Thursday, November 18, 2010

Of Boxes and Box sets

I want to draw your attention to a new article that is up.

http://www.icv2.com/articles/news/18808.html

It is written by Scott Thorne owner of Castle Perilous Games in Carbondale IL.

I like this article for two reasons.  First the more personal.  I lived in Carbondale for many years.  I loved it.  One thing though I didn't love was I was cut off from my Favorite Local Game Stores.  Sure they had a used book store where I bought a copy of Deities and Demigods with Cthulhu and Elric for 18 bucks, but it was not a Game Store.

Then sometime in the early 90s Castle Perilous opened up.
I was a poor struggling grad student then, but I do believe that that vast bulk of my 2nd Edition AD&D games and nearly all my Ravenloft stuff (all pre WotC) was purchased there.  In fact I still think of them as my Second Favorite (Not So) Local game Store.  Any love that can be thrown at them is great in my book.

Secondly I like this article because it points to a growing trend.  The market shift to the novice gamer.
As gamers we are a dying breed.  I don't mean that quite so literally, but there is truth to that.  In the age where video games and online interactions can simulate the role-playing experience, it is hard to convince someone to buy a set of rules in huge books and tell them follow them and then show them the price tag.

Box sets are a different mentality.  They are, for the most part, cheaper and have everything you need to play. Sheets, books, dice and counters in many respects.  This is where the new Essentials line is pure genius.  Don't market it to the Grognards who won't buy it, don't market it to the 4e fans, who have most of it and probably will buy it anyway, but market it to the causal fans, the non-gamers or the lasped gamer.  And at a $20 entry fee, that is cheaper than a family going to the movies (trust me, WAY cheaper).

Putting it all in the trade dress of the most popular boxed set in D&D history now looks like a no-brainer really (though I still prefer my Moldvay Basic Set).



Hasbro has been marketing family game night for their board games as an economical way to stay home, not spend money and get together as a family.  You don't need to be a market analyst or a sociologist to see why that has win written all over it.  WotC is following suit.

Essentials is like that fake ad for the Wii vs. PS3, http://www.youtube.com/watch?v=x7PhJp3ciRQ  "I am cheap and fun!"  Boxed sets elicit the same response.  Especially if there is a lot of stuff in them.  It doesn't matter that a book is more handy, or a PDF more searchable and portable, a boxed set means there is something for everyone at the table to touch.

I have nothing to back this up, but I think that the Essentials and the new Red Box starter set is going to do really good things for WotC this year and is good for the RPG biz in general.

Wednesday, November 17, 2010

Jim Ward is ill

To many of us old enough to remember the old guard one name always stood out to me; Drawmij.   Drawmij was a one of the many characters of Gary's home game that became immortalized in the pages of Greyhawk.

The real Drawmij, Jim Ward is not doing as well.

According to this post, and many others in the blog realms, he is ill and the hospital bills (as they do) are rising.
There are a lot of things that you can do to help, the Dragon'sfoot page details some of them, but another would be to buy something from his DriveThruRPG store.  
http://rpg.drivethrustuff.com/index.php?manufacturers_id=2191&affiliate_id=10748

You can read more here:
http://poleandrope.blogspot.com/2010/11/please-help-jim-ward.html
http://greyhawkgrognard.blogspot.com/2010/11/jim-ward-needs-our-help.html
http://batintheattic.blogspot.com/2010/11/warden-is-declearing-medical-emergency.html

and some more recent updates:
http://poleandrope.blogspot.com/2010/11/update-regarding-jim-ward.html
http://blackmoormystara.blogspot.com/2010/11/james-ward-on-way-to-recovery.html

Jim gave us Metamorphosis Alpha, which in turn gave us Gamma World and even recently spoke to WotC about it all.

Here is hoping that Jim gets better soon.

Witch Guardians, 3.x and 4e


Amy stood in the large room with the eighteen other witches. "Witches" she thought, "a wholly inadequate term to describe these sword wielding warrior women; They are Guardians."
They all wore heavy robes and the Flame burned in the center of the room, but despite that Amy felt chill. The wood floor was cold to her bare feet and all eyes in the room were focused on her.
The High Priestess, Mistress Brent, stood in front of her. She seemed slight compared to the others, especially next to the tall dark skinned Amazon she had come to know as Cerriweden, but Brent radiated a power that made everyone else in the room seem small and powerless. In Mistress Brent's hands was a finely crafted sword of Celtic design.
    "Amy Nakkamura, daughter of Hoshi and Deidre Nakkamura. Approach the Circle." Mistress Brent said. She complied.
    "How do you enter?" Mistress Brent asked.
    "With perfect love and perfect trust." Amy answered with words she had known since she was a child. After all the Daughters were still "witches".
    "Do you submit to the Goddess?" Mistress Brent said. Despite the tone it was not a question. Amy lowered her eyes and kneeled. Two other guardians approached and removed her robes leaving her sky-clad and her bronze skin exposed to all.
    "The Daughters of the Flame are a pastoral order. We do not seek violence and pursue paths of peace, love and communion with the Goddess. We follow the path laid out for us Brigit and recorded by the Ban-Drui Bodhmal. Do you accept Peace and Love Daughter of Brigit?"
    "With all my heart." Amy answered, it was more than a litany to her, it was the truth.
    "But there are those that seek to harm us, to destroy us and they will not be tolerated. As Brigit is the Fire of Life she is also the Fire of Retribution. Fire that warms you, sends away the cold, or destroys. The Flame is Life."
    "The Flame is Life!" the other Guardians repeated.
    "As Liath was Guardian to Bodhmal and they found love, the Guard is Guardian to the Daughters.
    "Will you protect the Flame daughter of Brigit?" Again, not a question from Brent.
    "The Flame is Life. I will protect it." Amy asked.
    "How shall you defend it?" Cerridwen then asked.
    Amy stood, her arms outstretched and naked to world. "With only with what I have. My Body, My Mind and My Soul." She said. A nod from Brent and the two guardians returned with new a new robe, one that looked like their own.
    "Then you shall have these robes to signify that you are one of us and to keep you warm." She held up the sword. "To defend your sisters you will have this sword. But this sword is not for Amy Nakkamura. Mistress Brent held the pommel of the blade with both hands pointing the sword skywards, it was, Amy noted, the same position as the Wiccan handfasting rite
    "I give this sword to Brigh nic Brigandu to defend your life, your sisters and the Flame. Accept this Brigh, Daughter of Brigit. Welcome to the Imbolc Guard!"
Brigh, no long Amy, took the sword.
Brent turned her head away from Brigh and spoke aloud to rest of the Guard. "Imbolic Guard. Do you accept Brigh nic Brigandu as your sister and fellow Guardian?"
Their was a collective "We accept her" from the Guard, then cheering as they broke the circle to embrace Brigh.

 
The Witch Guardians
While the witch is perfectly capable of defending herself and her own, sometimes it becomes necessary for arms to be taken up in defense. This defender of the coven is known by many names but all are generally known as witch guardians.


"Witch guardian" is a broad term used to describe those that devote their lives to defending witches and their faith. They can come from the ranks of the coven themselves, or they may be from another class, called to serve the Goddess in their own way, with arm, sword and spear rather than by bell, book or candle.
While there are a variety of types of witch guardians, they all share some things in common.


The witch guardian defends and protects witches. She is usually the same general alignment as the coven, but many tend to be more lawful. In many ways the witch guardian sees herself as fulfilling the same role as a paladin might. Witch guardians are considered to be part of the coven, but do not take part in coven duties. For example the Imbolc Guard that protects the Daughters of the Flame are not required to tend the sacred flame, though many still do. Some witch guardian groups also are almost a tradition of sorts themselves. The Waelcyrie are one of the oldest groups of witch guardians known and they will protect witches of all traditions and covens.


Witch guardians do not actively seek out those who oppose the witch's faith, but are prepared to defend their charges. The witch guardian has both martial weapons and magic at her disposal. The covened witch guardian will stand guard and protect the coven while they perform their rituals and ensuring the safety of all members. The witch guardian will then, either in private or with the coven's high priestess, perform her own rituals. In covens with more than one guardian the high priestess will often perform a second set of services. It is understood by all that the Patrons excuse the guardians from these normal ritual duties because of the important roles they serve.


Witch guardians also will protect places of power from desecration or may even be assigned other duties such as protecting an important artifact or even a single witch in particular. For those who are not part of coven travel around seeing the world and ensure that places of power they find are free of contamination, infestation and desecration.


Witch guardians feel an urge to protect witches and the faith. It might be a calling from the Goddess, but guardians never divulge why they took up their duty. An apprentice witch guardian needs to take instruction from a more experienced one for three months before they are eligible for the initiation into the tradition. The initiate's instructor (known sometimes as an "Advocate") and three other experienced guardians must be present to invest the initiate into the tradition. If a coven does not have four experienced guardians, the required amount are summoned by the Patrons when the rite is to take place, to ensure that another joins the tradition. These guardians usually do not stay with the coven.


During the rite of investment the apprentice decides to join the witch guardians, or continue in their chosen class. The only time a witch guardian leaves this tradition is through death. If they become disillusioned in witchcraft itself, they must also leave the class. All supernatural and spell-like abilities learnt are lost (as they are provided by the Patrons) as well as access to the witch spell list.
First and foremost the witch guardian lives to protect the lives of the witches in her charge. Most would rather die than allow any harm to come to the coven.


3.x and Pathfinder


Hit Dice: d8
Requirements
    To qualify as a witch guardian, a character must fulfill all of the following criteria.


Base Attack Bonus: +5

Knowledge (Witchcraft): 4 ranks
Spellcraft: 4 ranks
Wilderness Lore: 2 ranks
Feats: Weapon Focus (weapon will depend on what type of guardian they become), may be taken at 1st level of Witch Guardian.
Class Skills
The witch guardian's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (Religion) (Int), Knowledge (Witchcraft) (Int), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Wilderness Lore (Wis).

Skill points at Each Level: 4 + Int modifier.

Class Features
All of the following are class features of witch guardian prestige class.


Weapon and Armor Proficiencies: A witch guardian is proficient in all simple weapons, plus 6 martial weapons of her choice. She may choose to swap any 2 martial proficiencies for 1 exotic proficiency.
Proficient in all light and medium armor. Note: The abilities gained by Nature's Gift are only useable with light armor.


Weapon of Choice (Ex): The witch guardian gains a weapon of choice. The type of guardian they become often determines this weapon. The Patron they serve or the coven they protect can also put restrictions on this weapon. This is also the weapon the would-be guardian chooses for her Weapon Focus feat. See descriptions below.
This weapon gains an enchantment of +1 at first witch guardian level and then an extra +1 every other level of witch guardian (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level of witch guardian). Unlike magic weapons created by normal means, the guardian need not spend experience points or gold pieces to accomplish this task. However, a guardian's enchanted weapon only functions for her, not even other guardians of the same coven.

Deity's Gift (Su): The witch guardian is the defender of all witches and places of power, and they often come across spellcasters who wish to destroy all they hold dear. Because of this, they are granted a +2 divine bonus to saving throws against magic. This ability increases to +4 at 4th level (and is not cumulative with +2 already granted).


At 7th level this bonus is applied to all allies in a 20-foot radius as well as all inanimate objects, including all items on the body of the guardian and her allies, within the area. The guardian herself still has his +4 bonus. At 10th level the area is increased to 40 foot radius. Note if they are more than one 7th level witch guardian within a 20 foot area, the bonuses do not stack as they are the same type of bonus.


Detect Witch's Foe (Sp): This supernatural ability gained at 2nd level is similar to the Detect Evil ability of Paladins. However it only finds those who wish to harm a witch, a place of power, or the witch guardian herself.

Nature's Gift (Ex): The fighting style of the guardian emphasizes agility and reflexes over strength as well as the duality of the God and the Goddess. As such, when a guardian fights with no armor or in light armor they gain the benefits of Ambidexterity and Two Weapon Fighting feats.
If they already have both these feats, they may instead choose two from the following list: Improved Initiative, Lightning Reflexes, Combat Reflexes, Dodge, Mobility, Spring Attack, Improved Two Weapon Fighting, Run, Point Blank Shot, Shot on the Run, Evasion, Uncanny Dodge.


Favored Enemy (Ex): At 6th level, a guardian may select a favored enemy like that of a ranger. These will be enemies that threaten the coven directly and are generally not class of enemies per se. They might be another coven, a group of evil sorcerers, a local church or even a cult of warlocks. The witch guardian gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures.
At 8th level the witch guardian may choose another favored enemy or choose the same one to increase the bonuses to +4.


Hex Mark of Warding (Su): At 8th level the Witch Guardian can scribe a magical rune onto a door, wall, tree, or other stable object denoting their protection of that area. If any enemies to the Coven or place of power the Witch Guardian is pledged to protect come within level yards of the mark, the Witch Guardian may make a Spot Roll DC 20 – the number of enemies to be alerted to their presence and numbers, but not exact nature. A Witch Guardian may have up to one Hex Mark of Warding per 2 levels in the Witch Guardian class. So a character with 8 levels of Witch Guardian may have up to 4 Hex Marks working at one time. Distance is unlimited as long as the Witch Guardian is still on the same plane as the Hex Mark.


Spells per Day: The witch guardian has a limited ability to cast witch spells. If she came from a spell casting background before (say for example witch or ranger) these spells are in addition to ones she already knows.
The witch guardian uses the same spell list as witches.
 
Witch Guardians
    There are many types of witch guardians that vary by exact role, traditions raised in, or covens they protect. Each coven could theoretically have their own unique style of witch guardian, but some larger groups are described below.
What sets most apart are their weapons of choice, duties to the coven and their philosophies.

Huntresses of Diana. These guardians are most common among Classical Greek and Amazon traditions. Like the Amazons, they honor Diana and like their Goddess all Huntresses must be chaste and physically fit. They opt for no or very light armor and their weapon of choice is the bow. The Huntresses protect not only their covens but also the natural areas in which the witches live. The huntresses will kill most intruders on sight, especially men. This is not in contradiction with their alignments since this is the interpretation of their Goddess' will. Most good aligned huntresses will attempt not to kill and instead try to get most intruders to leave via magic or trickery.
A related group are the Huntresses of Mabd, who perform the same function for Faerie traditions.


Imbolc Guard. These guardians are assigned by Brigit herself to protect the witches of the Daughters of the Flame coven. The Imbolc Guard are also charged with the task of training and aiding the Imbolc Mage. Their weapon of choice is the sword. Often these are smaller swords designed to be easily concealed, and they will always be of masterwork quality. Like the witches they protect, the Imbolc Guardians number 19. Smaller covens have fewer Guardians. When not charged with protecting the coven or the Imbolc Mage the Guardians will be training or aiding in the tending of the sacred flame.

Waelcyrie. These guardians are one of the oldest groups of witch guardians known. The Waelcyrie can be found protecting any type of coven or tradition. They are also most likely to be found wandering from coven to coven providing their aid or protecting places of power. The Waelcyrie can choose any weapon of choice and wear any type of armor (spell casting restrictions still apply). Waelcyrie will only protect witches of same, or similar alignment.


War Witch. These guardians are always women. They began as a group of warrior women known as Wild Women that protected druid groves and many still do, even though the Wild Woman predates the druids by millennia. A fair number have also lent their spears to protect witch covens. Consequently they tend to be associated most with Celtic Classical and Craft of the Wise traditions. Their weapon of choice is always the spear. Often they are recognizable by the black leather breeches they opt to wear. Not only do they disdain the use of armor, but also most will enter battle either topless or completely nude. This is done for the same reason that Celtic men will paint their bodies, to distract and incite fear in their opponents.
Table: Witch Guardian Level Progression
Level 
BAB 
Fort
Save 
Ref
Save 
Will
Save 
Special
Spells per day 
1st
+0 
+0 
+2 
+2 
Weapon of Choice (+1),
Deity's Gift (+2) 
2nd
+1 
+0 
+3 
+3 
Detect Witch's Foe, Nature's Gift 
3rd
+2 
+1 
+3 
+3 
Weapon of Choice (+2) 
4th
+3 
+1 
+4 
+4 
Deity's Gift (+4) 
5th
+3 
+1 
+4 
+4 
Weapon of Choice (+3) 
6th
+4 
+2 
+5 
+5 
Favored Enemy 
7th
+5 
+2 
+5 
+5 
Weapon of Choice (+4), Deity's Gift (+2 20' rad) 
8th
+6 
+2 
+6 
+6 
Hex Mark of Warding 
9th
+6 
+3 
+6 
+6 
Weapon of Choice (+5) 
3
10th
+7 
+3 
+7 
+7 
Deity's Gift (+2 40' rad) 

 
4th Edition
Witch Guardian Paragon Path
"No one dares harm my brothers and sisters!"
Prerequisite: Warlock (or Witch) (or alternately any Arcane Class)
You have traded the implement of your choice for that of a sword. You protect the members of your coven using magic and sword.

"Witch guardian" is a broad term used to describe those that devote their lives to defending witches and their faith. They can come from the ranks of the coven themselves, or they may be from another class, called to serve the Goddess in their own way, with arm, sword and spear rather than by bell, book or candle.

While there are a variety of types of witch guardians, they all share some things in common.
The witch guardian defends and protects witches. She is usually the same general alignment as the coven, but many tend to be more lawful. In many ways the witch guardian sees herself as fulfilling the same role as a paladin might. Witch guardians are considered to be part of the coven, but do not take part in coven duties.


Witch Guardian Path Features

Weapon Expertise (11th level): You gain the feats Weapon Proficiency (longsword or weapon of the coven's choice), Weapon Focus and Implement Expertise (longsword or weapon of the coven's choice). This allows you to use a sword as a melee weapon and as your implement when casting. You gain the following, proficiency in that weapon, +2 to damage caused by that weapon in melee attacks, and +2 to attack rolls when using the weapon as an implement. These both increase to +3 at 20th level.

Pact/Coven Gift (11th level): When adjacent to a member (or members) of the coven or group you are sworn to protect you confer a +2 to all their defenses and attack at +2.

Witch Guardian Spells

Enemy of the Pact/Coven 
Witch Guardian Attack 11 
You single out an enemy that threatens the members of your faith and burn them with your fire.
Encounter wArcane, Implement, Fire, Weapon

Standard Action
Close Blast 5
Target: Each Enemy in Blast
Attack: Charisma or Constitution vs Reflex
Hit: 2[W] + Charisma or Constitution modifier damage + 1d8 Fire damage
Miss: 1d8 Fire damage

 

Against the Coven's Foes
Witch Guardian Utility 12 
You have been charged with the protecting your Coven, they in turn empower you to find their enemies.
Encounter wArcane, Psychic

Immediate Interrupt
Personal

Trigger: A melee attack hits you
Effect: You gain a +2 power bonus to AC and Fortitude against the triggering attack and become invisible to enemies until the end of your next turn.

 
Hex Mark 
Witch Guardian Utility 20
You cast a rune of warding and fill it with your power to protect.
Daily wArcane, Implement, Psychic

Standard Action
Close Burst 10
Target: Creature entering the zone making an attack.
Effect: Any creature that enters the zone and makes an attack against yourself or an ally triggers the Hex Mark.
Opportunity Action
Close Burst 10
Trigger: A creature making an attack roll against you or an ally.
Target: The triggering creature
Attack: Charisma, Intelligence or Wisdom vs. Will
Hit: 1d8 + Charisma, Intelligence or Wisdom modifier psychic damage
Effect: The creature is dazed (save ends)
Sustain Minor: The zone persists but is fixed to the starting square.

Tuesday, November 16, 2010

Random observation

No idea if this is true or not.  But I have been thinking about my friends and their likes and the all the blogs, pages and facebook stuff I read and I think there is something to this.

People that like Star Wars tend to be Marvel Comics fans.
People that like Star Trek tend to be DC Comics fans.

I know, I know, statistics of small numbers and all, but there might be some merit to this.

Monday, November 15, 2010

Need some Minis Painted

I will admit this up front.  I suck when it comes to doing anything artistic.
I can do some tricks on Photoshop, but that is it.

But I have a problem.  I love the miniatures from Dark Sword and Reaper.  But I can't paint a damn.
So,  I am looking for someone willing to paint some minis for me.  Yes I would pay you.  I understand this ia complicated procedure and I am willing to put my money where my mouth is.

Here are some of the figures I want to get painted.

First up is my new character.

This is the Dark Sword Halloween 2009 Witch.  Of course she is perfect for my new D&D 4 Essentials warlock and her familiar "Mojo".   I would LOVE to have it pained very similar to this in terms of color.  Maybe more purple and black, but I love the glowing blue sword and the blue reflected on her face and body.

The next few are actually the same character,  first is the Laurana Sorceress figure from Reaper.


This one I might one to be painted similar to this picture as well (I try to choose the picture that is the closest).

The next mini is the same character as above, so I would want similar coloration.  It is the Elmore Masterworks Mini from Dark Sword of Early Snow.



This one I want painted very close to the painting it was based on. http://www.fantasygallery.net/elmore/art_1_early-snow.html.  I have it in my game room now and it would be great to have a painted mini of it.

The one I am currently using now is the Elmore Green Witch from Dark Sword.  She is already painted similar to the Early Snow one, so I am good there.


The main differences are her purple dress and black cape.  I would like to find someone that can paint the other three as nicely as this one.  Why not go with the guy that painted this one?  Easy, I lost his contact info.  Plus I had to ship the figure, get it shipped back (which he did a fantastic job on) and it was a touch expensive.  Not that I didn't mind paying that at the time, but now I want 3 more.

I do have the minis right now, except for the Dark Sword Halloween Witch, so I can ship them to whomever.

My only request is that I am allowed to post pictures here on my blog.

So please.  Post here or email me if you can do this kind of thing.

Thanks!!

Ghosts of Albion: William Shakespeare, Occult Poet

The Occult Poetry of William Shakespeare

One of the new qualities in Ghosts of Albion is Occult Poet.  The Occult Poet creates subtle, but sometime far reaching magical effects that are often less overt than that of a witch or magician.  Presented here is one of Albion's greatest occult poets. 

Few people in the history of the world, let alone the history of the English language, have had the world-wide effect of the Bard of Avon, William Shakespeare.

Born sometime in the Spring of 1564 (generally attributed to April or May), much about Shakespeare’s life is still mystery. It is unknown when and where he picked up his proficiency in Occult Poetry or even why he picked it up. What is know that the plays, poems and love sonnets have had sometimes subtle and sometimes grand magical effects. To modern (Victorian) occult scholars the effects are obvious and profound, and among other Victorian English occult poets his works are now as valued as highly as Byron’s and the Rubaiyat of Omar Khayyam (1859).

Shakespeare’s work is known in general to protect the shores of Albion from supernatural attack and to strengthen her people. His works have been demonstrated to protect against evil minded faeries, witches and malicious ghosts. While nothing to date has been discovered that specifically protect against demons or even other threats from beyond, there are many “lost plays” that scholars feel would provide such protection.

Contacting the Bard from beyond has proven to be impossible. No one has reported seeing his ghost and mediums and spiritualists have not been able to contact him. So asking him directly has failed.

Noted works and Effects

These works only achieve their magical state when performed by a troupe of actors (as Shakespeare intended) or by an Occult Poet. To find the key passages or phrases the Occult Poet needs to pass an Occultism skill check (Intelligence + Occultism). A magician or occult scholar my attempt to find these as well (-2 to their skill check) but they are unable to use them as occult poetry. Any Occult poetry learned from Shakespeare’s works can only be used once per day as the Bard intended.
To use the works of the Bard as Occult Poetry requires the described roll from the Ghost of Albion RPG under the Occult Poet quality.
Again, Directors are encouraged to have their players recite the stanzas in question. After all quoting Hamlet well should be worth a Drama Point!

A Midsummer Night’s Dream came to Shakespeare appropriately enough as a dream on one Midsummer’s night. Generally regarded as one of his greatest comedies, it was also crafted as an occult pact of sorts between our world and that of the world of the Faerie. Each time the play is performed the pact is renewed. The Faerie will remain out of our realms and humans, except a select few, will not be able to see the faerie realms or their gateways. In addition the Seelie Court, ruled at the time by King Oberon and Queen Titania, would prevent the Unseelie Court from interfering as well.
Occult Poetry effects: When the appropriate passages are quoted, interactions with any Faerie are treated as if the Poet had an Attractiveness or Charisma +2 levels higher.

Macbeth is the Bard’s most obviously supernatural play. Each time it is performed it sets up a protection against witchcraft. Originally it was designed to protect all of Albion, but an error in the writing has limited it to only the people watching the performance. Unfortunately the same error backfires on the performers and makes them more likely to suffer the malfacea of evil witches during the rehearsals of the play. It is common believed that Macbeth was written to fend off a personal attack by witches.
Occult Poetry effects: When the appropriate passages are quoted, the Occult Poet receives a protection against evil witchcraft. All magical attacks against him are considered to come from a witch with 2 levels of magic lower. For example, Byron is attacked by a witch casting Soul Burn (PL6) with magic of 7. Quoting Macbeth, Byron causes the attack damage to be recalculated as if the witch’s magic level were 5. While this is lower than the PL of the spell the witch still casts, only damage is effected.



All's Well That Ends Well, Measure for Measure and Troilus and Cressida, each attempt to right some societal ill or wrong. Here the Bard struggles with wordcraft as an Occult Poet and wordcraft as a playright. Depending on how they are performed they do provide a positive benefit (usually Good Luck +1) to those in attendance.
Occult Poetry effects: When the appropriate passages are quoted, the Occult Poet receives a +1 bonus to his next roll within the next three hours.

Romeo and Juliet has had many purported occult properties. However many occult scholars and Shakespeare scholars report that so many changes have been made to it since Shakespeare’s death that the occult properties it once had may be lost.
Occult Poetry effects: For this tragedy of love the occult poet may contact the spirit of a lost loved one and speak to them. This effect though can only be performed at sunset.

His histories, King John, Richard II, Henry IV, etc, while mostly just good plays, have some occult properties for strengthening the monarchy and might of Albion.
Occult Poetry effects: When the appropriate passages are quoted, the Occult Poet receives a +1 bonus to his attacks and damage for the next three combat turns.

Titus Andronicus, one of the Bard’s bloodiest plays, speaks of death, combat and struggle.
Occult Poetry effects: When the appropriate passages are quoted, the Occult Poet receives a +3 bonus to his attacks and damage for the next single combat turn, but looses -1 to his dodge roll.

The love poems and sonnets of Shakespeare are the most quoted in the world. Lovers world wide have uttered his words in love and devotion thousands of times over.
Occult Poetry effects: Quoting Shakespeare’s love poems is believed to magically increase one’s Attractiveness or Charisma by +1 to anyone the Occult Poet fancies.

Sunday, November 14, 2010

D&D 4 Essentials today instead

So we had our "Little Kids" game today.  We had been playing Pathfinder with the boys, but the DM showed up with something else in mind.  He re-did all the Pathfinder characters using only D&D Essentials and we went through the adventure from the Red Box.  We had, as he described it, the D&D Essential experience.

It was awesome!

The boys picked up on the rules quickly, but they had all played 3.x, Pathfinder and D&D 4 before.  The characters were familiar to them all, that was also a plus. The tokens worked great, the maps are cool and the new Rules Compendium made looking things up a breeze.

We got through three encounters in about 4 hours, not too bad really.

Greg, the DM, and I are going to talk, but this might be the game we play with the boys. I still ahve our 3.x game to wrap-up and then start their 4.0 game.  Greg and I are still going to do Pathfinder for our "Big Kids" game, so this makes crossovers between the two groups more problematic, but not impossible.

Looking forward to more of this.  I am really, really enjoying the 4e Essentials stuff.

And yes, I played a Fey-Pact Warlock. Gotta stick to what works for me.