Wednesday, February 12, 2020

Kytarra Bane, the Witch Queen and Mixing Books

I am often asked if one witch book can be used with another or with a game I didn't overtly design it for.  Say for example using The Warlock with Basic-era D&D, or The Amazon Witch Tradition with AD&D or S&W.   Well, the short answer is YES!


My goals for every book are simple. Make it a fun class. Make it compatible with every other book. Make it so the someone can pick one up and play it.   Any book I have can be and will be, someone's first book in the series.  So I want maximum playability.

So what can you do to mix them?  Well like I said I spend a lot of time trying to make it easy and avoid any potential issues.  In all things your GM has the say (and you or they can also always ask me) but here is an example.

Today I want to rebuild a character from Necromancer's Fane of the Witch King.
The character is Kytarra Bane, the "Witch Queen" of the adventure.  In the D&D3/d20 is a half-fiend/half-nymph 4th level druid.  Here nymph and druid levels "stack" in d20 so she ends up something like an 11th level druid.  But I don't want a druid. I want a witch.  So how could I build her using my books?

Well, given that she is half-fiend I am going to opt to make her part of the Mara Tradition.   To handle her handful of druid spells I will also grab some material from the S&W Green Witch book.  Finally, to deal with her half-nymph side I am going to use the multiclassing and use any race rules from the Classical Tradition book.  That book also has a large variety of nymphs to choose from.   Her bonus spells due to high Charisma (from The Mara book) and her Occult powers will help cover her nymph and fiend abilities.

Since I have all the books I can choose from a wider variety of spells for her.  There is some overlap in spells, that can't be helped. All witched get a Curse spell of some sort, but it makes for a nicer variety all the same.  I will also grab some cantrips from my original The Witch for Basic-Era Games book.

Kytarra Bane
Kytarra Bane, The Witch Queen
From Fane of the Witch King
11th Level Witch, Mara Tradition
Half-nymph/Half-demon

Strength: 19
Intelligence: 20
Wisdom: 20
Dexterity: 17
Constitution: 17
Charisma: 20

Saves (unadjusted)
Death Ray or Poison:  9
Magic wand or devices: 10
Paralysis, Polymorph or Turn to Stone: 9
Dragon Breath: 12
Rods, Staffs, and Spells: 11

Hit Points: 52
Alignment: Chaotic (Evil)
AC: -1 (-2 dex, -1 natural, -3 bracers, Death Armor +1)

Occult Powers
Familiar:  Fiendish Dire Tiger
Herb use
Lesser:  Blinding Beauty (as per Blindness spell, once per day)

Spells
Cantrips (6): Black Flame, Chill, Flare, Mend Minor Wounds (x2), Object Reading
First (4+3): Bewitch I, Endure Elements, Fey Step, Häxen Talons, Mend Light Wounds, Obedient Beast, Obscuring Cloud
Second (3+3): Burning Gaze, Burning Hands, Defiling Touch, Fury of the Sun, Produce Flame, Stunning Allure
Third (3+2): Bewitch III, Brave the Flames, Contagion, Continual Fire, Witch Fire
Fourth (2+2): Dispel Magic, Dryad's Door, Elemental Armor, Rain of Spite
Fifth (2): Death Curse, Flame Strike
Sixth (1): Fire Seeds

Magic Items: Bracers (+3), Death Armor

I am pretty pleased with this build. I grabbed unique spells from all my sources listed about and it made for a nice witch. The mixing worked well and I ended up with a character very close to that of the original d20 product.  Since she is not part of an organized coven, or any coven really, I opted NOT to give her any witch Rituals.  That is not a hard and fast rule in the books, but one I use in my own games.

The are more ways to combine the books.  I should have a few more NPC witches coming up.

Tuesday, February 11, 2020

Choose a Side, Or One Will Be Chosen For You

Because I am not including other screencaps
Years ago, so long I don't remember exactly when or how I was told that "you must choose a side or one will be chosen for you."

I think it was my dad and it was while I was in Boy Scouts (yes. I was a Boy Scout until my Atheism made it difficult) and he meant it a means of choosing good over evil, right over wrong.  The point is that sometimes making the choice is hard and sometimes good or evil is not clear cut or easily defined.

Sometimes though choosing the right side is easy.

Growing up in Central Illinois it was easy to be a fan of Judges Guild. They were "local guys" by the standards of TSR being all the way up in WI and other companies even further.  I remember playing in the City-State of the Invincible Overlord a lot back then and lamenting that we didn't have all the products we wanted for it.   I picked up Witch's Court Marshes and other books and added them happily to my collections.  Even in my D&D/TSR "purity" days, Judges' Guild products got a pass.

I liked Judges Guild.

Yet with the recent posts by current JG owner (and son of the founder) Bob Bledsaw II has changed all of that.   I was not friends with Bob Bledsaw, so I had not seen that this was a pattern of behavior that was one of those "open secrets".

I can no longer support Judges Guild. 

Frog God Games and Bat in the Attic are also cutting ties with BBII/JG and I applaud them for it.  You can see more posts from BBII's Facebook on Rob's site so I do not feel the need to repost them here.

My financial contribution to JG's bottom line is practically non-existent; anything I did buy was on the second-hand market for rare items.  But I was planning on doing a series of posts on  The Dungeoneer and Pegasus magazines and I wanted to review a couple of adventures.  I cannot in good conscience do that now.

Gaming is inclusive. We welcome all and actively seek to bring in others that may not have a place to call their own. That's our DNA, that is who we should be always.  Gaming was there for the disenfranchised teens of the 70s and 80s that were not part of the in-crowds. We are not part of a movement to bring in so many others that want a place to be themselves.

But there is no room for bigots, racists, anti-semites or anyone at all like that.
Hate has no place in my games.

Monday, February 10, 2020

Monstrous Monday: Green Martians for AS&SH

No gaming for me this past weekend.  One game for Connor and two for Liam though, so I was left to my own devices.  Those devices were going over my Mōdiphiüs Star Trek and John Carter of Mars RPGs.  Both use the same 2d20 system, or close enough to make conversions and blending easy.   And Mōdiphiüs is also doing the new Dune RPG.   This has my desire to run an epic Space Opera up into hyperdrive.

BUT.  Let's be honest. There is no good way, thematically, to combine John Carter and Star Trek.  Their Mars' are too different.    The problem is, I love Mars.  Both in terms of fiction and back when I was studying to be an astrophysicist.   Scientific/realistic Mars would be great for a Trek game, especially with all the things going on on Mars in the new Picard series.  But what about my need for fantasy Mars?


I have talked about Clark Ashton Smith's Mars in relationship to BlackStar and my love of the various pulp games for Mars.  So I am not lacking in desire, or material, I just need a home game for it.  So this idea hit me over the weekend.

Why not Astonishing Swordsmen & Sorcerers of Barsoom?

AS&SH is obviously more Clark Ashton Smith and less Edgar Rice Burroughs, but both are there.  While I enjoy the works of CAS much more, ERB's Barsoom captures my attention much more.  Besides, in a game I can mix and match as I please, especially in a game like AS&SH.

I am not planning, yet, to send any characters to Barsoom, but it makes perfect sense to bring some Martians to Hyperborea.

These Martians are designed for Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition) and heavily based on Warriors of the Red Planet (which you should get if you love everything Mars, like me.)

Martian Princess by Will Nichols
Martian, Green
No. Encountered: 1 (1d3)
Alignment: Neutral
Size: L
Movement: 40
Dexterity: 16
Armour Class: 5
Hit Dice: 4+4 to 6+6
Attack Rate: 4/1 (sword x4 or radium pistol x4)
Damage: 1d8 (×4) or 1d8 (x4)
Saving Throw: 14 to 12
Morale: 12
Experience Points: 400 to  850
Treasure Class:  Nil (see below)

Green Martians are tall, 8' tall, humanoids with green skin and four arms.  The males are bald and have huge tusks. The females are just as tall but appear more human.  Some even have ancestry related to the ancient Red Martians.  Many of the Martians found in Hyperborea are these Green with Red Martian blood to adapt better to the Hyperborean world.
It has been assumed that came here centuries ago and have been able to return to Barsoom.  Those sages in the know claim they are here as advanced scouts prior to a Martian invasion.

Green Martians are a warrior race and adapt to the weapons found in Hyperborea with ease.  Green Chieftans, the Jedaks, also wield radium pistols that fire a bolt of burning radium.  The range is the same as a crossbow.

Martians eschew armor of any kind and rely on their dexterity and natural toughness.  They also do not keep any treasure they find.  The exception are any weapons. They have a 20% chance of having a magical sword, short sword or dagger.  They do not use bows, but will have a 10% of having a magical crossbow.

I like this. Can't wait to give it a go.

Friday, February 7, 2020

BlackStar: The Ghost Station of Inverness Five

I am a Trekkie, and I have always preferred "Trekkie" over "Trekker" as well.  No negative connotations for me, I embrace them.

To that end, I am a fan of both "Axanar" and "Discovery" even if they are competing and incompatible with versions of the war with the Klingon Empire. 


In Discovery the war takes place around 2256-2257.
In the Axanar and FASA Trek RPG continuity, this is known as the Four Years War and takes place between 2247 and 2250.
(Note the Enterprise NCC 1701 launches in 2245, so that tracks with Discovery but off a bit for Axanar.)

Once you start digging more and more with Disco, Axanar, and FASA it becomes obvious that the continuities will never line up even by my normal desire to handwave some details in favor of others.

I enjoyed Star Trek Discovery, I also happen to like Star Trek Axanar maybe just a little bit better. Mainly for all the same reasons spelled out here: Star Trek Discovery vs Axanar Choose Your Klingon War.



I do want a universe where Adm. Ramirez gets to say, "For myself I have but one fear: destroying the dream of the Federation. Compared to such a loss I DO NOT FEAR THE KLINGON EMPIRE!

Hey, I said I was a Trekkie.

BUT I also want a universe with Anson Mount's Captain Pike and Sonequa Martin-Green as Commander Michael Burnham.

How do I have my cake and eat it too?

So I am going to steal a page from myself.
Back when I was playtesting the Doctor Who Adventures in Time and Space RPG I converted a bunch of Angel and Ghosts of Albion characters to DWAITAS characters (easy enough to do) and ran them all through The Ghost Tower of  Inverness. Only I called it the Ghost Tower of Inverness, Illinois.

Why does Inverness, IL need a Lighthouse??
In that adventure, the Soul Gen is replaced by the Time Beacon.  A lighthouse for time travelers.
I can replace the lighthouse and tower with the 23rd Century equivalent; a Starbase.

The Ghost Station of Inverness Five

Inverness Five.  During the Federation-Klingon War, this colony was the site of one of the bloodiest battles and the greatest defeat of the Federation.  Hundreds of thousands of souls were lost and many more were made homeless overnight.   Inverness was a colony of four inhabited worlds rich in dilithium.  To the Klingon Empire, the Inverness system is a sacred, if not holy place.

I'll take a page from Discovery and TNG and make Inverness like the Klingon monastery on Boreth.  Not just holy, but also the home of Time Crystals.   At the time of the war no one knew this.   The humans just knew that there were large deposits of dilithium.  The Klingons knew it was holy to Kahless.  The battle managed to disrupt the crystals, one of which was located in the science lab on the Inverness Station, and now the place is like the Bermuda Triangle in space.

In 2352 the Protector is sent the Inverness system, getting strange readings.  The system is unstable and both the Federation and the Klingon Empire have agreed to stay out of the system.  The Federation considers it too dangerous and the Klingons want everyone to stay out.  Both sides treat it like something akin to a battlefield graveyard.

When the Protector shows up they should send an Away Team over to the station, the source of the readings, but "chronometric interference" makes it impossible to get a good lock.  So they are sent to what is basically the bottom of the station.  The team has to work its way to the science lab.
Here I basically will run a version of the Ghost Tower of Inverness.
In space, the Protector is fired upon by a Klingon D6 from Axanar's time.  Communications are ignored and channels to Federation Space are blocked.  They are then both attacked by a Klingon cruiser from Discovery's time.

Both teams end up having to battle with Klingons from Axanar, Discovery and even smooth ridged Klingons from the time between Enterprise and The Original Series.


So weird time dilations effects.  Battling anywhere from two to four different sorts of Klingons.  Starfleet chatter from nearly 100 years ago about the Klingon war and the Federation is getting it's ass kicked.

I need to figure out how to up the horror elements too.  After all, that is what makes this BlackStar and not just Star Trek.  I do know how it will end though.  Once the Away Team gets the Time Crystal aligned/sealed/destroyed/reversed to the polarity of the neutron flow, the battle will stop and the Protector will be hailed by the current era Klingons asking if they need assistance.  A reminder that at this time (2352) the Klingons and the Federation are allies.

This is my homage to not just Axanar and Discovery, but also Yesterday's Enterprise, the Bermuda Triangle and the chance to do the one thing that all old school Trekkies love, and that is to battle Klingons.

In the end, the players will not know if they had really gone back in time OR if they were battling ghosts of some sort.  Also, they might never find out which version of history, Axanar or Discovery, was the correct one since they all remember it both ways.

This one will be fun too.

Thursday, February 6, 2020

Marissia, Daughter of Zelligar, The "First Witch"

In my post yesterday I talked about my favorite adventure, B1 In Search Of The Unknown.


One of the things that brought back memories for me was Cavern #43.  It is blank in the adventure, but I added something special, a witch named "Marissia" (sic, I was 11 ok).  She might not be the very first witch I ever made, but I am having a hard time figuring out who exactly was.  Until some other proof comes up, it will be Marissia.


Her name comes from me mishearing the Jerry Reed version of "Pretty Mary Sunlight".  I thought he was saying "Pretty Marissa mine".  Hey, I was little and I certain I had heard it from The New Scooby-Doo Movies.  In fact, a lot of my early ideas about witches came from Scooby-Doo. It is also very, very likely I based her and her name also on Millissa Wilcox, The Ghost Witch of Salem, from the Scooby-Doo episode "To Switch a Witch." An interesting episode since it featured a gravestone for the witch with a Leviathan Cross on it.   I mean seriously, a goddamn Leviathan Cross in 1978? That was a ballsy move on the eve of the Satanic Panic.



Marissia
7th level Witch, Mara Tradition
Chaotic

Strength: 11
Intelligence: 17
Wisdom: 17
Dexterity: 12
Constitution: 15
Charisma: 18

AC: 7
HP: 36

Magic items: Dagger +1, Ring of Protection +2

Occult Powers
Familiar: Dog (looks like a Hell Hound)
Dream Invasion

Spells
First: Allure, Bewitch I, Cause Fear, Chill of Death, Ghostly Slashing
Second: Bewitch II, Death Armor, Scare, Summon Olitiau
Third: Bestow Curse, Danse Macabre, Lover’s Vengeance, Summon and Bind Imp of the Perverse (Ritual)
Fourth: Intangible Cloak of Shadows, Witch's Cradle

I made her into a Mara witch since I wanted her to be a Basic-era witch and the Mara was one of the first traditions I ever wrote.  Marissia was also an early archetype of the evil, or at least chaotic, seductress type witch. Something the Mara does perfectly.  Marissia was not actually all that evil, just a little evil or really mostly chaotic.

Also, I thought let's make her Zelligar's daughter. Seemed liked a good thing. Given the Caves of Chaos she should be a witch of Ereshkigal, but I likely at the time thought more about Hecate.  Maybe a syncretized Ereshkigal with Hecate.  She is a nice perky blonde goth witch.  She was my late 70s Taylor Momsen.

I found these images of Elmore's Green Witch and Early Snow witch pained by the same artist.  The images are really perfect. First off these minis are the same ones I have used for my Larina.


This one is blonde (which Marissia was), wearing green (ditto), and a purple dress. It is a nice call-back to the Scooby-doo witch above.  I wish I had a spare $330.00 to buy them both.

This has been a fun romp down memory lane. It's like reconnecting with an old girl-friend and hearing she is ok and doing great.

Wednesday, February 5, 2020

Classic Adventures Revisited: B1 In Search of the Unknown

I want to look back at some of my favorite classic adventures both from TSR and others.  I'll give a review, though most everyone knows what is in these adventures by now, I'll also talk about how I have used them in the past and I'll also talk about what other games I have used them with or would like too.  So there is a little bit of Plays Well With Others in this too.

Why do classic adventures? Easy, I love these adventures.  I have written hundreds of my own adventures, some I have even published, but these are the adventures that everyone knows and we all have a history with.

B1 In Search of the Unknown
In Search of the Unknown was not the first adventure ever created, it was not even the first TSR adventure ever created.  It was though one of the very first adventures I ever encountered and one of the first I ever ran.

This is my "go-to" adventure anytime I want to start up a new group or game.  It's a ritual for me, roll up characters and run them through the halls of the lost Castle of Quasqueton. I still have my copy that I bought all those years ago and it was also one of the first PDFs I purchased from WotC. I also have the DriveThruRPG Print on Demand copy and it is very nice.



It is one of those adventures I can run with zero prep time and each time I learn something new or remember something I forgot. This module is simple, easy to use and can be adapted to any campaign world and even any game. It is a perfect module for the Basic game.

The adventure is a great case of both teaching tool for learning DMs (we were all new to this once) and DIY Dungeon.  Some areas are detailed, but many are not, leaving room for the neophyte DM to record what monsters and treasure were in each room.  There are also a plethora of cliche spawning Dungeon tropes, that were just getting started here.  Magic mouths, one-way secret doors, a mysterious creator of the dungeon, or in this case, two, and strange magical artifacts.

This adventure was the perfect learning tool for me at the time since my own version of D&D was a mix of Holmes Basic and the AD&D Monster Manual.   This "Basic" introductory module was released before the Basic game, but it moves elegantly between Basic and Advanced that begs you to mix and match your rules systems.  Author Mike Carr even gives some guidelines on how to use this adventure with AD&D.


Note how the using this adventure with AD&D is absent from the later printings.


The module is pretty typical for the time. 32 pages of b/w art and text. Detached cover with blue maps printed on the inside of the cover. The first 6 pages are dedicated to running the adventure and how to run this one in particular.

I have used this adventure to start every new campaign I have ever run in D&D, regardless of the edition.  The dungeon crawl here is so primal that it calls out to you. A true In Search of the Unknown indeed.   The one thing I never did, however, was to investigate more about who Rogahn and Zelligar were and why they left their lair of Castle Quasquenton.

One thing that B1 did give me, in a roundabout way, was my very first witch NPC Marissia.  She is in the lower parts of Quasquenton and she is attempting to summon the spirit of her master Zelligar and her father Rogahn.




The adventure has stood the test of time and it is a great combination of flexible dungeon design.  Nearly anything can be put into this adventure to raise or lower the difficulty as needed.

DriveThruRPG and DMSGuild offer this as both a PDF and Print On Demand.






B1 Legacy of the Unknown
This adventure is billed as a "sequel" from Pacesetter Games & Simulations.  It furthers the mystery of Rogahn and Zelligar and what they were doing.  There is a druid in this adventure named "Melissia" which I thought was very fun and worked as some sort of relative (daughter may be) of my own "Marissia", a witch NPC I always included in my own runnings of B1 In Search of the Unknown.

You can get this adventure from DriveThruRPG (PDF only) or from Pacesetter's own store (Print and PDF). While overtly designed for AD&D1/OSRIC, it would be a great fit for Pacesetter's own BX RPG.  In fact, it might fit better.

Other Games / Plays Well With Others

Dungeons & Dragons 5th Edition
The simplicity of B1 has made it an enduring adventure for over 40 years.  I have used it with every version of D&D I have ever played. But if you want everything at your fingertips for easy conversions I do recommend the Classic Modules Today conversion of B1 In Search of the Unknown.
Goodman Games also offers their Original Adventures Reincarnated, with B1 and it's various printings going into their Into the Borderlands Hardcover. It features the original printings of the original module as a complete 5th edition update.
There is also a set of maps that can be printed out or used with virtual tabletops.

B1 and Astonishing Swordsmen & Sorcerers of Hyperborea
Like many old-school adventures, one merely needs to turn up the horror aspect to give it a good run in Astonishing Swordsmen & Sorcerers of Hyperborea.  Though there is not much that needs to be done to change it.  There is a feeling that Rogahn and Zelligar were messing with the forces of chaos a little more than they should have been.  Make that Chaos now with a capital "C" and we are getting the adventure closer to what we might see in AS&SH.  The one thing that always struck me about Quasquenton is that it is all underground.  It's not a castle, not really, but a warren.  Eric Fabiaschi suggests that the complex had been built by one of the older Lovecraftian races and the adventurers Rogahn and Zelligar only found it later.  It seems to fit for me.
Also given that B1 is an odd admixture of proto-Basic D&D, OD&D, and AD&D, the feel is perfect for AS&SH.


B1 and Blue Rose
In this mix, the chaos elements run the other direction so to speak.  Here Rogahn and Zelligar stumble upon an element of Shadow while constructing their castle/lair.   Maybe it has something to do with what I call the "Chaos Stone", Room 45/XLV "Cavern of the Mystical Stone".  This is obviously some artifact of Shadow and it either drone Rogahn and Zelligar mad, killed them or caused them to kill each other, or destroyed them outright.  Maybe all the above.
When converting ANY D&D adventure to Blue Rose I take some points from Fantasy Age where I can. In particular the monsters.  Typically in Blue Rose, you would not see this concentration of monsters in one place, the Chaos Stone/Mystical Stone is drawing them near.   As Envoys of the Sovereign, it would the character's jobs to find out what is going on and how to stop it.   I would give more background to Rogahn and Zelligar and stat up Marrissia a little more.
While this is a good "first-level" adventure in D&D, the implication of Shadow here makes this a much more dangerous enterprise.

Step with care here Envoys. More than your life is at stake.


B1 and Army of Darkness
One of my favorite mixes, but not my top favorite (more on that one next time).  Army of Darkness allows for all sorts of crazy adventures.  For the same reasons that B1 works for Astonishing Swordsmen & Sorcerers of Hyperborea, it works for this.  So imagine this, you have a party of Primative Screwheads, they are out in the woods. It starts to rain.  They find an entrance to a cave and boom, suddenly it is horror movie shenanigans. Monsters chasing you, weird-ass artifacts and cultists who are somehow still alive from the Middle Ages.  Have at least one archeologist to talk about how insane this all is and then go monster hunting and maybe, just maybe stop the forces of Chaos from ruling the world.  Use Dungeons & Zombies as your guide to covert D&D to Cinematic Unisystem.



Monday, February 3, 2020

Monstrous Monday: Lithobolia for OSE

“I love deadlines. I love the whooshing noise they make as they go by.”
― Douglas Adams, The Salmon of Doubt

So.  I missed my next deadline for the Pagan Witch for OSE.  I was working on getting things done for Night Shift and my day job has been pretty busy.  But this is fine, it has given me a chance to make it a better book and to review the OSE rules and style guide some more.

The OSE style guide has a short monster stat block template and a long one.  The short one is the one seen in the current OSE books and what I have been posting for a while.
The long one though is more to my liking.  So let's give it a go.



Lithobolia*
Stone-throwing "demons" summoned by witches to plague homes. They are invisible and intangible.

Armour Class 3 [17]
Hit Dice 5 (hp)
Attacks 1 × rock (1d4)
THAC0 15 [4]
Movement Rate 90’ (30’)
Saves D10 W11 P12 B13 S 14 (5)
Morale 10
Alignment Chaotic
XP for Defeating 300
Number Appearing 1d4 (2d10)
Treasure Type None
  • Intangible: Lithobolia are spirits and cannot be seen or hit by anything other than magic.  A Detect Invisible spell will locate them and they take damage from magic and magical weapons.
  • Elemental Spirit: Lithobolia are elemental spirits of the land.  They are not undead but can be turned by a Druid as if they were a cleric of the same level.
  • Immune to charm, hold or sleep spells.
  • Can be dismissed by clerics, druids or witches with Dispel Magic or Dispel Evil spell.  Creature can return after 24 hours.
I like this format better.

So. The Pagan Witch is coming. 2020 is shaping up to be a big year for me publication wise. I have heard from three publishers who have manuscripts of mine saying this is the year they will get them out.  Looking forward to it.

Sunday, February 2, 2020

Weekend Gaming: It's Always Sunny In Waterdeep

The kids had their games this weekend.

Friday Liam has his group, The Dungeoneers that have been playing together for over 10 years.  He ran a 5e game and had a blast.

Saturday was the game with Connor's group with Liam running.
They were supposed to go on a quest, given to them by a librarian in Waterdeep, they headed out to the forest area outside.

Instead, they spent three days looking for 62 mushrooms, 134 "magic" carrots, some catfish and berries.  The druid has decided that the forest needs to reclaim the land and has been casting Plant Growth and Commune with Nature to convince the forest to retake the lands.  The goblin warlock decided it would be fun to play a joke on a horse so they stabbed it, killing it and then they got in a fight with the owner.   They also crashed the funeral.

It was Gwen's (of the Goblin Warlock) birthday today and like everyone else in the group, they wanted to celebrate their birthday here, playing D&D.

We made the group ham & cheese sliders and turkey, bacon and provolone sliders.





We made these for both boy's respective New Year's Eve parties and they were a huge hit.

Since it was a birthday game we also made homemade cupcakes (yes from cake flour and everything) and brownies.


It was a blast.  The characters did not get very far and the Goblin is now wanted for murder and killing a horse.

Sunday was Liam's High School / College group. Kids he met in High School and continued into their college days.

This is his Curse of Strahd game.  So what is on the menu?  Bolognese sauce of course!

So three games this weekend. Not too bad really.

Saturday, February 1, 2020

BlackStar: The United Federation of "hold my beer, I got this"

Ok. Not *really* BlackStar related, but this is in the back of my mind the whole time I am thinking about BlackStar.  This is always worth forwarding.   Some of the comments are gold too.



The United Federation of "hold my beer, I got this"




Friday, January 31, 2020

Kickstart Your Weekend: Swords, Wizards and Heroes

A couple of big Kickstarters today.

First up a BIG one.

Swords and Wizardry: Limited and Collectors Edition Box Sets


https://www.kickstarter.com/projects/froggodgames/swords-and-wizardry-limited-and-collectors-edition-box-sets?ref=theotherside

This one is going fast.  The early bird options are all gone and all the original stretch goals we met in the first few hours.  I scored a Collector's Box (pictured above) but there are still great options to be had with this.


The Hero's Journey 2e


https://www.kickstarter.com/projects/gallantknightgames/the-heros-journey-2e?ref=theotherside

The Hero's Journey 1st edition was a delightful game. It was the perfect antidote for grim-dark murder hobo games that seem to be so popular.  A nice cup of tea vs whatever they sell in the local run-down dive where characters are supposed to meet.

We are in the last few minutes of this one!


Thursday, January 30, 2020

Greyhawk and D&D 5

The next D&D 5 book, Wildemount, is already breaking sales records for D&D and is well on it's way to being one of the most successful D&D books ever outside of a core rule book.

Yet some people are still not happy.

In fact, what they want is Greyhawk.


I get it. I do. There are some things I would love to see too. I love Greyhawk, it was my world for my high school days...back in the 80's.

There are petitions out now and some have been out for a while.  And let's be brutally honest here, petitions like this never work. Combined they are still just over 1,170. In other words nowhere near the 773,000 subscribers to the Critical Role YouTube channel.

I see postings of people complaining about the lack of Greyhawk, Planescape, Spelljammer, and others.  I have to be honest here, they are often from people that I also see claiming they don't play 5e.   Even if they do, they a tiny, tiny sliver of the potential buyers.


Sorry. But there are just not enough of us to make it financially viable.

There is an option for people that want Greyhawk in 5e.  Just get the Greyhawk boxed set from DriveThruRPG.

The World of Greyhawk Fantasy Game Setting for 1st Ed is still all you need to play.
It is just under $10 too.  I grabbed my boxed set and in 130 total pages, I found four (that's 4) that would need conversion.  You won't even need to convert these if you never use the Quasi-Deities.   I never have in 40 years.

The gods are all in 1st ed stats, but gods should not have stats in the first place.

Really. I have everything I need for a Greyhawk 5e game.  Would I like a Greyhawk 5e book? Yeah! I would love one really.  I am very much in that slim crossover on the Venn Diagram of "Just These Guys".  I am These Guys.

Maybe WotC will come out with it someday.  But in the meantime, I am doing ok and I suspect many of you really are as well.

Tuesday, January 28, 2020

BlackStar: Kzinti

One of the races I really enjoyed back in the Pre-TNG days of Trek (Pre 1987) was the Kzinti.  I was very familiar with the race from the Animated series and was aware, vaguely, of the "Man-Kzin Wars" books by Larry Niven.  I also knew of what would now be called fan-fiction in the form of some weird Trek zines I remember from the day.



The Kzinti in the Trek Universe
The Kzinti homeworld is called Kzin and it orbits 61 Ursae Majoris about 31 light-years away.  Humans of the late 21st century, pre-warp Earth headed to towards this system in the great migrations from Earth. On their way, they encountered the Kzinti and the first of three wars between the two races began.  The Kzinti are violent, expansionistic, and convinced of their own superiority.  The Kzinti lost each time to Earth's forces (then mostly sub-light ships) and they never got over that they lost to an "omnivorous" race.
The stellar cartographers of Starfleet named the Kzinti area of space the Kzinti Hegemony. Their own name for their government can be translated as The Patriarchy.

By 2151 Starfleet had pushed the Kzinti back to their homeworld and Archer IV, also orbiting 61 Ursae Majoris, was established as an Earth colony.  By 2371 it was a fully inhabited Federation planet.  The confusion came about because the Kzinti call any world they inhabit as their "homeworld".  The Federation not only defeated the Kzinti, they humiliated them.



So we have a chauvinistic race, that has a government called the Patriarchy, who is convinced they are superior to all other races and yet still got their asses kicked by the Federation. If you think I am not going to have a go at that then you have not been here reading this blog for long!

Besides.  Star Trek was doing Social Justice in the 60s.  This is a perfect subject to do in a Star Trek RPG.

I am planning on making them my "little bads" or at least make them appear to be the big bads.  They are not, they are just a pain in the ass.  Their area of space is close (ish) to other parts of the federation including Memory Alpha. This works out well since the first mission of the USS Protector is a "milk run" to Memory Alpha.  Yes I am making the first adventure a run to the Federation "Library" as an homage to all the library runs I made to read books about space, astronomy and then Lovecraft and Star Trek.



A couple reasons that make the Kzinti great for my BlackStar game is they are superstitious, still believe in magic and ghosts (and why not, they have a high level of psionic individuals in their population) and maybe best of all they allow me to use some ideas I have created for other games that would find fertile ground here.

Rebuilding the Kzinti for BlackStar
I am setting my BlackStar game between the TOS and TNG eras.  A time, calendar wise that also corresponds to the time when I first discovered the Kzinti and a time of evolution of Trek and in particular the Klingons.

In a fairly real sense, the Kzinti represent stepping stone really between the "old" and the "new" Klingons.  The honor, the violence, and even the warrior caste system of the Kzinti can be added to the old, or TOS Klingons to create the newer TNG and movie era Klingons. 
Since this "in-between" time is also covered fairly well by the FASA Trek game I will turn to it for ideas.

FASA Trek, much like Starfleet Battles, can be seen as an alternate evolution of the same core Trek from the Original Series on.  I am already borrowing a lot from FASA Trek, so I might take some of their ideas on Klingons and use them for the Kzinti.

In particular, their philosophy of "That which is not growing is dead." to explain their desire to expand their territory again.

I am not going to make Kzinti available as a playable race. If I want something like that I'll go with Caitians like M'Ress and Srrel.



White Star

Kzinti Warrior
KZINTI WARRIOR
ARMOR CLASS: 7 [12]
HIT DICE: 2
HDE/XP: 2/25
SAVING THROW: 17
TOTAL HIT BONUS:  +2
MOVEMENT: 12 (12 when climbing)
SPECIAL: Dark vision 90 ft, Climb
ATTACK: Claws (1d6) or by weapon

KZINTI PSYCHIC
ARMOR CLASS: 9 [10]
HIT DICE: 1-1
HDE/XP: 1/15
SAVING THROW: 17
TOTAL HIT BONUS:  +1
MOVEMENT: 9 (0 when climbing)
SPECIAL: Dark vision 90 ft, Climb, Psychic Blast,
ATTACK: Psychic Blast (1d6)

Starships & Spacemen

Kzinti Psychic
KZINTI WARRIOR
Encountered: 2d4 (2d10)
Movement: 120' (40')
Intelligence: Average
Psionic Potential: inactive
Hits: 2d8
Armor: 7 (2 with power armor)
Combat Skill: 12
Save: L1
Attacks: 1
Damage: By weapon
Morale: 10
XP: 25

KZINTI PSYCHIC
Encountered: 1 (1d6)
Movement: 90' (30')
Intelligence: Above-Average
Psionic Potential: active
Hits: 1d8
Armor: 9 (5 with power armor)
Combat Skill: 6
Save: L1
Attacks: 1, Psychic Blast
Damage: 1d6
Morale: 7
XP: 15

Kzinti Warriors are 2.1-meter tall  220 kg, barrel-chested felinoids.  They can attack with claws but prefer weapons.   They have long tails and hairless ears.  Their eyesight is good in the dark, but their sense of smell is superior to that of Terrans.  They are voracious carnivores and must consume raw meat. They can survive on replicated food, but they will claim it has "no life" to it.
They are a superstitious race and will not use the weapon of a fallen foe believing that the ghost of that foe still haunts the weapon.
Kzinti Warriors will often add honorifics to their name and title. So a captain of a Kzinti warship that has never been defeated might call himself Vrust-Captain, the Undefeated.

Kzinti Psychics almost apper to be a different race.  They are much smaller, 1.8-meter, and much thinner at 130 kg. They are hunched over and appear to ready to fall over.  They are powerful psychics and know many attack and defense modes.  They are often used to extract knowledge and secrets from other species.  Even though they appear frail they are driven by the same desires that affect the warrior caste.  This has caused many among the psychic class to adopt cruelty to others weaker than themselves which is even marked by Kzinti standards.

Monday, January 27, 2020

Monstrous Monday: Bánánach for OSE

Bánánach
Working on all sorts of things, mostly getting my bits of Night Shift done and a TON of day job stuff.

I wanted to get The Pagan Witch out to you all soon, and I still might, it is done, minus some little bits. Here is something in the mean time.

Bánánach
Semi-transparent spectres of witches that haunt battlefields or other areas of great violence.
AC 3 [16], HD 5** (18hp), Att 1 × touch (1d6 +ability drain), THAC0 15 [+4], MV 120’ (40’) / 240’ (80’) flying, SV D10 W11 P12 B13 S14 (5), ML 12, AL Chaotic, XP 175, NA 1d4 (1d6), TT None

▶ Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
▶ Mundane weapon immunity: Only harmed by silver weapons or magic.
▶ Damage reduction: Half damage from silver weapons.
▶ Energy drain: A successfully hit target permanently loses one point of Wisdom. This incurs a loss of all other benefits due to the drained ability (e.g. spells, saving throws, etc.). A person drained of all Wisdom becomes a wraith in one day, under the control of the bánánach that killed him or her.

A bánánach is the specter of a witch.  They are attracted to areas of great death and suffering.  They can be seen flying about the areas of death.  They drain the willpower of those she attacks. 
They are often accompanied by 2-3 wraiths.

Sunday, January 26, 2020

Weekend Gaming: Wormholes and Chicken

Liam and Connor's 5e game is going on this weekend.  They are going deeper into Curse of Strahd, but as typical the party made a left turn when they should have just kept going straight.

While looking for a passageway across a mountain range they came across a "cave", turns out it was a wormhole, or rather the passageway for a small purple worm.

A special treat, we are using my old Ral Partha Ravenloft minis.

On the dinner front.  Tonight we made chicken stroganoff,  potatoes, and homemade focaccia bread.




In the meantime, I got some Blu-Rays in the mail for my October Horror Movie Marathon.


50 movies so far, ready to go!