Thursday, March 7, 2024

Reviews: Cities of the Forgotten Realms

 I am going a little out of order today with my Forgotten Realms reviews. I still have one (or two) 1st Edition products to review, but I wanted to cluster these three together—all three, not my originally planned two—since I am opting to add in a PDF when my original plan was only to review items on my shelf. So, I am breaking all my rules in one post. It does tie into the mini-city adventure I did with them this weekend.

Forgotten Realms City books

Given some recent movie announcements, I could not help but popping in my well-worn soundtrack to "The Crow."  Every city in the 90s was dark and rainy. 

I also want to state that NONE of these products were what I once thought they were and I often mixed them up.

FR1 Waterdeep and the North
FR1 Waterdeep and the North

Design and Development: Ed Greenwood, Product Coordination: Jeff Grubb, Editing: Karen S. Martin, Cover Art: Keith Parkinson, Interior Art: Chris Miller. Maps: Frey Graphics and David Sutherland, Heraldic Escutcheons: David E. Martin, Typography: Kim Janke, Keylining: Stephanie Tabat.

1987. PDF, Full-color covers, and maps. 78 pages.

I am basing this review on the PDF from DriveThruRPG only. If I can find a good copy (game store auction tomorrow night!) then I will grab it. And this is one where the boxed set would be nice to have.

This is the first proper Forgotten Realm reference, with the Moonshaes the second

You might have noticed that I listed everyone involved with this product above. The Realms, in this iteration, has become a joint effort. Yes, Ed Greenwood is the father to this brain child of the Realms. He has suitably impressed me here and in the pages of Dragon Magazine. Ed's position here is solid and secure. But if "it takes a village," it takes much more for a city like Waterdeep.  Even *I* know about Waterdeep, I still call myself a novice here.

This book introduces us to Waterdeep, the "City of Splendors", and the surrounding countryside of "The North."

It is a good introduction really, starting with Chapter 1: An Introduction to the North. The surrounding lands are detailed. While I knew of some of these, this put them into better relationship with each other. For me? I like having a map open to see where I am while reading. There are no maps of this area in this product. Not a huge deal, really, since they are with the Forgotten Realms boxed set. But a small one might have been nice, at least of the area in question. Thankfully there are also plenty of good maps for this area online.

Chapter 2: An Introduction to the City of Waterdeep, takes us to the City of Splendors. We get some history, some names of important people, and (most importantly to me right now) the city's legal code. 

Chapter 3: The City Wards divides the city up into various wards. As a Chicagoan, this makes a lot of sense, and I am sure to anyone that has ever lived in a good-sized city, it will as well. I will point that while this is all about Waterdeep there is an assumption here that you can use this information to also build your own cities. Each ward has a name (Castle Ward, Sea Ward...) and various locales are mentioned. Some are just a name and what they are ("The Blue Jack," Tavern) so it leaves a lot of room to expand on what you can do with own Waterdeep. There are over 280 named locations, not counting the sewers, here.  There is a lot of life here and almost none of it is detailed. YES, I mean this as a GOOD thing. I don't want the names and detailed back stories of every magistrate down to beggar orphan here. I want room to discover and grow. Give me enough and then back off. 

Chapter 4: Life in the City. (Yes...Despite listening to the Crow Soundtrack, this is the song going through my head as I type this. Any resemblance between my Sinéad and Kate St John of Dream Academy is purely coincidental, I am sure.) Everything that makes a city work. Religion, money, goods and services. This is the life blood of any city and Waterdeep is livelier than most. There are notes about spending the winter in Waterdeep as well. The Forgotten Realms always says the quiet part out loud, and this is a world full of adventurers. To paraphrase the old saying, "All roads lead to Waterdeep." And while you are there, behave yourself. There is even a section on the going out at night, manners and dress. Now I want all my characters to go out an buy some nice part clothes for an after-hours party.

Chapter 5: The Guild and Factions of the City covers exactly that. Ever since Fritz Leiber (and of course WAY before) and Fafhrd and the Gray Mouser, FRPG Cities have had thousands of thieves' guilds, merchant's guilds, secret guilds, and, in a Forgotten Realms trademark, Adventuring Guilds. The guilds of Waterdeep are listed in three columns and then detailed in the next 7-8 pages. Again, there is the tacit notion here that you can lift these and use them in your own Forgotten Realms city. This becomes more implicit in future products.

Chapter 6: Noble Families of Waterdeep gives us some names and crests, the most "Greyhawk" like chapter so far.  

Chapter 7: Selected Non-Player Characters of Waterdeep covers some notable NPCs in greater detail. It would not be a Forgotten Realms product without some notable NPCs.

Next are adventure hook chapters.

Chapter 8: Beginning a Campaign in Waterdeep covers exactly that. And there are some great ideas here too for such a short chapter. Though to be honest if you get to this chapter and don't already have ideas then this one won't help you.

Chapter 9: Adventures in Waterdeep is the one chapter I wanted to read the most. Chapters 1-7 are great and full of ideas, but I want to discover this city as an adventurer, not as a scholar. Back when I lived in Southern Illinois, right before I moved to Chicago, I had a map of the city on my wall. I would go over that map for hours on end just fascinated by it. When I moved to the near West Side (just a notch north of Little Italy and west of the Loop) I was surprised for how little that prepared me for all of it. The City is a living place. Chicago is. New York is. And so should Waterdeep.

There are seven "mini" adventures here. I ended up using none of them!

After this (what would have been the inside covers), there are maps of the major wards and a large piecemeal map of the city for the next 10 pages. Yes, I could print them out, but I am holding out for now.

This is not the final nor most authoritative word on Waterdeep by any stretch. It is a start though and a good one. 

The next two products should have probably swapped names. 

City System

by Ed Greenwood and Jeff Grubb, Editing: Karen Boomgarden, Typography: Betty Elmore, Cover Art: Larry Elmore, Keylining: Stephanie Tabat, Cartography: Dennis Kauth and Frey Graphics.

1988. PDF and Print on Demand. Full color covers and maps. 

Again this one takes a lot of work from a lot of people. This book follows quickly on the heels of FR1 Waterdeep and the North.  It was a boxed set, but for this review I am considering my PDF and Print on Demand versions from DriveThruRPG.

There is some repeated information in this set from the Waterdeep set. For example the entire legal code on Page 7 of this product is the same to the one in FR1 Waterdeep and the North starting on page 18. I am not 100% sure if I mind this though. I mean in truth back in 1988 this might have bothered me, but now? Well, I have the PDFs I could print them out and put them into a big binder called "Waterdeep" and organize how I see fit. I might do that in fact.

This book is more like a tourist directory to Waterdeep. The laws are discussed, the buildings are numbered and given a name. The BIG attraction to this set are the maps (which are printed here and given as a separate ZIP file.) Well, the Larry Elmore cover is striking as all hell to be honest. 

If you like random tables then this is your book. Lots of tables on encounters, goods, items gained from pick-pocketing, and more. 

Ignoring the use of this as an independent product it makes for a great addition to FR1 Waterdeep and the North. The two together would be a perfect product really.  Looking ahead to my other Forgotten Realms books I see I don't actually have a giant map of Waterdeep. Should I rectify this?  The maps in this product are gorgeous, and it would be worth my time, effort, and money to get them combined and professionally printed. Or burn through my printer ink to do it on my own and mount them to some cardboard with Scotch tape. Depends on how much I end up playing here. If I don't, it certainly will not be for lack of options!

FR8 Cities of Mystery

by Jean Rabe. Art Larry Elmore (cover), Dennis Kauth (buildings), Christopher T. Miller (interior art).  Editing Kim Mohan. Product Manager Bruce Heard. 

1989. Boxed Set and PDF. 64 page book, 2 large 25mm compatible maps, 4 6-page card stock buildings.

This is a fascinating product, and there is a lot going on here. I am reviewing my boxed set for this. There is a PDF and a softcover Print on Demand from DriveThruRPG as well. 

What do I love about it? Well, for starters, that Larry Elmore cover is one of my favorite covers of all time. Really. I love how if looks and while the old adage is true, this cover made want to buy this product. When my old DM and I talked about our "Urban Survival Guide," this was the cover we thought about. 

Also it came out in the liminal time between 1st Ed and 2nd Ed with a note on the cover that is was compatible with both. That is not entirely true. It is broad enough to be compatible with ANY fantasy RPG that has a city. There are almost no game stats here save for the adventures at the end. 

In truth this product should have been called "City System" since that is what it is. This not about Waterdeep except in the most broad of terms. 

The first part is a 64-page book that covers all sorts of details on building your city. This includes details like where it is (and how that changes the city), how big is it, taxes, defences, the government. Everything that was laid out for you in the Waterdeep and the North and City System sets are now up to you to figure out. 

There is also a section how make Characters work in a city based adventure. Honestly that would have been the gold right there. 

The rules are put to use in Sauter, City by the Sea, and there are five mini-adventures to help the DM and Players along. Honestly I want to run the Maltese Roc based on the name alone.

If that were all then yes, this would be a fine product. Not great, but added to the Waterdeep and the North and City System books it would make a great trilogy of playing in the city (sounds like a Stevie Wonder album). But that is not all there is. 

There are two large double-sided maps for 25mm scale minis and four packages of 6-page cardstock building to build.

Cities of Mystery set

Since it is a boxed set, I am also keeping duplicates of old Dragon magazine articles about cities in it. 

This is from 1989. D&D would not get this mini-focused for another 11 years. And it all still works with any edition you care to play with it.  I read that this was going to be the first of some similar products to expand the cities even further. But honestly I am not surprised that there were not more. This looks like an expensive thing to make. 

Sinéad encountering two desperate thieves
Sinéad encounters two desperate thieves

For the PDFs you would need to print out the maps and buildings to build them. I would glue them to some cardstock or print them on cardstock if your printer can do that. The advantage of the PDF and this system? As long as you can print, you can have as many of these buildings as you need.

Looking at All Three City Sets

FR1 Waterdeep and the North, City System, and FR8 Cities of Mystery are all great for that late 80s feel of the Forgotten Realms AD&D.

While each product is good individually and does what it sets out to do, one of the others points out its minimal shortcomings. Combined, they work fantastically together. So well, it makes me wonder whether I even need to leave the city! 

Regardless of what city in the Realms becomes my home base (I am still partial to Baldur's Gate, but Waterdeep might win me over) I have the tools and the means to expand on it all.

Ill Met in Waterdeep

So, for my first foray into Waterdeep, the characters were all arrested. No "we met in a bar." It is "we met in jail." Sinéad, Arnell, and Rhiannon meet up with Nida (I wanted her introduction to be memorable), Jaromir, and Argyle. Who are these characters? Well, Nida, I have talked about already. Argylle is my experiment on having a character from another world end up in the Forgotten Realms. In this case a Dwarf from Rockhome, aka Mystara and the D&D B/X set. In his world his class and race is Dwarf. Here he is now a Dwarf Fighter, but I started him off as a BX Dwarf. My oldest loved that since he is playing an alternate game with his groups using D&D Basic. 

Ill met in Waterdeep

Jaromir is my first real barbarian character ever. I will full admit I am playing him like I played Minsc in Baldur's Gate 3. In the video game Minsc is a Ranger, but I always gave him levels in Barbarian. Jaromir is my Minsc stand-in. Big, dumb, blonde, but a heart of fucking gold. He is so very different than anything I have ever played before. Well...he is Rashemi (like Minsc) and he is on his Dajemma. But he set out without a witch (I have no idea why yet; I only recently learned about Dajemma), so he has decided that Rhiannon MUST be his witch. Which gets him fighting with Arnell, who turns into a wolf. Nida is there picking pockets in the ensuing chaos (gotta use those tables!) and the lot of them get thrown into jail.

Since I am moving ahead in time with my reviews I also opted to use the revised AD&D 1st Ed sheets here. Except for Argyll's he has a Basic Sheet.

I wanted to get a bit further than that, but this is where I am now. I know that the characters are bailed out by a minor magistrate named Eldrith Dunslaughter, a rather pompous and unpleasant human with designs of his own. I also know the characters need to work together to find a minor stolen item called the "Stargazer's Compass," which he claims was stolen from his own collection. I have my doubts it was his. (note: no idea if this is related to the MTG item of the same name. No one here plays.)

Find the compass, and their debt to society is paid. Fail? Well, there is always community service. 

Hope to learn more soon!

If you like cities and the Waterdeep in particular I highly recommend checking out Oneiropolis, the new Patreon site from game designer Joseph D. Carriker.  He was the one who helped me bring Garnet to life in Blue Rose, and now he is taking his skills to a wider audience. Well worth checking out.

Tuesday, March 5, 2024

Mail Call Tuesday: Mini Duchess & Candella, Spanish WitchCraft

 Got some things to support two of my new on-going obsessions.  

Up first, some new HeroForge "standee" minis of Duchess & Candella.

Candella & Duchess Standee minis

Candella & Duchess Standee minis

Candella & Duchess Standee minis

They are flat, made of plastic about 3 mm thick. Their colors and design perfectly match those I used on HeroForge. 

Candella and Duchess

They got here rather quick to be honest. Much faster than the 3D-printed color minis. And cheaper too.

I always wanted to try these, and since I needed these minis in a hurry I opted to go this route for these two. I am happy with them, but I do prefer the 3D color minis. But they do come with nice little bags to store the mini or dice in.

Hero Forge minis and standees

Next up a "new to me" version of one of my all-time favorite games.  The Spanish Language version of CJ Carella's WitchCraft RPG.

WitchCraft RPG

The Spanish Language version from Edge most resembles the Eden Studios 2nd Edition. The text is the same and the art is the same.

Wicce in Spanish

The difference of course is this new Edge version is in Spanish.

I am happy to have this as this was one of the other "Holy Grail" items for my Spanish collection of RPGs. It was also the last CJ Carella WitchCraft book I am likely able to buy. 

CJ Carella's WitchCraft RPG

I am pleased that I was able to read a lot of it. Granted, my Spanish is still very limited, but I know this book very, very well. 

My collection of Spanish Language RPGs is not huge, but it covers my favorite games and about 85-90% of the games I like to play.

Spanish Language RPGs

Not a lot, but enough to keep me busy for a while.

Monday, March 4, 2024

Monstrous Mondays: Giants Apes and Progress on Basic Bestiary 1

 Editing continues to Basic Bestiary 1. Right now, I am working under the assumption that is will be one very large book for Vol. 1, currently subtitled: "Monstrous Maleficarum."

How big?

Well. Right now, it is at 340 pages and 138,000 words.  That is not counting art or introductory text.  Or problems like what I have today.

As I am editing and sending stuff out of peer review and editing, I am also seeing more gaps. Not gaps in content per se, but gaps in things I wanted but forgot to add. This next monster is a pretty obvious one to me. 

One of the biggest reasons I wanted to do my own monster book was largely due to a love affair with monsters since I was a child. My mom always had great horror stories to tell us while growing up, and more than a few monsters in BB1 were her ideas. But my dad and I watched all sorts of horror movies together. In particular, we loved what I called "Monster Movies," which featured a monster or creature. Among these were of course a lot of "Dracula movies," Godzilla, and one of the first movies I can ever remember watching with my dad. The 1933 King Kong. I have seen every Kong movie since then and the always remind me of sitting down when I was little and watching them with my dad.

The fact that my first pass of the Basic Bestiary didn't have a Giant Ape in it is criminal. 

Now in my defense I was sure that Giant Ape had already been done in the classic monster books. But it turns out it wasn't. Well, today, I will change that. 

This is also the format I plan to use for the Basic Bestiaries. Some "Advanced" information here is helpful and Descending and Ascending AC. I added a "To Hit AC 0" line and a line for Languages.  Also, each monster will get ability scores. AC, hp, and damage adjustments have all already been added.

Ape
Ape, Gargantuan
Gargantuan Beast (Primate), Very Rare

Armor Class: 0 [19]
Hit Dice: 14d8+56 (119)
Move:  360' (120')
Attacks: 2 fist (bash), 1 bite
Damage: 3d6+5 x2, 1d10+5
Special: Gargantuan size
To Hit AC 0: 4
No. Appearing: 1 (1)
Save As: Monster 14
Morale: 10 (NA)
Treasure Type: None
Alignment: Neutral (Unaligned)
XP Value: 2,300

Languages: Own

S: 24 I:W: 8 D: 10 C: 20 Ch:

The gargantuan ape is a rare and awe-inspiring creature to behold. It appears as an ordinary ape, though it makes more use of bipedal movement than a typical low-land gorilla, which also uses its forearms. There is also more than just a hint of intelligence in its eyes. The overall effect is one that this could have been, if not for its great size, some lost link between humanity and apes. Its most distinguishing feature, though, completely rules out this possibility. The gargantuan ape towers over ordinary apes and humans at an astonishing 25' tall. Thankfully, such creatures are rare and often only found in remote parts of the world.

The gargantuan ape's behaviors are similar to that of its smaller cousins. It eats prodigious amounts of plant food and lives in isolated plant-rich areas like rainforests and jungles. This creature is also known to add various animal life to its diet, likely resulting in their slimmer frames, like that of a carnivorous ape, and keener intellect. They are not hunters per se; their massive size prevents sneaking or ambush hunting, and they can typically pick up and eat any smaller animal. They are more opportunistic hunters. Culling herds of their weakest members. They typically eat giant-sized insects, large birds, or the occasional large lizard.  

These creatures are often found in "lost world" locations where explorers have also found great lizards of an ancient and bygone age (dinosaurs). Their battles with dinosaurs are awesome and terrifying to behold. Sometimes, they are even worshiped as gods by local primitive human populations.  

Gargantuan apes have no treasure. They have no concept of it and have no use for it. However, the land they live in is often filled with items collectors find valuable. In addition, and perhaps the most troubling, are their graveyards. Not only does this mean these creatures are intelligent enough to have a concept of death and rituals around them, but also what some of these remains imply. There have been skulls located in these burials that suggest that some of these creatures grew to 150' or more in height. Some of the largest skulls have even been decorated to honor the dead. Others still have damage to them, suggesting an even larger predator with large, sharp teeth.

--

Currently, I do not have a solid publication date for Basic Bestiary 1 save for sometime this year.

Thursday, February 29, 2024

Review: N5 Under Illefarn

N5 Under Illefarn
 My exploration of the Forgotten Realms continues with the next adventure on my list, N5 Under Illefarn by Steve Perrin.  I actually ran this adventure a while back at the start of my 5e Second Campaign long ago. My first real attempt at getting a Realms game going. While that game would end up in different directions, the adventure is still a solid one. 

N5 Under Illefarn

by Steve Perin. 1987. 50 pages, color covers (Jeff Easley) and maps (Stephen Sullivan), black & white art (Luise Perenne). 

I am reviewing the PDF and Print on Demand versions from DriveThruRPG. 

This is a "Novice Level" adventure and, likely due to timing, became connected to the Forgotten Realms.  It is also the first of the N series to feature the Forgotten Realms banner. Something similar happened to the H series on the other end of the level spectrum.

When I talked about Module N4 Treasure Hunt, I mentioned that it was a great starting adventure that missed a little of what also made B2 Keep on the Borderland so great. This is fine since we already had Keep on the Borderlands. N5 strikes a middle ground. There is a base of operations, plenty of "wild" areas to explore, and a hook. It also works as a direct sequel to N4. You can play it stand-alone (as I did in 2017) or as a follow-up.  Both have advantages.

Like N4, we are given an overview of the AD&D 1st Ed game, in particular the races and classes. Now, back in 2017, I said: "I am going to run it through like an AD&D game. So no tieflings or dragonborn. More gnomes, though, never have enough of those." That was a mistake in retrospect. If anywhere is open to Dragonborn, Tieflings, and all the new post-AD&D 1st-ed races (remember, tieflings are AD&D 2nd-ed), then it will be Faerûn.  There is a bit on how you all get to Daggerford and what happens once you are there. I admit I did not like the idea of the characters needing to be in the Town Militia until I started thinking of this adventure as akin to an episode of "Cops" or, more to the point, the parody "Troops."

The base of operations for the characters is the small frontier town of Daggerford. So, like the Keep. From here the characters can go on quick adventures and then come back. An idea implicit for B2 KotBL, but here it is baked in. 

Forgotten Realms, Starter Sets

The DM's section gives some background on the village of about 300 people and some 1,000 total living in the surrounding area. Sounds like where my wife grew up. The area and the city make are given. This includes many of the shops and building and what surrounds the village. There is even a bit on the "Big City" Chicago,  I mean Waterdeep. 

The main personalities of the town are also detailed. One of the things I had to used to (and get over) was that the Realms is about people. I can choose to use who I want. In 1987 this annoyed me, but in truth I was already switching my point of view then. Now? Now it is great. I mean, do I need to use Duke Pwyll Greatshout Daggerford? No. But why would I not want to? 

This covers about the first half of the book. After this are adventures.

What kind of adventures? Lots! The first page has the AD&D staple, the Random Encounter Tables. One of the outcomes is a Ceratosaur! Imagine this. You are a still a newbie adventurer. You just recently learned which is the pointy end of the spear and which is the end you hold. Now you are on milita duty, and someone finds dinosaur tracks on your very first day on what you were told was going to be dull work making sure kids don't steal apples in the marketplace.

Kudos to Steve Perrin for getting going. And that is just one random encounter. I mean there is also a hermit. Yes, I said he is the same one from the KotBL. Why not. There are also werewolves, which I am using later on. 

Among the detailed adventurers are a raid by Lizard Men (why I grabbed this in 2017 to be honest), basic Caravan duty, a kidnapped daughter of the Duke, and the titular Illefarn in the Laughing Hallow. The adventures range from a couple of pages to several. 

The best thing about this adventure. Well, one of the best things. You can run it in many short adventures to get new players into the game. Need to spend an extra hour explaining rules? No worries, do that and send them on Militia duty to guard a caravan against orc raiders. That's a solid session.

Note About the Pring on Demand Print

The PDF from DriveThruRPG looks great and served me well in 2017. Recently I also grabbed the Print on Demand copy from DriveThru. There is some dithering from lower resolution art being brought up to print quality, but the text looks like it has been redone so it is nice and sharp and easy to read. I should note that it is not all the art. Some look rather crisp and clear as well. They may have had some of the higher resolution versions still on hand.

Under Illefarn text

Under Illfarn, Print on Demand cover

Again, we have a great introductory adventure. Not just good to introduce people to the AD&D 1st Edition game but also a great way to ease into the Forgotten Realms. Waterdeep is too big of a bite for new players (and characters) and many of the "big names" are still too big. This is nice little village with some fun problems to solve. A taste of adventure. An appetizer in small portions OR more akin to Tapas or Dim Sum. Small plates that can add up to a nice full meal.

Sinéad's Perspective

"Just a small-town girl. Livin' in a lonely world..."

At the outset of these reviews, I said I wanted to explore the Realms through the eyes of a native, but one that was just as naïve as me. Sinéad is that character. 

She finally made it to the main land after surviving her own kidnapping and adventures in the Moonshaes and the Korrin Archipelago. And was absolutely broke. Like I said, at first I balked at the idea of forcing the characters into the Daggerford Militia, but in truth it works very well. Sinéad, given she knows how to play an instrument was given the job of trumpeter. She at least gets a spear too. 

This actually works. I went back to look over her Baldur's Gate 3 setup and her background there was Militia as well. This was before I knew I could change it. So, yeah. I guess that is what I am doing.

When my oldest son gets off of work from his bakery job (he is a pastry chef and a damn good one) we work out what these characters are doing and roll some dice. It has been great really.

So. Sinéad is in the Militia. She has a shiny new trumpet, a not-as-shiny new spear, and a blue tabard proclaiming she is part of the militia. If she is going to survive the Realms, she will need some friends.

My Realms Crew

So, who do we have here?

Nothing Like the Sun...

Up first is Rhiannon. Yeah, I am embracing the clichés here. But in my defense, I did start her up with that in mind.  She is a Dragon Magazine #114 witch. There is some evidence that Ed used the Dragon Magazine witches in his own game. She is a member of the "Sisters of the Moon" coven, something that will become important later on. If Sinéad is my Realms exploration character, and Larina is my witch exploration character, then Rhiannon is where they meet. Again. Expect clichés here. This my chance to go all out.  

I already decided that Sinéad honors Sehanine Moonbow as her personal Goddess, even above that of The Earthmother of the Moonshaes. Maybe this is one of the reasons she wanted to leave. Rhiannon knows about Sehanine. She also knows about Selûne and, oddly enough, Shar.  At this point, Sinéad doesn't know enough about Shar to find this odd. 

Rhiannon is not in the militia, but she is the friend of someone who is. 

Bad Moon Rising

The next character is an in-joke with my son and me, but I really liked where the character is going.  Arnell Hallowleaf is a male moon elf cleric of Selûne. He is in the militia as a healer. There are obvious reasons why Sinéad would seek him out. He is a cleric for starters, also he is the first full-blooded moon elf she has met other than her own mother. So, this has given her a chance to find out more about the moon elves.  Players of Baldur's Gate 3 might recognize this name. He is the father of Jenevelle Hallowleaf, aka Shadowheart, in the game. But that is not until DR 1492. Jenevelle is not born until DR 1447 and this is still DR 1358.  Arnell is a young elf. His future human wife, Emmeline, has not even been born yet. So maybe (taking a page from Sarek of Vulcan's book) Rhiannon (a human) is his current girlfriend/wife. Which? I don't know, I have not gotten there yet. 

I do know that at some point in this adventure, he is bitten by a werewolf and becomes one. His devotion to Selûne is what keeps his lycanthropy in check. 

Arnell HallowleafRhiannon

Both characters are here to let me explore some different ideas. Talking it over with my oldest, he suggested that if Johan were from the Realms, he would have been a cleric of Selûne. Arnell is not a Johan stand-in, but he will let me explore playing a cleric in the Realms. Rhiannon is my "don't just embrace the cliché, live it character." I'd love to see how far I can get with her as a "Dragon #114" witch. 

Sinéad and Arnell finish their tour of duty and, along with Rhiannon, venture out into the wide world.

Tuesday, February 27, 2024

Mail Call Tuesday - Frightshow Classics Adventures

 Got a a nice little treat in the mail yesterday.

Frightshow Classics Adventures

The latest print versions of the Frightshow (formerly Fright Night) Classics Adventures designed for Chill.

Included was a 2nd printing of my own The Nightmare!

This completes my print editions (so far) of all the Frighshow Classics Adventures from Yeti Spaghetti & Friends. I know a couple more are in progress now, including my Golem adventure, though they won't be out until the spring or later.

Frightshow Classics Adventures

PDFs are available at DriveThruRPG.

If you want a print version, send an email directly to Frightshow Classics at cryptworldrpg@gmail.com.

They are all quite fun and really great for any sort of Horror RPG.

Monday, February 26, 2024

Monstrous Mondays: Trollkönig (Troll King)

 Playing around with different layouts for Basic Bestiary. I did a few, and I didn't like most of them. Not a big deal, I have time.

Right now, I am trying to figure out if I want to break up BB1 into smaller 64-page volumes or one larger one. I like the idea of smaller volumes. To round that out, I might need to develop a couple more monsters here and there. Again, not a big deal.

If I did break up BB1 into say three volumes, they would have about 120-130 monsters each. Do I break them up by themes or alphabetically? I guess I need to see how big it is when I am done.

The "theme" of Basic Bestiary 1 is "Monstrous Maleficarum," or monsters I have read about, used, or developed while working on my various witch books. There are also more than a few here from various monster books I loved reading as a child and spent some time hunting down as an adult. 

In any case here is a new one I worked on when I was supposed to be doing editing and layouts.

Troll King Arthur Rackman
Trollkönig (Troll King)
Large Humanoid (Fey, Faerie Lord)

Armor Class: -5 [24]
Hit Dice: 18d8+108 (189 hp)
   Large: 18d10+108 (207 hp)
Move: 120' (40')
Attacks: 2 fist slams, 1 bite or 1 weapon (x2) or thrown rock, or roar
Damage: 1d12+5 x2, 1d8+5 or by weapon (x2) or thrown rock 2d12, roar for fear
Special: Magic resistance (45%), immune to  poison;  half damage to cold, can communicate telepathically, Magic +2 weapons to hit, regenerate, roar, summon trolls, sunlight sensitivity
No. Appearing: 1 (unique)
Save As: Monster 18
Morale: 10 (NA)
Treasure Type: C x20
Alignment: Chaotic (Chaotic Evil)
XP: 8,900

Languages: Elven, Sylvan, Telepathic, Trollspeak

The King of Trolls may not be the most eloquent or attractive of the faerie lords, but he is one of the most physically impressive.  He appears as a 13' tall troll of massive build. His skin appears to be a dense rock-like hide with patchy bits of hair and numerous scars from his many battles. His eyes, though, betray a keen and malign intelligence not seen in lesser trolls.

Like his subjects, the trolls, he attacks with fist slams and a bite. Though, unlike the lesser trolls, he is also intelligent enough to use weapons. He often chooses to use a giant battle axe doing 1d10+5 hp of damage per attack.  Like a giant, he can throw rocks. The Trollkönig can roar 3 times per day. This roar can cause fear (as per the spell) in any creature of 7 HD or lower, save vs. Petrification to ignore. Creatures less than 1 HD are not allowed a saving throw.  

As their king the Troll King can summon 3d8 trolls to his side. The trolls must be nearby, and they arrive in one turn.   

The King of Trolls also has 45% magic resistance, can only be hit by +2 or better weapons, and is immune to poison and only half damage from cold. This creature also regenerates like lesser trolls, but at an alarming rate of 10 hp per round; starting on the first round, he takes damage. Unlike common trolls, the Trollkönig can regenerate even from fire and acid damage. He can't regenerate if exposed to sunlight.

The Troll King is a powerful individual who has risen above the typical troll, ruling over a vast network of tunnels and caves with utter brutality. Driven by a twisted sense of hierarchy and ambition, the Troll King seeks to assert its dominance over anything smaller or weaker. It hoards treasures stolen from those unfortunate enough to cross its path.  The Faerie Lords tolerate the Troll King, not due to any sense of loyalty or familial ties, but because they often employ him to take care of their enemies and the physical fighting they can't be bothered to do themselves. 

There is a heated rivalry between the Troll King and the Goblin King, largely due to their respective subjects' own rivalries.

Friday, February 23, 2024

#FollowFriday: Ed Greenwood

Ed Greenwood
In my efforts to expand my knowledge of the Forgotten Realms, I am going to Master Sage himself, Ed Greenwood.

Official YouTube Channel
https://www.youtube.com/@edgreenwoodofficial

Patreon Page
https://www.patreon.com/EdGreenwood

X/Twitter
https://twitter.com/TheEdVerse

Facebook
https://www.facebook.com/ed.greenwood.142

I am not a subscriber to his Patreon page, but I hear wonderful things about it. It sounds like a great forum for his ideas and of course exclusives.  I'm a fan, but not at the level I need exclusives before everyone else.

The real treasure trove for me in my explorations of the Realms has been his YouTube page.

Now, typically, I really hate videos. I don't have the time to listen or watch, and frankly, most of the people doing video neither have the voice nor the presence to do them. This is not so for Ed. Ed, among everything else, is a natural storyteller. The Realms are his canvas.

He has had a few I have found really interesting too. 

This one because I a. remembered the picture, and b. loved the idea that Ed could use this channel to talk about things he could not before.  Plus he says "Drau" like Cow. Actually one of the best things about his videos is knowing how he pronounces some of the names he comes up with!

This one because I loved the background on this character and was a fan of Symgharyl Maruel, aka The Shadowsil.  But this one is also fun because Ed has such a love for all these characters.  

That was always obvious to me reading his books and Dragon articles. And he extended that love to characters he was borrowing.

And extends to others who treat his characters with the same love.

So give the Father of the Realms a follow. I hope you find him as entertaining and as educational as I find him.

Thursday, February 22, 2024

Review: Forgotten Realms Campaign Set

The Forgotten Realms Campaign Set
 I have asked this before, but it bears repeating here and now. How does one review a classic? Better question. How does one review a genre-defining classic?  Because that is what I have sitting in front of me now. A genre-defining classic. Eighteen-year-old me back in 1987, ready for his first year at university, would not have thought so at the time, but that is what much older me thinks now. 

The Forgotten Realms was the foundation of the "new" TSR, the one without Gary Gygax and many of the other founders on which they would build their new home. We can debate the merits of this and financials ad nauseam, but by any stretch of the imagination, the Forgotten Realms were very successful. So successful that the biggest video game of 2023 is set there.

This review will cover the Forgotten Realms Campaign Set, the Boxed set from 1987. Written by Ed Greenwood and Jeff Grubb and edited by Karen S. Boomgarden. But any insight to this product knows that the genesis was with Ed, and he first brought it all to life in the pages of Dragon magazine. At least that is alive to us. Many other authors have contributed to Realms over the decades, but here is where it begins.  

How do we begin? Let's take Ed's own words, which he scribbled into my Cyclopedia of the Realms as our opening.

Welcome to the Forgotten Realms

"Welcome to the Forgotten Realms!" - Ed Greenwood

Forgotten Realms Campaign Set

by Ed Greenwood, Jeff Grubb and edited by Karen S. Boomgarden. 1987. Boxed set. Full-color covers and maps. Cyclopedia of the Realms 96 pages. DMs Sourcebook of the Realms 96 pages. Maps and clear hex overlays.

Forgotten Realms box contents

For this review, I am considering the physical boxed set from 1987 and the PDFs from DriveThruRPG. There has yet to be a Print on Demand version.

The DriveThruRPG PDF combines all this information into a 230-page book. Maps are broken up and scanned in at letter size.

Cyclopedia of the Realms
Cyclopedia of the Realms

96 pages. Color covers. Sepia-tone pages and art.

"Let's start at the very beginning. A very good place to start." - Maria von Trapp nee Kuczera, Bard/Cleric

This book is an introduction to the Forgotten Realms, and maybe the most important bit here is the introduction by Ed Greenwood/Elminster and the About this Product.  We start immediately with the "voice" of the Realms, Elminster. He is no ersatz Gandalf, nor is he a more approachable Mordenkainen, and certainly, he is more interesting than Ringlerun. He is our guide, but sometimes I still like to think of him as an unreliable narrator. These are the Realms in his eyes. More (if the not the most) knowledgable, but there are still "small stories" to tell that are beneath his notice. Those are the stories (aka games) I want to know about.

This book covers the timeline (I do love timelines!) and ways of keeping time in the Realms. The date for this set is the end of 1357 DR (that's Dale Reckoning or Dalereckoning). For full context, the Baldur's Gate III video game takes place in 1494 DR, with the current year of the D&D 5e titles at 1496 DR. There is a bit of discussion about holidays and how the "weeks" are grouped as Tendays (3 a month). It feels different and I like it.  The money system is rather AD&D standard, with some proper names to the coins. This is fine because this IS supposed to be an AD&D world, and the authors want people to feel familiar with it all, if not right at home.

Languages and scripts are up. Some of these are still being used in current versions of D&D. 

The Gods are next. These were already familiar to me, not just because this is an old product, but because Ed talked about them in Dragon magazine back in 1985.  See "The Dragon Connection" below. While these gods have "Earthly" sources, it actually works out great and ties into the mythology of the Realms as one being connected to Earth. Something it shares with Greyhawk's Oerth. The connection between Greyhawk and the Forgotten Realms is strong. They share almost all the same demi-human gods. By extension of the rule-set they also share all the same demons and devils. This makes moving between worlds a little smoother. The gods and their relationships are detailed well here and there is just enough unknow to keep them interesting.

Next section is about Adventuring Companies. So here is one thing that the Realms does better than Greyhawk (well there are more, but the first thing in this book). Adventurers are baked into the system. The world doesn't just need adventuring parties, it demands them. These parties can be used as models for your own adventuring parties. All these parties have names as well. I'll have to think about how Sinéad and Co would fit this format. Plus, the back cover of this book has a grid for the adventuring party! Room for 10 characters even.

Adventuring Party Roster

We get into the "Cyclopedia" part of the book now. This is an alphabetical listing of major topics within the Realms. These include things like the various character classes, races, countries, towns, areas of interest and other topics. There is a narrative piece describing it, Elminster's Notes for the point of view of the most knowledgeable native (even when he admits to not knowing much), and Game Information.

I rather like it, to be honest. Hit me with facts, and let me build some adventures around it!

DMs Sourcebook of the Realms
DMs Sourcebook of the Realms

96 pages. Color covers. Sepia-tone pages and art.

One of the best things in this book is the Introduction. We get words from Ed (as Ed) talking about the World of the Forgotten Realms and how it is now our world too. Yeah it is trademarked by TSR and now WotC/Hasbro, but this is an open invitation to do what you want with this world now. This is a foreshadowing to all the great Ed Greenwood content we would get over the next almost 4 decades. Honestly reading Ed's own words make me excited for all the exploration ahead of me. This is followed by words from Jeff Grubb, who also had a hand in shaping the AD&D version of the Realms. And more by editor Karen S. Martin who adds her experience and excitement to this world.

So much better than any puff-piece bit of gamer fiction!

We get right into it. Information on how to use this as an AD&D campaign world is started from the word go. Overview again of the boxed set. How to set up campaigns for new players, new campaigns for experienced players, and bringing in characters from other campaigns. Hmm...I should try all of these to be honest. Maybe a character from one of my Greyhawk or Mystara campaigns could come on over. I DO like the idea that Elvish and Dwarvish and some others are mostly the same languages. Would really help bring the worlds closer together. 

A bit of coverage on the maps and how to use them. Nice comparison of the map of Faerûn compared to the continental United States. And a section of various wandering monsters. The Forgotten Realms may be Forgotten, but they are very much alive!

The next 20 pages detail NPCs of note. Any to drop in as background, enemy, or ally. 

Speaking of living. A really nice section on recent news and various rumors starting in DR 1356 to 1357 are presented. With or without your characters, the Relams live on. 

Another plus for this boxed set is the ready-run adventures for low-level characters. The first, The Halls of the Beast Tamers, is a nice dungeon crawl. Next is Lashan's Fall, which appeared in Dragon #95 as "Into the Forgotten Realms," and even the maps are the same! Mind you I think this is a bonus since that is the adventure I always wanted to use as an intro to the Realms. I still can come to think of it. 

Into the Forgotten Realms

The next section is a "Pages from the Mages" style entry.  Lots of spells books to be found with plenty of new spells. I think some of these were in "Pages form the Mages" to be honest. That's fine, they work well here.

Honestly, the ONLY thing missing here are some new monsters, and this would be complete.

Maps & Plastic Hex Overlays

There are four gorgeous maps of the content of Faerûn. While it doesn't quite live up to the artistry of the Darlene World of Greyhawk maps, they are more practical. The plastic hex overlays also make it easier to read the maps and then do your hex crawls in whatever area you like.

The Dragon Connection

One of the great things about doing my This Old Dragon feature and concentrating on the period between 1980 and 1987 is watching the Forgotten Realms develop and grow as an Advanced Dungeons & Dragons world. From Ed's musings on gods in Down to Earth Divinity to magical tomes and spells of the Pages from the Mages and The Wizards Three features to adventure Into the Forgotten Realms, all of which would find homes in an official Forgotten Realms product in some shape or form.

I mentioned already that Dragon #95's Into the Forgotten Realms makes an appearance here as an introductory adventure.

As I mentioned, all we were missing were monsters. Well, Ed penned enough monsters in the pages of Dragon Magazine that were explicitly for the Realms, so collecting them all is worthwhile. In addition to monsters, there are magic items, more spells, blades, shields, and even musical instruments, and I know I am nowhere near collecting it all. I do know I will run out of room in my box for them all.

Realms in Dragon Magazine

My Thoughts

There is a lot packed in this box. It's like a TARDIS really; bigger on the inside. In truth, nothing of what I thought was going to be here was here. Yes, there are NPCs, but they are background, and your characters may never ever run into them. They are the background noise of the Realms until the characters are the big noise. I certainly unfairly judged the Forgotten Realms. 

A lot of this stemmed from me thinking that Gygax had been done wrong. Yes, that was true, but the Realms really had nothing to do with that. The New TSR was working to relgate Gygx to the past and Ed was just the guy in the right place in the right time with the right idea. I was also unfair of me to judge the Realms on that.  If reading Ed's "The Wizard's Three" has taught me anything that Abier-Toril and Oerth have more in common than not.

Greyhawk and the Forgotten Realms

This is, of course, just the start. A big start, to be sure, but a start all the same. This is a canvas to paint on. This is a great set, not just for its time but also for now. Minus some of the stat blocks and spells, everything here can be used with any version of D&D or similar game with little or no effort. 

While I am somewhat overwhelmed by the task before me, I am also excited about it.

Honestly, I am going to pull out some dice and roll up some characters now.

Wednesday, February 21, 2024

Witchcraft Wednesday: New Witch Sheet

 I am not exactly sure why I didn't do this one already.

Witch Character Sheet

I was working on something else and needed an AD&D (Dragon #114) witch for it.  It then dawned on me that I didn't have a proper AD&D character sheet for a witch.  Well. I fixed that today.

Witch Character Sheet

I edited an existing PDF and ran some off on my printer. Proper Goldenrod, of course, but also salmon and blue since they came in those colors as well (NPC and permanent character records, respectively) and, because I can, some in purple. All my important witches have sheets in purple!

They are not perfect by any means. Just a quick edit job in Affinity Publisher, but I really like them. 

Tuesday, February 20, 2024

New Releases Tuesday: Adventure Time!

 Normally, Tuesday is a great time to talk about the sort of RPG goodies I got in the mail. But nothing new this week (or last), and I am waiting for the local Games Plus RPG auction before buying anything else.  So, imagine my delight when one of my recent adventures got published over the weekend.  Then, my delight doubled when another adventure I wrote got its own stand-alone treatment!

Frightshow Classics: GolemAdventures in Aldea: Witching Weather

Frightshow Classics: Golem is published by Yeti Spaghetti & Friends and is for the Chill 1st Edition RPG. It also works with Chill 2nd Edition, Chill 3rd Edition (with some mods), and Cryptworld and can even be used as a rules lite adventure. 

A rabbi and a neo-nazi have been found murdered in Queens, NY. Is there a connection? People have spotted a large figure near the synagogue and a former professional wrestler is being held for questioning. But is something stranger going on?

I really loved writing this one and it made really appreciate all the great things about New York. As a Chicagoan, I don't give New York enough credit. But I approached this with the frame of mind of "write this with the same love as I would if this were Chicago." Cause one thing I know for sure. New Yorkers LOVE their city, and I wanted that to show.

Adventures in Aldea: Witching Weather from Green Ronin is older, but I discovered it while working on my Blue Rose characters last week. This adventure appears in the collection Six of Cups. But here, you can buy it as a stand-alone adventure for Blue Rose AGE 2nd Edition. 

A group of orphans have turned up in Garnet, and now the weather is out of control, and the forces of darkness want them. One believes they are his children, and another wants to eat them to gain even more power. You have to stop them both. 

This one was so much fun to work on. Blue Rose is sometimes described (somewhat unfairly) as a "Fantasy Seattle," but my Garnet here is "Fantasy Alton, IL," a blue-collar river town (now sea town) with a deep history and pride. And maybe a monster or two hiding in the bluffs. In addition to the adventure, there is a gazetteer for the City of Garnet with some history and background on some major NPCs.

Grab both if you can! I already got paid, so I don't get anything more from the publishers, but if the sales are good, they can hire me back! 

Monday, February 19, 2024

Monstrous Mondays: Thunderbird (and Basic Bestiary updates)

Work on Basic Bestiary has picked back up. I have 360 completed monsters for it now. I still have my next pass at editing and mechanics tweaking to complete.  What I really need is art. I don't have any, and while I am happy to use some PD art for it (and it fits the look I want), I will need more. A lot more. While I don't mind AI art (and appreciate the computer science that went into it), I can't in good conscience use any in this. 

Still playing around with stat block ideas. Since this is a "Basic" Bestiary, I figure I should get closer to the Basic-era stat block details as I can. I am adding some "modern" ideas like creature size and type (something we see in BECMI and RC, but not BX), and Ascending AC (Basic Fantasy, OSE and LL).  I need to decide if I want to include other details like Advanced era alignments (I am leaning towards yes), Languages (also yes), and Frequency. I am also still considering hp adjustment due to size. I like it a lot, and it makes creatures a lot tougher.

I believe I have settled on using BX/OSE style XP awards and having a table in the back for all the other games I think people might want to use this for, as long as they are OGC.  Edited: I noticed my math might be off on some higher HD monsters. 

The stat block below is what I am thinking so far. Love to hear some feedback on it.

Yes. I am still going to use the OGL for this one. I have gone too far down that road to go back.

Here is one of the last monsters I worked on for the book. As always, the final version might be different.

Giant Bird
Thunder Bird
Gargantuan Beast (Magical)

Armor Class: -5 [24]
Hit Dice: 17d8+68 (145 hp)
   Gargantuan: 17d20+68 (264 hp)
Move: 90' (30')
   Flying: 360' (120')
Attacks: 2 claws, 1 bite, special
Damage: 1d12+5 x2, 2d8+5, special
Special: Lighting bolt, thunder, wing buffet
No. Appearing: 1 (1, or 1d4+1, mated pair with chicks)
Save As: Monster 17
Morale: 10 (12)
Treasure Type: None, See below
Alignment: Neutral (True Neutral)
XP: 6,600

Languages: Avian

Thunderbirds are gargantuan birds that appear as storm gray-colored eagles. They have a 70' wing span that can blot out the sun and talons that can carry off livestock, usually one or two cattle each. Their eyes flash with electrical light and can shoot lightning bolts. When their wings flap, they can cause storms and thunder. Natives of the lands the thunderbird calls home to revere the bird as a messenger of the forces of good and liken it to a spirit. It is a mortal animal, albeit a very powerful one. 

The thunderbird can attack with its massive beak and talons.  It swoops down from their mountain homes, which can be hundreds of miles away, to attack its prey. It prefers large cattle, like horses, cows, and bison, and can carry off up to 2,000 pounds worth at a time. Thunderbirds that live near oceans will even make a dinner out of whales when they can catch them. They do not attack humans if they can avoid it. They do not like the taste and attack humans since humans often return in greater numbers and with weapons. If attacked by humans on the ground, the thunderbird will often just opt to fly away. Thunderbirds and Rocs do not get along as they tend to go after the same prey. Their relationship is similar to that of eagles and hawks.  

The thunderbird gets its name from the magical storm-creation powers it has. By flapping its wings and remaining stationary, it can create a thunderclap that does 10d6 hp of damage; Breath Weapon saves for half the damage. Which will also define anyone within a 120' long cone, 60' at its widest.  Targets outside of the 120' are unaffected by either the damage or the deafness. It can also 3 times per day cast a 10d6 lighting bolt from its eyes. The range on this is 100', save vs. Breath Weapon for half damage. Ranges outside of 100' to 300' are at half-damage or save for no damage.  The thunderbird will not use this attack against food prey but rather to defend itself from humanoids or other large creatures it finds itself engaging with.  A thunderbird can also summon storms as per the Summon Weather spell. 

Thunderbirds have no need nor interest in treasure. The feathers of the thunderbird are highly prized as a main ingredient for a staff of lightning bolts and other magical staffs. Their feathers are also used in other magic item creations, typically Wings of Flying. Any item that requires a roc feather can use a thunderbird feather instead for a 50% increase in either speed or duration. The feathers of a thunderbird usually can bring in 1,000 gp on the right markets (usually only 2d6 are viable for arcane use). The eggs of thunderbirds are so rare to discover that bounties of 12,000 gp and more are sometimes offered. The lairs of the thunderbird are usually at the tops of mountains so high they are very nearly impossible to reach. 

Tales tell of a great thunderbird so large that when it flies, the land below is thrust into night. This could be a single unique specimen or an undiscovered variety.  


Thursday, February 15, 2024

Character Exploration with Blue Rose 2nd Edition: Duchess and Candella

 A side-step today. I have been working on my reviews of the Forgotten Realms products, but my next one is not yet ready. I was reading over my material for this week, and I thought maybe I should put my money where my mouth is and explore some more relationships within my own games.  

I don't have that ready yet, either! But I did go through my goto game for all things romance, Blue Rose. Since I have a few characters I currently use for various explorations, I thought I would try starting them up in Blue Rose AGE 2nd Edition.  This is also good since last year I was doing some D&D 5e conversions to other systems as D&D replacements.  Blue Rose 2nd Edition is a wonderful replacement for D&D.  

Duchess and Candella for Blue Rose

My two current fun characters are Duchess and Candella. I wanted to explore some more about their characters, especially since I already had plans to run module B3 Palace of the Silver Princess as a Blue Rose game. Back then I mentioned that they were caria daunen, or lovers, but I am not getting that vibe from them now. I mean, yeah, they could be certainly, but I think for these builds, they are not. Or at least not yet. Let's see where they end up.

Candella and Duchess

Blue Rose only has three classes. Adept, Expert, and Warrior. Fantasy Age 2nd Edition adds a new one, the Envoy, but I am sticking with these three. The great thing, though, is even with only three classes, there are lots of ways to customize characters. In D&D Basic (which only had four human classes) they are thieves and their stats are fairly interchangeable. Here I can start them both out as Experts and then through Backgrounds, Powers, Talents, and Focuses (Foci?) they can become very different. I abuse that in my second batch of characters later on.

Concept-wise, some things came up while doing my research the other day.

Candella is:

  • The older one
  • The smarter one (but plays dumb)
  • More acrobatic / higher dexterity

Duchess is:

  • The younger one
  • Has a better constitution
  • Higher wisdom (so acts older)

Their weapons are more or less the same. They are not averse to using poison. Also an interesting note. While done to save space, they have the exact same treasure, save for a pearl necklace Candella has. What is the implications of this for the game? They steal things, but with each other, they are fair; the treasure is split 50/50. The pearl necklace can be explained by having it be something Candella had before they teamed up.

Blue Rose, in addition to what I consider "class" customization, there is a lot of interpersonal customization as well. This is in the form of Blue Rose's Callings, Destiny, and Fate. The relationship mechanics are also great to use. All of these can be ported over to another game. For the example of D&D 5, anything you do to gain Conviction in Blue Rose can be used to grant Inspiration in D&D.

Duchess
Duchess
Female Human Expert, Level 3 (Age 19)

Accuracy: 2 (Primary)  Focus: Light Blades
Communication: 3 (Primary) Focus: Deception, Gambling
Constitution: 4 Focus: Drinking
Dexterity: 3 (Primary) Focus: Stealth
Fighting: 2 
Intelligence: 2
Perception: 3 (Primary) Focus: Searching
Strength: 1
Willpower: 3 

Speed: 13
Defense: 13
Armor: 3
Penalty: 0

Health: 42
Conviction: 4

Powers, Talents, and Specializations

- Pinpoint Attack (+1d6 damage)
- Light Armor training
- Starting Talents: Thievery (Novice), Carousing (Novice)

Arms and Armor

Sword (Fighting) 2d6
Dagger, Melee (Accuracy) 1d6+1

Crossbow (Accuracy) 2d6 30/60 Major
Dagger, Ranged (Accuracy) 1d6 6/12 Minor

Leather (Light Armor)

Persona

Calling: The Wheel, Wealth
Destiny: Knight of Chalices, Charismatic
Fate: Manipulative
Corruption: 0 (but likely to be 1 soon enough)

Relationships

Candella (3), "We are sisters in crime. I am closer to her than my own kin."


Candella
Candella
Female Human Expert, Level 3 (Age 21)

Accuracy: 3 (Primary)  Focus: Brawling, Light Blades
Communication: 2 (Primary) Focus: Persuasion
Constitution: 3
Dexterity: 3 (Primary) Focus: Acrobatics, Stealth
Fighting: 2 
Intelligence: 3 Focus: Evaluation
Perception: 2 (Primary) 
Strength: 2
Willpower: 2

Speed: 13
Defense: 13
Armor: 3
Penalty: 0

Health: 40
Conviction: 4

Powers, Talents, and Specializations

- Pinpoint Attack (+1d6 damage)
- Light Armor training
- Starting Talents: Thievery (Journeyman)

Arms and Armor

Sword (Fighting) 2d6
Dagger, Melee (Accuracy) 1d6+1

Crossbow (Accuracy) 2d6 30/60 Major
Dagger, Ranged (Accuracy) 1d6 6/12 Minor

Leather (Light Armor)

Persona

Calling: The Fool, Adventure and Excitement
Destiny: Eight of Swords, Free Spirit
Fate: Stagnant
Corruption: 0 (but likely to be 1 soon enough)

Relationships

Duchess (3), "We are sisters in crime. I am closer to her than my own kin."

--

Ok, this is fun. It also helps me think about who these characters are a little better. I have always gotten a Harley and Ivy vibe from these two, with Candella being Harly Quinn and Duchess as Poison Ivy. Or maybe even a Fire and Ice (from DC) vibe. Duchess certainly looks more like Fire, but Candella has her personality.  I can see a common tactic where Duchess gets a bunch of adventurers drunk, Candella distracts them with a strip tease, and then Duchess robs them all blind. The two run off laughing with all their ill-gotten gains. 

I made them a year older and a level higher. While they are both 3rd level Experts with a Talent for thievery, they have enough differences to set them apart.

At 4th level, they both will take a Specialization. There are many great ones in the Blue Rose book and more in the new Second Editon Fantasy AGE book. But none feel quite right to me.

I think, and I am not 100% sold on this idea yet, but I might go with Assassin for Duchess, though Hunter might be a better choice. Candella could take the Razor from FAGE2, but in reality, I want something more akin to an Acrobat. 

Still. A lot of things I can still do with these two.

Candella & Duchess for Blue Rose


Wednesday, February 14, 2024

The Enchanted World: The Lore of Love

The Enchanted World: The Lore of Love
 I saw an online conversation in an old-school RPG group a bit ago. This guy was boasting that his games never had romance, sexuality, or anything at all like that. My first thought was, "How sad," and my next immediate thought was, "How boring his games must be!"

Without the stories and contributions of love and romance or just plain good old-fashioned sex, we would loose most of the works of Shakespeare, many of the Greek myths, and practically all of modern music. Ancient Greeks to Motzart's Le nozze di Figaro and Così fan tutte, to "Silly love songs" by Paul McCartney to most of Taylor Swift's catalog. Love just might make the world go 'round.

That is the topic of today's The Enchanted World. I mentioned before that I am not going in publication order, save for the first, and instead going to post the titles that have some connection with when I post them. Today is February 14th, Valentine's Day, so let's look at Love...Enchanted World style. 

Lore of Love 

by Editors of Time-LIFE Books, 1987 (144 pages)
ISBN 0809452812, 0809452820 (US Editions)

This is a later one and does not have a single author. Tony Allen is listed as "text editor" and Ellen Dupont is listed as "staff writer." Of note, in the US, the cover is purple. In the UK, this book had a green cloth cover. 

Like the others in this series the art is a mix of newer pieces with a lot of classical ones. There are for example a lot of John William Waterhouse. The bibliography for this one is also rather impressive. I imagine that as they went on there were a lot more texts collected that they could reference.

Like Wizards and Witches, this one is divided into three larger sections. These can be roughly described as "Finding Love," "Love Gone Wrong" and "Keeping Love."   That's not a perfect match, but it will do.

Chapter One: Destiny's Playthings

Chapter One: Destiny's Playthings

This covers love as a shaper of destiny. The six stories here involve the gods getting involved with the love lives of mortals to some degree.  "A Groom for the Sea-Lord's Daughter," for example, tells about the fairest sea nymph of all, Thetis, and how she spurred the lust of both Poseidon and then Zeus, only to be given to a mortal Peleus because it was prophesized that her son would defeat his father. As an aside I noticed that Thetis' requests of Peleus are very much the same as we see in later mermaid and selkie tales of Northern Europe. 

Maiden's Visions

Tales of the problems when mortals try to avoid their fate abound as in "The God of Marriages" a Chinese tale of a man who sees his bride to be as a toddler and tries everything to avoid his fate, and just playing into it. Or the Indian tale of "A Love Forgotten" of two lovers reunited at last. 

Sometimes, love, though meant to be, is also tragic. Such is the tale of a German knight in "The Cursed Embrace" whose betrothed is already dead.

Chapter Two: Blighted Passions

Chapter Two: Blighted Passions

The story of love is not always about happy endings. Romeo and Juliet aside, there was Popocatepetl and his love Princess Iztaccíhuatl. When an army could not stop Popocatepetl the Jaguar Knight, his own spread lies about his death so they could possibly claim his bride. When she heard her love had died she died herself. When the Jaguar Knight returned and learned of her death and why, he killed all his men.

Across the ocean in Spain we are treated to the story of Don Juan and his ill-fated affairs. Of the tragedies of Narcissus, Daphne, and Thisbe of Ancient Greece. 

The Warlock's Comeuppance


Though not was all tragedy. There were times when love went wrong and it was comical. Such is the tale of the Warlock's Comeuppance. A warlock found a young women he wished to put a spell on, so he convinced his young Latin pupil to get three hairs from her head. The girl caught her brother trying to steal the hairs and instead gave him three hairs from their young heffer. The warlock performed his dark arts spell and soon had a lovesick cow following all over the town!

Chapter Three: True Love Triumphant

Chapter Three: True Love Triumphant

Of course the best tales are the ones where true love wins out over all odds. Tales like Aucassin and Nicolette the Saracen Maid. They were separated by wars, pirates, and separation of years. Or of Hiku, the Polynesian hero who was so brave he went to the underworld itself to find his lost love Kawelu.  Can your characters claim that? (Yeah. Mine can.)

I am a little surprised that the tale of Cupid and Psyche is not here, but maybe that one is so well known they dropped it in favor of these other stories.

Like all the ones I have read through so far, this one is wonderfully illustrated and amazingly researched. Combining the bibliography for all of these would provide a lifetime's worth of reading.  

This one might have fewer "game-related" details than others, but there is undoubtedly a treasure trove of ideas here. 

Next time: There is a land beyond the veil