Showing posts with label old-school. Show all posts
Showing posts with label old-school. Show all posts

Tuesday, July 6, 2021

Review: Old-School Essentials Adventures

One of my fondest memories of gaming has to be the Summer of 1982 playing this weird-ass hybrid of AD&D first ed and D&D Moldvay/Cook B/X. I think I played every weekend to be honest.

While a lot of games have come really close to this feel, the one that now comes the closest has to be Old-School Essentials Advanced Fantasy

Old-School Essentials Adventures

There are a lot of great clones out there but right now nothing is scratching my old-school itch quite like OSE.  I got my Kickstarter package a bit back and while I was engrossed with the rules of the new books, I utterly failed to give much attention to the two included adventures. That is until I started hearing people talk about them more online.  I went back to them and you know what?  They are really kind of great.

For this review, I am considering both the hardcover copies I got with the Kickstarter and the PDF copies from DriveThru RPG.

Both books are 48-page, full-color books. The maps are printed on the inside covers with encounter areas labeled on the maps.  The books are A5 format (5.8" x 8.3", 148mm x 210mm).

The Incandescent Grottoes
The Incandescent Grottoes
by Gavin Norman

This is an introductory adventure designed for characters level 1-2, written by OSE creator Gavin Norman with art by Nate Treme. 

The adventure could be considered a dungeon crawl along the lines of Keep on the Borderlands, but like so much of OSE it taps into how the games were played rather than written. The dungeons of IG *could be* like the Caves of Chaos, but more accurately they are played like Caves of Chaos were played back then.  What do I mean?  Well, there is a demonic cult here, The Cult of the Faceless Lord. There are factions within the dungeon and how they interact. Plus goals for the various groups of monsters. There are tables of treasures and random occurrences to make exploring this dungeon something players can keep coming back to. 

The rooms and areas a very nicely detailed and the whimsical art really adds to the dream-like qualities of the adventure.  There is even a dragon waiting for the characters at the end!  Ok, it is not a very powerful one, but to 1st and 2nd level characters it is powerful enough.  There are some new monsters (the aforementioned dragon) and lots of great encounters.

While there is no overt meta-plot here, one could easily see this as some sort of introduction to a cult of Juiblex vying for control of the Mythic Underworld. 

A bit about the name.  I can't help but notice that a 1st level adventure into the "Mythic Underground" can be read as "I(n) Can Descen(d)t."  I am sure this is intentional.

Halls of the Blood King
Halls of the Blood King
by Diogo Nogueira

Diogo Nogueira has been racking up an impressive list of RPG publications and getting him to pen an adventure for OSE is quite a score.  And the adventure is pretty much what I hoped it would be like.

This time the artist is Justine Jones. If the art of Incandescent Grottoes is dream-like then the art here is nightmarish.  I mean that in the most positive way. 

The adventure is set up in a manner similar to other OSE adventures. We get maps with major encounter areas, descriptions and relationships of the major factions/NPCs/Monsters.

The adventure itself is a castle of a vampire lord for characters of 3rd to 5th level.  

Detail-wise this adventure lives somewhere between the sparse-ness Palace of the Vampire Queen and the detail rich Ravenloft.  I don't want this to sound like there not a lot of detail here, there is, but there is no over arching epic here.  This is great since it allows you to take this adventure and work it into your world much easier.   For example with a tweak or two here and there I could make this "Halls of the Blood Queen" and add it rather nicely to my War of the Witch Queens campaign.  This would work out well since I am using OSE for that.  The only thing stopping me is I have so many Vampire Queens now!  But still, it would be fun and very, very easy.

The adventure is also rather good and looks like a lot of fun.

If these are examples of how adventures for OSE are going to be written in the future then OSE is going have a nice long shelf life.  While neither adventure is revolutionary in design or concepts they are really good adventures.

Thursday, July 1, 2021

Character Creation Challenge: Bunnies & Burrows

Yesterday I reviewed the 3rd Edition of the Bunnies & Burrows RPG. So given my desire to stick with cute and fluffy bunnies, I thought a character was in order.

The Game: Bunnie & Burrows

I detailed this game yesterday, so no need to go into a lot of details here and now.

The Character: Simon

Simon is a dwarf Jersey Wooley rabbit. He is a good bunny and a bit of a rascal. 

Name: Simon Bunny
Species: Rabbit (Jersey Wooley)

Profession: Maverick

STR: 7 (+0)
SPD: 16 (+2)
INT: 16 (+2)
AGI: 17 (+2)
CON: 12 (+0)
MYS: 7 (+0)
SML: 13 (+1)
CHA: 15 (+1)

Abilities
Tumble, Stealing, Handle Man-things

Real bunnies love B&B

Simon is a Maverick.  Thought this was best given what an escape artist this little stinker is.  

Wednesday, June 30, 2021

Review: Bunnies and Burrows 3rd Edition (2019)

Bunnies & Burrows has always been one of those games that elicits a variety of responses from gamers and non-gamer alike.  Most often it is "really? there is a game of that?"

I will admit I was and am a fan of the original 1976 Edition.  I never really got to play it, save for one time, but that was it. It was fun and I wrote a review for it

I did, however, spend a lot of time back in 2007 rewriting the Bunnies & Burrows article on Wikipedia.  Not only was I and others able to get the article to Good Article status, but I also had a Furry Advocacy group offer to send me money because of it.  I just asked them to donate the money to the Humane Society.  I didn't want my edits called into question if I Was doing them for pay.  I was doing it to further my own RPG knowledge.

So when the Kickstarter for the new edition from Frog God Games came up, well yes, I had to back it. They delivered it and it looked great. And I promptly put it on my shelf never to be seen again.  I was cleaning up some shelves to make room for more Traveller books when I found it.  I figure I should give it a go again.

If you have never checked out this game then I say do yourself a favor and remedy that. This is a great piece of the RPG past and should not go ignored.

I am going to review Bunnies & Burrows 3rd Edition from Frog God Games.  For this review, I am considering both the PDF and the Print version I received from Kickstarter.  There is a Print on Demand version, I have not seen it. 

Bunnies & Burrows, 3rd Edition

Bunnies & Burrows 3rd Ed comes to us from Frog God Games. Maybe more well known for the Swords & Wizardry line of books than rabbits, this game is still a solid contender for the Old School market. More so I say than some other games that people think of as "Old School."

In this game, you play rabbits.  Not anthropomorphic rabbits. Not mutant rabbits. But normal, everyday, common in your backyard rabbits.  If this feels a bit "Watership Down" then you are right on track.

Part I: Traits and Characteristics

Characters have 8 base traits, Strength, Speed, Intelligence, Agility, Constitution, Mysticism (was Wisdom in 1st and 2nd Ed), Smell, and Charisma.  Different Professions (Runners, Spies, Shamans...) all have a primary trait.  Traits are rolled like D&D, 3d6, and the bonuses are similar. 

Every profession gets some special abilities. So for example the Fighter gets a double attack and a killing blow.  It is assumed that your starting character is a rabbit or bunny. 

Bunnies & Burrow art

There are other choices too, Raccoon, Jackrabbit, chipmunk, skunk, porcupine, opossum, armadillo, and gray squirrel.  With the examples given, other small furry wild animals could be chosen.

Bunnies & Burrows

Part II: Playing the Game

This covers the rules of the game and more importantly, the sorts of things you can do in the game. Covered are important topics like Habitats, Grooming, Sleep, Foraging, Diseases, and dealing with other animals and at worse, Man-Things.

There is a huge section on encounters and how basically everything out there is harmful to you. There are predators, humans, dangerous terrain, rival animals, and the ever-present search for food and water.

There are many sample scenarios and even a few mini-games to play.

Part III: For the Gamemaster

The last part covers the last half of the book.  It has a lot of information on setting up a game, how to roleplay, and stats of all sorts.  A lot of rival and predatory creatures are also listed in what would the "monster" section of other games.




There are a bunch of maps, scenarios, and encounters all throughout the book.  There is no unified theme, nothing that ties them all together, other than "survive as a little thing in a world full of bigger, scarier things."

There is certainly a lot of Role0playing potential in that. 

Bunnies & Burrow art

Bunnies & Burrow art


Bunnies & Burrow map

B&B makes you feel like it could all be happening in your backyard.  That while we Man-Things sit on our decks and grill our burgers and drink out ices tea, there is a world not that far from us distance-wise, but one that is as different and far away as we can get. A world of survival just under our noses. 

The game is quite attractive in terms of color and art. It looks fantastic.

There is a feel from this, I am going to call it the S&W effect, that I didn't feel when reading the original game.  This is a polished game that is trying to feel old. As opposed to an old that was trying to feel polished.

The original B&B looks cheap by today's standards but it was such an "out there" idea for the time that it felt more important than say the representation it got in RPG circles.  This new B&B has a similar feel, but maybe lacks a little of the gravitas of the original.

In any case, it is a fun game, and one every gamer would at least try.  I don't think you can call yourself an old-school gamer unless you have played it at least once.

Real bunnies love B&B

This game is Simon Bunny approved!

Saturday, June 26, 2021

TSR's Not So Great Start

The new old TSR logo
If you have been online at all this week then you likely have heard about the new new TSR. Justin LaNasa secured the trademarks that were lapsed (again).  There was a TSR Games that produced the new Top Secret game and were involved with the short-lived Gygax magazine. 

The tale began before this, but let's take the June 15th date as a start of the new TSR in the public eye when they sent out their press release.

Lots of people have dissected this already and I have no desire to retread that ground.  There are a few things I want to talk about and for that, I need to start here.  So let's establish some facts. From the PR.

The team includes Justin LaNasa (CEO), Ernest G. Gygax Jr (EVP), Jeff R. Leason (COO, and Stephen E. Dinehart (CCO).

Ok. So far so good...almost. 

LaNasa has posted some questionable material online, on his own FB page, and on the Dungeon Hobby Shop page, now since deleted.  Now people are allowed to have opinions and they don't have to agree with mine. If someone deletes something they posted I am going to assume they had a moment, thought better of it, and deleted it.  That's fine. No need for me to bring it up. But there are others, and when a pattern begins to emerge well it is less like a momentary lapse of reason and more like behavior.

Here is one from a little more recently.

how not to do social media

As a card-carrying member of the "Woke Nation," I take exception to this.  You don't have to like my opinions to take my money, but don't hold your nose and laugh while doing it.  Sorry, but if "woke" means I actually care about the opinions and feelings of others, then fuck it, I am woke.  Not only that I am a pretty big Social Justice Warrior and I have the receipts (in many cases actual receipts) to back that up.  Guess what, I can spend my money elsewhere.

If that were all, I could almost ignore it. I certainly would post anything about it, I'd just not buy your stuff and move on with my life.  There are lots of things I don't like; I want to talk about the things I do like. 

But then there was this bit from Executive VP Ernie Gygax.  It's a long video. The salient bits have been transcribed over at ENWorld

Look. It's an interview, not a presentation, not a press junket, so there are some rough bits in the presentation. But the real rough bits are really rough.

There is an absolute misunderstanding of IPs and copyright. The complete dismissal of the players of 5e is also poor professionalism.  I get you don't like the game, you don't have to like it, but dismissing the players of 5e? Sorry, my kids are huge 5e fans and they are having every bit as much as we did; maybe more. Referring to them as lemmings, also not a fan.  Also dismissing the largest population of role-players with money right now? That's just really bad business practice. 

Again, irritating, but not 100% damnable. Anyone can say something stupid once.  

But completely insulting the LGBT players by dismissing "gender identities" is so not cool and extremely unprofessional. 

why a new TSR?

Online, Justin, in his capacity as CEO of TSR, has made the claim that this is just Ernie expressing his own opinions.  Well, that doesn't really fly. The interview was in his capacity as a spokesperson for the company he is Executive VP for.  Let's be honest. No one will pay the "nostalgia dollar" based on LaNasa's name alone.  They are banking that despite not having a real plan that I can see and a lot of hope that people will buy these products based on the "TSR" and "Gygax" name. 

They want to produce a new "Star Frontiers," they own the name, but that is all. None of the IP, none of the rules.  Nothing really.

I fear they are poking a very large bear (WotC/Hasbro) and I am not sure they get that.  

Shannon Appelcline has written an update on TSR 2.0 and TSR 3.0 for his Designers & Dragons and has posted it to his Facebook page.

There is more. Lots more. But I am not really interested anymore.  This feels like a cheap cash grab to go after the nostalgia dollar and doing it by appealing to the lowest common denominator of that fan base.

Sorry but the whole thing is leaving a rather bad taste in my mouth.   I hope to see some changes, but I am not holding my breath. But I don't need to give any more of my cash to people that utterly dismiss the experiences of people I know and care about. 

Get your act together TSR or you will follow the business trajectory of the last two TSRs. And doubling down on Social Media is not only unprofessional but it is also a bad look. 

BTW: Jeff Dee is not working for them. 

Tuesday, June 15, 2021

Mail Call: Old-School Essentials Advanced Fantasy

I am back at work today after vacation and buried in emails and work.  I am also buried in physical mail too, but among the bills and junk mail, there was a nice little treat.  My Old-School Essentials Advanced Fantasy books came. 

Old-School Essentials Kickstarter

These books live up to the hype of the OSE Core rules.

I opted for the "limited edition" covers as I did for the first Kickstarter.

Old-School Essentials Kickstarter Books

The Reference Booklet and the Carcass Crawler zine fit into the box, but the adventures do not. Not due to shape or size, just because the box is full!

Old-School Essentials Reference bookOld-School Essentials books and box

I have not delved into the books yet, but I am already very happy with them. 

As I have mentioned with Advanced Labyrinth Lord and Basic Fantasy, these books do not represent the D&D we bought back then, but more likely the D&D we played back then.   An odd mixture of AD&D and D&D. 

Currently, this is the ruleset I am using for my War of the Witch Queens campaign. So for me the rules are just right. 

I got my Swords & Wizardry Complete Boxed Set just two weeks ago but due to vacation, I have not really read through it all that much yet.

Swords & Wizardry  and Old-School Essentials boxed sets

I am going to need to go through them both and compare and contrast them.

Both seek to scratch that old-school itch, but in different ways. So this could be a lot of fun.

Boxed Sets

They do all look nice together.

Wednesday, May 19, 2021

Old-School Essentials 3rd Party Publishers


A new bundle of Old-School Essentials products has been released by Planar Compass and is now available on DriveThruRPG. 

Old-School Essentials 3rd Party Publishers by Planar Compass

It has some rather nice products included.

Here are a few of them.

BX Options: Class Builder

Build or customize your own OSE or Basic-era classes. I covered this book a bit ago. 

Hidden Hand of the Horla - T:1
From Appendix N Entertainment

A nice old-school-style adventure where you seek out the tower of the Hand Mage that has reappeared out of legend. It is from R. J. Thompson and is for characters levels 1 to 3.  There are some great new monsters here, the Goatfolk are my favorite, and some new to BX/OSE spells that Advanced players will recognize.  27 pages with maps by Dyson Logos. It is a really fun adventure and captures the spirit of the modules of the early 80s very, very well.  Buy it for the nostalgia, but run it because it is a great little adventure. 

The Chaos Gods Come to Meatlandia
From Knight Owl Publishing

I thought this was an adventure, but it is actually a mini-setting of Meatlandia and the opposing factions. There are meat mages (you really have to buy this to see them) and various types of bards (three in total).  So new classes, new magic (15 pages of meat mage spells), a city, new monsters, new magic items, and just some gonzo-level weirdness.  I have to say that it is not for everyone, BUT there is an audience that will absolutely love this.  Has a solid Dungeon Crawl Classic meets Lamentations of the Flame Princes meets 80s weird horror.  If it were a movie Roger Corman would have been the director or producer and Tom Savini would have starred and consulted on the monster effects. The whole thing is 90 pages long so you are getting a lot.  Not sure where I am going to use it, but it really begs to be used somewhere.  Retooled just a tiny bit could turn it from gonzo to some serious horror. That is the direction I am likely to go.

Barrow Keep: Den of Spies
From R. Rook Games

For starters, you get this product for OSE, 5e, Troika!, and Sharp Swords & Sinister Spells all in the same purchase! So kudos to the authors for that.  The main book covers the keep and a host of important NPCs. The characters are all assumed to be young adults living within the Keep. This covers 72 pages. There are also some new monsters in abbreviated stats that can easily be used by any game.  

The GM's Scenario packs vary from ruleset to ruleset.  5e is 43 pages and OSE is 55 pages.  As expected these GM packs give you scenario seeds, the relevant players/NPCs, and has you go from there.  The flexibility of this a crazy high. I can see an enterprising GM make this their central focus for dozens of adventures if not an entire campaign. If you don't want to do that then make it a home base for the PCs and have the occasional "stay at home" adventure.  Given how well it is multi-stated use it as a means of moving from one game system to the next.  It is extremely well designed.

Get it for one system, but enjoy it with the other three as well.  This has made me want to look more into the Troika! RPG.

FULL DISCLOSURE: The author of this, Richard Ruane, is a co-worker and friend of mine, though I did not see that at the time I purchased this.

I should stat up an NPC Pagan witch that lives in Barrow Keep.

A Witch's Desire - Adventure for Old-School Essentials
From Earl of Fife Games

This is a fun adventure dealing with a bargain made by your village and the local Witch of the Wild.  She is protecting your village from the deadly winter of the Ice Queen.  Now she is asking you for a favor.  Great notes on surviving cold weather and exploring in the wilderness. Part hex crawl-ish, part quest adventure.  The notes say to make her an 8th level magic-user. I say why not an 8th level witch?

Witch of the Wild
8th level Human Witch, Pagan Tradition

Str: 10
Int: 17
Wis: 16
Dex: 11
Con: 13
Cha: 18

HP: 25
AC: 9
THAC0: 18

Saves
D: 10 W: 12 P: 11 B: 14 S: 13

Occult Powers
Familiar: Crow
Cowan: Meepa the Goblin
Herbal healing
Of the Land

Spells
First: (3) Call Spirits of the Land, Cure Light Wounds, Glamour
Second: (3) Animal Messenger, Pins and Needles, Seven Year Blessing (Ritual)
Third: (2) Scry, What You Have is Mine (Ritual)
Fourth: (2) Temperature Control, Wheel of the Year (Ritual)

I could certainly use this adventure as part of my War of the Witch Queens.

There are others that I have not purchased yet but plan to.  

And finally also in this bundle,

The Craft of the Wise: The Pagan Witch Tradition
From The Other Side Publishing

But I assume you know all about this one.

Friday, May 14, 2021

Review: Stars Without Number, Revised Edition (2017)

Stars Without Number: Revised Edition
A few years back I reviewed Kevin Crawford's Stars Without Number.  At the time I said:
The game is beautiful and there is so much going on with it that it would take me a number of games with it just to get the right feeling for it. The overall feel I get with this game is that it is the perfect child of Basic D&D and Traveller. So much of what made both of those games so great is here.

Is Stars Without Number perfect? No, not really. But it is really, really damn close and even from a short distance I could not tell it apart from a perfect game.

Recently I went back over the game and still found it to be nearly perfect. But I had not played it all that much since then.

So on a whim really I picked up the newest Stars Without Number: Revised Edition and I figured I would grab the Print on Demand as well.  I just go it in the main this past week.

Wow.

That is really the only way to describe it.  Any of the reservations I had about the previous edition evaporated with this edition.  

I am considering the PDF and the full-color Print on Demand version. 

Written by Kevin Crawford, art by Jeff Brown, Christof Grobelski, Norah Khor, Aaron Lee, Joyce Maureira, Nick Ong, Grzegorz Pedrycz, Tan Ho Sim. And what fantastic art it is too!  All pages are full color and each one is evocative and eyecatching.   324 pages. 

Character Creation art

Chapter 1 covers Character creation.  We have seen this all before, but perfect for people new to RPGs or sci-fi fans new to the Classic 6 Attributes and level/class systems. The feel here is solid old-school and SWN:RE wears its old-school and OSR cred proudly.  BUT they are also a new game with new design sensibilities.  For example, character creation is broken down into easy steps.

Stars Without Number PC Sheet
You can determine your character's skills (and these can be from a number of sources).

There are background packages that can be added to classes to give your character more depth and determine some of their skills.  There are also training packages to further define your character.

The classes are the three "archetypes" that you can find in other games, The Expert, The Psychic, and The Warrior. This edition also has The Adventurer which does a little bit of all the above. 

Character creation is a breeze and no one seems to die while doing it. There is even a quick character creation method on pages 26-27.

Chapter 2 covers Psionics.  Psionics are rather central to the background fiction of the SWN:RE universe, so they get special placement.  There are quite a lot of psionic powers detailed here.  So first thing, if psionics are something you must have in your sci-fi game then please check this game out first.  Psionic points always give the powers a different feel for me than magic, so this is another plus really.  These powers are not merely reskinned spells, they have been redone to fit within the mythos of the game better.

Chapter 3 is the Systems chapter.  It includes the expected combat, but also a new twist on the skill checks with Target Numbers.  Useful if you are using the skills as described here, but its real utility comes in how flexible it can be.  I would have to try it out more, but it's close enough to other skill + die roll + mods vs TN that I can see its use in a variety of situations.  What I like about these skills is they are a 2d6 roll resolution system and not a d20.  Sure makes it feel a little like Traveller. TRhis chapter also covers all sorts of actions, like combat (regular d20 vs AC here) and Saving Throws; Physical, Evasive, and Mental. Hacking also dealt with here since it is most similar to a skill check.

This also covers Character advancement.

Chapter 4 details all the equipment you will need including the Technology Level of the equipment.  D&D would be tech level 1 (or so) while we are at TL 3.  The game is set at TL 5 with some artifacts at TL 6.  Time Lords are hanging out at 7 or 8 I would say.  D20 Future and Traveller also use a similar mechanic, so if you want to see how they can also work, checking out those games is advisable.

The standard batch of weapons and armor from sticks and stones all the way up to energy weapons are discussed.  AC is now ascending.  What is really nice about this game is in addition to lasers, energy swords, and computers it also includes Cyberware, Drones, Vehicles, and "pre-Silence" artifacts. 

Chapter 5 gives us Starships. Everything on size, type, and costs to ship-to-ship combat.  

Starship art

 Chapter 6 covers the History of Space of the default campaign setting.  Even if you don't use it there are some great ideas here. 

Chapter 7 is Sector Creation which is just FULL of material for any game.  While this game has a lot going for it, this is the real gem in my mind. This chapter is long, detailed and honestly, it makes me want to create worlds.

Chapter 8 covers Adventure Creation. You have characters, you have created all these worlds. Let's get them together. 

Chapter 9 is the Xenobestiary. AKA the Monster Manual.  Again we are given a lot of detail on how to make alien beasts and then a listing of several samples.  Given the old-school nature of this game you could grab ANY old-school monster book for ideas.  Yeah...doing Space Orcs could be boring, but Warhammer 40k has been doing them for so long and if you wanted to do them here, well the rules won't stop you. This chapter also covers the creation of alien species. First, the hows and whys of aliens are discussed; what to use, where, and why to use them.  Some of this is situated in the campaign setting, but there is some good advice here even if you plan on using your own background/campaign or not even have aliens. 

Factions art

Chapter 10, Factions.  Factions are important groups.  Say a group of allied pirates or smugglers, a government or a band of plucky rebels.   Several key factors when creating a faction are given and there is a huge list of sample factions.

Chapter 11 is Game Master Resources. It talks about character death and when to roll for skills. How to build a galaxy and conversions from First Edition Star Without Number.

Game Master Resources

Chapter 12 covers newer material, namely Transhuman stories.  Or what I call the Altered Carbon chapter.  The ability to move on to new bodies.

Chapter 13 has my undivided attention since it is Space Magic. That's right magic and wizards in space. Not psionics, but real arcane magic. 

Chapter 14 covers heroic characters.  These are not your Traveller grunts or even characters from Star Frontiers, these are your Luke Skywalkers, your Buck Rogers, and more. 

Chapter 15 is True Artificial Intelligence. 

Chapter 16 covers Societies.

Chapter 17 gives us Mechs. 

There is a fantastic Index (sadly lacking in many books).

SWN:RE ups the game in every possible way over SWN:1st Ed.  

Print on Demand

I said this book was gorgeous and I meant it.  The print-on-demand copy I got is sturdy and heavy.  It is also the closest thing I have seen to offset printing in a POD product.  You would have to look hard to tell difference. 

I described the previous version as "nearly perfect." Reading through this version I am only left to say that is one pretty much is perfect.  It does everything a sci-fi game should. I mentally slot different sci-fi stories, tropes, and ideas in while reading through it and I could not find something that didn't have a fit somewhere.

I have read a lot of sci-fi games this month, but this is one of the best.  

Tuesday, March 9, 2021

Red Sonja: Old-School Essentials (Remembering Frank Thorne)

Frank Thorne as the Wizard
On Sunday, March 7th, Frank Thorne, the legendary Red Sonja artist, and writer, passed a few hours after his wife Marilyn.  He was 90.

Fans of Red Sonja all know Frank's work from the mid to late 70s. In truth, he defined the character nearly as much as Robert E. Howard, Roy Thomas, and Barry Windsor-Smith.

He certainly left his mark on her enduring legacy.

He was also known for Ghita of Alizarr and "Lann" in Heavy Metal magazine. He was an early cosplayer, taking on the role of "the Wizard."  He would then judge Red Sonja look-a-like contests.  Wendy Pini’s Sonja would be with him at many of these conventions and shows and predated the modern cosplay scene by decades.

Red Sonja

I have done stats for Red Sonja in the past for all sorts of systems:

Feels like a good time to update her to Old-School Essentials, Advanced Fantasy.

Red Sonja
Red Sonja 

13th Level Barbarian
(Old-School Essentials)

Strength: 15
Intelligence: 16
Wisdom: 11
Dexterity: 17
Constitution: 11
Charisma: 18

Alignment: Neutral (chaotic good)

Hit Points: 72
AC: 0 (special scale mail 4), +4 bonus
THAC0: 10 [+9]

Saves
D:3 W:5 P:4 B:5 S:5

CS: 99%
HG: 56%
MS: 50%

Weapons
Sword +2, Great Axe, dagger


Thorne
Thorne "The Wizard"
14th Level Wizard

Strength: 13
Intelligence: 18
Wisdom: 14
Dexterity: 16
Constitution: 11
Charisma: 15

Alignment: Neutral (neutral good)

Hit Points: 34
AC: 6 (Robe of Protection)
THAC0: 10 [+9]

Saves (+3, Robe of Protection)
D:5 W:6 P:5 B:8 S:5

Spells
First level: Detect Magic, Magic Missle, Read Magic, Shield
Second level: Detect Evil, Levitate, Locate Object, Wizard Lock
Third level: Fire Ball, Fly, Protection from Evil 10', Protection from Normal Missiles
Fourth level: Confusion, Dimension Door, Curse, Wizard Eye
Fifth level: Contact Higher Plane, Telekinesis, Teleport
Sixth level: Anti-Magic Shell, Disintegrate, Projected Image

Thorne is Red Sonja's wizard patron. He provides her with magical arms and armor. He is rather over-fond of attractive women. 

Wednesday, February 3, 2021

Morelia the Wood Witch for Basic Era D&D (BX/OSE)

I make no excuses for it, I like Ginny Di. She is great and is having more fun with D&D than a roomful of dudes my age.  She often has content I enjoy but this week she has given her viewers three more NPCs to adopt or adapt and I just couldn't say no.

So with her (implied) permission here is Morelia the Wood Witch.  She has accidentally overdid it on a love potion and now the whole village is madly in love with her.  She is very happy to see any new PCs, especially ones not from the village.  She will work out a deal with them. If they can bring back enough Pixie's Tongue (it's actually a type of plant) then she can brew up the antidote for everyone.  But you better hurry! Two fights for Morelia's hand have already broken out and things promise to get worse soon!


Morelia the Wood Witch

Ginny Di as Morelia the Wood Witch
8th Level Green Witch*, Elf, Lawful (Good)

Abilities
Strength: 12
Intelligence: 15
Wisdom:  13
Dexterity: 17
Constitution: 16
Charisma: 17

Saving Throws
Death or poison: 10
Wands: 12
Paralysis: 11
Breath Weapons: 14
Spells: 13

AC: 9
HP: 45
Age: 216
Gender: Female

Occult Powers

Familiar: Cremini, a white cat with shocking gold eyes.
3rd: Herbal Healing
7th: Speak to Plants and Animals

Spells
1st Level: Color Spray, Salving Rest. Consecrate Focus Item (Ritual)
2nd Level: Burning Gaze, Glitterdust, Bonds of Hospitality (Ritual)
3rd Level: Dance of Frogs, Summon Guardian of the Green (Ritual)
4th Level: Dryad's Door, Venus Glass

*The Green Witch Tradition from my Swords & Wizardry Green Witch book is perfect for her, but I also want this character to have access to some Pagan spells. Plus I want to use her as an NPC for BX/OSE, so she is a Pagan Green Witch.  Combine books and mix and match spells.  And given that hair I can't help but think there is a little Pumpkin Spice Witch in her as well!

Helping Morelia now in the adventure will pay off later.  Morelia knows about the Tredecium and what is going on with the Witch Queens.  She will be an invaluable source of information. That is if she can fix her love potion mishap.

ETA: Ginny has added some more about this lovely character on her World Anvil site

Thursday, January 14, 2021

Character Creation Challenge: Spellcraft & Swordplay

Spellcraft & Swordplay cover
Spellcraft & Swordplay was one of the very first retro-clones or near-clones on the market.  In my mind, it was always much closer to original D&D than say Swords & Wizardry was mostly because the core mechanic of S&S was a 2d6 like the original combat of Chainmail.  It was the "Alternate Combat" method in OD&D that gave us the d20.  I enjoyed the game so much in playtesting that I had to do a witch class for it. I also did a warlock, one of my first ever.

The Game: Spellcraft & Swordplay

Spellcraft & Swordplay was released in 2009 and it became one of my favorite games. Super easy to learn, and very fast to play it captured that "Oldest school D&D" feel better for me better than some of the clones on the market at the time.  S&S is powered by O.R.C.S. (Optimized Roleplaying Core System) which is the forerunner to the O.G.R.E.S. (Oldschool Generic Roleplaying Engine System) we use in NIGHT SHIFT. There is something like 90% compatibility between the two, but that 10% is a bit different. 

After I played the game I went to Jason and asked to do a witch book for it.  The result was Eldritch Witchery, which presented the witch and warlock as "Elite Paths" to the Cleric and Wizard respectively.

It remains one of my favorite books.

Spellcraft & Swordplay book

The Characters: Runu and Urnu

Runu and Urnu are characters in my game with a bit of history.  They began as drow elves, then shadow elves, and then Shadar-kai elves.  They are twins and I modeled them to be the "evil Wonder Twins."  In 3e they had drow working with my big bad necromancer Magnus.  I know they killed their parents and they are/were pariahs in drow society.  They might be half-drow, half-shadow elf or something.  In any case they are fairly evil and are steeped in the darkest necromancies.

For Spellcraft & Swordplay, they are elite paths. Runu is a warlock (wizard) and Urnu is the witch (cleric). In an inversion of drow norms, Runu is the warlock/wizard and her brother Urnu is the witch/cleric.   Since Spellcraft & Swordplay features a native Necromancer class (wizard elite path) in the core rules, S&S has a good number of Necromancer spells to choose from.

Runu
ePic character by Overhead Games
Runu
Female Dark Elf 1st level Warlock (Wizard), Fraternity of Bones Lodge
Alignment: Evil

S: 11
D: 12
C: 13
I: 17
W: 15
Ch: 17

HP: 4
AC: 7 (leather)
Attacks: 1

Familiar: Bat

Powers: Hexes, Arcane Blast, Occult Powers

Spells
1st: Bane

Runu considers herself the oldest, though the two twins were born so close together that no one knows for sure who was first. Since they caused their mother's death in childbirth no one can ask her.

Runu, like her brother, invert the norms of their society, so she is a warlock (wizard).  Her coven is small, only her, her brother, and their leader.

Urnu
ePic character by Overhead Games
Urnu
Male Dark Elf 1st level Witch (Cleric), Demonic Tradition
Alignment: Evil

S: 12
D: 11
C: 13
I: 15
W: 17
Ch: 17

HP: 5
AC: 7 (leather)
Attacks: 1

Familiar: Rat

Powers: Read Magic, Occult Powers, Coven Spells, Herbal Healing

Spells
1st: Ghostly Slashing

Urnu follows his twin sister, and like her, considers her the oldest.  He is a witch (cleric) dedicated to the Demon Lord of the Undead.  This makes them doubly rejected by their people.  Their devotion to undeath also makes them outcasts among other witches.

He is part of a small coven dedicated to the Demon Prince Orcus.  They dedicate kills to him and when they are higher level they will also create undead for him. 

Since S&S has a good number of necromancer spells I allow them to dip into those as well.

I like the way she turned out to be honest.  It's a shame that I think she might be dead! 

Character Creation Challenge

Tardis Captain is the originator of this idea and he is keeping a list of places participating.  When posting to Social Media don't forget the #CharacterCreationChallenge hashtag. 

RPG Blog Carnival

This month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month.

Check out all the posts going on this month at both of these sources.

Tuesday, December 29, 2020

The Queen is Dead! Session 1 of War of the Witch Queens

After Session 0 the other day we settled on three characters each to run through the funnel of The Witch of Wydfield; or rather the Witch of Woodfield as we kept calling it.

Witch of Woodfield

The adventure went as expected. I had everyone choose one of the "Basic Four" classes; Cleric, Fighter, Magic-user, or Thief.  As they played we worked out what specific class each one would end up being.  One magic-user will become a sorcerer, the other a blood witch.  A cleric that worships the Moon might go into druid or might go into fighter, but tell everyone he is still a cleric. It's my youngest. That is what he does.

Witch of Woodfield

I had plenty of copies of Moldvay Basic so everyone had one.  I used my Old-School Essentials book and my GM1a Game Master's Screen from New Big Dragon Games Unlimited.

Since one of my goals is to use as many different kinds of OSR products I can, I think I am off to a good start. Everyone had so much fun they want to play again tomorrow.

I am likely to go with the Ruins of Ramat, this time for Labyrinth Lord. There are also versions for Original EditonCastles & Crusades, and an expanded Castles & Crusades version.  I have not decided which one to use.  Part of the fun is converting.

The characters (and the players) learn the first hint of the overall arc of the campaign; cryptic messages from a possessed girl and the moon (no, really) "the Queen is dead!"

No new hints in the next adventure, but we will see.

Saturday, December 26, 2020

Boxing Day: The World of Mayhem Campaign

A couple of weeks ago I posted about getting my 7th adventure from Mark Taormino's Dark Wizard GamesDread Swamp of the Banshee.  It is a great bit of fun and I can't wait to run it.  

I also know exactly what I want to do with them.


The World of Mayhem Campaign and I am going to run it using B/X rules, likely OSE Advanced Rules

OSE Advanced gives me the B/X rules I adore along with some of the rules from the Advanced era I want AND some additional options that were not available to me in either.   


Organizing the adventures from the lowest level to the highest you get a great spread from levels 1 to 14, perfect B/X and OSE levels.


I have talked about this in the past with the first five adventures, but the newer three only support this plan even more.

Arranged like this:

It makes solid coverage of levels 1 to 14.  If anything an adventure for levels 2 to 5  might be good.

With the addition of their Monsters of Mayhem #1, it makes for a full campaign.

I know the feel of these adventures is very much in the spirit of 1st Edition AD&D as well as the OSRIC rule set.  But for me, my "gonzo" gaming years were with B/X.  The rules of B/X were much looser than Advanced and these adventures really need a lighter hand on the rules.

I am thinking of also adding some material from Pacesetter's B/X RPG rules, in particular some of the classes.  Plus the B/X RPG rules play well with OSE, so that is reason enough to use them.  Plus I enjoy combining Palace of the Vampire Queen: Castle Blood from Pacesetter with Hanging Coffins of the Vampire Queen for a full saga of the Vampire Queen.


I have now run Vampire Queen for Basic, 1st Edition, and 5th Edition versions of D&D.  I think Basic was my favorite experience. 

Friday, October 23, 2020

Remembering Len Lakofka

Just got word a bit ago that Lenard "Leomund" Lakofka passed away this morning. 

Len and I got along well even when we had a difference of opinion.  I likely talked about him more than any other old-school designer, save for Gary, Tom Moldvay, and Eric Holmes.

I had just picked up a copy of L3 and had mentioned to him I wanted to get it signed if he ever came to Gary Con or Gen Con.

I have a stack of his notes for the Town of Ulek he wanted me to go over and scan.  Now I am not sure what to do with them.

I'm going to miss the guy.