Monday, May 13, 2013
Old School Week at DriveThruRPG
DriveThruRPG is celebrating the best of the OSR this week.
For a limited time you can grab their selected 10 best OSR products for a special price.
You can use promotional code OSRF711F2 to get 15% off on these select titles till Sunday, May 19.
Personally I can't recommend these titles enough. We have the immortal D&D Basic Book in new, clean PDF format, the awesome Astonishing Swordsmen & Sorcerers of Hyperborea and two of my favorite "what if" games, Spellcraft & Swordplay and Adventures Dark & Deep. Plus three very different kinds of games with a great old-school feel, HackMaster, Dungeon Crawl Classics and one of my personal favorites Castles & Crusades.
Lots of great stuff here.
Monster Post later today.
Sunday, May 12, 2013
Second Edition Reprints
Wizards of the Coast has released the Limited Editions of the 2nd Edition of AD&D in some markets. I picked my copies on Friday.
These are the reprints of the second printing of the Second Edition rules. Not the ones with the blue borders, but the ones with the red borders. So consequently the books these are the reprints of I don't actually own. I do have the Monstrous Manual, my Monstrous Compendium long since gone.
Monstrous Manual
Dungeon Master Guide
Player's Handbook
AD&D 2nd Ed feels like the forgotten edition of D&D. Sure there might be others, but between OSRIC and Pathfinder 2nd ed usually gets ignored, especially by me. 2nd ed was the game I ran in college but it is also the game that almost put me off of D&D for a while.
These books are not cheap, $50 each, but they are nice and like I said, they are still somewhat new to me.
I am going to enjoy going through these to be honest, the books look really nice and frankly I like sending the message to Wizards that these types of product are welcome. I also like supporting my Favorite Local Game Store.
Plus they look nice with my special edition 3.5 and the 1st ed AD
Though unlike the above editions, the 2nd eds do not have a ribbon. A little disappointing, but I didn't want to pay $75 each for them. Might have to play some 2nd ed some time.
These are the reprints of the second printing of the Second Edition rules. Not the ones with the blue borders, but the ones with the red borders. So consequently the books these are the reprints of I don't actually own. I do have the Monstrous Manual, my Monstrous Compendium long since gone.
Monstrous Manual
Dungeon Master Guide
Player's Handbook
AD&D 2nd Ed feels like the forgotten edition of D&D. Sure there might be others, but between OSRIC and Pathfinder 2nd ed usually gets ignored, especially by me. 2nd ed was the game I ran in college but it is also the game that almost put me off of D&D for a while.
These books are not cheap, $50 each, but they are nice and like I said, they are still somewhat new to me.
I am going to enjoy going through these to be honest, the books look really nice and frankly I like sending the message to Wizards that these types of product are welcome. I also like supporting my Favorite Local Game Store.
Plus they look nice with my special edition 3.5 and the 1st ed AD
Though unlike the above editions, the 2nd eds do not have a ribbon. A little disappointing, but I didn't want to pay $75 each for them. Might have to play some 2nd ed some time.
Saturday, May 11, 2013
Moms are Gamers too!
Bunch of sales coming up at DriveThru RPG.
Here is one of the first.
Tabletop Adventures, LLC is running their "Moms are Gamers too" sale for Mother's Day.
Get 20% off selected products between now and Wednesday.
Here is one of the first.
Tabletop Adventures, LLC is running their "Moms are Gamers too" sale for Mother's Day.
Get 20% off selected products between now and Wednesday.
Zatanna: Hellish Elementals
A couple of weeks back I put up a post about Zatanna vs Demons.
I wanted to come back to these monsters for the May Monster Madness.
In truth Zee doesn't fight a lot of monsters. Bad guys, demons and arch fiends sure, but not your garden variety monsters.
The closest were a trio of demonic elementals that she fights in issues #4 and #5 of the recent Paul Dini run of Zatanna.
These creatures took the shape of old women, but underneath were hellish fire elementals in the shape of young women.
Zatanna wa able to defeat them by redirecting a swimming pool that had been blessed into holy water into her hotel room.
Hellions
Basic Era D&D / The Witch (because I can)
Armor Class: 3 [16]
Hit Dice: 6d8+4* (30 hp)
No. of Attacks: 2 claws / breath weapon
Damage: 1d4+2 / 1d4+2 / 1d8 (fire)
Special: fear, flame body, ignite. Double Damage from Holy Water
Movement: 90’
No. Appearing: 1-3
Saves As: Fighter 6
Morale: 8
Treasure: None
Alignment: Evil
XP: 300
Hellions cause fear as per the spell (Save vs. Paralysis to negate). They also breathe out a lick of flame while attacking, save vs Breath Weapon for half-damge.
Their bodies are made of flame, but they are not fire elementals in the strictest since. They are demonic spirits and thus unlike elemental they are intelligent and have individuality. They can disguise themselves as human by finding a human and burning them from the inside out. They then can crawl into their skin and use that as a suit.
Hellion
Ghosts of Albion, Unisystem
Creature Type: Demon
Life Points: 30
Drama Points: 1
Attributes
Str: 3
Dex: 3
Con: 4
Int: 3
Per: 4
Will: 5
Ability Scores
Muscle: 12, Combat: 12, Brains: 10
Special Abilities: Demon, Fear, Hard to Kill, Lesser Sensing, Water Vulnerability, Breathe Fire, Resistance (Fire).
Anyone seeing a Hellion for the first time must make a Fear check (Willpower x2).
Hellions do not take damage from fire but take double damage from water based attacks (treat water splash as acid).
Manoeuvres
Name Score Damage Notes
Claw x2 +12 6 bash + fire*
Fire Breath +12 12 fire* (extra fire damage based on SL)
Deflect +11 - Magic defence action; deflects spell 45˚
I wanted to come back to these monsters for the May Monster Madness.
In truth Zee doesn't fight a lot of monsters. Bad guys, demons and arch fiends sure, but not your garden variety monsters.
The closest were a trio of demonic elementals that she fights in issues #4 and #5 of the recent Paul Dini run of Zatanna.
These creatures took the shape of old women, but underneath were hellish fire elementals in the shape of young women.
Zatanna wa able to defeat them by redirecting a swimming pool that had been blessed into holy water into her hotel room.
Hellions
Basic Era D&D / The Witch (because I can)
Armor Class: 3 [16]
Hit Dice: 6d8+4* (30 hp)
No. of Attacks: 2 claws / breath weapon
Damage: 1d4+2 / 1d4+2 / 1d8 (fire)
Special: fear, flame body, ignite. Double Damage from Holy Water
Movement: 90’
No. Appearing: 1-3
Saves As: Fighter 6
Morale: 8
Treasure: None
Alignment: Evil
XP: 300
Hellions cause fear as per the spell (Save vs. Paralysis to negate). They also breathe out a lick of flame while attacking, save vs Breath Weapon for half-damge.
Their bodies are made of flame, but they are not fire elementals in the strictest since. They are demonic spirits and thus unlike elemental they are intelligent and have individuality. They can disguise themselves as human by finding a human and burning them from the inside out. They then can crawl into their skin and use that as a suit.
Hellion
Ghosts of Albion, Unisystem
Creature Type: Demon
Life Points: 30
Drama Points: 1
Attributes
Str: 3
Dex: 3
Con: 4
Int: 3
Per: 4
Will: 5
Ability Scores
Muscle: 12, Combat: 12, Brains: 10
Special Abilities: Demon, Fear, Hard to Kill, Lesser Sensing, Water Vulnerability, Breathe Fire, Resistance (Fire).
Anyone seeing a Hellion for the first time must make a Fear check (Willpower x2).
Hellions do not take damage from fire but take double damage from water based attacks (treat water splash as acid).
Manoeuvres
Name Score Damage Notes
Claw x2 +12 6 bash + fire*
Fire Breath +12 12 fire* (extra fire damage based on SL)
Deflect +11 - Magic defence action; deflects spell 45˚
Friday, May 10, 2013
Blogfest: Ray Harryhausen Aprreciation
Today is a celebration of the work of Ray Harryhausen and is hosted by +R.J. Thompson at Gamers & Grognards. Like many gamers my age I saw Clash of the Titans and IMMEDIATELY grabbed everything in it for D&D (yes. even that owl). But that is not what I want to talk about today.
No, my favorite Ray Harryhausen movie is "The First Men in the Moon".
I am not sure exactly when I first saw this movie, but I am sure it was on WGN's Family Classics movies on Saturday Afternoon. (or was is Sunday) and it was the same time I was really into gaming. Anyway, the movie was a great distillation of all my interests at the time; sci-fi, horror, fantasy, Victorian England. It was a heady brew to be sure.
Plus those aliens. The stop motion was glorious for the time and those monsters were just so creepy.
I remember spending sometime trying to figure out how to get these creatures into my games, or at least some of these ideas. There is though some obvious homages to this movie to be found in Q1 Queen of the Demonweb Pits.
The most obvious "child" though of this movie (and the H.G. Wells book) is Space: 1899. The game even features Selenites and an adventure on the moon.
For the longest time I wanted bugs on the moon because of this film.
Selenite
Selenites are a race native to Earth's Moon. They are named after the Greek Goddess of the Moon, Selene.
They are smaller than humans, 4'6" to 5'3" tall, they are of a slight build and not very strong. They appear to be some form of humanoid insect. They are hairless and large compound eyes. They do require oxygen to breathe, but not as much as a human. Most Selenites are members of a working caste. They work on the Selenite cities and help harvest the great moon cows that they use for food. The Selenites psychology and behavior was very much like that of ants or other social insects. (creatures in the book had wings and could fly, I don't remember if they flew in the movie) When not needed a Selenite can go into a self-imposed coma-like suspended animation.
Selenite cities and machines are all solar powered. They were able to keep their cities lit and oxygenated, but during solar-earth eclipses all non essential machines shut down. The Selenites would also use this time to enter a rest phase of their own.
The leader of the Selenites is the Grand Lunar. This being is smaller in size but commands a keen intellect.
Selenite (Ghosts of Albion)
Motivation: Serve the Colony
Critter Type: Alien
Attributes: Strength 2, Dexterity 2, Constitution 1, Intelligence 3, Perception 4, Willpower 3
Ability Scores: Muscle 8, Combat 7, Brains 9
Life Points: 30
Drama Points: 1
Qualities: Acute Senses (sight)
Drawbacks: Attractiveness -2
Skills: Armed Mayhem 1
Combat Maneuvers
Name Score Damage Notes
claw(x2) 7 4 bash
stun gun 7 6 +Con check stun
Selenite (OSR/Basic/S&W/D&D)
Hit Dice: 2
Armor Class: 8 [11]
Attacks: 2 claws (1d4) or solar gun (1d6 + stun, save vs. Paralysis)
Move: 18'
Save: F2
Alignment: Neutral
Challenge/XP: 2/200
The Grand Lunar has no move, lesser strength (1 and 5) but very high intelligence (7 and 20).
If you game uses psionics then there is a chance "he" has them.
Looking forward to seeing what everyone else does!
I am also participating in the May Monster Madness. So today is my first post for that.
http://www.anniewalls.com/2013/04/may-monster-madness-sign-up-linky-list.html
No, my favorite Ray Harryhausen movie is "The First Men in the Moon".
I am not sure exactly when I first saw this movie, but I am sure it was on WGN's Family Classics movies on Saturday Afternoon. (or was is Sunday) and it was the same time I was really into gaming. Anyway, the movie was a great distillation of all my interests at the time; sci-fi, horror, fantasy, Victorian England. It was a heady brew to be sure.
Plus those aliens. The stop motion was glorious for the time and those monsters were just so creepy.
I remember spending sometime trying to figure out how to get these creatures into my games, or at least some of these ideas. There is though some obvious homages to this movie to be found in Q1 Queen of the Demonweb Pits.
The most obvious "child" though of this movie (and the H.G. Wells book) is Space: 1899. The game even features Selenites and an adventure on the moon.
For the longest time I wanted bugs on the moon because of this film.
Selenite
Selenites are a race native to Earth's Moon. They are named after the Greek Goddess of the Moon, Selene.
They are smaller than humans, 4'6" to 5'3" tall, they are of a slight build and not very strong. They appear to be some form of humanoid insect. They are hairless and large compound eyes. They do require oxygen to breathe, but not as much as a human. Most Selenites are members of a working caste. They work on the Selenite cities and help harvest the great moon cows that they use for food. The Selenites psychology and behavior was very much like that of ants or other social insects. (creatures in the book had wings and could fly, I don't remember if they flew in the movie) When not needed a Selenite can go into a self-imposed coma-like suspended animation.
Selenite cities and machines are all solar powered. They were able to keep their cities lit and oxygenated, but during solar-earth eclipses all non essential machines shut down. The Selenites would also use this time to enter a rest phase of their own.
The leader of the Selenites is the Grand Lunar. This being is smaller in size but commands a keen intellect.
Selenite (Ghosts of Albion)
Motivation: Serve the Colony
Critter Type: Alien
Attributes: Strength 2, Dexterity 2, Constitution 1, Intelligence 3, Perception 4, Willpower 3
Ability Scores: Muscle 8, Combat 7, Brains 9
Life Points: 30
Drama Points: 1
Qualities: Acute Senses (sight)
Drawbacks: Attractiveness -2
Skills: Armed Mayhem 1
Combat Maneuvers
Name Score Damage Notes
claw(x2) 7 4 bash
stun gun 7 6 +Con check stun
Selenite (OSR/Basic/S&W/D&D)
Hit Dice: 2
Armor Class: 8 [11]
Attacks: 2 claws (1d4) or solar gun (1d6 + stun, save vs. Paralysis)
Move: 18'
Save: F2
Alignment: Neutral
Challenge/XP: 2/200
The Grand Lunar has no move, lesser strength (1 and 5) but very high intelligence (7 and 20).
If you game uses psionics then there is a chance "he" has them.
Looking forward to seeing what everyone else does!
I am also participating in the May Monster Madness. So today is my first post for that.
http://www.anniewalls.com/2013/04/may-monster-madness-sign-up-linky-list.html
Thursday, May 9, 2013
WIP it Good!
Ok so sue me. I am participating in another blogfest.
The WIP It Good Blogfest
http://dlcruisingaltitude.blogspot.com/2013/05/the-wip-it-good-blogfest.html
I am going to be talking about Eldritch Witchery!
I know, I have been talking about EW since before The Witch came out.
But on May 31st I am also going to do my new cover reveal! I got a new cover that I am just dying to share.
May is another busy month here.
The WIP It Good Blogfest
http://dlcruisingaltitude.blogspot.com/2013/05/the-wip-it-good-blogfest.html
I am going to be talking about Eldritch Witchery!
I know, I have been talking about EW since before The Witch came out.
But on May 31st I am also going to do my new cover reveal! I got a new cover that I am just dying to share.
May is another busy month here.
Wednesday, May 8, 2013
White Dwarf Wednesday #63
White Dwarf Wednesday is back! Ok, I only took a week off, but hey.
We are up to issue 63 now which is from March 1985. So let's put on some old Cult, grab a New Coke jump into our Deloreans and have a go. The cover takes me back to some of the older WDs. Some orcs attacking courtesy of Gino D'Achille.
Ian Livingstone covers a lot of ground in his editorial on licenses and licensing. The gist I get from it all. D&D is more or less a "brand" at this point (look at today in fact with Warner buying the D&D rights for a new film).
First up an article on Traveller vehicles, a follow-up to an article all the way back from Issue 43.
Open Box comes next with reviews of The Runemagic series, a game I have never heard of (there is an Obscure RPG!) from a company I have never heard of, Triffid Software Research. Mike White gives it 8/10 but for the life of me I can't see why. Not that the game sounds bad, it reads like RuneQuest Lite, but I can't figure out what the game is about beyond that. This is followed by the classic Toon from Steve Jackson Games. Interestingly enough the first RPG I ever knew about that did not have character death. Cause as we all know, cartoons can't die. Stephen Kyle gives it a deserved 9/10 (10/10 for enjoyment).
We also get a couple of Starfleet Battles books (Star Trek III 8/10 and SFB Vol. II 7/10) and some D&D modules, B6 (9/10) and XL1 (4/10). Graham Staplehurst saying the module XL1 is like everyone's first dungeon and this one seems to want to sell toys to you.
Part 5 of Eye of Newt is next. More on magic item creation for AD&D. This one focusing on Miscellanea. I like this idea, but it also robs magic items a bit of their mystery. Maybe the secret to crafting a Wand of Wonder is lost.
Part 3 of The Dark Usurper is after some ads.
The best entry in the issue is "Draw the Blinds on Yesterday" a Call of Cthuhlu adventure. A nice little adventure that draws together some neat ideas from the 1920s COC and modern age.
Tabletop Heroes covers doing settings for your minis.
Fiend Factory has some mountain encounters, only 4 creatures.
Starbase introduces "Imperial Trooper" to Traveller.
And Treasure Chest has some advice for the travelling Halfling in AD&D/D&D.
With the exception of the Call of Cthulhu adventure this was only a so-so issue. If you were not following some of the past issues then this one of Part 5s and Part3s would be lost on you.
We are up to issue 63 now which is from March 1985. So let's put on some old Cult, grab a New Coke jump into our Deloreans and have a go. The cover takes me back to some of the older WDs. Some orcs attacking courtesy of Gino D'Achille.
Ian Livingstone covers a lot of ground in his editorial on licenses and licensing. The gist I get from it all. D&D is more or less a "brand" at this point (look at today in fact with Warner buying the D&D rights for a new film).
First up an article on Traveller vehicles, a follow-up to an article all the way back from Issue 43.
Open Box comes next with reviews of The Runemagic series, a game I have never heard of (there is an Obscure RPG!) from a company I have never heard of, Triffid Software Research. Mike White gives it 8/10 but for the life of me I can't see why. Not that the game sounds bad, it reads like RuneQuest Lite, but I can't figure out what the game is about beyond that. This is followed by the classic Toon from Steve Jackson Games. Interestingly enough the first RPG I ever knew about that did not have character death. Cause as we all know, cartoons can't die. Stephen Kyle gives it a deserved 9/10 (10/10 for enjoyment).
We also get a couple of Starfleet Battles books (Star Trek III 8/10 and SFB Vol. II 7/10) and some D&D modules, B6 (9/10) and XL1 (4/10). Graham Staplehurst saying the module XL1 is like everyone's first dungeon and this one seems to want to sell toys to you.
Part 5 of Eye of Newt is next. More on magic item creation for AD&D. This one focusing on Miscellanea. I like this idea, but it also robs magic items a bit of their mystery. Maybe the secret to crafting a Wand of Wonder is lost.
Part 3 of The Dark Usurper is after some ads.
The best entry in the issue is "Draw the Blinds on Yesterday" a Call of Cthuhlu adventure. A nice little adventure that draws together some neat ideas from the 1920s COC and modern age.
Tabletop Heroes covers doing settings for your minis.
Fiend Factory has some mountain encounters, only 4 creatures.
Starbase introduces "Imperial Trooper" to Traveller.
And Treasure Chest has some advice for the travelling Halfling in AD&D/D&D.
With the exception of the Call of Cthulhu adventure this was only a so-so issue. If you were not following some of the past issues then this one of Part 5s and Part3s would be lost on you.
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