We are coming up on the first day of Summer.
Ah Summer. When you are a kid there is nothing better.
I remember spending my summers playing outside, running around and of course playing D&D on the weekends all night long.
It was an innocent time really before we all discovered girls, drinking (drugs) and other ways to pass the time. I don't regret and would not change a single moment of those times.
Let's start this right with Rush's "Time Stand Still" I think it sums up what I want to say rather well.
Plus "Solstice" means "Sun stand still" so yeah. Perfect song.
And Aimee Mann was damn cute here.
Let's keep going with Rush for a bit. They are afterall the most "D&D" band I know.
"Subdivisions" spoke to everyone in my gaming group in a why that is difficult to quantify really. I didn't grow up in the suburbs (though I live there now) but the feelings are the same. Replace the video games in this video with RPGs and the message is the same.
Ok. So Canada in the Winter does not invoke images of Summer, but the video aside no song reminds me of playing D&D quite as much as Rush's "Tom Sawyer". This was my DM's favorite song. I think I have heard it 1000 times. One more time would be good too.
Ok I lied. "Fly By Night" reminds me of D&D maybe just a little bit more than Tom Sawyer. I remember one of the first big "D&D Parties" we had in Jr. High. My friend and DM Jon put a copy of Rush's Fly By Night into my hands and told me I had to listen to it. He did that a lot. It did change my life.
"Freewill" came to me at a very interesting time in my life. The song was something of an anthem for me, but not one I could shout out loud. 1980, I was 10 and just learning to play D&D. I was also becoming what I would later know to be called an atheist. D&D was my way to explore religious spaces; which is why I tend to play clerics, paladins and witches.
Fast forward to a little over 10 years later Rush releases a new album, Roll the Bones. I remember that some of the hard core Rush fans in college didn't care for it, but I loved it. I know some people hated the rapping in the song, but fuck them.
Isn't that what we do? Roll the Bones.
Enjoy your summer!
Friday, June 19, 2015
The Witch Queen of Summer
Note: I am also submitting this as my entry to the RPG Blog Carnival. Since the topic of June is Summer, this is a perfect post for me.
I have been reading a lot of adventures of late. Having a lot of fun even if I don't get a chance to play these (but it is looking more and more like I will!). So here is what I have so far.
A3 Wicked Cauldron (C&C)
B7 - Rahasia (Basic D&D)
Drmg083 (AD&D_1e)
Fane of the Witch King (3.0/d20)
Irrisen - Land of Eternal Winter (Pathfinder)
Night of the Spirits (C&C)
No Salvation for Witches (LotFP)
Reign of Winter Players Guide (Pathfinder)
Saga of the Witch Queen (DCC)
The Baleful Coven (Pathfinder)
The Dancing Hut of Baba Yaga (AD&D_2e)
The Ruins of Ramat (S&W)
The Stealer of Children (LL)
The Witch Queen's Revenge (Pathfinder)
The Witchwar Legacy (Pathfinder)
The_Manor_Issue_6 (OSR)
Witch of the Tarriswoods (OSR)
Witches Court Marshes (AD&D_ish)
So a lot really to work with.
One of the things I noticed right away that there are LOT of Witch Queens associated with winter. I have talked about Witch Queens many times before. I even have a Pathfinder/d20/3.x Prestige Class and converted one over from another game.
But the one thing I don't have and what no one seems to have is a Witch Queen of Summer.
Well with Summer coming up this weekend I thought why not cover the Witch Queen of Summer.
Given the adventures above I wanted someone with a bit history, a bit of gravitas and if I can manage it, someone that is a "daughter" of Baba Yaga.
Thankfully everything I need is in Dragon Magazine #83.
This issue featured one of the early versions of Baba Yaga's Dancing Hut as an adventure. Among other things it also featured two daughters. Natasha, the evil one, who was also "Tasha" of "Tasha's Hideous Uncontrollable Laughter" fame and "Elena the Fair" a Lawful Good wizard.
If Natasha can become Iggwilv, the Witch Queen of Perrenland then Elena the Fair can become Elena the Witch Queen of Summer.
Of course there are tales of Elena the Fair from Russian folk tales. I see no reason why those tales can't be true and she still became the Witch Queen of Summer.
Elena the Fair
Witch Queen of Summer
Witch (Daughter of Baba Yaga Tradition) 24th level
Hit Points: 50
Alignment: Lawful (good)
AC: 1 (Ring of Protection, Garter of Defence)
Occult Powers (Daughter of Baba Yaga Tradition)
Familiar: Mouse
7th level: Kitchen Witchery
13th level: Detect Bloodline
19th level: Boon (instead of Curse)
Spells
Cantrips (7): Alarm Ward, Daze, Detect Curse, Object Reading, Open, Spark, Warm
First (7+2): Bewitch I, Burning Hands, Command, Drowsy, Faerie Fire, Far Sight, Minor Fighting Prowess, Sleep, Handfasting (Ritual)
Second (7+2): Alter Self, Biting Blade, Blast Shield, Ecstasy, Enthrall, Fever, Hold Person, Phantasmal Spirit, Rose Garden
Third (6+2): Astral Sense, Bestow Curse, Cleanse Air, Continual Fire, Feral Spirit, Fly, Mind Rash, Imbue Witch Ball (Ritual)
Fourth (6+1): Air Walk, Betwitch IV, Elemental Armor, Grandmother's Shawl, Moonlit Way, Neutralize Poison, Spiritual Dagger
Fifth (5): Anti-Magic Candle, Bull of Heaven, Dream, Primal Scream, Song of Discord
Sixth (5): Control Weather, Find the Path, Heroes' Feast, Moonbow, True Seeing
Seventh (4): Ball of Sunshine, Breath of the Goddess, Etherealness, Serpent Garden
Eighth (4): Astral Projection, Creeping Doom, Greater Mislead, Mystic Barrier
As the Queen of Summer one of Elena's duties is to guard the gates of the Summerlands. This is the afterlife of the Witches and where their spirits go for rest prior to being reincarnated to their next life.
She is also the Protector of Midsummer and sees to it that all witches are protected on the night of Mid-Summers' Eve.
I have been reading a lot of adventures of late. Having a lot of fun even if I don't get a chance to play these (but it is looking more and more like I will!). So here is what I have so far.
A3 Wicked Cauldron (C&C)
B7 - Rahasia (Basic D&D)
Drmg083 (AD&D_1e)
Fane of the Witch King (3.0/d20)
Irrisen - Land of Eternal Winter (Pathfinder)
Night of the Spirits (C&C)
No Salvation for Witches (LotFP)
Reign of Winter Players Guide (Pathfinder)
Saga of the Witch Queen (DCC)
The Baleful Coven (Pathfinder)
The Dancing Hut of Baba Yaga (AD&D_2e)
The Ruins of Ramat (S&W)
The Stealer of Children (LL)
The Witch Queen's Revenge (Pathfinder)
The Witchwar Legacy (Pathfinder)
The_Manor_Issue_6 (OSR)
Witch of the Tarriswoods (OSR)
Witches Court Marshes (AD&D_ish)
So a lot really to work with.
One of the things I noticed right away that there are LOT of Witch Queens associated with winter. I have talked about Witch Queens many times before. I even have a Pathfinder/d20/3.x Prestige Class and converted one over from another game.
But the one thing I don't have and what no one seems to have is a Witch Queen of Summer.
Well with Summer coming up this weekend I thought why not cover the Witch Queen of Summer.
Given the adventures above I wanted someone with a bit history, a bit of gravitas and if I can manage it, someone that is a "daughter" of Baba Yaga.
Thankfully everything I need is in Dragon Magazine #83.
This issue featured one of the early versions of Baba Yaga's Dancing Hut as an adventure. Among other things it also featured two daughters. Natasha, the evil one, who was also "Tasha" of "Tasha's Hideous Uncontrollable Laughter" fame and "Elena the Fair" a Lawful Good wizard.
If Natasha can become Iggwilv, the Witch Queen of Perrenland then Elena the Fair can become Elena the Witch Queen of Summer.
Of course there are tales of Elena the Fair from Russian folk tales. I see no reason why those tales can't be true and she still became the Witch Queen of Summer.
Elena the Fair
Witch Queen of Summer
Witch (Daughter of Baba Yaga Tradition) 24th level
Strength: | 11 | Death Ray, Poison | 5 | |
Dexterity: | 16 | Magic Wands | 6 | |
Constitution: | 10 | Paralysis, Polymorph or Turn to Stone | 5 | |
Intelligence: | 17 | Dragon Breath | 8 | |
Wisdom: | 17 | Rods, Staffs, Spells | 7 | |
Charisma: | 18 |
Alignment: Lawful (good)
AC: 1 (Ring of Protection, Garter of Defence)
Occult Powers (Daughter of Baba Yaga Tradition)
Familiar: Mouse
7th level: Kitchen Witchery
13th level: Detect Bloodline
19th level: Boon (instead of Curse)
Spells
Cantrips (7): Alarm Ward, Daze, Detect Curse, Object Reading, Open, Spark, Warm
First (7+2): Bewitch I, Burning Hands, Command, Drowsy, Faerie Fire, Far Sight, Minor Fighting Prowess, Sleep, Handfasting (Ritual)
Second (7+2): Alter Self, Biting Blade, Blast Shield, Ecstasy, Enthrall, Fever, Hold Person, Phantasmal Spirit, Rose Garden
Third (6+2): Astral Sense, Bestow Curse, Cleanse Air, Continual Fire, Feral Spirit, Fly, Mind Rash, Imbue Witch Ball (Ritual)
Fourth (6+1): Air Walk, Betwitch IV, Elemental Armor, Grandmother's Shawl, Moonlit Way, Neutralize Poison, Spiritual Dagger
Fifth (5): Anti-Magic Candle, Bull of Heaven, Dream, Primal Scream, Song of Discord
Sixth (5): Control Weather, Find the Path, Heroes' Feast, Moonbow, True Seeing
Seventh (4): Ball of Sunshine, Breath of the Goddess, Etherealness, Serpent Garden
Eighth (4): Astral Projection, Creeping Doom, Greater Mislead, Mystic Barrier
As the Queen of Summer one of Elena's duties is to guard the gates of the Summerlands. This is the afterlife of the Witches and where their spirits go for rest prior to being reincarnated to their next life.
She is also the Protector of Midsummer and sees to it that all witches are protected on the night of Mid-Summers' Eve.
Thursday, June 18, 2015
Review: Manse on Murder Hill
The Manse on Murder Hill is a Labyrinth Lord Adventure for character 1st to 3rd level written by +Joe Johnston. The PDF is 50 pages which includes 2 title pages, 2 blanks and an OGL page.
Full Disclosure: I received a copy of this pdf in exchange for a fair review.
Ok now that I have that out of the way I also want to add that this is also the exact kind of adventure I would have sought out. Especially these last few weeks. It is "Basic Era" so already I like that and it is a haunted (or so they say!) house. So pretty much I am sold and I have not even gotten past the cover yet.
The art includes work by +Stuart Robertson, +David Guyll (whom I have been enjoying a lot of his Dungeon World material of late) and +Tim Hartin. I want to take a moment to talk about the art. IT is great and really helps set the mood. This module feels different than other "old-school" modules and it is a nice change of pace really. The art and overall feel of the module make this feel more like something you would play with Chill than Labyrinth Lord. Maybe Joe and his team could redo it for something like Cryptworld, Rotworld or Majus. Course the monsters would need to be changed to something else, but it still works.
The adventure itself is for 6-10 characters. I am not sure what the survival ratio is supposed to be, but that seems like a lot. I would rather reduce the party size a bit and have higher levels go. There is a lot going on here, so the larger numbers do work. I think one of the issues some Labyrinth Lords might face is a party "splitting up and searching for clues".
The feeling of this adventure is old school, but old-school+. Like I mentioned above there are modern sensibilities here. Yes, there is a great rumor table (which has a nice XP award system attached), but there is also a backstory to what is going on. The village of Little Flanders feels like something you would have found in a book from a red box, but there are other touches as well.
Characters should feel free to search the village, but keeping in mind that a village is not a dungeon.
The titular Manse itself is not very big. It doesn't have to be really. The place has the requisite eerie feel to it and the table of random "illusions" (I would have called them "hauntings" or "phantasmagorias" but that is me) help. There are also some wandering monsters.
Truthfully I kept picturing #12 Grimmauld Place from the Harry Potter books when I was picturing the Manse. There is plenty of great descriptive detail, but anything more you can add while playing is great. Don't forget the smells and the little noises too.
The module progresses until the goal is discovered, the lost children.
The module is quite flexible. I could not help but think that I could change the monsters to Bogarts and Goblins and have a Faerie-lands sort of adventure. Change them to degenerate humans and suddenly we have a cult to break up. Change them to various types of undead and...well you get the idea.
It should be a perfect rainy-afternoon sort of adventure. Which also happens to be one of my favorite kinds of adventures.
Maybe it can go without saying, but I will say it anyway. This is a very flexible adventure and you can put it into just about any campaign world you want.
Now lets talk about the price. At $2.00 this is criminal steal. Seriously I have very recently paid twice as much for far less adventure than what I got here. This a great adventure.
Full Disclosure: I received a copy of this pdf in exchange for a fair review.
Ok now that I have that out of the way I also want to add that this is also the exact kind of adventure I would have sought out. Especially these last few weeks. It is "Basic Era" so already I like that and it is a haunted (or so they say!) house. So pretty much I am sold and I have not even gotten past the cover yet.
The art includes work by +Stuart Robertson, +David Guyll (whom I have been enjoying a lot of his Dungeon World material of late) and +Tim Hartin. I want to take a moment to talk about the art. IT is great and really helps set the mood. This module feels different than other "old-school" modules and it is a nice change of pace really. The art and overall feel of the module make this feel more like something you would play with Chill than Labyrinth Lord. Maybe Joe and his team could redo it for something like Cryptworld, Rotworld or Majus. Course the monsters would need to be changed to something else, but it still works.
The adventure itself is for 6-10 characters. I am not sure what the survival ratio is supposed to be, but that seems like a lot. I would rather reduce the party size a bit and have higher levels go. There is a lot going on here, so the larger numbers do work. I think one of the issues some Labyrinth Lords might face is a party "splitting up and searching for clues".
The feeling of this adventure is old school, but old-school+. Like I mentioned above there are modern sensibilities here. Yes, there is a great rumor table (which has a nice XP award system attached), but there is also a backstory to what is going on. The village of Little Flanders feels like something you would have found in a book from a red box, but there are other touches as well.
Characters should feel free to search the village, but keeping in mind that a village is not a dungeon.
The titular Manse itself is not very big. It doesn't have to be really. The place has the requisite eerie feel to it and the table of random "illusions" (I would have called them "hauntings" or "phantasmagorias" but that is me) help. There are also some wandering monsters.
Truthfully I kept picturing #12 Grimmauld Place from the Harry Potter books when I was picturing the Manse. There is plenty of great descriptive detail, but anything more you can add while playing is great. Don't forget the smells and the little noises too.
The module progresses until the goal is discovered, the lost children.
The module is quite flexible. I could not help but think that I could change the monsters to Bogarts and Goblins and have a Faerie-lands sort of adventure. Change them to degenerate humans and suddenly we have a cult to break up. Change them to various types of undead and...well you get the idea.
It should be a perfect rainy-afternoon sort of adventure. Which also happens to be one of my favorite kinds of adventures.
Maybe it can go without saying, but I will say it anyway. This is a very flexible adventure and you can put it into just about any campaign world you want.
Now lets talk about the price. At $2.00 this is criminal steal. Seriously I have very recently paid twice as much for far less adventure than what I got here. This a great adventure.
Baba Yaga and the Reign of Winter
I know we are mere days before the start of Summer, but I find my thoughts turning to Winter...
The Reign of Winter to be precise.
Backing up.
I have been doing searches for a couple of adventures or adventure ideas for a couple of different purposes. They have been, for the most part, independent searches. But lately they have grown together and lead me to the same outcome.
Search 1 was/is for a very high level adventure for the Dragonslayers. I wanted something published by TSR. I wanted it to be "old school" but didn't have to be from the 70s or early 80s. Something like "Throne of Bloodstone" but very specifically NOT that. I wanted it to be an older module for my own reasons.
Search 2 was/is primarily for more adventures in my so-called "War of the Witch Queens" adventure path/campaign. The idea was to play through all these witch queen themed adventures to some goal.
These two search lead me to the same end point. The Dancing Hut of Baba Yaga.
It's old. It is part of the "S" series of modules in theory (it is supposed to be S5). It has history.
Plus it deals with the biggest, baddest Witch Queen of them all; Baba Yaga.
Satisfied, I bought the PDF printed it out and put it in a binder with the old Dragon magazine version of the The Dancing Hut and a 4th edition version I bought a while back. It works perfect as an adventure for the Dragonslayers.
I like the idea that Baba Yaga is in it. I'd also like to work in Iggwilv and maybe Louhi too.
But it got me thinking. Wasn't there a Pathfinder adventure with Baba Yaga too?
I knew of the Reign of Winter and I thought that maybe the last adventure, The Witch Queen’s Revenge might be a good one to use too. In the process I also discovered a stand alone (but maybe related) adventure The Witchwar Legacy.
I picked up those three books, but not the first 5 of the Reign of Winter.
Does anyone know if they are any good? Has anyone played them?
I like the idea behind the adventures, but they are not really something I am looking for.
Plus I would like to fit in all these other adventures too. I also like the idea that each adventure is from a different game.
The Reign of Winter to be precise.
Backing up.
I have been doing searches for a couple of adventures or adventure ideas for a couple of different purposes. They have been, for the most part, independent searches. But lately they have grown together and lead me to the same outcome.
Search 1 was/is for a very high level adventure for the Dragonslayers. I wanted something published by TSR. I wanted it to be "old school" but didn't have to be from the 70s or early 80s. Something like "Throne of Bloodstone" but very specifically NOT that. I wanted it to be an older module for my own reasons.
Search 2 was/is primarily for more adventures in my so-called "War of the Witch Queens" adventure path/campaign. The idea was to play through all these witch queen themed adventures to some goal.
These two search lead me to the same end point. The Dancing Hut of Baba Yaga.
It's old. It is part of the "S" series of modules in theory (it is supposed to be S5). It has history.
Plus it deals with the biggest, baddest Witch Queen of them all; Baba Yaga.
Satisfied, I bought the PDF printed it out and put it in a binder with the old Dragon magazine version of the The Dancing Hut and a 4th edition version I bought a while back. It works perfect as an adventure for the Dragonslayers.
I like the idea that Baba Yaga is in it. I'd also like to work in Iggwilv and maybe Louhi too.
But it got me thinking. Wasn't there a Pathfinder adventure with Baba Yaga too?
I knew of the Reign of Winter and I thought that maybe the last adventure, The Witch Queen’s Revenge might be a good one to use too. In the process I also discovered a stand alone (but maybe related) adventure The Witchwar Legacy.
I picked up those three books, but not the first 5 of the Reign of Winter.
Does anyone know if they are any good? Has anyone played them?
I like the idea behind the adventures, but they are not really something I am looking for.
Plus I would like to fit in all these other adventures too. I also like the idea that each adventure is from a different game.
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Wednesday, June 17, 2015
Return to the Temple of Elemental Evil
Well this is an unexpected surprise.
I was digging out a bunch of computer junk to get rid of over the weekend and I found my copy of the old Atari "Temple of Elemental Evil" video game.
Back in the day I had installed it on to one of my PCs and played it a little bit and then went on to other things. That computer died on me and I never reinstalled it.
Now that I have Son of Frankencomputer up and running I think I am going to reinstall this.
Should be fun!
I was digging out a bunch of computer junk to get rid of over the weekend and I found my copy of the old Atari "Temple of Elemental Evil" video game.
Back in the day I had installed it on to one of my PCs and played it a little bit and then went on to other things. That computer died on me and I never reinstalled it.
Now that I have Son of Frankencomputer up and running I think I am going to reinstall this.
Should be fun!
Tuesday, June 16, 2015
Review: Better Mousetrap 3e
Taking a break right now from D&D related things. My next "Order of the Platinum Dragon" game is not till Gen Con and I don't have anything yet for the "Dragonslayers". So I wanted to go back to another idea I was playing around with; my limited run Supers game. I pretty much know what I want to do, vampires and what system I would like to use; M&M3/DC Adventures. My choice would be to use Dracula, but I want someone or something that is far more of a threat. Maybe not Darkseid or Mordru level threats, but close. But in any case something stronger is needed.
Thankfully I have a copy of Better Mousetrap 3e.
Described as "the most extensive, largest third-party rules supplement for ... Mutants & Masterminds" this book lives up to the hype. At 293 pages (covers, ogl, and toc still leave this at 289 pages of solid content) calling it "supplement" undersells it. Personally I prefer to think of it as "The Villain's Handbook". Everything you need to create a super-villain (not just a villain), their lair, plenty of skills and gadgets and of course powers. There is so much here really.
Chapter 1 covers skills. Plenty of new uses for old skills. Reading it over it seemed obvious that a lot of skill uses for ancient or immortal characters/villains/heroes. So perfect for your Vandal Savage types or old vampires like Dracula. There are some new skills as well. Brainwashing is a nice one. But there are lot of good ones. All in all about 25 pages worth of skills.
Chapter 2 gives us new Advantages. Ace is a nice one but there plenty here, including some Minion Advantages. This is actually really nice. I tend to gloss over minions. Maybe all those years of watching the "Adam West" Batman series. There are also Organization Advantages.
Chapter 3 has all the new Powers. And there are a lot here. There are new Power Effects and new Power Builds. There are also plenty of new Flaws. Needed for bad guys really.
Chapter 4 covers new rules. This chapter is more utilitarian. There are some car chase/combat rules and some mounted combat rules. There are some limited Mecha rules too.
Chapter 5 gets into what I consider the meat of the book and the reason I like it; Making a Better Bad Guy. This is what you need to make your villains into super-villains. Some of this chapter covers the motivation of villains and (the best parts) their evil plans. Some motivations are given ("The World Shall Be Mine!" and "The Voices Told Me to Do It" among others) which discusses why villains do what they do. Motivations are also discussed based on when the villain got their start. For example A Silver Age Villain does things differently than a Golden-Age or Modern-Age Villain.
It is often said that a hero is only as good as their enemies. Well this takes the opposite take, a villain is only as good as their enemies are evil. There is a good section on anti-heroes and even Arch-Enemies. Every hero needs a good arch-enemy.
Several new villain archetypes are presented. Many should be familiar since they pull on some strong archetypes or at least stereotypes, but that is perfect really. Any of these can be filled out to a full blown villain. Once you do that there are plenty of rank and file minions; brutes, troopers, pilots, infiltrators and cyber versions of all of them.
Chapter 6 includes Gadgets and Gear. This includes melee weapons and archaic weapons. Again for our old immortal villains. There are also plenty of guns and vehicles for the minions.
Chapter 7 is the Many Faces of Evil. This covers not just villains, but their organizations.
Chapter 8 covers Headquarters. This covers where those organizations and villains will hide
out. There is quite a lot of material here too.
Chapter 9, Evil to the Utmost, talks about how to use evil and villains. There are even some villains detailed here.
All in all a really good product. If you need to detail your villain and evil organization then this is the book you need.
Thankfully I have a copy of Better Mousetrap 3e.
Described as "the most extensive, largest third-party rules supplement for ... Mutants & Masterminds" this book lives up to the hype. At 293 pages (covers, ogl, and toc still leave this at 289 pages of solid content) calling it "supplement" undersells it. Personally I prefer to think of it as "The Villain's Handbook". Everything you need to create a super-villain (not just a villain), their lair, plenty of skills and gadgets and of course powers. There is so much here really.
Chapter 1 covers skills. Plenty of new uses for old skills. Reading it over it seemed obvious that a lot of skill uses for ancient or immortal characters/villains/heroes. So perfect for your Vandal Savage types or old vampires like Dracula. There are some new skills as well. Brainwashing is a nice one. But there are lot of good ones. All in all about 25 pages worth of skills.
Chapter 2 gives us new Advantages. Ace is a nice one but there plenty here, including some Minion Advantages. This is actually really nice. I tend to gloss over minions. Maybe all those years of watching the "Adam West" Batman series. There are also Organization Advantages.
Chapter 3 has all the new Powers. And there are a lot here. There are new Power Effects and new Power Builds. There are also plenty of new Flaws. Needed for bad guys really.
Chapter 4 covers new rules. This chapter is more utilitarian. There are some car chase/combat rules and some mounted combat rules. There are some limited Mecha rules too.
Chapter 5 gets into what I consider the meat of the book and the reason I like it; Making a Better Bad Guy. This is what you need to make your villains into super-villains. Some of this chapter covers the motivation of villains and (the best parts) their evil plans. Some motivations are given ("The World Shall Be Mine!" and "The Voices Told Me to Do It" among others) which discusses why villains do what they do. Motivations are also discussed based on when the villain got their start. For example A Silver Age Villain does things differently than a Golden-Age or Modern-Age Villain.
It is often said that a hero is only as good as their enemies. Well this takes the opposite take, a villain is only as good as their enemies are evil. There is a good section on anti-heroes and even Arch-Enemies. Every hero needs a good arch-enemy.
Several new villain archetypes are presented. Many should be familiar since they pull on some strong archetypes or at least stereotypes, but that is perfect really. Any of these can be filled out to a full blown villain. Once you do that there are plenty of rank and file minions; brutes, troopers, pilots, infiltrators and cyber versions of all of them.
Chapter 6 includes Gadgets and Gear. This includes melee weapons and archaic weapons. Again for our old immortal villains. There are also plenty of guns and vehicles for the minions.
Chapter 7 is the Many Faces of Evil. This covers not just villains, but their organizations.
Chapter 8 covers Headquarters. This covers where those organizations and villains will hide
out. There is quite a lot of material here too.
Chapter 9, Evil to the Utmost, talks about how to use evil and villains. There are even some villains detailed here.
All in all a really good product. If you need to detail your villain and evil organization then this is the book you need.
Monday, June 15, 2015
Halfway, Fortunes of Ravenloft and the Foreshadowing
Got in a lot of gaming this weekend!
Saturday the Order of the Platinum Dragon found themselves still stuck in the mists. They stumbled on to Halfway. Here they met the Dealer and had the Fortunes of Ravenloft read. We are not going to play Ravenloft till Gen Con, but I have 5 nights to run it.
I used Tarot cards for the Fortunes (because why not). I have done that in the past, but I also found this AD&D1st Ed to D&D5 conversion of Ravenloft that also used Tarot cards.
With the PDF out I can print both of these out and run it from those.
Sunday we went "back in time" to the Dragonslayers. They finished up their exploration of the Barrier Peaks. Here they encountered, for the very first time, the Illithids. Something that was not lost on my kids.
The "Order of the Platinum Dragon" characters are all the children or grand children of the "Dragonslayers". So I am setting up the Mind Flayer threat a generation early.
I know what I have in store for the Order, I just need to figure out what is next for the Dragonslayers.
Saturday the Order of the Platinum Dragon found themselves still stuck in the mists. They stumbled on to Halfway. Here they met the Dealer and had the Fortunes of Ravenloft read. We are not going to play Ravenloft till Gen Con, but I have 5 nights to run it.
I used Tarot cards for the Fortunes (because why not). I have done that in the past, but I also found this AD&D1st Ed to D&D5 conversion of Ravenloft that also used Tarot cards.
With the PDF out I can print both of these out and run it from those.
Sunday we went "back in time" to the Dragonslayers. They finished up their exploration of the Barrier Peaks. Here they encountered, for the very first time, the Illithids. Something that was not lost on my kids.
The "Order of the Platinum Dragon" characters are all the children or grand children of the "Dragonslayers". So I am setting up the Mind Flayer threat a generation early.
I know what I have in store for the Order, I just need to figure out what is next for the Dragonslayers.
Saturday, June 13, 2015
Zatannurday: Raven
Today is my birthday!
So I want to post one of my favorite DC magic-using characters, Raven.
Here is a collection of some of my recent favorite images of her.
Raven DC by MeganCoffey on DeviantArt
Raven I by MeganCoffey on DeviantArt
Nightwing and Raven by MeganCoffey on DeviantArt
A Greeting looking up by ChelzorTheDestroyer on DeviantArt
Raven Exposed Preview by ChelzorTheDestroyer on DeviantArt
Raven by JayEmEl on DeviantArt
Azarath Metrion... ZINTHOS! by DiegoAGM on DeviantArt
Raven Upper Profile by JayEmEl on DeviantArt
Raven by JayEmEl on DeviantArt
Raven by CeruleanRaven on DeviantArt
Raven by Peachykiki on DeviantArt
Raven - DC comics by Neferet-Cosplay on DeviantArt
Raven and white Raven Teen Titans Cosplay by AverageCosplays on DeviantArt
Comikaze 2014 Raven Titans Abby Normal Cosplay by wbmstr on DeviantArt
Raven by DarkKitteh on DeviantArt
Demon's Daughter by raymundlee on DeviantArt
So I want to post one of my favorite DC magic-using characters, Raven.
Here is a collection of some of my recent favorite images of her.
Raven DC by MeganCoffey on DeviantArt
Raven I by MeganCoffey on DeviantArt
Nightwing and Raven by MeganCoffey on DeviantArt
A Greeting looking up by ChelzorTheDestroyer on DeviantArt
Raven Exposed Preview by ChelzorTheDestroyer on DeviantArt
Raven by JayEmEl on DeviantArt
Azarath Metrion... ZINTHOS! by DiegoAGM on DeviantArt
Raven Upper Profile by JayEmEl on DeviantArt
Raven by JayEmEl on DeviantArt
Raven by CeruleanRaven on DeviantArt
Raven by Peachykiki on DeviantArt
Raven - DC comics by Neferet-Cosplay on DeviantArt
Raven and white Raven Teen Titans Cosplay by AverageCosplays on DeviantArt
Comikaze 2014 Raven Titans Abby Normal Cosplay by wbmstr on DeviantArt
Raven by DarkKitteh on DeviantArt
Demon's Daughter by raymundlee on DeviantArt
Friday, June 12, 2015
Friday Night Videos: Rob Zombie
Welcome back to Friday Night Videos.
It's the night before my birthday!
So tonight I want to focus on one artist and what his music has done for my gaming.
Interesting tidbit. I have never bought a Rob Zombie or White Zombie album or CD. I have always gotten them for my birthday.
Weird I know, but hey there must be something to that.
I was introduced to White Zombie while in college but I didn't really get into them till after grad school when I dug up a copy of La Sexorcisto: Devil Music Volume One that had gotten for my birthday back in 94 or so. I listened to Thunder Kiss '65 and wrote the first version of Halfway.
I have mentioned this one before, but the original FNV used to show repeats too. More Human Than Human and it's album Astro Creep: 2000 was a huge influence on all the material I wrote for the Buffy RPG and the games I was playing at the time. I think I even had an adventure called More Human Than Human at one point.
Hellbilly Deluxe ranks as one of my favorite albums of all time. Rob Zombie's first solo album he described it as an homage to the feel of the horror movies of the 70s. So it's not really a surprise I like it so much. Dragula is an ode to the car from the TV show The Munsters. But it is also a great song.
Like More Human than Human, Living Dead Girl was practically a soundtrack to my Buffy/WitchCraft games. Listening to it now I can't help wanting to pull out my Unisystem books and getting back to some old friends. ...What are you thinking about?...
Hell on Earth...This is the song that always gets me pumped up and psyched. Strawberry Switchblade is the bastard daughter of this song.
One of my favorite movies and books (for different reasons) is "A Clockwork Orange". The are a lot of reasons I like it. The commentary on violence and how society treats youths. Stanley Kibrick's direction. But mostly I think it is the performance of Malcolm McDowell who also has a birthday tomorrow. So in honor of that here is another favorite Rob Zombie song, Never Gonna Stop (The Red Red Kroovy).
One of a couple of songs that came out while I was working on the early drafts of The Witch. The American Witch is one of my favorite songs period. There are two versions of the video, but this one is the animated version by David Hartman. This song's videos fits in with the "mythos" you see in a lot of Rob Zombie's work, that the monsters are the heroes. Look for the guest appearance of the Living Dead Girl.
Lords of Salem is the "prequel" song and video to American Witch. There is a solid Solomon Kane feel to this. But like American Witch, the humans are the real monsters here. Our heroine the American Witch appears here, but is captured. The Lords of Salem went on to inspire my own "Lord Salem", the Big Bad for Season 2 of the Hex Girls.
It's the night before my birthday!
So tonight I want to focus on one artist and what his music has done for my gaming.
Interesting tidbit. I have never bought a Rob Zombie or White Zombie album or CD. I have always gotten them for my birthday.
Weird I know, but hey there must be something to that.
I was introduced to White Zombie while in college but I didn't really get into them till after grad school when I dug up a copy of La Sexorcisto: Devil Music Volume One that had gotten for my birthday back in 94 or so. I listened to Thunder Kiss '65 and wrote the first version of Halfway.
I have mentioned this one before, but the original FNV used to show repeats too. More Human Than Human and it's album Astro Creep: 2000 was a huge influence on all the material I wrote for the Buffy RPG and the games I was playing at the time. I think I even had an adventure called More Human Than Human at one point.
Hellbilly Deluxe ranks as one of my favorite albums of all time. Rob Zombie's first solo album he described it as an homage to the feel of the horror movies of the 70s. So it's not really a surprise I like it so much. Dragula is an ode to the car from the TV show The Munsters. But it is also a great song.
Like More Human than Human, Living Dead Girl was practically a soundtrack to my Buffy/WitchCraft games. Listening to it now I can't help wanting to pull out my Unisystem books and getting back to some old friends. ...What are you thinking about?...
Hell on Earth...This is the song that always gets me pumped up and psyched. Strawberry Switchblade is the bastard daughter of this song.
One of my favorite movies and books (for different reasons) is "A Clockwork Orange". The are a lot of reasons I like it. The commentary on violence and how society treats youths. Stanley Kibrick's direction. But mostly I think it is the performance of Malcolm McDowell who also has a birthday tomorrow. So in honor of that here is another favorite Rob Zombie song, Never Gonna Stop (The Red Red Kroovy).
One of a couple of songs that came out while I was working on the early drafts of The Witch. The American Witch is one of my favorite songs period. There are two versions of the video, but this one is the animated version by David Hartman. This song's videos fits in with the "mythos" you see in a lot of Rob Zombie's work, that the monsters are the heroes. Look for the guest appearance of the Living Dead Girl.
Lords of Salem is the "prequel" song and video to American Witch. There is a solid Solomon Kane feel to this. But like American Witch, the humans are the real monsters here. Our heroine the American Witch appears here, but is captured. The Lords of Salem went on to inspire my own "Lord Salem", the Big Bad for Season 2 of the Hex Girls.
Skylla: Adventurer Conqueror King & Players Companion
Trying to tie a few loose threads together and I noticed this was missing from my mix.
So here are some purposes this post serves for me.
- I wanted to go back and have another look at Skylla. In particular how this version compares to Astonishing Swordsmen & Sorcerers of Hyperborea.
- I wanted to go and have a look at the witch from the Adventurer Conqueror King System and the ACKs Player's Companion.
- I am gathering together some threads for my "Adventure Path" War of the Witch Queens.
When it comes to "Old School" Witch classes. Adventurer Conqueror King System and Astonishing Swordsmen & Sorcerers of Hyperborea tie for second place in my mind. Both are so close to what I like doing with witches. There are plenty of great ones out there, but these are closest to how I like to play.
Adventurer Conqueror King System also limits characters in terms of levels. While AS&SH goes to 12, ACKs tops off at 14. ACKs is also closer to my favorite version of D&D, Moldvay Basic/Cook-Marsh Expert. In fact all three systems do work pretty well together. In fact I tend to think of the world used in ACKs as being just a little "south" of the world in AS&SH. I have not spent as much time with ACKs as the other games, but what I have played I do like.
Like my witch the ACKs witch can belong to a Tradition. In truth you could move traditions back and forth between the two with relative ease. The problem here though is that none of the traditions really seem to fit the "knowledge at all costs" mentality I see Skylla as having. Chthonic is the closest with Voudon coming in a close second. In the end the powers and spells the Chthonic witch gets tips it into favor.
ACKs though also has a Warlock class. The warlock as described is a much better fit for Skylla than the witch is. Since the warlock is an arcane spellcaster and the witch is more divine it also makes more sense to go with the warlock. The Corrupted Scholar template from the Warlock is also a perfect fit.
Skylla, 7th Level Warlock (ACKS)
Template: Corrupted Scholar
Strength: 9
Dexterity: 11
Constitution: 10
Intelligence: 15
Wisdom: 11
Charisma: 12
Hit Points: 20
Alignment: Chaotic
AC: 4 (Ring of Protection AC 4)
Proficiencies: Alchemy, Loremastery, Knowledge (Occult)
Powers
1st level: Familiar (owl)
2nd level: Secrets of the Dark Arts (control Undead as a Chaotic Cleric 3)
4th level: Hex
6th level: Contact Dark Powers
7th level: Scribe Scrolls, Magic Reserach (minor)
Spells
First: (2+1) Charm Person, Light, Magic Missile
Second: (2) Detect Invisible, Levitate
Third: (1): Lightning Bolt
Magic Items
Ring of Protection AC 4, Dagger +1
This Skylla has less spells, but what makes her shine here is the same thing that makes ACKS shine and that is the proficiency system.
So here are some purposes this post serves for me.
- I wanted to go back and have another look at Skylla. In particular how this version compares to Astonishing Swordsmen & Sorcerers of Hyperborea.
- I wanted to go and have a look at the witch from the Adventurer Conqueror King System and the ACKs Player's Companion.
- I am gathering together some threads for my "Adventure Path" War of the Witch Queens.
When it comes to "Old School" Witch classes. Adventurer Conqueror King System and Astonishing Swordsmen & Sorcerers of Hyperborea tie for second place in my mind. Both are so close to what I like doing with witches. There are plenty of great ones out there, but these are closest to how I like to play.
Adventurer Conqueror King System also limits characters in terms of levels. While AS&SH goes to 12, ACKs tops off at 14. ACKs is also closer to my favorite version of D&D, Moldvay Basic/Cook-Marsh Expert. In fact all three systems do work pretty well together. In fact I tend to think of the world used in ACKs as being just a little "south" of the world in AS&SH. I have not spent as much time with ACKs as the other games, but what I have played I do like.
Like my witch the ACKs witch can belong to a Tradition. In truth you could move traditions back and forth between the two with relative ease. The problem here though is that none of the traditions really seem to fit the "knowledge at all costs" mentality I see Skylla as having. Chthonic is the closest with Voudon coming in a close second. In the end the powers and spells the Chthonic witch gets tips it into favor.
ACKs though also has a Warlock class. The warlock as described is a much better fit for Skylla than the witch is. Since the warlock is an arcane spellcaster and the witch is more divine it also makes more sense to go with the warlock. The Corrupted Scholar template from the Warlock is also a perfect fit.
Template: Corrupted Scholar
Strength: 9
Dexterity: 11
Constitution: 10
Intelligence: 15
Wisdom: 11
Charisma: 12
Hit Points: 20
Alignment: Chaotic
AC: 4 (Ring of Protection AC 4)
Proficiencies: Alchemy, Loremastery, Knowledge (Occult)
Powers
1st level: Familiar (owl)
2nd level: Secrets of the Dark Arts (control Undead as a Chaotic Cleric 3)
4th level: Hex
6th level: Contact Dark Powers
7th level: Scribe Scrolls, Magic Reserach (minor)
Spells
First: (2+1) Charm Person, Light, Magic Missile
Second: (2) Detect Invisible, Levitate
Third: (1): Lightning Bolt
Magic Items
Ring of Protection AC 4, Dagger +1
This Skylla has less spells, but what makes her shine here is the same thing that makes ACKS shine and that is the proficiency system.
Thursday, June 11, 2015
Christopher Lee: Farewell Good Knight
By now many of you have heard of the passing of the great Christopher Lee.
Very, very few actors have cut across so many of my interests quite like the way Sir Lee did.
If you have spent any time here whatsoever you know of my love of the Hammer Horror and of Lee's portrayal of Count Dracula. But he also starred in other films that I equally enjoyed.
Not so well known is my love of the James Bond films. But it's true, I love watching the Bond movies and some of my best birthday memories was going to see many of the Roger Moore bond movies in the theaters. One of m favorite Bond villains was Francisco Scaramanga, played by Lee and written to be something like a Moriarty character to Bond.
Speaking of Moriarty and Holmes, Lee has played Sherlock, Mycroft and even Sir Henry Baskerville in three different Sherlock Holmes productions. Playing Baskerville against Peter Cushing's Holmes was a treat.
Christopher Lee is most well known for his take on Dracula and maybe more so that any other actor he defined the role. His verbal and physical sparring with best friend Peter Cushing as various members of the Van Helsing family made these movies extremely popular. Lee and Cushing would star in several movies together even outside of the Dracula ones. One of my favorites is still "The Creeping Death".
Christopher Lee would go one to be featured in over 200 movies.
Here are a few of my favorites.
"The Wikerman", not the god-awful Nicholas Cage movie, gut the original creepy pagan one featuring Lee as Lord Summerisle. "To the Devil A Daughter" which has Lee battling Richard Widmark over the soul of Nastassja Kinski. Yes in case you are wondering, Lee's character wants her for the Devil.
Lee also gave a great (to me) performance as Dr. Gannon in Disney's "Return to Witch Mountain". I remember him freaking me out in this.
It was Lee's performances as Saruman in Peter Jackson's "Lord of the Rings" and the "Hobbit" movies that made him well know to a younger generation. Lee gave Jackson's film an air of authenticity. Christopher Lee knew Tolkien, he had read Lord of the Rings many times. He was very, very particular about how you pronounce everything. He once said "if a man spends time creating and entire language then you must be careful to say everything correctly." or something to that effect.
He also played Count Dokku in the Star Wars Pre-olgy films. While the role was done as a means to honor his legacy as Dracula, I could not but help to see the ghost of Peter Cushing there. Tarkin and Dokku had no screen time together, but I think it is fitting that Cushing and Lee could share this film series together.
Casting him as a dentist in the newer Willy Wonka movie is exactly the type of twisted joke I come to expect from Tim Burton and Lee did not disappoint.
Christopher Lee once said of his friend Peter Cushing that "he died because he was too good for this world". I say Lee died because there was nothing left for him to do.
This meme makes it's way around the net right around his birthday, I think it is appropriate here as well.
I want to end with this. I have a new project coming up. Nothing I want to talk about right now, but this will be the dedication in the book.
This book is dedicated to memory of Christopher Lee (1922 - 2015). His contributions to my horror and fantasy education could begin and end with Dracula and that would be enough. But few people have cut across so much of my own fandom. He was Lord Summerilse, Sherlock and Mycroft Holmes, Francisco Scaramanga, Saruman, Count Dokku, Death, Dr. Victor Gannon, Father Michael Rayner and yes, he was Dracula. So much of this book would not be possible if it were not for him.
He was much more as a man than any of these characters. But that is how I knew him the best.
To quote his fellow countrywoman, J.K. Rowling:
"And then he greeted Death as an old friend, and went with him gladly, and, equals, they departed this life."
For your consideration, here is my Christopher Lee inspired stats for Dracula for Mutants & Masterrminds.
Very, very few actors have cut across so many of my interests quite like the way Sir Lee did.
If you have spent any time here whatsoever you know of my love of the Hammer Horror and of Lee's portrayal of Count Dracula. But he also starred in other films that I equally enjoyed.
Not so well known is my love of the James Bond films. But it's true, I love watching the Bond movies and some of my best birthday memories was going to see many of the Roger Moore bond movies in the theaters. One of m favorite Bond villains was Francisco Scaramanga, played by Lee and written to be something like a Moriarty character to Bond.
Speaking of Moriarty and Holmes, Lee has played Sherlock, Mycroft and even Sir Henry Baskerville in three different Sherlock Holmes productions. Playing Baskerville against Peter Cushing's Holmes was a treat.
Christopher Lee is most well known for his take on Dracula and maybe more so that any other actor he defined the role. His verbal and physical sparring with best friend Peter Cushing as various members of the Van Helsing family made these movies extremely popular. Lee and Cushing would star in several movies together even outside of the Dracula ones. One of my favorites is still "The Creeping Death".
Christopher Lee would go one to be featured in over 200 movies.
Here are a few of my favorites.
"The Wikerman", not the god-awful Nicholas Cage movie, gut the original creepy pagan one featuring Lee as Lord Summerisle. "To the Devil A Daughter" which has Lee battling Richard Widmark over the soul of Nastassja Kinski. Yes in case you are wondering, Lee's character wants her for the Devil.
Lee also gave a great (to me) performance as Dr. Gannon in Disney's "Return to Witch Mountain". I remember him freaking me out in this.
It was Lee's performances as Saruman in Peter Jackson's "Lord of the Rings" and the "Hobbit" movies that made him well know to a younger generation. Lee gave Jackson's film an air of authenticity. Christopher Lee knew Tolkien, he had read Lord of the Rings many times. He was very, very particular about how you pronounce everything. He once said "if a man spends time creating and entire language then you must be careful to say everything correctly." or something to that effect.
He also played Count Dokku in the Star Wars Pre-olgy films. While the role was done as a means to honor his legacy as Dracula, I could not but help to see the ghost of Peter Cushing there. Tarkin and Dokku had no screen time together, but I think it is fitting that Cushing and Lee could share this film series together.
Casting him as a dentist in the newer Willy Wonka movie is exactly the type of twisted joke I come to expect from Tim Burton and Lee did not disappoint.
Christopher Lee once said of his friend Peter Cushing that "he died because he was too good for this world". I say Lee died because there was nothing left for him to do.
This meme makes it's way around the net right around his birthday, I think it is appropriate here as well.
I want to end with this. I have a new project coming up. Nothing I want to talk about right now, but this will be the dedication in the book.
This book is dedicated to memory of Christopher Lee (1922 - 2015). His contributions to my horror and fantasy education could begin and end with Dracula and that would be enough. But few people have cut across so much of my own fandom. He was Lord Summerilse, Sherlock and Mycroft Holmes, Francisco Scaramanga, Saruman, Count Dokku, Death, Dr. Victor Gannon, Father Michael Rayner and yes, he was Dracula. So much of this book would not be possible if it were not for him.
He was much more as a man than any of these characters. But that is how I knew him the best.
To quote his fellow countrywoman, J.K. Rowling:
"And then he greeted Death as an old friend, and went with him gladly, and, equals, they departed this life."
For your consideration, here is my Christopher Lee inspired stats for Dracula for Mutants & Masterrminds.
Wednesday, June 10, 2015
Saga of the Witch Queen
I did not get to go to North Texas RPG con this year. It is a shame really since there is always something really cool happening. In the past I have been able to pick up copies of things that were sold there after the fact; Palace of the Vampire Queen comes to mind. But this year had something really special. This year +Goodman Games was reprinting +Harley Stroh's "Saga of the Witch Queen" and I had to have a copy.
Thankfully, a good friend and co-worker of 10 years was going. And look what he brought back for me!
He even got it signed by +Jon Hershberger!
Yeah...that is the kind of friend I have!
Still though, thanks Scot! This is great.
You can read my review of the PDF here, http://theotherside.timsbrannan.com/2015/06/witch-adventures.html or here, http://www.rpgnow.com/product_reviews_info.php?affiliate_id=10748&reviews_id=126425&products_id=50480
Now I want to talk about the physical book.
The book is 80 pages and printed on very heavy paper. It is softcover, but the binding looks good. With the heavy paper and glossy cover I expect this to hold up to wear and tear. The cover is bound on, so no taking it off to use as a GM screen with maps. I am glad I have this as a PDF too to print out the maps and the handouts. I am really, really happy with this module.
NOTE: I can't get to http://goodman-games.com/ while I am at work (we have a lot of sites blocked) but I bet there are some things that you can download for free for this adventure.
But for my own use, here is a conversion of Kyleth, the Witch Queen using the "Advanced Options" from The Witch.
Lady Kyleth, The Witch Queen
"A slender half-elf with sharp features, midnight hair and icy blue eyes." - Saga of the Witch Queen, p. 19
8th Level Witch (Malefic Tradition)
Female Half-elf, Chaotic Evil
AC Base: 3* (will typically have Death Armor, Elemental Armor and Intangible Cloak of Shadows cast)
Movement 12”
HD 8d6, HP 35
No. of Attacks 1
Damage per Attack 1-6+1/1-8+1 (+1 spear)
Special Attacks spell use,
Special Defenses Infravision, MR 30% resistance to charm and sleep, Regenerate 1 hp extra per day.
STR 7, DEX 16, CON 13, INT 17, WIS 10, CHA 17,
Possessions: bracers of defense AC 5, ring of protection +1, spear +1, nigh hag’s heartstone, Crown
of Sett (see p. 65), Ars Maleficus (her Book of Shadows) (see p. 71).
Occult Powers:
1st Level: Familiar ("Loki", Imp)
7th Level: Evil's Touch
Witch Spells Known (spells per day: 5/5/3/3 [includes CHA spell bonuses equivalent to
WIS spell bonuses]):
Cantrips: Alarm Ward, Black Flame, Blur, Flare, Inflict Minor Wounds
1st Level: Charm Person, Darkness, Detect Magic, Blindness, Magical Circle Against Evil
2nd Level: Burning Gaze, Death Armor, Identify, Minor Image, Scare
3rd Level: Arctic Grasp, Dispel Magic, Fly
4th Level: Elemental Armor, Emotion, Intangible Cloak of Shadows
Not quite as powerful as her magic-user counterpart in terms of spells. But that is easily fixed with some scrolls or raise her to 9th level. In any case this will be fun.
Thankfully, a good friend and co-worker of 10 years was going. And look what he brought back for me!
He even got it signed by +Jon Hershberger!
Yeah...that is the kind of friend I have!
Still though, thanks Scot! This is great.
You can read my review of the PDF here, http://theotherside.timsbrannan.com/2015/06/witch-adventures.html or here, http://www.rpgnow.com/product_reviews_info.php?affiliate_id=10748&reviews_id=126425&products_id=50480
Now I want to talk about the physical book.
The book is 80 pages and printed on very heavy paper. It is softcover, but the binding looks good. With the heavy paper and glossy cover I expect this to hold up to wear and tear. The cover is bound on, so no taking it off to use as a GM screen with maps. I am glad I have this as a PDF too to print out the maps and the handouts. I am really, really happy with this module.
NOTE: I can't get to http://goodman-games.com/ while I am at work (we have a lot of sites blocked) but I bet there are some things that you can download for free for this adventure.
But for my own use, here is a conversion of Kyleth, the Witch Queen using the "Advanced Options" from The Witch.
Lady Kyleth, The Witch Queen
"A slender half-elf with sharp features, midnight hair and icy blue eyes." - Saga of the Witch Queen, p. 19
8th Level Witch (Malefic Tradition)
Female Half-elf, Chaotic Evil
AC Base: 3* (will typically have Death Armor, Elemental Armor and Intangible Cloak of Shadows cast)
Movement 12”
HD 8d6, HP 35
No. of Attacks 1
Damage per Attack 1-6+1/1-8+1 (+1 spear)
Special Attacks spell use,
Special Defenses Infravision, MR 30% resistance to charm and sleep, Regenerate 1 hp extra per day.
STR 7, DEX 16, CON 13, INT 17, WIS 10, CHA 17,
Possessions: bracers of defense AC 5, ring of protection +1, spear +1, nigh hag’s heartstone, Crown
of Sett (see p. 65), Ars Maleficus (her Book of Shadows) (see p. 71).
Occult Powers:
1st Level: Familiar ("Loki", Imp)
7th Level: Evil's Touch
Witch Spells Known (spells per day: 5/5/3/3 [includes CHA spell bonuses equivalent to
WIS spell bonuses]):
Cantrips: Alarm Ward, Black Flame, Blur, Flare, Inflict Minor Wounds
1st Level: Charm Person, Darkness, Detect Magic, Blindness, Magical Circle Against Evil
2nd Level: Burning Gaze, Death Armor, Identify, Minor Image, Scare
3rd Level: Arctic Grasp, Dispel Magic, Fly
4th Level: Elemental Armor, Emotion, Intangible Cloak of Shadows
Not quite as powerful as her magic-user counterpart in terms of spells. But that is easily fixed with some scrolls or raise her to 9th level. In any case this will be fun.
Tuesday, June 9, 2015
Why I Love RPGS: Moldvay Basic
Note: This is part of the Dyvers Project on RPGs. We are supposed to talk about RPGS we love and why we love them. This is my first part.
RPGS I Love: Moldvay D&D Basic
Christmas 1981 will forever go down in my memory as the one where everything changed. I was in Junior High and had been playing D&D for a about two years, off and on. I had read the Monster Manual and I had a copy, badly xeroxed, of the Holmes Basic set. Christmas though was the turning point. I got two box sets that year; the Ballantine Books boxed set of Lord of the Rings and the "magenta" Basic Set.
Inside was finally my own book, not a copy of someone else's book. I had my own dice (finally!) and a complete adventure.
I devoured that book. Cover to cover. Every page was read and read over and over.
A lot of people talk about "the Red Box". My Red Box was magenta and had Erol Otis on the cover. For me this was the start of what became "my" D&D. Not someone else's game, but my own.
In 1981 I felt fairly proficient D&D. But with Holmes D&D I always felt like there was something I was missing. I only learned later of the "Little Brown Books" and how "Basic" actually came about.
The Moldvay Basic set had almost everything I ever needed for a game. Plenty of classes and races. More monsters than I expected (it had dragons!!) and what then felt like tons of spells. I made dozens of characters, some that saw actual game play, but I didn't care, for me it was the joy of endless possibilities.
And that was just in the first couple of dozen pages.
Everything I know about exploring a dungeon, checking for traps, carrying holy water and 10' pole began here. I learned that ghouls can cause paralysis (unless you were an elf!) and that zombies always attacked last in the round. I learned Thouls were a magical cross-breed between a hobgoblin troll and ghoul. No I still have no idea how they are made. I got to meet Morgan Ironwolf herself.
There was a sample adventure in the book, but I never really looked over. I don't think anyone did. It was called the Haunted Keep by the way.
This magenta colored box with strange art on the cover also had other prizes. There inside was my first set of real D&D dice. No more raiding board games for six-siders, though I learned that they were properly called "d6s". I had a set of blue dice with a white crayon to color them in. They are not great dice, even then I knew. But they were mine and that is all that mattered.
I want to pause here a second and come back to that art. Lets look at the cover again. A woman casting a spell, a man with a spear. Fighting some sort of water dragon (that didn't even appear in the rules!). But look how awesome it is. Do you need to know anything else? No. They are fighting a dragon! That box is the reason so many gamers fell in love with the art of Erol Otis. Inside are some equally important names; Jeff Dee, James Roslof, David LaForce and Bill Willingham. They gave this D&D a look that was different than AD&D. I love that art in AD&D, but in this book that art was just so...timeless. It was D&D.
In that box was also the Keep on Borderlands. I don't think I need to go into detail there. We have all been to the keep. We have all taken that ride out along the road that would take us to that Caves of Chaos. Nevermind that all these creatures, who should by all rights be attacking each other, never really did anything to me. They were there and they were "Chaotic" and we were "Lawful". That was all we needed to know back then.
The Moldvay Basic set was more than just an introductory set to D&D. It was an introduction to a hobby, a lifestyle. The rules were simply written and organized. They were not simple rules, and re-reading it today I marvel that we all conquered this stuff at age 10-11. It may have only covered the first 3 levels of character growth, but they were a quality 3.
I picked up the Expert Set for my birthday in 1982. Bought it myself, and for the longest time that was all I needed. Eventually I did move on to AD&D. I also discovered those Little Brown Books and even picked up my own real copy of Holmes Basic. I love those game and I love playing them still, but they never quite had the same magic as that first time of opening up that box and seeing what treasures were inside.
I did not have to imagine how my characters felt when they had discovered some long lost treasure. I knew.
Today I still go back to Tom Moldvay's classic Basic book. It is my yardstick on how I measure any OSR game. Almost everything I need it right there. Just waiting for me.
Time to roll up some characters and play.
RPGS I Love: Moldvay D&D Basic
Christmas 1981 will forever go down in my memory as the one where everything changed. I was in Junior High and had been playing D&D for a about two years, off and on. I had read the Monster Manual and I had a copy, badly xeroxed, of the Holmes Basic set. Christmas though was the turning point. I got two box sets that year; the Ballantine Books boxed set of Lord of the Rings and the "magenta" Basic Set.
Inside was finally my own book, not a copy of someone else's book. I had my own dice (finally!) and a complete adventure.
I devoured that book. Cover to cover. Every page was read and read over and over.
A lot of people talk about "the Red Box". My Red Box was magenta and had Erol Otis on the cover. For me this was the start of what became "my" D&D. Not someone else's game, but my own.
In 1981 I felt fairly proficient D&D. But with Holmes D&D I always felt like there was something I was missing. I only learned later of the "Little Brown Books" and how "Basic" actually came about.
The Moldvay Basic set had almost everything I ever needed for a game. Plenty of classes and races. More monsters than I expected (it had dragons!!) and what then felt like tons of spells. I made dozens of characters, some that saw actual game play, but I didn't care, for me it was the joy of endless possibilities.
And that was just in the first couple of dozen pages.
Everything I know about exploring a dungeon, checking for traps, carrying holy water and 10' pole began here. I learned that ghouls can cause paralysis (unless you were an elf!) and that zombies always attacked last in the round. I learned Thouls were a magical cross-breed between a hobgoblin troll and ghoul. No I still have no idea how they are made. I got to meet Morgan Ironwolf herself.
There was a sample adventure in the book, but I never really looked over. I don't think anyone did. It was called the Haunted Keep by the way.
This magenta colored box with strange art on the cover also had other prizes. There inside was my first set of real D&D dice. No more raiding board games for six-siders, though I learned that they were properly called "d6s". I had a set of blue dice with a white crayon to color them in. They are not great dice, even then I knew. But they were mine and that is all that mattered.
I want to pause here a second and come back to that art. Lets look at the cover again. A woman casting a spell, a man with a spear. Fighting some sort of water dragon (that didn't even appear in the rules!). But look how awesome it is. Do you need to know anything else? No. They are fighting a dragon! That box is the reason so many gamers fell in love with the art of Erol Otis. Inside are some equally important names; Jeff Dee, James Roslof, David LaForce and Bill Willingham. They gave this D&D a look that was different than AD&D. I love that art in AD&D, but in this book that art was just so...timeless. It was D&D.
In that box was also the Keep on Borderlands. I don't think I need to go into detail there. We have all been to the keep. We have all taken that ride out along the road that would take us to that Caves of Chaos. Nevermind that all these creatures, who should by all rights be attacking each other, never really did anything to me. They were there and they were "Chaotic" and we were "Lawful". That was all we needed to know back then.
![]() |
What treasures in such a small box! |
The Moldvay Basic set was more than just an introductory set to D&D. It was an introduction to a hobby, a lifestyle. The rules were simply written and organized. They were not simple rules, and re-reading it today I marvel that we all conquered this stuff at age 10-11. It may have only covered the first 3 levels of character growth, but they were a quality 3.
I picked up the Expert Set for my birthday in 1982. Bought it myself, and for the longest time that was all I needed. Eventually I did move on to AD&D. I also discovered those Little Brown Books and even picked up my own real copy of Holmes Basic. I love those game and I love playing them still, but they never quite had the same magic as that first time of opening up that box and seeing what treasures were inside.
I did not have to imagine how my characters felt when they had discovered some long lost treasure. I knew.
Today I still go back to Tom Moldvay's classic Basic book. It is my yardstick on how I measure any OSR game. Almost everything I need it right there. Just waiting for me.
Time to roll up some characters and play.
Monday, June 8, 2015
Castle Amber, Butterbeer and the Order of the Platinum Dragon
Sunday was a humid, rainy day in Chicagoland. So what better to do than stay inside and play some D&D!
We decided to finish up Castle Amber taking them straight through all the wilderness encounters. The boys meet Skylla, though true to her rumored appearance in the D&D cartoon she appears as an old woman. They also have no idea that she is evil.
She did help them a bit on where various towns were. She wanted out of the Averoigne to get back to Glantri. There is a small problem now, but I will get to that.
The boys decided that the name of their group is The Order of the Platinum Dragon. We celebrated with some homemade butterbeer.
It was quite good, but we could saved time and had the same amount of calories and fat with we had just drank some melted butter with a couple tablespoons of sugar.
The Order managed to dispatch the Beast of Averoigne and The Colossus of Ylourgne. They were able to con and bribe the Ring of Eibon from the Archbishop. All in all, a really good session.
The Order summoned the Tomb of Stephen Amber and the mists closed in on them. Normally that is where the adventure ends and they are back in their own world. Instead when the mists cleared they discovered they are in Barovia. Well, they don't know that yet, all they know is they are not home yet.
The Sword of Sylarie was not destroyed as per the module. It is half of what will become the Sun Sword.
So up next it is the Order vs. Castle Ravenloft.
Time to grab my copy of Ravenloft and start reading again. Should not be to bad, I have run this many, many times.
It's going to be a lot of fun!
We decided to finish up Castle Amber taking them straight through all the wilderness encounters. The boys meet Skylla, though true to her rumored appearance in the D&D cartoon she appears as an old woman. They also have no idea that she is evil.
She did help them a bit on where various towns were. She wanted out of the Averoigne to get back to Glantri. There is a small problem now, but I will get to that.
The boys decided that the name of their group is The Order of the Platinum Dragon. We celebrated with some homemade butterbeer.
It was quite good, but we could saved time and had the same amount of calories and fat with we had just drank some melted butter with a couple tablespoons of sugar.
The Order managed to dispatch the Beast of Averoigne and The Colossus of Ylourgne. They were able to con and bribe the Ring of Eibon from the Archbishop. All in all, a really good session.
The Order summoned the Tomb of Stephen Amber and the mists closed in on them. Normally that is where the adventure ends and they are back in their own world. Instead when the mists cleared they discovered they are in Barovia. Well, they don't know that yet, all they know is they are not home yet.
The Sword of Sylarie was not destroyed as per the module. It is half of what will become the Sun Sword.
So up next it is the Order vs. Castle Ravenloft.
Time to grab my copy of Ravenloft and start reading again. Should not be to bad, I have run this many, many times.
It's going to be a lot of fun!
Sunday, June 7, 2015
The Amazing Adventures Companion
The Amazing Adventures Companion is now out. If you enjoy the Amazing Adventures game (and I do) then this is great news. The book is 162 pages with covers and OGL statement. Beyond that it is packed with all sorts great things.
Book One covers Astounding Action Heroes, or ways to improve your characters or make them closer to your vision. Abilities above 18 are covered and even how to get them there.
Each class is also presented and tips on how to play "other classes" with them. For example The Gadgeteer can be refocused into a street-level, Pulp Age Superhero. Think Batman in his early days. OR take the Gadgeteer and make his gadgets into potions and you have The Alchemist. The Gumshoe can give you an Ace Reporter (something I have really wanted) or the Consulting Detective. Play that aging Sherlock Holmes if you like. No new rules are needed for these since the rules are largely flexible enough. But....if you really want new characters then you are covered here as well. The Companion introduces The Acrobat, The Archer, The Duelist, The Gunslinger, The Pirate and The Soldier. What they do should be fairly self-explanatory.
The next section is one I was really looking forward to reading. This discusses porting over the classes in AA over to a Fantasy game like Castles & Crusades. While there is nothing shocking here it is a good set of guidelines. With the new classes, say like the Alchemist, Archer and Gunslinger it is nice to have so guidelines.
Next we have AA multiclassing, which is a port of the C&C "Class and a half".
We dive into equipment next which includes an expanded firearm list and how to use "classical" armor in an AA game.
Book Two covers Advanced Action Heroes. New rules for your Pulp Character. This includes some new generic class abilities. My new favorites are Occult Library and Wild Talent.
Book Three is Mysteries of Magic, Mentalism and Gadgets. It's like it was written just for me!
More information is given on Magic and Sanity; with caveats of what sort of game are wanting to run. A game where magic is dark can include Sanity and then some spells are removed, others added. We get a few pages of new spells, some tips on adapting C&C spells and then some revised Spell Lists.
For Mentalists we get some new Psionic Powers. For Gadgeteers we get some new gadgets and powers.
Book Four is Astonishing Stories. This covers some basic and advanced rules including contested rolls, Fate points, "Movie Physics", and various issues regarding damage and healing. It's kind of a catch-all chapter, but the overall theme is making your game more cinematic when you want to.
Book Five is Spinning Strange Tales. While it does feature a kickass Snake-headed monk get ready for some kung-fu fighting there is more to this chapter than that. This chapter covers different types of games you can play with AA and what alterations are needed. Most times this is about which classes to include and what equipment to use or not. My favorite might be the "Science Fantasy" section. I mean really, what is more "Pulp Adventures" than Edgar Rice Burroughs? Seriously. Reading this section suddenly I want to give up all my current games and play a Barsoom game using AA/C&C.
Of course I have to mention the section on "Tales of Swords and Sorcery". The author, Jason Vey, has honestly forgotten more about Conan and Robert E. Howard than I'll ever know. He makes some great points about using AA to emulate a Conan style game. Ok. Conan on Mars. That's what I want to play now.
Book Six is our Rouges Gallery. NPCs and Groups. This includes the historical (Harry Houdini) the semi-historical (Robert Locksley) and the comics.
All in all if you are a fan of Amazing Adventures or the Pulp Era in general then this is a must buy!
Book One covers Astounding Action Heroes, or ways to improve your characters or make them closer to your vision. Abilities above 18 are covered and even how to get them there.
Each class is also presented and tips on how to play "other classes" with them. For example The Gadgeteer can be refocused into a street-level, Pulp Age Superhero. Think Batman in his early days. OR take the Gadgeteer and make his gadgets into potions and you have The Alchemist. The Gumshoe can give you an Ace Reporter (something I have really wanted) or the Consulting Detective. Play that aging Sherlock Holmes if you like. No new rules are needed for these since the rules are largely flexible enough. But....if you really want new characters then you are covered here as well. The Companion introduces The Acrobat, The Archer, The Duelist, The Gunslinger, The Pirate and The Soldier. What they do should be fairly self-explanatory.
The next section is one I was really looking forward to reading. This discusses porting over the classes in AA over to a Fantasy game like Castles & Crusades. While there is nothing shocking here it is a good set of guidelines. With the new classes, say like the Alchemist, Archer and Gunslinger it is nice to have so guidelines.
Next we have AA multiclassing, which is a port of the C&C "Class and a half".
We dive into equipment next which includes an expanded firearm list and how to use "classical" armor in an AA game.
Book Two covers Advanced Action Heroes. New rules for your Pulp Character. This includes some new generic class abilities. My new favorites are Occult Library and Wild Talent.
Book Three is Mysteries of Magic, Mentalism and Gadgets. It's like it was written just for me!
More information is given on Magic and Sanity; with caveats of what sort of game are wanting to run. A game where magic is dark can include Sanity and then some spells are removed, others added. We get a few pages of new spells, some tips on adapting C&C spells and then some revised Spell Lists.
For Mentalists we get some new Psionic Powers. For Gadgeteers we get some new gadgets and powers.
Book Four is Astonishing Stories. This covers some basic and advanced rules including contested rolls, Fate points, "Movie Physics", and various issues regarding damage and healing. It's kind of a catch-all chapter, but the overall theme is making your game more cinematic when you want to.
Book Five is Spinning Strange Tales. While it does feature a kickass Snake-headed monk get ready for some kung-fu fighting there is more to this chapter than that. This chapter covers different types of games you can play with AA and what alterations are needed. Most times this is about which classes to include and what equipment to use or not. My favorite might be the "Science Fantasy" section. I mean really, what is more "Pulp Adventures" than Edgar Rice Burroughs? Seriously. Reading this section suddenly I want to give up all my current games and play a Barsoom game using AA/C&C.
Of course I have to mention the section on "Tales of Swords and Sorcery". The author, Jason Vey, has honestly forgotten more about Conan and Robert E. Howard than I'll ever know. He makes some great points about using AA to emulate a Conan style game. Ok. Conan on Mars. That's what I want to play now.
Book Six is our Rouges Gallery. NPCs and Groups. This includes the historical (Harry Houdini) the semi-historical (Robert Locksley) and the comics.
All in all if you are a fan of Amazing Adventures or the Pulp Era in general then this is a must buy!
Saturday, June 6, 2015
Zatannurday: Spider-Gwen
I have a confession. I love Spider-Gwen.
I have not read a Marvel Comic in years, decades even. When I was reading it my favorite was Spider-Man. Spider-Man was really only 2nd to Batman in my mind.
So I have REALLY been enjoying the new take on the Spider-Man story in the form of Spider-Gwen.
So here is some Spider-Gwen (I know properly "Spider-Woman") art.
Spider-Gwen Portrait by Protokitty on DeviantArt
Spidey-Gwen by Forty-Fathoms on DeviantArt
Spider Gwen by diabolumberto on DeviantArt
I miss you Spider... by Jonny5Alves on DeviantArt
Spider-Gwen by dwaynebiddixart on DeviantArt
Spider Gwen by UltimateTattts on DeviantArt
Spider-Gwen by Harpokrates on DeviantArt
Spider Gwen by J-Skipper on DeviantArt
Spider girl Gwen Stacy by Daikokun on DeviantArt
Cosplay Spider Gwen VII by ReaverSkill on DeviantArt
Spider Gwen cosplay III by ReaverSkill on DeviantArt
Spider Gwen by phamoz on DeviantArt
Spider-Gwen by MirkAnd89 on DeviantArt
Spider-Women by edCOM02 on DeviantArt
Spider Gwen by J.Scott Campbell by tony058 on DeviantArt
New Spidewoman Original by Artgerm on DeviantArt
And this one. This is what sold me that this was going to be awesome.
They were not made into a love interest for each other despite their past. Maybe because of it.
Now I understand that she is being added to the "core" Marvel-verse. That's pretty cool.
I have not read a Marvel Comic in years, decades even. When I was reading it my favorite was Spider-Man. Spider-Man was really only 2nd to Batman in my mind.
So I have REALLY been enjoying the new take on the Spider-Man story in the form of Spider-Gwen.
So here is some Spider-Gwen (I know properly "Spider-Woman") art.
Spider-Gwen Portrait by Protokitty on DeviantArt
Spidey-Gwen by Forty-Fathoms on DeviantArt
Spider Gwen by diabolumberto on DeviantArt
I miss you Spider... by Jonny5Alves on DeviantArt
Spider-Gwen by dwaynebiddixart on DeviantArt
Spider Gwen by UltimateTattts on DeviantArt
Spider-Gwen by Harpokrates on DeviantArt
Spider Gwen by J-Skipper on DeviantArt
Spider girl Gwen Stacy by Daikokun on DeviantArt
Cosplay Spider Gwen VII by ReaverSkill on DeviantArt
Spider Gwen cosplay III by ReaverSkill on DeviantArt
Spider Gwen by phamoz on DeviantArt
Spider-Gwen by MirkAnd89 on DeviantArt
Spider-Women by edCOM02 on DeviantArt
Spider Gwen by J.Scott Campbell by tony058 on DeviantArt
New Spidewoman Original by Artgerm on DeviantArt
And this one. This is what sold me that this was going to be awesome.
They were not made into a love interest for each other despite their past. Maybe because of it.
Now I understand that she is being added to the "core" Marvel-verse. That's pretty cool.
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