Showing posts with label basic. Show all posts
Showing posts with label basic. Show all posts

Tuesday, April 18, 2017

BECMI/4e Conversion, Ghost Tower of the Witchlight Fens

Last week I talked about RPGs and Sunk Costs.  This lead to a discussion of me converting my 4e collection into something else.  As is my wont, I opted for the most difficult conversion I could do and still be D&D; converting 4e to BECMI.

Since this is a test run I want something simple and something that others can look over to see what they think.  So for this trial, I am converting the free low-level adventure Ghost Tower of the Witchlight Fens. I am also using the D&D Rules Cyclopedia for ease of conversion here.



Ghost Tower of the Witchlight Fens is the 2nd adventure for a single player coming off of the D&D 4e Starter set.  The one that looks like the BECMI Basic Set.  Given this the character you are playing should be about 2nd level.   Now when I run this for real I am going to likely use it with a party and scale up the encounters.  But for now I want to see what a quick conversion looks like.
I am taking a lot of cues from the Classic Modules Today folks and just providing the monster conversions. I am not attempting to balance anything at this point.

Special Note: IF (and that is a big IF) I do these conversions I am going to all use the "Prince of Undeath" conversions for the HPE modules that were done by Myrhdraak a few years back.  This conversion makes it more of an Adventure Path style campaign that we now see from Paizo and WotC.  Plus it makes the Orcus plot more interesting.
Details are here:


Ghost Tower of the Witchlight Fens Conversion

Skill checks: Use the appropriate ability score. Perception is normally Wisdom, but use Intelligence where applicable.
Skill Challenges: Use as skill checks, but only provide XP if properly role-played.

Poison Dart and Poison Gas traps are Save vs. Poison or die.
Psychic Staircase trap is Save vs. Paralysis or take 5 hp of damage.

Sareth is a 1st level Elf with 7hp and 1 first level spell: Shield

Kobold Quickblade is a kobold chieftain (RC p. 187) with 9 hp (10 xp)  [100 xp]
Kobold Tunnelers (4) are normal kobolds  (RC p. 187) with 1 hp (5 xp each) [25 xp each]

Decrepit Skeletons (2) are normal skeletons (RC p. 204) with 1 hp (5 xp each) [25 xp each]
Grasping Zombie is a normal zombie (RC p. 213) with 13 hp (20 xp) [100 xp]

Skeletal Blackguard is a skeleton with 2HD (RC p. 204, 214-215) with 18 hp (25 xp) [250 xp]
Tomb Rats (5) are giant rats (RC p. 201) with 1 hp each (5 xp) [25 xp]

XP values in parentheses () are for BECMI D&D.  For comparison the D&D4 XP values are in brackets [].

In 4e a player would get a total of 725 XP from combat.  In BECMI/RC this becomes 110 xp.
So progression will be slower for RC.

I could follow this up with  The Dungeon of the Ghost Tower the next adventure.

Also, I can tell already that the combats for the BECMI version is going to be a hell of a lot faster.  This might not be such an insane idea after all.

Wednesday, April 12, 2017

RPGS and the Sunk Costs

Often you will hear people exclaim that they don't need to buy any more/new RPGs because they have more than they will ever play in their lifetime OR they have found the only one they ever need.
I can certainly appreciate both of these claims.  I DO have more than I'll ever play AND I have the game (or really 3 games) I could play forever and never need a new one.

Yet.  I still buy games.

I am fortunate really. I can make my hobby pay for itself. I can buy the books I want, when I want.
Thankfully my needs are also small and specific, so I also tend to write the material I want more out need of the material than out of a cost saving feature.
Sometimes though I buy something and I never use it, or, I never use as I wanted to use it.

Take for example D&D 4e.


I have a lot of 4e books.  Many I bought REALLY cheap, but some I got new. In any case it represents a sunk cost for me. Even if I unload them all at my FLGS auction, I am not likely to make anything at all back from it.

I'd love to do something with it someday, but am I playing into a Sunk Cost Fallacy?
That is I'll never make my money (time, resources) back by put more money/time/resources int it.

I would love to the run the HPE adventures that are centered around Orcus and the Raven Queen.  I have read through them many times and started them and think it would be fun.

There are three scenarios I am considering.

1. Run them under 5e.  This one is more of a thought experiment for me really.  I'd try to run it as a 4e/5e hybrid to scale 4e's 30 levels down too 5e's 20.   I like this idea since it would make for an interesting experiment and test my knowledge on both systems.  Converting 4e to 5e is easier than say converting 4e to something else.

2. Convert 4e to Something else.  I am honestly thinking of doing this under BECMI. Using the honest to goodness Red Boxes and everything.  This idea appeals to me on a lot of levels. BECMI's 1-36 levels map nicely onto 4e's 1-30.  Both end in characters being immortals.  Naturally this is the hardest to do and appeals to me the most, though I have done it before.  The level differences and system differences would allow me to start H1 Keep on the Shadowfell at BECMI level 4 or 5 and give me 1-3 for other adventures.  Maybe even the Aleena adventure in the Red Box and the Witchlight Fens adventure in the...Red Box.


The more I think about this the more I like it really.   I would need to decided on Class and Race (like AD&D) or Race as Class (as BECMI).  In truth it would not be difficult.  The 4e races all have a class they seem to prefer.  Dragonborn would all be Paladins, Tieflings all are Warlocks, Half-Orcs are all Barbarians and so on.  Plus there is a lot I still like about BECMI that I want to do.
This is something I think needs delving into further.

3. Run the adventures under 4e.  The simplest solution, naturally, has no appeal to me.

Am I sinking more resources into a fruitless endeavor?  Should I cut my losses and run?

No idea yet.  But I think I can invest a *little* more resources with out (too much) loss.

Tuesday, January 24, 2017

New Releases Tuesday: Black Box BECMI Supplements

The mid 90s were an odd time of gaming for me. I started out very excited about the new AD&D 2nd Edition game, moved completely over to Ravenloft and in the end had left D&D completely in favor of games like WitchCraft and Mage.   Consequently, I started the 90s as a college kid and ended the 90s a house, a wife, a kid and ABD on my first Ph.D. so I saw a lot of change.

What that all adds up to is that there were a ton of D&D-related releases that I not only didn't experience or play but also never even heard of till much later.   "Black-box BECMI" was one of those.  Again, as I mentioned, I was into AD&D2 pretty hard and then left D&D, so BECMI was not something I paid attention too.  Fast forward to the mid-late 2000s I started to discover these boxed sets.  In some ways they seem so retro; a boxed set with board-game like pieces in a world edging towards glossy (and thick) hardcovers.

At a +Games Plus auction I was able to pick up these,



They are a ridiculous amount of nostalgia and I REALLY want to use them some time as the start of a pure BECMI campaign.

Well today we got two new releases in this line on DriveThruRPG, The Dragon's Den and The Goblin's Lair.

I have no idea how the scans are. The box interiors have quite a lot of pieces.


So it will be interesting to see how they scanned all of this.  At $5 a piece, that is not too bad of a deal really.   The "Black Box" is not available on DriveThru yet, so you will need to use the Rules Cyclopedia for these.

I don't have a campaign in mind for this at all, outside of knowing I want to use Quest for the Silver Sword as the next adventure after these.  I am always a sucker for a haunted house adventure.

Saturday, December 31, 2016

2016 A Look Back

It is already 2017 in some parts of the world, but here 2016 is staying around like that last guest that just won't leave.  So let's look back on 2016 on The Other Side.

D&D 5
Without a doubt D&D 5th Edition was the biggest game this year and D&D5 posts here got the most traffic. D&D got a big push in the media this year and D&D 5 benefited from all of that.  Closer to home I played a lot of 5th edition this past year. I ran games for my kids and various cousins and my oldest son ran three different campaigns. Ok, they were all roughly the same adventures, but with three different groups.
Not everything was all 5e all the time. I managed to work in some Basic (B/X) D&D as well and even a little AD&D 1st Ed. Back in October, I reignited a Blue Rose game too and even worked in a little Castles and Crusades.
I have caught some rumors of some very interesting 5e related news I can't share yet.  But 5e is going to have just as much of a good 2017 as it did 2016.

Geek Culture
This is a wonderful time to be alive if you are geek. Really. In 2016 we got more superhero movies than I can recall (ok Civil War was a bit of a let down compared to comic), Star Trek AND Star Wars in the theatres in the same year. Doctor Strange came out, a movie I wanted since the 70s, new Ghostbusters, new Jason Bourne, a new movie in the Harry Potter universe!  And that is just the movies.
On TV we have super heroes, scratch that, DC Super Heroes every night of the week! Luke Cage on Netflix. STRANGER THINGS! So much great content that I can't even keep up.  We have an embarrassment of riches here.
Speaking of DC. The rebooted, reboot of DC's Rebirth in comics is doing fantastic. Not just in sales, but also in terms of story. While the DC movies are hit and miss (I am a fan, but I am also realistic here) and the TV shows are nailing it night after night (still a fan) the comics, especially the "New52" had been iffy. Not anymore.

Bloggin'
My output decreased this year and it is likely to decrease more next year. More on that later, but mostly it is due to me needing more time for work, family and other projects.  I had a lot of fun with my deep dives into Victorian RPGs and Blue Rose. The stats show you liked them as well. I said goodbye to some regular features like Zatannurday and Friday Night Videos.  I have mostly retired Class Struggles and "The Best Blog You Are Not Reading", but I retain the right to post something with them in 2017.
I was nominated again for "Best Blog Ennie" for 2016. I didn't win, but I had a lot of fun going to awards show.



Personal
Things are good here at home. Family is healthy and good. My wife and I launched into a new exercise plan where I run every day and exercise in the evening.  I am healthier now in my later 40s than I was in my 30s. My weight is way down and my blood pressure (something I have had issues with since I was a teen) is also down. In fact, save for a minor respiratory bug last week 2016 has been one of my healthiest years on record.
Work is going fine. In 2017 I have a new graduate program whose curriculum I am redoing, so that will keep me busy for the next couple of years. I got a promotion (of sorts) and a raise (of sorts) and a new boss.

The Other Side Publishing
2016 saw the launch of my personal imprint The Other Side Publishing.  I am not trying to take the RPG world by storm here, I just want to put out a few books of things I want to play.  My biggest success so far has been Sisters of the Aquarian Order (currently a Copper best seller!) for White Star.
I am making enough here to keep going and I can keep myself in other people's books too.  That is a success in my mind. Actually, people buying my stuff and getting enjoyment out of it is much more of a success than the actual money, but the money does buy more art.



And Then There Was That Other Thing...
Yeah 2016 had it's fair share of suck too. More than it's fair share to be honest. The election was shit-show and the outcome was pretty much to worst of all possible outcomes.  I have mentioned before I am less of a "Social Justice Warrior" as I am a "Social Justice Veteran" or, more to the point "Social Justice Terrorist".  I was in the trenches before Facebook, before Twitter and back when letters and phone calls to Congressmen, Senators, and Judges were a common thing for me. I got back on the phone this year to my Representatives and other elected officials. 2017 might be the year that pulls me back into social activism.  In fact, I have already started to put my money where my mouth is, so I am also going to put in my time.



We had a lot of our icons die this past year. Not much I can say about that really. I am going to miss Bowie the most I think. I just liked the idea of being in a world that also had him in it.

So here is to 2016. The good, the bad and the ugly. And there was a lot of bad and ugly!
Here is to a much better 2017! Though it is really 2020 I am looking forward to the most! ;)

Thursday, December 29, 2016

Post Christmas

I hope everyone had a wonderful Christmas if you celebrate it or whatever your holiday.
We had a great one here. Lots of gifts, family, food, and plenty of my aged Egg Nog.

Boxed Set Day
+James Spahn  over at Halfling's Luck came up with a great idea and one I hope catches on. Make December 26th, Boxed Set Day!


So I plan to celebrate this in the future EXACTLY like I have been doing it for the last two years.  Last year I gave my nephews on my wife's side of the family a D&D 5 boxed set.  This year I gave my sister's son a Pathfinder Beginner Box.  Well in truth he paid for half of it himself and I gave him some minis.

A photo posted by Jessica (@zigada75) on

Next year I'll get a D&D 5 box.  Or maybe a Castles & Crusades one.  But this will be my new tradition, getting someone a boxed set of some game.  Boxed set with dice.

This is a good thing.
How many of you got your start with a D&D boxed set on Christmas?  Too many to know for sure I know that.

Now what to buy and who to buy it for? I have a little less than a year to figure it out.

Saturday, December 24, 2016

Krampus for your OSR/5e Games

It's Christmas eve so you know what you need?  More demons!

Here are a couple PWYW products for your Christmas games.










Have a great Christmas, Holiday, Yule and New Year.

Tuesday, November 22, 2016

Wizards of the Coast Print On Demand: The Results

Yesterday I got a surprise in the mail from DriveThruRPG/OneBookshelf/LightningSource.


My copy of the Shady Dragon Inn came in.  It looks fantastic.
I don't have an original one to compare it too, but inside it looks great.




The maps are part of the book, not detachable, but that is fine really.



They are set to 1" = 5', so D&D 3, 4 & 5 standard.
They do not print out to 1" exactly, but when you buy the pdf you get the maps as files to print on your own.

The characters inside can be converted to 5e easily enough.
Ignore the saving throws, and recalculate the base to hit as 20 - THAC0.  I find that 22 or 23 -THAC0 actually works out a little bit better for 5e.

Plus $8 is better than the $30 or so it can go for on eBay.

I do kind of wish now I had grabbed something that I have an original of just to compare.

The quality is very good; what you would expect from a high quality print of a high quality PDF source.  Though the source of that PDF is a scan of the original that has been seriously cleaned up.
The results are something fantastic for the table or reading, but no collector will be convinced it is an orignal.  That's perfect for me really.  I am a collector, but a pragmatic one and a "playing" one.  I like to have these books, but their value to me is not on my shelf, but my game table.

 DriveThru has promised us new Wizards of the Coast Print on Demand updates each week.  So check back on every Tuesday to see what is new.  In fact they have new items up today.

Bookmark this link to check back on what's new each week.

Friday, November 11, 2016

Dungeons & Dragons in Toy Hall of Fame

The big news in the RPG world is of course, the introduction of Dungeons & Dragons into the National Toy Hall of Fame.

You can read what they said about D&D here:
http://www.toyhalloffame.org/toys/dungeons-dragons

Some people are commenting, and maybe rightly so, that the pictures show the wrong box.  But I disagree in one respect.

Moldvay Basic, a game I have very fond memories of, was D&D for many gamers my age.  Yes, we all love White Box even with all it's weird idiosyncracies, Moldvay Basic (and Expert) really opened the rules up to so many; many that did not have that wargaming background.  This was the edition that was made for D&D players first.  Ok...so what Holmes (which I also love) this was something new.

My wife says it was included in the Toy Hall of Fame this year in part due to Stranger Things.  I agree, but D&D also has had a pretty successful couple of years.  D&D 5 is doing great, the 40th anniversary was a huge success, and gamers of the 80s are now the successful adults of today. So there is that.



So congrats D&D!  Well earned.

Here is another interesting thought.  How many of you that started with Moldvay Basic/Cook & Marsh Expert ALSO had that Fisher Price Little People Barnyard toy as a kid?  I think every kid in the 70s was issued one.

Wednesday, November 2, 2016

The Witch Thomasin

File under: "You knew this was coming so you really can't act surprised."

Black Philip: Wouldst thou like to live deliciously?

Warning: Spoilers ahead for The Witch.

The Witch is a fantastic movie, not just due to it's script and amazing attention to historical deatils but for the breakout performances of it's young cast including, and especially, Ayna Taylor-Joy as the good girl turned witch, Thomasin.

With all the reviews I was doing last month I could not but help think f her in terms of some of the games.



Some reviews claimed that The Witch does not have a "Happily Ever After" I say, of course not! Chapter 1's never do!
Thomasin is by any stretch of the imagination a starting character.  The Witch is her origin story.

This makes things really easy in terms of character creation. Just follow the book.
We only see her indulging in one act of magic so we are going to need to make some assumptions based on what we have seen already.

There are three games in particular that I think are good choices for Thomasin.  WITCH: Fated Souls, C.J. Carrella's WitchCraft, and my own The Witch.



Basic Information
Age: 16
Height: 5'2"
Weight 120#
Hair Blond
Eyes: Blue

I figure this is right after the end of the movie.  I used the character pre-creation information in WITCH: Fated Souls to help guide me as to what Thomasin might be like.  I also decided that the "Devil" made good on his promise and gave Thomasin some resources.  She now lives alone on her family farm now, she has some riches but is still bound to a life of toil.  She is also now part of the local witch coven.  As the youngest, they will likely find a way to get her pregnant so they can sacrifice the baby to the devil.  Yeah, I am going with the stereotypical witches here.

The Witch: A sourcebook for Basic Edition fantasy games
Thomasin is very much a 1st level character.  She might know a cantrip and a 1st level spell, but that is about it.  Since witches in my book gain a familiar at first level we can also cover Black Philip.

Thomasin
1st level Witch, Malefic Tradition

Strength: 9
Dexterity: 12
Constitution: 12
Intelligence: 10
Wisdom: 11
Charisma: 15

Saves
Death Ray or Poison:  13
Magic wand or devices: 14
Paralysis, Polymorph or Turn to Stone: 13
Dragon Breath: 16
Rods, Staffs and Spells: 15

Hit Points: 5
Alignment: Chaotic
AC: 9 (none)

Dagger

Occult Powers
Familiar:  Goat/Imp "Black Philip"

Spells
Cantrips: (4) Black Flame, Chill, Clean, Close
First: (1) Cause Fear

WITCH: Fated Souls
+Elizabeth Chaipraditkul's Witch was one of the first games I thought of when I was watching this movie.  Also this movie was what I was thinking of when I working on my review for her game.  It all works out really.  Thomasin really fits this game well.  If you are a fan of the movie, check this game out. If you are a fan of this game then watch the movie.  She is a really good fit.

Character: Thomasin
Fate: Heks
Familiar: Black Philip

Intelligence: 2
Wisdom: 2
Perception: 3
Charisma: 2
Manipulation: 3
Dexterity: 2
Strength: 1
Stamina: 3

Athletics 1, Brawl 2, Craft 2, Deception 2, Dodge 2, Empathy 1, Expression 1, Intimidation 1, Perform 2, Spot 1, Stealth 1, Survival 2, Thievery 1, Wits 1

Hit Points
Hurt: 14, Injured 14, Mauled 8, Unconcious 5
Soak: 0

CD to Hit: 13

Pursuits: Property 3, Contacts 1, Funds 1

Spell Level: 1

Talents: Casting 2, Potions 1, Occult 1

Spells: Telekinesis
Cantrips, Canto I, II
Bonus: Use TK cantrip to fly

Spells: Curse
Cantrips

CJ Carrella's WitchCraft
WitchCraft is such a fantastic game I feel I can use it for anything and everything.  The Witch is no exception.  I did go back and forth on whether or not to make Thomasin a Gifted or Lesser Gifted; arguments can be made for either one.  In the end, I went with Gifted.
I also stuck with the WitchCraft core book for her.

Thomasin
Gifted
Wicce
Concept: Forsaken
Life Points: 26
Essence: 19

Strength: 1
Dexterity: 2
Constitution: 3
Intelligence: 2
Perception: 3
Willpower: 3

Endurance: 26
Speed: 10

Qualities
Attractive 2, Gifted, Essence Channeling, Increased Essence Pool,

Drawbacks
Covetous, Cruel

Skills
Craft 1, First Aid 1, Myth & Legend 1, Occult Knoweldge 2, Riding (horse) 2, Rituals (Wicce) 1, Survival 2

Metaphysics
Affect the Psyche
- Influence Emotions
- Aura of Confidence

Communion
- One with the Land

Warding
- Create Ward

All three work very well in my mind.  Obviously I needed to take some liberties and some guess work. I should try these three with a more powerful character to see how they work with that.

What do you think Thomasin?



Oh in case anyone is annyed by the "VVitch" I give you this.


Could this be about Thomasin or her coven?

Wednesday, September 7, 2016

In Search of... the Holmes Witch

Very recently this image popped up again. This time on Tumblr.



Which started a conversation on the existence, or lack thereof, of the Holmes Witch.
The witch, as speculated then, would have been a sub-class of the Magic-User.
But where did this come from?

Well research into the original Holmes manuscript over at Zenopus Archives, gives some backing to long-held idea that the witch was something added later on in editing.

Gygax himself weighs in on this here, again thanks to Zenopus Archives.
"That mention slipped by me, and all I can assume was that either Eric was planning to force such a class upon me, or else someone editing the work thought it a good joke to play. I never had a PC class of that sort in mind for the game." (Enworld forum post archived at greyhawkonline)

In truth there never really was a "Holmes Witch".  There are "Holmesian-like Witches" to be sure (I classify my own witch class as more "Moldvay"), but nothing he ever wrote himself.

Other discussions
- Recent Google+ discussion that prompted this post
- An older OD&D Boards Discussion
Um, I was promised Witches?
- Holmes Rules: The Witch

Semi-Related
- Tom Moldvay on Witches

Wednesday, August 24, 2016

RPGaDAY2016: Day 24

What is the game you are most likely to give to others as a gift?

It kind of depends on the situation.  If I am trying to introduce someone to our hobby, but I think they need "training wheels" of a sort, then I am most likely to give them Dungeon! because it is easy to learn and does not require a game master.


Though if I think they are ready for the plunge I have a couple of other options.

My go to in most cases is the D&D Basic set of whatever the most current or popular version is.  So over the last few years I have given away copies of the 4th and 5th edition Basic/Beginners Sets and the Pathfinder Basic Box.

I also love to give out copies of Basic Fantasy with a set of dice.
It is cheap and everything is in one book and easy to learn.  Typically anytime I make a big Amazon order, I'll throw a couple of Basic Fantasy books on and always have them on hand.  Sometimes I also throw in a copy of my Witch book.



Maybe what is needed is a nice cheap book that is designed to get people into the game and has everything they need to get going.  Something like "OSR Basic".

Hmm....I wonder how much it would cost to print up just the basic information from the D&D 5 SRD?
But not just rules, something to really bring new players into the fold.

http://www.brigadecon.org/rpgaday2016/


Wednesday, July 13, 2016

Class Struggles: Cthonic Warlocks and The Return of Tharizdûn

Working through my "end game" for my Come Endless Darkness campaign.  Like the Gygax book of the same name my main Big Bad is Tharizdûn.  Also like the books I am sure that the universe is going to look very different when I am done.

Through the various adventures, the big plot emerging is that Orcus, Lolth, Yeegnohu and others are taking advantage of the death of all the Sun Gods, but no one has yet confirmed or not if they have any actual involvement in it. They suspect Orcus.

In truth it is all going to be Tharizidûn.  This is something I have built up over the last couple of campaigns.  The "Dragonslayers" (the generation before the "Order of the Platinum Dragon") uncovered the Forgotten Temple of Tharizdûn.  His big plan, of course, is to get free.

Currently, I have him in a cage deep in the lowest part of the Nine Hells. Asmodeus is still his jailer and in many ways is the very first Warlock of Tharizdûn.  He has been siphoning off Tharizdûn's power for centuries, it is how he took control of Hell in fact.  But Tharizdûn knows this and while Asmodeus has been doing this, Tharizdûn has been pulling him deeper and deeper into his thrall.

In my games Tharizdûn also has another title, "The Whispering God".  This comes from his warlocks who say their god whispers in their ears and tells them secrets. And convinces them to do terrible things.  He is also known as the Elder Elemental Eye and worshiped by elemental-demon cults. He is also worshiped by the Drow that do not follow Lolth.

Recently Strange Brew: Warlocks was released.  It includes a version of the Whispering God that I used in my games. I am particularly proud of it to be honest.
WARLOCK PATRON: THE WHISPERING GOD
Deep in forgotten tombs, hidden in forsaken forests, and haunting long-abandoned churches of long-dead gods, you can hear it. It is soft, but it is there. Once you hear it, then it is always with you—day and night, sleeping and waking. It is the voice of the Whispering God. No one is for sure who or what the Whispering God is.
There are no churches or priests dedicated to him. No stories of creation. No heroes. No tales of battles. Just the constant whispering. Those warlocks who follow this entity are blessed and cursed: blessed with great power and cursed with the voice of their patron in their ears forever. No one knows what the Whispering God wants or even why he/it needs warlocks and not clerics.
The speculation is that he is a god trapped in prison so dark and so perfect only his voice can escape, but just barely. He needs these warlocks to spread the word so he can escape. Others claim that the god is nothing more than the madness that will consume all “his” warlocks.
For Pathfinder this is a "Cthonic" Patron.  For D&D 5 this would be an "Old One".
For my players, it means trouble.

Here is a Cthonic Tradition for the Basic Era Witch.

New Tradition: Cthonic

Witches of the Cthonic Tradition honor and some say are slaves of, very, very ancient powers. Some are inhuman powers from beyond our reality and understanding. Some are ancient Primordial Beigns from before the times of gods or mortals. A few are Dead Gods whose worship continues and whose power remains.

More so than any other witches, these are most often called Warlocks.

Role: These witches and warlocks represent a tie to the ancient past or to other unworldly powers.  They represent classical villains or the scholar that has delved too deep into things that mortals were never meant to know.

Joining this Tradition: To join one must either discover the Cthonic Patron of be discovered by one.  For example, the Cult of the Whispering God hears their Patron's whispers when they uncover hidden knowledge about the God or venture deep into areas that were formerly His centers of worship.

These witches tend to be Solitaries or be involved in small cults.
They are for the most part are chaotic, with some gravitating towards neutral. Rare is the lawful Cthonic witch, but it is not unheard of.

Leaving this Tradition: Often there is no way to leave this tradition; not even in death.

Occult Powers
Minor - 1st Level: Grimoire. The warlock does not gain a familiar like other witches, but rather a semi-aware tome known as a Grimoire.  These tomes replace the Book of Shadows for these witches. These Grimoires are often sought after by occultist, magic-users.

Lesser - 7th Level: Immune to Fear. Exposed to so many horrors or alien minds warps the mind of the warlock to a point where normal fear has no effect on them.  Magical fear is also given a -4 bonus on saves.

Medial - 13th Level:  Alien Mind. The Cthonic witch has become so accustomed to dealing with alien and ancient minds that she becomes immune to charm and hold spells. Her mind can't be probed or read via telepathy, ESP or similar powers.

Greater - 19th Level: Curse. The warlock can place a powerful Curse on a single creature. She can only do this once per day (for a single creature). The curse can be of any sort, but usually the curse will bestow a -4 to all to-hit rolls and -2 to any saving throws. Other curses may be allowed, such as the Bestow Curse spell. Witch curses are quite powerful and require the use of two (2) remove curse spells to be fully removed.

Major - 25th Level: Shape Change. Once per day, the witch may change her shape to any type of aberrant monster, like the spell Shape Change. For 1 turn per level, the witch may move freely back and forth between her aberration and human forms. Once the form is chosen, that is the only form she can use for the day. So, a witch may choose to change between the forms of human and a roper but cannot go between roper, human and bird. Once the duration has expired, the witch reverts back to human form.  The witch does not have the special abilities of the aberant form save for those that she can manage with the form.  So the roper's tentacles would be replicated, but not the basts of a Sphere of Many Eyes.

Superior - 31st Level: Apotheosis.  The witch becomes something else. This new form and powers are dependent on the Patron she serves.  For witches of the Whispering God her voice barley rises above a whisper, but her voice can be used as a Command spell once per day, a Charm spell 3 times per day, and a suggestion seven times per day.


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Please click on the link and vote "1" under "The Other Side".

Wednesday, July 6, 2016

Class Struggles/Plays Well With Others: The Vile Witch

Mazes & Perils is the newest game on the OSR scene.   I covered the game in a "Class Struggles" back in May.  Then I focused on the new(er) magic using classes in the game.  There was a promise then that there would be more classes.
Given the Holmesian origins of this game the newest class is, appropriately, a witch.

The Vile Witch is the newest class for Mazes & Perils from +Vincent Florio, +Brian Fitzpatrick and +Sal Valente 
Before I talk about the class I want to give a shout out to cover artist +Jacob Blackmon. He is the one responsible for my new header above.

The Vile Witch is a 14 page book (cover, 2 pages of OGL, 1 page of ads, 1 title page for 9 pages of content) dedicated to the new vile witch spell caster. This is a character that revels in what others throw away.  It immediately reminded me of the Junk Lady in the movie Labyrinth AND Maja the witch from Adventure Time; she is the witch that buys Marceline's teddy bear Hambo for its memories.  The idea is that there is power in memories and power in items that have been associated with others.  It's a powerful archetype really and one with a LOT of potential.
But because the witch is so often mired in the refuse of others her appearance and form suffers.

The class has a lot of interesting features and powers in addition to some new spells and familiars.  Vile Witches are limited to 9th level. I think I see why, but I would try them to 10th or 12th like the other spell casting classes. Though she does have more powers (familiars and "vile blood") as well as a quicker spell advancement.
The book has both "vile familiars" and "common familiars". Common familiars can be used by any spell casting class, the vile ones are for the vile witch.  The rules are simple, as befitting the M&P game, and easy to use.  If you want familiar rules then this is a good choice to be honest even if you never use the class itself.
The book also contains 19 new vile witch spells.  While these spells could be used with any other magic using class, they are very specific to the vile witch and really give her a lot of flavor and color.

For just under $2 there is a lot of material here. It is a very different sort of witch and I like that. I am certain that this class will make for some great NPCs and hopefully some really great PCs as well.

Class Struggles
What I kept thinking while reading it was that a Vile Witch dedicated to the Goddess, Tlazolteotl would be a good idea. She could even be "good" or Lawfully aligned. Something like a "Sin Eater".
Her job is to make good things happen by "eating" the bad things.
Only a thought, but it would be how I'd play the class.
Unlike other classes I have talked about under the Class Struggles banner I can't really think of a similar class.  Maybe

Plays Well with Others
Mazes & Perils is firmly rooted in the "Basic" era style gaming and Holmes in particular.  That being true it works really, really well with my own Basic Era Witch class and many others.

If I were to convert this to my own book I might call them a "Sin Eater Tradition" for Lawful witches or "Vile Witch Tradition" for Neutral and Chaotic ones.


For Occult Powers I might try this;

Lesser: Vile Familiar
Minor: Toxic Blood
Medial: Greater Glamour
Greater: Curse
Major: Shape Change
Superior: Vile Apotheosis

Have to work out all the details of these, but the idea is that exposure to all this...stuff...changes the vile witch is both physical and supernatural ways.

Here are some spells from my book that you can use with the Vile Witch.

Sickly
Level: Witch 1
Range: Touch
Duration: 1 minute per level
This spell causes the target creature to suffer from poor health.
Witches must succeed at a touch attack to strike the target. Subjects who fail their saving throw suffer a –1d6 penalty to Constitution, with an additional –1 per two caster levels (maximum additional penalty of –5). The subject’s Constitution score cannot be reduced below 1.
Material Components: A dried up dandelion.

Sour Stomach
Level: Witch 1
Range: One Target (within 25’ + 5’ per 2 levels)
Duration: 2 hours per level
This spell causes the target to have a nervous stomach, thus experiencing severe digestion, discomfort and cramping upon the engagement of any event that’s moderately stressful or exciting.
So terrible is this form of indigestion that the target must succeed a Poison saving throw, find a means to relieve their situation within 4 to 7 rounds (1d4+3) or have an “accident” that results in potential embarrassment and potential discomfort. The triggering event of such inconvenience could be most anything, from running into an encounter to finding treasure of mysterious properties to even meeting some stranger along the road. Each worthy event during the full duration of the compulsive enchantment can cause another potential outbreak of discomfort, thus requiring another save.
Material Components: A bit of soured milk.

Vertigo
Level: Witch 1
Range: 1 subject
Duration: 1 round per level
This minor hex causes the target creature to have a feeling of vertigo. The subject will feel that they are falling and their footing is unsure. Dizzied creatures suffer a -4 to their dexterity score and any to hit rolls.
Material Components: The witch makes a spinning motion with her finger.

Defoliate
Level: Witch 2
Range: 25’ + 5’ per 2 levels
Duration: Instantaneous
With this spell, the witch instantly slays all minor vegetation (weeds, flowers, small bushes, etc.) in a 20-ft.-radius. If a creature with the plant type is targeted, it takes 1d8 points of damage per caster level (max. 5d8). Creatures that are not plants are unaffected by this spell.
Material components: The witch picks a flower and pulls off the petals while chanting the words to this spell.

Nausea
Level: Witch 2
Range: 25’ + 5’ per 2 levels
Duration: 1 round per level
Subjects of this spell become sick and queasy, feeling as though they are about to vomit. This condition renders subjects unable to attack, cast spells, concentrate on spells or do anything else requiring attention. They may only make a single move or move equivalent action each round.
Material Components: A drop of animal fat that has gone rancid.

Contagion
Level: Witch 3
Range: Touch
Duration: Instantaneous
The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The subject can save vs. Spells normally, but after that only a remove disease or remove curse (or greater magics) can cure them.
Each disease affects a different ability. Infected creatures cannot attack and move at ¼ their normal movement rate.
Roll d8 Disease Damage
1 Blinding Sickness 1d4 STR
2 Cackle Fever 1d6 WIS
3 Filth fever 1d3 DEX and CON
4 Mindfire 1d4 INT
5 Red Ache 1d6 STR
6 Shakes 1d8 DEX
7 Slimy Doom 1d4 CON
8 Hags curse 1d3 WIS and CON

Blinding Sickness: For every 2 points of STR lost, a new save vs. Paralysis must be made or the target will go permanently blind. Not contagious.
Cackle Fever: Symptoms include high fever, disorientation and frequent bouts of hideous laughter. It’s commonly also known as “the shrieks.” Not contagious.
Filth Fever: An infection commonly gained while around dire rats, were-rats and otyughs. Not contagious.
Mindfire: Victims feel like their mind is on fire. It is as common as a curse in spell books. Not contagious.
Red Ache: Skin turns red, bloated, and warm to the touch. Not contagious.
Shakes: Causes involuntary twitches, tremors and fits. It is contagious to others by touch. Save vs. Paralysis prevents spread.
Slimy Doom: Victim turns into infectious goo from the inside out. It must be cured in a number of days equal to new CON score or victim will permanently loose CON points. It’s highly contagious by touch. Save vs. Paralysis at -2 prevents spread.
Hags Curse: Takes ability damage as listed and the victim becomes infertile or impotent (female or male respectively). Must be cured in a number of days equal to new CON score or become permanent.
Material Components: The witch needs crushed verbena in the blood of a viper and vinegar.

Mind Rash
Level: Witch 3
Range: 25’ + 5’ per 2 levels
Duration: 1 round per level
This spell causes the target to experience horrible itching sensations all over their body. Though not actually inflicted with any real physical ailment, the delusion of itching is so great that the target is unable to perform any action not related to attempting to relieve the persistent suffering. Likewise, the irritation actually causes the target to wound their bodies in the process of trying to relieve the itch. Any sort of thing to scratch and scrape away at the sensations, including stones, weapons, and bits of metal are used. Each round during the duration of the mind rash the target wounds their body for 1 point of damage.
Material Components: A bit of dried poison oak.

Vomit
Level: Witch 4
Range: 25’ + 5’ per 2 levels
Target: 1 Creature
Duration: See below
This spell seizes subjects with sudden spasms of violent regurgitation. Those who fail their saving throw regurgitate helplessly for 1d4 rounds. While vomiting, subjects cannot move more than 5 feet per round and cannot fight or cast spells. For all purposes they are considered staggered. When the spasms end, subjects are overcome with a magical weakness which reduces their Strength by 1d4+1 points. This weakness persists for 1 round per level of the witch.
Material Components: The witch sticks a finger down her own throat.

Gnawing Pain
Level: Witch 5
Range: 25’ + 5’ per levels
Duration: 3 rounds + 1 round per level
Upon casting this spell, any creatures within the spell area must make a saving throw or suffer a gnawing pain that slowly spreads throughout their body.
During the first round the victims will feel a dull pain that causes a cold sweat. Casting any spells during this round requires a concentration skill roll. On the second round this pain becomes a sharp agony and the target is effectively shaken. By the third round the searing pain has reached its maximum intensity and the victim is nauseated. Each round thereafter the victims must make a saving throw or become wracked with convulsions. They are now completely incapacitated and helpless to defend themselves.
The effects of this spell linger in the mind of the victims even after the duration has expired. The targets will feel unnerved for 1d6+1 hours, resulting in a -1 penalty to any Wisdom-based rolls (including magic saves). They will suffer disturbing nightmares during the following 1d4 weeks, making sleeping difficult and reducing the rate of natural healing by one half.
Material Components: A branch of nettles with which the witch swats her bared arms or legs.

Magic Item
Sack of Rats
A cursed item in the general sense, many vile witches have found some use for this. This normal sack appears to all magical detection (except for detect curse) to be a Bag of Holding. Once  a food item though is stored in this bag, its true magic is discovered. Out from the bag will pour thousands of rats that will run in every direction away from the holder of the bag. The bag contains 1,001 rats. A save vs. Paralysis must be made or anyone in 10’ feet of the bag will be unable to move due to all the rats. The rats will bite and all within 10’ of the bag will take 1d6 hit points of damage.

All items are Copyright 2012, 2016 Timothy S. Brannan.  All spells and items are released as Open under the OGL.
The Witch: A New Class for Basic-ear Games, Copyright ©2012, Timothy S. Brannan. Elf Lair Games. 

Tuesday, July 5, 2016

Review: AC4 The Book of Marvelous Magic

"The D&D and AD&D games are actually different games." p.74, The Book of Marvelous Magic.
This was not the first time I had read this, and by 1985 I had moved away from the D&D game to AD&D, it was still interesting to read this.  Back then we freely mixed the two systems without so much as a care.
So it was with some confusion then that when I picked up AC4 The Book of Marvelous Magic that is proudly stated it was for the D&D AND AD&D games.  This was only emphasized more with the very first magic item listed, the Alternate World Gate.  AD&D was treated on the same level as Gamma World, Star Frontiers, and Boot Hill.

Confusion of compatibility issues aside, The Book of Marvelous Magic became one of my favorite and most frustrating D&D accessories.   Favorite because at this time I was serious into working on my witch class for AD&D/D&D and I was looking for guidelines on how magic items should be created.  I didn't find that here, but I did find a lot of inspiration.  Also, there were a lot of magic items in this book that later would become rather important in my own games for the next 2-3 years.
Frustrating because I never could get my gaming groups to embrace this book like I did.  I think it something to do with the punny names of the some of the items.  I now know that this was just something that was going on at the TSR offices back then (see I6 Ravenloft), but it made it difficult to take the book seriously at times.

The authors are listed as Frank Mentzer with Gary Gygax, but I think we all knew at the time that Mentzer did the lions-share of work on this.  The book covers the same span of characters (and same span of publication) of the Mentzer penned Basic, Expert and Companion Rules.  Living in my small town in Illinois I think this might have been the first reference I saw to the Companion ruleset.  Reading this book I am thinking that the Companion rules had just been written and the Master Rules had not. There are no references to the Master Rules and in places, the rules seem to put 36 at the top of the character achievement and in others, it was 26.

So what does this book have?  Well, there are over 500 new (at the time) magic items spanning 76 pages of text. The cover art is from none other than Clyde "I'll have the thigh" Caldwell and really grabbed my attention.  Not like that (though I was 15 at the time) but because she looked like a bad ass witch.


She even has a broom in the corner over there.  How could I NOT buy this book??

The magic items are divided by type, so for example under Armband there are five listed magical Armbands.  When a magic item needs to be listed, such a Bag of Holding, it is listed with a "see D&D Basic Set".  

The book did raise the question in our groups of who was creating all these magic items? That was never fully answered here or really anywhere for a couple more decades.  We opted that most of these were in fact fairly unique items.  So there were not a lot of "Buttons of Blasting" out there, but maybe one or two at best.

There are a few magic items here that I still have not seen in other (future) versions of D&D, so it is worth it just for those. It is also a great insight to the mid 80s D&D, a time when TSR was on top of the world, right before the big shakeup.  Also at the time I enjoyed tthis book, but largely ignored Mentzer's magnum-opus BEMCI D&D.  Reviewing both now as an adult I see I did all these books a large disservice.

What is in these books that gamers of today can use?  Well in truth, LOTS.
Really.  The book might as well say "Compatible with 5th Edition D&D" on the cover.  Hell. Change the trade dress and you could almost republish it as is with little editing.   Yeah remove references to Basic, Expert and Companion. Change some of the spell casting descriptions, but otherwise this is still a gem today as it was 30 years ago.

Time to re-introduce the Collar of Stiffness to my games!

Thursday, June 23, 2016

Teela Silvermoon, Faerie Witch

While working on my Faerie Witch post (and truthfully working on some ideas for "War of the Witch Queens") I went back to my archives.

One of my favorite witch books is from the Mayfair Games "Role Aids" book Witches.

I thought it might be fun to try to "update" one of the sample NPC to my Basic Witch book.  For this I want to choose "Teela Silvermoon" since she is also a Faerie Tradition witch.

The first issue off the bat is that my Witch book is for Basic-era games and it assumes that all witches are human.  There is an "Advanced" appendix to allow demi-human races so I am going to have to go with that.

Now I have used Teela before in my games. Not often, but enough to have at least some more backstory.  In my games she is mostly the same save that she is also in love with a human ranger that patrols her woods.  She loves him, but is sad because she knows that she will out-live him.
I also have a druid circle nearby that she interacts with.

Like all elven witches Teela believes that witchcraft was created by the elves. She has no tolerance for those who despoil her woods and less so for the ones that use magic to do it.

As with other builds I swapped her Intelligence and Charisma.

Teela Silvermoon
Elf Female, Chaotic Neutral
13th level Witch, Faerie Tradition

Strength: 11
Dexterity: 13
Constitution: 13
Intelligence: 14
Wisdom: 10
Charisma: 15

BG:Vidaniel by Smilika
Saves
Death Ray or Poison:  9/7
Magic wand or devices: 10
Paralysis, Polymorph or Turn to Stone: 9
Dragon Breath: 12
Rods, Staffs and Spells: 11

To hit AC 0: 16 (15 with dagger)
Hit Points: 30
AC: 10

Occult Powers
Familiar:  Hawk ("Farseer") (Improved vision)
7th level:  Speak to Plants and Animals
13th level: Fey Shape

Spells 
Cantrips: Alarm Ward, Chill, Daze, Detect Curse, Object Reading
First: Analgesia, Cause Fear, Sleep, Silver Tongue
Second: Broca's Curse of Babel, Enthrall, Invisibility, Phantasmal Spirit, Mind Obscure
Third: Aphasia, Locate Thief, Lethe's Curse
Fourth: Charm Monster, Polymorph, Spiritual Dagger
Fifth: Dream, Greater Command
Sixth: Mislead, Moonbow
Seventh:  Widdershins Dance

Items
Cloak and Boots of Elvenkind, Dagger +1,

Looks good to me! Can't wait to bring her back into my games.

Tuesday, June 21, 2016

They Keep Killing Aleena, Back to Basic Part 3

This last weekend the kids finished up their foray into the Moat House near the Villiage of Hommlet.
Secrets were uncovered, but more mystery was also discovered.  Lareth the Beautiful, Dark Hope of Chaos was killed.  He did manage to break his Staff of Striking releasing the last 38 charges in a final strike that left everyone unconscious until the ranger Elmo arrived to return them to the Inn of the Welcome Wench.

Bargle, however, managed to escape, taking Cynder with him.
He also killed the cleric, Aleena.




When the characters woke up they were back in the present days with their memories intact.

Next up is a bit of break for these characters, but I hear there are some troubles nearby with some giants.

Monday, June 13, 2016

Back to Basics, Part 2

Yesterday the Order of the Platinum Dragon was called to the Council of Greyhawk to help figure out what to do about the sun.  Panic is setting in and the world searches for a solution.
Eventually, the great wizarding minds of the land come up with the idea to re-light Moradin's Forge. This is an asteroid that orbits the planet, but in the Dawn Time it was used by Moradin to create the Dwarves.  He then loaned it to the gods of the Elves (who created Gnomes) and the gods of the humans (who created Halflings).    He even let the gods of the Orcs use it, but they created monsters.  The Forge was then put out.

While this is going on the Order has been accused of opening the Temple of Elemental Evil and the murder of Aleena, something they have no memory of.  

We went back into their memories and uncovered their very first adventure. It was not B1 as they previously thought, but rather a visit to the Village of Hommlet where they met a cleric who wanted to know if they were adventurers like her.

We got about half-way through the Moathouse and the conspiracy theories are running rampant now.  The boys have pieced together every little detail they remember, including many I forgot!


For example, one character, who dropped out early on, is brought up.  "Where is Cynder?" refers to an elven elemental fire wizard that just stopped going with the group.  We totally forgot about her, well at least I did, until yesterday.

So far they have tied Lolth, Yeenoghu and Orcus together.  They remember the Tome of Strahd had a partial spell to block out the sun.  They remembered clues from when they went to Halfway.

For investigating the adventureI took some cues from the novelization of the "Temple of Elemental Evil" and had a goblin raid on the town and a fire at Rufus' and Burne's tower.  They never really engaged with Elmo, so I dropped him.

Frogs. With dirty little lips...
They battled the giant frogs, like everyone does.  They learned quickly that Basic D&D is much more deadly than D&D3 or 5.



Personally, I thought it was a blast.  Tables and charts that used to be second nature to me are now less familiar, but thanks to +Richard LeBlanc's GM screen and packet it was a breeze.
I will say it is one of the best GM's Screens I have used in a long time.  Much more useful than the D&D5 screen and on par with the AD&D1 screen.

Some things still need to happen.
- Aleena has to die. Sorry, but fixed point in time.
- Their memories need to be erased of this event.
- Cynder needs to disappear.
- The warlock, Croulie (that's how he spells it) also needs to be kidnapped by gnolls.  That one is easy.
- They still need to meet up Lareth and Bargel.  Lareth can be killed, Bargel is going to get away.
- Discover more about the "Elemental Eyes".

This is going to be great!

Sunday, June 12, 2016

Back to Basics

So today this is happening.


The Council of Greyhawk is meeting to discuss the emergency of the Sun going out.  But in the process, Lady Ironwolf accuses the PCs of causing the death of her cousin Aleena and opening the Temple of Elemental Evil!  The PCs (and the Players!) have no memory of this.

What happened? How does it relate to the current crisis?

Won't know till later today!

Special shout out to +Richard LeBlanc.  His GM screen and sheets will get much use today.

Monday, May 30, 2016

Monstrous Mondays: Memento Mori

It's Memorial Monstrous Monday so I thought this might be a good choice for today.

Memento Mori
No. Enc.: 1-2
Alignment: NA
Movement: NA
Armor Class: 9
Hit Dice: 1d4 (1 hit point)
Attacks: 1 (fear)
Damage: as per fear spell
Save: F0
Morale: NA
Hoard Class: nil
XP: 10

Memento Mori are the spectral remains of a violent death. When someone dies a particularly violent death they can leave behind a fragment of their psychic energy as a memento mori.  They appear as thin, ghostly shapes acting out the moment of their death over and over again.  Rarely will they interact with the living.

Upon seeing a memento mori creatures and characters at or below 3 hit die/levels act as if a fear spell was cast on them. Observers above 4 HD and at or below 6 are allowed a saving throw vs.Petrify to avoid the effects.  Creatures about 7 HD are not affected.

A cleric who can dispel undead of 1 HD can put a memento mori to rest.  Also, a memento mori can be put to rest via an atonement, banishment, exorcise or wish spell.

Don't forget to include the hashtag #MonsterMonday on Twitter or #MonsterMonday on Google+ when you post your own monsters!


Friday, May 27, 2016

Next Stop, The Temple of Elemental Evil

For the next phase of the Come Endless Darkness campaign, I am going to do a flashback episode.  I am taking the characters all back to first level, or more to the point 0 level, and they are going to meet for the "first" time in Hommlet.



Here they are going to meet other adventurers such as Morgan Ironwolf, Rufus, Burne, and Aleena.  I might even throw in Emirikol the Chaotic just for fun.

Why go back and do this?  Well, I wanted to run Temple of Elemental Evil now for a while.  But T1 Village of Hommlet is for brand new characters.  I also have been dying to do some Basic D&D again.  I have picked up all this really cool Basic-era related stuff lately and I think it would be a blast.

So this flashback episode will serve to introduce the party, give them a reason to be together, and uncover the reason why they had forgotten it to start with.

I am going to throw this out there, but despite my own personal objections to the women-in-refrigerators like plot device,  I am still going to kill Aleena.  Partly because I want to later use The Shrine of St. Aleena, but also because of my stated goal of giving my kids a full D&D experience.

Though I also admit I have always wanted to run a game called "They Keep Killing Aleena" as a time-travel adventure.