Showing posts sorted by date for query tiamat. Sort by relevance Show all posts
Showing posts sorted by date for query tiamat. Sort by relevance Show all posts

Wednesday, September 30, 2015

Class Struggles: The Invoker (4e)

Taking an odd turn today and looking at a 4th Edition class.

One of the nice things about 4e was the number of class choices. There were dozens, if not not scores, of classes.  4e popularized the notion that each class has a role; Leader, Controller, Defender and Striker to roughly correspond to the classic four classes of Cleric, Wizard, Fighter and Thief respectively.  There are also areas of power, Divine, Arcane, Martial, Primal and Psychic.  For the game it worked well and there was a lot of interesting class choices that were based on role and power choice.

The Invoker has no precedent and no update (so far).  It first appeared in Player's Handbook 2 for the 4th edition and it is described as a Divine controller than channels raw divine power.  In a way this makes them the divine counterpart to the Wizard; an arcane controller.
It could be described as the "Fist of the Gods".

What makes the Invoker an interesting choice is not just it's role, but the fluff text that goes along with it.  So an Invoker would worship or honor a god as part of the whole pantheon.  The examples given state an Invoker of Bahamut would also likely honor Tiamat.  Invokers are all shown worshipping older gods; not Old Gods or even Old Ones...but the first gods that are still worshipped today.

In fact most invokers would be the tireless enemy of any "Old Ones".  In the 4e fluff they are described as the human/mortal agents of the Godswar vs the Primordials.  Replace that with Titans, or Old Ones or even demons and you get the idea.

What strikes me most about this class is how well it could be added to any old-school or 5e game.
In 1st/2nd Ed it would be a sub-class of the cleric.  The invoker can turn/rebuke undead like a cleric and it also has access to divine spells.  Of course you could make an invoker easy enough with good role-playing and a conscious choice to take damage dealing spells and limit yourself on the healing magic.  Since invokers are much more of a "kill them all and let the gods sort them out" type of holy warrior I would also say that Raise Dead, Resurrection and Reincarnate are out of the question.

For their spell lists. Well the powers/spells in the 4e PHB2 are very colorful; Blades of Astral Fire, Glyph of Imprisonment, Cascade of Five Suns.  Most do damage based on Wisdom modifiers (which in 4e includes level).  If I were to create an old-school Invoker I would give them some invocation spells from the wizard's list.  Not more than 1 or 2 per level though.  I would make sure they had plenty of damage causing spells they can do from a distance.   Plus the spells all need to have very grandiose names, such as "Righteous Fury of 10000 Blazing Suns" or "Wrathful Vengeance of the Plough God" (Plough god?  Yeah, think about how important agriculture, growing and food was/is to people).  These are not hippy clerics of the "God is Love" type, these are the Old Testament, destroying people in a genocidal flood types.

The closest thing Pathfinder has to this concept is the Inquisitor. While their missions are the same, the invoker is believed to have a piece of divine power instilled in them while the inquisitor is all too mortal.  Still though there are some good ideas for some more spells on the inquisitor spell lists.

I think the reason I like the invoker so much is that it really is how I always liked to play to some clerics.  I have played several clerics over the years. First first character was a cleric of the "investigate and destroy evil" type.  I have played a number of paladins as well.  In fact my 3.x edition one was known as "The Fist of Pelor".
This class appeals to me as another sort of cleric. One that is more action and dealing damage than one that is contemplative and healing damage.

Plus I forgot how much fun some of the 4e stuff really is.  There is a lot going on in this game and it is a shame it will be tossed aside as a failed experiment.

BTW +Jonathan Becker has been running a series of posts on his thoughts of 4e. If you have played the game it is interesting to see it through the eyes of someone experiencing it for the first time.  If you have never played it then it is worth your time.  He has not gotten around to the invoker yet, but I am curious to see what he has to say.

Wednesday, January 28, 2015

Checking in on my Plan

Over the years I have discussed my Plan.  The Plan is what adventures I am going to take my kids through.

For D&D 3.x I was content to take anything as it came, make stuff up and generally going towards a  stopping the cult of Tiamat plot.  It was/has been fun and we are nearing the end of that.

For the new adventures I was looking at 3rd, then 4th, then 1st and now 5th Edition as the primary game system.

http://timbrannan.blogspot.com/2010/01/i-have-plan.html
http://timbrannan.blogspot.com/2012/02/lets-play-1st-ed-dad.html
http://timbrannan.blogspot.com/2012/07/my-kids-are-awesome.html

At the present here is where I am.
  • B1 Into the Unknown, levels 1-3
  • B2 Keep on the Borderlands, levels 1-3
  • L1 The Secret of Bone Hill, levels 2-4
  • X2 Castle Amber, levels 3-6 (where we are now!)
  • I6 Ravenloft, levels 5-7
  • A0-5 Slave Lords, levels 4-7
  • G123, Against the Giants, levels 8-12 (I also have the Stone Giant one from Dragonsfoot, just need to find it)
  • D12,3 Against the Drow, levels 8,9-14
  • Q1 Queen of the Demonweb Pits, 10-14
  • CM2 Death's Ride, levels 15-20. (Again, unless I use it in my current 3.x game which the boys want me to do)
If I don't do Death's Ride I am seriously considering the classic H series to go after Orcus.
  • H1 Bloodstone Pass, levels 15+
  • H2 The Mines of Bloodstone, levels 16-18
  • H3 The Bloodstone Wars, levels 17-20
  • H4 The Throne of Bloodstone, levels 18-100
But I would REALLY edit these since they have a lot of issues.  Truthfully my best plan is to just use H4 and add bits from H1-3 and maybe even some stuff from the 4th Ed E-Series.  But that is if I want to have Orcus as the big bad guy at the end.  It has appeal.

Also I have the mind flayer adventure A Darkness Gathering to work into the mix.

It has taken me a while to get through all this because I am alternating with my 3.x game, some AS&SH and other games.

So far the adventures have seemed random and the characters are wandering about.  But they are about to get some items in the X2/I6 series that will help them later on.  

Right now, with out their knowing about it the Drow, Vampires and Illithids have gathered together to put the final phase of their ultimate plan into motion.  The PCs will discover a little of this plan when they encounter the Slavers.  The slavers are all vampires now and they are not dealing in slaves, but human cattle.    After they have defeated them the last part of the bad guys plan comes into fruition.  

The sun goes completely out.  

There is panic. Everyone gathers in the Freecity of Greyhawk.  The Church of Pelor/Ixion is hardest hit, but also the loudest voice.  All the "big names" are there and they are trying to figure out what to do.
There is a plan to set the moon a flame, but the various clergy of the Moon Goddesses are against that.  Finally they agree to instead use a large asteroid to keep life going till they can re-ignite the sun.
While all the big names are trying to figure this out the PCs have to deal with some raids nearby of giants...

The PCs will then go through the GDQ series to discover the plan and that the drow are working with mind flayers.  After defeating Lolth in Q1 the PCs will have to deal with the vampires who have Pelor captured.  In order to re ignite the sun they will need to set him free from his prison in ..... and that is all I have.

Yeah it is kinda story-gamey.  It's my game, my house and my kids. They will eat this up.
I guess it is hard for me to get away from the idea of vampires as the big bads.

Those of you who have been reading this blog a long time might notice that there was a similar plot in my Buffy Season 7 game, Episode 12 No Other Troy.  Though that one the sun being blocked was a side effect. 

I am inclined to use Orcus as the big bad holding Pelor.  
I have a huge ass mini of him and a crap ton of material for him.

But I have also wanted to use Camazotz as the demon-god of Vampires in his abyssal plane of Xibalba.  Maybe I still can use him in some way.  It is possible he is something like a high priest to Orcus and his job is to sacrifice Pelor on a bloody altar.  Once that is done Orcus will suck up his godly powers and reign as the God of Death and Darkness.

And he would have gotten away with it too had it not been for those meddling PCs.

Wednesday, January 21, 2015

Monster Guides over at The Power Score

The Power Score, a great blog that could use some more attention has been doing some great D&D monster guides.

In these Sean has been taking various monsters and looking at their growth and changes across as many editions of D&D he can as well as supplementary products.

So far he has covered:

Plenty of art and comparisons between the editions.
The thing I like is he treating the editions as evolving understanding of the monsters.

So pop over and check these out. A leave a comment or two. That's the neighborly thing to do really.


Wednesday, December 31, 2014

Goddesses of the Witches

Some things I have been playing around with for various books.  Didn't fit with anything I am working on now, but I don't want to go to waste.

Names of the Goddess
The Goddess is known by many names, but each is but an aspect of the true goddess.  What follows is a listing of Goddesses from Earth’s mythologies.  In each case a possible or likely alignment is included as well as areas of domains for clerics and witch coven spells. Descriptions of that Goddess’ coven might also be included.

Artemis
Witches who worship the Artemis aspect of the Goddess are on good terms with druids.  These witches are common in amazon societies. As a witch of Artemis a woman pledges never to copulate with a man.  These witches are both chaste and celibate.  These witches may also choose to take the bow and arrow as their weapon.
She is part of a trinity of Artemis (maiden), Hestia (mother), and Hecate (crone).
Alignment: N or CG
Areas of Influence:Hunting, Moon, Women

Astartë
Astartë (Ah-star TAY) is the goddess of love, fertility as well as war and lasciviousness (lust) to the ancient peoples of Canaan and Phoenicia, she was worshiped as far West as Carthage, Sicily, Sardinia and Cyprus.  Her name and cult were derived from Babylonia, where as Ishtar, she represented the evening and morning stars and was accordingly androgynous in origin. Under Semitic influence, however, she became solely female, although retaining a trace of her original character by standing on equal footing with the male divinities. She represents the productive power of nature. She is also a moon goddess. Her symbol is the crescent moon with “horns” turned up.
She is related to the devil Astoroth, some say that she is now this devil, others say that that Astoroth is her son/consort.  Astoroth has also been associated with the Canaanite god of Thamudzi/Damuz.
Alignment: N or LN
Areas of Influence:Fertility, Magic

Athena
The Goddess of War and Wisdom sprang fully grown and armored from Zeus’, her father, head. She represents wisdom in matters of life and war.
Her worshippers are normally generals fighting just causes. The witches of this sect are usually on good terms with those of Artemis. This witch is favored in the Craft of the Wise tradition because of Athena’s renowned wisdom. They may choose the spear as their weapon.
Alignment: LG
Areas of Influence: War, Wisdom, Women

Bast
Bast is an ancient Goddess and the mistress of all cats.  Nearly every Find Familiar spell known invokes her name. Witches of Bast, few as they are, live a cat-like life style.  They prefer the comforts and leisure life that cats enjoy.  Then spend long afternoons lying in the sun and enjoying the sensuous side of life. Regardless, do not confuse leisure with laziness.  Witches of Bast are dedicated fighters of evil, in particular the workings of the minions of Set. Witches of Bast may choose weapon mastry in one edged weapon at the loss of one feat.  They also gain a +1 to hit and damage when fighting snakes.
Her consort is Aelurus, who appears as a tanned human male with a cat’s or lion’s head.
Alignment: NG or N
Areas of Influence: Cats, Good, Hunting

Brigit
Brigit, also known as Brigantia, Bridget, or Brigid, is the Celtic Goddess of the rivers and rural life. She is also the Goddess of Healing, Midwifery and Wisdom. She was raised on the milk creature of the other-world, a white, red-eared cow. Brigit is one of the great Triple Goddesses of the Celtic people. She appeared as Brigit to the Irish, Brigantia in Northern England, Bride in Scotland, and Brigandu in Brittany. Many legends are told about Brigit. Some say that there are three Brigits: one sister in charge of poetry and inspiration who invented the Ogham alphabet, one in charge of healing and midwifery, and the third in charge of the hearth fire, smithies and other crafts. This actually indicates the separate aspects of her Threefold nature and is a neat division of labor for a hard-working Goddess. Indeed, various interpretations of her name exist including, “Bright Arrow,” “The Bright One,” “the Powerful One” and “The High One,” depending upon the region and the dialect.
Her coven is known as the Daughters of the Flame.  These lawful good witches keep a holy flame burning at all times.
Part of a trinity of Brigit (maiden) and Danu (mother), Morigann is the crone.
Alignment: NG or LG
Areas of Influence: Fire, Healing, Wisdom

Cardea
Often called the Roman Hecate, Cardea is the goddess of doors and the knowledge behind those doors.  Cardea is a capricious Goddess, often requiring her witches to memorize a section of poetry or building a center of learning in exchange for Her gifts of knowledge.  Cardea is open to all who wish to seek her out, but she makes no guarantees that her knowledge will be helpful to the seeker.
Alignment: CN or CG
Areas of Influence: Knowledge, Paths, Wisdom

Cerridwen
Celtic Goddess of wisdom, intelligence, magic, divination and enchantment. She is the Goddess of the cauldron. Popular among the Celtic Classical and Craft of the Wise Traditions.
Cerridwen’s cauldron has the power to return the dead to life.
Alignment: N
Areas of Influence: Intelligence, Magic, Wisdom

Danu
The Celtic Mother-goddess known as Danu to the Irish and Don to the Welsh (and simlar to the Greek Demeter below).  The race of the Tuatha deDannan means “The Children of Danu”. She is also the mother of many Irish Celtic gods Diancecht, Lir, Lugh, Oghma and others.  Dagda is alternately mentioned as her son or father.  She is fierce protector of home and hearth.
She is part of a trinity of Brigit (maiden), Danu (mother), and Morigann (crone).
Alignment: N
Areas of Influence: Earth, Fertility, Nature

Demeter
Also known as Kore. The great Greek Earth Goddess. She is the Goddess of grain and of the harvest. Her witch cults are among the oldest known. She goes down to the underworld to retrieve her daughter.  During this time winter covers the land. Origin of most of the “Descent of the Goddess” legends.
Alignment: NG
Areas of Influence: Earth, Fertility, Nature

Diana
Diana is the Roman Goddess of fertility, the hunt and forests. She is the roman equivalent of the Greek Goddess of Artemis.  But unlike Artemis, the witches of Diana are not required to be chaste or celibate. In the celebration of Beletane the witch copulates with a druid priest in order to bring fertility back to the earth.  Some have even become Tantric witches.  Obviously these witches are on very good terms with Druids.  Their religious practices are very similar to Druids and to that Artemis.
The covens of Diana are often very old and very popular. The Amazon tradition is often known as the Cult of Diana because of their fervent devotion to the Goddess.
Alignment: N or CG
Areas of Influence: Hunting, Moon, Women

Eir
Eir is the Scandinavian Goddess of Healing, and handmaiden of Frigg.  No one is Her equal when it comes to healing.  Her worshipers are all healers, either clerical or as herbal healers.  Her clerics and witches must never pick up a weapon in anger or vengeance.
She is depicted as been a slight woman with reddish-blonde hair and blue eyes. Her arms are muscular.  She commonly wears blue and red. Fires always light her temples and covens, which are known as centers of healing and succor.  She is known for her patience.
All her worshipers must take the healing and profession (herbalist) skills.
Alignment: NG
Areas of Influence: Healing, Peace

Gaea
Gaea (Gaia) is an Earth Goddess of Greek origin.  It is she who is ultimately responsible for all life. It is claimed that she emerged from darkness and mated with Uranus (the Sky god) and bore the twelve titans.
Alignment: N
Areas of Influence: Earth, Fertility, Nature

Hathor
Egyptian fertility Goddess.  She is the celestial cow who created the earth and the sun. As a cow goddess she ruled love, joy, merriment, music and dance.  She nourished the living with her milk , suckling Pharaoh and all others.  She is also known as the Goddess of love, music, song, and pleasure. In this aspect She has many followers among Lorelei and Tantric witches. She was one of the Egyptian gods that help guide the dead to the other side.
She is a Goddess that represents life, thus all her witches must be forces of life.  While some celebrate life, like the Lorelei and Tantric witches, others actively pursue careers to destroy those that threaten or mock life, such as the followers of Set or undead.
Alignment: CG
Areas of Influence: Creation, Fertility, Life, Magic

Hecate
Hecate is, in Greek mythology, the Goddess of darkness, magic and witchcraft.  She is the daughter of the Titans Perses and Asteria. Unlike Artemis, who represented the moonlight and splendor of the night, Hecate represented its darkness and its terrors. On moonless nights she was believed to roam the earth with a pack of ghostly, howling dogs. She was the Goddess of sorcery and witchcraft and was especially worshiped by magicians and witches, who sacrificed black lambs and black dogs to her. As Goddess of the crossroads, Hecate and her pack of dogs were believed to haunt these remote spots, which seemed evil and ghostly places to travelers. In art Hecate is often represented with either three bodies or three heads and with serpents entwined about her neck.
Of all the deities who have covens, Hecate’s covens are the most widespread and well known. Hecate was once a fairly benign goddess in early Greek times. She later became the dread Greco-Roman Goddess of ghosts, a close confidante of Persephone and a patron of witches. The brutally wronged Hecuba of Troy was reincarnated as one of Hecate’s black dogs, which accompanied her on her night walks. When Hades kidnapped Persephone in the later Greek myth, farseeing Hecate was the only one who witnessed it. Hecate was worshiped at three-way crossroads at night even by ordinary Greek families and could ward off ghosts if properly propitiated. But Romans also believed She had more sinister worshipers; the witches and sorceresses who could coerce even the gods to do their will.
Alignment: LE or LN
Areas of Influence: Ghosts, Magic, Moon, The Crossroads

Hel
One side of Hel’s face was that of a beautiful woman. The other half was that of a rotting corpse, green and black, or of a skull.  She ruled the realm of Niflheim, a huge black canyon in icy mountains, where those who did not die gloriously in battle went when their span of life was up. Niflheim was not burning but icy cold, filled with sleet, icy slush, cold mud and snow. Garm, the horrible hound whose breast was splattered with the blood of the dead, guarded the entrance. Her hall was called Damp-With-Sleet. Her plate was Hunger, Her knife Famine; Her two servants were both called Slow-Moving. Her bed was Sick-Bed, the stone at the entrance to her hall Drop-to-Destruction. So the Vikings described Her and Her home. Though the Vikings regarded her with horror, the common people worshiped her.
Alignment: NE
Areas of Influence: Death, Destruction, Evil

Hestia
Hestia is one of the Grecian hearth goddesses.  The Romans later called her Vesta.  Hestia was said to preside over all sacrifices.  One of the prohibitions was that should her fire ever go it, it could not be rekindled by an ordinary fire but only by the sun’s rays or by the friction of two pieces of wood.  As Vesta, the leaders of her cult were the Vestal Virgins (these were six girls from ages six to ten) who entered her college and stayed there for thirty years. Those breaking their vow of chastity were whipped to death or entombed.  Her witches will be the older women who have completed their temple service.
She is part of a trinity of Artemis (maiden), Hestia (mother), and Hecate (crone).
Alignment: LG
Areas of Influence: Hearth, Healing, Home

Holda
Holda, or Frau Holt, is the Goddess of Teutonic witches and Hags.  She is seen as both a caring mother and a frightening hag—a witch that calms children’s fears or eats them.  These polar opposites are common in many of the guises of the Goddess.  Classic witches typically honor her “good” side and Hags her “evil” one.  Holda is often depicted as riding a broom or a giant flying goose.  She can appear as a kindly old mother, a small child wearing all white or a viscous hag-like monster. She is the goddess of spinning, vegetation and children.  She is also a fertility goddess and her consort is known as the Wood Man.
The Oskorei, or the Furious Horde, a legion of fallen heroes and others, who have died before their time, similar to the Wild Hunt of the Celts or the Valkeries of the Norse, follow her on her nightly rides.
It is also believed that Frau Holt is the model for the children’s storybook character “Mother Goose”.
Alignment: CG or CE
Areas of Influence: Night, Mysteries, Witches and Hags

Ishtar
Ishtar of the Babylonians, and alternately Inanna of the Sumerians, represent the duality approach to the female deity, both are to be considered Nature deities; that is, human nature.  Both are the chief goddesses of their pathos, both are the goddesses of love, and therefore sexuality.  Also both are the goddesses of War, and therefore violence.  Their witches tend to have mercurial, almost chaotic personalities.  Covens tend to be very ancient and set in their ways.  Rituals will usually be consisted of old, lengthy litanies and sacrifices.  Ishtar’s witches are also as likely to pick up a weapon, as they are to use magic.
Alignment: CN
Areas of Influence: Love, Nature, War

Isis
Covens of Isis are old and represent ancient powers of the universe.  These witches are in tune with the fundamental powers and forces of the universe.  Isis’ name is called in rights of fertility.  She is also the patron Goddess of Magic.  There is much rivalry between Hecate and Isis in this category.  All of Isis’ covens are the paramount of good.  Isis is also a feminine ideal. With Osiris, Isis and Horus (the divine child) made up a Holy Trinity. She is the Goddess of marriage, motherhood, fertility, magic, healing, reincarnation and divination, to name but a few. Isis is the patroness of priestesses. One myth has Isis poisoning the Sun God Ra, offering to save him only if he would reveal his secret name. At last, at the brink of destruction, Ra gives Isis his heart, with the secret name it held, and his two eyes (the Sun and the Moon).  Isis quells the poison and ends up with Ra’s supreme power. In time the great Eye was passed along to her son Horus.  Proclus mentions a statue of her which bore the inscription “I am that which is, has been and shall be. My veil no one has lifted”. Hence, to lift the veil of Isis is to pierce the heart of a great mystery.
Alignment: NG or LG
Areas of Influence: Healing, Magic, Women

Kali
Kali is the supreme Dark Goddesses. It has been claimed that Her name is derived from the Hindu word for Time, yet also means, “black”. She is also called Durga.
Her very appearance is meant to terrify. She is black and emaciated, with fangs and claws. She wears a girdle of severed arms, a necklace of skulls or severed heads, earrings of children’s corpses, cobras as bracelets or garlands. Her mouth is smeared with blood.   Often She is shown standing or dancing on the corpse of the god Shiva; here, She feasts on his intestines.
Yet even Kali is not always dark. She also is a loving mother, and especially in that aspect is worshipped by millions of Hindus and her witches.
Her witches also see Kali as an Earth-Fertility Goddess, is thus worshiped by many Tantric witches. There are many parallels between the witch’s view of Kali and that of Ishtar.  Kali’s regular priests (Thuggee) see her as the destroyer and a Goddess of death.  Her witches, however, view Kali as the Force of Nature, a mother who can give life and take it away.  Witches of Kali generally have several Thuggee males in their covens as their strong arms.  Slaves are kept and human sacrifice is common.  Kali’s holiest nights are on the new moon and Wednesdays.
Alignment: CE
Areas of Influence: Death, Destruction, Fertility

Lilith
Lilith is many things, first woman, wife, mother of demons, consort to men, demons, devils and gods, witch, demon and Goddess.
Lilith was the first wife of Adam, the first man. Adam and Lilith never found peace together, for when he wished to lie with her, she took offence at the recumbent position he demanded. “Why must I lie beneath you?” she asked. “I also was made from dust, and am therefore your equal”. She became proud and refused to lie beneath him during intercourse. This violated the command to be fruitful and multiply, since she was not being impregnated. Some traditions hold that she was impregnated and bore demons from him. Others claim She had two daughters with Adam. Naamah and Tubal are referred to as Cain’s sisters.  Naamah is the mother of many devils. He pushed the issue of her submission, and she uttered the Holy Name of God and flew away.
It is said that soon after Lilith left Adam he stood in prayer before his creator and said: “God of the World, the woman that you gave me has run away from me”. God tried to force her to return to Adam and sent therefore the death-angel Azrafil to her in the desert at the Red Sea, where she dwelled with the djinns, giving birth to countless demons.  Then God dispatched the three angels, Sanvai, Sansanvai, and Semangelof to bring her back. They caught up with her in the desert near the Red Sea, a region abounding in lascivious demons, to which she bore Lilim at the rate of more than one hundred a day. “Return to Adam without delay,” the angels said, “or we will drown you!” Lilith asked: “How can I return to Adam and be his woman, after my stay beside the Red Sea?” “It would be death to refuse!” they answered. “How can I die,” Lilith asked again, “when God has ordered me to take charge of all newborn children: boys up to the eighth day of life, that of circumcision; girls up to the twentieth day? Nevertheless,” she said, “I swear to you in the name of God who is living and exists, that if ever I see your three names or likenesses displayed in an amulet above a newborn child, I promise to spare it”. To this day they agreed; however, God punished Lilith by making one hundred of her demon children perish daily, and if Lilith could not destroy a human infant, because of the angelic amulet, she would spitefully turn against her own.  As late as the 18th century, mothers and children across many cultures took advantage of the protection offered by these amulets. Charms and rituals accompanied the use of the amulets, protecting mothers and infants from the retribution of Lilith. Baby girls were considered vulnerable in their first three weeks of life. Boys, on the other hand, were believed to be vulnerable for longer periods of time. Any boy under the age of eight was possible prey.
Alignment: CE
Areas of Influence: Evil, Moon, Women

Lovitar
Of the Finnish, “the people who ran from the woods,” few Goddesses are as evil and sadistic as Lovitar, Maiden of Pain.  Witches of Lovitar dispense pain to all of their enemies. Typical garb is white and all kinds of daggers are allowed as weapons.  Her coven spells deal primarily with pain and cold.
Alignment: NE
Areas of Influence: Cold, Evil, Pain

Mabd
The Queen of the Sidhe. Mabd is the prototypical elven Goddess of Celtic lore.  Her high time is the Summer Solstice. She is also known as Mab, Meave and to the Briton Celts, Titania. She is a mercurial Goddess that reflects the nature of the forest; life giving to some, deadly to others.
Witches of the Faerie Tradition honor Mabd and many of the Classical Traditions also pay her honor.
Alignment: CG or CN
Areas of Influence: Elves (Sidhe), Mysteries

Morigann
The Raven, the Celtic goddess of war.  Known as The Morigann, Morigan, Macha and Morigu.  She is the Goddess of war, battle and death, but not evil.
Part of a trinity of Brigit (maiden) and Danu (mother), Morigann is the crone.
Alignment: CN or CE
Areas of Influence: Chaos, War

Rhiannon
This Welsh Goddess is well known for her appearance in the Mabinagion.  In penance for a crime that she did not commit, she sat for seven years outside Pwyll’s palace and offered to carry any visitor on her back like a horse.  The singing of her three magic birds could be heard over the sea, could wake the dead and could lull the living to sleep.  She was also identified with Epona (a horse cult).  The Roman Calvary favored Epona and her shrines were covered with roses.
Alignment: CG
Areas of Influence: Horses, Fertility, Women

Tiamat
Tiamat is the great creation Goddess of water and chaos to the Sumerians.  She gave birth to all of the Sumerian (Babylonian) gods and ruled them all, until the god Marduk defeated her.  He used Her body to create the sky and earth.  She was described as a great dragon or a being of chaos. Like so many other destructive Goddesses, Tiamat is a Goddess of creation.  It is believed by the Sumerians that she created the world.  In Babylonian myths, Tiamat is a huge, bloated female dragon that personifies the saltwater ocean, the water of Chaos. She is also the primordial mother of all that exists, including the gods themselves.
The Cult of Tiamat is extremely far reaching.  The primary duties of her witches are to venerate Tiamat and destruction in any way they can and to spread the word of the cult.  Often “spreading the word” implies random acts of violence and attributing them to Tiamat herself.  It is her capacity as the dark Goddess of chaos and creation that attracts so many witches to her cult.
Her witches tend to belong to the Malefic or dark Tantric Traditions.
Alignment: CE
Areas of Influence: Chaos, Creation, Dragons, Water

Tlazolteol
Aztec witches who worship Tlazolteol, the Goddess of vice, are often tantric or malefic witches.  They spend a great amount of time on their appearance and try to look as desirable as possible. Once they have someone alone they will attempt to corrupt or kill them. Most prefer to corrupt others. Bards speak of a particularly successful witch of Tlazolteol who had been in the bedrooms of many of a particular country’s politicians.  Single handedly she had very nearly toppled the government through jealousy and deceit.
Tlazoteol is also seen as a necessary evil. She takes in filth and sin so it may be disposed of.   It is this aspect that she is most often worshiped and served by her witches.  Confessing ones sins to her or to her witches, one would be purified of those sins.  Mothers in childbirth often called on her aid. Her witches, learned in all manners sexual, are also skilled midwives and nursemaids, after all birth is a natural consequence of sex. Her witches are believed to be adulterous and women born under her sign (The Ocelot) were believed to become her witches.
She is seen as lustful maiden, mother or priestess and crone, devourer of youth, depending on her mood.  She is always depicted nude in all of her aspects, as the Mother she is seen having just given birth.  She wears a gold and turquoise necklace and her temples are adorned with gold bells.  Of note she is also sometimes depicted as wearing a conical “witch’s” hat.
Alignment: CE or CN
Areas of Influence: Chaos, Fertility, Trickery, Vice

Monday, May 19, 2014

The Next Dungeons & Dragons

If you haven't heard yet you soon will.
We now know the dates, prices and cover art of the next edition of Dungeons & Dragons.
No 5th ed. No "Next" (thankfully!). Just "Dungeons & Dragons".

First I like that the edition has been dropped.  This is supposed to be the "Edition to unite all the Editions".
I also like the dragon ampersand a call back to the roots, or at least when D&D was at it's most popular.

Here are the products to get us going.  They are listed on Amazon for pre-order, but I would like to point out that support for these games comes not from Amazon, but from your Local Game Store.  Please buy these locally if you can

Dungeons & Dragons Starter Set
Fantasy Roleplaying Fundamentals
http://www.wizards.com/DnD/Product.aspx?x=dnd/products/dndacc/starterset


The D&D "Basic" set is first up and this is a fantastic way to get the edition going.  For $20 you can see if you like the rules and game and still get everything you need for levels 1 to 5.   It has a 64 page DMs/Adventure book, a 32 page Player's book and 5 pregens. It even comes with dice.

As a long time fan of the Basic Set(s) I think this is fantastic.

Release Date: July 15, 2014
Page Count: 96
Price: $19.99; C$22.95

D&D Player's Handbook
A Dungeons & Dragons Core Rulebook
http://www.wizards.com/DnD/Product.aspx?x=dnd/products/dndacc/playershandbook


Now we are getting into the hard covers proper.  This is a little bit like the late 1970s.  We had the Holmes basic set and then the other hardbacks came out in staggered releases.  Then I think it was more matter of production and bandwidth. Now it is to keep the errata down and make sure each book gets its due.  The PHB is the perfect choice for a second release.
At 320 pages I am expecting quite a lot.  For $50 I should get a lot.  Again, this is not an unexpected price.

Release Date: August 19, 2014
Format: Hardcover
Page Count: 320
Price: $49.95; C$57.00

D&D Monster Manual
A Dungeons & Dragons Core Rulebook
http://www.wizards.com/DnD/Product.aspx?x=dnd/products/dndacc/monstermanual


I like this cover a lot. While a red dragon would have been nice, the beholder is also a good choice.
Same page count as the PHB, which I expected.  Same price too.

Release Date: September 17, 2014
Format: Hardcover
Page Count: 320
Price: $49.95; C$57.00

D&D Dungeon Master's Guide
A Dungeons & Dragons Core Rulebook
http://www.wizards.com/dnd/Product.aspx?x=dnd/products/dndacc/dmg


I have often said that the best book out there on how to run a game (any game) is still the 1st Ed DMG.  I honestly felt that the 3rd Edition DMG was also very good.  So I have high hopes for this one.  Again, the same size and cost as the PHB and MM.

Release Date: November 18, 2014
Format: Hardcover
Page Count: 320
Price: $49.95; C$57.00

All in all I am pretty excited for these.  Right now I have no plans to play it.  My kids still love 1st Ed.  There are some adventures coming out, but they focus on Tiamat and the dragoncult and I did all of that for 3e.  But we are getting new sets of miniatures, so that is something.

Looking forward to that Basic set in two months.

Tuesday, February 25, 2014

D&D40 Bloghop: Day 25

Day 25: Longest running campaign/gaming group you've been in.

This one is pretty easy.
I have been able to play in some pretty cool groups, but the one that has lasted the longest and the one I get the most enjoyment out of is Dragonslayers.

The Dragonslayers began as a way of teaching my oldest son how to play.  He was only about 4 years old at the time. I began with some very simple rules, but mostly based around D&D 3rd Ed.

I added in bits of Star Wars d20, BESM d20 and Mutants & Masterminds.  Over the years we also added my youngest son.  I have talked about the group many times here.

Presently the Dragonslayers are all in Epic levels, 24-26.  Yeah I wanted to do somethings with 4e too, so I am using the 3.x Epic Level Handbook and ideas from 4e. I have one more adventure to take them through and then it is off to the Dragon's Isle to fight Tiamat.  It will be epic!


Tuesday, November 12, 2013

Review: XL1 Quest for the Heartstone (D&D Expert Set)

Module XL1 Quest for the Heartstone is an adventure for the D&D Expert set, Mentzer/BECMI version.



Let's be honest and upfront right away.  This is not a great module.   The adventure is widely described as being akin to everyone's first module.  The adventure is your basic "retrieve an item at the end of a dungeon crawl" fare.

The real reason behind this module are the toys.  Specifically the LJN/AD&D toy line.


In fact you can pretty find an entry for every monster in the toy line, save for Tiamat herself.

Now I am not sure if the module was designed to sell toys (not likely since the markets seemed different to me) or rather as way to bridge the lines.  There are references in the module n which toy to use for the encounter and to tell you the truth, it sounds kind of fun.

Reviewing the module again in this light, as an excuse to use the toy line, it actually dawns on me that it would be a blast with the right group.

It should also be said that this module includes the stats for many of the favorite npcs/figures such as Warduke, Kalek and Strongheart, plus a few I didn't even know about.

So viewing the module in this light, is could be quite fun despite it's short comings.

Thursday, August 1, 2013

Running the Classics

I don't consider myself to be one of those GMs/Players with "Gammer ADHD".  I like to make a plan and stick with it.  My BIG PLAN for some time now has been to run my kids through all the classic D&D modules in some form or another.

I have detailed my attempts here and here. Since that time we have gotten new reprints from WotC and the DNDClassics PDF store opened up.  My kids also dropped 4e in favor of 1st Ed Ad&D.

So I have an embarrassment of riches here.  I have the systems, I have the modules and I even have the willing players.  What I lack is time to do it all.

I guess the only thing for it is to make the time. That and stop buying games.

In my kid's 3.x game we are going to do the Tomb of Horror and I'll talk about that one later.
In their 1st ed game they are still investigating the Caves of Chaos.  After that that we are doing T1 and L1 before moving on to the A series, to eventually do the GDQ series.  I'll work other classics in there where they fit.

Here is my plan so far.

  • B1 In Search of the Unknown, levels 1-3 (played at Gen Con 2012)
  • B2 Keep on the Borderlands, levels 1-3
  • T1 Village of Hommlet, Intro-levels
  • L1 The Secret of Bone Hill, levels 2-4
  • A0 to A4, levels 4-7
  • A5, The Last Slave Lord, levels 5-9
  • G123, levels 8-12
  • D12, levels 9-14
  • D3, levels 10-14
  • Q1, levels 10-14

The trouble is that living in a post-Drow world the impact of GDQ is just not the same unless I make them very different.
Also while Queen of the Demon web pits is fun, it lacks the final confrontation that I would like to do with a "big bad".  Plus I'd like to go to 20th level.

I could scale everything up a little and stick I1, Dwellers of the Forbidden City in there before the A series.
Other candidates are X2 (I already took them through X1), C1 and C2.

That would round out the classics really.  Here is how they stack;

  • X2 Castle Amber, levels 3-6 (after L1)
  • I1 Dwellers of the Forbidden City, levels 4-7 (after A but before G)
  • C1 The Hidden Shrine of Tamoachan, levels 5-7 (after A but before G)
  • C2 The Ghost Tower of Inverness, levels 5-7 (after A but before G)

Not to bad really.
It's not too difficult to turn the GDQ series up anyway, but are the drow and Lolth interesting enough?
Since this is the "NextGen" game after my 3.x one maybe Lolth is taking some revenge for her ally Tiamat, or moving into the recently vacated "most evil goddess" role.

While I don't need it a huge Lolth figure would be nice.

Wednesday, April 24, 2013

U is for Umu, Uttuku

Here are some I worked up for Ghosts of Albion.

Umu Demons (Ghosts of Albion)
Motivation: Guard dogs
Critter Type: Demon (Guardian)
Attributes: Strength 4, Dexterity 5, Constitution 4, Intelligence 3,Perception 7, Willpower 4
Ability Scores: Muscle 14, Combat 15, Brains 16
Life Points: 48
Drama Points: 3
Qualities: Hard to Kill 2, Armor Value 2, Acute Senses
Drawbacks: Attractiveness -4, Honorable (Rigid)
Skills: Armed Mayhem 4, Fisticuffs 3

Combat Maneuvers
Name Score Damage Notes
Big Sword 9 25 Slash/stab, can use one-handed
Bite (2) 8 17 Must Grapple first
Punch 8 8 Bash
Kick 6 10 Bash
Dodge 9 - Defense action
Grapple 8 - Resisted by Dodge

Umu Demons (OSR/Basic/S&W/D&D)

Hit Dice: 8
Armor Class: 3 [16]
Attacks: 2 claws (1d6), 3 bites (1d6) (only three heads may attack at a time)
Special: Magic resistance (45%), regenerate (1 hp/round), never sleeps, never surprised
Move: 24'
Save: 10
Alignment: Chaotic Evil (Chaos)
Challenge/XP: 8/900


Lower level demons employed by the Utukku, Umu demons act as guard dogs-a job they are perfectly suited for. Each Umu demon stands 6' to 7' in height. Their skin is covered with a fine dark fur, often black or dark brown. They are very muscular and often dress in ancient Babylonian or Sumerian garb; open toe sandals, papyrus kilts and bare chested. What sets these demons apart are their four heads. The heads most often resemble that of a Doberman, but some have been reported with jackal heads as well. All faces feature prominent snouts with dozens of needle like teeth. Each head faces a different direction, thus the Umu is never surprised. Their senses are as acute of that of a dog's (sharper sight, hearing and smell) only four times over. They are loyal to their demon employers and thus very much in demand by those that have things they want guarded. Each head is independent of the other. So heads can eat, carry on conversations and even sleep separately of the others.

Umu typically kill and eat anyone that comes too close to the thing they are guarding, making no distinction between friend and foe. Only their employer, the demon or witch that bound them are immune to their attacks.

There is also a rumor that there are three-headed varieties that serve the Goddess Hecate.

Utukku, Utukki
These fiends appear to be large satyr like humanoids.  They stand 7’ tall on the hind quarters of a goat, but upper body of man.  Their faces, while human-like have characteristics of both lion and goat.  Their horns are large and goat-like, and their heads are covered in thick wholly fur that resembles a mane.  Their teeth and claws are very sharp.
In areas where these creature roam free frighten villagers often sacrifice their virgin daughters to appease them.  Sometimes the poor unfortunates return to their villages traumatized and  bearing an awful child in their wombs.  These demons are quite powerful and fairly high in the demonic hierarchy. They only begrudgingly take orders from Marilith and Balor.  All others they see as beneath themselves.    Utukku are related to the Umu demons and have completely subjugated them.  The Utukku allow the Umu to be summoned by other demons and human magic users for a task.  An Utukku can summon up to 1-3 Umu demons per day.

Utukku

Hit Dice: 11
Armor Class: 1 [19]
Attacks: 2 claws (1d8), 1 bite (1d8)
Special: Magic resistance (45%), regenerate (2 hp/round), shape change (human), +2 or better weapons to hit.
Move: 24'
Save: 12
Alignment: Chaotic Evil (Chaos)
Challenge/XP: 11/1500

The Umu and the Utukku are both in the service of Tiamat and other Eodemons.


http://en.wikipedia.org/wiki/Utukku

Tuesday, April 23, 2013

T is for Tharizdun and Tiamat

Yesterday I talked about the Devil as embodied in Satan.  As I mentioned I don't like the idea of using such impossible evils to kill (if it has stats it can be killed).  But near-impossible ones are fine.

I have talked about Tiamat a lot here.  Not just the D&D concept of her, but the ancient myths and what she means in my world.  She is the current "Big bad" in my kids 3rd edition game.  They began as just a small group looking into researching dragons.  In the process they discovered the rise of the old Cult of the Dragon (I am using what appeared in Dragon Magazine before it was went over to the Forgotten Realms) into a new threat.  The feel the only way to stop this evil from taking over the world is go to the source.
The twist I am planning is the artifacts I am having my kids gather up to summon Tiamat are also just what she needs to come into this world to rule it.  I am using ideas from the old Doctor Who serial "The Key of Time" and the Come Endless Darkness book by Gary Gygax (more on that book later).  They have gathered up all the relics they need; and these are true relics, they are the remains of dragons that are now "saints" in Tiamat's evil pantheon.   They are going to summon her using these relics and a few other items. Then there is going to be a big no-holds-barred fight on the Dragon Isles.
There are some parallels here with my last campaign/game "The Dragon and the Phoenix", but this one should be a lot bloodier.
Here are some of my relevant posts on Tiamat


Tharizdûn is closer to the classical idea of "The Devil" than Tiamat is.  Though I do recall at one point thinking that Orcus was the son of Tiamat and Tharizdun.  Not keeping that, but I might revisit it one day.
Unlike many of the other creatures, I have posted here Tharizdun was created whole cloth by Gary Gygax and expanded on in later books.  He is the main bad guy in the Gord the Rogue books including Come Endless Darkness (he is on the cover in fact).  In my games, he is god chained at the bottom of Hell and Asmodeus is his jailer still.  Though the millennia of Tharizdun whispering in his ear it is hard to say how much of the original Asmodeus is actually left.
He is hinted at in the T1-4 modules and then bits and pieces in S4 and WG4.  I think it would be very interesting to do the entire GDQ series under AD&D but instead of Lolth being the big bad, make her an unwitting pawn of Tharizidun.  Get the Shard of Pure Evil (from 4th Edition) so he can escape his prison and destroy the world.
Sure it is an awful lot like my Tiamat arc above.  But it works, and the stakes would be much higher.

Can't wait for my kids to fight these two!

Tuesday, April 16, 2013

N is for Nergal

Nergal comes to us from Mesopotamian mythology, the same that gives us Pazuzu, Tiamat and Lilith (after a fashion).  He is an old god of the noon day sun, war, pestilence, disease and the planet Mars.  It could be said that he even symbolizes the worst aspects of the god that would later go on to become Ares/Mars.
Like most old gods he was later demonized by Christian authors.  He even appears in the Hebrew and Christian bibles as one of the few named demons (2 Kings, 17:30).
Christians would equate him with the Devil.  Earlier Zoroastrianism would connect him with the Angra Mainyu, or their evil spirit.

In many of the myths/stories of Nergal he is the lord of underworld, but not the sole lord.  It is a task he shares with his lover Ereshkigal, or as I like to call her, the world's first Goth chick. Depending on the story Nergal either rapes Ereshkigal, she tricks him into staying in the underworld or they have a loving relationship.  All could be true.

In various games Nergal usually gets demoted. In AD&D 1st ed and D&D 3rd ed he gets only a mention as being one of the Rabble of Devilkin.  Again this is unfortunate since it lacks a lot of what Nergal interesting.  He gets a much better writeup in the 1st Ed Deities & Demigods and his girl friend is central to many adventures and games.  I used her in my Army of Darkness/D&D mash up and again in my current 1st ed game with my kids.



Nergal

Alignment: Neutral Evil
Movement: 120'
Armor Class: -3
Hit Points (Hit Dice): 110 hp (19 HD)
Attacks: Rod (x2)
Damage: 1d8/1d8 +save vs. death on critical hit
Special: +1 or better weapon to hit, command undead, immunity to fire, electricity and poison, regeneration (1 hp/round), see in darkness, magic resistance (55%), telepathy 150 ft.
Save: F19
MORALE: 11
XP: 13,000


Nergal is the Lord of the Underworld.  While his origin is more closely aligned to the Baalseraph, he is closer in nature to a Demondand or Shedim.  He is a demon that had been a god, but was killed and returned.  He shares this quality with a number of other demon lords including Orcus.
He appears as a tall, older man with thick black hair and beard.  He stands 7' tall, but can appear taller.He wears clothing fitting a king of his time (ancient Babylon) and carries a long rod that he uses in combat.
Like most kings he prefers to stay out of combat himself.  Instead he can summon up to 4 dead enemies from a person's past to fight on his behalf.
He can also command any undead as if he were a 19th level evil cleric.
When angered his countenance changes to that of a lion with a long black mane and skin pocked as if with disease.
Nergal prefers to stay out mortal affairs except in times of war.  Other powerful demon lords (typically Shedim and Baalseraph) employ him as a general or war marshall for their wars against each other.
While Nergal has lost much of his former power he still considers himself a god and not a demon.

Links
http://www.gatewaystobabylon.com/gods/lords/undernergal.html
http://en.wikipedia.org/wiki/Nergal
http://en.wikipedia.org/wiki/Ereshkigal
http://en.wikipedia.org/wiki/Nergal_(Dungeons_%26_Dragons)
http://forgottenrealms.wikia.com/wiki/Nergal_(deity)
http://zyntara.com/VisualAstrologyNewsletters/van_April2006/VAN_april2006.htm

Friday, April 5, 2013

E is for Eodemon

Eodemons are another "new" race of demons I am working on.  Eodemons are the "Dawn Demons" or Proto Demons.  These are the demons that were already old and evil and sulking in the Hells.  Unlike the "devils" that were once good and then fell or "demons" that are relatively new to the scene, the Protodemons were old and evil. Their motivations are often alien to mortals and other demons.  Their numbers are few, but each one is extremely powerful.  Many are worshiped as gods, or at least, dark gods.

These are not to be confused with the Eudaemons, or beneficial demons.  Also many believe that Lilith herself is an Eodemon, but this is something she denies.  Also some scholars use the more archaic form Eolim to describe these demons.  Not to be confused with Elohim, which are also servants of Good.

For my take on these demons I am taking really, really old myths.  The one that everyone knows is Pazuzu.
How do you know him?  He was the demon in The Exorcist.


Only five Eodemons are being detailed. There maybe more, but they have thankfully remained unknown.  As a group they are more powerful than the Baalseraph, but are too independent and chaotic to work to the same ends.

While I am connecting the Baalserasph Lords with the Deadly Sins, I see the Eodemons as representing a classical element.

Dagon: Lord of the depths. This Eodemon combines the worst aspects of fish, octopi, sharks and strangely mankind.  Like most Eodemons his form constantly shifts and rearranges itself to suit his need, environment or whim.  One constant is his large, dead looking eyes. Always described as the “eyes of a fish” or a “drowned man”.
His element is Water.

Leviathan: It is supposed that this is the oldest of all the Eodemons.  Leviathan is so ancient that even other demons seem in awe of “his” age and power.  It assumed that it is a he though there is no evidence to suggest either way. Leviathan exists only for one purpose; to feed.  Leviathan can be found in the Astral realms devouring entire worlds.
"He" represents the Fifth Element of Quintessence.

Pazuzu: The Lord of the East Wind is a demon of the skies. He appears to be a well proportioned athletic male human with bronzed skin. His head is a bizarre combination of human, dragon and hawk.  His double set of wings could indicate a semi-divine nature but Lord Pazuzu denies such things.  Lord Pazuzu says a lot actually, he is the most active Eodemon in the affairs of mortals.
He represents the element Air.

Tiamat: The Queen of Monsters and Primal Chaos.  Tiamat was once a primal goddess of creation. But she desired only to destroy.  She was cast out and was already old in the hells when the Baalseraph arrived.  Evil Dragons and evil monsters still revere her as their queen and goddess.
She represents the element Water.

Tsathogga: This great demon appears as some sort of titanic frog-like monster.  It appears to be at least 50’ long or as much as 75’. There is a vague humanness about this this demon, but it’s countenance is one of an evil frog. It’s mouth is filled with rows of sharp, shark-like teeth the length of a grown man’s  arm.  It’s body is covered in open sores where oozes pour out.   Tsathogga does not bother to attack mere humans and will summon 4-9 (1d6+3) Demodands loyal only to him. Tsathogga, when he does attack, will use his tongue to attack the nearest opponent.  Human cultists worship Tsathogga, but the Demon Lord cares little for humanity.
The Lord of Toads represents the element Earth (I know, not a great fit).

So a nice collection of different myths here.

Thursday, March 7, 2013

Reviews: Dragon Island and Magic

A few new products I picked up at the GM's Day Sale at DriveThruRPG.

My boys are getting ready for their huge campaign finale.  The giant battle against Tiamat on the Island of the Dragon Empire.  Back in the dawn of time the Dragon and their Dragonfolk surrogates ruled the world from the Dragon Island.  Those days are gone and the Dragon Empire has fallen.  But the Island remains and that is where the characters will make their stand.

Fantastic Maps - Iconic Island
I am gearing up for the BIG finale of my years long 3e game.  The final battle where the forces of good battle the forces of evil happens on an Iceland-like island in my world.  I could have drawn anything, I could have even taken an older module and altered the island in Photoshop.  With this product I didn't have too.  It even looks almost EXACTLY like what I wanted.  The ZIP file contains maps of the island. Non-marked, marked and hexed variants. Plus a BW version.  There is no text or fluff to go with this, which is great, I have my own.  This is my new Dragon Isle!  I would love to see more products like this one.

My new island is going to need people too.

Archetypes of the Jade Oath (PFRPG)
I got this product for the new witch hexes but the rest of it is great as well.  There is a cool Eastern Flavor to this and I want to see if there is more in this series.  While I have a lot of cultures on my game world the one thing that has been getting the short end of my attentions are Dragonfolk/Dragonborn.  This book, while not explicitly designed for that, is perfect for my needs (and the cover kinda helps with that).
So what do we get? 20 pages (with cover, credits page, OGL statement and 2 pages of "Ads").  While there is an Eastern "flavor" to this, it is presented mostly context free.
The Barbarian is based on totem animals, which is a really awesome variant.  I normally don't play barbarians, but I would try one of these.  The Cavaliers are the Order of the Ancestors and Order of the Creed.  Monks, a natural fit, are presented as Kensai (one of my favorite classes back in the day). Imagine the typical unarmed monk, now armed.  And finally, the Witch, with a bunch of new and exciting hexes based on Elemental magics or Dragon magic (see it is a perfect fit!!). In fact these are some of the best Dragon Witches I have ever seen.  So this is worth the price of the book alone to me.
We also get plenty of new feats.  This was a nice surprise and I am very happy with this.

Midgard: Player's Guide to the Dragon Empire
I own a few of the Midgard products, but this one really called to me.  This Dragon Empire is very similar to the one I was crafting for my own game world, so this saves me some heavy lifting.
The 30 pages of this book is jam-packed.  What did I like in this?
Well I love the castes.  Dragons seem very arrogant and a caste system makes sense. I liked how the castes were set up as well.  Lots of great role-playing potential in these.  We get a bunch of new Traits and Feats.
Classes get a bit of an update as to be expected.  There is a Cavalier archetype, the Order of the Firedrake (which is a PERFECT with my world's own White Drakes). The Druids have the Elemental Exarch. Fighters get Edjet Warriors, and the Magus has the Dragon Magus.  We get a couple new monks, Monk of the Fiery Fist and Monk of the Wind Palm. There is also the Mystery of the Void, Greyscale and Void Elemeentalist for the Oracle, Rouge and Elementalists respectively.  There is also the Dragon Emir prestige class which I am sure my son would love. The book end with new spells, exotic goods and magic items, including magic the magic carpet.  Cool stuff.  I am going to have to look for more books in this series.

Midgard Bestiary for Pathfinder RPG
We always need more monsters. Over a 100 new monsters for Pathfinder.  Lots of really interesting ones too.  I loved the Shadow Fae, Ice Maiden and Red Hag and have hooks already for all of them.  The new dragon types are also very interesting and I can't wait to use a Mithril Dragon or Baby Yaga's Horsemen. In fact there are two completely separate campaigns I want to use this book in, a Dragon based one and a Witch-centric one.  Both need unique monsters that the players have never seen before, and there are a number of monsters here that are perfect for one or the other or both!
Also available for 4e and AGE.

Lineage Draconis
This 28 page (27 + cover) pdf features 6 dragon crossbreads including the oft stated Orange and Yellow Dragons. But you also get the Blade, Steel, Rust and Gray Dragons.  These dragons are pretty interesting and for the game I have coming up I need a lot of interesting dragons.  The book also includes the Dragon Blooded "class" though it is also sort of a race.  They are humanoid dragons.  Plenty of things you can do with this class as well as alternate versions depending one where the blood came from.
In a neat little feature you also get the art from the book in a seperate file.  So now you can show your players exactly what a Yellow Dragon looks like.

The Modern Spellcaster Basic Class
This book is for the d20 Modern Game, Pathfinder and a few other d20 based games.   It presents a generic form of a spellcaster that isn't a wizard, cleric, witch or druid.  In a sense it is a throwback to the older "Magic User" class.  The basic premise here is to provide full powered (up to spell level 9) spellcasters from D&D like games to your Modern Games.  I am not sure how this works out in play, but the concept on it's own is interesting enough.  There are new feats and a fun "arcane death" table.  Frankly I would like to see that expanded into an "Arcane CSI" to be used in any modern game with magical elements.

Monday, November 26, 2012

Dragonfolk for the Advanced Era

Like his dad, my oldest son enjoys all versions of D&D.  He plays a 3e game with me and his brother, a 4e game with some friends and a Pathfinder game with some other friends.   He has also had the chance to play Castles & Crusades, ACKS and Basic Era D&D.  But so far his favorite has to be 1st Ed AD&D.

He also loves dragons.  Always has.  So it was a natural then that he would want to make his own dragon book and have some going back and forth we decided that an OSRIC or Labyrinth Lord Advanced compatible book would be the best.

Of course in what can only be called a bit of Generational Rebellion, according to my son there are no know Dragonfolk witches. 

So for your enjoyment here is a new player character race he has been working on for some time. 
The Dragonfolk.

All text below is considered OPEN for the Open Gaming License. It is copyright 2012 Liam and Timothy Brannan.

Dragonfolk
It is well known that dragons can often take the guise of humans, elves or other humanoid species.  It has been through this magic that the dragons have come into direct contact and congress with these younger species.  For years these various dragon-blooded and half-dragons roamed the world often ignorant of their own heritages.  It was not till the great hero Marduk, himself rumored to be the spawn of a human mother and Ea the Dawn Dragon, gathered all the dragon blooded to one one land now known as the Dragon Isles. He then became their first King.

Thousands of years later the Dragon Empires have waned, but the Dragonfolk have survived as a species in their own right.  They rarely leave their Dragon Isles and are thus rare or even legend in other parts of the world.

There are two type of Dragonfolk recognized, Imperial and non-Imperial.  Imperial Dragonfolk hale from the Isles of the Dragon Empire.  The Empire has waned in the 700+ generations since Marduk first united the Dragonfolk into a single people, but the Imperial Dragonfolk are still just as proud as they ever were.

Non-Imperial Dragonfolk are born from the union of a humanoid (typically human, elf or dwarf) and a dragon.  They are of the same general sort of their humanoid parent with the scales, coloration and temperament of their dragon parent.  Non-Imperial Dragonfolk are often shunned in human committees. Any non-Imperial Dragonfolk can claim to be an Imperial Dragonfolk only if they make a pilgrimage to the Temple of Dragons on the Dragon Isle and there renounce their ties to their humanoid relatives.

Description
Dragonfolk appear as dragonlike humanoids.  They share qualities with both of their parent stock.  They stand taller than humans typically 6 to 7 feet in height with males and females being roughly the same height.  They are warm blooded despite their reptilian appearance, though they are not as comfortable in extreme climates as are humans.   Dragonfolk lay eggs like dragons, but also produce milk like a mammal.  Typically only 1 to 2 eggs are laid in a clutch.  The eggs develop partially inside the female and then are kept warm by the male and female once laid.  Twins resulting from one egg is considered an ill omen.

Imperial Dragonfolk can claim human, elf, dwarf as well as a variety of draconic parentage.  Imperial Dragonfolk are only fertile with other Dragonfolk. Non-Imperial are fertile with other Dragon-folk and their members of their humanoid parent's race (and races cross fertile with them such as orcs, trolls, goblins).

Dragonfolk can come from any combination of dragon and humanoid parentage.  For Imperial Dragonfolk, ones that live or come from the Dragon Isles, this is not determination of potential alignment or powers. For non-Imperial Dragonfolk parentage can have an affect on coloration, powers and potential alignment.  
Dragonfolk only recognize the difference between Imperial and non-Imperial Dragonfolk, with Imperial Dragonfolk claiming superiority to the non-Imperial individuals.  Non-Imperial Dragonfolk can produce offspring with strong Dragonfolk traits. These straits remain strong even through many generations.

There is some questionable scholarly work claiming that Kobolds are non-Imperial crosses with gnomes or halflings.  While is this largely dismissed even the most conservative scholars do believe that Kobolds may be the result of non-Imperial pairings of dragons and goblins.

Dragonfolk develop from egg to hatchling in 6 months and are weaned after 6 months. They reach maturity at 13 years.  Imperial Dragonfolk are considered Citizens at 21 years of age.  Their average lifespan is 250 years.  A mated pair will usually mate first between 14 and 21 years old and they will stay together for life, though they may not not necessarily live with each other.

Honor and Caste
Dargonfolk have a strict code of honor. This and the Dragonfolk caste system will be detailed in the future.

Requirements: CON 9
Ability Modifiers: STR +1, CHA +1, DEX -1
Ability Min/Max: STR 4/19, DEX 2/17, CON 9/18, INT 3/18, WIS 3/18, CHA 4/19

Languages: Dragonfolk learn Draconic as their primary Language and can learn the common tongue and alignment language.  They may learn additional languages to these based on their Intelligence score. If Kobolds have a unique language then Dragonfolk will also know this language. 

Infravision: 30 ft
Low-light vision: 120ft

Naturally Dragonfolk are a highly magical race. They gain a +2 to all saves from Spells and Spell like devices.  The gain a +4 vs Dragon Breath saves.  

They can see Invisible creatures and items on a 1 on a 1d6.  They can find secret doors on a 1-2 on a 1d6 as well. 

Dragonfolk are naturally resistant to weapons due to their tough, scaly hides. They gain an additional -1 to their Armor Class. 

Permitted class options: Cleric, Fighter, Paladin, Magic-User*, Thief, Cleric/Fighter, Cleric/Paladin,  Fighter/Magic-User, Fighter/Thief.

Level Limits
Cleric: 9th 
Fighter: Unlimited
Paladin: 17th
Magic-User*: 11th
Thief: 8th

Dragonfolk have their own type of magic-user known as Dragon Mages.  These will detailed later.

Dragonfolk Thief Skill Adjustments
Pick Locks -5%
Find and Remove Traps +5%
Climb Walls -15%

Movement Rate: 120 ft

Breath Weapon
A holdover from their draconic heritage, Dragonfolk have a limited breath weapon.  Regardless of their coloration or alignment the individual Dragonfolk can choose among Acid, Cold, Gas, Electricity,  or Fire.  
Once per day a Dragonfolk can emit a powerful breath weapon attack.  This attack does 1d6 + 1hp/level damage. The damage type is chosen at character creation and can't be changed short of a Wish spell.

Dragonfolk and Kobolds
Dragonfolk and Kobolds share a relationship similar to that of Humans and Halflings or Dwarves and Gnomes. In areas where Dragonfolk are more common Kobolds will live on the outskirts of the Dragonfolk communities.  Kobolds will adjust their normal behaviors and alignments to suit that of their Dragonfolk cousins.  Indeed small communities of kobolds near good aligned Dragonfolk areas have been known to be good aligned as well.  

Religion
Dragonfolk follow a form of Ancestor worship where they honor the spirits of fallen warriors, kings and dragons.  They claim that many of the dragon "gods" that cultures around the world worship were in fact personages in their history.  Many times these gods were non-Imperial Dragonfolk that rose to great power and honor.   Such dragons and Dragonfolk are Aži Dahāka (The Destroyer), Druk (thunder dragon), Ea (Dawn Dragon), Jawzahr (Moon Dragon), Karkeu (Diamond Dragon), Marduk (Dragonfolk Hero and Emperor), Quetzalcoatl (Dragonfolk Lord of the Sky), Tiamat (Mother of Monsters), Yam (Son of Ea and Tiamat, dragon god of the Sea), Zirnitra (Dragon God of Sorcerery), and Zmey Gorynych (Darkness).


Section 15.
OSRIC. Copyright 2008 Stuart Marshall.
Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor. Author Daniel Proctor.

"Dragonfolk for the Advanced Era" Copyright 2012, Timothy & Liam Brannan.

Tuesday, September 11, 2012

Tiamat/Takhis research

Anyone have anything on Tiamat or Takhisis for D&D?

I need to go beyond the normal web-crawl/wikipedial-trawl and get some deep, hard research.

Something beyond this post I made in the summer.
http://timbrannan.blogspot.com/2012/06/tiamat-on-my-mind.html

Thanks all!

Sunday, June 10, 2012

Tiamat on my Mind

Been doing some research on the end game of my kids D&D 3.x game and I have been thinking a lot about Tiamat.  The kids are going to fight her in the end, but I wanted something more than the big five-head dragon of the AD&D Monster Manual, and not exactly like the Takhisis of Dragonlance.


So I hit the "books".

http://en.wikipedia.org/wiki/Tiamat
http://en.wikipedia.org/wiki/Tehom
http://en.wikipedia.org/wiki/Tiamat_(Dungeons_%26_Dragons)
http://en.wikipedia.org/wiki/Takhisis
http://forgottenrealms.wikia.com/wiki/Tiamat (for the Forgotten Realms info)
http://www.pantheon.org/articles/t/tiamat.html

And inspirational posts:
http://gorgonmilk.blogspot.com/2012/01/tiamat.html
http://dndwithpornstars.blogspot.com/2012/05/percentile-systems-girl-voices-and.html
http://blackmoormystara.blogspot.com/2011/09/divinity-of-dragons.html


http://timbrannan.blogspot.com/2010/03/drow-should-be-lawful-evil-among-other.html
http://timbrannan.blogspot.com/2010/01/going-up-to-hell-cosmology.html
http://timbrannan.blogspot.com/2011/05/post-666.html
http://timbrannan.blogspot.com/2010/11/sohave-you-ever-killed-god.html


Well I also hit the real books too.

One thing I recall thinking up years ago was that Tiamat in the old myths was the personification of Chaos.  This idea was reaffirmed with me when I, like many others, dabbled in Chaos Math and Science (it was the 90s, all the cool grad students were doing it).   Tiamat is primordial chaos.   Well what is that in D&D?  Simple, the Abyss.  So I have placed Tiamat in the Abyss, but it is not-quite-the-Abyss.  Her realm is Tehom, the Hebrew word for abyss or deep.  It is also related to the Kabbalah, being one of the Qliphoth.  Tiamat and Tehom also are have etymological relations.

Zak even talks a bit about fighting Tiamat and the mytho-historical Tiamat near the end of his interview over at Penny Red. (1:20:00 or around there).

Tiamat and Lolth
In my games Tiamat and Lolth are strong allies (no, not like this). Mostly because I have effectively had them swap places; Lolth becoming LE and in Hell, Tiamat CE and in the Abyss.  But also because they have similar backstories.  Both were (are) gods. Both were cast out by male Gods to establish some new order.  I can see each seeing something of herself in the other, and not in a self-loathing way (Lolth in my world is full of self-loathing, no pun intended) but rather as solidarity.  Their views are radically different, but their plans for conquest do not conflict really.  So they see each other as an ally.  Not best friends or anything like that, but there is mutual trust built up over centuries.  They are evil, not stupid.   If I were to play this out then I would have an alliance between the Drow and a group of dragons.  Most likely the red dragons, like what the Githyanki do.  I might even revise that a bit and say it was a select group Drow that went to serve Tiamat and she in return had some dragons serve Lolth.  Of course they are spies, but everyone knows this.

Here is an odd entry, attributed to the Demonomicon that Lolth is the offspring of Tiamat and Alrunes, the Queen of Sorcery.   Not quite sure about that one really.  But I have conjectured that Orcus is the offspring of Tiamat.  That would give me a hook too.

Of course I had this evil thought of using  the Scales of War material for the last few adventures.

Just a little late night research.

Anything cool about Tiamat or Lolth I should know?

Thursday, March 1, 2012

Dragonslayers: An Epic Epic of Epicness

So after my Book of Vile Darkness enhanced version of S4:The Lost Caverns of the Tsojcanth, the characters all for the most part hit 20th level and frankly I don't want to stop.

So I am pouring over the Epic Level Handbook now.  This is not something I used back when I was play 3.x, and it has taken this long for the boys to get to this level.  I have some issues with it, for example the editing seems bad in places. But man this book is just full of great ideas.  Some of which would be great for Epic Level Play in D&D4 or 20+ level in D&D Bacic/BECMI.
Really it is kind of a fascinating book.  It takes the rules into places the original designers I don't think expected, but yet there is such an enthusiasm for it that it makes the reality of a 30-level D&D4 a no brainer.

They have not leveled up yet, they are still in the caves.  I am merging the 3.x rewrite of the LSotT with the Forgotten Temple of Tharizdûn.  I now have the temple far, far underground where the dengerate Norkers dwell and keep millennia old rituals alive to a God no one remembers.  There will be demons, monsters of pure chaos and all sorts of evil.  Maybe even a rogue Brain Collector.  Love those guys.

To keep the sense of evil, dread and most importantly fear, I am still going to use the Book of Vile Darkness (both the 3.0 and 4.0 versions) but I'll also include some elder scariness from the Epic Level Handbook too.

The idea here is to build to something big, apocalyptic even.  That is why I bought this thing.


The Mage Knight Apocalypse Dragon to stand in for the full Goddess form of Tiamat.  That is the 3.x era Aspect of Tiamat and the 4e Orcus.   I am not sure how powerful she is going to be, but I am expecting HP in the low 1000 area, at least 30-35 HD and enough magic the stomp a small city-state.  I want it to be so epic that the boys will tell their own kids one day.  Just like the time that my characters had to defeat Orcus in the original H4 Throne of Bloodstone back in that far off time of 1987 and that mystical land sages once spoke of, Southern Illinois.

But since I also want to make all the battles leading up to this one epic in feel I am also reading other's play experience with these two modules.

Beedo over at Dreams of the Lich House has a great post on his group's battle in the Temple of Tharizdun.  This is a great run down and shows that all in not quiet in this so-called Forgotten temple.  James of Grognardia gives us his retrospective as well.  What both bloggers offer me is something I already knew, but was glad to see it all spelled out again.  The Forgotten Temple is not a simple dungeon crawl. Sure it looks like one, but it isn't one. This is alien horror.  This is Lovecraft meets the Satan Pit.
There is no over ridding goal to this adventure.  This is uncovering a plot and then running the hell away. I'll give them chances to acquire some magic items, even face some ancient, eldritch evils.

If I ever do Tharizdûn it will have to be even bigger than the Tiamat battle.


Tharizdun. Now there is name.  You don't need to know anything else about this guy other than his name to know he is up to no good.

In Gygax's Oerth he is the next best (worst) thing to Satan.  He is the Source of All Evil, to borrow a page from Charmed.  He is the biggest baddie there is.  I'll take his "Satan" aspects and his "Thasaidon" aspects and maybe even pepper in a bit of Lovecraft for good measure.

Links I am currently reading for "inspiration".
http://en.wikipedia.org/wiki/The_Forgotten_Temple_of_Tharizdun
http://en.wikipedia.org/wiki/Tharizdun
http://en.wikipedia.org/wiki/Clark_Ashton_Smith_deities#Thasaidon
http://en.wikipedia.org/wiki/Ghaunadaur#Ghaunadaur
http://en.wikipedia.org/wiki/Elder_Evils
http://forgottenrealms.wikia.com/wiki/Tharizdun
http://www.canonfire.com/wiki/index.php?title=Tharizdun
http://www.canonfire.com/wiki/index.php?title=Elder_Elemental_Eye
http://www.canonfire.com/cfhtml/modules.php?name=News&file=article&sid=968
http://grognardia.blogspot.com/2008/11/retrospective-forgotten-temple-of.html
http://grognardia.blogspot.com/2010/08/pulp-fantasy-library-dark-eidolon.html
http://ulmo.mux.net/greyhawk/tharizdun.html

Anyone else run an Epic level game?  Or take on the Temple of Tharizdun.