Friday, January 8, 2010

The Church of Lolth Ascendant

In the "Anything worth doing is worth doing in excess" category:  Some fluff for the D&D game.

There is a growing cult found among the elves of the world. Whispered in ears and it’s writings forbidden it is yet still gaining strong standing among elves, surface and drow alike, a simple, but heretical belief.

Lolth was betrayed.

The members of the Church of Lolth Ascendant firmly believe that Lolth, the Demon Queen of Spiders and Goddess of the Drow was in fact Araushnee, the Elven Goddess of Fate and Destiny. This is not in dispute. What is disputed however, are the events that lead Araushnee to become Lolth and what happened after.

Araushnee was born the same time as all the Elven Gods in the time just After Dawn. She was the most beautiful of all the Seldarine, her ebon skin glistened in the moonlight and looked like carved wood in the sun. Corellon said she was made out of piece of pure midnight and her hair reflected the light of the stars above. For this he gave her domain over the stars and secrets they keep. They say that the other Gods were jealous of her, but she did not see this, for Araushnee was born with the Sight. She could see the complicated strands of fate, understand the webs they could weave and make predictions.
It was these predictions that lead to her downfall.

Araushnee predicted that the peace of the elves would end in violent wars where elf battled “fearsome beasts” (orcs were not yet created), dwarfs and other elves. She was laughed at, but she knew her predictions were true. When the orcs were created and threatened elf territories the others still did not listen to her.

She saw the future Elf/Orc war and tried to warn Corellon. But he ignored her advice and was too busy dallying with the three goddess Sehanine Moonbow, Hanali Celanil and Aerdrie Faenya.

When the elves finally did respond Araushnee had another vision. She saw Corellon defeat Grummush and destroy the all of the orcs. But genocide was not enough for the victorious and bloodthirsty god. He attacked the dwarves and destroyed them, and then the gnomes, Halflings and finally humans. Araushnee saw a world in which only the Elves would remain and Corellon ruled all as a bloody tyrant. Arushnee loved Corellon, giving him two children, but did not want him to become a monster. She knew she had to stop him.

She turned to Sehanine Moonbow, the Goddess of Artisans, who she felt was a sister (despite her infidelity with her husband), to ask her for guidance. But Sehanine was jealous of Araushnee and her dominion of the night sky and of her place at Corellon’s side. She told Araushnee that the only way to protect the elves was to let the orcs know of their surprise raid. Araushnee agreed and left alone for Grummush’s lair. Sheanine remained behind in Arushnee’s home to wait out the battle.

Araushnee went to Grummush and told him of the surprise attack to happen and the strength of the elven forces. He commanded that she remain with him, she said no that it was her fate to die in the battle in the elvish fortress. This she had seen.

Araushnee returned saddened, but knowing that she had prevented Corellon from becoming an even greater monster than Grummush. She stood in readiness for battle with her kin and her children. She did not even notice that Sehanine was not with them. When the battle began the elvish forces were nearly overwhelmed. While they did fight the orcs back and achieve a victory, it was not the slaughter that Corellon was wanting. Orcs still lived, Grummush, wounded, still lived. Corellon raged, demanding to know who had betrayed them. Araushnee said nothing, still in shock over not dying in battle and wondering if her visions had been wrong. Then Sehanine returned, claiming she had been imprisoned by Araushnee, that she had discovered the Drow Queen’s plans to warn and join with Grummush.

Corellon confronted her asking if these claims were true. She admitted to telling Grummush, and that is all Corellon had heard. He went to strike her down but their son Vhaeraun stood in between them. Corellon struck him down instead. Now Araushnee grew enraged. She had sacrificed everything so that the elves could live and Corellon would remain a just ruler, but she was still the mother of this boy and no one, not even the First of the Seldarine, dared touch him in anger. Using all her own power she attacked her former lover. She knew his every move and was able to counteract his every attack and land her own instead. She would have succeeded in killing him had it not been for the lesser goddesses Sehanine Moonbow, Hanali Celanil and Aerdrie Faenya combining their power into one deity to defeat her.

With Araushnee defeated, broken and beyond everything else, despairing over the path Fate had lead her down. Corellon angered, cursed her, her form and her name. Cast her into the Abyss with her son and condemned all drow. He gave her powers to Sehanine Moonbow. He also cast out Eilistraee even though she had stood with her father.

Lolth, as she was now known, hid herself deep in the Abyss and wept.

The Worshippers of Araushnee

The lay worshipper of Araushnee is typically elven, though her voice finds an ear among half-elves and some humans. Her flock is typically younger than other new cults. It is believed that this is due to the fact that drow, once a feared nearly mythical boogeyman 20 years ago, are now more common of a sight. Even good Drow have been known to exist.

Tenants of Faith

Araushnee, now known as Lolth, was a member of the Elvish pantheon.
• She was unjustly banished and imprisoned in the Abyss.
• She wished for nothing more than to be reunited with her fellow elves. She forgives Corellon and even the goddesses Sehanine Moonbow, Hanali Celanil and Aerdrie Faenya. She wants them to welcome her back.
• The Drow are evil, but their evil is one that began with a lie and has been perpetuated by the Drow matriarchy.
• To achieve Arushnee’s reunification with the Seldarine, elven worshipers must achieve reunification with the Drow.
• Evils done in Lolth’s name are often the work of the evil Drow matriarchy, other demons, or even the Seldraine themselves.

Fourth Edition D&D

Araushnee
Lady of Fate, Banished Goddess, Queen of the Demonweb Pits
Unaligned Greater Goddess

Auaushnee, known to the world as Lolth, sits alone in the Demonweb Pits, the prison constructed for her by her former husband Corellon. She presides over Drow and spiders that mimic her ability to weave the stands of fate. Araushnee never answer summons, but communicates to her true followers in prophetic dreams and omens.

Araushnee does not make many demands on her worshippers, feeling that life is demanding enough. But she does hold all her worshipers to the following:
• Find your own fate and follow it.
• Honor Arsushnee not in words, but in deeds and actions.
• Seek to reunite that which has been sundered.

Worshipers: Drow, Dark and Star Pact Warlocks, Fortune Tellers, Diviners

New Feat: Web of Fate [Divinity]
Prerequisites: Channel Divinity class feature, must worship Araushnee (not Lolth).
Benefit: You can use the power of your deity to use web of fate.

Channel Divinity: Web of Fate Feat Power
The strands of fate play out before you like the silken threads of a spider. You may pluck a strand, altering fate in your favor.
Immediate Interrupt Close burst 10
Trigger: An ally in burst makes an attack roll or skill check
Target: One ally in burst
Effect: The target immediately rerolls the attack roll or skill check he or she just made, but must keep the second result, even if it is worse.
Special: You must take the Web of Fate feat to use this power.


Third Edition D&D 

Araushnee
Lady of Fate, Banished Goddess, Queen of the Demonweb Pits
Intermediate Deity
Symbol: A spider web or a drow woman holding a distaff
Home Plane: Demonweb Pits
Alignment: Chaotic Neutral
Portfolio: Drow, Fate, Chaos, Night, Stars
Worshipers: Drow, the oppressed, fortune tellers, those that seek redemption, witches
Cleric Alignment: CG, CN, CE
Domains: Fate*, Drow, Chaos, Darkness
Favored Weapon: Distaff (staff)

*Found in Complete Warrior

As the former Lady of Fate, Araushhnee was also responsible for the management of the Weave for elves. It is because of her weaving strands of the Weave into the fate of all elves. This is why Elves are the most magical race and it is something that all elves to this day still feel.

Avatars
Araushnee rarely sends avatars to consult with worshipers preferring to communicate via prophetic dreams and omens. She does this since she feels as living creatures her worshippers need to choose their own fates.

Dogma
Araushnee’s followers are guided to find their own fates and follow it. There will be signs for those that can read them and these signs will guide you. In the spirit of reunification the followers are encouraged to make whole things that have been broken apart. A typical tactic is a group of pilgrims from one elven community to another will ask for odd jobs to do fixing things. While the male members will work, the females will stay with the others to speak of another who wishes to mend. Fortune tellers and others that deal with reading the fates for a price also work in the Word for Araushnee.

Clergy and Temples
The Clergy of Araushnee tend to be young, spirited and have an absolute sense that what they are saying is in fact correct. They will often quote passages out of the Elven canon describing Araushnee’s betrayal and even produce so called “lost works” of Elven scholars that have been deemed to heretical for inclusion. While such works are in fact quite old what is lost to time is whether they were not included because they were heretical, or simply not true. Where they are open the Cult of Araushnee will preach their message of reunification with their Drow cousins and speak of “mending old wounds” both among the elves and among their gods. They firmly believe that if they can get enough worshippers the Seladrine will have to allow Araushnee’s return.
The lay worshipper of Araushnee is typically elven, though her voice finds an ear among half-elves and some humans. Her flock is typically younger than other new cults. It is believed that this is due to the fact that drow, once a feared nearly mythical boogeyman 20 years ago, are now more common of a sight. Even good Drow have been known to exist.
Temples are usually temporary affairs since the cult is tolerated at best and hunted at worse. A typical worship center for the Cult of Araushnee is outdoors in a woodland area (for elven sensibility) and usually at night (out of respect of the Goddess they revere). It is considered a good omen if there are spider webs found in a potential spot and a great omen if spiders spin their webs during the worship service. A sign that Araushnee is pleased.

Second Edition AD&D

Araushnee
Intermediate Power of the Abyss
CN

PORTFOLIO: Fate, darkness, chaos, spiders, the drow race
ALIASES: Lolth, Lloth (Menzoberranzan and Uluitur), Megwandir, Moander, Zinzerena
DOMAIN NAME: 66th level/Lolth's Web (the Demonweb Pits)
SUPERIOR: None
ALLIES: None
FOES: Deep Duerra, Eilistraee, Ghaunadaur, Gruumsh, Ibrandul (dead), Kiaransaleen, Laduguer, Moander (dead), the Seldarine, Vhaeraun, Blibdoolpoolp, the Blood Queen, Diinkarazan, Diirinka, Great Mother, Gzemnid, Ilsensine, Ilxendren, Laogzed, Maanzecorian (dead), Psilofyr
SYMBOL: Female drow holding a distaff or a spider’s web
WOR. ALIGN.: N, CG, CN, CE


Specialty Priests
Fate Spinners

REQUIREMENTS: Wisdom 13
PRIME REQ.: Wisdom
ALIGNMENT: CG, CN, CE, N
WEAPONS: Any
ARMOR: Any
MAJOR SPHERES: All, astral, animal, chaos, combat, divination, guardian, healing, protection, summoning, sun (reversed only)
MINOR SPHERES: Charm, creation, wards
MAGICAL ITEMS: As clerics
REQ. PROFS: Etiquette, weaving
BONUS PROFS: Animal training (spiders), spellcraft

• Fate Spinners are allowed to and encouraged to multiclass.
• Fate Spinners are immune to all spider venoms.
• Fate Spinners can communicate with spiders of all kinds, and spiders never harm them in any way.
• At 2nd level, Fate Spinners can cast spider climb (as the 1st-level wizard spell) or spidereyes (as the Ist-level wizard spell found in Wizard's Spell Compendium, Volume 3 or the Ist-level priest spell in The Drow of the Underdark) once per day. If spider climb is cast, it does not prevent spell-casting so long as two limbs grip the surface being climbed, and light objects do not stick to the priest's hands and feet. Spidereyes allows the caster to see through the eyes of a single normal or giant arachnid within 60
yards, but it does not grant any control over the arachnid's movements or direction of gaze.
• At 5th level, Fate Spinners can cast dispel magic (as the 3rd-level priest spell) or web (as the 2nd-level wizard spell) twice per day.
• At 7th level, Fate Spinners can cast summon shadow (as the 5thlevel wizard spell) or spider summoning (as the 5th-level priest spell) twice per day.
• At 10th level, Fate Spinners can cast true seeing (as the 5th-level priest spell, but with twice the normal duration) or spiderform (as the 5th-level priest spell) twice per day.
• At 13th level, fate spinners can cast dream (as the 5th-level wizard spell) once per day.

Fate Spinners are allowed the same spells as are the Arachne if they are drow.

Araushnee in the Campaign

Forgotten Realms
Araushnee has the strongest presence in the Forgotten Realms world of Toril. Her cult, while not wide spread, does have some concentration in the more urban centers of the world where ideas can easily be shared and of course high among the elves. In particular the cult has gained a foothold among the students of the University in Silverymoon and on the streets of Waterdeep. In Silverymoon more humans are found among the cult’s members than anywhere else, though elves still outnumber the human cultists. In Waterdeep, Araushnee’s message is whispered from trader to trader and in the shops and in the fortune tellers’ stalls. A small temple(in truth a small shop) is maintained in the Field Ward. The Temple is in good standing with the city having paid all their dues and strictly adhering to all the laws. So despite complaints the city officials have no cause to throw them out.
It is from these two strongholds of faith that the cult has spread. Recently the cult has been spotted in Baldur’s Gate as Elven travelers have left other parts of the world to come here.

Greyhawk
With little surprise the stronghold of faith for the worship of Araushnee lies in the City of Greyhawk itself. Once felt to be a minor esoteric cult grown out of the idle speculation of University students the cult has spread to many lands where there are elves. There are however more Drow in the Araushnee cult on Oerth than on Toril. Why this might be is unknown, but plannular scholars suspect it might be due to the lesser presence of other good-aligned Drow gods such as Eilistraee on Oerth.
Due to city laws there are no standing temples to Araushnee in the city and the members of the Oligarchy have spoken out about it.
Arushnee’s cult has taken longer to establish here than in other worlds since the events of the Temple of Elemental Evil are still within living memory.

D20 Modern – (Urban Arcana, Shadow Chasers, Dark*Matter)
The worship of Araushnee is open and widespread. Considered to be a neo-Pagan Goddess that has been “re-discovered” she is celebrated as a symbol of triumph (in particular female triumph) over adversity (in particular male adversity). She is revered both by humans and elves alike. Her popularity has grown since she was used as the “spokesperson” for the phenomenally successful “Lolth Fair – A Celebration of Women in Music” event of the previous decade.



Drow in power are less likely to follow Araushnee than those living in the streets or slums of the modern world. Though she has also found solid ground with the various feminist movements among the elves, they differ is feeling Araushnee should not have beg for forgiveness, but rather it is the other elven gods that should be asking for hers.

Witches of Arashnee

Given her status as a “rejected” or “outsider” goddess, the priesthoods of Araushnee could best be described as witches in the classical sense. They worship a god felt to be evil by all of those around. They could also be described as witches in the modern sense, worshipers of downtrodden and most misunderstood goddess.

1st and 2nd Edition, Complete Netbook of Witches
My suggestion of course would be to use my own “Complete Netbook of Witches and Warlocks”. It is a free netbook that is all over the internet now. Just Google it.

Witches of Arashnee are of an Eclectic or Faerie Tradition. Typically they will belong to a small coven of eight or less, eight being the primary number of significance for Arashnee’s cult.
The Gypsy Elves in this book are also among her worshipers and are one of the primary means for the spread of her cult.
Arashnee’s Witches have the following Occult Powers:
Lesser: Brew Truth Drug
Minor: Acquire Familiar (Spiders and Arachnids only)
Medial: Immune to Supernatural Fear
Greater: Fascination
Superior: Foretell Future

3rd Edition, Liber Mysterium, the Complete Book of Witches and Warlocks
While there are a number of d20 compatible witches on the market, I also suggest using my “Liber Mysterium” book on witches. Again, it is free and can be found with a Google search, most likely that same search that works above.

Witches of Arashnee are of an Eclectic or Faerie Tradition. Typically they will belong to a small coven of eight or less, eight being the primary number of significance for Arashnee’s cult.
Typically the Witches of Arashnee hail from Eclectic or Faerie (Kuruni) traditions, with most witches being human and elf respectively.
They have the following Occult Powers
Minor (7th Level): Fate’s Luck
Medial (13th Level): Dream, as per the 5th level Wizard spell.
Greater (19th Level): Foretell Future

Links

A cool blog post I found about Lolth and Ereshkigal, http://dovearrow.wordpress.com/2008/02/10/the-descent-of-lolth-and-the-goddess-ereshkigal/
That Wikipedia thingy, http://en.wikipedia.org/wiki/Lolth
Forgotten Realms wiki, http://forgottenrealms.wikia.com/wiki/Lolth
Yet Another Fantasy Gamer Comic, Lolth is a semi-regular, http://yafgc.shipsinker.com/

Thursday, January 7, 2010

More from Outlaw Press

So more Outlaw Press news. You might recal I talked about Outlaw Press and James Shipman stealing art and content from scores of people for his Tunels & Trolls publications. [1] [2] [3]

Well now I have heard from anothee one of the artists.  I have actually spoken to a few of them, many were shocked and saddened that their work had been stolen.  Let's be clear here; if this handful of people is correct then that means he has stolen at least from them. And theft it is. 
This new artist has asked if I can get more of the word out so more artists that have been affected can let their voice be heard, and to help prevent this from happening again.

I am only too happy to help.

-- Begin Included Message --

A small RPG Publisher (Outlaw Press, Inc. run by James L. Shipman II) that exclusively publishes Tunnels &Trolls RPG materials was accused of extensively using and publishing unlicensed art and text for profit by several artist and writers who own the copyright to the art and content in question. Some of the images used by this publisher are work-for-hire art copyrighted by big-name companies like Dreamworks, SKG; Games Workshop; Upper Deck/Blizzard; and Wizards of the Coast.

The discussion about the whole matter of this publisher using unlicensed art started on this thread at RPGNet: http://forum.rpg.net/showthread.php?t=483885 (which is now 101 pages long, and has been closed). The thread started when it was brought to the attention of an artist, Kevin Bracey, that he was wrongfully credited with the cover art of a product that had actually been created by Mauricio Herrera and used without permission. Kevin Bracey was, however, the creator of the original cover for the product, which was changed when the work was made available in PDF format by Outlaw Press, Inc.

After repeated unanswered communications sent to the publisher by the growing number of artists who recognized their work as being used without a license, mainly as covers for his products, his Lulu and DriveThruRPG stores were taken down with all the questionable products removed. The products were also removed from his own website for a while, but soon afterward were re-listed without showing the cover art--the most readily recognizable and easily identifiable circumstance of copyright infringement. Moreover, Outlaw Press, Inc. removed their e-mail address from their main site, although the publisher’s actual contact details can still be found here:  http://www.biblio.com/bookstores/Hobbit_King.html and here: http://samspade.org/whois/gx6yobsirm43ed7uljbukcymte.

After many more unanswered communications to the publisher, some from past contributors requesting the removal of their freely contributed material from his publications (Tori Berquist, Simon Lee Tranter, Ken St. Andre, Gianmatteo Tonci, and M. E. Volmar included) as a result of their outrage and to show solidarity with the affected artists, the matter was still unresolved and being ignored by the publisher who continued to sell--through his own website, Lulu's Amazon Markeplace and Amazon's CreateSpace--products that were no longer just suspect (on a grand scale) of copyright infringement, but whose permission by the contributing artists and writers to sell their materials had been rescinded.

Some artists, prompted by a lack of answer from Shipman, resorted to leaving notes of art theft on the Reviews section of the products listed on Amazon.com. And eventually, all but 5 of the roughly 130 listed items were removed from the Amazon.com and Lulu’s Amazon Marketplace stores at the request of the art’s copyright owners who were left no choice but to contact Lulu and Amazon.com directly. Of the 5 remaining products (which can still be found here: http://www.amazon.com/s/ref=ntt_athr_dp_sr_1?_encoding=UTF8&sort=relevancerank&search-alias=books&field-author=James%20L.%20Shipman), 2 still present covers with verified unlicensed art--“Troll's Blood & Old Delvers: Tunnels & Trolls Anthology” with Jon Hodgson’s art, and “Lizardmen In Red Water Bay: A Tunnels & Trolls Fanpostal Novel“ with Allen Palmer’s art.

So far, the list of artists that have confirmed the use of their unlicensed art featured on the covers of Outlaw Press, Inc. products (without counting the 10+ contributors who have so far rescinded Shipman’s permission to use their materials) is overwhelming and growing (with around 20 or so other artists who are being contacted to confirm if indeed their art has been used without permission). These 30+ artists, some whose 70+ pieces of unlicensed artwork is featured on several of the publisher's products (see PDF file), include:
  • J. P. Targete
  • Sylvain Despretz
  • Simon Dominic
  • Mauricio Herrera                              
  • Jon Hodgson
  • Daniel Horne                                      
  • Michal Ivan
  • John Shannon                                     
  • Bill Corbett
  • Martin McKeown
  • Mats Minnhagen
  • Ursula Vernon
  • Jeff Lee Johnson
  • Henning Janssen
  • Zoltan Boros and Gabor Szikszai
  • Jhoneil Centeno         
  • Johann Valentin Andree         
  • Bera Károly
  • Alan Lathwell
  • Ken Jeremiassen
  • Jan Patrik Kresny
  • Fredrik Rahmqvist
  • David Lightfoot
  • Allen Palmer
  • Alejandro Guitiérrez
  • Daniel Falck
  • Storn A. Cook
  • Norbert Vakulya
  • Thom Scott
  • Darrenn E. Canton
  • Tibor Szendrei
  • Goran Josic
  • Per Eriksson
  • Kory K.                                                
One of the artists, Daniel Falck, wrote about the situation in his own blog: http://falckart.blogspot.com/2009/12/stolen-art.html
Others have also written about the matter at:
The publisher was also accused of reprinting and selling without the author's permission a magazine called "Mazes & Minotaurs," which is offered for free on the author’s website. The details of this accusation can be found here: http://www.dragonsfoot.org/forums/viewtopic.php?p=625915&sid=e042d3f6c1a9564ba2965e0f91eb94f8#p625915

Moreover, most of the art identified by the artists as used without a license is art featured on the covers of this publisher’s products, meaning that a thorough examination of the interior art used on his publications is yet to be undertaken, and that more artwork could have been used without a license by this publisher and more artists may be in reality affected by his practices.

The requests to remove freely contributed art and content, and the cancellation of the license to publish Tunnels & Trolls materials made by the makers of the Tunnels & Trolls game, Ken St. Andre and Flying Buffalo, Inc., have so far been completely ignored, and nothing close to an apology or explanation has been offered by the publisher to anyone--although he has appeared as Shipy (also his nickname on http://www.trollhalla.com --Ken St. Andre's Tunnels & Trolls website) here: http://trollbridge.proboards.com/index.cgi?board=general&action=display&thread=1163&page=1, (post 162 and 168) mocking the requests and comments about his practices made by the RPG community.

At this point, the publisher claimed that his art was bought from an art broker called David Levine (or David Levin) from the United Kingdom, of whom no record exists anywhere on the Web and to whom Shipman claims to have paid around $2000 for all the art used in his publications. Still, after having been repeatedly informed of his use of unlicensed art, the publisher tried to sell the infringing print products through his own website and made no effort to recall or remove the publications from any of his other still active sales outlets.
Subsequently, after the posts were made by Shipy on the Trollbridge, the publisher's website: http://outlaw-press.com/ announced on its homepage:

“All this month we will be having a X-mas sale. That means most of our T&T prices will be listed for half price or cheaper. So if you are looking to buy something, this month will be the best time to do so.”

And went on to boast about the money he was making off products that still featured all the unlicensed art in question.

“We have lots of new T&T items planned for the coming year (Novels, Solos, T&T Supplements and even a T&T Battle Dice Game Ken St. Andre created). Our sales have continued to grow with the site statics breaking down as such; roughly 3,241 people visit here each day, with 1 in 122 people making a purchase of $50 or more. We are shipping world wide and we continue to expand.”

It is also of note that the publisher sells a magazine called “The Hobbit Hole,” although the word Hobbit and its use is copyrighted to the Tolkien Estate, and highly unlikely to have been licensed to an obscure independent publisher such as Outlaw Press, Inc. and/or James Shipman.




This week, and after having been contacted through e-mail by Shipman (who cited bogus publication rights and falsely claimed owning the copyrights to freely contributed materials whose copyrights were never given to him by the rightful copyright owners), Ken St. Andre terminated James Shipman membership at Trollhalla--St. Andre’s own Tunnels & Trolls fan club--after issuing the following statement:
“Because James Shipman has shown himself to be neither truthful nor courageous nor ethical, I declare that he cannot remain a member of Trollhalla any longer.”


Although the publisher’s website has now been down for a few days, he continues to sell his products on E-Bay under various user names including: jimship1, Hobbit_King, actionseller99 and selling4u2, using the hobbit_king@yahoo.com PayPal account.

Still, a storefront for this publisher and most of his products (which still feature the unlicensed art) can be found by following the product links at the Noble Knights game store here: http://www.nobleknight.com/ViewProdLine.asp_Q_ProductID_E_2147404354_A_InventoryID_E_2147650378_A_ProductLineID_E_2137421451_A_ManufacturerID_E_2145083794_A_CategoryID_E_12_A_GenreID_E_, although Noble Knight has listed the products as no longer in print and are probably just selling old stock.

Not only have the actions by James Shipman been damaging and disrespectful to many, including his contributors and the Tunnels & Trolls community, but his practices have muddied reputations, impacted artists and fans alike, and cast a bad shadow on the whole RPG community and on legitimate independent publishers. This situation needs to be exposed, if only in the hope of helping the affected artists and contributors who have been wronged by Shipman, and the RPG community and independent publishers alike.

-- End --

So yeah, the drama continues.  I am including this more or less as is since it is a good summary of the situation to date and also gives some more information.  This confirms things other artists have told me, so it is nice to have it all in one place.

I hope this all comes to an end soon and the artists get their due.

Tuesday, January 5, 2010

Ghosts of Albion: Corn Goblins

Corn Goblins

“I was in the Nebraska Territory once, lovely place really, nothing but fields of grain as far as the eye can see, but it is still wild out there. I was walking, couldn’t have been more than five or so minutes after dawn and I saw them running in the corn rows. They were really small, and really fast, but unmistakably fae. I followed them, though I suspected that like all other fae they would be long gone. To my surprise I saw them in a spot where the corn had been trampled down, maybe by some dog. They were no taller than pixies, but they didn’t have wings. Their hair was blonde, nearly white, their faces were wrinkled and hands were tannish I think; but they could have been dirty too. Their eyes were the brightest robin’s egg blue I have ever seen. Their clothes were simple, greens and browns. It was a little family. They looked at me and looked at them for many long seconds. They were so ugly that they were cute! Like an ugly puppy. There was a man, his wife I suppose, and two little ones. One was a baby and was sleeping sucking his (or her) thumb. Then the largest crow (a Rook – TS) I have ever seen landed and they climbed on a flew away.”
- From the Journal of Tamara Swift, as told to her by John Haversham, circa 1860

Name: Corn Goblins
Motivation: To live unbothered
Creature Type: Faerie
Attributes: Strength 2, Dexterity 3, Constitution 3, Intelligence 3, Perception 4, Willpower 2
Ability Scores: Muscle 10, Combat 9, Brains 12
Life Points: 30
Drama Points: 1
Special Abilities: Animal Empathy (Crows), Faerie, Reduced Size (freakishly small), Unattractive (1)

Manoeuvres
Name Score Damage Notes
Dodge 9 — Defence action
Grapple 11 — Resisted by Dodge
Punch 9 4 Bash

Corn Goblins are one of the very few of the faerie races encountered in former colonies (America). First the name is a misnomer, Corn Goblins are not goblins at all, but rather ugly faeries. They have some similar features to the Bendith Ý Mamau of the Welsh, but have not (so far) displayed any type of magic. Nor are they unpleasant like their Welsh cousins.

Corn Goblins though are named for their preferred habitat, the endless fields of corn and other grains that proliferate across the States. They rarely, if ever interact with humans but have been known to befriend crows and even use them as transports.

Very little is known about them but to date they have shown to be benign. The earliest recorded mention of a corn goblin like creature is from the records of the Salem Witch Trail. One girl described consulting with a “foule imp” that matched the corn goblin description given by Haversham and other American Occultists.


“I am quite convinced that we have them here in England as well, but the power of the Seelie Court is such that they remain hidden. They spend a great deal of time hiding in America as well from what I understand. Corn Goblins maybe related to the “little men” of the Hopi Indians, but my understanding of American geography tells me that these creatures are not in the same lands as the Hopi. If this is the case there may be more faerie races in the vast lands of the New World just waiting to be discovered.”
- Addendum, The Journal of Tamara Swift

Monday, January 4, 2010

I Have a Plan…

It's not a great plan, or even a well thought out one, but it is a plan. I am going to be taking my two sons (and now it seems, my wife) on a massive 4th Edition D&D campaign. Yes I know this will take years, but that is fine, I have those years. I am going to place it in my "Mystoerth" world.

Given my penchant for all things horror, I am going to set up the campaign to focus on the ascent of Orcus to godhood. Orcus is a great enemy to have. He is unrepentant evil, his minions are undead and he is full of rage, horror and violence and everything a good upstanding hero would want to stop.

I'd use some of the "new" mythology of Orcus and Raven Queen, plus a bit of my own. But not all would be railroaded plot-driven arcs. My oldest son loves to fight dragons so that would also be there. Plus I want to make this very, very relaxed. The unfolding meta-plot is my extra enjoyment, but I want to do it in such a way that we all have fun.

I am going to place it in my world's version of Glantri. Glantri is from Mystara and in that world was a Principality, now I have at as Theocratic Monarchy where the King is also the head of the Church of State. So basically, Fairy Tale England, or more to the point Fairy Tale Western Europe, since I also have influences of France and Italy here. The Princes are gone, defeated in a coup, but their lands remain ruled by nine dukes under the King. The Dukes are mostly the old family of the Princes, looking for a chance to reclaim power. So I have political intrigue if I want it, but I am going to be keeping my good and evil mostly easy to spot, at least in the beginning. The Dukes allow me to use older Glantri material, I just swap out the terms. Under the Dukes are various landed nobles, typically retired adventures, known as Barons and Counts. My thinking here is to give my boys all the full D&D experiences; so there are knights and dames, courts of intrigue and chivalry, and the way for brave adventurers to return home as heroes. Sure it is not "grim-dark" or even "points of light", but it can be part of the "oncoming darkness".

My world has a Blackmoor, a Desert, a Hyborea, not mention Greyhawk, Glantri and Kara-Tur all in one world. So, more than enough to keep me and my family busy for years to come really. Though there are only four of us, I might have to bring in some others, maybe some of their friends as well. This is one of the main reasons I am going with 4th Edition as opposed to say an older version (the D&D Rules Cyclopedia would be so awesome for this) or another game (like Ghosts of Albion). I am more likely to find others that play 4E than some other game AND it just makes the most sense really given all the tools for 4E out now.

Here is the "Hero Tier" to borrow a phrase. These will be local and be the Mystara flavor of the epic.
  • T1 The Village of Hommlet, levels 1-2. I do have the 4th Edition update for this.
  • B1 In Search of the Unknown, levels 1-3 (can run this one in my sleep)
  • B2 The Keep on the Borderlands, levels 1-3
  • B3 Palace of the Silver Princess, levels 1-3 (using bits from both the "Green" and "Orange" versions).
  • L1 The Secret of Bone Hill, levels 2-4
  • X1 The Ilse of Dread, levels 3-7
  • X2 Castle Amber, levels 3-6 (place it in the Shadowfell, which is the new Ravenloft anyway)
  • C2 The Ghost Tower of Inverness, levels 5-7. Though I won't run it as a tournament module and that is if I don't use it as a converted Doctor Who adventure.
  • I6 Ravenloft, levels 5-7. That is if I don't use it as a convert Ghosts of Albion adventure. Use some of the Ravenloft campaign/world setting stuff here too.
  • S2 White Plume Mountain, levels 5-10
  • I10 Ravenloft II, House on Gryphon Hill, levels 8-10 (maybe. They might be burned out on undead by this time.)
Now begins the "Paragon Tier" and I will start with the Gygaxian canon.
  • S4 The Lost Caverns of Tsojcanth (with some of the info from the 3.5 update), levels 6-10
  • WG4 The Forgotten Temple of Tharizdun, levels 5-10
  • S1 Tomb of Horrors, levels 10-14 (though some of the instant kill traps changed, more skill challenges)
  • S3 Expedition to the Barrier Peaks, levels 8-12
  • G123, Against the Giants, levels 8-12
  • D12 Descent into the Depths of the Earth, levels 9-14
  • D3 Vault of the Drow, levels 10-14
  • Q1 Queen of the Demonweb Pits, levels 10-14
  • CM2 Death's Ride, levels 15-20. This sets up the next tier, or I could even make this the start of the next tier and keep the Epic levels nothing but Gygaxian Greyhawk. I like that idea.
I can also fit Gary's "Dungeon Land" and "The Land Beyond the Magic Mirror" adventures here as well to complete the Gygaxian saga. But I need to re-read those to be sure.

Now here would also be a good spot for the DA series Blackmoor adventures for made for the Expert D&D set, but there is a lot of high tech stuff mixed in with those. I might pick and choose things, but I think I am more likely to go with the newer d20 Blackmoor stuff.

The "Epic Tier" is harder, but here some ideas.
Some of the Master level modules (M2, M3 and M5 in particular) look like they would work well. Plus they have the Mystara high fantasy feel that some of the Greyhawk modules don't have.
Of course I would do the Bloodstone series here, just make them harder, maybe even pair them up with the Orcus related adventures for 4e (the new "E" series), though old H4 and new E3 cover a lot of the same ground. I would want to add some other planes adventures here too. So to follow my rule of thumb I should try to find at least 6 more adventures for this tier.
  • H1 Bloodstone Pass, levels 15+
  • H2 The Mines of Bloodstone, levels 16-18
  • H3 The Bloodstone Wars, levels 17-20
  • H4 The Throne of Bloodstone, levels 18-100
I could also do a sub-campaign in my desert area using:
  • B4 The Lost City, levels 1-3 (though I am using this one now in 3.5)
  • I3 Pharaoh, levels 5-7
  • I4 Oasis of the White Palm, levels 6-8
  • I5 Lost Tomb of Martek, levels 7-9
  • X4 Master of the Desert Nomads, levels 6-9
  • X5 Temple of Death, levels 6-10
  • I9 Day of Al'Akbar, level 8-10. Useful for the Cup and Talisman of Al'Akbar.
Now granted these levels are all for AD&D and Basic D&D and might not translate well into 4E. But I have a lot of tools at my disposal to help with that. I have a load of maps, a DDI subscription, monsters and even some third party stuff to make it all work. If I plan everything out correctly I can have them go up a level at the end of every adventure. I like that too. Also I can set up a titanic army of the undead using all the previous "bosses" from these adventures. So Strahd, Drenzula, Korbundar, Acerak, and more I know I am forgetting. Plus some GM PCs I'd love to try out that I know I'll never get to play in a 4th Ed game.

To borrow a Klingon quote, "It will be glorious!"

Sunday, January 3, 2010

My first new Game of 2010: BASH


Well had my regular GM and his family over the other night for New Year's Eve and I was introduced to BASH, Basic Action Super Heroes. It is a simple supers RPG that I am sure I am going to be playing more of in the near future. But what has impressed me the most are the number of conversions that the BASH fan community has already put together. I converted one of my M&M characters over to BASH fairly quickly. I have another character I am working on now that started out in BESM 3.0, re-done in M&M (as PL 5), then converted over to Marvel Super Heroes. It will be interesting to see if the BASH conversion goes over well.

The system is really simple, a good thing these days, and looks easy to learn. I also looks pretty flexible too. There are BASH Fantasy and BASH Sci-Fi games too, which I will need to check out.

Like most Supers games, well pretty much every game, I look at the magic first. So far the powers look very Champions or Mutants & Masterminds like, i.e. I choose the "Blast" power and call it "Arcane Blast". I plan to look at Fantasy BASH for more classical, ritualized spellcasting. Given my GM's preferences, I also expect we will be diving into Sci-Fi BASH at some point this year as well.
Since that seems to be the thing to do I'll post some conversions for BASH myself, after I have read it a bit more.

Other games I want to play in 2010:
  • D&D 3.x (running) – I want to finish up my oldest son's campaign to defeat Tiamat. The characters in this game will the mytho-historical figures of our next, 4e game.
  • D&D 4e (playing) – I have at least four 1st to 2nd level characters that I have started on various games and I want them to progress.
  • Doctor Who (running or playing) – I am going to convert my Ghosts of Albion adventure "Obsession" over to Doctor Who. Fitting really since one of its inspirations was the 4th Doctor's "The Talons of Weng-Chiang". I thought about doing it for Victoriana, but part of plot is somewhat contradictory in a world where everyone knows magic is real.
  • Witch Girls Adventures (running or playing) – I have a few things I am working on for myself that look like they would be a lot of fun.
Otherwise here is to some good gaming in 2010!

Wednesday, December 30, 2009

The Best (and Worst) of 2009


Normally I avoid these thing, since they are nothing but subjective opinion at best and ego-wanking at worst. But 2009 was a good year for RPGs and RPG fandom and I wanted to share my thoughts on that. So yeah. Ego-wanking.

Best RPG of 2009: Doctor Who Adventures in Time and Space

An easy call really. The system is simple, the art and layout are the new high watermark for RPGs and it comes in a box with dice! In a year all about Retro- and Old School gaming, this is very cool. Of course Doctor Who and RPGs have had a long history together, even outside of the FASA game. Many of us became Who fans and gamers at the same time. Playing AD&D and watching Doctor Who on PBS was close to a geek universal for the early 80's. The new Who game is very much a product of this time. Newer easy to use mechanics, slick presentation and top notch design and layout. Course with the premise behind Who, time and space travel, then nearly anything can be played. Though I am hesitant to put outright magic in my Who game.
I hope to have more to say about this game in 2010.

Honorable Mention: Best RPG, Witch Girls Adventures
Prior to Doctor Who coming out, this was my favorite new game of 2009. There is a lot to like about WGA. Whatever I can't (or won't) do with Who I can do with this game. It has a great little magic system that you can port over to Savage Worlds or Cortex (both in a dire need of a good magic system), You can play a Harry Potter like game, or it can be played as is. I have blogged a quite bit out it already this year as you can see here.

Best Blogs
2009 was a year I stepped up my own blogging and was reading others. Some of the best were Hero Press for a solid rundown of a little bit of everything in fandom. Grognardia for EVERYTHING related to old school gaming, not just retro-clones mind you, but the genuine articles. Others worthy of note are Geek Othodox for a run down all sorts of geek culture related items such Mexican bootleg action figures. Playing D&D With Porn Stars which has to have the best name of a blog ever. Space: 1970 dedicated to all things Sci-fi from the 70's (and sometimes early 80's). And finally, Lair of the evil DM, which lives up to its claim as "Maxim Magazine for Gamers", which I think has shown more porn stars than PD&DWPS has.
I am sure there are others that are great as well, so if you have a blog and are reading mine, please feel free post a free advertisement here.

Year of the Retro-Clones
Spent a good part of this year playing, reading and working on retro-clones. My favorite was Spellcraft & Swordplay, a nice little take on OD&D with the original combat system in place and not the "alternate" d20 resolution that became the defacto means in later years. Other great ones were Basic Fantasy and Labyrinth Lord, two takes on Basic D&D. I also was able to get myself a Christmas present last year and got a near mint D&D Rules Cyclopedia, so it was a good year for playing like it was 1981. All my posts regarding all the Retro Clone posts can be seen here. It was a good year for Retro Clones, I hope that 2010 proves to be as good.

The Worst: Outlaw Press
2009 also had it's share of "worsts" too. The worse of the worse had to be the massive theft of content by Outlaw Press, summarized here. It now seems that Outlaw Press is offline. It's website is down, there are no products on Amazon or Lulu. While I hate to see a small RPG company go out of business, Outlaw brought this all on themselves. I do hope that the artists that had their material stolen will get some satisfaction, but I am sure this will be pyrrhic victory at best.

Edition Wars
2009 opened with the latest round of Edtion Wars, namely 4th Ed D&D vs. Everything else. I am happy to say that save for some minor skirmishes this war is over. 2009 gave us more ways to play "D&D" than ever before. We had D&D 4th Ed, the new Pathfinder RPG (aka D&D 3.6), and all the Retro-clones, if there was a game you wanted to play chances are very good it was out there somewhere.

Games Not Published

In 2009 we still did not see publications of Ghosts of Albion or Chill. 

Looking forward to 2010
Looks like I am going to get some more Who gaming in and that is good. Going to try converting some of my Ghosts of Albion material to other systems instead of letting it languish on my hard drive.

Wednesday, December 23, 2009

The Hex Girls


We're the Hex Girls!
And we're gonna put a spell on you.

- The Hex Girls Hex Girl














So I had this idea. I was washing dishes and thought that we need a sequel to Scooby Doo. My boys had just watched Scooby Doo and the Witch's Ghost and it featured a goth girl band called The Hex Girls. They later showed up in another Scooby Doo movie, Scooby Doo and the Legend of the Vampire and again in the Whats New, Scooby Doo? series episode The Revenge of the Vampire.

So lets take the original premise of Scooby Doo, a group of kids that solve mysteries but are also in a rock band. The end of The Witch's Ghost even pay homage to this with the Scooby gang playing backup for the Hex Girls. The members are playing the instruments they were going to originally play back in '69. Scooby is even on the bongos like the original concept.

Flip the concept a bit; the supernatural is real, but no one believes in it. Throw in the Hex Girls and faster that you can say spin off I had an idea for a new series.

The Hex Girls Animated Series

The basic premise is simple. The Hex Girls (Thorn, Luna and Dusk) are a group of young musicians touring America (Series 1) and then the World (Series 2). Secretly though they are all witches. Not very powerful ones yet, but they do have the talent. Given the laws of cartoon and RPG universes, every town they have a gig in something weird is going on. So in the 22 minutes they have they need to discover what is going on, put a stop to what ever supernatural problem is happening, work together while doing it, and still be on stage for their show that night. All the while keeping their Manager Jasper Ridgeway happy and avoiding paparazzi photographer/occult conspiracy theorist Flash Cameron.

Think of it as Supernatural or Charmed for kids. Since there is a wealth of popular culture to draw from starting with the Hardy Boys and Nancy Drew all the way up to Ben 10 and W.I.T.C.H. coming up with episodes ideas is easy AND it works as a good way to bring kids into roleplaying.

The trick though is to keep this from turning into a newer version of Josie and the Pussycats. Or worse. A Goth version of JEM.




History of the Band

The Hex Girls were a local goth band formed by Thorn (aka Sally McKnight) and Luna (aka Kim Moss) in their hometown of Oakhaven, MA; the same hometown as horror/mystery author Ben Ravenscroft was from (and where the Hex Girls and the Scooby Gang defeated him and the ghost of his long dead ancestor Sarah Ravenscroft). It was here when Thorn first discovered her magical abilities. Luna and drummer Dusk, later discovered their powers returning from a video shoot in Transylvania.

Sally and Kim were friends in high school, both being artsy goth chicks. Dusk (she has never given out her real name, yet) is a couple years younger and was attending the local private academy when she auditioned for the band. She showed up in her school uniform, black lipstick and fingernails, sat down at the kit and blew everyone away. When asked about her past experience on drums, she admitted she never played before in her life but had practice in beating people up.

After winning the Unsigned Bands contest at Vampire Rock in Australia, the band was signed up by Warner Bros. and picked up manager Jasper Ridgeway.

Characters

Thorn (Sally McKnight)
22 (voiced by Jennifer Hale, who was on Charmed once)

Sally is the leader of the group, she plays lead guitar and lead vocals. She was also the first to have her powers manifest themselves. She is the groups defacto Occult Scholar, having her Great-Great Grandmother's spell book and a natural curiosity of all things occult and supernatural.

Thorn writes the bands more pro-activist songs like Earth, Wind, Fire and Air. She describes her self as a Wiccan and an Eco-Goth. She is very vocal about her points of view and belongs to many Pro-Earth, Pro-Animal, anti-pollution organizations. Since discovering her magic at the end of The Witch's Ghost she has also been very interested in her own family's legacy of magic. She knows her mother did not have the gift and she is sure her grandmother didnt but she wants to know more about her great-grandmother and her great-great-grandmother. Some episodes even deal with Thorn looking into her own past. She is usually the first to want to investigate the creepy house or the haunted graveyard or schedule her concerts around her horoscope.

Name: Thorn (Unisystem)
Motivation: To discover her family's magical secrets; to make some great music
Creature Type: Human witch
Attributes: Strength 2, Dexterity 3, Constitution 3, Intelligence 3, Perception 3, Willpower 4
Abilities: Muscle 10, Combat 10, Brains 12
Life Points: 30
Drama Points: 20
Qualities and Drawbacks: Artist (Musician), Attractive +2, Contacts (Supernatural) +1, Magic +2, Occultism 4.

Maneuvers
Name Score Damage Notes
Dodge 10 - Defense action
Grapple 12 - Resisted by Dodge
Punch 10 6 Bash
Kick 9 7
Magic 10 By Spell

Name: Thorn (Witch Girls Adventures)
Witch Outsider/Gothique
Body: d4
Mind: d6
Senses: d6
Will: d8
Social: d8
Magic: d10

Skills
Acting +1, Art +3, Basics +1, Dancing +2, Hear +1, Instrument +5, Leader +1, Pop Culture +2, Singing +6
Casting +2, Enchantment +1, Focus +2, Magic Etiquette +2, Mysticism +2

Traits
Talents: Calm, Entertainer (+1)
Heritage: Legacy

Luna (Kim Moss)
23 (voiced by Kimberly Brooks)

Kim claims her mother was descended from African slaves as they escaped New Orleans and brought their Voodoo with them to Massachusetts and that her father is descended from a long line of members of the secret Rosicrucian Brotherhood. Her parents are actually an elementary school teacher and an orthodontist respectively, but they encourage their daughter's stage persona. Her father even made the artificial, but very real looking, fangs they wear on stage.

Luna plays keyboards, bass, rhythm guitar and writes most of the music and lyrics for the group. She is also the bands best spell writer and has been experimenting with spells that can be played on instruments and spells that are sung. She formed the Hex Girls with Thorn when they were in Art School together. She is a walking encyclopedia of musical knowledge. Everything from Rock, to Rap to Reggae to Classical to Jazz and Country.

Also, Luna has a number 1 single. She did a cover track of Almost Paradise with then-boyfriend Matt Martigan (from "Legend of the Vampire"). This causes her a bit of embarrassment in interviews since the track was never supposed to be released.
One thing she is not embarrassed about is her mixed racial heritage. In interviews she has taken some jabs for her stage make-up, some interviewers even going as far to suggest that she is trying to pretend to be white. She usually responds with I am trying to pretend to be undead! Dusk has pointed out, much to Luna's chagrin, that Luna's dad is, in fact, white and an orthodontist; the whitest job on the planet.

Name: Luna (Unisystem)
Motivation: To have a number one band.
Creature Type: Human witch
Attributes: Strength 2, Dexterity 4, Constitution 3, Intelligence 4, Perception 3, Willpower 5
Abilities: Muscle 10, Combat 10, Brains 14
Life Points: 30
Drama Points: 20
Qualities and Drawbacks: Artist (Musician), Attractive +2, Contacts (Supernatural) +1, Magic +1, Occultism 3.
Maneuvers
Name Score Damage Notes
Dodge 10 - Defense action
Grapple 12 - Resisted by Dodge
Punch 10 6 Bash
Kick 9 7
Magic 9 By Spell

Name: Luna (Witch Girls Adventures)
Witch Outsider/Gothique
Body: d6
Mind: d8
Senses: d8
Will: d10+1
Social: d6
Magic: d8

Skills
Acting +1, Art +3, Basics +2, Dancing +1, Hear +2, Instrument +6, Mythology +1, Pop Culture +2, Singing +5
Casting +2, Enchantment +2, Focus +3, Magic Etiquette +1, Mysticism +1

Traits
Talents: Entertainer (+1), Unshakable
Heritage: Legacy

Dusk (real name unknown)
19 (voiced by Jane Wiedlin, of the Go-Gos)

When their first drummer decided to go to college out of state the Hex Girls held an open audition at their art school for a drummer. Expecting to get other like minded college-age girls to apply they were shocked when 16 year old Dusk walked in. She was still wearing her private school uniform (she had just dropped out or was kicked out depending on who you ask), her hair was dyed three different colors and she was wearing her now trademarked cross and goth makeup. She sat down at the drums and blew everyone away. After winning the audition they asked her how long she had been playing and she said it was her first time ever at a drum kit. Dusk, and she has never given anyone any other name, has the amazing knack to play any instrument she picks up perfectly by ear. She can't read music and says counting to 4 all the time is boring, but she plays the drums because she likes to hit things.

Dusk is the sarcastic party girl of the group. Despite being younger she has had more boyfriends than the other two girls combined. She has a temper and has threatened to quit the band more than once. She is also the most musically talented of the group, she just doesn't care about writing music. As she says "I'm not a musician, I'm a Rock-star."

Dusk does take over as lead singer for the only song she wrote, We Do Voodoo.


Name: Dusk (Unisystem)
Motivation: To have a great time
Creature Type: Human witch
Attributes: Strength 3, Dexterity 4, Constitution 4, Intelligence 3, Perception 3, Willpower 4
Abilities: Muscle 12, Combat 14, Brains 10
Life Points: 38
Drama Points: 20
Qualities and Drawbacks: Artist (Musician), Attractive +1, Magic +1 Occultism 3.
Maneuvers
Name Score Damage Notes
Dodge 12 - Defense action
Grapple 14 - Resisted by Dodge
Punch 12 9 Bash
Kick 11 10
Magic 8 By Spell

Name: Dusk (Witch Girls Adventures)
Witch Outsider/Gothique
Body: d8
Mind: d6
Senses: d6
Will: d6
Social: d10
Magic: d8

Skills
Acting +1, Art +2, Basics +2, Fighting +1, Hear +3, Instrument +6, Plucky +2, Pop Culture +1, Singing +3, Urchin +2
Casting +2, Enchantment +2, Focus +3, Magic Etiquette +1, Mysticism +1

Traits
Talents: Entertainer (+1), Temper
Heritage: Legacy

Jasper Ridgeway, 63 (voiced by Jeff Bennett)

Jasper has nearly managed every great band there is. Nearly. He had a chance to manage the Beatles after the death of Brian Epstein. He nearly managed the Rolling Stones before Allan Klein took over. He passed on David Bowie saying that once Bowie dropped the Ziggy Stardust image his career would be over. Instead Jasper managed mediocre bands or great bands that just disappeared; His best band "Wildyinds" faked their own death while he was managing them and his other band "Bad Omens" just disappeared. So the fact Jasper landed the Hex Girls pretty much goes against more than 40 years of his previous behavior in the music business. Now Jasper has discovered what having a successful band really means. Work. He is their manager, bus driver, roadie, sound tech, and all around gopher for everything. Now that the girls are investigating the occult every week he also needs to come up with ways to help them there too.

Plus Jasper is a coward, though he would never admit it. Instead Jasper always has some medical reason why he cant help. Werewolves bother his allergies, haunted houses are too dusty and irritate his sensitive eyes, he can't crawl around in grave yards or sewers due to his sensitive skin. Whatever the situation, Jasper has a reason why he cant help them out. Of course Jasper also a thousand stories about other great bands. None of them involve him though, they were all told to him by other managers. They usually happened though while Jasper was nearby. For example he will talk about the time that he was at Montreux Casino the night it burned to the ground. He was not there with Frank Zappa or even Deep Purple, but rather demanding to get paid for his band that was supposed to be there the night before but had failed to show up.

Name: Jasper Ridgeway (Unisystem)
Motivation: To finally manage a great Rock and Roll band
Creature Type: Human
Attributes: Strength 2, Dexterity 1, Constitution 2, Intelligence 4, Perception 5, Willpower 4
Abilities: Muscle 10, Combat 8, Brains 14
Life Points: 26
Drama Points: 20
Qualities and Drawbacks: Contacts (Music Business) +3, Emotional Problems (Coward).

Maneuvers
Name Score Damage Notes
Dodge 8 - Defense action
Grapple 10 - Resisted by Dodge
Punch 8 6 Bash

Name: Jasper Ridgeway (Witch Girls Adventures)
Mundane Human
Body: d4
Mind: d6
Senses: d8
Will: d8
Social: d10
Magic: d4 (no magical talents)

Skills
Basics +3, Drive +3, Fix-Mechanical +3, Gossip +2, Hear +4, Instrument +2, Mundane Etiquette +3, Plucky +1, Pop Culture +4, Streetwise +3

Traits
Talents: Entertainer (+1)

Flash Cameron,
26 (voiced by Jeremy Piven)
Flash is a notorious paparazzi photographer that normally sells his pictures to the highest bidder. He has no shame and no picture is too forbidden to him. He happily claims he was there for the fall of Brittney and Lindsey and he was carrying pictures of Baby Suri in his wallet long before anyone even knew the babys sex. Now Flash has his telescopic lens focused on the Hex Girls. Normally an up and coming band wouldn't get his attention, but Flash has seen the Hex Girls perform real magic and he is set on exposing them and the world of the supernatural. Used to a standard of living where one or two pictures would net him a few hundred thousand dollars a day, Flash is now reduced to living in cheap hotels while following the girls. He knows though that if he gets the pictures he knows he can get it will all be worth it.

The strain of the road and living alone is getting to him and now he keeps referring to himself in the third person.

Note: Flash is original though he is based on "Rock Rivers" from "Scooby-Doo in Where's My Mummy?" and "Cameron Flick" from "Scooby-Doo and the Stone Dragon"

Name: Flash (Unisystem)
Motivation: To get photographic proof of magic and the supernatural and make a ton of money for it.
Creature Type: Human
Attributes: Strength 3, Dexterity 3, Constitution 3, Intelligence 3, Perception 5, Willpower 4
Abilities: Muscle 12, Combat 14, Brains 13
Life Points: 38
Drama Points: 15
Qualities and Drawbacks: Attractive +1, Contacts (Media) +3

Maneuvers
Name Score Damage Notes
Dodge 14 - Defense action
Grapple 16 - Resisted by Dodge
Punch 14 12 Bash

Name: Flash (Witch Girls Adventures)
Mundane Human
Body: d6
Mind: d6
Senses: d10
Will: d8
Social: d8
Magic: d4 (no magical talents)

Skills
Art +4, Basics +2, Drive +4, Fix-Mechanical +3, Gossip +4, Mundane Etiquette +3, Plucky +2, Pop Culture +4, Streetwise +4

Traits
Talents: Brave

Episode Ideas

Typically the episodes will follow the same basic structure. The girls arrive in town, hear of some sort of supernatural disturbance, investigate, solve the mystery, be back in time for the concert. All the while avoiding various problems. The supernatural mysteries can include all the stock and trade ones: Zombies, Vampires, Ghosts, Werewolves, rival Witches, Mummies from a museum, and so on. Take a Scooby Doo episode and work from the premise that the monster in not a fake but real.

Problems can include the following:
Thorn wanting to find out more about her family.
The girls lose their magic.
Wildwind shows up to a battle of the bands and they are using magic too.
Flash gets a picture of the girls using magic.
Dusks parents show up at a show! And they are stinking rich!
Of course, there are some standbys that were not used in Scooby Doo, but in other shows.
One of the girls falls in love with another musician who is a ghost by night!

Mix and match. The idea here is be simple and focus not so much on the plot or meta-plots or para-plots or whatever but on simple roleplaying fun. And a chance to become magical, monster fighting, ass-kicking, rock stars!


Episode Guide

Here are the first season of "Hex Girls" episodes!

Episode 1.1 “Our Lips Are Sealed”
Luna and Thorn express concern and a little bit of anger after a concert when once again they fail to learn anything about Dusk. Including her real name. When Dusk’s parents show up at a concert they learn that not only is her real name “Muffy” (“What kind of stupid name it that anyway?”) but her parents are stinking rich yuppies. The girls argue about what other secrets they are hiding from each other when a Sprite decides to use his magic to make them reveal all their secrets to each other. Can they stop the Sprite before he causes more havoc? Can they do it before they tell Dusk’s parents and Flash Cameron the whole truth about everything?
Monster of the Week: Pip the mischievous Sprite.
Musical number: “Our Lips are Sealed” – The GoGos.
Location: Boston, MA

Episode 1.2 “Girls on Film”
The girls dispatch a pesky ghost with a fairly routine spell but catch the attention of “extreme photojournalist” Flash Cameron. When the ghost’s bigger, and more dangerous brother comes looking for the girls for his revenge can they stop it and still not expose themselves to Flash?
Monsters of the Week: Two ghosts (maybe a riff on the Scooby Doo ‘Boo Brothers’)
Musical Number: “Somebody’s Watching Me” – Rockwell
Location: New York, NY

Episode 1.3 “American Witch”
Activists are making claims that Rock music turns kids into brainless zombies. But when REAL zombies show up can the girls use their magic and music to stop the horde?
Special Guest Star: Rob Zombie! (he is a big fan of the Hex Girls!)
Monster of the Week: Zombies and Fundamentalists
Musical Number: “American Witch” Rob Zombie
Location: Salem, MA

Episode 1.4 “The Voodoo You Do”

The ghost of the “Voodoo Queen” Marie Laveau needs a new body to continue her reign over New Orleans and she has chosen Luna!

Monster of the Week: The Ghost of Marie Laveau
Musical Number: “We Do Voodoo” – The Hex Girls
Location: New Orleans, LA

Episode 1.5 “Home Sweet Home”
Luna uncovers some information on her great-grandmother. Turns out that only was she a witch too, but her and Thorn’s great-grandmother were bitter enemies. Will the possession of Luna’s ancestors’ Book of Shadows, and Thorn and Luna being possessed by their great-grandmothers’, be the end of the Hex Girls? Will Jasper and Dusk be able to save them?
Monster of the Week: Luna and Thorn attacking each other.
Musical Number: “Sweet Home Alabama” – Lynyrd Skynyrd (sung at the beginning of the ep)
Location: Birmingham, AL

Episode 1.6 “Wild Wynd Blowin’”
The Hex Girls come to a gig only to discover that the guys from Wildwynds have stolen their spot. Bigger problems ensue when Wildwynds also start using magic! Bigger still Flash is back in town.
Monster of the Week: Wildwynds and Flash
Musical Number: “Shout it Out Loud” by KISS, performed by Wildwynds
Location: Dallas, Texas

Episode 1.7 “If Anyone Falls”
Having a relationship on the road is hard, harder if you are hiding the fact that you are a witch to your boyfriend. Thorn has decided to tell her new boyfriend the truth. The other girls don’t agree, but let it be her choice. But before she can tell him, something drains all of their powers!
Monster of the Week: Thorn’s boyfriend, a warlock.
Musical Number: “If Anyone Falls” by Stevie Nicks
Location: Wichita, KS

Episodes 1.8 & 1.9 “Ragnarök and Roll” (parts I and II)
“And I saw the seven angels who stand before God, and seven trumpets were given to them.” – Revelation 8:2

“Never underestimate the power of a full horn section.” – Jake Blues
, The Blues Brothers

It’s apocalypse time again, you don’t have to go home, but you can’t stay here. The girls enter a battle of the bands' contest and the prize is the entire world! The Devil has assembled a band of all the souls he has taken over the years; Robert Johnson (guitar); John Bonham (drums); Stevie Ray Vaughan (guitar), Cliff Buton (bass) and Janis Joplin (vocals).
The Hex Girls need the help of the only musician to ever cheat the Devil out of his due and still be alive; Jim “Mr. Mojo Rising” Morrison. Trouble is Jim is in hiding and going outside will clue the Devil to his whereabouts and he doesn’t want that to happen.
Monster of the Week: The Devil's Band
Musical Number: Hells Bells (part 1), God Gave Rock and Roll to You (part 2)
Location: LA, CA

Guest Stars and Guest Band
Jim Morrison – Went into something like an Occult Witness Protection Program (called "The Sanctuary") with the aid of his ex-wife and powerful witch Patricia Kennealy-Morrison.
Jimi Hendrix – Vampyre. Has more soul and more funk than most other show's vampires combined.
Elvis Pressley – living.  His battles with zombies, aliens, and Bigfoot are the stuff of legends.  You DO NOT +&!@ with The King!
Eric “Eggs, Eggman” Burdon – occult poet, one of only five people that know of all the most powerful psychic locations in the USA. Friends with Hendrix.
Jim “Big Jim” Martin of Faith No More  – occult investigator (left Faith No More to battle the occult), had an epic battle with a creature known as the Pumpkin King.
Richard "Magic Dick" Salwitz of The J. Geils Band.  – Uses his harmonica to focus his magical attacks to defeat evil spirits.
Stevie "the White Witch" Nicks - what can I possibly say her that you could not guess?  Still my first rock-girl crush. The "4th Hex Girl".