Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Saturday, September 17, 2016

Review: Beneath the Dome

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

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

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

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

The book itself is 36 pages.

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


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

Tuesday, September 6, 2016

Review: The Wicked Cauldron

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

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


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

I am reviewing the print and pdf versions.

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

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

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

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

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

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


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

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

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

Occult Powers
Familiar: Toad (multiple familiars)

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


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

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

Thursday, September 1, 2016

Review: Maximum Mayhem Dungeons #2 and #3

+Mark Taormino is like some sort of mad genius.  I love his Maximum Mayhem Dungeons and each one "delivers the goods" in terms of hitting that nostalgia feel.  I reviewed his first offering, The Hanging Coffins of the Vampire Queen, a while back.   Today I want to look at the other two.

The Secret Machines of the Star Spawn
Let's play a game of what if.  What if the Expedition to the Barrier Peaks had been written in the 80s instead of the 70s?  What if there were influences of Star Wars, Buck Rogers, 50s sci-fi movies and just a little dash of 70s Blaxplotation?  You might get something like The Secret Machines of the Star Spawn, but it would not be as good as the module Mark Taormino wrote.
The module follows a similar flow of the other Maximum Mayhem Dungeons; something weird is happening, there are rumors, a long history of strangeness and a thin excuse to go adventuring.
What they PCs will uncover is...well I don't want to spoil it.  It's no shock that this adventure will feature a downed starship and some lasers.  But it doesn't end there.
In truth there is a lot to really, really like about this adventure.  In a different setting the monsters would be scary ass deadly and really, really awesome.  Also there is so many references to pop culture, especially sci-fi and 80s pop culture, that it would be pointless to address them all. The rock band KILL was one of my favorites.
Designed for OSRIC, I played bits and pieces of this using D&D5. Though it would work just as well with AD&D1, Castles & Crusades or any other OGL based clone game.
The one issue I have with it (and very minor)  is that players that didn't grow up in the 70s and 80s would not get all the jokes.   I ran Hanging Coffins for my kids and they loved it, but some of the jokes fell flat on them here. No surprise they have no context for them.  I thought they were hilarious to be honest.  Loved the Pinball Wizard!
If I were to run this again I would either merge it with a little bit of Expedition to the Barrier Peaks and run a huge Star Spawn mega-adventure.  Or I'd run it as is with some disposable characters and guys the grew up in the 80s too.

Villains of the Undercity
Here is another what-if game.  What if the Keep on the Borderlands was destroyed and then humans came in and built a new keep on top of the ruins.  Let's also say the caves of Chaos have been cleared, but not all the monsters were killed.  Where did they go? What did they do?  Now invite the Slave Lords from the A series over.  You would get Villains of the Undercity!
This adventure is an ode and homage to the great dungeon crawls of the day.
While this adventure fits the gonzo style of the other Maximum Mayhem Dungeons this one can also be played straight.  Well...sorta.  There is a crazy Halfling Illusionist Assassin, but that is for the players to figure out.
With this one anyone that has ever been inside a classic dungeon will find something to love.  There are lots of deadly traps, monsters and puzzles to figure out. Of course plenty of treasure too.
This adventure is also the one that I can see fitting into a larger campaign, even with adventures from other publishers.  I was mentally placing it in Greyhawk or even Dolmvay.
Just really a lot of fun.


Thursday, July 21, 2016

Class Stuggles: The Thaumaturge

I am a sucker for new classes, especially magic-using classes. So I was very pleased to hear that +Matthew Skail was releasing a new class designed to replace the magic-user in OSR games.
The Thaumaturge is a 20-level spell casting class in 10 pages for any OSR-like game.

The main feature of the titular class is their non-Vancian spell casting system.  Now  I will admit that I am a fan of Vancian magic. It is part and parcel of playing D&D in my mind.  That being said I have experimented with a number of non-Vancian and spell-point enabled systems over the years.   But I keep coming back to Vancian magic.   The Thaumatuge is a well thought out class though and the system has merit.  There is a bit of 3.0 in this class' DNA, namely extensive use of the ability modifiers, but not so much as to drive away die hard Grognards.

The class is well written and could easily be dropped into any OSR game.  In fact I think such things should be encouraged; different lands should have different types of magics.

The main feature of this class though is not just the spell-point system, but rather a system that gives the magic-user the means to do some dice-rolling just like the melee types.  Having seen this more in 4th and 5th edition for arcane types, this is not something to be underestimated.  People love to roll the dice to see if they hit or, in this case, a spell's success.   There is even something in this that I normally call a "repeated casting modifier" (called Overcasting here).  The idea of the "Mastered Spell" is also a nice one.   Again, nothing we all have not seen elsewhere, but still nice to have in one place.

Since this is designed to replace the standard Magic-User it still uses Intelligence as the primary ability.  I think though a strong case could be made to replace that with Charisma and make it a unique class.  They can use the same spells as the Magic-user does, much like how the magic-user and elf can in Basic, or the Wizard and Sorcerer in 3rd edition.

There are also a couple of new spells and some new magic items.  All for less money than a 20oz bottle of soda and a bag of chips.

There are some formatting issues with the document.  Page numbers would also be nice and I'd put in a manual page break over Optional Rules.

Thoughts on Expansion
While reading this I could not help but think that is actually two classes.  First, there is the stated design goal, an augmentation of the magic-user class.  But there is also a completely new class here as well.  We can call them the Thaumaturgic Wizard and the Thaumaturge respectively.  Now on paper there is no real difference here, but the concept opens up new possibilities.
The Thaumaturgic Wizard implies there can be Thaumaturgic Clerics, Thaumaturgic Illusionists or even a Thaumaturgic Witch.
The Thaumaturge, however, is a different sort of caster.  To go with the dictionary definition of Thaumaturgy you would almost need to add a little bit of clerical power to them without necissarily invoking some diety.  Or at least a couple of the cleric's spells.   Again, I'd base his spellcasting ability on Charisma at this point and make him something like a counterpoint to the witch.

This class as written would also gain some benefit from some of the ritual casting as presented in +Kasimir Urbanski's Dark Albion: Cults of Chaos.  If you use spell points then places of power is a nice logical extension.

I have to say there is a lot of ideas here, certainly more than it's page count suggests.

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Tuesday, July 19, 2016

Plays Well With Others: Dark Albion: Cults of Chaos

The newest supplement for Dark Albion is now out, Dark Albion: Cults of Chaos.  With a name like that how can I possibly say no?

A bit of history, I worked with author Dominique Crouzet quite a bit back in the late 90s and early 2000s.  I know what sort of thing he likes (or at least liked) in this area, so I know I was going to be pre-disposed to like this.  +Kasimir Urbanski is also the author and his contributions were going to be a bit more of a mystery. But I liked Dark Albion so my expectations were pretty good.  Like Dark Albion, this book can be played with any flavor of D&D you like. It is simple enough and light enough on the "crunch" it can actually be played with just about any RPG really.  While reading I Was thinking about it in terms of Pendragon, Cthulhu Britanica and other games.

Dark Albion: Cults of Chaos is the cults and cult-like groups book for the Dark Albion campaign setting/rules.  The book itself is 92 pages (94 with covers). This includes 2 pages of character sheets, a cult sheet and the ogl.  Minus title page and various bits we are looking at 80+ pages of solid content.
The art is all black and white and is a mix of newer art and woodcut designs.  I am rather fond of the woodcuts myself, I love seeing these in books.  I recognize a number of pieces as belonging to Dominique; so he is one of the artists as well as one of the authors.
The first part of the book deals with the cults.  In particular their size, composition, what social class they come from (very important really) and of course their motivations and where their secret lair might be.  Life of the cultist within the cult is also detailed to a degree.  Enough anyway to get you thinking more about them. In particular what they do in the cult, why they might have joined and possible mutations.  That one needs some more explaining.
Some cults are so exposed to the forces of Chaos that their cultist can begin to mutate.  A great idea that I am glad to see here.  Dom and I did something similar for Warlocks back in my 3.0 edition of my Witch book.  So immediately I grabbed on that as something to use.  The idea though has a lot of traction. There are similar ideas in Lamentations of the Flame Princess and I believe Dungeon Crawl Classics.
The next section covers running advnetures involving these cults.  Obviously these cults are not menat to be a one-time adversary. They are meant to be reoccuring antagonists and potentially even the "Big Bads" of your game.  This includes a number of NPCs, mostly normal level humans, that are involved in the their cults.  Don't assume though that "0 Level" = powerless. Nobility wield a lot of power regardless of level, a noble in a cult can be very bad for a party of adventurers.
I might as well acknowledge the inclusion of the "Frog Cults".  I still think "Frogland" is kind of dumb to be honest, but I don't mind these cults at all.  In fact wasn't "Temple of the Frog" the first real adventure played in D&D and certainly one of the first ever published.   The "Keepers of the Frogs" from Blackmoor could certainly fit as a DA cult.


Packed amongst all of this information are also tables of rumors and other information PCs can learn.  I thought of this as the "Scooby Doo" section of the book; the PCs split up and search for clues.

We next get some sample cults and some examples of some cults in various dungeon settings.  These are split up into low, medium and high level.

The appendicies are very interesting and include a section on Elves in Albion.  This section reminded me a bit of a similar direction given in Castles & Crusades Codex Celtarum.  Indeed, one could use both books together to get a large, more detailed picture of the elves/fae/sidhe.  DA tends to be low-fantasty compared to the C&S High(er) Fantasy.  Still in niether case are these "D&D Elves", they still have more incommon with the likes Obereon, Titania and Puck than Tanis or Legolas.

The next appendix details a score cults of various types. All ready to drop in your game.  The last appendix details sorcerery and chaos and the strange things that can happen when they mix.
We end with a cult creation sheet and a character sheet.  The character sheet should be offered for free download, I think people would like it.

All in all a fun book.  There is nothing here we have not seen before in one form or another, but to have it all one place with this particular presentation is great.   I am reminded a bit of the old Witches and Pagans book from White Wolf that covered similar territory. I even pulled out my Mage: The Sorcerers Crusade to see if this would work well enough with it.  It would take some work, but it could be done.


What strikes me most is how easiy it is to integrate this into any game you like.  The crunch that exsists is easily converted. Since a lot of the die rolling deals with tables and their results, conversion is a simple process.

I mentioned in the past that Dark Albion is particularily friendly to +Jeff Talanian's Astonishing Swordsmen & Sorcerers of Hyperborea. Using a page from DA:CoC one could easily add DA style elves (and of course their cults) into the world of AS&SH.  AS&SH style witches and warlocks seem particularily suited for the the chaos magic of DA.


In the end I thought this was a fun purchase. Glad to have it and glad to mine some ideas from it.

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Monday, July 18, 2016

Review/Preview: Crimson Dragon Slayer 1.11

+Venger Satanis has been producing material for a long time. Longer I think than most people really know.  I Remember talking to him back in the early part of the 2000s.  He had some cool, weird, interesting stuff back then, but not all of it was ready for prime time.  In the last few years he has put some quality product and made a name for himself in the RPG/OSR sphere.

A while back I reviewed the Crimson Dragon Slayer game.  I had some nitpicks with it but overall I liked it.  This new Crimson Dragon Slayer, version 1.11, is a little different.  IT is free, and if you bought the old one you can also get a combine version for the price of a click.

This "new" game streamlines CDS into a game that can be setup, taught and play begins in one hour.Not a small feat really.  The new game distils everything that made the first CDS different and makes it work.   The die system revolves around a d6 set of rolls, sometime 1d6, 2d6 or 3d6 (or even a 4d6) depending on the difficulty or even the new 0d6.

Everything is stipped down. Three basic races (human, elf, dwarf) and four classes (warrior, cleric, wizard, thief).  Everything from combat to leveling up is designed to be simple.   I see the same design philosophy here that I see in other stream-lined games.  There is enough here to really attach some very interesting ideas to not counting the built-in campaign view.  There is even a simple 3-page adventure to get your characters from level 1 to level 2.

There is still some work that needs to be done before this is a full product but so far there is a lot of promise here.  I am very interested in seeing where this goes and what sort of options are available for higher levels.  Right now the game is very fast and open and has a lot of potential.

For the right crowd of gamers this would make for a great afternoon diversion and for others it would become their game of choice.  For the price you really can't beat it.

I think there are somethings here (and the promise of others) that I could steal for my own OSR games.

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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!

Tuesday, February 23, 2016

Review: Scum and Villainy

"Scum and Villainy" is likely to be the most aptly named supplement for the White Star game I have picked up in a long time.  After all, if White Star is the godchild of Star Wars and 70s D&D then Scum and Villainy had to come up sooner or later.

S&V is a 17-page book (cover, credits page, table of contents, 1.5 pages of OGL bring us to 12.5 pages of content) for playing the low-life of the galaxy.  Written by +Omer G. Joel it also features some really nice art from +Luigi Castellani.   It is very evocative. I see that and I think "Traveller" and that is not a bad thing.  Nor is it an accident.
I am in love with that cover.

There are two new classes, the Assassin and the Rogue who do pretty much what you think they do, but there are some nice features to make them fit the WS universe a bit better.

The gems of this though are the expanded rules. How to go unnoticed in space. How to sell stolen goods.  Really the stuff that you expect to see in a book like this, but never really do.

There is a section on ship mods, new equipment and new weapons.

There was a lot of good things here, but I was hoping for more.  Maybe a bit on a notorious crime synidicate or something along those lines.

With 17 pages at $3.99 I was expecting more.  Compare this to the B/X Rogue which is 24 pages at $1.50 and covers similar ground.   Combining the two would give you some really potent rogues!

Monday, January 11, 2016

Satisfied with Alpha Blue

Alpha Blue is the latest release from Kort'thalis Publishing and +Venger Satanis.

Alpha Blue is a Space Station where the party never ends.  The book is 111 pages (114 if you count covers and extra page). The art is what you would expect from Venger; good and on the creepy side.  Some I *think* I have seen before, but I can't be sure really.  But all of it really comes with a nice vibe of late 70s/early 80s sci-fi cheese.  Basically if you grew up in the 70s and 80s watching any sci-fi you will recognize something here. If you are like me then something you will like.  They layout is clean and easy to read. I also appreciate the color and b/w versions of the character sheet.

The book has a basic system attached to it, mostly, as the author describes to set the tone for a game.  The character generation system actually would well as an additional bit of character information for your standard OSR game.  There is some good material here that can be used for something like White Star or Starships & Spacemen.  Print out your game's regular sheet and an Alpha Blue sheet back to back.

The rest of the book is the reall meat of the book and might not really be most people's cup of tea.  Alpha Blue is a Space Brothel.  The obvious nod here is to the old adult movie The Satisfiers of Alpha Blue.  I will happily admit I have seen and enjoyed the movie.  Actually the movie is an interesting social commentary that all the best sci-fi movies have. But that is for another discussion.

Alpha Blue, the book, is thankfully devoid of social commentary.  I am not trying to say the book is nothing but sleazy encounters, but there is a lot here that can be great setting material...and some sleaze.

I think that Venger missed a good opportunity here to call the game master a "Blue Dungeon Space Master" or a BDSM.  A little awkward? Yeah.  No worse than Dungeon Master I guess.

I mentioned in the past that this premise reminds me of the +Shon Richards' story Pleasure Station Sigma.   The comparison still holds, but there is more to Alpha Blue than just that.

Honestly there are so many hidden gems and easter eggs here that I am still finding them weeks in to reading this game.  Which brings up a point.
The one thing this book lacks, and really could use, is it's own "Appendix N". A collection of late 70s early 80s B and C grade Sci-Fi movies and TV shows.  Off the top of my head I saw influences of Logan's Run, Barbarella (ok 60s), Battlestar Galactica, Star Trek (TOS), Star Wars (the first trilogy only), Doctor Who (explictly mentioned), Galaxina, Cherry 2000, Westworld, Heavy Metal, Weird Science, the Buck Rodgers RV series, the Flash Gordon movie and of course, Satisfyers of Alpha Blue.


There are a lot of random tables in this book too.  Personally I am not a fan of a bunch of random tables, but here it works.  After all this is a space station with a lot going on. Plus it fits not only the Gonzo-Sci-Fi style VS has going here, but also the Gonzo-OSR style all his books have.

Alpha Blue is not for the easily offended.  It is also not really for anyone that did not grow up in the 70s or 80s; too much of the content will be lost on anyone that hears "Starbuck" and thinks coffee or Katee Sackhoff.   There is the right group out there for this book, and for that group it will be a lot of fun.  Some reviews have called this an "adult" title.  Maybe.  Personally I would say it is R-rated at the worst.  Though now I do know how much damage a jelly-double headed dildo will do if used in combat.

ETA: Just learned of the death of David Bowie.  I think some stats for Ziggy Stardust, Aladdin Sane or The Thin White Duke are in order.




The stars look very different today.


Tuesday, December 8, 2015

Review: GAZ3 The Principalities of Glantri

Still spending a lot of time thinking about witches, wizards, schools of magic and witch queens.  So naturally my thoughts turn to +Bruce Heard's masterpiece, GAZ3 The Principalities of Glantri.
I have mentioned Glantri here a few times. It was the homeland for my characters back in my D&D/AD&D days.  I built up the country from the small bits of information from D&D Expert Set, Isle of Dread and Castle Amber.  It was not till much later I discovered the Gazetteer series and picked up Glantri that I discovered how really interesting and fun the place was.

GAZ3 The Principalities of Glantri
The pdf is 102 pages (the original book was 96 pages, a detached cover and large map of the country and Glantri City).  The PDF is a good quality scan and retains all the information found in the print book.   The cover art was done by the fantastic Clyde Caldwell.  While this book is a D&D "Basic" book, there is so much here of use that it can really be used with any D&D system.  This book really set the stage for all the other Gazetteers to follow.
The first part, Welcome to Glantri, gives a very brief overview of what the country is and what this book sets out to do.
Up next is the History of Glantri. I spent hours and hours reading this over and over.   I won't go into great detail, but linking Glantri to ancient Blackmoor was wonderful in my mind. Mostly because I loved the link but also I had done something similar for my own games.  What follows next is a time line from 3000 BC, The Rain of Fire* (Before Crowning of the first Emperor of Thyatis)  to 1000 AC (today) and even on to 1200 AC.  *I always wondered if the Rain of Fire that destroyed Blackmoor was related or even just the same spell that destroyed the Suel in the Greyhawk world.
Geography of Glantri is next.  Like much of Mystara, Glantri is a mix of all sorts of races and people, but Glantri also has it's fair share of "monsters" those will be detailed later.  Glantri's climate is also touched upon, making it one of the colder lands.
The is followed by The Glantrian Economy. I really enjoyed this section because it really breathes life into the people that live here.  Each of the Principalities is detailed here for the first time.  A quick read and one immediately recognizes analogues to Scotland, Italy, France, and even Transylvania. Glantri is very cosmopolitan.  We move into the Grand Army of Glantri and Politics and Rivalries of Glantri.  Glantri is the place to play out political intrigue where everyone is mage of some sort or has one on retainer.  Like the Economy section, this section breathes more life into the people of the land, in this case all the great houses.   I will admit once again that the interior art by Stephan Fabian links this to Ravenloft in my mind.  Not only are there humans here, but vampires, werewolves and liches ruling.  We will get to witches in a bit.
Guilds and Brotherhoods are also one of the more important features of this book and life in Glantri.  There are so many here that characters could each belong to many and none overlap.  Some are complimentary to each other and others at cross purposes.  Really good fodder for role-playing.
Glantri City by Night details what happens to the 39,000+ residents when the sun goes down. The book is like a what we now call Modern Supernatural.  So all sorts of "monsters" come out and mingle with everyday people.  It says "by Night" but really this an overview of the city itself and all it's sections.  It reminds me of a travel guide to London I once read, so I am rather fond of this section.
Living in Glantri City details life in the city including the laws, who is in charge, magic use and various holy/high days. There is no religion in Glantri, but there is a state philosophy. Of course it is tied in with magic.
The Great School of Magic.  Outside of Hogwarts or Professor Xavier's school has a school been so rich detailed. Though there is enough here to make me want more, a lot more.  This is followed by Creating Spells and Magical Items and The Secret of the Radiance. The source of Glantri's magical power.
Nest we get into The Seven Secret Crafts of Glantri.   If you only buy this book for this section then you will be well rewarded.  Think of these as schools or even colleges of magic. Each one ads something special to the Magic-User class, almost like a Prestige Class or Paragon class feature.  They include, Alchemy, Dragon magic, Elemental magic, Illusion, Necromancy, Rune magic, and of course, Witchcraft.
We wrap up with Adventures in Glantri.

The Gazetteer series were works of art and none more so than the Glantri book.

I mentioned before that this book would work fine with other versions of D&D.  Looking deeper into the Seven Secret Crafts of Glantri, one could EASILY replace the Arcane Tradition feature of the 5th Edition Wizard and replace those powers with the craft powers.  The 5e wizard gets 4 Arcane tradition powers/features and the Basic craft wizards get 5. They work out to about the same levels too.

So if you have not picked this up, do so. I highly recommend it.

I also recommend Bruce Heard's latest Calidar kickstarter Beyond the Skies.
https://www.kickstarter.com/projects/ambreville/calidar-beyond-the-skies

Calidar is a load of fun and this promises to be great.

Tuesday, November 24, 2015

Review: The B/X Rogue

I love new B/X classes. If I have demonstrated nothing else here it is that.  So when +Gavin Norman of the excellent City of Iron blog and Necrotic Gnome Productions came out with a new B/X class, well I had to get it.
Gavin has already given us some great classes in his Theorems & Thaumaturgy and The Complete Vivimancer. Now he takes on the thief archetype in The B/X Rogue.

I say archetype because what this book tries (and succeeds, but more on that in a bit) to do is create a Rogue class that encompasses all of the various "sub-classes" we have seen on the thief over the years.  How he does it is both very elegant and very, very basic, if not Basic.

Like the thief the rogue has a number of talents at his/her disposal.  Instead of a percentile (or d20) roll the rogue is assumed to be fully proficient in their talent.  The differences lie in the choice of talents and some of the talents themselves.  The example given is the iconic Remove Traps.  If a rogue has this at 1st level then they can remove or disable a trap 100% of the time.  However the types of traps are now changed.  The rogue can only disable small mechanical traps. Not huge pits in the floor.

The rogue class begins with 4 talents. This increases by 1 per level.  Some talents have prerequisites and can only be taken at 5th level (Expert Talents, love the split of Basic and Expert Talents here).  Outside of that the class it remarkably like the B/X thief.  

The bulk of the book describe the 36 talents a rogue might take.  This allows for near infinite (or close enough for the amount of character sheets I'll print out) rogue types.  There are even magical talents for the Bards and Arcane Tricksters out there. Of course I immediately went to the magic section and quickly figured out an Occult Scholar, a rogue that raids tombs and libraries for bits of arcane knowledge and some spells to help them out. Won't help you when you need an orc killed, unless he has a scroll for it.

There is also a very useful table to help you with your archetypes.  Want an assassin? Great, take back-stab, hide, garotte, move quietly at 1st level.  There are 10 of these, so a d10 will also get you up and going fast.  Don't want a magic-one? Easy. Roll a d8 instead.

The PDF itself is 26 pages; a front cover, a back cover and two page OGL, all for a $1.50.  Not a bad deal at all really, especially when consider how flexible this class is now.

If you are a fan of the thief class, B/X or Gavin's other classes then this is a must buy.

Plays Well With Others
With the options of adding magic to the Rogue to come up with other classes (Bards, Dabbler's and Arcane Tricksters) you can add other powers to make even more classes.

Grab +Richard LeBlanc's Basic Psionics Handbook and use some of the wild talents for rogue talents to create a Psychic Dabbler or a Charlantan with some actual clairvoyance.

Take the Arcanve Dabbler and replace the magic-user spell at 1st level with a witch spell and then a minor or least occult power at 5th level and now you have a Hedge Witch.

I could go on and on, but for cheaper than a 20 oz Mt. Dew at the gas station you can have this book and make up your own!

I can see this replacing the thief in my B/X games easily.

Tuesday, November 3, 2015

Review: Basic Psionics Handbook

I love Basic-era gaming.  Basic/Expert D&D was the first D&D I ever played. Even when I had moved on to Advanced D&D, it still had a strong Basic feel to it.  So I was very, very pleased to hear about +Richard LeBlanc's new psionics book, Basic Psionics Handbook.
If you have been reading his blog, Save vs Dragon, a lot of what is in the book won't be a surprise, but it is all great stuff.  Even then there are things in the book that are still a treat and a surprise.

The book itself is 58 pages (PDF), full-color cover and black/white interior.
The book covers two basic (and Basic) classes, the Mystic and the Monk.  Both use the new psionic system presented in the book. The system bears looking at and really is a treat.

Overview. This covers the basics including how psionics is not magic and how attributes are used.  It's a page of rules that slot in nicely with the normal Basic rules.  The basics of psychic power including Psionic Level and Psionic Strenght Points (PSP) are introduced.

Mystics are next.  Mystics in this case are more molded on the Eastern philosophy of  mystics, not the clerical sub-class-like mystics I have detailed in the past.  Though through the lens of Western thought.  That's fine this is not a religious analysis, this is a game book. This class helps builds the psionic system used in this book based on the seven chakras.  Chakras divide the psionic powers into broad groups; something like the schools of magic for spells.   As the mystic progresses in level, they open up more and more chakras.
Each chakra has seven Major Sciences and twelve Minor Devotions, similar to the old AD&D rules (but not exactly the same, so read carefully).  This gives us 72 devotions and 42 sciences.  That's quite a lot really.
As the mystic progresses they also earn more PSPs and more attack and defense modes.  They are the heavy hitters of the psionic game.

Monks are the next class.  Monks really are more of psionic using class in my mind and to have them here next to the mystic is a nice treat for a change.  Everything you expect from the monk is here. Unarmed attacks, no need for armor and lots of fun psionic based combat powers.  The monk does not have the psionic power the mystic does, but that is fine it is not supposed to.  It does have a some neat powers from the mystic's list.  One can easily see a monastery where both mystics and monks train together, one more mental and the other more physical.  The monk has plenty of customization options in terms of choice of powers.  In truth it is a very elegant system that shows it's strength with the mystic and it's flexibility with the example of the monk.
This is very likely my favorite monk class.

Psionic Disciplines detail all the powers of the chakras.  It is a good bulk of the book as to be expected. There are not as many psionic powers as you might see spells in other books, but this is a feature, not a bug.  Powers can be used many times as long as the psychic still has PSP.  Also many do more things as the character goes up in level.

Psionic Combat is next and deals with the five attack modes and five defense modes of psychic combat.  The ten powers are detailed and an attack vs. defense matrix is also provided.  The combat is simple and much improved over it's ancestors.

The next large section details all the Psionic Monsters.  Some of these are right out of the SRD but others are new.  Personally I am rather happy to see a Psychic Vampire. Though it is not listed, I assume that these creatures are also undead and are turned as if they were vampires.

Appendix A deals with something we abused the hell out of, Wild Psionics.  At two pages it is the simplest set of rules I have seen for this sort of thing.  Also it looks like something that could be ported into ANY version of D&D including and especially D&D 5.

Get out your crystals, Appendix B details Psionic Items.  Again, short, sweet and to the point.

Appendix C: Psionics and Magic is a must read chapter for anyone wanting to use both in their games.

Appendix D: Phrenic Creatures turns normal creatures into psionic ones.

Appendix E covers Conversions for Monsters from LeBlanc's own CC1: Creature Compendium.
Appendix F details how to convert any monster into a psionic one.

We end with a a couple pages of collected tables and the OGL.

Bottom line here is this is a great book.  Everything you need to play psionic characters and add psionics to your game.  Personally I am going to use this to beef up The Secret Machines of the Star Spawn which I also picked up today.

Thursday, October 22, 2015

Review: Ghosts -- The Incorporeal Undead

+James Mishler  has been producing quality material for the "Basic" era games for a number of years.  I have followed him online and have always enjoyed his posts in various forums and on his own blog.
James has been in the business of releasing his own material for a couple of years now and they are always fun.  Well this Halloween he has really, really outdone himself.

I grabbed his and his wife's latest product Ghosts -- The Incorporeal Undead, pretty much without reading the details. It was James. It was Ghosts. How could I loose?  Well let me tell you. I was in for a sweet surprise!  I will be honest here.  Pretty much EVERY other games can deal with ghosts better than D&D used too.  This little book has a lot of work to do.

First off this "little" PDF is 64 pages.  I printed it out and it would make a great supplement to my collection of various "Basic Era" books.  Put on a nice cover and it would be right at home next to Labyrinth Lord, The Witch and many, many other books on my shelf.  Let me step back for a moment and comment on this.  James really "gets" Basic D&D.  He knows why people choose it over Advanced or other games.  His rules are very much in the vein of Basic/Expert and BECMI style D&D (More B/X than BECMI) but he also gives people options who like more Advanced-feeling games.

We begin with an overview of what ghosts are. I was pleased to see that this book treats ghosts as all being unique.  A brief description of common powers to all ghosts is also given. Detail is paid to two of these powers, Fear and Level/Life Drain.  In keeping with the Basic roots, the Fear effects table is simple and effective.  If you are playing a horror game then you might want more, but in truth this is plenty.   Level Drain is also discussed and how to regain those levels.
Now for me, I am still more inclined to use Constitution drain instead of level drain.  Thankfully the rules as written here will allow that.

Next we get into people and animals with the Sixth Sense and Sensitives.  No detailed rules here, just a nice simple approach that I really like.  There is also a discussion on Mediums and Séances.  Now THESE are much needed rules.  This helps move ghosts from a monster with X amount XP to something that can be worked into a plot.   We end with some information on ghost-sensitive animals.  I love what he has done with cats and am thinking of using it for all witch familiars.

Next is the meat of the book.  Ghosts Lesser and Greater.  This is the "monster listing" of all the ghost types with their powers, weaknesses and alternate types.  Included are some old favorites like Apparitions, Haunts, Spectres and Wraiths next to new one like Lost Souls and Geists.   Following this is a list and description of all the special abilities (And ectoplasms) of the ghosts.  You can mix and match to make anytype of Ghost you want.   Following this is uses for uncanny ectoplasm.

There is a section on magic items.  Some spells usable by or on or about ghosts.
(*The Spawn Ghost spell is really nice.  If you are playing a witch then the spell level is 5.)

Finally is a Creepy Appendix N. There are a lot great resources on this page for ghosts of every type "inspired by anything from Hanna-Barbera and H.R. Pufnstuf to H.P. Lovecraft and H.R. Giger"!

There is no art. BUT I also want to add that ghosts are either invisible or look like anything. So this is not a downmark for this book.

If you play any old-school game, original or OSR, and you use ghosts, then you need this book.  It isn't revolutionary, but it does feel a much needed gap in the rules and (if for no other reason) it will get game masters and players thinking about ghosts a different way.
Combine this with his Vampires of the Olden Lands for some serious Halloween fun.

Friday, October 16, 2015

Review: How to Game Master like a Fxxxing Boss

I try to keep it at least PG-13 around here.

Anyway, I picked up +Venger Satanis' latest book, How to Game Master like a Fucking Boss, not because I think I need help running my games (I have been running games for 35+ years now) but because I Was very, very curious about what he had to say.  Besides,  I am sure there had to be some tips worth reading.  In any case, I am certain it was going to be a fun read.
I also wanted to read this because I was curious about his "O5R" philosophy. I have been doing something similar in my games with my kids, and I wanted to see his views.

To begin VS talks about what Role-Playing and Game-Mastering is.  Ok, I expect this.  He made a point about how he used to run games to where he is now.
• Do I have all my stuff (books, notes, dice, etc.)?
• Do I have a general idea of what’s going to happen?
• Am I ready to crank this bitch up to 11?
I understand this.  I have a game I am running at a convention in 24 hours or so.  Right now the only thing I would add to that list is "Do I have my Pre-gens?"

The book itself is largely divided up into various short essays that talk about what to do in any broadly defined situation.  A lot of it is common sense, but there are few gems in there as well. I like the bits on handling NPCs and especially the NPC villains.  In truth, his "Seinfeld" advice was about the last thing I expected to read here but I enjoyed it.
Other treats include the "Who to Blame" random table. Most of the tables are pretty fun and many are very useful.  I loved the whole section of tables about Cults.
There is a section on the magical language he created for his games that add a nice bit of flavor, but I am wondering if would not have been better in The Islands of Purple-Haunted Putrescence book.

It ends with three sample maps and an afterward.

While I certainly thought of this as a fun read I am not sure I got that much out of it.  Granted I also don't think I am the target audience.  I will certainly use the tables and his magical words are kind of neat.  I think what I really need to do is give this one to my son and have him read it.  He is a longtime player, but has only run a few games.  He certainly has anxiety about running (as well all did the first few times) and I know there are some things in here that would help him out.

I think I will certainly use his cult tables to see what I can come up with.


Monday, October 12, 2015

A Week with Venger Satanis: Liberation of the Demon Slayer

It's the month of Halloween!  Though I understand many people still call it "October".  Fine. Whatever.

I thought this month I would spend some quality time with products that fit the theme of Halloween.  While putting together my list I realized I had a bunch of products from Kortthalis Publishing and +Venger Satanis.  I thought, what the hell, lets make a week of it.

Venger has had an interesting time in the RPG biz.  I remember talking to him shortly after he was banned from RPG.net and we discussed our respective horror games.  He has had a nice rise recently as an OSR publisher and has a few nice titles under his belt.

Lately he has been promoting something he calls O5R, which I have to admit it very clever, or products that can be played with either old-school games and their clones or with the newest 5th edition game.  It is a solid strategy really.  I have demonstrated time and again to myself at least that you can freely mix the two in terms of adventures.  I would imagine that goes even further.

Today though I want to start with one of his first OSR books.

Liberation of the Demon Slayer
I first picked this up near when it was released.  Since then I have considered it a potential entry in my War of the Witch Queens adventure path.

The adventure is six levels and 70 pages.  VS suggests using 3 0-level characters per player and let everything work out, or a large party of 1st level characters.   Nothing is mentioned on how many players, but I am guessing 6 to 8.

There is some background given about the world this adventure lives in.  They are all optional, but it does set the mood for the rest of the book.   I found the bits about Snake-men and elves to be interesting.  The adventure is steeped in a lot of Lovecraftian tropes and we are introduced to some of the "Old Ones" here, albeit with different names.

If you, like me, love eldritch abominations and dark magic then this the adventure for you. The adventure itself "sounds" simple enough. Retrieve a demon killing sword from the caves to stop the demons attack your village. Easy peasy. Trouble is that the author grew up when dungeons-as-meat-grinders were a thing and everyone was afraid the big bad devil was going to get you. This adventure though is closer in tone and danger to the Hanging Coffins of the Vampire Queen than it is to most Lamentations of the Flame Princess products. With the right DM this could be a great and dangerous adventure where the party could live. Sure they could all easily die too. One can read this and imagine that all of the author's games are a bit like it.

Actually I have known the author for a number of years and yeah this is exactly the kind of things I expect in his games. I think the difference here with this adventure and some of his earlier material is there is a maturity here to accept the absurd. This adventure can be played straight or with a dash of dark humor. Think of it as a horror movie, even the scariest have a touch of humor to them; it sets you up for the bigger punch later down the road.

The adventure proper gets going about page 17.  We are treated to rumors, some background, wandering monsters and some maps of the first level.  The maps have been drawn by +Dyson Logos , so you know that these will be interesting.  The feel of the first 4-5 pages of the adventure is really one of pure old-school nostalgia.   The first level is a bit of meat grinder, by design, and there are a lot things going on here that would make the hard-core Gygazian adventure fan happy.  Going back a bit it becomes obvious that the "optional" information above is still rather important since it colors the actions of many of the inhabitants in this dungeon.

As you descend into the dungeon things get weirder and more deadly.  I mean really, really deadly.  Devil lords, liches, vampires, freaking lasers and a nuclear warhead.  Yeah, VS really cut his teeth on the 70s and 80s era gaming.

I want to take a moment to talk about the art. Yes there is a lot gore, nudity and phantasmagorical horror here.   It comes off though more as "Heavy Metal" than say "Hustler".  All I can really say is that it fits the aesthetic of the book.   In truth I had more of an issue with the sci-fi elements (even though there were very good reasons for them to be there) than I had with the nudity.

The demon-slaying sword Kalthalax is an interesting weapon. One that would have a good home in my regular games to be honest and one that is enough of a hook to make me want to find a way to work this adventure in.   Maybe I can make Clavenus a witch instead of a wizard.

In any case there is a lot of fun to be had with this adventure; if you don't mind the occasional casualty.  I think what helps here is while the adventure is a meat grinder, it is done just to rid the party of the weak.  They are expected to survive and tell people the tales of their great adventure.

While VS takes the care to make sure this works with nearly any old-school game (and in the future he fits 5e into that as well), I can't help but think how well this would work with Astonishing Swordsmen & Sorcerers of Hyperborea.  The background is similar and the elves in Demon Slayer would be a nice addition to AS&SH, which does not have any elves.  Indeed, elves would seem like souless, demon-like monsters compared to humans. At least to humans that have never seen an elf before.   There is a mix of demons, devils and Lovecraftian beasts/gods that somehow feels right for that world. Mixing in AS&SH to this would give you something very, very close to playing akin to Michael Moorcock's world.

Curiously enough in my own games I do have an epic weapon for killing demons. In my current world state this sword is lost and a quest is needed to recover it. Maybe this is what I need. If so then the value of this adventure just increased ten-fold for me. I am going to have to spend some quality time with it and a pencil to see if it can be recrafted into something that fits my world a little better.

However YOU decided to use this adventure I am sure it will be fun.  Maybe deadly fun, but certainly fun.