I have been terrible at posting in the Witches & Witchcraft Reading Challenge since June.
Well...no time like the present I guess.
Instead of doing everything I have read since July I'll focus on the "Spook Series" also known as the Wardstone Chronicles or The Last Apprentice books by Joseph Delaney. I reviewed the first book, The Last Apprentice, back in January.
Yes these are children's books or Young Adult. But my youngest son was reading them so I thought I would read along with him. Sometime around book four I passed him up.
I remember seeing the first book, The Last Apprentice, when it first came out. I flipped through it and got the idea then that Spooks were something like rangers, only focused on get rid of ghosts.
The inevitable comparison though is to Harry Potter. Like Harry, Tom Ward starts out as a young boy and grows into his destiny. Tom's backstory is not as tragic, but he has plenty of secrets about himself to learn. I will be honest. These books are not as good as Harry Potter, but that is hardly a slight. Hardly anything is as good as Harry Potter. But these books do have some charm and they are a really quick read. So here are my reviews, game information will follow.
The Spook's Curse (Published in the USA as The Last Apprentice: Curse of the Bane) - 2005
The second book in the series deals with the death of the Spook's brother and their journey to Priestown. Here Tom are the Spook reunited with Alice, but she is in the hands of the Quisitor. To make matters worse, the monster imprisoned in the catacombs under Priestown is waking up and exerting more control over the priests to turn them evil. The Spook, Tom and Alice have to work together to defeat the Bane.
What I liked the most about this one was the development of Alice as a character. You get the idea that she will be or already is a very powerful witch in her own right.
Number of Witches: Only 1 confirmed
The Spook's Secret (Published in the USA as The Last Apprentice: Night of the Soul Stealer) - 2006
Winter has come to the County and the Spook, Tom and Alice travel to the Spook's winter home. We learn a lot more about the Spook's background and he is not as "pure" as he claims to be. We learn he has kept his "wife" and her sister locked up in his cellar because they are Lamia Witches. We also meet Morgan, a failed apprentice Spook turned Necromancer and now an enemy of John Gregory the Spook.
This book sets up the formula that will appear in other books, Tom and Alice fighting multiple enemies at the same time. In this case Lamia Witches and Morgan/Golgoth. The tone in this book is also a bit darker than the first two. Tom's dad dies and Morgan keeps the soul imprisoned. Fairly dark. I liked that in his youth the Spook was not so principled.
Number of Witches: 3, plus 1 Necromancer
The Spook's Battle (Published in the USA as The Last Apprentice: Attack of the Fiend) - 2007
Ah, now we are getting into the meat of the series (so far). Tom's mother "Mam" (I'll admit, I hate that name. She really should have had a proper name) has gone home to Greece to fight the Dark there. But in the meantime Tom's brother Jack, with Jack's wife and daughter are all captured by Pendle Witches and his mother's trunks are taken. Alice goes ahead to Pendle, where she still has witch relatives of her own, to find out what is going on. When she does not return Tom and Spook go into the heart of town populate by three powerful clans of witches.
In addition to learning more about Tom's mother (she was likely a domestic Lamia witch) we learn more about Alice. She is the daughter of two witch clans for example and still has plenty of relatives left. We also meet one of the coolest characters in the series, Grimalkin the Witch-Assassin. But the Big Bad of the series is finally revealed; the Fiend or The actual honest to goodness Devil himself. And he wants Tom.
Number of Witches: 100s
The Spook's Mistake (Published in the USA as The Last Apprentice: Wrath of the Bloodeye) - 2008
Tom has entered next phase of his apprenticeship where he will go train with a different Spook for 6 months. This time with former apprentice Bill Arkwright. Here Tom learns more about Water Witches and learns more about the plans the Fiend has in store for him. He is afraid that Alice is getting closer and closer to the Dark. He also makes an unlikely ally in the form of Grimalkin. Here also Tom learns that Alice was not the daughter of two benign witches but the daughter of Bony Lizzy and the Fiend himself. The Spook wants to put her in a pit but Tom and Bill intervene. *Note to be fair we learn that Alice is Bony Lizzy's daughter in the "Seventh Son" Movie, I just thought at the time they were being lazy.
Number of Witches: half a dozen or so
The Spook's Sacrifice (Published in the USA as The Last Apprentice: Clash of the Demons) - 2009
Tom, Alice, his mother, Bill Arkwright and a reluctant Spook join forces with the Pendle Witches to travel to Greece to battle one of the Fiend's greatest allies, the Ordeen. We learn a lot more in this book. Tom's mother is not just a lamia witch, she is Lamia herself and all Lamia witches are her offspring. She has been fighting the Dark now for centuries. We meet some Greek Spooks who have different ways of fighting the Dark and Grimalkin continues to be a bad ass. Tom has to make a very choice between two equally bad options and ends up under the power of the Fiend. Alice then uses more Dark magic to keep him out.
Number of Witches: 100s
The Spook's Nightmare (Published in the USA as The Last Apprentice: Rise of the Huntress) - 2010
Tom, Alice and the Spook return home to find the County ravaged by war and the Spook's home destroyed. Tom and Alice have to step up and do more of the work as the Spook is in a funk. They end up on the Ilse of Mona where they encounter fear and resistance from the people. They also discover a shaman, a cache of black magic energy, a half-demon, a demonic monster and Alice's mother Bony Lizzy. One of the things I liked about this one was how witches become more powerful when they turn 40. As someone in my 40s I think that is a great idea! We are also introduced to a Bird Witch which can summon birds to do her bidding.
Number of Witches: 4 or 5
The Spook's Destiny (Published in the USA as The Last Apprentice: Rage of the Fallen) - 2011
"Never go to Ireland" is the warning given to Tom by the Morrigan. But Tom has no choice and he follows Alice and the Spook to Ireland where they have to deal with a group of "Goat Mages" attempting to summon the old god Pan. Here Tom spends a lot of time tied up, unconscious or away from the Spook. Alice is actually captured by the Fiend at one point and taken to Hell. Tom must battle The Morrigan and the twin sister of a witch he and Bill Arkwright once dealt with.
He meets the god Pan (who is not as bad as everyone makes him out to be) and he even has a chance to visit Cú Chulainn in a sidhe mound.
This one started out slow for me, but I was excited they were in Ireland. The meeting of Cú Chulainn was great and gaining the Sword of Destiny was cool too. But the best part was more interaction with Grimalkin. I won't spoil the end for you, but it is cool.
<spoiler>Tom defeats the Fiend and gets Alice back from hell.</spoiler>
It has been a fun series to say the least.
Need to pick up the last few books...for my son of course.
Books read: 25
Current Level: Crone, Read 16 – 20 Witchy Books
Thursday, November 19, 2015
Wednesday, November 18, 2015
Class Struggles: Mara Witch Tradition
Witch by ivangod |
The Mara Witch Tradition
The Mara is a witch tradition that is very, very old. They share more than just a little relationship with Night Hags, which some scholars believe may have been some of the first Mara Witches.
The Mara understand, maybe more so than most, the life is a constant struggle not against death, but towards it. This struggle of competing forces is what the Mara seek out. Life and Death in a constant struggle to the inevitable end.
Role: These witches most often serve gods or goddesses of Death, Transition, Change or even Destruction. There tend to be two basic archetypes of Mara detailed below, the chaotic Mara and the lawful Mara.
Joining this Tradition: To join this tradition the witch must realize that life if nothing but a transitory period between oblivions. Even if there is life after death in the form of reincarnation the witch is not aware of it on this plane now.So the witch chooses not to be apart of this charade anymore and embrace the death in all of us.
Leaving this Tradition: Typically the witch has such conviction that the only way out is her death.
Occult Powers: The occult powers of the Mara are derived by the struggle of life and death. There is magic in both life and in death. There is magic and power in the transition. While evil Mara are often accused (and rightly so) of killing newborn babies, good Mara also are there to wish children pleasant dreams and act as guardians.
Least, 1st Level: Familiar. The Mara witch gains a familiar. The familiar is often a floating skull, a ghost or some other omen of death made real (a banshee, a barghest, a black dog). The witch can communicate with this familiar regardless of the form it takes.
Lesser, 7th Level: Dream Invasion. Once per day, the Mara Witch can invade the dreams, the so-called deaths of every day, of others. She can use this invasion to gather information, learn about various targets or even drain the victim's on life force for herself. She can drain a total of 1 point of Constitution per night for three nights (3 points total). This draining she can add to her own pool of hitpoints. Each point of Constitution grants her 3 hp over and above what she normally has. After the third day, she forfeits her ill-gained health and her victim will recover at the rate of 1 con point per week.
Minor, 13th Level: Nightmare Shape. Once per day, the Mara witch can polymorph herself into any type of undead creature and back. The creature in question must be of comparable size. The witch gains the powers of the creature and retains her ability to cast spells, but she also suffers from that creature’s associated weaknesses. She retains her own hit points and level. If she is "turned" by a cleric then she is forced back into her "human" form and can not switch back till the next new moon.
Once the mara witch reaches this level, she gains the undead's intolerance of silver. Any silvered weapon will do an additional 1d6 points of damage to the witch if touched, similar in the way Holy Water damages undead. Unless a weapon is specifically listed as being silvered iron, then assume it is not. The witch is vulnerable to silver in any form she takes.
Greater, 19th Level: Witch’s Curse. The witch can place a powerful Curse on one creature once per day. The curse can be of any sort, but will usually bestow a -4 to all to hit rolls and -2 to any saving throw rolls. Witch curses are quite powerful and require the use of two (2) remove curse spells to be fully removed.
Major, 25th Level: Dead Zone Mind. The mara witch has become so accustomed to turning into a nearly undead creature and moving closer and closer to death herself that her mind is no longer that of a living breathing person. She becomes immune to charm and hold spells. Her mind can't not be probed or read via telepathy, ESP or similar powers.
Superior, 31th Level: Kiss of Death. The witch gains a Kiss of Death. When the witch wishes, she
can give a target a Kiss of Death. If the person has 9 or fewer hit die he dies, if he is over 9 hit die he must save vs. death or die. This may not be used in battle, only in a non-combat situations.
Special Benefits and Restrictions: Mara witches can use spells normally reserved for necromancers. They are though barred from using any spell that could return a person back to life such as Raise Dead, Resurrection or Reincarnate.
Equipment: Nothing special.
Preferred/Barred Covens: Typically evil covens. There are usually a Night Hag or two present in their covens as well.
Relationship to the Patron: For chaotic Mara the Patron is usually the Bringer of Death. This is usually a bloodthirsty god or goddess that revels in death and destruction. Lawful Mara have a Patron that is the Protector or Steward of the Dead.
The greatest Patron of the Mara is an ancient Hag named Marzanna (in Polish), Morė (in Lithuanian), Morana (in Czech and Slovene), or Morena (in Slovak and Russian). She is an ancient creature associated with Winter and Death, but also the rebirth of the seasons. Other Mara patrons include Hecate, Lilith, and Wee Jas. The Aztec Goddess of vice, Tlazolteol, also has many Mara followers.
Source/Views of Magic: Magic comes from the struggle of Life against Death. People live and they die and this creates powerful magic in the world. While the chaotic Mara might focus on just the death magic, the lawful Mara also know there is magic in life and in the celebration of life. Especially the celebration of life in the face of certain death.
Archetypes: There are two basic archetypes of Mara. The "evil" Chaotic Mara. These witches revel in death and destruction. The more death they are around, whether they cause it or not, grants them power. The Lawful Mara could be considered "good", but in truth they also see the need for death. Everything must die to allow new things to live and grow which in turn must die. Neutral Mara, generally speaking, do not exist as there is no middle ground between life and death.
The Mara for Other Witches
For Adventurer Conquer King's Player Companion from +Alexander Macris and +Tavis Allison the witch is limited to 14th level. The 6 occult powers can be spread out over these levels. I would remove the Witch's Curse and then evenly spread out the remaining five.
Similar plan for +Jeff Talanian's Astonishing Swordsmen & Sorcerers of Hyperborea's witch. Though in this case I would also remove the option for "Lawful" Mara. Mara in this world setting are nothing but evil.
For +Joseph Bloch's Adventures Dark & Deep, The Witch the BEST thing is adding spells from his Necromancer class. Spread out the powers, replacing the ones listed for the Witch.
+Jonathan Becker's Complete B/X Adventurer also has a witch class. His witch lacks outright powers, but has plenty of spells. So if you want to convert ANY of my witches to one of his make the Occult Powers into Witch Spells only that kind of witch can use. Here is a quick anf dirty guide.
Basic Witch Occult Power | B/X Witch Spell Level |
---|---|
Least, 1st Level | 1st level Witch Spell, 1st level witch |
Lesser, 7th Level | 3rd level Witch Spell, 6th level witch |
Minor, 13th Level | 5th level Witch Spell, 12th level witch |
Greater, 19th Level | 7th level Witch Spell, 21st level witch |
Major, 25th Level | 8th level Witch Spell, 25th level witch |
Superior, 31th Level | 9th level Witch Spell, 30th level witch |
For his 10th level spells you would have to come up with something appropriately cool.
Heck I might grab his 10th level spells for my own witch games!
Becker also spends some time with a Holmes-style witch, but I am not sure these sorts of powers would work for that.
So now regardless of what OSR Witch you use noe you can unleash the Mara on your players!
Tuesday, November 17, 2015
Wee Jas
Wee Jas, The Suel Goddess of Magic, Death, Law and...a bunch of stuff really.
Been thinking a lot about Wee Jas lately.
Ever since I first "discovered" her in the pages of Dragon magazine #88 I was enthralled with her.
She first appeared (I learned almost right after) in the World of Greyhawk boxed set. All we knew about her then was she was a greater Suel goddess of magic and death.
Lenard Lakofka's article though gave us the most detail really. That is where the picture on the right is from.
What do we learn about her? Well at this point she is still a greater goddess of magic and death. She knows every magic-user spell and all other spells to 5th level (why only 5th??). She can cast up to 9 spell levels worth of spells each round; so 1 9th level spell or 9 1st level or any combination. She has 90% magic resistance and a globe of invulnerability that floats around her.
She is attractive (Charisma 20) and always appears so.
If she is anything she is very lawful. To the point where good and evil are mostly meaningless to her just as long as you are not chaotic. In fact she pretty much hates anything chaotic except for the chaotic neutral god Norebo; who is her brother (or half-brother) and occasional lover. Gods. Go figure.
In the letters section in a couple Dragons later it is mentioned that Norebo's entry mentions Wee Jas, but Wee Jas' doesn't. The editors reply that it is because Wee Jas is loathe to admit it and Norebo could also be bragging.
By this point, this was all I knew about her. She was not yet known as "The Witch Goddess" but that is what I used her for. Besides, take a look at her name.
Wee (We) and Jas (Ja), we ja or "we ya". Or to spell it differently Ouija. Her name certainly comes from Oui Ja, the French and German words for "Yes" and the basis of the name of the Ouija board. Plus magic and death. Seems a dead give away.
After this Wee Jas' story gets weirder. She is demoted, promoted, gains and loses domains. Gets more evil, less evil. Picks up the title of Witch Queen somewhere along the way as well. Canonfire, the great Greyhawk website, has spilled a lot of bits and bytes on this.
The Wee Jas Resurrected article is insteresting because it attempts to bring in a lot of these inconsistences and bring together to a complete and understandable whole. For me the the bits on the rivalry of Wee Jas and Iggwilv were very interesting as well as making her one of the Suel gods/goddesses of Sex. Totally make sense really. She even gains a "reformed" succubus, Zem'Jil, as a servant.
In truth the model for Wee Jas from our own world is Hecate, the Goddess of Magic, Witches, Ghosts, Necromancy and the Crossroads. It is said that Wee Jas gaurds the doorways to the dead and the same is true for Hecate. In fact I have used them rather interchangeblly for years.
I think for my own version of Wee Jas, I would start with the Dragon 88 version, add a little bit of what we saw in D&D 3.x, and then change her "Death" portfolio to "Spirits". She can summon undead, and her priests may do so as well, but no raise dead spells. I rather liked the Raven Queen from D&D4, so pass of Wee Jas' control of Death (save for spirits) to the Raven Queen. Since the Raven Queen is described as a young or new Godess, it could even be that she is the daughter of Wee Jas. Have to investigate this line further.
I would also change her Globe of Invulnerability into a ruby skull that floats and protectors her. Maybe a former lover. Keep Zem'Jil because that is just cool to have a succubus ally. Give Zem'Jil some levels in witch too, since Wee Jas would be her patron.
Certainly would have to have her in my War of the Witch Queens adventure.
Could she be more 80s chic? |
Been thinking a lot about Wee Jas lately.
Ever since I first "discovered" her in the pages of Dragon magazine #88 I was enthralled with her.
She first appeared (I learned almost right after) in the World of Greyhawk boxed set. All we knew about her then was she was a greater Suel goddess of magic and death.
Lenard Lakofka's article though gave us the most detail really. That is where the picture on the right is from.
What do we learn about her? Well at this point she is still a greater goddess of magic and death. She knows every magic-user spell and all other spells to 5th level (why only 5th??). She can cast up to 9 spell levels worth of spells each round; so 1 9th level spell or 9 1st level or any combination. She has 90% magic resistance and a globe of invulnerability that floats around her.
She is attractive (Charisma 20) and always appears so.
If she is anything she is very lawful. To the point where good and evil are mostly meaningless to her just as long as you are not chaotic. In fact she pretty much hates anything chaotic except for the chaotic neutral god Norebo; who is her brother (or half-brother) and occasional lover. Gods. Go figure.
In the letters section in a couple Dragons later it is mentioned that Norebo's entry mentions Wee Jas, but Wee Jas' doesn't. The editors reply that it is because Wee Jas is loathe to admit it and Norebo could also be bragging.
By this point, this was all I knew about her. She was not yet known as "The Witch Goddess" but that is what I used her for. Besides, take a look at her name.
Wee (We) and Jas (Ja), we ja or "we ya". Or to spell it differently Ouija. Her name certainly comes from Oui Ja, the French and German words for "Yes" and the basis of the name of the Ouija board. Plus magic and death. Seems a dead give away.
After this Wee Jas' story gets weirder. She is demoted, promoted, gains and loses domains. Gets more evil, less evil. Picks up the title of Witch Queen somewhere along the way as well. Canonfire, the great Greyhawk website, has spilled a lot of bits and bytes on this.
The Wee Jas Resurrected article is insteresting because it attempts to bring in a lot of these inconsistences and bring together to a complete and understandable whole. For me the the bits on the rivalry of Wee Jas and Iggwilv were very interesting as well as making her one of the Suel gods/goddesses of Sex. Totally make sense really. She even gains a "reformed" succubus, Zem'Jil, as a servant.
In truth the model for Wee Jas from our own world is Hecate, the Goddess of Magic, Witches, Ghosts, Necromancy and the Crossroads. It is said that Wee Jas gaurds the doorways to the dead and the same is true for Hecate. In fact I have used them rather interchangeblly for years.
I think for my own version of Wee Jas, I would start with the Dragon 88 version, add a little bit of what we saw in D&D 3.x, and then change her "Death" portfolio to "Spirits". She can summon undead, and her priests may do so as well, but no raise dead spells. I rather liked the Raven Queen from D&D4, so pass of Wee Jas' control of Death (save for spirits) to the Raven Queen. Since the Raven Queen is described as a young or new Godess, it could even be that she is the daughter of Wee Jas. Have to investigate this line further.
I would also change her Globe of Invulnerability into a ruby skull that floats and protectors her. Maybe a former lover. Keep Zem'Jil because that is just cool to have a succubus ally. Give Zem'Jil some levels in witch too, since Wee Jas would be her patron.
Certainly would have to have her in my War of the Witch Queens adventure.
Monday, November 16, 2015
Kid's Games
I totally missed Friday Night Videos the other night. Sorry. Insane day at work. I didn't even know about Paris till I got home Friday night.
OneBookshelf is running their annual "Teach your Kids to Game Week" with lots of sales on introductory material for kids.
While I totally applaud such efforts, I think back to how I learned and how I taught my own kids and we all started with D&D.
In fact my oldest son has been playing for close to 11 years now. He is still playing his first character in our Dragonslayers game. We began the game in early 2005 with "The Cave of the Stinky Goblin" and now have a host of epic-level bad asses.
This weekend we even took some time to play the children of the Dragonslayers, the Order of the Platinum Dragon in the next part of the Slaver's series. The big "reveal" is coming soon and I can't wait to spring it on my players.
OneBookshelf is running their annual "Teach your Kids to Game Week" with lots of sales on introductory material for kids.
While I totally applaud such efforts, I think back to how I learned and how I taught my own kids and we all started with D&D.
In fact my oldest son has been playing for close to 11 years now. He is still playing his first character in our Dragonslayers game. We began the game in early 2005 with "The Cave of the Stinky Goblin" and now have a host of epic-level bad asses.
This weekend we even took some time to play the children of the Dragonslayers, the Order of the Platinum Dragon in the next part of the Slaver's series. The big "reveal" is coming soon and I can't wait to spring it on my players.
Saturday, November 14, 2015
Zatannurday: Featuring the Enchantress
The December 2015 issue of Empire is coming out and the covers feature characters from the upcoming Suicide Squad movie, including Carla Delevingne as the Enchantress.
Enchantress, aka June Moone, is also one of the magical using types in Justice League Dark. From the brief interviews it sounds like we are going to see a bit of June before she becomes (or is taken over by) the Enchantress.
Let's not forget that Marvel also has an Enchantress. She likes wearing green too.
https://en.wikipedia.org/wiki/Enchantress_(DC_Comics)
http://dc.wikia.com/wiki/Enchantress
Friday, November 13, 2015
Kickstart Your Weekend: Bring Back MST3K
Not a gaming Kickstarter...unless you happen to be me.
I have said it before. My Appendix N is full of cheesy sci-fi, horror and fantasy movies. The only people that loved these movies more than me were the Best Brain behind Mystery Science Theatre 3000. In the 90s, this was my show. The one I tapped and never missed. Still have 18 or so 6-hour tapes full of episodes. To bad I have no idea where a work VCR is.
But no fear because MST3k is coming back through the magic of Kickstarter and fans like us.
Bring Back MYSTERY SCIENCE THEATER 3000
https://www.kickstarter.com/projects/mst3k/bringbackmst3k/
In truth they don't need my help to publicize this, but they are getting it anyway.
Heck they made $1 Million in their first 24 hours.
Really looking forward to this one!
I have said it before. My Appendix N is full of cheesy sci-fi, horror and fantasy movies. The only people that loved these movies more than me were the Best Brain behind Mystery Science Theatre 3000. In the 90s, this was my show. The one I tapped and never missed. Still have 18 or so 6-hour tapes full of episodes. To bad I have no idea where a work VCR is.
But no fear because MST3k is coming back through the magic of Kickstarter and fans like us.
Bring Back MYSTERY SCIENCE THEATER 3000
https://www.kickstarter.com/projects/mst3k/bringbackmst3k/
In truth they don't need my help to publicize this, but they are getting it anyway.
Heck they made $1 Million in their first 24 hours.
Really looking forward to this one!
Thursday, November 12, 2015
Blustery Day
So no post today. I have been writing my posts at night or very early in the morning to post later in day lately. Last night I could not work on anything because I was too busy working on the Chili for my work's annual Chili Cookoff.
I do a different recipe every year. This year I went with one my son and I called "The Mississippi Queen".
Well it paid off. I got 1st Place!
My winning ingredients? Bacon grease (not so secret) and Ghost Peppers fresh from the garden.
Regular blogging tomorrow.
I do a different recipe every year. This year I went with one my son and I called "The Mississippi Queen".
Well it paid off. I got 1st Place!
My winning ingredients? Bacon grease (not so secret) and Ghost Peppers fresh from the garden.
Regular blogging tomorrow.
Wednesday, November 11, 2015
Class Struggles: Psionics, Part 2
Last week I went over the various Psionic systems that have appeared in print or digital for the D&D game. This week I want to look at the classes.
One thing that you first discover that psionics were always something that was added on to the game later. Often there are powers, but no classes to speak of really. This is certainly true for AD&D1st ed and OD&D. Interestingly enough (compared to my discussion last week) that in Eldritch Wizardry it is stated rather plainly that Monks (and Druids) can not be psychic.
1991 was a good year for psionics. We saw the release of the official Complete Psionics Handbook from TSR for 2nd ed and the unofficial Psionics from Mayfair Games Role Aids line.
Both books changed psionics from it's added on system and made something that seemed to fit into the game a little better. They sacrificed a little of what made the psionics system so alien and different for playability.
The Complete Psionics Handbook introduces the Psionist class. This class has access to all the powers in the book. Psionic powers are divided into six groups with major powers, called sciences, and minor powers, called devotions. Just like AD&D1, but now they are sorted and there are more powers. The attack and defense powers, for example, are now part of Telepathy. The system works well and while the psionists has less overall powers than say a wizard has spells the psionist is not limited to how many times they can use their powers, save by PSPs.
Mayfair's Psionics takes a slightly different approach. In this there is a Psionist class with five different traditions or schools of psionics, Sonimancers, Telepaths, Telekineticists, Pyromancers, and Empaths. So...every Stephen King psychic ever. The psionist usually stays in that tradition. Powers are categorized by school and then divided by power level, similar to spell level. There are six levels of powers. Largely it plays the same as the TSR book, but this one feels more like a spell system. Getting these two books to work together would be a feat to be honest. There are so many differences between the levels of the powers, the assumptions of the psionist class and even the PSP vs MP power point costs. Best to choose one system and adapt the other as needed.
I want to give brief mention to the Deryni in Mayfair's Witch book. While presented as a witch class the are obviously better suited for Psionic use. Converting them to Mayfair's psionic system would be easier than converting TSR Psionic to Mayfair's.
3e and the OGL comes around and we get a ton of new psionics options including three new classes (and a spell like system). This in turn gives birth to Pathfinder and the OSR. One of the first 3rd party books to support psionics was The Quintessential Psychic Warrior from Mongoose. But like most of Mongoose's products from this time it's not very good.
Pretty much everything for 3.x era psionics can be found in the d20 SRD. Pathfinder, as a system, had not used psionics or psychic powers till this year with the release of the Occult Adventures book. I am still going throuhg my copy from Gen Con. Other companies though built off of the SRD and came up with their own books.
Ultimate Psionics is by far the largest at 450+ pages. This takes the three basic psionic classes from the SRD and expands it to 10 (7 new). Not to mention pages and pages of powers. I am hard pressed to think of a more complete book.
But sometimes you don't want a 500 page tome. Sometimes you just want a couple of pages. Well if the OSR is about nothing else it is about "less is more". These books are designed for your old school games and are much smaller.
If you are playing Castles & Crusades then the Mentalist class from Amazing Adventures! would port over with hardly an issue at all. In fact I have done it before and it works so good that Troll Lords should really consider doing it offically.
White Box Options: Psychic Talents [Swords & Wizardry]
At 10 pages this book really exemplifies what people love about S&W. Quick and easy rules that slot in nicely with the game they are playing. This is more of a psychic wild talent add on. Feels similar to the wild talent powers in AD&D1 or even OD&D. Random table of powers and descriptions of all the powers. Not a bad deal for just under 2 bucks.
Old-School Psionics
Designed to be a new psionics system for OSRIC this book introduces the Mentalist class. Powers are divided out among disciplines going to 7th level. Powers are treated mostly like spells, but that works well for adding into OSRIC. Also some psionic monsters are detailed including my favorite (and worth the price of the book) the Doppleganger as a proper psionic monster. 22 pages including cover and OGL. Very nicely done.
OSRIC Psionic Combat
This book has a lot of charm. A quick look at the author, artist and contributors leads me to believe this was something a whole family put together and then played. I can relate and honestly the book gets an extra star just for that. The books covers a very simple psionic combat system and a psionist class. Nothing more really. But that is all it set out to do, so great. I might not play as written, but the detail here is great and would convert nicely to any of the other systems I have used.
Crypts & Creatures Psionics Handbook
At 12 pages for 50 cents this looks like a deal. But what we have here is a stripped down version of the psionic classes from the d20 SRD for the OSR crowd. I would have liked to see some more to be honest. There are classes and powers listed, but not really detailed. Now for someone this will be just perfect, but most people I think will want some more.
Psionics
This book is designed for the White Star game.Though it can be ported over to Swords & Wizardry with no issues. The psionist is introduced and powers are detailed. The psionist chooses a focus power area and sticks with that in the game. A nice, simple system with some useful powers. 11 pages with cover and OGL.
There is a psionic system in Realms of Crawling Chaos as well, but I well detail that one on a later date.
And of course the Basic Psionics Handbook.
So if you love psionics and psionic classes there are plenty of choices out there.
One thing that you first discover that psionics were always something that was added on to the game later. Often there are powers, but no classes to speak of really. This is certainly true for AD&D1st ed and OD&D. Interestingly enough (compared to my discussion last week) that in Eldritch Wizardry it is stated rather plainly that Monks (and Druids) can not be psychic.
1991 was a good year for psionics. We saw the release of the official Complete Psionics Handbook from TSR for 2nd ed and the unofficial Psionics from Mayfair Games Role Aids line.
Both books changed psionics from it's added on system and made something that seemed to fit into the game a little better. They sacrificed a little of what made the psionics system so alien and different for playability.
The Complete Psionics Handbook introduces the Psionist class. This class has access to all the powers in the book. Psionic powers are divided into six groups with major powers, called sciences, and minor powers, called devotions. Just like AD&D1, but now they are sorted and there are more powers. The attack and defense powers, for example, are now part of Telepathy. The system works well and while the psionists has less overall powers than say a wizard has spells the psionist is not limited to how many times they can use their powers, save by PSPs.
Mayfair's Psionics takes a slightly different approach. In this there is a Psionist class with five different traditions or schools of psionics, Sonimancers, Telepaths, Telekineticists, Pyromancers, and Empaths. So...every Stephen King psychic ever. The psionist usually stays in that tradition. Powers are categorized by school and then divided by power level, similar to spell level. There are six levels of powers. Largely it plays the same as the TSR book, but this one feels more like a spell system. Getting these two books to work together would be a feat to be honest. There are so many differences between the levels of the powers, the assumptions of the psionist class and even the PSP vs MP power point costs. Best to choose one system and adapt the other as needed.
I want to give brief mention to the Deryni in Mayfair's Witch book. While presented as a witch class the are obviously better suited for Psionic use. Converting them to Mayfair's psionic system would be easier than converting TSR Psionic to Mayfair's.
3e and the OGL comes around and we get a ton of new psionics options including three new classes (and a spell like system). This in turn gives birth to Pathfinder and the OSR. One of the first 3rd party books to support psionics was The Quintessential Psychic Warrior from Mongoose. But like most of Mongoose's products from this time it's not very good.
Pretty much everything for 3.x era psionics can be found in the d20 SRD. Pathfinder, as a system, had not used psionics or psychic powers till this year with the release of the Occult Adventures book. I am still going throuhg my copy from Gen Con. Other companies though built off of the SRD and came up with their own books.
Ultimate Psionics is by far the largest at 450+ pages. This takes the three basic psionic classes from the SRD and expands it to 10 (7 new). Not to mention pages and pages of powers. I am hard pressed to think of a more complete book.
But sometimes you don't want a 500 page tome. Sometimes you just want a couple of pages. Well if the OSR is about nothing else it is about "less is more". These books are designed for your old school games and are much smaller.
If you are playing Castles & Crusades then the Mentalist class from Amazing Adventures! would port over with hardly an issue at all. In fact I have done it before and it works so good that Troll Lords should really consider doing it offically.
White Box Options: Psychic Talents [Swords & Wizardry]
At 10 pages this book really exemplifies what people love about S&W. Quick and easy rules that slot in nicely with the game they are playing. This is more of a psychic wild talent add on. Feels similar to the wild talent powers in AD&D1 or even OD&D. Random table of powers and descriptions of all the powers. Not a bad deal for just under 2 bucks.
Old-School Psionics
Designed to be a new psionics system for OSRIC this book introduces the Mentalist class. Powers are divided out among disciplines going to 7th level. Powers are treated mostly like spells, but that works well for adding into OSRIC. Also some psionic monsters are detailed including my favorite (and worth the price of the book) the Doppleganger as a proper psionic monster. 22 pages including cover and OGL. Very nicely done.
OSRIC Psionic Combat
This book has a lot of charm. A quick look at the author, artist and contributors leads me to believe this was something a whole family put together and then played. I can relate and honestly the book gets an extra star just for that. The books covers a very simple psionic combat system and a psionist class. Nothing more really. But that is all it set out to do, so great. I might not play as written, but the detail here is great and would convert nicely to any of the other systems I have used.
Crypts & Creatures Psionics Handbook
At 12 pages for 50 cents this looks like a deal. But what we have here is a stripped down version of the psionic classes from the d20 SRD for the OSR crowd. I would have liked to see some more to be honest. There are classes and powers listed, but not really detailed. Now for someone this will be just perfect, but most people I think will want some more.
Psionics
This book is designed for the White Star game.Though it can be ported over to Swords & Wizardry with no issues. The psionist is introduced and powers are detailed. The psionist chooses a focus power area and sticks with that in the game. A nice, simple system with some useful powers. 11 pages with cover and OGL.
There is a psionic system in Realms of Crawling Chaos as well, but I well detail that one on a later date.
And of course the Basic Psionics Handbook.
So if you love psionics and psionic classes there are plenty of choices out there.
Tuesday, November 10, 2015
Oh! What a Lovely War
Picked up a new book from Troll Lords over the weekend to add to my Castles & Crusades collections. The Book of Familiars is a great book and one I have reviewed in the past.
Makes me wish I had a regular C&C game going. I added it to a bunch of my other "witch" themed books.
Collecting all my books, games and adventures for the War of the Witch Queens and I am working out a time and a place to set it. With the release of Dark Albion it occurs to me again that Medieval England would be the best place to start. I was digging through some of the material I had written for the WitchCraft RPG many years ago under the project title "WitchCraft: The Burning Times" and found just a treasure trove of notes and ideas. But mostly it was essential in putting down a good time for all this.
I am going to opt for the early 17th Century. While I certainly would have loved to have had Queen Elizabeth in the mix, King James is a better choice.
King James, 1567 - 1625
Gunpowder Plot, 1605
Death of John Dee, 1608 (though I could also stick in Ella Dee)
Pendle witches, 1612
and for reference, Salem, MA Witch Trails, 1693
Though with the inclusion of Baba Yaga and Lamia (Keats and Waterhouse can't be wrong) I will have to expand it to the rest of the world.
It is looking more and more like I am going to have to go with Castles & Crusades for War of the Witch Queens and not Astonishing Swordsmen & Sorcerers of Hyperborea like I originally wanted.
Makes me wish I had a regular C&C game going. I added it to a bunch of my other "witch" themed books.
Collecting all my books, games and adventures for the War of the Witch Queens and I am working out a time and a place to set it. With the release of Dark Albion it occurs to me again that Medieval England would be the best place to start. I was digging through some of the material I had written for the WitchCraft RPG many years ago under the project title "WitchCraft: The Burning Times" and found just a treasure trove of notes and ideas. But mostly it was essential in putting down a good time for all this.
I am going to opt for the early 17th Century. While I certainly would have loved to have had Queen Elizabeth in the mix, King James is a better choice.
King James, 1567 - 1625
Gunpowder Plot, 1605
Death of John Dee, 1608 (though I could also stick in Ella Dee)
Pendle witches, 1612
and for reference, Salem, MA Witch Trails, 1693
Though with the inclusion of Baba Yaga and Lamia (Keats and Waterhouse can't be wrong) I will have to expand it to the rest of the world.
It is looking more and more like I am going to have to go with Castles & Crusades for War of the Witch Queens and not Astonishing Swordsmen & Sorcerers of Hyperborea like I originally wanted.
Monday, November 9, 2015
Attack on the Slave Lords!
While searching for a ship that will take them home the Order of the Platinum Dragon discovers that there has been an increase in the slaving activity to the north. They decided to put a stop to it.
The first half of A1 went very well. The characters discovered a lone cart from a caravan with slaves. A few well-placed sleep spells and a few more well-placed arrows and the slavers were dealt with and the slaves freed. An illusion later the party, with a couple of freed slaves looking for revenge manage to get into the north entrance. So now they have an orc helping them.
Things went rather well so far. The cleaned up much of the upper temple and have now dealt with the apis and the giant ants.
I did replace the orcs and half-orcs with gnolls and gnoles, respectively from the Hercynian Grimoire #1. Replacing Gruumsh with Yeenoghu was an easy swap. It also allowed me to play up the whole "demon" aspect since Gruumsh is considered a god and not a demon.
The high priestess in the chapel on the first level was also turned into a were-hyena witch.
Can't wait to see what the next session brings me!
The first half of A1 went very well. The characters discovered a lone cart from a caravan with slaves. A few well-placed sleep spells and a few more well-placed arrows and the slavers were dealt with and the slaves freed. An illusion later the party, with a couple of freed slaves looking for revenge manage to get into the north entrance. So now they have an orc helping them.
Things went rather well so far. The cleaned up much of the upper temple and have now dealt with the apis and the giant ants.
I did replace the orcs and half-orcs with gnolls and gnoles, respectively from the Hercynian Grimoire #1. Replacing Gruumsh with Yeenoghu was an easy swap. It also allowed me to play up the whole "demon" aspect since Gruumsh is considered a god and not a demon.
The high priestess in the chapel on the first level was also turned into a were-hyena witch.
Can't wait to see what the next session brings me!
Friday, November 6, 2015
Friday Night Videos: Guest VJ Jason Vey
Tonight we have a special guest VJ Jason Vey!
He is here to share songs that influenced him or motivated him while working on Brimstone & The Borderhounds RPG.
Jason and I have known each other for years. We worked on Buffy together, playtested each other games and respected each other enough to say when a bit of game design was total shit.
I was a playtester on this in the early days but I really can't say anything about it other than I am REALLY excited it is coming out. So without further rambling on from me, here is Jason.
--
Greetings, night stalkers, vampires and Weepers! I’m definitely NOT Kasey Kasem. I’m Jason Vey(sem) and I’ll be your guest veejay for this week’s edition of Friday Night Videos on the Other Side.
Tonight I’m going to talk about the music of Brimstone and the Borderhounds – my RPG that’s currently in Kickstarter through Troll Lord Games. I’d like to share a few little ditties that are inspirational or otherwise appropriate to this particular game which falls solidly in the urban fantasy genre. But before we do that, here’s a quick primer from the Kickstarter itself:
Forget everything you know about the afterlife. Good guys don’t always go to Heaven and bad guys don’t always end up in Hell. The multiverse is one giant amalgam of giant corporations that humans know as afterlives. Heaven. Hell. Valhalla. The Happy Hunting Grounds. Some might look prettier than others, but in the end they’re all at war for the greatest commodity in the multiverse…Human souls.
It doesn’t matter much where you end up when you die; your lot in life is one of slave labor in one of these afterlives, doing whatever you might have done best (or didn’t know you were best at) in life. That could be constructing buildings or architecture. It could also be mopping up in a strip club. In Hell these human souls are called Weepers. Some win their freedom and earn a meager living in the dregs of society. Others try to escape, either to join terrorist groups known as Kittens, or to get out to another afterlife or even back to Earth. When that happens, crack teams of bounty hunters called Borderhounds are sent out to the Wastelands to bring them back in. The best of these teams is known as XiBalba and is led by Brimstone, the half-demon son of Hell’s Grand Architect.
Using the acclaimed and easy-to-learn SIEGE engine mechanic, the Brimstone and the Borderhounds RPG lets you play as Brimstone and his allies, as a new team of Borderhounds hunting down escaped Weepers and battling corporate espionage from other afterlives (or engaging in a little of your own), or play as a psychic, mystic, occult investigator or Earth-bound hero, battling supernatural incursions from the other worlds as our planet becomes a battleground in the greatest corporate war the multiverse has ever seen. Wield Helltech weapons, call upon Forza Infernis (the powers of Hell) or draw forth alien magic and psychic energies. The sky (or the Pit, as it may be) is the limit when you play in the world of Brimstone and the Borderhounds!
So there you have it, kids. Brimstone and the Borderhounds is an urban fantasy game using the same rules that power Castles & Crusades and Amazing Adventures. If Buffy-meets-Cyberpunk-in-Hell sounds cool, then B&B is just for you!
Now let’s take a look these happy little numbers that were inspirational or are otherwise appropriate for this game.
1. The Number of the Beast - Iron Maiden
A classic of heavy metal by one of the most important bands in the genre, this nightmarish story about a guy hunted through the woods by the devil himself is uniquely suited to a game about, well, souls escaping from Hell!
2. The Road to Hell - Bruce Dickinson
This may be cheating, since it’s by the lead singer of Iron Maiden and sounds a bit Maiden-ish, but it’s a relentless, driving tune that’s perfect background music for chasing down those Weepers or battling incursions from the other Afterlife Realms!
3. Seasons in the Abyss - Slayer
Sensing a theme, here? What did you expect? It’s a game set in or revolving around the theme of HELL! This is a classic of dark thrash metal from 1990. Its minor key and chilling, dark vocals are a great mood setter for a campaign revolving around those first discovering how the multiverse works.
4. All Nightmare Long - Metallica
Kind of a new record, and sure, Metallica has probably had better tunes, but this one is a worthy entry into their oeuvre. The video is as chilling as the lyrics and like Road to Hell, it’s relentless and driving and would be great for that climactic battle against whatever enemy your GM cooks up.
5. Faster - Within Temptation
Led by singer Sharon den Adel, Dutch metal masters Within Temptation are one of the more underrated symphonic rock bands out there today. This song is actually a single from their album The Unforgiving, which would completely unto itself act as a great soundtrack for a B&B campaign. It’s also tied to a comic book limited series, which you should totally check out as it dovetails neatly with the themes in Borderhounds.
6. Welcome to my Nightmare - Alice Cooper
Seriously, need you ask? What game about hell and monsters is complete without a song about the gradual degradation of sanity and the horrors of the madhouse? Nobody has ever captured the mood of horror and nightmares in music like Alice Cooper, and likely no one ever will. Here’s a creepy live clip of that one.
7. Holy Wars - The Punishment Due – Megadeth
The connections here are several. Thematically, this is about terrorism in the Middle East…and the Marvel Comics’ character The Punisher. Strange pairing, but there it is. The idea of “holy wars,” however, is a great fit for a game about corporate espionage between Heaven and Hell, and the driving, never-quit force of it is another excellent soundtrack for action and adventure, while the comic connections are obvious.
There you have it: seven songs to get you in the mood for Brimstone and the Borderhounds, Kickstarting now! Check it out—back if you like, and spread the word!
https://www.kickstarter.com/projects/676918054/brimstone-and-the-borderhounds-rpg
He is here to share songs that influenced him or motivated him while working on Brimstone & The Borderhounds RPG.
Jason and I have known each other for years. We worked on Buffy together, playtested each other games and respected each other enough to say when a bit of game design was total shit.
I was a playtester on this in the early days but I really can't say anything about it other than I am REALLY excited it is coming out. So without further rambling on from me, here is Jason.
--
Greetings, night stalkers, vampires and Weepers! I’m definitely NOT Kasey Kasem. I’m Jason Vey(sem) and I’ll be your guest veejay for this week’s edition of Friday Night Videos on the Other Side.
Tonight I’m going to talk about the music of Brimstone and the Borderhounds – my RPG that’s currently in Kickstarter through Troll Lord Games. I’d like to share a few little ditties that are inspirational or otherwise appropriate to this particular game which falls solidly in the urban fantasy genre. But before we do that, here’s a quick primer from the Kickstarter itself:
Forget everything you know about the afterlife. Good guys don’t always go to Heaven and bad guys don’t always end up in Hell. The multiverse is one giant amalgam of giant corporations that humans know as afterlives. Heaven. Hell. Valhalla. The Happy Hunting Grounds. Some might look prettier than others, but in the end they’re all at war for the greatest commodity in the multiverse…Human souls.
It doesn’t matter much where you end up when you die; your lot in life is one of slave labor in one of these afterlives, doing whatever you might have done best (or didn’t know you were best at) in life. That could be constructing buildings or architecture. It could also be mopping up in a strip club. In Hell these human souls are called Weepers. Some win their freedom and earn a meager living in the dregs of society. Others try to escape, either to join terrorist groups known as Kittens, or to get out to another afterlife or even back to Earth. When that happens, crack teams of bounty hunters called Borderhounds are sent out to the Wastelands to bring them back in. The best of these teams is known as XiBalba and is led by Brimstone, the half-demon son of Hell’s Grand Architect.
Using the acclaimed and easy-to-learn SIEGE engine mechanic, the Brimstone and the Borderhounds RPG lets you play as Brimstone and his allies, as a new team of Borderhounds hunting down escaped Weepers and battling corporate espionage from other afterlives (or engaging in a little of your own), or play as a psychic, mystic, occult investigator or Earth-bound hero, battling supernatural incursions from the other worlds as our planet becomes a battleground in the greatest corporate war the multiverse has ever seen. Wield Helltech weapons, call upon Forza Infernis (the powers of Hell) or draw forth alien magic and psychic energies. The sky (or the Pit, as it may be) is the limit when you play in the world of Brimstone and the Borderhounds!
So there you have it, kids. Brimstone and the Borderhounds is an urban fantasy game using the same rules that power Castles & Crusades and Amazing Adventures. If Buffy-meets-Cyberpunk-in-Hell sounds cool, then B&B is just for you!
Now let’s take a look these happy little numbers that were inspirational or are otherwise appropriate for this game.
1. The Number of the Beast - Iron Maiden
A classic of heavy metal by one of the most important bands in the genre, this nightmarish story about a guy hunted through the woods by the devil himself is uniquely suited to a game about, well, souls escaping from Hell!
2. The Road to Hell - Bruce Dickinson
This may be cheating, since it’s by the lead singer of Iron Maiden and sounds a bit Maiden-ish, but it’s a relentless, driving tune that’s perfect background music for chasing down those Weepers or battling incursions from the other Afterlife Realms!
3. Seasons in the Abyss - Slayer
Sensing a theme, here? What did you expect? It’s a game set in or revolving around the theme of HELL! This is a classic of dark thrash metal from 1990. Its minor key and chilling, dark vocals are a great mood setter for a campaign revolving around those first discovering how the multiverse works.
4. All Nightmare Long - Metallica
Kind of a new record, and sure, Metallica has probably had better tunes, but this one is a worthy entry into their oeuvre. The video is as chilling as the lyrics and like Road to Hell, it’s relentless and driving and would be great for that climactic battle against whatever enemy your GM cooks up.
5. Faster - Within Temptation
Led by singer Sharon den Adel, Dutch metal masters Within Temptation are one of the more underrated symphonic rock bands out there today. This song is actually a single from their album The Unforgiving, which would completely unto itself act as a great soundtrack for a B&B campaign. It’s also tied to a comic book limited series, which you should totally check out as it dovetails neatly with the themes in Borderhounds.
6. Welcome to my Nightmare - Alice Cooper
Seriously, need you ask? What game about hell and monsters is complete without a song about the gradual degradation of sanity and the horrors of the madhouse? Nobody has ever captured the mood of horror and nightmares in music like Alice Cooper, and likely no one ever will. Here’s a creepy live clip of that one.
7. Holy Wars - The Punishment Due – Megadeth
The connections here are several. Thematically, this is about terrorism in the Middle East…and the Marvel Comics’ character The Punisher. Strange pairing, but there it is. The idea of “holy wars,” however, is a great fit for a game about corporate espionage between Heaven and Hell, and the driving, never-quit force of it is another excellent soundtrack for action and adventure, while the comic connections are obvious.
There you have it: seven songs to get you in the mood for Brimstone and the Borderhounds, Kickstarting now! Check it out—back if you like, and spread the word!
https://www.kickstarter.com/projects/676918054/brimstone-and-the-borderhounds-rpg
Kickstart Your Weekend: Brimstone & The Borderhounds RPG
I don't know much about the Brimstone & The Borderhounds comic, except it looks like "Dog the Bounty Hunter" meets "Hellraiser". I could be wrong. But even if I am it sounds like a cool game.
Troll Lords also thinks so with their new Brimstone & The Borderhounds RPG.
It is being written by Jason Vey (of Amazing Adventures, Band of Zombies, Broken Gods, and contributing author to the Defending Earth the Unit Sourcebook for the Doctor Who RPG, and contributor to Buffy) and uses the SEIGE Engine found in Amazing Adventures and Castles & Crusades.
Already I see a lot of use for this game.
I have a little side game going on (well on hold for a moment) called "The Daughters of Death" that was using D&D4. With this it looks like I could easily move it over to Castles & Crusades.
Since I already have some Castles & Crusades plans in the mix for my game after my D&D 5 one.
In anycase this looks like a lot of fun.
Troll Lords has a great track record with Kickstarter so backing this one should be a no brainer.
Troll Lords also thinks so with their new Brimstone & The Borderhounds RPG.
It is being written by Jason Vey (of Amazing Adventures, Band of Zombies, Broken Gods, and contributing author to the Defending Earth the Unit Sourcebook for the Doctor Who RPG, and contributor to Buffy) and uses the SEIGE Engine found in Amazing Adventures and Castles & Crusades.
Already I see a lot of use for this game.
I have a little side game going on (well on hold for a moment) called "The Daughters of Death" that was using D&D4. With this it looks like I could easily move it over to Castles & Crusades.
Since I already have some Castles & Crusades plans in the mix for my game after my D&D 5 one.
In anycase this looks like a lot of fun.
Troll Lords has a great track record with Kickstarter so backing this one should be a no brainer.
Thursday, November 5, 2015
Assault on the Slave Lords
Things are heating up for the Order of the Platinum Dragon this weekend. They have been dropped into some unknown part of the world after they left Barovia.
While trying to charter a boat they hear some rumors of a group of slavers.
I went through this series years ago myself, so I am really looking forward to running it. I think I still have a thief that was trapped in the basilisk room.
Of course I am going to make some changes to these adventures. The Slavers themselves are working for a group of vampires. One or more of them are vampires themselves in fact. Not sure who though.
Also, I am going to replace some of the orcs with gnolls. I am planning on incorporating some more gnoll themes in the Slavers series. I am replacing Gruumsh with Yeenoghu and capitalizing on his role as "King of Ghouls" and "Vassal to Orcus". I am going to use a lot of the material in Hercynian Grimoire #1 from +James Mishler too. It's just too good NOT to use.
I am also considering throwing in thouls just for the fun of it.
Here are some other postings on this module. Always interesting to read what others have experienced.
http://www.metagamemastery.com/2011/09/26/annotated-a1-slave-pits-of-the-undercity/
http://www.thedelversdungeon.com/forums/viewtopic.php?f=2&t=227
http://bloodofprokopius.blogspot.com/2012/02/re-imagining-slave-pits-of-undercity.html
http://grognardia.blogspot.com/2010/11/retrospective-slave-pits-of-undercity.html
http://bxblackrazor.blogspot.com/search/label/a1-4
http://dungeonfantastic.blogspot.com/2014/12/review-a1-4-scourge-of-slave-lords.html
Edited to Add, Peter's detail into each adventure.
http://dungeonfantastic.blogspot.com/2014/10/review-a1-slave-pits-of-undercity.html
http://dungeonfantastic.blogspot.com/2014/10/review-a2-secret-of-slavers-stockade.html
http://dungeonfantastic.blogspot.com/2014/10/review-a3-assault-on-aerie-of-slave.html
http://dungeonfantastic.blogspot.com/2014/11/review-a4-in-dungeons-of-slave-lords.html
While trying to charter a boat they hear some rumors of a group of slavers.
I went through this series years ago myself, so I am really looking forward to running it. I think I still have a thief that was trapped in the basilisk room.
Of course I am going to make some changes to these adventures. The Slavers themselves are working for a group of vampires. One or more of them are vampires themselves in fact. Not sure who though.
Also, I am going to replace some of the orcs with gnolls. I am planning on incorporating some more gnoll themes in the Slavers series. I am replacing Gruumsh with Yeenoghu and capitalizing on his role as "King of Ghouls" and "Vassal to Orcus". I am going to use a lot of the material in Hercynian Grimoire #1 from +James Mishler too. It's just too good NOT to use.
I am also considering throwing in thouls just for the fun of it.
Here are some other postings on this module. Always interesting to read what others have experienced.
http://www.metagamemastery.com/2011/09/26/annotated-a1-slave-pits-of-the-undercity/
http://www.thedelversdungeon.com/forums/viewtopic.php?f=2&t=227
http://bloodofprokopius.blogspot.com/2012/02/re-imagining-slave-pits-of-undercity.html
http://grognardia.blogspot.com/2010/11/retrospective-slave-pits-of-undercity.html
http://bxblackrazor.blogspot.com/search/label/a1-4
http://dungeonfantastic.blogspot.com/2014/12/review-a1-4-scourge-of-slave-lords.html
Edited to Add, Peter's detail into each adventure.
http://dungeonfantastic.blogspot.com/2014/10/review-a1-slave-pits-of-undercity.html
http://dungeonfantastic.blogspot.com/2014/10/review-a2-secret-of-slavers-stockade.html
http://dungeonfantastic.blogspot.com/2014/10/review-a3-assault-on-aerie-of-slave.html
http://dungeonfantastic.blogspot.com/2014/11/review-a4-in-dungeons-of-slave-lords.html
Wednesday, November 4, 2015
Class Struggles: Psionics
Obviously one of the reasons I wanted to cover this topic this week was the release of the Basic Psionics Handbook. It is not the first psionics book out there for old school gaming, but more on that later.
Psionics was always an interesting addition to D&D/AD&D. Back in my AD&D1 days I loved it. Nearly every character had a psionic wild talent or five. We used and abused the hell out of the rules in the AD&D Player's Handbook. I know a lot of people at the time hated them, but my group loved them. Probability Travel became a big deal when traveling between worlds and being Hitchhiker's Guide to the Galaxy fans, Improbability Travel became a thing too. We even created more powers (including a third tier past Sciences) and built our own psionic classes, The Riddlemaster, Shadowmaster and the Beastmaster.
During this time between AD&D1 and AD&D2 I started playing with a group that was using the OD&D rules and a heavily modded set of psionic rules from Eldritch Wizardry. We all played Deryni characters. I have to admit these games really got me to rethink how to structure various psionic powers in a game. On a side note I just picked up a bunch of the old Deryni books at my Library's recent book sale and looking forward to delving into those again.
When I got to college and then AD&D2 I dropped psionics from my games. I had decided that magic and psionics just don't mix and should not be part of the same world. I did pick up The Complete Psionics Handbook for 2e because I really wanted to know how they were going to revamp the psionic powers and of course see the first psionic classes. While I never used the Psioinc rules when running 2e I enjoyed the book. I even converted my group's old Riddlemaster to a more balanced Adept class.
D&D 3 came around and again Psionics were not part of the corebook, but seemed to be designed with the core rules in mind a little more. The first book out was the Psionics Handbook. Psionics for this version are more akin to spells mechanically than any other version. This was updated for 3.5 in the Expanded Psionics Handbook and the Complete Psionic.
There is something going on here that I will get to in a bit.
We come up to more modern times and D&D 4. Player's Handbook 3 and Psionic Power introduce us to yet another psionic system. Now in this edition the Monk is a psionic based character class, which I like.
The interesting thing here is that between all four major editions of D&D, the psionic systems are all different and for the most part largely incompatible with each other. There are really only a few classes they have in common. Each edition has their fans. I personally like the AD&D1 system the best, but that is largely because that is the one I used the most. D&D3 and D&D4 have some great points about them, mostly how well the psionics system fits in with the main game systems. D&D 3's "Spell like" system appeals to my sense of game design, even if they lack a certain level "differentness" that I like in my psionics.
There is a new psionic class coming out eventually for D&D 5. It is called the Awakened Mystic and it looks really cool to be honest. It's also different.
Which system do you like? Which classes?
Next week I want to look over some of the classes in detail.
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.
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.
Demon Hunter Class for AA (and C&C)
http://bit.ly/aafreeclass
While designed for the Pulp-era adventures of Amazing Adventures this class also would work fantastic with Castles and Crusades.
The class is much more "Buffy" than it is "Solomon Kane" but you could do either with it. Mostly though it reminds me of John Gregory, the Spook, from the "Last Apprentice" book series.
It compares well to the Paladin really, except it doesn't have healing, spells or a special mount. It does have supernatural senses and a special weapon.
Just another reminder that I need to play more Castles & Crusades.
Monday, November 2, 2015
Diigo upgrade - Come join me!
I upgraded my Diigo account. The "OSR Blogs" social bookmarking tool is now public.
Anyone can now add their own blog to the list.
If you want to add this code to your own website, just copy and paste.
<script type="text/javascript" src="https://groups.diigo.com/user_mana/link_roll_data?group_name=OSR-Blogs-Groups-and-sites&icon=true&width=350&count=20&title=Group%20OSR-Blogs-Groups-and-sites's%20best%20content&tags=&token=" ></script><noscript><a href="https://groups.diigo.com/group/OSR-Blogs-Groups-and-sites" >Group OSR-Blogs-Groups-and-sites's best content</a></noscript>
The red highlights are values you can change.
Join me and help increase this list.
I am also going to add more features as the week goes on.
Let me know what you think!
Edited to add: Adding another group to my "Witch Links" page.
http://theotherside.timsbrannan.com/p/witches.html.
Anyone can now add their own blog to the list.
If you want to add this code to your own website, just copy and paste.
<script type="text/javascript" src="https://groups.diigo.com/user_mana/link_roll_data?group_name=OSR-Blogs-Groups-and-sites&icon=true&width=350&count=20&title=Group%20OSR-Blogs-Groups-and-sites's%20best%20content&tags=&token=" ></script><noscript><a href="https://groups.diigo.com/group/OSR-Blogs-Groups-and-sites" >Group OSR-Blogs-Groups-and-sites's best content</a></noscript>
The red highlights are values you can change.
Join me and help increase this list.
I am also going to add more features as the week goes on.
Let me know what you think!
Edited to add: Adding another group to my "Witch Links" page.
http://theotherside.timsbrannan.com/p/witches.html.
Sunday, November 1, 2015
October Movie Challenge: Last Minute Additions
Got these in today.
The Town That Dreaded Sundown (1976)
Been wanting to see this one for years. It was a bit campier than I thought it was going to be. And slow. But I am glad I finally caught it.
Rocky Horror Picture Show (1975)
Yeah. I have seen this one a few hundred times. Nothing beats seeing it in a theater full of fans, but HBO has had it on today.
Frankenstein: The True Story (1973)
A three-hour made for TV epic featuring Jane Seymour. One of the first Frankenstein movies I ever saw. Still a lot of fun and I surprised by how much I can remember of it.
Stats
34 Watched / 22 New
The Town That Dreaded Sundown (1976)
Been wanting to see this one for years. It was a bit campier than I thought it was going to be. And slow. But I am glad I finally caught it.
Rocky Horror Picture Show (1975)
Yeah. I have seen this one a few hundred times. Nothing beats seeing it in a theater full of fans, but HBO has had it on today.
Frankenstein: The True Story (1973)
A three-hour made for TV epic featuring Jane Seymour. One of the first Frankenstein movies I ever saw. Still a lot of fun and I surprised by how much I can remember of it.
Stats
34 Watched / 22 New
Saturday, October 31, 2015
October Movie Challenge: Evil Dead
So. Confession time. I have never seen the first Evil Dead movie in its entirety. Seen Army of Darkness dozens of times. Evil Dead 2 once back in college. But the first? Never all the way through.
Well, that now ended this weekend. Encore had them all on and I made a marathon of them.
I knew the stories of course. Plus I worked on the Army of Darkness core book back in the day so I knew the background. But that is not the same thing really.
Watched Evil Dead, Evil Dead 2 and Army of Darkness. Wonder why I had never watched them all like this before.
Stats
31 Watched / 21 New
Well, that now ended this weekend. Encore had them all on and I made a marathon of them.
I knew the stories of course. Plus I worked on the Army of Darkness core book back in the day so I knew the background. But that is not the same thing really.
Watched Evil Dead, Evil Dead 2 and Army of Darkness. Wonder why I had never watched them all like this before.
Stats
31 Watched / 21 New
October Movie Challenge: Ghostbusters (1984, 1989)
Total cheats on my part. I have seen these both so many times, but there are so much fun.
The special effects look a little dated, but I still love them.
These movies fueled a lot of game ideas that's for certain.
Stats
28 Watched / 20 New
The special effects look a little dated, but I still love them.
These movies fueled a lot of game ideas that's for certain.
Stats
28 Watched / 20 New
Zatannurday: The Return of Constantine!
It's Halloween!
What better way to celebrate than the return of John Constantine.
Well he is back on Arrow, and it looks like not a moment too soon.
I am contractually obligated to say "I hope this also means we get Zatanna soon!" ;)
What better way to celebrate than the return of John Constantine.
Well he is back on Arrow, and it looks like not a moment too soon.
I am contractually obligated to say "I hope this also means we get Zatanna soon!" ;)
Friday, October 30, 2015
Friday Night Videos: Scary Songs
And now some scary songs/videos with a strong Halloween theme!
So here are 13 Scary songs and videos to keep you going till Halloween. Presented without comentary for your enjoyment.
Play at your hHalloween Party!
Not scary, but part of the season.
And what I consider the first goth song.
So here are 13 Scary songs and videos to keep you going till Halloween. Presented without comentary for your enjoyment.
Play at your hHalloween Party!
Not scary, but part of the season.
And what I consider the first goth song.
This is Halloween
I have some projects I need to get done today before I can truly celebrate Halloween this weekend.
Posting might drop off a bit in November as well. I have some projects that NEED to get done and something has to give a little.
Posting might drop off a bit in November as well. I have some projects that NEED to get done and something has to give a little.
Thursday, October 29, 2015
Organizing via Diigo
Doing some research for my day job and I came across Diigo. It's a social bookmarking site that allows users to bookmark and share websites, pages, articles and so on. There is more to it than that, but I am just getting going on it.
I thought it might be fun to create a group where we could all share various OSR and RPG blogs and sites. There is very little RPG on Diigo so far (at least what I could find) so this would be helpful.
To that end I created a group and I am inviting everyone to join and link your sites or site you like.
Right now there is only me.
I am on a free account but I am likely to upgrade to a full professional account if this works half as nice as I hope. Once I do that then the group will have some more features.
I have added some blogs. Mostly those from my own blogroll starting from the bottom up, but I would love it if you all added your own and commented on the ones added. Just keep it nice, we are community here.
You can even add this to your own blog or website.
<script type="text/javascript" src="https://groups.diigo.com/user_mana/link_roll_data?group_name=OSR-Blogs-Groups-and-sites&icon=true&width=250&count=10&title=Group%20OSR-Blogs-Groups-and-sites's%20best%20content&tags=&token=03f4ad7c34cfe7a31674868e9a7499eb" ></script><noscript><a href="https://groups.diigo.com/group/OSR-Blogs-Groups-and-sites" >Group OSR-Blogs-Groups-and-sites's best content</a></noscript>
I know we have sites out there that list all of these blogs, but this is something we can all contribute to and help maintain.
Plus it is kind of fun.
Edited to add: I just discovered I can "auto-post" from Diigo to here. So as we add things an automated posting can go out say every Sunday.
I thought it might be fun to create a group where we could all share various OSR and RPG blogs and sites. There is very little RPG on Diigo so far (at least what I could find) so this would be helpful.
To that end I created a group and I am inviting everyone to join and link your sites or site you like.
Right now there is only me.
I am on a free account but I am likely to upgrade to a full professional account if this works half as nice as I hope. Once I do that then the group will have some more features.
I have added some blogs. Mostly those from my own blogroll starting from the bottom up, but I would love it if you all added your own and commented on the ones added. Just keep it nice, we are community here.
You can even add this to your own blog or website.
<script type="text/javascript" src="https://groups.diigo.com/user_mana/link_roll_data?group_name=OSR-Blogs-Groups-and-sites&icon=true&width=250&count=10&title=Group%20OSR-Blogs-Groups-and-sites's%20best%20content&tags=&token=03f4ad7c34cfe7a31674868e9a7499eb" ></script><noscript><a href="https://groups.diigo.com/group/OSR-Blogs-Groups-and-sites" >Group OSR-Blogs-Groups-and-sites's best content</a></noscript>
I know we have sites out there that list all of these blogs, but this is something we can all contribute to and help maintain.
Plus it is kind of fun.
Edited to add: I just discovered I can "auto-post" from Diigo to here. So as we add things an automated posting can go out say every Sunday.
Endless Darkness vs. The Outer Darkness
No game this weekend. It's my son's birthday so he is taking over my game room this weekend.
This gives me some time to work on their next adventure (well, future adventure), the D series.
I have been re-reading the D series for a bit now. It's funny how when reading it today I have a really different perspective on things than when I was going through the adventure 30 years ago. That's not a surprise really, nor is how much of it I had forgotten. What is the surprise is how much of it I remembered. Not from reading it or even the printed page, but what my characters were doing at the time.
I remembered how much I HATE Blibdoolpoolp.
Not the goddess herself actually, but the deception. 20 foot tall nude human with a lobster head? Why would Kuo-toa worship something that looked so different than themselves? Well the answer was obvious even to my then pre-teen and teenaged mind. It was an excuse to draw a naked woman.
Now generally speaking I don't have a problem with this, but I would like to think I am a bit more sophisticated today.
Since Kuo-toa are supposed to be stand-ins for Deep Ones anyway, why not go all the way and use Mother Hydra instead of Blibdoolpoolp. I can keep all the same names, Kuo-toa are a more "fishy" offshoot of the Deep Ones and they call their Goddess Blibdoolpoolp instead of Mother Hydra, but they are the same thing. She would become one of those things that is a mix of demon, goddess and what those things are from the outer darkness of Lovecraft's mind.
I have been adding more "Lovecraft" to this adventure series anyway. Castle Amber was already very steeped in the mythos of Clark Ashton Smith. I have a bunch of Yithan minis now too. Plus I have wanted to bring the Mind Flayers closer to their Lovecraftian step-fathers. So in this sense it all works out. I also have all of these books at home with the monster stats; Deities and Demigods, Astonishing Swordsmen & Sorcerers of Hyperborea, Realms of Crawling Chaos and what I call neo-Mythos books like the Teratic Tome.
My kids are really into reading about the mythos, but not the actual stories yet. My oldest doesn't read horror and my youngest is working his way up to Lovecraft now.
Ok. For the record, I know there is so much more to Lovecraft than the Mythos. But that is the part I want to use here.
I am not planning on bringing in the big C himself. But I can see Dagon showing up sometime.
In any case it is going to be a lot of fun.
This gives me some time to work on their next adventure (well, future adventure), the D series.
I have been re-reading the D series for a bit now. It's funny how when reading it today I have a really different perspective on things than when I was going through the adventure 30 years ago. That's not a surprise really, nor is how much of it I had forgotten. What is the surprise is how much of it I remembered. Not from reading it or even the printed page, but what my characters were doing at the time.
I remembered how much I HATE Blibdoolpoolp.
Not the goddess herself actually, but the deception. 20 foot tall nude human with a lobster head? Why would Kuo-toa worship something that looked so different than themselves? Well the answer was obvious even to my then pre-teen and teenaged mind. It was an excuse to draw a naked woman.
Now generally speaking I don't have a problem with this, but I would like to think I am a bit more sophisticated today.
Since Kuo-toa are supposed to be stand-ins for Deep Ones anyway, why not go all the way and use Mother Hydra instead of Blibdoolpoolp. I can keep all the same names, Kuo-toa are a more "fishy" offshoot of the Deep Ones and they call their Goddess Blibdoolpoolp instead of Mother Hydra, but they are the same thing. She would become one of those things that is a mix of demon, goddess and what those things are from the outer darkness of Lovecraft's mind.
I have been adding more "Lovecraft" to this adventure series anyway. Castle Amber was already very steeped in the mythos of Clark Ashton Smith. I have a bunch of Yithan minis now too. Plus I have wanted to bring the Mind Flayers closer to their Lovecraftian step-fathers. So in this sense it all works out. I also have all of these books at home with the monster stats; Deities and Demigods, Astonishing Swordsmen & Sorcerers of Hyperborea, Realms of Crawling Chaos and what I call neo-Mythos books like the Teratic Tome.
My kids are really into reading about the mythos, but not the actual stories yet. My oldest doesn't read horror and my youngest is working his way up to Lovecraft now.
Ok. For the record, I know there is so much more to Lovecraft than the Mythos. But that is the part I want to use here.
I am not planning on bringing in the big C himself. But I can see Dagon showing up sometime.
In any case it is going to be a lot of fun.
Wednesday, October 28, 2015
Class Struggles: The Warlock
There have been a number of warlock classes, but unlike the wizard, fighter, cleric or even thief, everyone has had their own take on what a warlock should be.
I have talked about the warlock as a class, distinct from the witch, in the past.
I do like keeping my warlocks separate from my witches in terms of class. In my mind they are just too different. Similar yes, but still very different. I would allow any warlock to use the same spell list as a witch unless there was a good reason not to do it.
I think the first ever warlock class I ever saw was the "Warlocks: A New Magic-User Sub Class" by Anthony Barnstone in The Dungeoneer #16. It had some great spells, "Pentacle of Fire", "Aura of the Occult", "Curse of the Bloody Revenge" to name a few. This was certainly meant to be an evil character class to play, not just as an NPC. Interestingly enough this the same issue that featured the mystic class. I have to admit it was one of the things that made me like the Dungeoneer magazine. It didn't treat it's audience like little kids.
To my knowledge, there has never been a warlock class in the pages of Dragon magazine. I know there was not one in the pages of White Dwarf.
The Arcanum and Bard Games had a witch/warlock class, making them the same thing. I am not a fan of that really.
In my mind the witch and the warlock began as the same class, but the warlocks broke off from the witches sometime in the ancient past. Either warlocks wanted to become more like wizards and mages OR they were responsible for the first wizards.
Astonishing Swordsmen & Sorcerers of Hyperborea has a great Warlock class. It is a sub-class of the fighter but calls upon dark powers to give them some magical power and spells. Mor to the point I like how the warlock and the witch are very different sorts of classes.
The AS&SH warlock is something more akin to a swordmage. We see something similar in D&D4 Essentials Hexblade. In general I liked the D&D4 Warlock. They were a class that wanted quick access to power and none of the work that Wizards had to do. That was a fine role-playing excuse, but not something that played out in the rules. Warlocks gained powers just like the Wizards did and had no more or no less requirements.
There is a Warlock I created in Eldritch Witchery. It is a type of Wizard really. I liken it to "Wizard Grad School" to be honest. They use the same spells as the witch and gain a few extra powers.
The Warlocks in Fantastic Heroes & Witchery are another sort. It is a chaos aligned wizard and has a lot of the same features really. It uses the same xp per level tables, same HD and same spell progressions. The FHW Warlock does gain some power, similar in many ways to my own witch, but at a cost. On the surface this doesn't make it much different than a wizard, with a different selection of spells. What makes this class, and really this book, different are the selection of spells (the book has 666) and the additional rules for acquiring magic and casting spells. Adding this material makes the Warlock a much more interesting character.
The Pact-Bound in Magical Theorems & Dark Pacts is another warlock-like class. Again the idea here is a class that takes a quick path to power for a price, usually to an other-worldly power.
There is a similar one in the pages of the ACKS Player's Companion. Again the nice thing with this book is that the witch and warlock are separated.
In the 3e era we have a couple of "warlocks". There is a warlock in the Complete Arcane and the witch in Pathfinder, which always felt more like a warlock to me. Just staying focused on 3e we have a warlock class from WotC and a witch class for Pathfinder. For 4e there were also very different witch and warlock classes. 5e only has a warlock.
In the case of the official D&D warlock, he is less of a spell caster and more a raw magical power wielder. His pacts give him this power.
The question becomes one of whether the warlock should have spells or just weid raw magical power and thus have "blasts". I am torn myself. I like the warlock to have access to spells to be honest, the idea is these guys have sold their souls for power, but the "blasty" warlock really isn't all that powerful compared to a "spelly" warlock or wizard.
A good example of what I call a "blasty warlock" is Jeremy Reaban's The OSR Warlock. Like his Witch Hunter book this book has a number of nice features in addition to the class. The class does not cast spells, it does have lot of special powers. This is by design and owning to the stated OGC and pulp sources. The warlock here does get some spell like abilities in place of powers. It actually works rather nicely What I think makes this book special is the level advancement tables for "First Edition", "Original Edition", "Basic/Expert" and "Cyclopedic Edition". Plus the author has a section of notes on the class.
I have to admit one of my favorite "warlock" books and one that captures the Pulp Era warlock well is Green Ronin's "Warriors & Warlocks" book. Yes it is for their superhero game Mutants and Masterminds (2.0 version) but it was my goto guide for a proper pulp warlock will AS&SH came out, and it is still a lot of fun.
I am certain I have missed some here. Let me know in the comments below!
I have talked about the warlock as a class, distinct from the witch, in the past.
I do like keeping my warlocks separate from my witches in terms of class. In my mind they are just too different. Similar yes, but still very different. I would allow any warlock to use the same spell list as a witch unless there was a good reason not to do it.
I think the first ever warlock class I ever saw was the "Warlocks: A New Magic-User Sub Class" by Anthony Barnstone in The Dungeoneer #16. It had some great spells, "Pentacle of Fire", "Aura of the Occult", "Curse of the Bloody Revenge" to name a few. This was certainly meant to be an evil character class to play, not just as an NPC. Interestingly enough this the same issue that featured the mystic class. I have to admit it was one of the things that made me like the Dungeoneer magazine. It didn't treat it's audience like little kids.
To my knowledge, there has never been a warlock class in the pages of Dragon magazine. I know there was not one in the pages of White Dwarf.
The Arcanum and Bard Games had a witch/warlock class, making them the same thing. I am not a fan of that really.
In my mind the witch and the warlock began as the same class, but the warlocks broke off from the witches sometime in the ancient past. Either warlocks wanted to become more like wizards and mages OR they were responsible for the first wizards.
Astonishing Swordsmen & Sorcerers of Hyperborea has a great Warlock class. It is a sub-class of the fighter but calls upon dark powers to give them some magical power and spells. Mor to the point I like how the warlock and the witch are very different sorts of classes.
The AS&SH warlock is something more akin to a swordmage. We see something similar in D&D4 Essentials Hexblade. In general I liked the D&D4 Warlock. They were a class that wanted quick access to power and none of the work that Wizards had to do. That was a fine role-playing excuse, but not something that played out in the rules. Warlocks gained powers just like the Wizards did and had no more or no less requirements.
There is a Warlock I created in Eldritch Witchery. It is a type of Wizard really. I liken it to "Wizard Grad School" to be honest. They use the same spells as the witch and gain a few extra powers.
The Warlocks in Fantastic Heroes & Witchery are another sort. It is a chaos aligned wizard and has a lot of the same features really. It uses the same xp per level tables, same HD and same spell progressions. The FHW Warlock does gain some power, similar in many ways to my own witch, but at a cost. On the surface this doesn't make it much different than a wizard, with a different selection of spells. What makes this class, and really this book, different are the selection of spells (the book has 666) and the additional rules for acquiring magic and casting spells. Adding this material makes the Warlock a much more interesting character.
The Pact-Bound in Magical Theorems & Dark Pacts is another warlock-like class. Again the idea here is a class that takes a quick path to power for a price, usually to an other-worldly power.
There is a similar one in the pages of the ACKS Player's Companion. Again the nice thing with this book is that the witch and warlock are separated.
In the 3e era we have a couple of "warlocks". There is a warlock in the Complete Arcane and the witch in Pathfinder, which always felt more like a warlock to me. Just staying focused on 3e we have a warlock class from WotC and a witch class for Pathfinder. For 4e there were also very different witch and warlock classes. 5e only has a warlock.
In the case of the official D&D warlock, he is less of a spell caster and more a raw magical power wielder. His pacts give him this power.
The question becomes one of whether the warlock should have spells or just weid raw magical power and thus have "blasts". I am torn myself. I like the warlock to have access to spells to be honest, the idea is these guys have sold their souls for power, but the "blasty" warlock really isn't all that powerful compared to a "spelly" warlock or wizard.
A good example of what I call a "blasty warlock" is Jeremy Reaban's The OSR Warlock. Like his Witch Hunter book this book has a number of nice features in addition to the class. The class does not cast spells, it does have lot of special powers. This is by design and owning to the stated OGC and pulp sources. The warlock here does get some spell like abilities in place of powers. It actually works rather nicely What I think makes this book special is the level advancement tables for "First Edition", "Original Edition", "Basic/Expert" and "Cyclopedic Edition". Plus the author has a section of notes on the class.
I have to admit one of my favorite "warlock" books and one that captures the Pulp Era warlock well is Green Ronin's "Warriors & Warlocks" book. Yes it is for their superhero game Mutants and Masterminds (2.0 version) but it was my goto guide for a proper pulp warlock will AS&SH came out, and it is still a lot of fun.
I am certain I have missed some here. Let me know in the comments below!
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