Superbabes was always one of the games that seemed to exist out there in the periphery for me, but I never knew if anyone actually played it. I was able to pick up a copy a while back and it has been sitting in my collection, unused and unread. Recently I have been doing some more research on the game and found it had a small bu loyal following. I knew I had to give it a try.
The first disclaimer about the game. Superbabes is billed as the Femforce RPG. Not a Supers RPG or even a comic RPG but a very specific comic, Femforce. Femforce was created in 1985 and is still running in some form today. The comic is based on number of public domain and original female super-heroes. Based on the "good girl" art of the the pulp era. This is an important distinction. Don't go into Superbabes expecting angst, or shades of grey. There won't be any cases of the heroes getting into sexual situations that would besmirch their character. Sure they can be curvy, sexy and maybe have the occasional wardrobe malfunction.
Superbabes came out in 1993 (also something to keep in mind). The first edition was part of a boxed set that included 132 page rulebook, two Femforce comics, a poster, cut out miniatures and more. My box had more sheets and some maps too.
The game was written by Marc Schezzini and Cameron Verkaik, art comes from the various artists from the comics.
Superbabes starts out pretty much like all RPGs, introduction, where to get dice are RPGs evil... typical drill. The tone of the book is somewhat tongue in cheek. Some of the language can sound snarky or even condescending, but I actually think that is part of the humor of the game.
Characters begin with an Origin (which can cost Creation Points). Some are easy to figure out, Extraterristrial, Biological quirk, Supernatural and Adventuress. Adventuress is the interesting one since it doesn't cost any points, but your are limited in how high your Attributes can go. This is the "Batman" er rather "Batwoman" option.
You start out with 600 Creation Points to build your superbabe. Your abilities are bought on a 2 CP for 1 point of ability option. The abilities are roughly equal to the D&D standard. They include Muscles, Health, Moves, Brains, Will, Personality and Looks. Human normal is between 1 and 20 with average at 10. The charts go to 1,000. The levels have numbers (17-18) and titles (Peak Performer for Muscles for example). Some are silly, but others I used as an idea of what to rank various characters. Secondary abilities are then calculated. All the primary ones adjust HTK (hit points) in some way. Interestingly enough the better looking you are the LESS HTK you have. But before you create the female version of Dogg the Bounty Hunter, Looks also help your Fame.
You start at Level 0 and then as soon as you get 1 XP you go to Level 1. You gain 50 CP for every level you go up.
You can buy superpowers, gizmos and skills with your remaining points. Both are very much taken from the AC Femforce comics. So no Death Touch powers. People looking for a full Super RPG might want to look elsewhere OR spend some time with the Game Master making the powers you like. But I think that defeats the purpose of this game. There are no "drawbacks" to give you extra CP; remember these are good girls.
Skills cover the basics with some "professions" that bundle skills.
Gizmos are devices that hold powers and can be ranked as obvious or not. Vehicles and bases though are not gizmos. So they are bought with cash and not CPs. Stuff are also not Gizmos, but things that can be made by anyone. This includes the amazing Span-XX material. All costumes are made from this and can stretch and grow with the character.
The remainder of the book is dedicated to combat, vehicle chases and the normal things you find with supers games. There is also a starting adventure.
What sets this game off from the rest, outside of subject matter, is the use of the Bimbo Points. Like Hero Points, Bimbo points allow you to change the outcome or situation you character can find herself in. The difference here is you are trading a success now for some GM controlled mishap later. So you could take a Bimbo Point to avoid some damage in a fall, but then expect to have something go on later. What? Well there is a huge table for it. Things like "Character linked to Public Figure in Tabloids" or "Men's Magazine publishes compromising photos of character". So are embarrassing, others could cause your character to loose Fame and others are pure plot device. It is actually a nice little mechanic and even neater given when it came out.
There are a lot of similarities between this game and Villains and Vigilantes. Outside of both being level-based supers, characters take damage to Power Points before their HTK points. In fact there is a general tone of both games that makes them feel rather close.
The other game this is likely to invoke is Macho Women with Guns. Both feature female centric characters and both exist to bust stereotypes. Where MWWG attempts to do this with over the top humor and embracing the cliche head on, Superbabes attempts to subvert it. While there is plenty of what we might call fanservice in the game and the comics, you can also play it straight. If Superbabes in Good Girl Art, then MWWG is Bad Girl Art.
At the end of the day there is nothing wrong with Superbabes. It is a fun little game with an interesting premise and history. You could do the same sort of game with any number of other games, but I think some of the charm would be lost. Certainly some of the innocence.
Building a Character
There are other reviews out there for Superbabes if you want more details. There is a particularly good on over at RPG.Net and another in Dragon Magazine #208. What I like to do when putting a system through the ropes is build a few characters.
"Teen Witch" is one of my Supers characters that I never get a chance to play. Well...that isn't entirely true. I have played her in a low powered M&M game (PL 5) and in Marvel Super Heroes/FASRIP. I also stated her up for BESM 3.0 but never got to play her there.
She is a teen that discovers she has magic. She is also my "embracing the stereotype" character. She has a talking cat named Mojo and her "supers" outfit includes a broom, black pointy hat and striped leggings. In this case I figured she was at least 2nd level now. So that gave me the ability to buy a flying broom as a gizmo.
Character: Teen Witch
Secret ID / AKA: Taryn Nichols
Age: 15 Apparent Age: 15
Origin: Supernatural Pupil (50cp)
50 CPs
Ok so first we have her origin. Since the Teen Titans were such a big influence on super hero gaming I am making her a teen. She is the daughter of my regular witch character Larina so supernatural pupil seems right.
Primary Stats
Muscles: 9 (she is just a young kid with some super powers), Max Press: 180
Health: 14 Regen, Combat: - Regen, At rest: 1pp/5rds HTK/Day: 2d6
Moves: 10 Bonus to hit: - Movement: 4" Hittability: 4 Initiative Bonus: 1
Brains: 15 Mental Attack Bonus: +1 Mental Hittability: 5
Will: 14 Regen Rate: 1pp/10rds HTK Regen/Day: 1d6
Personality: 16 (Likable)
Looks: 14 (Cutie)
184 CPs
Since she is a teen I don't feel I need superpowered stats just yet. I might improve them over time since that is also how I get more PP. Very much like WitchCraft in that respect, that the Primary Abilities/Stats sum up to your Power Points. I am in for 184 Creation points here.
Secondary Stats
PP: 92
HTK: 14
Fame: 2 (mostly unknown)
Bimbo Points: 2 (Taryn is due for some embarrassing moments)
XP: 1002 (just hit level 2)
Level: 2 ("Junior Heroine")
CPs: 16 more to spend
These are derived, more or less, from the Primary Stats.
Powers
Magic Spells (spells cost twice the CP as powers)
- Blast 5d6 (60cp)
- Flight 10 (80cp)
- Super Senses: Sensitive Touch (20cp)
Super Senses: See Magic 20cp
Move Things without Touching Them 200 cp
380 CPs
Magic Spells are not cheap. For that cost though I get more flexibility. You don't see it here, but when I roll out Zatanna or Tarot later this week it becomes obvious. I like to keep my Telekinesis seperate from my spells. Something that started with Buffy. I also like my magic using characters to be able to see more magic than other. So that is a seperate power too.
I am in for 380 Creation Points now.
Gizmos
Broom (obvious) 40 cp of additional flight
20 CPs
The broom she bought at 2nd level. In the game she challenged a guy to a race, him on his motorcycle her on her broom. She won and maybe gained a potential "bad guy" boyfriend. I think I know how her Bimbo Points will be called in. For 40 CPs worth of flight I paid 20 CPs on an obvious Gizmo.
Skills
Occultist 50 cp (gained at 1st level)
(she is only 15, not a lot of skills yet)
50 CPs
She is just learning so not a lot of skills yet. 50 CPs.
Character Description
Height: 5'0"
Weight: 95 lbs
Hair: Short black with purple and green streaks
Eyes: Green with cat-like slits
Skin: Caucasian
Unique Characteristics: Cat-like eyes
There is also a place for measurements and quote. Again the parallels to MWWG and V&V should be obvious. I am not going to bother with those.
Compared to her other sheets (M&M, MSH & BESM 3.0) I am pretty pleased with the results.
Monday, September 16, 2013
30 Day D&D Challenge, Day 16: Favorite Monster (Aberration)
Day 16: Favorite Monster (Aberration)
The 3rd edition of the D&D game describes an Aberration as "(a creature that) has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three."
Given that my favorite are the Mind Flayers or Illithids.
I loved their weird alien looks and quasi-Lovecraftian origins.
Back when 3.0 was just getting going I wanted to resurrect an idea I came up with back in college. I wanted to run a campaign based around the idea that the Illithids and the Vampires have joined forces to blot out the sun. Again, based on something I had read in Dragon. In this world all the humanoids joined forces to defeat this threat. I still might have to do this one some day.
Eventually I figure that the vampires will betray the illithids, cause that is just the way things happen.
The 3rd edition of the D&D game describes an Aberration as "(a creature that) has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three."
Given that my favorite are the Mind Flayers or Illithids.
I loved their weird alien looks and quasi-Lovecraftian origins.
Back when 3.0 was just getting going I wanted to resurrect an idea I came up with back in college. I wanted to run a campaign based around the idea that the Illithids and the Vampires have joined forces to blot out the sun. Again, based on something I had read in Dragon. In this world all the humanoids joined forces to defeat this threat. I still might have to do this one some day.
Eventually I figure that the vampires will betray the illithids, cause that is just the way things happen.
Sunday, September 15, 2013
Superbabes Week is here!
I have been going through my collection and wanted to spend some quality time with some of the lesser known, or lesser remembered games. So this week I want to cover Superbabes: The Femforce RPG.
If you don't know about Superbabes or Femforce, then I hope you find the week enjoyable.
I'll discuss the merits of how much Looks should affect your ability to get hit by a weapon, the pros and cons of level based supers and what exactly is a Bimbo Point!
Character: Witch Queen
Secret ID / AKA: Larina Nichols
Age: 45 Apparent Age: 30s
Origin: Supernatural (50cp)
50 CPs
Primary Stats
Muscles: 10 , Max Press: 200
Health: 12 Regen, Combat: - Regen, At rest: 1pp/5rds HTK/Day: 1d10
Moves: 12 Bonus to hit: - Movement: 4" Hittability: 4 Initiative Bonus: 1
Brains: 19 ("Savant") Mental Attack Bonus: +2 Mental Hittability: 7
Will: 21 Regen Rate: 1pp/10rds HTK Regen/Day: 1d6+4
Personality: 18 ("Sparkling")
Looks: 16 (Babe)
Secondary Stats
PP: 108
HTK: 60
Fame: 5
Bimbo Points: 1 (Larina is a serious witch thank you very much)
XP:
Level: 13 ("Junior Heroine")
CPs: 16 more to spend
These are derived, more or less, from the Primary Stats.
Powers
Magic Spells (spells cost twice the CP as powers)
- Blast 5d6 (Scream)
Gizmos
If you don't know about Superbabes or Femforce, then I hope you find the week enjoyable.
I'll discuss the merits of how much Looks should affect your ability to get hit by a weapon, the pros and cons of level based supers and what exactly is a Bimbo Point!
ETA: In the mean time, here is a character build.
Larina "Nix" NicholsCharacter: Witch Queen
Secret ID / AKA: Larina Nichols
Age: 45 Apparent Age: 30s
Origin: Supernatural (50cp)
50 CPs
Primary Stats
Muscles: 10 , Max Press: 200
Health: 12 Regen, Combat: - Regen, At rest: 1pp/5rds HTK/Day: 1d10
Moves: 12 Bonus to hit: - Movement: 4" Hittability: 4 Initiative Bonus: 1
Brains: 19 ("Savant") Mental Attack Bonus: +2 Mental Hittability: 7
Will: 21 Regen Rate: 1pp/10rds HTK Regen/Day: 1d6+4
Personality: 18 ("Sparkling")
Looks: 16 (Babe)
Secondary Stats
PP: 108
HTK: 60
Fame: 5
Bimbo Points: 1 (Larina is a serious witch thank you very much)
XP:
Level: 13 ("Junior Heroine")
CPs: 16 more to spend
These are derived, more or less, from the Primary Stats.
Powers
Magic Spells (spells cost twice the CP as powers)
- Blast 5d6 (Scream)
- Big Blast (Lightning Bolt)
- Invisibility
- Illusions
Super Senses: See Magic 20cp
Move Things without Touching Them 200 cp
Gizmos
Broom (obvious) 40 cp of additional flight
20 CPs
Skills
Occultist 50 cp (gained at 1st level)
Language 100 cp
150 CPs
- Invisibility
- Illusions
Super Senses: See Magic 20cp
Move Things without Touching Them 200 cp
Gizmos
Broom (obvious) 40 cp of additional flight
20 CPs
Skills
Occultist 50 cp (gained at 1st level)
Language 100 cp
150 CPs
Gizmos
Book of Shadows (obvious) 100 cps
Character Description
Height: 5'5"
Weight: 125 lbs
Hair: Long red hair
Eyes: Blue
Skin: Caucasian
Unique Characteristics: Large triple-moon Goddess tattoo between shoulder blades
Character Description
Height: 5'5"
Weight: 125 lbs
Hair: Long red hair
Eyes: Blue
Skin: Caucasian
Unique Characteristics: Large triple-moon Goddess tattoo between shoulder blades
Total CPs: 650
30 Day D&D Challenge, Day 15: Favorite Monster (Undead)
Day 15: Favorite Monster (Undead)
Again this one should really be no surprise to anyone here. While I like all types of undead there is only one that is my favorite; Vampires.
A little known fact, my interests in D&D and in horror was originally all about vampires. So before I was "the Witch guy" I was "the Vampire guy".
While the game had some great ideas in the games and books, some of the best material for the game came from Dragon Magazine. I still have my print copy of Best of Vol. 2 with the Varieties of Vampires and issue 126 with various Silver Age ideas on how to play vampires.
I think that was the one of the things that makes me, despite my age and when I started playing, puts me more in the mind set of the Silver Age gamer. I liked it when vampires stopped being just monsters and became a fully realized NPC type. You can see this in how vampires were stated out:
Palace of the Vampire Queen: No name, just stats in her encounter area.
Vault of the Drow: Has a name, Belgos, a picture, and even a girlfriend.
Ravenloft: Strahd gets a name, a writeup even before the adventure starts and motivation.
He got more detail in his one shot than most gods or demons got before this.
In 3e I liked the templates on paper but when it came to stating out a new vamp it was a pain in the ass.
Again this one should really be no surprise to anyone here. While I like all types of undead there is only one that is my favorite; Vampires.
A little known fact, my interests in D&D and in horror was originally all about vampires. So before I was "the Witch guy" I was "the Vampire guy".
While the game had some great ideas in the games and books, some of the best material for the game came from Dragon Magazine. I still have my print copy of Best of Vol. 2 with the Varieties of Vampires and issue 126 with various Silver Age ideas on how to play vampires.
I think that was the one of the things that makes me, despite my age and when I started playing, puts me more in the mind set of the Silver Age gamer. I liked it when vampires stopped being just monsters and became a fully realized NPC type. You can see this in how vampires were stated out:
Palace of the Vampire Queen: No name, just stats in her encounter area.
Vault of the Drow: Has a name, Belgos, a picture, and even a girlfriend.
Ravenloft: Strahd gets a name, a writeup even before the adventure starts and motivation.
He got more detail in his one shot than most gods or demons got before this.
In 3e I liked the templates on paper but when it came to stating out a new vamp it was a pain in the ass.
Saturday, September 14, 2013
Zatannurday: Cosplay Summer's End 2013
Can Summer really be over? Are we done with cons till Spring? As a young man's thoughts turn to Halloween, here are some of the last of the Zatanna cosplay pictures I have been holding on to.
Zatanna Zatara - II by ~Taeyen on deviantART
Zatanna Zatara cosplay by ~MyattaNyatta on deviantART
zatanna zatara by ~Thecupcakemechanic on deviantART
Let the magic begin by ~MangaGirl232 on deviantART
Zatanna by ~laNane on deviantART
And a special one posted a last week by Justice League Detroit.
Till next year!
Zatanna Zatara - II by ~Taeyen on deviantART
Zatanna Zatara cosplay by ~MyattaNyatta on deviantART
zatanna zatara by ~Thecupcakemechanic on deviantART
Let the magic begin by ~MangaGirl232 on deviantART
Zatanna by ~laNane on deviantART
And a special one posted a last week by Justice League Detroit.
Till next year!
30 Day D&D Challenge, Day 14: Favorite NPC
Day 14: Favorite NPC
My favorite NPC has to be Omar, the celebrated Dwarf merchant of Crazy Omar's.
I loved the idea of this supposedly crazy dwarf walking around his warehouse/shop wearing silk pajamas, singing in dwarven opera and wearing a fez (before fezs were cool).
Omar though is best in very small doses. Too much and he becomes a cartoon character or at worst an ex dues machina for my players to get the exact thing they need.
Still though, after all these years he is still fun to play. I just wish I knew some good Dwarven Opera to sing!
My favorite NPC has to be Omar, the celebrated Dwarf merchant of Crazy Omar's.
I loved the idea of this supposedly crazy dwarf walking around his warehouse/shop wearing silk pajamas, singing in dwarven opera and wearing a fez (before fezs were cool).
Omar though is best in very small doses. Too much and he becomes a cartoon character or at worst an ex dues machina for my players to get the exact thing they need.
Still though, after all these years he is still fun to play. I just wish I knew some good Dwarven Opera to sing!
Friday, September 13, 2013
Cryptworld is up on DriveThruRPG!
Cryptworld is up on DriveThruRPG!
Get your copy now!
If you loved Chill like I did then this is the game to get.
Get your copy now!
If you loved Chill like I did then this is the game to get.
Orcus and Vanth
We all know who this guy is:
But who is this?
Her name is Vanth and she is another Etruscan chthonic god depicted as a demon and she adorns funerary art.
What is their relationship other than the obvious historical one?
Well I also read a lot of science blogs and this picture of the largest trans-Neptunian objects came up (in a discussion of the Oort cloud.)
Vanth is the moon of Orcus.
I can't even begin to tell you how many ideas came flooding in on that one!
Vanth orbits Orcus in a tight precise circle and they are tidal locked. Vanth is never far from Orcus then and she always keeps her face toward her master.
Mythological Vanth shares a role similar to that of Charon. She brings the souls of departed to the underworld. She has a torch to light her way, a key to unlock the gates of the underworld, a scroll with the information on the deceased and a sword. According to myth Vanth appears as woman, much like an Erinyes and described as young and vibrant.
There is a Pathfinder creature called a Vanth, but it lacks some of the charm of this demon.
No I think I prefer Vanth to be a vassal of Orcus. Responsible for bringing him the choicest souls to be corrupted into foul undead. In truth that picture of Orcus above should be reversed, Vanth (the woman) should be the one presenting the skeleton to her lord.
It could be that this unique Vanth has many of the lesser vanths at her disposal. Maybe the souls her lord rejects become part of her own army.
I also saw this picture of Stephanie vanRijn that had me thinking of the relationship between Thanatos and Eros. Maybe this what Vanth looks like to humans.
Vanth
Hit Dice: 11+15** (70 hp)
Armor Class: 1 [19]
Attacks: 1 sword (1d10+4)
Special: Flight, Magic resistance (55%), regenerate (3 hp/round), +2 or better weapons to hit.
Move: 24' / 60'
Save: F12 (Basic) 12 (S&W)
Alignment: Chaotic Evil
Challenge/XP: 11/3,000
I will have to develop here more later.
http://amusedgrace.blogspot.com/2013/08/this-is-other-piecei-did-earlier.html
https://en.wikipedia.org/wiki/Vanth
http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/psychopomp/psychopomp-vanth
But who is this?
Her name is Vanth and she is another Etruscan chthonic god depicted as a demon and she adorns funerary art.
What is their relationship other than the obvious historical one?
Well I also read a lot of science blogs and this picture of the largest trans-Neptunian objects came up (in a discussion of the Oort cloud.)
Vanth is the moon of Orcus.
I can't even begin to tell you how many ideas came flooding in on that one!
Vanth orbits Orcus in a tight precise circle and they are tidal locked. Vanth is never far from Orcus then and she always keeps her face toward her master.
Mythological Vanth shares a role similar to that of Charon. She brings the souls of departed to the underworld. She has a torch to light her way, a key to unlock the gates of the underworld, a scroll with the information on the deceased and a sword. According to myth Vanth appears as woman, much like an Erinyes and described as young and vibrant.
There is a Pathfinder creature called a Vanth, but it lacks some of the charm of this demon.
No I think I prefer Vanth to be a vassal of Orcus. Responsible for bringing him the choicest souls to be corrupted into foul undead. In truth that picture of Orcus above should be reversed, Vanth (the woman) should be the one presenting the skeleton to her lord.
It could be that this unique Vanth has many of the lesser vanths at her disposal. Maybe the souls her lord rejects become part of her own army.
I also saw this picture of Stephanie vanRijn that had me thinking of the relationship between Thanatos and Eros. Maybe this what Vanth looks like to humans.
Vanth
Hit Dice: 11+15** (70 hp)
Armor Class: 1 [19]
Attacks: 1 sword (1d10+4)
Special: Flight, Magic resistance (55%), regenerate (3 hp/round), +2 or better weapons to hit.
Move: 24' / 60'
Save: F12 (Basic) 12 (S&W)
Alignment: Chaotic Evil
Challenge/XP: 11/3,000
I will have to develop here more later.
http://amusedgrace.blogspot.com/2013/08/this-is-other-piecei-did-earlier.html
https://en.wikipedia.org/wiki/Vanth
http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/psychopomp/psychopomp-vanth
30 Day D&D Challenge, Day 13: Favorite Trap/Puzzle
Day 13: Favorite Trap/Puzzle
I love making my players think so there are a lot of these I love. But mostly I enjoy the riddles or word-play. I don't need "Save or Die" poisonous darts, but a puzzle or a maze between where you are and where you need to be? That stuff is golden in my book. Combining the two (mazes and word play) is a great way to baffle my players.
I love making my players think so there are a lot of these I love. But mostly I enjoy the riddles or word-play. I don't need "Save or Die" poisonous darts, but a puzzle or a maze between where you are and where you need to be? That stuff is golden in my book. Combining the two (mazes and word play) is a great way to baffle my players.
Thursday, September 12, 2013
Ghosts of Albion: Derby Day at DriveThruRPG
Go get your FREE copy of Ghosts of Albion Derby Day now at DriveThruRPG!
It includes the Ghosts of Albion Quick Start rules to get you going.
Enjoy!
It includes the Ghosts of Albion Quick Start rules to get you going.
Enjoy!
Prestige Class: Imbolc Mage
Trying some more Prestige Classes for Witches. This one is actually quite near and dear to me. It was also one of the first Prestige Classes I ever wrote.
The Imbolc Mage is a special sort of witch infused with the divine vengeance of the Goddess. They are nominal leaders of the Imbolc Guard. I wanted to create something that felt it could have been a part of witch history for a long time and work in the game. I had help from a good friend Lisa Countryman and her ideas on the original Imbolc Mage. The Imbolc Mage is her baby so I have kept the name closed for the OGL, but the rest is all fair game.
Section 15: Imbolc Mage, Copyright 2013, Timothy. S. Brannan & Lisa Countryman.
OGC Declaration: The terms "Imbolc Mage" and "Lady Imbolc" are closed in terms of the OGC. All other content is considered Open.
Art is Copyright © Anne- Claire PAYET 2009 and used under Creative Commons
Imbolc Mage
Witches speak of Warlocks in hushed tones. Most are disgusted by these betrayers of the Goddess' law, but more
than few also fear them. But there is one witch that even the darkest Warlocks
of the Scholomance fear, for she is the righteous fury of the Goddess made mortal.
She is the Imbolc Mage.
The Mages of Imbolc are so rare that every single one has been recorded. Most have died in the pursuit of the Goddesses’ vengeance. Imbolc Mages exist to destroy evil, and they save a special hatred for those who call themselves warlocks.
Like becoming witch, one does not chose to become an Imbolc Mage, the Goddess makes that choice.
If the witch has the potential to become an Imbolc mage a series of tests and trails are performed by a coven 19 witches trained in the martial use of the sword. The witches who train the prospective are always of the strongest Neutral Good alignment. The test is a small price to pay and only a fraction of the battles the new Imbolc Mage will certainly face. The training is tough and many do not succeed. There is no dishonor in failure, it simply means the prospective was not destined to bear the mantle of the Imbolc mage. If the prospective does succeed, she is filled with the power of the Goddess and is known to all as Lady Imbolc.
History records that nearly all Imbolc Mages have come from the ranks of strong witches. Amazon and Celtic Classical traditions being the most representative, but few chaste Tantric witches and a fewer number of Lorelei have served as well. Some druids and sorceresses have also become Imbolc Mages. With the rise of evil becoming greater more Imbolc Mages have been chosen and some have come from nonwitch backgrounds. In most cases the Imbolc Mage will join the Daughters of the Flame (q.v.) coven dedicated to the Goddess Brigit, but the Imbolc Mage works alone and is not considered to be a full member of that coven. Game Masters can choose a coven that suits their game the best.
Hit Dice: d8
Requirements
To qualify as an Imbolc Mage, a character must fulfill all of the following criteria.
Alignment: Any Good.
Feat: any metamagic feat, except Spell Kiss.
Knowledge (religion): 7 Ranks
Knowledge (Witchcraft): 7 Ranks
Spell casting: Ability to cast 5th level spells
Special: Imbolc Mages can only be female.
In order to understand the nature of her foe, the potential Imbolc Mage must have survived an attack from an evil outsider. Note, survived does not mean she won or succeeded in defeating the outsider. Preferences are also made to witches that come from a strong family line of witches and have high Wisdom.
Imbolc Mages are not made, they are chosen. So the GM and the Player who wishes to play an Imbolc Mage must decide on the particulars of this calling. Were her ancestors powerful witches? Did she have an Imbolc Mage in her family tree? Is there some new evil that requires a new Imbolc Mage be called? What were the circumstances with her battle with the evil outsider?
Class Skills
The Imbolc Mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (witchcraft) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill points at Each Level: 4 + Int modifier
Class Features
All of the following are class features of The Imbolc Mage prestige class.
Weapon Proficiency: Once becoming an Imbolc Mage, training in the sword begins. Regardless of original class, the Imbolc Mage can choose the sword and attack without penalty. Often the sword becomes the new ritual tool of the Imbolc Mage, replacing the athame. Unlike the athame, the sword is sharp and will be used for combat purposes.
Most Imbolc Mages eschew the use of armor since it interferes with their spell casting abilities. Many will have several piece of magical protection in place.
Special: The Imbolc Mage gains special powers at each level of her progression.
Awesome Presence (Su): At first level, the Imbolc Mage is infused with the power of her Goddess. This supernatural ability has two main effects. First all witches can “see” this presence as a bright aura. Witches that know of the Imbolc Mage will treat her with deference and respect. Enemies, in particular warlocks, can also detect this aura. Any morale checks made by enemies are at a –1 penalty. Natural animals are also calmed by her presence.
As a side effect of this change in her aura even the most good and lawful Imbolc Mages will appear to any magical scrying techniques as have a “touch of evil” about them. In all cases anyone who can see auras will see the Imbolc Mage’s aura is blinding bright.
Favored Enemy (Ex): The Imbolc Mage gains Warlocks as a favored enemy as per the ranger ability. All attacks, mundane, magical or martial, are done at a +1 bonus at second level and gain by +1 for every two levels. GMs who wish to have more flexibility or do not wish to use warlocks might extend this favored enemy status to any type of evil witch, wizard or spellcaster.
Wild Shape (Su): At fifth level the Imbolc Mage may Wild Shape once per day (take a shape and revert back). The shape maybe to any size that is one step removed from the Imbolc Mage. A medium-sized Imbolc Mage may wild shape to a small, medium or large creature. Unlike the Polymorph Self spell or druid ability, the Imbolc mage is restricted to natural animals. She may wild shape to a large dog, a lion or even a wolf, but never a wyvern or an owlbear. Typically the Imbolc Mage chooses one shape and sticks with that. This is a supernatural ability.
Bilocate (Sp): The Imbolc Mage can astral project (as the astral projection spell) onto the same plane she is currently occupying, in effect being in two locations at once. The projection is semi-real and may do anything the Imbolc Mage could do, including cast spells and assume a Wild Shape. The Imbolc Mage cannot do anything other than rest, though both incarnations are aware and conscious of the others surroundings. The Imbolc Mage may hold this projection a number of minutes equal to her level plus 10, or until the projection reaches zero hit points. Any damage to the projection also damages the Imbolc Mage at one half the amount loss. She may do this once per day. This is a spell like ability.
Ethereal Shift: The Imbolc Mage can enter the Ethereal Plane. For spell effects this is the same as if an Ethereal Jaunt spell were cast by a sorcerer of the same level. This may be performed once per day. This is a spell like ability.
Astral Shift: The Imbolc Mage can enter the Astral Plane. For spell effects this is the same as if an astral projection spell were cast by a sorcerer of the same level. This may be performed once per day and is a spell like ability.
Extended Life: Similar to the druid ability Timeless Body, the Imbolc Mage stops aging normally. Her aging is slowed to 75% of what is normal for her race. This supernatural ability also effects magical aging. Though this rarely aids her normal aging since most Imbolc Mages die due to violence rather than age.
Spells per Day: The Imbolc Mage continues training in magic as well as the sword. Thus, when a new Imbolc Mage level is gained, the character gains new spells per day as if she had also gained a level in a spell-casting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (new Occult powers, metamagic or item creation feats, and so on). This essentially means that she adds the level of Imbolc Mage to the level of some other spell-casting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one spell-casting class before she became an Imbolc Mage, she must decide to which class she adds each level of Imbolc Mage for purposes of determining spells per day when she adds the new level. Generally speaking this will be her highest spell casting class.
For example, Fionna is a 10th level witch and 2nd level sorceress. She is called to become an Imbolc Mage. She gains a level of Imbolc Mage and is now known as Lady Imbolc, and is a witch 10, sorceress 2, and Imbolc Mage 1. She opts to continue receiving witch spells, so she gains spells as an 11th level witch/2nd level sorceress, if she goes up a level in witch or Imbolc Mage then she will cast as a 12th level witch/2nd level sorceress. Typically though, the new Imbolc Mage will forgo any advancement in any other class she has and concentrate solely on her advancement as an Imbolc Mage.
Imbolc Mages use the same spell list as witches.
The Imbolc Mage is a special sort of witch infused with the divine vengeance of the Goddess. They are nominal leaders of the Imbolc Guard. I wanted to create something that felt it could have been a part of witch history for a long time and work in the game. I had help from a good friend Lisa Countryman and her ideas on the original Imbolc Mage. The Imbolc Mage is her baby so I have kept the name closed for the OGL, but the rest is all fair game.
Section 15: Imbolc Mage, Copyright 2013, Timothy. S. Brannan & Lisa Countryman.
OGC Declaration: The terms "Imbolc Mage" and "Lady Imbolc" are closed in terms of the OGC. All other content is considered Open.
Art is Copyright © Anne- Claire PAYET 2009 and used under Creative Commons
Imbolc Mage
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| Incantation by `Eireen |
The Mages of Imbolc are so rare that every single one has been recorded. Most have died in the pursuit of the Goddesses’ vengeance. Imbolc Mages exist to destroy evil, and they save a special hatred for those who call themselves warlocks.
Like becoming witch, one does not chose to become an Imbolc Mage, the Goddess makes that choice.
If the witch has the potential to become an Imbolc mage a series of tests and trails are performed by a coven 19 witches trained in the martial use of the sword. The witches who train the prospective are always of the strongest Neutral Good alignment. The test is a small price to pay and only a fraction of the battles the new Imbolc Mage will certainly face. The training is tough and many do not succeed. There is no dishonor in failure, it simply means the prospective was not destined to bear the mantle of the Imbolc mage. If the prospective does succeed, she is filled with the power of the Goddess and is known to all as Lady Imbolc.
History records that nearly all Imbolc Mages have come from the ranks of strong witches. Amazon and Celtic Classical traditions being the most representative, but few chaste Tantric witches and a fewer number of Lorelei have served as well. Some druids and sorceresses have also become Imbolc Mages. With the rise of evil becoming greater more Imbolc Mages have been chosen and some have come from nonwitch backgrounds. In most cases the Imbolc Mage will join the Daughters of the Flame (q.v.) coven dedicated to the Goddess Brigit, but the Imbolc Mage works alone and is not considered to be a full member of that coven. Game Masters can choose a coven that suits their game the best.
Hit Dice: d8
Requirements
To qualify as an Imbolc Mage, a character must fulfill all of the following criteria.
Alignment: Any Good.
Feat: any metamagic feat, except Spell Kiss.
Knowledge (religion): 7 Ranks
Knowledge (Witchcraft): 7 Ranks
Spell casting: Ability to cast 5th level spells
Special: Imbolc Mages can only be female.
In order to understand the nature of her foe, the potential Imbolc Mage must have survived an attack from an evil outsider. Note, survived does not mean she won or succeeded in defeating the outsider. Preferences are also made to witches that come from a strong family line of witches and have high Wisdom.
Imbolc Mages are not made, they are chosen. So the GM and the Player who wishes to play an Imbolc Mage must decide on the particulars of this calling. Were her ancestors powerful witches? Did she have an Imbolc Mage in her family tree? Is there some new evil that requires a new Imbolc Mage be called? What were the circumstances with her battle with the evil outsider?
Class Skills
The Imbolc Mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (witchcraft) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill points at Each Level: 4 + Int modifier
| Imbolc Mage Progression | ||||||
| Class Level | Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day |
| 1st | +1 | +0 | +0 | +2 | Awesome Presence | +1 level of existing class |
| 2nd | +1 | +1 | +0 | +3 | Favored enemy +1 | +1 level of existing class |
| 3rd | +2 | +1 | +1 | +3 | Bilocate | +1 level of existing class |
| 4th | +2 | +1 | +1 | +4 | Favored enemy +2 | +1 level of existing class |
| 5th | +3 | +2 | +1 | +4 | Wild Shape 1/day | +1 level of existing class |
| 6th | +3 | +2 | +2 | +5 | Favored enemy +3 | +1 level of existing class |
| 7th | +4 | +2 | +2 | +5 | Ethereal Shift | +1 level of existing class |
| 8th | +4 | +3 | +2 | +6 | Favored enemy +4 | +1 level of existing class |
| 9th | +5 | +3 | +3 | +6 | Astral Shift | +1 level of existing class |
| 10th | +5 | +3 | +3 | +7 | Favored enemy +5, Extended Life | +1 level of existing class |
Class Features
All of the following are class features of The Imbolc Mage prestige class.
Weapon Proficiency: Once becoming an Imbolc Mage, training in the sword begins. Regardless of original class, the Imbolc Mage can choose the sword and attack without penalty. Often the sword becomes the new ritual tool of the Imbolc Mage, replacing the athame. Unlike the athame, the sword is sharp and will be used for combat purposes.
Most Imbolc Mages eschew the use of armor since it interferes with their spell casting abilities. Many will have several piece of magical protection in place.
Special: The Imbolc Mage gains special powers at each level of her progression.
Awesome Presence (Su): At first level, the Imbolc Mage is infused with the power of her Goddess. This supernatural ability has two main effects. First all witches can “see” this presence as a bright aura. Witches that know of the Imbolc Mage will treat her with deference and respect. Enemies, in particular warlocks, can also detect this aura. Any morale checks made by enemies are at a –1 penalty. Natural animals are also calmed by her presence.
As a side effect of this change in her aura even the most good and lawful Imbolc Mages will appear to any magical scrying techniques as have a “touch of evil” about them. In all cases anyone who can see auras will see the Imbolc Mage’s aura is blinding bright.
Favored Enemy (Ex): The Imbolc Mage gains Warlocks as a favored enemy as per the ranger ability. All attacks, mundane, magical or martial, are done at a +1 bonus at second level and gain by +1 for every two levels. GMs who wish to have more flexibility or do not wish to use warlocks might extend this favored enemy status to any type of evil witch, wizard or spellcaster.
Wild Shape (Su): At fifth level the Imbolc Mage may Wild Shape once per day (take a shape and revert back). The shape maybe to any size that is one step removed from the Imbolc Mage. A medium-sized Imbolc Mage may wild shape to a small, medium or large creature. Unlike the Polymorph Self spell or druid ability, the Imbolc mage is restricted to natural animals. She may wild shape to a large dog, a lion or even a wolf, but never a wyvern or an owlbear. Typically the Imbolc Mage chooses one shape and sticks with that. This is a supernatural ability.
Bilocate (Sp): The Imbolc Mage can astral project (as the astral projection spell) onto the same plane she is currently occupying, in effect being in two locations at once. The projection is semi-real and may do anything the Imbolc Mage could do, including cast spells and assume a Wild Shape. The Imbolc Mage cannot do anything other than rest, though both incarnations are aware and conscious of the others surroundings. The Imbolc Mage may hold this projection a number of minutes equal to her level plus 10, or until the projection reaches zero hit points. Any damage to the projection also damages the Imbolc Mage at one half the amount loss. She may do this once per day. This is a spell like ability.
Ethereal Shift: The Imbolc Mage can enter the Ethereal Plane. For spell effects this is the same as if an Ethereal Jaunt spell were cast by a sorcerer of the same level. This may be performed once per day. This is a spell like ability.
Astral Shift: The Imbolc Mage can enter the Astral Plane. For spell effects this is the same as if an astral projection spell were cast by a sorcerer of the same level. This may be performed once per day and is a spell like ability.
Extended Life: Similar to the druid ability Timeless Body, the Imbolc Mage stops aging normally. Her aging is slowed to 75% of what is normal for her race. This supernatural ability also effects magical aging. Though this rarely aids her normal aging since most Imbolc Mages die due to violence rather than age.
Spells per Day: The Imbolc Mage continues training in magic as well as the sword. Thus, when a new Imbolc Mage level is gained, the character gains new spells per day as if she had also gained a level in a spell-casting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (new Occult powers, metamagic or item creation feats, and so on). This essentially means that she adds the level of Imbolc Mage to the level of some other spell-casting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one spell-casting class before she became an Imbolc Mage, she must decide to which class she adds each level of Imbolc Mage for purposes of determining spells per day when she adds the new level. Generally speaking this will be her highest spell casting class.
For example, Fionna is a 10th level witch and 2nd level sorceress. She is called to become an Imbolc Mage. She gains a level of Imbolc Mage and is now known as Lady Imbolc, and is a witch 10, sorceress 2, and Imbolc Mage 1. She opts to continue receiving witch spells, so she gains spells as an 11th level witch/2nd level sorceress, if she goes up a level in witch or Imbolc Mage then she will cast as a 12th level witch/2nd level sorceress. Typically though, the new Imbolc Mage will forgo any advancement in any other class she has and concentrate solely on her advancement as an Imbolc Mage.
Imbolc Mages use the same spell list as witches.
| “A Bhrigid, scar os mo chionn, Do bhrat fionn dom anacal. Oh, Brigid, spread above my head, your mantle bright to guard me.” - Prayer to Brigid |
30 Day D&D Challenge, Day 12: Favorite Dungeon Type/Location
Day 12: Favorite Dungeon Type/Location
I love cities. From the shops, to the homes, to the back alleys and the sewers Cities are always the best dungeon crawls as far as I am concerned. Plus there are so many ways for the characters to get into trouble and so many new things they have to do. They can't kill that merchant in broad daylight or even carry weapons!
I love cities. From the shops, to the homes, to the back alleys and the sewers Cities are always the best dungeon crawls as far as I am concerned. Plus there are so many ways for the characters to get into trouble and so many new things they have to do. They can't kill that merchant in broad daylight or even carry weapons!
Wednesday, September 11, 2013
White Dwarf Wednesday #79
July 1986 gives us White Dwarf #79 with one of the most ridiculous covers ever. I had always thought that this was a Chris Achilleos cover, but no, it is listed as Amazonia Gothique by John Blanche. Let's be honest there is nothing practical about this armor even by White Dwarf's standards or even by John Blanche's standards. This of course has to be the ultimate evolution of the 80s big hair. No surprise then that this cover would later be voted as one of the best.
Paul Cockburn takes over the helm of the editorial page. There is a notice that a warning label will now be attached to ads for lead miniatures. Is there anything less old school than a warning label? Don't know, but I am sure there isn't. Cockburn promises more changes but already there seems some Imagine has leaked into my White Dwarf. If I had actually had a plan when I started this I should have alternated with issues of Imagine so I could better comment on this, but I didn't so we just have to go with it.
This is most evident in the Open Box reviews which look like the reviews in Imagine; reviews running across a span of pages. Among the reviews, Teenage Mutant Ninja Turtles (a game I have never played), Secret Wars II for MSH, Blacksword for Stormbringer, Terror from the Stars for Call of Cthulhu, Ghostbusters and Acute Paranoia for you guessed it Paranoia. First I have to admire how gaming is diversifying at this point. Outside of Stormbringer there are no FRPGs in the lot and only one TSR offering.
Where and Back Again? covers starting up a Middle-Earth game. Graham Staplehurst spends four pages covering this well trod land. The focus here is on the ICE game of course, but a lot of it can be used with other incarnations of the game. It is still a desire of mine to play a game here, maybe using the D&D Basic rules (or ACKs), the only thing I am lacking is time.
Critical Mass and 2020 Vision cover reviews of books and movies respectively. There is a certain pathos in providing reviews to something review nearly 30 years ago. Though the highlights are their review of Highlander.
The special feature of the issue is next, a alternate view on Psionics in AD&D. Steven Palmer creates different "classes" of psioncs to help group the powers. A potential psion has access to 1 to 3 of these classes. He also gives characters an additional 3% if they have psions in their family line. It is a clean up and clarification of the rules in the AD&D1 Player's Handbook, but not yet at the Psionics as a strange magic seen in later editions of D&D.
Graeme Davis has an adventure for the Call of Cthulhu game, Ghost Jackal Kill, which among other things features some new monsters. I am afraid though the overall feel is one of a D&D adventure.
Phil Masters has an article on using the intelligence monsters have. Novel for the time, old information in todays games.
'eavy Metal is the new(ish) Miniatures feature.
Letters page gets a facelift.
The last part of the "brains" featured articles are Psi Judges for Judge Dredd. Reading these I might actually give the game a go sometime. But only if I can play them as very Big Brother or as Babylon 5 Psi Corps.
Fracas is the revamped Rumors section. Notable the introduction of the Zochi 100 sided dice.
We end with ads.
Now to be honest this was a good issue. I felt the featured content on powers of the mind fit together rather well and even went across a few game lines. There were some good advice in the articles and it did the one thing I really want a game magazine to do; get me to play the games they are talking about.
We could be closing out the 70s here (issues, not decade) on a positive note then. I know my opinion will change over the next 20 issues, but that is for another Wednesday.
Paul Cockburn takes over the helm of the editorial page. There is a notice that a warning label will now be attached to ads for lead miniatures. Is there anything less old school than a warning label? Don't know, but I am sure there isn't. Cockburn promises more changes but already there seems some Imagine has leaked into my White Dwarf. If I had actually had a plan when I started this I should have alternated with issues of Imagine so I could better comment on this, but I didn't so we just have to go with it.
This is most evident in the Open Box reviews which look like the reviews in Imagine; reviews running across a span of pages. Among the reviews, Teenage Mutant Ninja Turtles (a game I have never played), Secret Wars II for MSH, Blacksword for Stormbringer, Terror from the Stars for Call of Cthulhu, Ghostbusters and Acute Paranoia for you guessed it Paranoia. First I have to admire how gaming is diversifying at this point. Outside of Stormbringer there are no FRPGs in the lot and only one TSR offering.
Where and Back Again? covers starting up a Middle-Earth game. Graham Staplehurst spends four pages covering this well trod land. The focus here is on the ICE game of course, but a lot of it can be used with other incarnations of the game. It is still a desire of mine to play a game here, maybe using the D&D Basic rules (or ACKs), the only thing I am lacking is time.
Critical Mass and 2020 Vision cover reviews of books and movies respectively. There is a certain pathos in providing reviews to something review nearly 30 years ago. Though the highlights are their review of Highlander.
The special feature of the issue is next, a alternate view on Psionics in AD&D. Steven Palmer creates different "classes" of psioncs to help group the powers. A potential psion has access to 1 to 3 of these classes. He also gives characters an additional 3% if they have psions in their family line. It is a clean up and clarification of the rules in the AD&D1 Player's Handbook, but not yet at the Psionics as a strange magic seen in later editions of D&D.
Graeme Davis has an adventure for the Call of Cthulhu game, Ghost Jackal Kill, which among other things features some new monsters. I am afraid though the overall feel is one of a D&D adventure.
Phil Masters has an article on using the intelligence monsters have. Novel for the time, old information in todays games.
'eavy Metal is the new(ish) Miniatures feature.
Letters page gets a facelift.
The last part of the "brains" featured articles are Psi Judges for Judge Dredd. Reading these I might actually give the game a go sometime. But only if I can play them as very Big Brother or as Babylon 5 Psi Corps.
Fracas is the revamped Rumors section. Notable the introduction of the Zochi 100 sided dice.
We end with ads.
Now to be honest this was a good issue. I felt the featured content on powers of the mind fit together rather well and even went across a few game lines. There were some good advice in the articles and it did the one thing I really want a game magazine to do; get me to play the games they are talking about.
We could be closing out the 70s here (issues, not decade) on a positive note then. I know my opinion will change over the next 20 issues, but that is for another Wednesday.
30 Day D&D Challenge, Day 11: Favorite Playable Race
Day 11: Favorite Adventure I Ran
So many here as well. Since I am limiting it to D&D I think I am going to say Ravenloft, I6. I have run it a number of times and each time it gets better and better. Plus it is a lot of fun and I love all the gothic horror trappings.
So many here as well. Since I am limiting it to D&D I think I am going to say Ravenloft, I6. I have run it a number of times and each time it gets better and better. Plus it is a lot of fun and I love all the gothic horror trappings.
Tuesday, September 10, 2013
Review: Basic Arcana
The idea of Basic Arcana is simple. Create an "Unearthed Arcana" for the B/X rule system. Via the OGL and OSR this can be done for Basic Fantasy or Labyrinth Lord. The result of this idea from Tom Doolan is this book.
The style is very much in the feel of the old B/X books. The text and most of the art is by Doolan himself, so kudos in that regard.
We start off with some class variants. The obvious parallel here is when the UA expanded the classes demi-humans could take but it also fills a niche. Not all elves use magic, not all dwarves swing an axe. While we can see some of this in ACKs, this has a tighter feel with the B/X design. We get two new races, the Half-elf and the Half-orc and two new classes, the Barbarian and the Martialist.
There are some rule additions including various to hit bonuses, rules for Followers and the Mass Combat rules.
Mass Combat is interesting since it is a backwards evolution of what D&D took from Chainmail.
On the down side I did not see a declaration of open content. The OGL is there, but not the copyright for this book or how much open.
Also while the book feels packed it is only 17 pages total or about 14 pages of text. I am of two minds on this. First the book does feel packed, so a lot was crammed into these 14 pages of text. On the otherhand is $3 too much for 14 pages?
In the end I judged the price fair, but I would have liked to have seen some more. Some special spells for the Dwarf Priest and the Elf Sorcerer would have been nice.
Who should buy this?
If you are a big B/X fan (like me) then there is a lot of value here for your buck. If you play any of the "Basic Era" games then there are things you could use here.
I think there is worth while in identifying some spells from various "Basic" sources that might work well with the new classes. Books such as Magical Theorems & Dark Pacts and my own The Witch.
The style is very much in the feel of the old B/X books. The text and most of the art is by Doolan himself, so kudos in that regard.
We start off with some class variants. The obvious parallel here is when the UA expanded the classes demi-humans could take but it also fills a niche. Not all elves use magic, not all dwarves swing an axe. While we can see some of this in ACKs, this has a tighter feel with the B/X design. We get two new races, the Half-elf and the Half-orc and two new classes, the Barbarian and the Martialist.
There are some rule additions including various to hit bonuses, rules for Followers and the Mass Combat rules.
Mass Combat is interesting since it is a backwards evolution of what D&D took from Chainmail.
On the down side I did not see a declaration of open content. The OGL is there, but not the copyright for this book or how much open.
Also while the book feels packed it is only 17 pages total or about 14 pages of text. I am of two minds on this. First the book does feel packed, so a lot was crammed into these 14 pages of text. On the otherhand is $3 too much for 14 pages?
In the end I judged the price fair, but I would have liked to have seen some more. Some special spells for the Dwarf Priest and the Elf Sorcerer would have been nice.
Who should buy this?
If you are a big B/X fan (like me) then there is a lot of value here for your buck. If you play any of the "Basic Era" games then there are things you could use here.
I think there is worth while in identifying some spells from various "Basic" sources that might work well with the new classes. Books such as Magical Theorems & Dark Pacts and my own The Witch.
You can find Tom on the web at http://wishfulgaming.blogspot.com/
30 Day D&D Challenge, Day 10: Craziest Thing
Day 10: Craziest Thing that's Happened that you saw
I have shared this story in the past, but it was too funny not to share it again.
I have played exactly 1 ninja my entire gaming life. His name was (horrible I know) Oko-nishi. My lame attempts at a Japanese sounding name. In my defense at what I knew was bad I made him a half-orc. It must have been around 1984-5 as I made him using the Oriental Adventure rules. My then DM and I had worked up a D&D combat simulator and we plugged him in with 9 other characters. He was attacked by a Black Dragon (or Red, cant recall) and killed. The dragon kept attacking him and only him. We had not worked out all the errors. In the end he had been reduced to something like -70 hp. My DM offered to let him be ok, or keep him dead. We enjoyed watching it so much and getting the mental image of this dragon jumping up and down on my dead ninja that I felt it was a waste to say it never happened.
I have shared this story in the past, but it was too funny not to share it again.
I have played exactly 1 ninja my entire gaming life. His name was (horrible I know) Oko-nishi. My lame attempts at a Japanese sounding name. In my defense at what I knew was bad I made him a half-orc. It must have been around 1984-5 as I made him using the Oriental Adventure rules. My then DM and I had worked up a D&D combat simulator and we plugged him in with 9 other characters. He was attacked by a Black Dragon (or Red, cant recall) and killed. The dragon kept attacking him and only him. We had not worked out all the errors. In the end he had been reduced to something like -70 hp. My DM offered to let him be ok, or keep him dead. We enjoyed watching it so much and getting the mental image of this dragon jumping up and down on my dead ninja that I felt it was a waste to say it never happened.
Monday, September 9, 2013
Cryptworld: Chilling Tales!
As many of you know I am a long, long time fan of the old Chill game.
I have also enjoyed the recent set of games using the "Pacesetter" system, Rotworld and Majus.
Well it is my pleasure to introduce you to the newest member of the Goblinoid Games Pacesetter Family.
Cryptworld!
I love the Jim Holloway art and the "Chilling Adventures into the Unexplained".
I just got my pre-release copy and it is awesome. This plus Majus, Rot World and all my other Chill books should get me back in the mood for my "Spirit of '76" game.
I will get a proper review up soon.
Heading to the Manor
I have had these wonderful zines sitting around so I thought I would share some thoughts with you all.
The Manor is the digital zine from Tim Shorts over at Gothridge Manor. I have always enjoyed Tim's blog. He began his blogging around the same time I really started blogging in earnest. Plus he is a fellow Tim and our sites both use a dark marble background, so I am inclined to like it. He also posts some great stuff too so even better.
The Manor #1
The Manor #1 is the first of the quarterly (or so) issues of the fanzine from Tim Shorts of Gothridge Manor. The zine takes on the feel of old-school zines from the late 70s and early 80s. Though one could argue that the art and layout are better today. The inaugural issue has a quick dungeon, a random table of various items found in a Troglodyte dung heap, a modern day encounter location (with some monsters), forest enocounters and an NPC and his wares.
The Manor captures the feel and the spirit of the old school zine quite well. The only thing that is missing really are ads for local gaming groups!
If you enjoy old-school style new games or the original games they are based on.
All in all you get 24 pages of material. Not a bad deal really.
The Manor #2
The Manor #2 keeps right on going with another 24 pages of material. This one is setup to allow you to print it out and then fold it over and staple it for that "real zine feel", nice, but sometimes I prefer to read these things on my computer. (Edited to Add: There is a "regular" version as well).
In this issue there is Hugo's House of Healing. An encounter/resource.
An inn which would be great to use anywhere and a random table of 20 things you find under the cot.
The inn and Hugo's house (that is Hugo on the cover) take up most of this issue.
One other minor quibble, and this is more me than the zine itself. There is no OGL license. Granted, it doesn't really NEED it (and I am not taking off for it's omission) but it would have made it play nicer with the likes of Basic Fantasy, OSRIC and Labyrinth Lord.
Still though. Top notch effort and results.
The Manor #3
The Manor #3 increases to 32 pages. Though it feels like there is more here than that.
The main article is the Mine of Rot and Disease, a great little old-school adventure. Stats are 1980s era D&D, but easily converted to anything.
The art is fair, but perfect really for the feel of this issue. The maps though are quite nice.
Another poetry slam. It is what makes The Manor unique and I hope it does not go away.
Pog Nog the Goblin is a great little NPC/resource and one I am going to use in my next adventure with my kids.
There are some, self-admitted, dumb jokes. Again, perfect for a zine.
Ending with a new god of Monster Hunting.
If you remember the zines of the 80s (and some of the best ones I remember from the late 80s even) then this a very nice stroll down familiar, yet new, territory. If you were not around then but enjoy oldschool games, then this is also a great find.
I have not picked up The Manor #4 yet, but here are some Tim's other books.
The Mini Manor: Faces Without Screams
The Mini Manor is a free adventure made specially for Swords & Wizardry appreciation day. If you are familiar with the adventures found in the Manor zine.
The adventure is somewhat reminiscent of a horror movie setup but works well.
If you want a good free adventure then grab this.
If you want an idea on how the adventures in The Manor feel like, then grab this.
Note: this publication DOES include the OGL.
Knowledge Illuminates
Knowledge Illuminates is a 28 page (24 pages + 1 cover, 1 toc and 2 end pages) adventure for Swords & Wizardry complete, though it could be used with any OSR game.
This adventure is designed to be the start of a campaign or the first S&W adventure.
There is quite a lot of information here in case the players want to go off exploring on their own. There is also a fairly detailed XP allocation chart in back, helpful for new GMs.
This adventure is also released under the Pay What You Want feature. So if you have some spare change and need a good starting S&W adventure then this might be exactly what you are looking for.
The Manor is the digital zine from Tim Shorts over at Gothridge Manor. I have always enjoyed Tim's blog. He began his blogging around the same time I really started blogging in earnest. Plus he is a fellow Tim and our sites both use a dark marble background, so I am inclined to like it. He also posts some great stuff too so even better.
The Manor #1
The Manor #1 is the first of the quarterly (or so) issues of the fanzine from Tim Shorts of Gothridge Manor. The zine takes on the feel of old-school zines from the late 70s and early 80s. Though one could argue that the art and layout are better today. The inaugural issue has a quick dungeon, a random table of various items found in a Troglodyte dung heap, a modern day encounter location (with some monsters), forest enocounters and an NPC and his wares.
The Manor captures the feel and the spirit of the old school zine quite well. The only thing that is missing really are ads for local gaming groups!
If you enjoy old-school style new games or the original games they are based on.
All in all you get 24 pages of material. Not a bad deal really.
The Manor #2
The Manor #2 keeps right on going with another 24 pages of material. This one is setup to allow you to print it out and then fold it over and staple it for that "real zine feel", nice, but sometimes I prefer to read these things on my computer. (Edited to Add: There is a "regular" version as well).
In this issue there is Hugo's House of Healing. An encounter/resource.
An inn which would be great to use anywhere and a random table of 20 things you find under the cot.
The inn and Hugo's house (that is Hugo on the cover) take up most of this issue.
One other minor quibble, and this is more me than the zine itself. There is no OGL license. Granted, it doesn't really NEED it (and I am not taking off for it's omission) but it would have made it play nicer with the likes of Basic Fantasy, OSRIC and Labyrinth Lord.
Still though. Top notch effort and results.
The Manor #3
The Manor #3 increases to 32 pages. Though it feels like there is more here than that.
The main article is the Mine of Rot and Disease, a great little old-school adventure. Stats are 1980s era D&D, but easily converted to anything.
The art is fair, but perfect really for the feel of this issue. The maps though are quite nice.
Another poetry slam. It is what makes The Manor unique and I hope it does not go away.
Pog Nog the Goblin is a great little NPC/resource and one I am going to use in my next adventure with my kids.
There are some, self-admitted, dumb jokes. Again, perfect for a zine.
Ending with a new god of Monster Hunting.
If you remember the zines of the 80s (and some of the best ones I remember from the late 80s even) then this a very nice stroll down familiar, yet new, territory. If you were not around then but enjoy oldschool games, then this is also a great find.
I have not picked up The Manor #4 yet, but here are some Tim's other books.
The Mini Manor: Faces Without Screams
The Mini Manor is a free adventure made specially for Swords & Wizardry appreciation day. If you are familiar with the adventures found in the Manor zine.
The adventure is somewhat reminiscent of a horror movie setup but works well.
If you want a good free adventure then grab this.
If you want an idea on how the adventures in The Manor feel like, then grab this.
Note: this publication DOES include the OGL.
Knowledge Illuminates
Knowledge Illuminates is a 28 page (24 pages + 1 cover, 1 toc and 2 end pages) adventure for Swords & Wizardry complete, though it could be used with any OSR game.
This adventure is designed to be the start of a campaign or the first S&W adventure.
There is quite a lot of information here in case the players want to go off exploring on their own. There is also a fairly detailed XP allocation chart in back, helpful for new GMs.
This adventure is also released under the Pay What You Want feature. So if you have some spare change and need a good starting S&W adventure then this might be exactly what you are looking for.
30 Day D&D Challenge, Day 9: Favorite Character I Haven't Played
Day 9: Favorite Character I Haven't Played
That's easy. My character Astra Kent, aka Justice.
I have stated her up in a number of systems but I have not had the chance to play her at all. Ok ok. So she is technically not a D&D character. But she is the one.
I have wanted to play my witch Larina under Pathfinder (closer to D&D) but I have not found a good group for that yet.
That's easy. My character Astra Kent, aka Justice.
I have stated her up in a number of systems but I have not had the chance to play her at all. Ok ok. So she is technically not a D&D character. But she is the one.
I have wanted to play my witch Larina under Pathfinder (closer to D&D) but I have not found a good group for that yet.
Sunday, September 8, 2013
30 Day D&D Challenge, Day 8: Favorite Character I Have Played
Day 8: Favorite Character I Have Played
So many really. My favorite goes against my normal type. Nigel Blade aka Death Blade was a dual classed fighter/assassin in AD&D. I have played him in other games as well, notably Gama World and StarFrontiers.
I have also enjoyed playing my regular witch character Larina.
So many really. My favorite goes against my normal type. Nigel Blade aka Death Blade was a dual classed fighter/assassin in AD&D. I have played him in other games as well, notably Gama World and StarFrontiers.
I have also enjoyed playing my regular witch character Larina.
Saturday, September 7, 2013
Zatannurday: Super-Team Family
I have featured Zatanna covers from the great Super Team Family blog in the past. But recently they hit their 1000th post and it featured two of my favorites. Zatanna and Harry Potter.
Love the cards.
Other Zatanna covers are just as great.
This one of Zee and Doctor Strange would make for a great story, or adventure!
I personally think she could take him.
And one of my favorites,
Zee always seem to have the upper hand in these. As it should be!
Great job. Looking forward to more.
Love the cards.
Other Zatanna covers are just as great.
This one of Zee and Doctor Strange would make for a great story, or adventure!
I personally think she could take him.
And one of my favorites,
Zee always seem to have the upper hand in these. As it should be!
Great job. Looking forward to more.
30 Day D&D Challenge, Day 7: Favorite Edition
Day 7: Favorite Edition
How does one choose this?
I really have enjoyed all editions of D&D. Basic was my first, Advanced my most played, 3rd the most flexible in terms of how to play...
I guess in the end I will say AD&D 1. I played it the most, I have some great old and new memories of just having a blast. And it is still one that ignites those fires of imagination in me.
How does one choose this?
I really have enjoyed all editions of D&D. Basic was my first, Advanced my most played, 3rd the most flexible in terms of how to play...
I guess in the end I will say AD&D 1. I played it the most, I have some great old and new memories of just having a blast. And it is still one that ignites those fires of imagination in me.
Friday, September 6, 2013
Wikipedia is irritating me
Well. Not Wikipedia, but some of the deletionists.
Now they want to delete the article on Tharizdun, https://en.wikipedia.org/wiki/Tharizdun
So. Anyone know of some good 3rd party (not TSR or WotC) references?
I have a stack of magazines to go through, but I am running on fumes now.
Could use some help on Night Hag as well.
Now they want to delete the article on Tharizdun, https://en.wikipedia.org/wiki/Tharizdun
So. Anyone know of some good 3rd party (not TSR or WotC) references?
I have a stack of magazines to go through, but I am running on fumes now.
Could use some help on Night Hag as well.
30 Day D&D Challenge, Day 6: Favorite Deity
Day 6: Favorite Deity
Tough one really. As a kid I loved Hecate for obvious reasons. Her picture in the Deities & Demigods did nothing to dissuade me from my opinion either.
But it was Dragon #88 and Len Lakofka's Gods of the Suel Empire that introduced me to Wee Jas.
First I love that "Wee Jas" was a play on Ouija. She was like Hecate, only more D&D. I was a then (And still am to some degree) a fan of the Suel. They nuked themselves out of existance, but very soon in our games "Suel" became our Shang-ri-la.
I liked Wee Jas because she was a witch goddess and a goddess of magic. She was also a lawful goddess that hated demons and chaotic undead. Since I also liked to play wizards and Lawful Good clerics and paladins that hated undead and demons, she was the perfect intersection of all my interests.
Typically when I use her now she is a cross between Hecate and a little bit of Cardea.
Tough one really. As a kid I loved Hecate for obvious reasons. Her picture in the Deities & Demigods did nothing to dissuade me from my opinion either.
But it was Dragon #88 and Len Lakofka's Gods of the Suel Empire that introduced me to Wee Jas.
First I love that "Wee Jas" was a play on Ouija. She was like Hecate, only more D&D. I was a then (And still am to some degree) a fan of the Suel. They nuked themselves out of existance, but very soon in our games "Suel" became our Shang-ri-la.
I liked Wee Jas because she was a witch goddess and a goddess of magic. She was also a lawful goddess that hated demons and chaotic undead. Since I also liked to play wizards and Lawful Good clerics and paladins that hated undead and demons, she was the perfect intersection of all my interests.
Typically when I use her now she is a cross between Hecate and a little bit of Cardea.
Thursday, September 5, 2013
And this is happening...
New cover for Eldritch Witchery. Due out next month!
Eldritch Witchery is due out for Spellcraft & Swordplay.
Eldritch Witchery is due out for Spellcraft & Swordplay.
Old School Systems Questions
One of the things the OSR was supposed to do (at least in my mind) was free us from the necessity of rules fundamentalism. Making products for OSRIC for example was allow publishers to make "1st Edition" compatible products without saying "Compatible with Advanced Dungeons & Dragons".
Basic Fantasy seemed close to this as well, but more of a melding of the "Basic" and "Advanced" ideas.
At the end of the day though a product that is compatible for one game should work with another.
In a couple of recent posts from Billy Goes to Mordor (love that blog name) suggests that there is still some form of system adherence in the OSR crowd.
http://billygoes.blogspot.co.il/2013/08/by-numbers-relative-popularity-of-dnd.html
http://billygoes.blogspot.com/2013/09/the-relative-popularity-of-various.html
His numbers, based on his survey came out like this:
He compares this to relative Google+ groups sizes as an index of popularity.
But this brings up the larger question again. Are eliminating the necessity of a certain rules system (D&D Basic, Advanced, 2nd ed) just to exchange it for another (Basic Fantasy, ACKS, DCC)?
So when looking for a OSR supplement, adventure or add-on do the clone rules matter to you?
Back in the day we used pretty much everything with everything else. Still do in fact.
For example I mentioned a while back how you can use ACKS with the B/X Companion or even B/X Companion with Labyrinth Lord or Basic Fantasy. Those are easy though due to their relationship back to Basic D&D.
What are your experiences? Do you ignore S&W's single save when using the Tome of Horrors with Basic Fantasy? Do you convert on the fly?
Basic Fantasy seemed close to this as well, but more of a melding of the "Basic" and "Advanced" ideas.
At the end of the day though a product that is compatible for one game should work with another.
In a couple of recent posts from Billy Goes to Mordor (love that blog name) suggests that there is still some form of system adherence in the OSR crowd.
http://billygoes.blogspot.co.il/2013/08/by-numbers-relative-popularity-of-dnd.html
http://billygoes.blogspot.com/2013/09/the-relative-popularity-of-various.html
His numbers, based on his survey came out like this:
- DCC RPG 32%
- Labyrinth Lord 31%
- Swords and Wizardry 28%
- LotFP 24%
- ACKS 10%
- OSRIC 8%
He compares this to relative Google+ groups sizes as an index of popularity.
- Swords &Wizardry 826
- DCC RPG 776
- Lamentations of the Flame Princess 498
- Basic Fantasy 387
- Labyrinth Lord 382
- Adventurer Conquerer King 347
- Castles & Crusades 303
- OSRIC 110
But this brings up the larger question again. Are eliminating the necessity of a certain rules system (D&D Basic, Advanced, 2nd ed) just to exchange it for another (Basic Fantasy, ACKS, DCC)?
So when looking for a OSR supplement, adventure or add-on do the clone rules matter to you?
Back in the day we used pretty much everything with everything else. Still do in fact.
For example I mentioned a while back how you can use ACKS with the B/X Companion or even B/X Companion with Labyrinth Lord or Basic Fantasy. Those are easy though due to their relationship back to Basic D&D.
What are your experiences? Do you ignore S&W's single save when using the Tome of Horrors with Basic Fantasy? Do you convert on the fly?
30 Day D&D Challenge, Day 5: Favorite Set of dice/individual die
Day 5: Favorite Set of dice/individual die
Unlike many players it seems I am not superstitious about dice. My current favorite is the ones that I have at the table, 'cause anytime I am rolling dice is a good day.
I do have a few that have special meaning to me. I have a blue d20 the my oldest son gave me and a steampunk d6 my youngest gave me. They are favorites cause of who gave them to me.
I also have a clock-face d12 that use for Doctor Who (replacing the 2d6).
My kids' favorite is the d20 of mine that I got mad at and tossed behind our books cases. They laugh cause it always seemed to roll 1s and no one will ever seeing again until those bookcases are torn out.
Unlike many players it seems I am not superstitious about dice. My current favorite is the ones that I have at the table, 'cause anytime I am rolling dice is a good day.
I do have a few that have special meaning to me. I have a blue d20 the my oldest son gave me and a steampunk d6 my youngest gave me. They are favorites cause of who gave them to me.
I also have a clock-face d12 that use for Doctor Who (replacing the 2d6).
My kids' favorite is the d20 of mine that I got mad at and tossed behind our books cases. They laugh cause it always seemed to roll 1s and no one will ever seeing again until those bookcases are torn out.
Wednesday, September 4, 2013
White Dwarf Wednesday #78
Big changes are in store for White Dwarf in issue #78. But first a point of reference. When I started these so long ago they were meant as a retrospective. That is going to get harder here on out since I didn't own any of these issues when they first came out and some I didn't even own till I started doing this and found the gaps in my collection. So that makes a retrospective a little harder to do really. So instead of out and out reviews or "read mes" I am going to focus on what I know was going on at the time. These last 20 or so issues might even go by pretty quick if I choose to double up on them near the end.
So let's get into it.
Issue #77 takes White Dwarf to their new address and new team. The cover is different too. Still the same price, but now it reads "GAMES WORKSHOP PRESENTS" instead of "THE ROLE-PLAYING GAMES MONTHLY". Not a subtle reminder.
The editorial/toc page is resigned as well. While Paul Cockburn, late of Imagine is the new editor, it's a familiar name on the editorial, Ian Livingstone. Said editorial is just saying what I have said here.
Open Box gets a facelift and some color. Among other things the */10 rating is now gone.
Covered is B/X1 Night's Dark Terror module for D&D and DL11 Dragons of Glory Play-aid for AD&D. The treat in this batch is a look at Cthulhu by Gaslight by Chaosium for Call of Cthulhu. This book became something of a Holy Grail for me back in the late 80s. I loved Victorian gaming even then so this seemed like the perfect game to me.
Dave Langford takes over a redesigned Critical Mass. Notable is the review for Gygax's own "Artifact of Evil". Noting that it is nothing more than an adventure writeup and commenting on the "brutalities visited on the English language.
Graeme Drysdale looks into coming back from the dead in AD&D.
Wow. a bad review for Gygax and bringing characters back to life? This is not the Grognard's White dwarf anymore.
The Pilocomayo Project is an adventure for Golden Heroes. I can't comment on the adventure but the NPC "Powerchord" a rocker turned super could be fun to use. Mr. Magic is just a poor-mans Zatara.
After that we get an adventure for Judge Dredd, The Sprung Ones.
Fracas is the new rumors or news department.
The rest are mostly ads.
Ok. Not a great issue by any stretch of the imagination.
So let's get into it.
Issue #77 takes White Dwarf to their new address and new team. The cover is different too. Still the same price, but now it reads "GAMES WORKSHOP PRESENTS" instead of "THE ROLE-PLAYING GAMES MONTHLY". Not a subtle reminder.
The editorial/toc page is resigned as well. While Paul Cockburn, late of Imagine is the new editor, it's a familiar name on the editorial, Ian Livingstone. Said editorial is just saying what I have said here.
Open Box gets a facelift and some color. Among other things the */10 rating is now gone.
Covered is B/X1 Night's Dark Terror module for D&D and DL11 Dragons of Glory Play-aid for AD&D. The treat in this batch is a look at Cthulhu by Gaslight by Chaosium for Call of Cthulhu. This book became something of a Holy Grail for me back in the late 80s. I loved Victorian gaming even then so this seemed like the perfect game to me.
Dave Langford takes over a redesigned Critical Mass. Notable is the review for Gygax's own "Artifact of Evil". Noting that it is nothing more than an adventure writeup and commenting on the "brutalities visited on the English language.
Graeme Drysdale looks into coming back from the dead in AD&D.
Wow. a bad review for Gygax and bringing characters back to life? This is not the Grognard's White dwarf anymore.
The Pilocomayo Project is an adventure for Golden Heroes. I can't comment on the adventure but the NPC "Powerchord" a rocker turned super could be fun to use. Mr. Magic is just a poor-mans Zatara.
After that we get an adventure for Judge Dredd, The Sprung Ones.
Fracas is the new rumors or news department.
The rest are mostly ads.
Ok. Not a great issue by any stretch of the imagination.
30 Day D&D Challenge, Day 4: Favorite Game World
Day 4: Favorite Game World
Mine is a tie. My first and nearest to my heart was "The Known World" later called Mystara. But I quickly adopted Greyhawk. So when I ran games it was Mystara, but playing it was Greyhawk. Around 1986 or so my then DM and I decided to merge our worlds. We called "Oerth 3", not very original I know.
Many years later I discovered this map by Chatdemon based on an idea by James Mishler. It was exactly what I was trying to do. Plus this map was so much better than mine.
So my favorite game world of all time is Mystoerth!
Mine is a tie. My first and nearest to my heart was "The Known World" later called Mystara. But I quickly adopted Greyhawk. So when I ran games it was Mystara, but playing it was Greyhawk. Around 1986 or so my then DM and I decided to merge our worlds. We called "Oerth 3", not very original I know.
Many years later I discovered this map by Chatdemon based on an idea by James Mishler. It was exactly what I was trying to do. Plus this map was so much better than mine.
So my favorite game world of all time is Mystoerth!
Tuesday, September 3, 2013
30 Day D&D Challenge, Day 3: Favorite Playable Class
Day 3: Favorite Playable Class
Well this one is no surprise. The Witch.
I started out playing clerics and paladins which was fun. I did indeed play the cleric like Van Helsing (all those Hammer films). But for me the Witch was always the best of both the Cleric and the Wizard with a bit of dark anima as well. I wrote my first witch class close to 30 years ago and I am not tired of playing them yet!
Well this one is no surprise. The Witch.
I started out playing clerics and paladins which was fun. I did indeed play the cleric like Van Helsing (all those Hammer films). But for me the Witch was always the best of both the Cleric and the Wizard with a bit of dark anima as well. I wrote my first witch class close to 30 years ago and I am not tired of playing them yet!
Monday, September 2, 2013
30 Day D&D Challenge, Day 2: Favorite Playable Race
Day 2: Favorite Playable Race
This one is easy, if predictable. I prefer to play humans. I just always felt that despite all the perk the other races got, humans still got the best deal. Plus in the days of AD&D humans were the only race that had unlimited advancement. Also in the AD&D1 days I liked Dual Classes. I had a number of characters that started out as one thing and then went on to be something else. I liked the character building implications.
If I were to pick a second favorite it would be half-elf.
This one is easy, if predictable. I prefer to play humans. I just always felt that despite all the perk the other races got, humans still got the best deal. Plus in the days of AD&D humans were the only race that had unlimited advancement. Also in the AD&D1 days I liked Dual Classes. I had a number of characters that started out as one thing and then went on to be something else. I liked the character building implications.
If I were to pick a second favorite it would be half-elf.
Sunday, September 1, 2013
30 Day D&D Challenge, Day 1: How You Got Started
Day 1: How You Got Started
I got started in 1979. I was in "silent reading" and a buddy had a copy of the new AD&D Monster Manual. WOW. IT blew my mind. I loved mythology and had already read everything in the library on Greek and Roman myths. Seeing all the same creatures, plus demons, devils and things I never heard of.
After that I looked for the rules, but to no avail. It wasn't until I got a hold of a badly xeroxed copy of Holmes D&D. The rest was as they say history.
Around this very same time I discovered the Hobbit, having seen it recently on TV. I was in the right place at the right time for this to happen. Like many my "first" D&D was a combination of Basic and Advanced. Still today that is the same experience I look for in D&D. Also recapturing that thrill of first holding that Monster Manual in 5th grade.
I got started in 1979. I was in "silent reading" and a buddy had a copy of the new AD&D Monster Manual. WOW. IT blew my mind. I loved mythology and had already read everything in the library on Greek and Roman myths. Seeing all the same creatures, plus demons, devils and things I never heard of.
After that I looked for the rules, but to no avail. It wasn't until I got a hold of a badly xeroxed copy of Holmes D&D. The rest was as they say history.
Around this very same time I discovered the Hobbit, having seen it recently on TV. I was in the right place at the right time for this to happen. Like many my "first" D&D was a combination of Basic and Advanced. Still today that is the same experience I look for in D&D. Also recapturing that thrill of first holding that Monster Manual in 5th grade.
Saturday, August 31, 2013
Zatannurday: The Fishnets Brigade
It looks like the oft-rumored Zatanna-Black Canary team-up is going to happen.
The news comes from Paul Dini himself.
Here is the link,
http://comicsalliance.com/black-canary-zatanna-graphic-novel-preview-paul-dini-joe-quinones-announcement/
And here is the awesome Joe Quinones cover. Yup. These are the pre-52 continuity.
Black Canary is another fave of mine so I am really looking forward to this one. Visit the link above to see more great art. I am looking forward to the background story of when Zee and Canary were younger. Plus seeing a pre-dead John Zatarra (and not brought back to life) is also fun.
Dini will do a great job. He is the only guy that loves Zatanna more than me.
Sucks I have to wait till May 2014.
The news comes from Paul Dini himself.
Here is the link,
http://comicsalliance.com/black-canary-zatanna-graphic-novel-preview-paul-dini-joe-quinones-announcement/
And here is the awesome Joe Quinones cover. Yup. These are the pre-52 continuity.
Black Canary is another fave of mine so I am really looking forward to this one. Visit the link above to see more great art. I am looking forward to the background story of when Zee and Canary were younger. Plus seeing a pre-dead John Zatarra (and not brought back to life) is also fun.
Dini will do a great job. He is the only guy that loves Zatanna more than me.
Sucks I have to wait till May 2014.
Friday, August 30, 2013
The Quests of the Ancients / Forgotten Realms connection
I just discovered something neat.
A character from this:
Makes an appearance in this:
Raven TenTolliver, the woman on the QoA cover in the dark cloak, is also known as Rhiannon and Whisper.
According to a source I just found she is supposed to look like Victoria Principle. That's cool I can get behind that.
I'll have to investigate some more!
A character from this:
Makes an appearance in this:
Raven TenTolliver, the woman on the QoA cover in the dark cloak, is also known as Rhiannon and Whisper.
According to a source I just found she is supposed to look like Victoria Principle. That's cool I can get behind that.
I'll have to investigate some more!
30 Day D&D Challenge, Part 2
Looks like I am going to be in good company with this.
http://isungr.blogspot.com/2013/08/30-day-d-challenge-upcoming.html (who had the idea first)
http://realmsofchirak.blogspot.com/2013/08/september-30-day-d-challenge.html
http://murkypool.blogspot.com/2013/08/challenge-accepted.html
http://alifefullofadventure.blogspot.com/2013/08/september-d-challenge.html
http://wishfulgaming.blogspot.com/2013/08/d-challenge.html
http://the-disoriented-ranger.blogspot.com/2013/08/alright-lets-do-this-d-30-day-challenge.html
I have a few ideas of things to say already.
http://isungr.blogspot.com/2013/08/30-day-d-challenge-upcoming.html (who had the idea first)
http://realmsofchirak.blogspot.com/2013/08/september-30-day-d-challenge.html
http://murkypool.blogspot.com/2013/08/challenge-accepted.html
http://alifefullofadventure.blogspot.com/2013/08/september-d-challenge.html
http://wishfulgaming.blogspot.com/2013/08/d-challenge.html
http://the-disoriented-ranger.blogspot.com/2013/08/alright-lets-do-this-d-30-day-challenge.html
I have a few ideas of things to say already.
30 Day D&D Challenge
Anthony Emmel over at Polar Bear Dreams and Stranger Things is going to do the 30-Day D&D Challenge.
I have seen this floating around and thought it was a cool idea. He makes the very good point that September has 30 days, so it's a perfect fit really.
So I am going to do it too!
I am going to talk about ALL versions of D&D. Not a lot in each post, but enough.
Come on join us! You know you want too. ;)
I have seen this floating around and thought it was a cool idea. He makes the very good point that September has 30 days, so it's a perfect fit really.
So I am going to do it too!
I am going to talk about ALL versions of D&D. Not a lot in each post, but enough.
Come on join us! You know you want too. ;)
Thursday, August 29, 2013
Return to the Caves of Chaos
How many gamers cut their teeth on The Caves of Chaos / Keep on the Borderlands?
I have been taking my own kids through this well trod adventure for our current 1st Ed AD&D game.
For this time around I am adding some new ideas. Stealing from the Return to The Keep on the Borderlands and even some ideas that came up in my "Ash vs. The Keep on the Borderlands" for the Army of Darkness game. I am going to set up some of clues for the ultimate adventure they will be on (AGDQ+).
In my research I found the following resources and thought I would share.
Some awesome 3D maps. Click for larger.
Map by Weem
http://www.theweem.com/2012/02/caves-of-chaos-reimagined-by-weem/
Caves of Chaos - D&D Next Playtest report
http://cryptthing.blogspot.com/2012/05/caves-of-chaos-d-next-play-report.html
Google Sketch-up Map
http://dungeonsndigressions.blogspot.com/2010/12/playing-with-sketchup-and-caves-of.html
Humanoid Distributions
http://recedingrules.blogspot.com/2010/05/humanoid-combatants-in-caves-of-chaos.html
I am sure there are more.
I have been taking my own kids through this well trod adventure for our current 1st Ed AD&D game.
For this time around I am adding some new ideas. Stealing from the Return to The Keep on the Borderlands and even some ideas that came up in my "Ash vs. The Keep on the Borderlands" for the Army of Darkness game. I am going to set up some of clues for the ultimate adventure they will be on (AGDQ+).
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| Michael Komark, The Caves of Chaos (2005) |
Some awesome 3D maps. Click for larger.
Map by Weem
http://www.theweem.com/2012/02/caves-of-chaos-reimagined-by-weem/
Caves of Chaos - D&D Next Playtest report
http://cryptthing.blogspot.com/2012/05/caves-of-chaos-d-next-play-report.html
Google Sketch-up Map
http://dungeonsndigressions.blogspot.com/2010/12/playing-with-sketchup-and-caves-of.html
Humanoid Distributions
http://recedingrules.blogspot.com/2010/05/humanoid-combatants-in-caves-of-chaos.html
I am sure there are more.
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