vampire Princess" or "Vampire Queen" or "Palace" depending on my mood at the time.

I essentially saw it as a sequel of sorts to the original Wee Warriors / Pacesetter Games "Palace of the Vampire Queen".  But a few things happened. First Mark Taormino published his own "Hanging Coffins of the Vampire Queen" which was AWESOME.  Then Bill Barsh of Pacesetter Games produced some sequels of his own with Castle Blood and Crypts of the Living.
So the need for my own sequel dwindled.

A couple years back Small Niche Games produced Guidebook to the Duchy of Valnwall. I had the pleasure of working on that product.  I submitted a character to be "Saint" in the game, Father Johan Werper, my very first D&D character ever.  When I got my copy I was so thrilled. Something I had wanted to happen for ages was going to happen, Johan was going to be a real saint in a "D&D" book! I opened it up and I was not disappointed at all!  Moreover the book's main author and designer Pete Spahn had added this section:
He died in a tragic tale that is recounted in the Hunt for the Dark Mistress, where he tracked down and slew Darlessa the Vampire Queen who had abducted his granddaughter.
Unfortunately, Johan was himself cursed by the taint of the vampire's blood. Rather than remain an undead abomination, he bid goodbye to his granddaughter and used the last of his strength to douse his body with oil and set himself alight.
Pete never contacted me about this and I could not have been happier!  Without knowing it he included things that happened in my game; Johan dying and leaving his granddaughter, Celene, behind (Celene was my first 2nd Ed character, and afraid of the dark.  Now I know why).  The use of holy oil in my games (does 1d8 damage to undead; more when lit) and of course giving a name to an enemy that had been lurking in the back of my mind ever since I first read about Elizabeth Bathory.

It was like throwing a deck of cards into the air and having them land in a perfect house of cards.

So modules V5 and V6 combined will cover a lot of similar territory to what I was going to do in my adventure. So I'll just drop that and keep the elements that are new.  The opening of the crypts.

I have a stack of various notes, maps, ideas and going through them all I think I have something pretty cool here.  I'll have to get it all together in time for my annual Halloween horror game.

Right now the working title is Descent into the Crypts of the Vampire Queen. It will be my homage to the great adventures of the Golden Era but also a nod to the two Vampire Queen adventures that brought me so much joy.

Here she is for Advanced Labyrinth Lord.

Darlessa the Vampire Queen



Darlessa, The Queen of Vampires
Female Vampire Witch, Demonic Tradition
No. Enc.: 1 (Unique)
Alignment: Chaotic (evil)
Movement: 120’ (40’)
   Fly: 180’ (60’)
Armor Class: -5 (bracers of defense, amulet of protection, ring of protection)
Hit Dice: 13
Attacks: 1 (touch, see below) or spell
Damage: 1d10, drain 2 points of Constitution, witch Spells
Save: W13
Morale: 12
Hoard Class: XXII
XP: 11,400

Str: 18 Int: 15 Wis: 14 Dex: 18 Con: (18) Cha: 22

In addition to the powers of a vampire, Darlessa has the following witch spells and Occult Powers.  She casts as a 13th level witch.

Spells by Level
Cantrip (3+5): Alarm Ward, Black Flame, Daze, Knot, Mend, Mote of Light, Object Reading, Spark
1st (4+3): Burning Hands, Cause Fear, Everlasting Candle, Hecate's Spiritual Dog, Minor Curse, Read Languages
2nd (4+3): Agony, Bewitch II, Burning Gaze, Enthrall, Ghost Touch, Produce Flame, Rite of Remote Seeing
3rd (3+2): Astral Sense, Clairaudience/Clairvoyance, Danse Macabre, Toad Mind, Tongues
4th (3+2): Arcane Eye, Bewitch IV, Elemental Armor, Moonlit Way, Phantom Lacerations
5th (2): Death Curse, Greater Command
6th (2): Death Blade
7th (1): Wave of Mutilation

Occult Powers
Familiar (Undead Raven)
Evil’s Touch
Devil’s Tongue

Magic Items
Intangible Cloak of Shadows, Amulet of Protection* (also prevents cleric turning), bracers of defense, ring of protection, ring spell storing.

Links to Adventures
Links to my 'Vampire Queen' posts


Tuesday, November 28, 2017

Mighty Protectors: We Can Be Heroes

There are two central features of Villains & Vigilantes and Mighty Protectors that I have always enjoyed.  First, the conceit that you play yourself with superpowers in the game. And secondly, that characters of all sorts of power level can play next to each other in the same adventure.


Back in the day though that is not exactly what we did.

In the early 80s I went over to my buddy Jon Cook's house to play some Basic-era D&D.  We stopped by one of other friends, Dave, who was younger but had been playing longer than I had.  He had, at the advanced age of 10-11, already moved on from D&D and was playing V&V.  It had only been out for a while but he loved it.  I really wanted to play some D&D though, so we compromised.  I used my D&D character.  Dave did all the behind the scenes rolls and math, or he just made stuff up I don't really know or cared at the time.  But back then this was something you could do with D&D and V&V pretty easy.  I took a healing power and the ability to turn undead; one of the reasons I was playing a cleric in the first place. And we had a great time.  I know while I was doing it I was struggling with the rules, but I had fun.

So when I got my nice new copy of Mighty Protectors one of the first things I did was try to convert some "D&D" style characters.   I wanted to do this for nostalgia reasons but also to try out some different levels of play that correspond to Standard (150 CP), High (200 CP), and Low (100 CP).

For my choices, I went with my iconic witch Larina ("Witch Queen"), an amalgam of many of the clerics, paladins and cavaliers I have played ("Paladin"), and a new character that has seen play in Pathfinder, D&D 5, M&M, Superbabes and Marvel Super Heroes ("Teen Witch").

For these, and most of the characters I'll be posting, I did all the character generation by hand and checked that against the Excel Character sheet pack.  Click on images for full res PDFs.

Paladin
Standard 150 CP Build

Paladin is based on a number of paladins, clerics, and cavaliers I have played over the years. He is also based on the first character I played in D&D and then took over to V&V.  I used the standard array of BCs and picked powers as they worked with an eye to keep my number right around 150 CPs.


I like it. I gave him the ability to turn undead with the repulsion blast.  My thought is that he goes out to hunt undead and demons with the magical sword Demonbane.  Given the tenor of most of my supers games he will have a lot of work to do!

Teen Witch
Low 100 CP Build

Teen Witch, aka Taryn Nichols is the daughter of my iconic witch Larina.  In D&D she is half-elf but I say she is more half faerie since her birth was during a time my witch was in the D&D 3.5 Feywild.  She was a Pathfinder witch and a D&D 4 Warlock.  I played a game of Marvel Super Heroes with her powers were manifested while she was in school. Here first power was flight.


The goal here was to keep her under 100 CPs and I did...with some weaknesses.  But that is fine really, they are also part of her backstory.  Basically, Larina was pregnant and trapped in the world of the Faerie.  In order to leave she had to give up her daughter.  Long story short, she found a way to keep Taryn and leave, but Taryn is indebted to her Elven father.  I did not put that on yet since this is starting Taryn. That drama comes up later! ;)


Witch Queen
High 200 CP

Witch Queen is, of course, my iconic witch Larina. I have played this character in nearly every game I have ever played. So I know her well.  Which was the point of all of this really, to take characters I know well and convert them easily.  Larina is also always my experimental character.  Here I am experimenting with the Arsenal Ability (think Batman's utility belt or Green Arrow's arrows) to build a spell book.  I REALLY like it worked out.   I also used the Inventing Ability to simulate Ritual Spells. Ones that take longer but have a bigger effect.  I will explore this concept some more in other builds.


There she is. My girl.  Now there are hundreds of ways I could do magic powers and spells, but this is an experiment.  So I can move numbers around later.

I like how all of these worked out to be honest.

Wednesday, June 1, 2016

Class Struggles: The Cleric

Coming back to my Class Struggles series I wanted to look into the class that really got me thinking about this series to start with.  The Cleric.

There has been a lot of talk of clerics and their value in a D&D game.  This ranges from the old school of whether or not the Cleric is an appropriate trope for a fantasy game to the new school of whether a cleric is needed in a game that also has healing from long rests.

I am firmly in the camp of Clerics are as much a part of D&D as Fighters, Wizards and Thieves.

My first character ever was Father Johan Werper, Cleric of the God of the Sun, Hunter of the Undead. He was a bit of a generic cleric to be honest, and I choose the sun god because I thought that as a quasi-medieval priest  the sun would be a major feature of all the is holy, bright and good.  Plus I had been reading a bunch of Greek Myths and I thought Apollo would make for a good god.  But the real reason I choose the cleric; Turning Undead.  That was an AWESOME power in my pre-teen mind.   So that has colored my views of the cleric ever since.
(Father Werper, now St. Werper, lives on as an official Saint in COA04: Guidebook to the Duchy of Valnwall.)

In real life I am an atheist, but I like the play the religious character.  So clerics, witches, druids, all fascinate me.  But clerics are where it all started.

Clerics as Occult Researchers


In nearly every other game I have ever played there have been occult researchers.  There is usually someone that is the party's muscle, the magic-guy, the sneaky guy and the smart guy.  Sometime the magic guy and smart guy are the same, sometimes though they are not.  The Cleric takes on the roll of the Smart Guy or the Occult Researcher.  The books, the ill-fitting glasses, and the wisdom to know what to do is the role of the cleric.

It is fairly well known that the idea behind clerical undead turning  came from Peter Cushing's Van Helsing characters in the various Hammer Dracula films.  Why not extend the metaphor to include the rest of Van Helsing's portfolio.  As a class that puts a high value on Wisdom then the cleric should be a font of knowledge. Sure, this can also be done by the Magic-User / Wiazard,  but the cleric's input should not be understated.  Van Helsing is described as a meta-physian or what we might call a poly-math, or man of letters.  Wizards, even with schools, don't have the same "Academic" credibility as a cleric can have.  Sure the shaman could be considered a cleric in some games, and his schooling could entirely be natural or at least un-scholastic in nature.

In D&D 3, 4 and 5 knowledge of the undead fall within the Knowledge (Religion) or just Religion category.   These characters tend to have more training in this area than other characters.  While wizards are typically the font of magical knowledge, clerics should be the source of knowledge beyond the ken of mortal man and into the realm of the gods and other forms of the supernatural.

Clerics as the Party Leader
The cleric also can serve the role as the leader. While the cleric can run the gamut of influential high priest to crazy street prophet to diabolic cult leader, players typically take on the role of the cleric of the local church, usually good.  Certainly that is what D&D wants you to do and that is fine.  This type of cleric also works as the default leader, whether he/she is or not. So if this is the hand you are dealt, then play it because clerics make great leaders. Under most circumstances they access to power, money, a hierarchy and can expect a modicum of respect from the locals.  All this adds up to an instant authority figure.  Even if they are not.
While this role was stress fairly heavy in D&D4, all other versions of the game also give it tacit, implicit and even explicit lip service.  In D&D5 the divine domains of Knowledge and War make for pretty good leader types. Their better saves in Wisdom and Charisma make them less likely to charmed or otherwise controlled magically, so this can be role-played as a stronger than average mental fortitude.  Which fits the cleric well.

Cleric as the Party Medic
The obvious role.  Clerics have healing magic in earlier editions of the game, have spontaneous healing spells in the 3.x era and can activate healing surges in 4th. The clerics of 5th edition seem to take them back more to their roots in terms of healing.  The role of the cleric cannot be overstated.  Parties without a cleric die.
During my run between 1st and 2nd Ed I created a Healer class.  It shared a number of features that my Witch class did including the ability to heal by touch as she went up in level.  Completely unneeded in 3.x of course, but in 2nd Ed it was quite a game changer.  I also made an NPC healer a pacifist.  She would never raise a weapon to any creature unless of course it was undead and then she went all Peter Cushing on them.  But running that class and character (she was the only character I ever made for that class) showed me how important the healing aspect was.  There was not just the regaining hit points, there was the player morale.  Also, since the character was an NPC it was easy not to have her fight, but the Players really did everything they could to protect her.

BTW. Her name was Celene Weper and she was the grand-daughter of Father Werper above.  Yes clerics in my world get married and have kids, since it is a life-affirming thing.
Plus keep in mind that Clerics as Healers have a long tradition even in our own world.  If ever a character decided to become a pure healing cleric and take an oath of non-violence then I would give them XP for every hitpoint cured and a share of combat XP.  I would also give them 2x the starting funds (even though they would give what they don't spend back to the church) to represent the investment their churches/hospitals have made in them.  After all, can't send a healer out into the world with shoddy armor. Reflects bad on their organization.

Clerics as Combatants?
It almost seems counter to the above, but clerics are the second best major class when it comes to fighting.  Only fighters (and their related classes) are better.  The get good saves vs. magic due to their high wisdom, or Will saves for the same reason and their saves are pretty decent to start with.   Plus they have one thing fighters don't have, the  ability to use magic.  "So what" you say, "so can Wizards and even your favorite witch."  Yes, but can they do it in field plate armor?  Clerics can.  Sure they do not get the combat spells the wizard gets, but they have a few good ones too.  Creeping Doom is a nasty little spell for Druids.  Finger of Death and reversed Heal spells can also ruin someone's day.

In games without Paladins, Clerics are the "righteous fist of (their) god".  Wizards don't smite.
Clerics can also be one of the few character types that can actually kill monsters with-out the moral hangups.  Even fighters, who get paid, and thieves, that might be working as assassins, don't get the same kind of "get out of jail free card" as do clerics operating within the doctrines of their faith and church.  Think back to the Crusades and the Inquisition, the faithful got away with murder, torture and even more horrible crimes in the name of their God and the law had little to say about it or were in collusion with them.

Clerics might then be one of the more well rounded characters in the group.

Wednesday, February 5, 2014

D&D40 Bloghop: Day 5

Day 5: First character to go from 1st level to 20th level (or highest possible level in a given edition).

Going back to my first character I have to say Johan Werper.  Since I was playing (mostly) Basic/Expert with bits of Advanced thrown in we decided the maximum level for playable characters was 36.  After that characters became immortal.  We had heard about the immortal rules, but never saw them.  I think at that point they were more rumor than reality.

Johan made it level 30 before my DM decided he was too powerful.  He was "retired" and became an NPC, St. Werper, Patron Saint of those who battle Undead in my games later on.

He had lost levels over the course of his adventure career, can't battle undead and not loose some levels sometimes.

I was quite amused when D&D 4e came out and the level max was back to 30.


Tuesday, February 4, 2014

D&D40 Bloghop: Day 4

Day 4: First dragon you slew (or some other powerful monster)

I will be honest with you. I can't remember the first dragon I killed.
I am pretty sure it was a blue one, but outside of that I can't recall.

Now I do remember what was one of the most powerful monsters I killed.

It was Jr. High and I was in a game with my friend Jon Cook, from posting #1.
His older sister was running us through a dungeon crawl one summer night and I remember we ran into a Lich.  
This was big deal because I had been mostly playing this odd collection of AD&D and D&D (B/X) and had not run into a Lich yet.  Plus Mary was your typical Chaotic Evil DM. So this Lich kept jumping in and out of the Ethereal plane and she ruled I couldn't turn it since it wasn't on my sheet.

We, that is Johan and Sneaker the thief, managed to kill it with best weapon we had.  We burned down the building it was in.

Still love throwing Liches at players.  It brings out the CE DM in me as well.


Saturday, February 1, 2014

D&D40 Bloghop: Day 1

Here we are with the D&D 40 Anniversary Bloghop.  Been looking forward to this.  So without further ado!

Day 1:  First person who introduced you to D&D. Which edition? First character?

Ok. Let's start thing off complicated!  No one person introduced me. In fact it seemed to be a conspiracy to get me to play.  I remember borrowing Asa Herald's AD&D Monster Manual to read during silent reading in grade school.  I remember Darin Buhlig and I trying to figure out Holmes basic on a field trip bus ride to St. Louis.  But I have to give credit to Jon Cook for being my first DM. We played the hell out of some D&D then.  He had the AD&D books and I had the Basic/Expert books. We ran with it.

My first character was Johan Werper, human lawful cleric. He worshiped an unnamed sun god.  At this point in my life I had become fairly committed to my own atheism but I still found religion interesting.  I guess to be a religious human was as alien to me as an elf or dwarf.  But I also thought the turning undead thing was really cool.   I was very, very much into vampires and horror and I *got* that the Cleric was supposed to be Van Helsing, so that is how I played him.

Johan became something of my "ego" character.  With my assassin Nigel as my "id" and my grizzled old wizard Phygora as my "superego" they made up the trinity of characters I played most often in Jr. High and High School.  Larina my witch was an "anima" character. Cause eventually all psychologists leave Freud in favor of Jung.

He also became one of my first "generational" characters.  Anytime a new version of D&D came out I would make a new Johan who is the son of the previous one.   Johan I was a cleric under Basic, Johan II was a Lawful Good Paladin for AD&D, Johan III was a Cavalier for Unearthed Arcana.  Celene was Johan II's daughter and she was a Healer in 2nd ed.  I kept this up even until recently with Johan V for D&D 4.  I fully expect that Johan VI will be for Next.  All Lawful good clerics or paladins, or something similar.

I still have all the sheets.



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Friday, May 6, 2011

Clerics in D&D

There has been a lot of talk of clerics and their value in a D&D game.  This ranges from the the old school of whether or not the Cleric is an appropriate trope for a fantasy game to the new school of whether a cleric is needed in a game that also has healing surges.

Here are some posts to illustrate what I mean,
http://www.wizards.com/dnd/article.aspx?x=dnd/4ll/20110426
http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20110503#74170
http://lawfulindifferent.blogspot.com/2011/04/god-i-hate-clerics.html
http://daegames.blogspot.com/2011/04/who-wants-to-play-cleric_26.html
http://theresdungeonsdownunder.blogspot.com/2011/05/making-cleric-cleric-blank-religion.html

I am firmly in the camp of Clerics are as much a part of D&D as Fighters, Wizards and Thieves.

My first character ever was Father Johan Weper, Cleric of the God of the Sun, Hunter of the Undead. He was a bit of a generic cleric to be honest, and I choose the sun god because I thought that as a quasi-medieval priest  the sun would be a major feature of all the is holy, bright and good.  Plus I had been reading a bunch of Greek Myths and I though Apollo would make for a good god.  But the real reason I choose the cleric; Turning Undead.  That was an AWESOME power in my pre-teen mind.   So that has colored my views of the cleric ever since.

In real life I am an atheist, but I like the play the religious character.  So clerics, witches, druids, all fascinate me.  But clerics are where it all started.

Clerics as Occult Researchers
In nearly every other game I have ever played there have been occult researchers.  There is usually someone that is the pary's muscle, the magic-guy, the sneaky guy and then the smart guy.  Sometime the magic guy and smart guy are the same, sometimes though they are not.  The Cleric takes on the roll of the Smart Guy or the Occult Researcher.  The books, the ill fitting glasses, and the wisdom to know what to do is the roll of the cleric.

It is fairly well known that the idea behind clerical undead turning  came from Peter Cushing's Van Helsing characters in the various Hammer Dracula films.  Why not extend the metaphor to include the rest of Van Helsing's portfolio.  As a class that puts a high value on Wisdom then the cleric should be a font of knowledge. Sure, this can also be done by the Magic-User / Wiazard,  but the cleric's input should not be understated.

In D&D 3 and 4 knowledge of the undead fall within the Knowledge (Religion) or just Religion category.   These characters tend to have more training in this area than other characters.  While wizards are typically the font of magical knowledge, clerics should be the source of knowledge beyond the ken of mortal man and into the realm of the gods.

Clerics as the Party Leader
The cleric also can serve the roll as the leader. While the cleric can run the gamut of influential high priest to crazy street prophet to diabolic cult leader, players typically take on the roll of the cleric of the local church, usually good.  Certainly that is what D&D4 wants you to do and that is fine.  This type of cleric also works as the default leader, whether he/she is or not. So if this is the hand you are dealt, then play it because clerics make great leaders. Under most circumstances they access to power, money, a hierarchy and can expect a modicum of respect from the locals.  All this adds up to instant authority figure.  Even if they are not.

Cleric as the Party Medic
The obvious role.  Clerics have healing magic in earlier editions of the game, have spontaneous healing spells in the 3.x era and can activate healing surges in 4th.  The role of the cleric cannot be overstated.  Parties with out a cleric die.
During my run between 1st and 2nd Ed I created a Healer class.  It shared a number of features that my Witch class did including the ability to heal by touch as she went up in level.  Completely unneeded in 3.x of course, but in 2nd Ed it was quite a game changer.  I also made an NPC healer a pacifist.  She would never raise a weapon to any creature, unless of course it was undead and then she went all Peter Cushing on them.  But running that class and character (she was the only character I ever made for that class) showed me how important the healing aspect was.  There was not just the regaining hit points, there was the player morale.  Also since the character was an NPC it was easy not to have her fight, but the Players really did everything they could to protect her.

BTW. Her name was Celene Weper and she was the youngest daughter of Father Werper above.  Yes clerics in my world get married and have kids, since it is a life affirming thing.
Plus keep in mind that Clerics as Healers has a long tradition even in our own world.  If ever a character decided to become a pure healing cleric and take an oath of non violence then I would give them XP for every hitpoint cured and a share of combat XP.  I would also give them 2x the starting funds (even though they would give what they don't spend back to the church) to represent the investment their churches/hospitals have made in them.  After all, can't send a healer out into the world with shoddy armor. Reflects bad on their organization.

Clerics as Combatants?
It almost seems counter to the above, but clerics are the second best major class when it comes to fighting.  Only fighters (and their related classes) are better.  The get good saves vs. magic due to their high wisdom, or Will saves for the same reason and their saves are pretty decent to start with.   Plus they have one thing fighters don't have, the  ability to use magic.  So what you say, so can Wizards and even your favorite witch.  Yes, but can they do it in field plate armor?  Clerics can.  Sure they do not get the combat spells the wizard gets, but they have a few good ones too.  Creeping Doom is a nasty little spell for Druids.  Finger of Death and reversed Heal spells can also ruin someone's day.
In games without Paladins, Clerics are the "righteous fist of (their) god".  Wizards don't smite.
Clerics can also be one of the few character types that can actually kill monsters with out the moral hnagups.  Even fighters, who get paid, and thieves, that might be working as assassins, don't get the same kind of "get out of jail free card" as do clerics operating within the doctrines of their faith and church.  Think back to the Crusades and the Inquisition, the faithful got away with murder, torture and even more horrible crimes in the name of their God and the law had little to say about it or were in collusion with them.

Clerics might then be one of the more well rounded characters in the group.

Friday, June 11, 2010

Random Stuff before the Weekend

So some little posts today.

Monster Manual 3 for D&D 4
Picked this up earlier in the week.  I love it.  You can never get too many monsters or monster books.  IT's too bad we are not playing D&D4 in my adult group.  I might have to move to D&D4 in my kids group just so I can use this.

I am torn. My kids' game of D&D 3.x is going great I almost hate to change things on them.  But then there are all these nice new D&D4 books...

Pathfinder
As typical tomorrow is ENWorld Game Day at my favorite local game store, and I am going to be at home in my game room playing a marathon game of Pathfinder.  Not that I am complaining mind you! I will just have to be there in spirit.  Anytime there has been an EN World Game Day or a D&D Game Day we are gaming at my place instead.  I am fully expecting my paladin, Johan Werper the V, the great-great grandson of my first ever D&D character to reach 2nd level tomorrow.  One can always hope.

I am totally digging using Hero Lab for this as well.  Great to keep track of things and even explore "what ifs" on skills or class choices.




Tempting FATE
Bet that title hasn't been overused!  Anyway. I have a bunch of new(ish) Fate and Fudge games that are screaming at me to try out.  I regular GM is bringing over his printed out copy of Icons, I have Dresden Files and few others.  I am still not 100% sold on Fate/Fudge even if they are Indy darlings.

More Games
Look for reviews, overviews and commentary of games like Dresden Files, BASH, Icons, Cartoon Action Hour 2  and more.  Plus I have a stack of old games I want to go over.  Mostly horror.

AND....
It is my birthday this weekend!  So happy birthday to me.

Wednesday, April 21, 2010

As a GM I don't like to kill characters, but...

But I have.

Details in a bit, but first more on character death and the great battle, the Shadow War.

Many notable and non-notable personages made the ultimate sacrifice in the war against the demons.  Skie Iskatarian, who claimed to be the great-great-granddaughter of Kas the Destroyer, died on the field of battle.  She was given a heroes funeral by the Queen she would have rather seen dead, not visa versa.  She was found next to a man that by all accounts she hated more than anyone, Kiev Scorpious.  They were found back to back, fighting off the hordes that stormed the walls of the city.

Kurt, the affable monk that everyone seemed to like, had also been found.  The great warrior Jar Tearn. Not felled by any weapon, his great age was his doom and he died on the field when his heart failed him.  His wife Victoria, rushed to his side, but never quite made it.  Kara Foke, King of the neighboring country offered his son to aid Glantri, and lost that son.  Leaving his second oldest betrothed to the Queen.  She was 9 he was 8.

Some speak of the great dark warrior Absom Sark how he was never seen again after the war.  Others speak of Arachnia, the drow female warrior that roamed the lands prior to the war, but never after.  They have statues as well, even if their bodies were not found.  (they ran off together after the war. sometimes love is more important than honor).

But the greatest loss some say was the King's son, Johan III.  Lost, and he had disgraced his family and the faith by bedding not just a common girl, but a supernatural one (she was a psychic...and something else), he had returned from the Nightmare Lands (Ravenloft) in his country's darkest hour.  But the girl that was his undoing in life was his undoing in death....

--
The cool thing about being a tech-head was this great little program that my then DM and I had written for the Tandy Color Computer.  It was a combat simulator.  We could load ten characters and ten monsters in it at once and they would go after each other till all of one side was dead.  I used that and in some cases, I also rolled up the combats on my own.  Something to pass the time to be sure.

So, lots of people died so that the new generations, Quenn Celene and her future Husband Kara Werper could take center stage.  And they will, or rather would have, had it not been for that troublesome girl.

Morgan.

Morgan began in my game with only her nick-name, Raven, though she did have other names.  Raven Ebonflame, Raven the Hunter of the Dead, Raven the Daughter of Death (her father was nicknamed "Death Blade").
She was psychic, which was a strict taboo in my game world.  Sure magic is fine, because the mage schools and guilds control that. Random psychic power?  Bad juju.

So what does this girl do?  She gets herself hired in the mercenaries guild and eventually hooks up with John the 3rd, future king of the land, and gets pregnant.  When I was coming up with ideas to start my war, I decided that she ran off to have the kid rather than cause her lover any more grief.  Trouble was Johan loved her too.  Had he married her things might have been fine, but he ran off after her only to get pulled into Ravenloft.  She thought he didn't care and gave birth to their daughter.

There is one other thing about Morgan.  Something I decided on her first outing as a character back 1985 or so.  Morgan was a killer of Vampires.  She killed one at 1st level.  And then proceeded to go after more.
Morgan, Raven Ebonflame, was the very first Slayer.

And then I killed her.

She was in the war and played a minor part.  I remember being out on my bike one day thinking about what she might have done.  Then it came to me.  Morgan fought Yoln Shadowreaper, the general of the Armies of Hell.  She fought him and killed him.  By herself, single-handed, the girl that everyone in the game hated, changed the course of the War.  She gave them victory.  But it cost her her life.

Her lover, Johan went crazy and was soon killed in battle, not before taking out several dozen demons.  The priest said he could not raise her, her soul was gone.  A pact was made by the three most powerful remaining characters, the guild master (her father), the advisor (her teacher) and the King (father of her lover).  Her father went to Hell to find her soul.  In the 3rd Edition years, I worked that into the great Reckoning of Hell.

Her death was the most powerful scene I played up to that point.  But years later I so regretted killing her. I thought it was a waste (and I had more personal reasons too).

Then I began The Dragon and the Phoenix.

This was a Willow and Tara centric season for the Buffy game.  In the fifth episode, Heaven Bleeds, Willow, Tara, and Buffy travel back in time to this battle.  There they meet Willow and Tara's past lives, and all three witness Morgan's battle with Yoln.  I did retcon her into a Slayer, but it was not much of a change.

Now I redid the scene of her death as before, this time using the Cinematic Unisystem rules.  And this time Buffy was there to help.  I had players that played Tara, Willow, and Buffy, but I still played Morgan out. She still defeated Yoln, this time with her sister Slayer's help.  But she still died.  Somethings can't be changed I guess no matter how much you try.

As Morgan dies, she touches Tara and asks her to remember her.  Morgan's soul does not go to Hell as everyone thought, but instead, it is in Tara.  When the season ends she lets go of Morgan's soul to her final rest.  I have a scene in later games, Season of the Witch, to be exact, where Morgan's father meets up with Tara and is given peace.

As a DM I don't like to kill characters.  People invest way too much of themselves into their personas.
Kurt, Skie. Kiev, Jar, Victoria, Sebastian, Fjalar, Johan II and Johan III.  They all had memorable deaths and that had meaning.

But Morgan, Raven Ebonflame, the Daughter of Death, Hunter of the Dead, had the most important death of all.  Her's changed two worlds. Set things into motion that I am still using in my games. And changed how I think about characters and how I write this stuff I do.
And hers was the hardest to do and deal with and the one I have always and will always regret the most.

To pull out my comics metaphors, she is though more of my Barry Allen than Tora Olfsdotter or even Tara herself.  She died and saved the world and to bring her back now would give the character less meaning.  She died well and now deserves her well earned rest.  Tora and Tara died too (and came back) but their deaths were meaningless and meant to shock people and ultimately empty.  Mark Waid, who wrote the issues in which Tora died has since admitted it was a huge mistake as a typical and clichéd Women in Refrigerators moment.  Too bad Whedon has not had the same insight and maturity as Waid.  But I took care of that on my own.

So GMs/DMs/Directors/Story Tellers?
Do you kill characters?  Do you try to save them even if the dice fall on the side of the Reaper?

Yes...yes I can already here the Call of Cthulhu Keepers out there.  I know your point and I know there are worse things than death.