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

Friday, October 14, 2016

Review: Special Edition - Paternoster Investigations

I imagine that one day in the not too distant past, like 2015 or some exotic time like that Andrew Peregrine (Victoriana 2nd ed) and Walt Ciechanowski (Victoriana 3rd ed) were sitting on tops of the mounds of money that Cubicle 7 makes and discussing how they could get in on some of the Doctor Who fun.  They spoke to Dave Chapman (who was sitting on top of an equally obscene pile of cash) and convinced him to let them do a Victorian era book for the Doctor Who game.
The result is Doctor Who - Paternoster Investigations.

This book is a source guide to the Doctor Who universe's Victorian England.  The Doctor has been here many times and he is seriously running the risk of running into himself more often here than in 21st Century England.

The book is 128 pages, full color and done in the new "12th Doctor" trade dress.  The main conceit of the book revolves around the Paternoster Gang which includes Silurian warrior, Madame Vastra, her maid turned lover turned wife Jenny Flint, and Sontaran Commander turned nurse turned man-servant Strax.  I have featured Vastra and Jenny many times on my blog and worked out my own stats for them for the Doctor Who RPG and for Ghosts of Albion.  I have not bothered to see if my stats and the official stats are similar though.

This is a GREAT book, not just for the Doctor Who game but for Victorian games in general.
You will not see the depth of talking about Victorian times here as you would with the author's Victoriana books, but there is still plenty here.

The book breaks down into expected sections.
First, we have a chapter on the Victorian world and how it works.  This includes a bit of history, culture and important happenings.  There is also a section on how this all exist in the Doctor Who universe.

The second chapter/section is devoted to the specifics of the Doctor Who version of this time. This features a "driving" geography of London (useful for anygame) and some personalities that can be interacted with.  A pause while I point out how pleased I am to see "Alice Shield" AKA Ashildr AKA "Me" from the ninth season of Doctor Who.  No,  we never saw her in Victorian times, but we know from her accounts that she was there.  We even get a first generation version of Torchwood.
A++ to both Gentlemen Authors for putting together such a fun chapter for the game.

Third, we get to Victorian Adventures which is exactly what is says on the tin.  So many great ideas here.  I could not help but feel a little Victoriana entering here.  The jewels in this chapter are of course the descriptions of the PPaternoster Investigations Gang, the "Further Adventures of Jackson Lake" (the Man Who Would Be Lord) and my absolute favorite, Jago and Litefoot Investigations.  Right there is worth the price of the book alone.

The fourth section moves into what they call the Paternoster Campaign.
Ok let's push pause for a sec.  One of the big issues of Doctor Who, any Doctor Who RPG, is playing without the Doctor or Other Timelords.  UNIT helps this a little, Torchwood does it a little better, but the Paternoster Gang does it the best.  With this structure you may never need, or even may never want, to use a Time Lord in your game again. This details setting up and running your investigative teams or using one of the ones from the book.

The final chapter, "A Study in Flax" is an adventure for your Victorian investigative team.

The final pages are various characters from different Victorian episodes of Doctor Who.  Included are Vastra, Jenny, Strax, Jackson Lake, Rosita "Rose" Farisi, Henry Gordon Jago (!), Prof. Litefoot (!), another version of Clara, and Victoria Waterfield.

Who should get this? Everyone!
Seriously though, if you enjoyed the Vastra/Jenny episodes of the 11th and 12th Doctors, the 4th Doctor classic "Talons of Weng-Chiang" or it's spin off "Jago and Litefoot", then this is for you.
If you love Victorian games, then this is for you.
If you love the Doctor Who game, then this is for you.

Just buy it. You'll love it.

Thursday, October 13, 2016

Review: Victoriana 3rd Edition

While Victoriana 1st edition first caught my attention and 2nd edition became a favorite, it is 3rd edition that might be the best version of the Victoriana game.  My deepest apologies to all the people that worked on the first two editions, some who I now consider friends.

Full Disclosure: I bought my own hardcover and pdf copies of these books. While I consider many of the fine folks at C7 to be friends, they did not solicit or expect a review.

Victoriana 3rd Edition uses the same system that powered Victoriana 2nd edition, but cleans up the game and gives it some new life.  Led by Walt Ciechanowski, Victoriana 3 became something a little different than before, but uniquely more "itself".  You can use all the supplements, adventures and characters in 3rd edition that you did with 2nd edition with now issues.  Vic 2nd edition has a conversion guide to 1st in case you need that.  There are sidebars to let you know where the major differences are between 3rd and 2nd edition.  There are even a couple of places where specific 2nd Edition books are mentioned.

Now set in 1856 (ten years earlier) we get a different feel for the age.  The world of Victoriana 3 is a little darker, a little more dangerous and a lot bigger.  So if you are using any of the supplements, such as the India one, you will need to adjust some events and tone, but not mechanics.  There are also sidebars that mention the differences between Victoriana world and the real world.  For example the Bolshivik revolution is getting started earlier here and Charales Darwin is now a "Dr." (he "only" had a Master's degree in real life).

This version of Victoriana puts more emphasis on technology. It is fantasy tech and steampunk tech, but there is more of it.  Not to say magic has taken a backseat here, but it is not as prevalent in the writing as it was before.  Also, the gothic horror elements have been turned up a bit in this as well.  Magic, when it is there, is scary.

Victoriana (any version, but especially this one) is the game where you can take anything from any other Victorian-era game, use it here and it works. Eldritch horrors from Cthulhu by Gaslight? yup.  Investigations from Baker Street? of course. Superhumanity from Victorious? Sure, why not!
In fact, this kitchen sink mentality works really well in Victoriana.

The system is the same. You get a dice pool of s6s. Roll them, explode the "6"s, count the successes.  If you have enough great.  The rules in this version read better.   I mentioned in my review of 2nd edition that the only way to truly review a game is not just to read it but to play it.  I have played Victoriana now for almost 10 years. Despite that, and even more years of World of Darkness and ShadowRun, I am not a fan of dice-pool games. I have tried play Victoriana using the Ghosts of Albion system. It worked, and it was fun. But it wasn't Victoriana anymore.  The Heresy game system is very much a part of what makes this game what it is. Much like the Basic Roleplaying System works for Call of Cthulhu and d20 for D&D, this system imparts a feel to Victoriana.  The black dice, the exploding 6s, all of it is part and parcel of the game experience.

Character creation is a bit easier, or at least a bit more guided in this version.  Emphasis is not placed more on social class than whether or not you are an orc, Eldren or human.  By the way, the Eldren (Elves) in this version get really strange.  You can be an elf, but be prepared to have some weird quirks or even some mental illness.  Personally, I loved this idea and would like to try it in other games where I have elves/Eldren.  Really, it is that cool.  There are some changes to gnomes and Huldufolk (halflings) that make them more different than each other and more interesting. Nocturnal academics vs. rustics with a keen interest in one area.
Note: This would be a great template on how to bring Castles & Crusades elves, gnomes, and halflings into a Victorious game.

The book is huge at 320 pages.  Again the cover is color and interior is black and white. And again this is how it should be.  The hardcover is sturdy and looks great. The PDF is bookmarked.  While I loved the mix of art in 2nd edition, the art in 3rd edition is more consistent.
The character sheet from 3rd edition is one of my favorites. It just looks so cool. A color option though would have also been nice for those special characters.

The rules include a great collection of items from the age and various forms of entertainment. There are also clarified rules on various chases (coach, boat, airships) and the effects of drinking and drugs.

Victoriana is one of the games with a quiet, but steady and dedicated following.  The fact that the games are always sold out in minutes at Gen Con is a testament.
For me, I will say this.  If there is anything you have ever wanted to do in a Victorian-era game then Victoriana has a way for you to do it.



Wednesday, October 12, 2016

Review: Victoriana 2nd Ed Supplements

Victoriana has some of the best-looking supplements I have seen for a game line.  This is largely in part due to Cubicle 7 and the general feel of the game.   What I love about these books is the fact that I can use them with a wide variety of Victorian-era games.  They are all heavy on style and light on the "Crunch" for the most part.

The Marylebone Mummy
56 pages. An update to an earlier adventure. This adventure is really designed not just for starting players (5 to 6) but also starting GMs.  All the materials you need to play are at your fingertips. There is not enough of the rules to make it a "Quick Play" but if you bought the core rules then this should be your next purchase.  The adventure deals with, appropriately enough, a mummy. It FEELS very Victorian too. Ancient curses conflicting with scientific discovery. Superstition vs Science. All within Victoriana's own hedy brew of magic-is-real and so-is-science world.  It makes for a lot of fun.
The adventure also follows the now familiar 3-act format of all Victoriana adventures. So if you have any desires to plan your own then this is a good model to follow.  It is, in a very real sense the Keep on the Borderlands for Victoriana.

Marvels of Science and Steampunk
152 pages. This is the book that makes Victoriana more Steam-punk, or at least more steam- and magic-tech.  The biggest, and coolest, new feature of this game are new rules for Airships.  Now I have to say that for me, Airships are a quintessential element for not only Steampunk games but of Victoriana in particular. You also get Victorian age computers (Babbage machines) and robots (metal men).  This is the fantastic future of science that the Victorian era promised with a chapter on magic and technology. Grabbing this book really sets your Victoriana game apart from the rest of the crowd.
The author, Walt Ciechanowski, would later go on to author the 3rd Edition of Victoriana and shape where that version of the game went. Like books from the Victoriana line there is a great collection of inspirational reading and viewing.

The Havering Adventures
This is a collection of three adventures that have appeared in one form or another in various conventions; notably Gen Con.  All deal with the wonderfully eccentric Havering family. I played "Lost Luggage" at one Gen Con and really enjoyed myself.   I got to play "Patterson".
These are adventures, so I am not going to spoil what is going on here.  I will say that these are perfect adventures to really give someone the feel of Victoriana. They highlight what makes the system work and what makes this time and world so much fun.  As players, you will be playing members of this family; ie. Pre-Gens, but it works.  A good GM can also get players to create their own characters, all members of a family and use them instead.
In particular I enjoyed the horse racing rules since we did something similar for Ghosts of Albion.
If you are looking to run Victoriana games OR need a ready to go adventure-idea for other Vicotrian games then this is where I would start. Keep in mind that various details of the "real world" have been changed to reflect the Victoriana world.

Faulkner's Millinery and Miscellanea
192 Pages.  Every Victorian-era game needs to have a book like Faulkner's Millinery and Miscellanea. If they don't then buy this one instead. Actually buy this one if they do.  At 192 pages it is full of items, clothing, gadgets, vehicles and even magical supplies for every need.  The currency is British Pound and the economy is set in 1867, so if you do use it for other games you will need to adjust.   There is more here than just price lists. The items may (or may not) be very familar to readers today so descriptions are given.
There is a great section on the economy and one worth reading. Here in the 21st century we are used to easy access to everything. We are also (in general) wealthier than any other time before ours.  This was not the case int he Victorian age, even in Victoriana's fantastical magical Victorian age. So this frame of reference helps.
In addition to equipment, there are common prices of travel and their various means. Prices for various entertainments.  Alos you will need to know how much to pay your household staff and where to find them in the first place. Some notable NPCs are also detailed.
This really is a must have book for any fan of Victorian RPGS and Victoriana in particular.

Faces in the Smoke Volume One
140 pages. What a cool supplement. This details all the secret societies in the Victorana game. The societies are grouped largely by role. Are they benign watchers? Are they conspirators of a dark cult?  Each group is given a role, a detailed history, and information on how they can interact with the characters and other organizations. Of course, multiple NPCs are detailed as well.  An index of NPC, sorted by Rank, is also given.

Faces in the Smoke Volume Two
140 pages. Like Vol.1, this covers all sort of societies and organizations the characters can interact with or join.  This volume focuses more on the adventuring activities and thus represent a number of clubs based on real-world Victorian societies.
Lots of great and colorful NPCs are included here.

Darwin's Catalogue: Beastmen of Britain
16 Pages. One of the smaller Victoriana books. This book details a number of additional Beastmen and their traits. Both as a "monster" and as a Player Race.
Following the guidelines in this book you could create more, but the list is pretty exhaustive.

Darwin's Catalogue: The Outsiders
14 Pages. One of the smaller Victoriana books.  This details five races for PCs; Giant, Karakon, Oni, Orc and Steppegoblin.  Also covered are Corporeal Mediums.

Jewel of the Empire
228 Pages.  This is a hefty tome.  It covers India and it's place not just in the British Empire, but in the Victorian world.
We get the requiste lands, geography, people and relgion of India in 1867, but also some discussion on the various religions.  Like all religions in Victoriana this is through the lens of the world. So license was taken with some of these. Obviously this was not meant to offend Hindus any more than the Core book was meant to offend Catholics or Anglicans. So keep in mind these are the religions of a game world, not the real world.
Some new races are included including some new and changed Beastmen.
There are new magics, spells, monsters and plenty of NPCs to populate this huge country.
Enough detail here to make you want to run nothing but India-based Victoriana games for a long time. I know I want to do exactly that!
Great for Victoriana and at least 2/5ths of it is also great for any other Victorian game as well.

Tuesday, October 11, 2016

Review: Victoriana, 2nd Edition

Victoriana and I have a long and complicated relationship.  I find it interesting that to date I have not done a review for this game.  So let me fix that now.  I discovered Victoriana, 1st Edition around the time I was writing Ghosts of Albion.  I picked up the game, but since I was deep into working on and playing Ghosts at the time I didn't look at it much.  Finally, I did and then learned a 2nd Ed was going to come out.

I spent some time reading the 1st Edition rules and thought it was interesting, if odd.  For starters, I am not sure why there was no U.S. Civil War. I was also not a fan of the Fuzion system.  I liked all the odd races for the game (even if it did lead to the infamous Orc from Africa debate) and felt like it was, as it has been later described as Victorian Age Steampunk.

The thing that struck me though is how similar that cover is to the Ghosts of Albion BBC logo.  In particular the silhouettes of  William and Tamara.   I am sure it is nothing but coincidence,  but I could not help but notice it all the same.  Save for the pointy ears on the Victoriana cover that *could* be Tamara and William from Ghosts.

I went into the 2nd edition with a lot of preconceived notions of what the game was.  That is until Gen Con 2007.  Friday night I ran a Ghosts of Albion game and a lot of the authors and playtesters for Victoria 2nd Ed came.  I later joined them on a 8:00am Saturday morning game.  I was hung over, battling the oncoming con crud.  I played an Ogre butler with a Wits (intelligence) score of two whose saving grace was a giant shotgun that he wielded like a pistol.  I had a GREAT time.

Victoriana is a perfect example of why you need to play a game instead of just reading it to do a full and proper review.  Reading through the rules the first few times gave me a bit of headache, but playing it was a snap.

Victoriana, 2nd Edition is a 286 page book. Color covers, black and white interior.  A couple of words about that.  The art for this book moves between D&D-esque fantasy races and vintage photographs.  Many of the photos are of author Andrew Peregrine's own family.  I think this gives the game a unique touch.  Personally, I do not want color art in my Victorian-era games. This is a world in black and white.

Vic is best described as a Victorian "cyberpunk" game; not just in terms of ethos, game design and play but also mechanics.  The game is based on d6 dice pool with the extra advantage of a "black dice" to add more random flavor.  Roll your pool of Characteristics, Skill, and Specialties and see how many successes you have.

The system that powers Victoriana is known as the Heresy system. Maybe an allusion to the game company that published Victoriana 1st ed.

The real feature of this game is the ability to play a number of fantasy races in a magic-is-real and in-the-open Victorian London 1867.   The similarities to ShadowRun continue here.  You can play dwarves, ogres, elves (Eldren) and other fantasy races.  It could also be described as Steampunk ShadowRun or even Steampunk D&D. To call it that would really be selling the game a little short to be honest.  I often described it as most Victorian games turned up to 11.

The game won a Silver Ennie for Best Writing and there is a ton of great material in this game, if viewed from Victoriana's own lens.

Appendix 3 Source Material is a great read for any fan of the Victorian era.  Six pages of great and pretty exhaustive material.

The supplements for Victorana are all top notch with the same artistic style and flare of the core book.

Victoriana is one of those games I always seek out to play at conventions when I can.  I have always had a great time.

If this sounds fun to you there is a free preview of the game here.



Tuesday, October 4, 2016

Review: Victorious

Victorious or Victorious: Steampunk Adventure in the Age of SuperMankind is a game that I had been waiting for sometime.  I had not been able back it in the Kickstarter so I picked it up this past Gen Con.  I was quite pleased to do so.

Victorious is not the game I thought is was.  That is not a problem of the game, but rather a problem with my expectations.  I thought this was going to be a Victorian steam-punk game closer to Leagues of Adventure.  The game I got  though is rather fun and different than other Victorian games I have played and own.  This is a very good thing.

Victorious is a game of Victorian era Steam Punk Superheroes.  Once I got that into my head then the rest was a ton of fun.

The system is the tried and true SIEGE Engine from Castles & Crusades and Amazing Adventures and is largely compatible with both of those games.  So adventures for one will work in the other.  In fact, I tried out an Amazing Adventures scenario I had used in the past and it worked brilliantly.

Let's look into the chapters.
First, though, full disclosures.
1. I purchased both the hardcover and the PDF versions with my own cash.  Troll Lords did not send me copies for review, nor are they expecting reviews.
2. Links in this review often link to affiliate sites where I get a small percentage of anything bought.
3. I have authored a Victorian game that could be considered competition to this game. I do not see this as such.  Victorious and Ghosts of Albion can be played in similar time periods and even tell similar stories (I am planning on running a Ghosts adventure under Victorious to test this) but the games are not in competition with each other or other Victorian era games.

The Book. The book is a sturdy hardcover with color covers, black and white interiors, 144 pages.  The form and format reminds me of the original AD&D books.  The PDF comes with two files, one is a little more print friendly than the other.  Both are bookmarked.

Introduction gives us the basics of the game, some background and some information on RPGs in general.  It should be noted the the GM in this game means "Genteel Magistrate".  Damn.  I wish I had thought of that first!

Only if we are very, very lucky...

Chapter 1 is all about Character Generation.  If you have played Amazing Adventures or Castles & Crusades (or even D&D) then you know how this works.  First, we go through the standard Attributes and modifiers.  This is followed by a simple skill system.  In fact, this skill system would make a nice important to Castles & Crusades.  Up next is the big feature of this game; the powers that the characters gain as they level up.  Again, this is the primary feature of the game.  There are quite a few powers listed here and they remind me a bit of Mutants & Masterminds.  This is not a surprise really, given the focus of the game.  One could, I imagine, add more powers from other d20-derived games.
Some hindrances and shortcomings are also discussed.  Such things as "enemy" or "fame".
This is followed with some character examples that are roughly character classes. These include the Contraptionist (gadget guy), the Hypnotist, the Inquiry Agent (Sherlock Holmes), the Magician, the Paragon (Victorian Super-men), the Radiant, the Strongman, and the Vigilante (Gaslight Batman). We end with some ideas on completing the character.
There are enough character concepts here to create any sort of character you want.  I mentally "stated up" a few characters and was able to come up a Victorious version of them.

Chapter 2 covers the rules of the game. If you know Castles and Crusades then these rules will be very familiar. The main addition here are a bunch of Victorian-era firearms and some Steam-Punk gadgets. If your C&C game has black powder then this is a great chapter to have. Unlike some Victorian games there is no lengthy list of firearms (looking at you Dracula RPG), and this is a good thing.

Chapter 3 Equipment and Encounters is kind of a catch-all chapter of money, equipment, vehicles. encounters and worldly goings on.  One nitpick, there is a section on "Cost of Living" that details various costs of goods in both British Pounds and American Dollars, but no actual cost of living.  Te second half of this chapter details various organizations active in the Victorian era.  If you play any Victorian game then this is a great chapter to have. Nearly every Victorian game has a chapter like this and I really can't get enough of it.  Many, if not all, of these can be used in any other Victorian game and the societies and groups from those games can also be used here.

Chapter 4 The Victorious Era details some of the world history from the point of view of this game.  At this point, I have one major issue with this game.  There is the assumption that there are some super powered humans that have time-travelled from the 21st Century here.  I understand why the author did this; to help players acclimate to the stranger times of Victorian England. Personally, I thought it was unneeded/unnecessary.   BUT it does fit with the game, so that is fine.  Personally I am not going to use it. If I am running a Victorian game you are going to play Victorian characters.
Ignoring that there is a bunch of information on Victorian life that is great for any game. There is a great section on criminal slang that gives us the expected British slang, but also the rarely printed American/East Coast slang.
There is a Chronolgy of the Victorious age next.  This lists all sorts of political and scientific advancements made.  Included in this are events from fiction (like Dracula and Sherlock Holmes) and events from within the game itself.

Chapter 5 is the Bestiary.  Included are a lot of animals and the expected monsters of the Gothic Tradition.  These monsters are 100% compatible with Castles & Crusades and Amazing Adventures. So if you need more monsters they can be found easy.

Chapter 6 covers Supermankind. This has some more information on the world of Victorious. This includes many of the NPCs; the good, the neutral and the bad.  There are some great characters here including John Henry, Sherlock Holmes and the Spring Heeled Jack.  Like most games (and most ficition) the bad guys are the most interesting. Listed here with full stats are Aleister Crowley, Baba Yaga, Dorain Grey, Dracula, Hyde, Moriarty, and Col. Moran.  Really a Whos-Who of Victorian Villainy.  Really the star chapter in this book.  Which is saying something because there is a good game here.  These NPCs could be used in Amazing Adventures too.

Next we get and adventure, Hyde and Seek, which is a lot of fun.
The Appendices cover the Designer Notes, which are really fun read. I have to admit reading these gave me a greater appreciation of this game. There are sections on quick combat, dice rulings, and my favorite; mob rules.
There is a section on "History vs. Fantasy" which is a great read if you have ever tried to run a pseudo-historical game.  There is a list of resources that is also a great read. It's not exhaustive and there are some really notable exclusions, but this in not *my* list but theirs.

All in all this is a really fun game and I have nearly endless uses for it.
Mix it with a bit of Castles & Crusades for more fantasy or Amazing Adventures for more pulp.  Include some ideas from Codex Celtarum to make a more fantastic faerie-themed game. Mix it even more with Tainted Lands and get something not unakin to Ravenloft Masque of the Red Death.
The game has a multitude of possibilities beyond what is presented in the two covers.

The game is full of possibilities to be honest, and I really can't wait to try some of them out.
This is certainly a game I would love to play at a Convention sometime.

Buy this game if you enjoy Victorian games, Castles & Crusades, or superhero games with a twist.

Tuesday, September 20, 2016

Review: Amazing Adventures Book of Powers

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

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

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

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

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

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

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

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

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

I highly recommend this.

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


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!