Thursday, January 10, 2019

Featured Artist: Luigi Castellani

Hello and welcome to my first Featured Artist post of 2019.  If you are new to this then the purpose here is simple.  I find an artist I really like and I share some of my favorite pieces with you.   The hope is you find some new artist to like and maybe buy their prints or subscribe to their Pateron or whatever.  But at the very least we all find someone whose art we can enjoy.

Today it is my pleasure to introduce you all to Luigi "Artkid" Castellani.

Luigi is an artist from Rome, Italy (where I do believe art was actually invented, but don't quote me on that! ;) ).  You will recognize his work from several of my own witch books. But most likely you will recognize him from his stock art packages or the books that use them and his art.

His art is very reminiscent of the old-school style D&D books and it could be that is the reason he is so popular with the OSR crowd.  His work has appeared in books and games by Joseph Bloch's BRW Games, OSRIC, Carcosa, and Peter C. Spahn's Small Niche Games among others.

Here is Luigi in his own words.
Like so many artists I started drawing before I got in primary school, my reference material consisted of Marvel Comics with Buscema and Kirby being the foremost inspirational artists. I first made contact with D&D, Call of Cthulhu and Traveller in 1980, and my love for gaming endures to this day. Over the years I've played or GMed a variety of systems (Shadowrun, SW D6, Pendragon, CP 2020, TORG, Bushido, Flashing Blades, Hero, MERP/RM to name a few). I'm mostly a "trad" and Old School gamer but I never liked fences and walls, gimme dice and I'll play (almost) anything. My favorite gaming artists ever are Erol Otus, Dave Trampier and Keith Parkinson.
Here are some of my favorite pieces.










You can Luigi at the following sites:

Wednesday, January 9, 2019

This Old Dragon: Issue #104

Wow! A this Old Dragon? Really.  Time to get back into this.  Grabbing the Dragon that has been sitting on my desk it is ... hmmm, no cover. Well, inside it says December 1985 so that should make Dragon #104.  Rocky IV dominates the theaters, Mr. Mister and Lionel Richie rule the radio waves with "Broken Wings" and "Say You, Say Me" respectively.  It's December 1985 and this is episode #104 of The Old Dragon!

Well, my cover is gone, but my Google-fu tells me it is another Denis Beauvais piece.  This time a happy looking wizard.

Letters covers some the issues with the adventure "City Beyond the Gate" in Issue #100.  I have to agree, now in retrospect, with the errors being pointed out with Robert Schroeck's version of London.  If I do issue 100 I'll have to come back to this.

Kim Mohan's editorial covers William Dear's book "The Dungeon Master". In particular, Mohan focuses on the game that Dear played and didn't enjoy.  Me, I have a host of other issues with the book but that is not really the point of his editorial.

Nice ad for the Dragonfire software.  I often spoke about how my earliest memories of D&D and D&D experiences are contemporaneous with my earliest experiences with computers.  To me, they go hand in hand.  Back in the day, we had written our own software for the various TRS-80 computers we had.  It was fun.  You can still get the Dragonfire II software online. I am not sure of the legality of those sites though.



We come up to one of the early "theme" section of Dragon.  These became more and more popular from Issue 80 or so on hitting their height in the in late 1980s (issues 100 on).
The theme for this issue deals with Thieves, which even at this point (end of 1985) they were being referred to as "Rogues".

John C. Bunnell starts with The Well-Rounded Thief which deals with various reasons why a character would want to be a thief.   There are a lot of good ideas here (greed, professional motivation, artistic, recreational, revenge) and 99% of this article can be used with any version of D&D really.   Thieves may not have been in the Little Brown Books, but they are a staple of D&D now.

Bunnell is up next as well with Race is Ahead of Class.  This article really gave us some insight on how different races view thieves and was a preview of the Race/Class/Kit books of 2nd Edition.  Again this article can be used today regardless of your edition of choice.

What does your thief get when they pickpockets? Well, Bruce Barr has the answer in Was It Worth the Risk?  Tables of picking pockets depending on who is the mark.  The tables will feel a bit old-school for newer players, but they are pretty useful.

David "Zeb" Cook gives us a two-page preview on the new Oriental Adventures in Oriental Opens New Vistas.  It is more than just a commercial for OA, there are notes on design choices made to make this feel different than AD&D RAW.

Michael Dobson is next with Three Challenges in One where he talks about his new module X10 Red Arrow, Black Shield.   The big feature of this adventure is the inclusion of the BATTLESYSTEM combat system.  Which is odd really.  The Companion set for Basic D&D (BECMI) already had their own mass combat system called War Machine.  This adventure ended up using a hybrid of the two systems.

Meeting of The Minds updates the psionic encounter tables with monsters from Fiend Folio and Monster Manual II.

Len Lakofka is next with his Leomund's Tiny Hut feature on Specialization and Game Balance.  This covers the new features fighter got in the Unearthed Arcana.  I was not all that concerned about Weapon Specialization back then and frankly thought it was fine but I have also read that some people thought it was a game-breaker or a game-changer depending on who was talking.

Nice big ad for Gary's first book.  Sadly in one year's time he would be gone from TSR.
Ads for BATTLESYSTEM and Oriental Adventures too.



Ed Greenwood is back with another ecology article, this time The Ecology of the Ochre Jelly.  Ed had a good way of making even the lamest monsters sound interesting.

Somewhat related to the thief articles is this one from Lionel D. Smith on Assessing, Not Guessing.  Or allowing PCs to make their own value judgments on treasure.  It is a very old-school feeling formula where you determine a character's CAP (correct assessment percentage).  I might try it for my next 5e adventure just to see how it works out.

Our special section and the main feature of the issue is SUDDEN DAWN a Marvel Super Heroes module set during WW2.   I have read through it a few times over the years and it looks like fun and at 16 pages it is a good size.

Merle Rasmussen is back with more Spy's Advice for Top Secret.

An ad for some cool AD&D, Dragon and Dragonlance shirts.  I'd love to have one of those now.



Profiles covers Harold Johnson (Hidden Shrine of Tamoachan) and David "Zeb" Cook (lots).
Previews covers Oriental Adventures and connected modules.   Teased are a new Dragonlance Trilogy , Legends (which I liked better than the first trilogy), a new "unnamed" AD&D core rule book (spoilers Dungeoneers Survival Guide), the D&D Immortals set and more Gary penned Greyhawk novels.

Ares covers the best in SciFi gaming this month.

Star Law Returns by Matt Bandy covers law enforcement for Star Frontiers.

Hexes and High Guard comes to us from Jefferson P. Swycaffer and deals with space wars for Traveller.  It's a fairly short article but feels like it would work well.

Gamma World is not to be ignored they have stats for a Terminator style...er wait, an Exterminator style robot in The Exterminator by John Mau and Brian Shuler.

Ah.. here is something I really like.  The Kzinti Have Landed by Jon Slobins for the FASA Star Trek game.  Obviously about playing Kzinti in the Star Trek universe for all those Larry Niven fans out there.  I liked the Kzinti and was always disappointed they were not in the rules, but I knew why they weren't.   There is enough here to get Kzinti fans going.  Back when this issue was new I thought about a Kzinti police force (my ode to The Slaver Weapon) using the Star Law article.  The ship in the article has a solid Romulan look to it.



Marvel-Phile covers more WW2 characters including a very non-Sebastian Stan Bucky.

Gamer's Guide has small ads including two for artists to illustrate your character.

Convention Calendar covers the cons of late 1985, early 1986.

Wormy gets four pages, Dragonmirth gets one and we end with SnarfQuest.

So. If you are into thieves then this is a must-read issue.  If you like Kzinti then if you can find this issue cheap give it a go.

Want to know what I said about White Dwarf from the same time? Check out White Dwarf Wednesday for Issue #72.

Monday, January 7, 2019

First Game of 2019: The Second Campaign and Monster Monday

Got my first game of 2019 this past week.  Yes, I was still on vacation all last week but it is back to work today (Monday).

The Treasure Hunters are still exploring the Forbidden City and are about to uncover some of its secrets.  They have encountered the Yuan-ti and some degenerate Troglodytes.   They were also nearly taken out by a group of Tasloi hiding in the tree-tops.  If there was any doubt of 5e's deadliness these little Tasloi nearly took out the entire party of seven characters.

They have not run into the Blood Apes yet, so they don't have a full picture of the cult activity going on here yet.  There are also Mongrel Men to consider.




I have set my Forbidden City in the center of the Ilse of Dread.


Yeah, there are some issues with that sure. But both are by David Cook, and Tom Moldvay was involved with both (co-author on X1 and playtester on I1).  For me it is working out great.

Monstrous Monday

Whether I am ready for it or not it is Monday. That means a new monster.

I figure I might as well share another one created by my mom.
My mom?? Yes.  My dad gave me a love for bad movies, but my love for horror, sci-fi and all things weird comes from my mom.   She would tell us these horrific stories about murders, ghosts that killed, screaming monsters and more all when we were little kids. And we loved every minute of it.  We used to all jump into the car and drive as far away as Alton, IL (95 miles) to look for haunted houses or spooky cemeteries.

Here is one from her that fits with the above adventures.

Red Lizards

Living in the deepest parts of the rainforest the Red Lizard and a symbiotic life form of a giant lizard species and a moss-like fungus.  The lizard becomes red in color and the fungus appears as a green growth on the lizard's body.  They are unable to live without each other and the bonding occurs very early in life for the lizard.
The fungus on the lizard is highly voracious and will spread to anything it touches including ground, leaving a long trail of moss-like fungus behind it.  This trail usually dies in a few minutes unless it comes in contact with a living creature.
The lizard will attack any living creature for food which the reptile and fungus life-forms will share.
These creatures are often accompanied by Rust Monsters.  The rust monster is one of the very few creatures immune to the fungus and they will eat the metal left behind by fallen victims.

Special: The creature takes damage from full moonlight (or spells or items that cast moonlight).  Exposed to this light the creature takes 1d10 hit points of damage per round of exposure.

Basic-era Stats

Red Lizard
Armor Class: 2
HD: 6 (22hp)
Attacks: 2 claw (2d4), 1 bite (1d6), + fungus
THAC0: 15
Movement: 180’ (60’)
Save: Fighter 4
No. Appearing: 1d4 (1d4)
Morale: 7
Alignment Neutral
XP Value: 300

Fungus: On a successful bite attack the victim is infected with the red lizard's fungus (save vs. Poison to avoid). They take an additional 2d4 hit points of damage and a 1d4 for each hour after that until a Remove Curse spell is cast.

5th-Era Stats

Red Lizard
Large magical beast, unaligned
Armor Class 13 (natural armor)
Hit Points 33 (6d10)
Speed 40 ft., climb 40 ft.
STR 15 (+2)
DEX 12 (+1)
CON 13 (+1)
INT  2 (−4)
WIS 10 (+0)
CHA 5 (−3)
Senses darkvision 30 ft., passive Perception 10
Languages —
Challenge 2 (450 XP)

Actions

Multiattack. The red lizard makes two claw attacks and one bite attack.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.  If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be affected with the red lizard's fungus.  The creature takes an additional 2d4 hit points of damage and a 1d4 for each hour after that until a Remove Curse spell is cast.


Friday, January 4, 2019

2019: Back to Basics

Here we are. 2019.

Towards the end of 2018 I was thinking how much I miss Basic D&D. In particular B/X flavor of Basic D&D.  So with some of my left-over Christmas money, I went out and got some new Basic-era games.


Up first is Michael Thomas' own BLUEHOLM, both the Prentice and Journeymanne Rules.
Designed to emulate and then extend the Holmes edition of D&D Basic.  The version I cut my teeth on now 40 years ago.

That would be enough to keep me happy for a long time really, but it is not the only thing on my table.


Gavin Norman's B/X Essentials is a recreation and reorganization of the Basic and Expert rules.  Like those famous boxed sets (and my favorite version of Basic D&D) this version only goes to level 14.  There is a lot to be said for this.  Some really, really fun adventuring can be done at this level.   I promise a full review soon, but let me just say these books look fantastic.

Of course, you can use Jonathan Becker's B/X Companion and The Complete B/X Adventurer with these, but that is defeating the B/XE design philosophy (but still would work and be fun).


If extending your B/X experience is your bag, then pick up Mark Craddock's B/X Ascending gives you more classes and plenty of new options. 

I have to say, Mark has really stepped up his game.  This is a great looking book.

Not everything I want to do this year is 100% B/X basic, but they are still B/X related.


What is B/X without it's two most iconic adventures?  I already had Into the Borderlands, but now I got Isle of Dread updated versions from Goodman Games.  The originals work fantastically with all the books listed above and 5th edition as well.


Also on my table is an update to one of my favorite clones.

 
Dan Protector's Labyrinth Lord in it's new Advanced incarnation is really more like the D&D we played back in the day; freely mixing Basic and Advanced D&D.

Whats my plan for all of this?

Well I hope to do some more Basic-era type posts and products.  Swords & Wizardry was a lot of fun, don't get me wrong, but Basic is my true love.

So let's see what 2019 can bring us!

Monday, December 31, 2018

Years End: 2018

Here we are folks, another Years End.

2018 was a good year for me gaming wise, even if I did not chronicle it all here in my blog.

I did manage to get four new titles out. Two for Swords & Wizardry, one for Pathfinder and one for D&D 5e.

The Winter Witch for Swords & Wizardry



The Witch for Swords & Wizardry White Box


Strange Brew: Skills and Feats


The Shrine of St. Aleena (5e)



I have more coming out for even more systems in 2019.

Got to play a lot of 5e this past year and that has been fun.

My sons both have very active D&D groups, so we were averaging about a game a week here for most of 2018.  So that has been fun.

Tonight is a D&D New Year's Eve party for my youngest son's group.  We made some homemade party crackers filled with dice, a mini and a D&D joke.




Really looking forward to it!

I'll talk about 2019 more tomorrow.

Thursday, December 27, 2018

Spending some time in Zothique

I am living is a timeless void...err...or I am on Christmas vacation till the new term starts.

This has given me a chance to catch up on my blog reading and of course, I find some good stuff to use.

Zothique by Goulven Quentel

Eric Fabiaschi over at Swords & Stitchery has been posting about Clark Ashton Smith and Zothique for a long time.

Here are some of his most recent posts.


While I originally went into reading these with ideas for my BlackStar game, but instead I am more convinced than ever that an Astonishing Swordsmen & Sorcerers of Hyperborea game based in Zothique would be fantastic.


There is the Zothique d20 Guide from George Hager on the Eldritch Dark website.
Converting it to OSR-compatible stats is not difficult, but I'd need to read it over more for proper AS&SH conversion.


Part of my New Year's Resolution includes playing more "Basic Era" D&D and clones, and AS&SH is a part of that.  I figure before I take it and make something new with it I should at least figure out how it's played out of the box.

I do plan on hitting more BlackStar in the new year as well.

Monday, December 24, 2018

Kris Kringle, Winter Warden

The lands of the north are full of magic. There is the Abominable Snow Monster, also known as the Bumble, the Dreaded Winter Warlock and human evils like the Burgomeister Meisterburger.  To protect the children of the lands of the north there is a fierce guardian, a Winter Warden, a man named Kringle.

Here is Kringle as a Warden from my new book The Winter Witch for Swords & Wizardry.

Kris Kringle
Winter Warden, 12th level
Human Male, Lawful

Abilities
Strength 16
Intelligence 15
Wisdom 16
Dexterity 17
Constitution 16
Charisma 18

Hit Points: 70
AC:  6 (Heavy coat and dex)
Saving Throws: 4

Favored Enemy: Anyone that mistreats or harms children or animals.

Spells
Druid 
1st level (3): Locate Animals, Predict Weather, Snowball
2nd level (2): Cure Light Wounds, Flurry of Snowballs
3rd level (1): Ward of the Season

Witch
1st level (2): Animal Friend, Create Snow
2nd level (1): Raven Spy

Equipment: Kringle coat, magic snowball, a huge sack of toys.

The man who would be known as Kris Kringle was left as a baby near the home of the Kringle Barbegazi (Ice Gnomes). Those these gnomes had also lived close to many Álfar (Snow Elves) that they had picked up their ways.  Many local humans simply called them Kringle Elves.
Kris grew to manhood and took on his adoptive family's decree as the First Toy Makers to the King to deliver toys across the mountains to Sombertown, the only place where the Kringles had not given out their toys (they were related to Tinker Gnomes as well).


To do so he had to first face the terrible Winter Warlock, whom he defeated but would take on as a friend.  The Winter Warlock (now Lawful and lost some of his powers) provided him with his Snowball of Seeing and magic corn for his flying reindeer.


Kringle is the current Winter Warden for the area surrounding Sombertown.  No one is sure who his parents are, but it is suspected his father was a powerful wizard or cleric.

--

Merry Christmas and Happy Holidays from the Other Side!

Sunday, December 23, 2018

Queen Elsa, the Winter Witch

I just recently watched "Frozen" (I know, I am late to the game) and I admit it lived up to the hype.  I am very familiar with the Hans Christian Andersen tale "The Snow Queen" in which Frozen is based, but it became a very different story when it hit the big screen.
In any case, Elsa, much like her literary counterpart the Snow Queen, can be depicted as a Winter Witch.

Another good reason to consider her a witch is her voice is done by Idina Menzel, who is also known for her portrayal of Elphaba in the Broadway musical Wicked.  That's a serious witch-pedigree in my book.

So here is Elsa, the Winter Witch Queen for my newest book, The Winter Witch.

Queen Elsa, the Winter Witch
Elsa, Queen of Arendelle
Human Female, Lawful
20th level witch
Winter Witch Tradition

Abilities
Strength 12
Intelligence 15
Wisdom 13
Dexterity 16
Constitution 15
Charisma 18

Hit Points: 54
AC:  5 (dress is made of ice granting a +3 to AC, +1 due to dex)
Saving Throws: 4
+1 to cold-based attacks, +2 to charm spells

Occult Powers
Familiar: Snow Golem "Olaf".
Lesser: Cool Demeanor. +2 to cold-based saves, +1 to mind-affecting spell saves.
Minor: Pass Without Trace
Major: Hyperborean Apotheosis

Spells
1st level (6): Chill, Chill Touch, Freezing Hands, Hold Portal, Ice Dagger, Obscuring Cloud
2nd level (6): Flurry of Snowballs, Fogbank, Frigid Slowness, Gust of Wind, Ice Armor, Winter's Grasp
3rd level (6): Aura of Frost, Chilling Mist, Ice Spears, Sleet Storm, Soul of Frost, Weather the Storm
4th level (5): Conjuration of Ice Elementals, Elemental Armor, Ice Storm, Mirror Talk, Wall of Ice
5th level (5): Breathe Frost, Cone of Cold, The Howling, Ice Bridge, Summon Weather
6th level (4): Blanket of Healing, Control Weather, Freezing Sphere, Frigid Chrysalis
7th level (3): Freezing Cloud, Ice Body, Ice Castles
8th level (3): Antipathy/Sympathy, Encase in Ice, Glacial Slide

For a "kid's movie" Elsa can do some serious freaking damage if she wanted too.

Speaking of damage, if you have not seen it here is Else in a Rap battle against Snow White.



My money is on the Queen.

Even real Norwegians love her.

Thursday, December 20, 2018

Winter Is HERE! The Winter Witch Tradition for Swords & Wizardry

From the lands of the Ice and Snow comes the newest Witch Tradition for Swords & Wizardry.

The Winter Witch Tradition


With this book, you can now learn the secrets of the Winter Witch, the living personification of all that makes winter the most dazzling and the most dangerous season.

Inside you will find:

The Winter Witch tradition and the Winter Warlock Pact
The Vǫlva and Warden classes
New races for S&W Complete to suit the winter world.
  • 130+ witch spells
    • 100+ Warlock spells
    • 14 Cleric spells 
    • 40+ Druid and Magic-User spells 
50+ Monsters
New Treasure, magic items and artifacts of powerful witches.

Art by Dean Spencer, Jacob E. Blackmon, Daniel Comerci, Larry Elmore, William McAusland, Todd Shearer, and Josh Soper.

All for your Swords & Wizardry games!

Winter is here, are you ready?

Tuesday, December 18, 2018

Hand Her A Sword

I just watched the best panel discussion on instilling confidence in girls through RPGs.  I was at PAX Unplugged here just recently and featured Satine Phoenix, BJ Hensley, Kate Welch, Dr. Megan Connell and moderated by Ethan Schoonover.

I could describe it, but it's just better to watch it.



I found many, many parallels in what they are talking about here and playing D&D with children with varying stages of Learning Disabilities.  As some of you may recall I was running games for a while at my kids' schools.  Pathfinder, D&D4 and D&D5.  My sons also have a couple groups they run.
So I have seen children on different levels of the autistic spectrum, children with full on ADHD and auditory processing disorders.  I have seen D&D help them focus, learn coping skills, time management skills and higher order organizational skills.

I keep thinking I really should apply my education and those Ph.D.s I worked on to this issue. But in truth I just love to see the kids play and learn.  I can leave this in the more than capable hands of Dr. Connell.

Monday, December 17, 2018

Monstrous Mondays: Undead Frost Giant

Just a few short days till the Winter Witch is out.  Here is another frozen fiend to throw at your players!  Again, the inspiration for this one should be obvious.
This is me, saving the best for last!

Giant, Frost, Undead
Hit Dice: 12
Armor Class: 2 [18]
Attack: 2 fist (2d8), weapon (3d8), frost breath (4d6),  Constitution Drain
Saving Throw: 3
Special: Undead; Energy Drain, Frost breath, Immune to cold
Movement: 12
Alignment: Chaotic
Number Encountered: 1d3
Challenge Level/XP: 14/2,600
The horrible undead frost giant appears much as a giant wight or draugr. Indeed they are the wights among the Frost Giants. Horrible as they are powerful, these giant creatures appear as frozen skeletons with bits of armor still frozen to their frames.
In their frozen existence they forget much about what they were so they tend to attack with fists or by whatever weapons they had when they died.  They do have two special attacks they can use. First is a breath weapon of cold air that can do 4d6 points of damage. That is the only attack they can perform that round and they can only do it every other round.  They also have a level draining attack that drains 1 level Constitution per a successful fist attack.  These creatures do not hurl rocks like their living counterparts.
These giants are usually found in great wastes and usually on the spot where they died. They typically do not have treasure save what they may have been carrying at the time of their death.
Undead Frost Giants are turned as Vampires (12 HD).
(

Thursday, December 13, 2018

Featured Artist: Anna Marine

I am not sure how I found my next Featured Artist, I am just glad I did!

Anna Marine is from Prague, Czech Republic and is an amazing talent.  As you can expect from me she loves to draw witches and demons.

Here is a commission I had gotten from her for my Swords & Wizardry White Box Witch.
She was so great to work with that I am now looking for any excuse to get to do it again!


It's a young Larina flying to her sabbat sky-clad.  She does some really wonderful stuff.


Her newest is "Yule".










You can buy all these prints from her Big Cartel or Etsy stores.

You can find her on the net at:
She is available for commissions as well.


Thanks so much Anna!

Wednesday, December 12, 2018

BlackStar: The Influence of Clark Ashton Smith

For the past month, I have been reading all the stories of Clark Ashton Smith in roughly chronological order.  In many ways, I like his works more than I do of H.P. Lovecraft's.  I find CAS easier to approach and his protagonists more relatable. '

Recently I just finished Marooned in Andromeda first of what is commonly called "The Captain Volmar Stories". The next one was A Captivity in Serpens and a third, which I have not gotten to yet, The Ocean-World of Alioth.  What struck me was how much they were like Star Trek.  Add in the Lovecraftian like horror of Marooned in Andromeda and you practically have a blue-print for what I want in BlackStar.

Indeed, the Trek connection has not gone unnoticed.  Ronald S. Hilger and Scott Connors the editors of the Night Shade collection in which all three stories appear make not of the similarities between Captains Volmar and Kirk.  Captivity in Serpens presages the Next Generation episode "The Most Toys" with it's crew member in captivity for a personal collection.

While doing some research this morning I came across the beginning of an adventure I had started back in the late 80s / early 90s for the then Next Generation version of FASA's Star Trek RPG.

I mentioned this last month as the adventure "Ghost Ship".  As time went on it was the Enterprise B (lost according to my notes in 2329, the Enterprise C was launched in 2332), but before that, it was the USS Excelsior.  In my document here it predates even that and it was the USS Necromancer.   Astute readers might recall that the NX-3113 USS Necromancer is one of the "Ships of the Line" of the Mystic Class.   The Necromancer seems to be a bit on the nose for this.  Instead given the writings of CAS and the main representative of his work in the OSR world,  Astonishing Swordsmen & Sorcerers of Hyperborea, it seems best to call the ship the NX-3102 USS Sorcerer.

I was thinking that maybe I could use the events of the CAS Capt. Volmar stories to give my Horror Universe a bit more of a backstory. Volmar's ship was called Alcyone.   The Alcyone system is about 445 light years from Earth, so not sure if I could say Volmar is from Alcyone. So I going to say that the Alcyone was his previous command.  His name is Howard Solomon Volmar since he has been compared to Robert E. Howard's creation, Solomon Kane.

There is so much more here too.

Seedling of Mars deals with an alien craft that lands in California in 1947 (the future from CAS' then perspective) that carries a group of scientist to Mars where it's one lifeform is a planet-wide hybrid of plant and animal that is near god like.  While CAS' martian is a benign entity, it does have the look of a Lovecraftian monster.  One could imagine a great Cthulhuoid beast in its place.  The deal that makes with humanity is less for their benefit and more Faustian in return.  Indeed in CAS' tale, the being wipes out much of the Earth's population but it's ok since those are the ones that were not scientifically minded.  The rest of humanity is relocated onto Venus. Still, while this story is more Science-Fantasy it just needs a nudge to push it out of the light and into the dark of Horror.

Clark Ashton Smith in My Games
It is fair to say that CAS has had more influence on my games than Lovecraft has, save for the effect Lovecraft had on CAS himself.
In my regular D&D 5 games (and before that) CAS has had a huge effect on my game universe as detailed here:


For these, I made a special effort to reread or in other cases re-read all the Averoigne stories to get a good feel of Medieval Horror.  It was great.

These days the Atlantis and Hyperborea tales of CAS are well handled by Astonishing Swordsmen & Sorcerers of Hyperborea.   Actually, I would love to use AS&SH as the system for a Zothique game.  I have already taken ideas from it for BlackStar and plan to have the PCs travel to Yamil Zacra: The Infernal Star.

Depending on how my BlackStar game goes I could conceivably pull another "Where No One Has Gone Before" and send the poor crew of the Protector to Earth, 250-300 Million years in the future.

I could combine this with the "Ghost Ship" idea above. Though that might be too much.
Alternately, I could alter my Starcrash on Hyperborea adventure idea to Starcrash on Zothique.  I kinda like that idea. Shades of "The Time Machine" here too.  It would also give the option of something I wanted to try in some other games.  I have wanted the PCs to run into their future-incarnations; their reincarnated souls as it were in new bodies.  The excuse I would give is that the Earth is so old now that old forms are being reused.

If I wanted to bring in some Atlantis I could just use some of my ideas for Doggerland.

The Black Gate ran a fantastic series on Clark Ashton Smith.  I won't link all of them here, just ones that are germane to this discussion, but they are all good.

Tuesday, December 11, 2018

Shrine of St. Aleena for 5e

In a very nice surprise this morning I was given the word that a conversion I did a bit ago is now live on DMSGuild.


The Shrine of St. Aleena, Small Niche Games and Pete Spahn's classic OSR adventure is now available for 5e thanks to yours truly.  Love the colorized cover!

You can read my review of the original on its product page.
The 5e version remains faithful and adds some new 5e features such as the Monastic Order of St. Aleena.  Now you can play a Monk dedicated to the service of this most revered saint.

I want to thank Pete for giving me a chance to play around in his world here for a bit.

At under 5 bucks this is a steal!

You can still the OSR version too.




Monday, December 10, 2018

Monstrous Monday: Frost Maiden

Woke up to freezing fog this morning.  That sounds totally made-up, but there is a thin sheet of ice everywhere.  Remind me again WHY I live in Chicago?

Today's little beastie is another one from the upcoming Winter Witch book.  It should feel familiar to any old-school gamer.

Frost Maiden
Hit Dice: 10
Armor Class: 3 [17]
Attack: Spell abilities or two fists (2d8x2) (giant size)
Saving Throw: 8
Special: Spell-like abilities, growth, immune to all cold.
Movement: 18 (can run without impediment over snow and ice)
Alignment: Chaotic
Number Encountered: 1
Challenge Level/XP: 12/2,000
Frost Maidens are related to both Frost Giants and Snow Elves.  It is believed that the first Frost Maiden was the offspring of a snow elf princess who was abducted by a Frost Giant Jarl.  The Princess was a powerful winter witch and she cursed her abductor and his family.  Now once every 100 or so births among frost giants will result in a frost maiden.  Due to the curse, the frost giants cannot abandon their frost maiden daughters and they usually rise to levels of importance and power.
These creatures stand some 5’ tall under normal conditions. Her skin is an unhealthy white or pale blue with white or platinum blonde hair. Their eyes are a piercing ice blue. They appear as a snow elf, but something is different about them.  They are unearthly beautiful with melodious voices and a coquettish smile. The often will appear wearing only the barest minimum to support modesty, but little else.  They are often barefoot.
Frost Maiden are all irredeemably evil. Their favorite game is to tease human males to point they are maddened with lust then they lead them to their deaths.  Usually in a blind canyon where they will bury them in an avalanche or trap them in a deep bit of ice.  They are also not above leading them into ambushes of winter wolves, worgs, or their frost giant brothers.   Some males they trick into acts of passion.  The resulting children are the same race as the father. Children of these unions have an additional +1 to saves against cold-based attacks.
The frost maiden can cast spells as a 7th level winter witch and can also once per day grow to three times her size (15’) to the size of a frost giant once per day.  She will revert to her normal size at sunrise.
Some sages say that the “snow elf princess” was actually the Snow Queen, the Faerie Lady of Ice and Snow and the “frost giant jarl” was no less a personage than Thrym, lord of the Frost Giants.  This is unconfirmed and both the Snow Queen and Thrym are loathe to discuss it. But it is known that many frost maidens serve the Snow Queen in her court.



I used this monster as a "side quest" after running G2 Glacial Rift of the Frost Giant Jarl.  The ice maiden in question was the daughter of the Jarl.  My players were quite surprised when the "snow elf" they were chasing starting using spells and became a 15' frost giant.