There is one thing people keep coming back to my blog for time and time again.
Witches.
My email says so. My Google Analytics say so. And posts I am tagged in say so.
But there is no way could (or even should) be the one writing everything there is to say on witches. So to that end I have created a new page, Witch Links, that links out to other blog posts or resources about witches.
I am still in the process of building it, but if you have something you want to share then let me know.
Tuesday, September 2, 2014
Amazing Adventures: Plays Well With Others
The best thing, or at least one of the best things, about Amazing Adventures is the fact that it is based all around Castles & Crusades. So not only is everything for C&C compatible with it, everything that works great with C&C also works for Amazing Adventures.
This means a lot of classic AD&D adventures can be played with little conversions needed.
Ravenloft
I spent some time this past weekend going through the original I6 Ravenloft Module. Pretty much everything in the adventure is covered in the Amazing Adventure Rules. In fact things might work out a little bit better. Imagine your party of world travelling adventurers. You have a big game hunter, a scientist, a gadgeteer, maybe a socialite. All travelling by train to some dark corner of Eastern Europe. That is till the mists roll in and train has to stop. A carriage comes to pick you up and takes you to small village of Barovia where is looks like time has stood still. People are fearful of you. Soon you learn of the castle in the mountains and the Lord of the castle is inviting you to dinner.
Count Strahd von Zarovich
Vampire
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 14d12 (84 hp)
MOVE: 40 ft., 60 ft. (fly), 20 ft. (climb)
AC: 25 (cloak, ring of protection)
ATTACKS: Slam (1d6)
SPECIAL: Blood Drain, Children of the Night, Dominate, Create Spawn, Energy Drain, Alternate Form, Gaseous Form, Entourage, Electrical Resistance (half), Spider Climb
SANITY: 1d8/1d10
SAVES: M, P
INT: Genius
ALIGNMENT: Chaotic Evil
TYPE: Undead
XP: 10450+14 (10534)
Additionally Strahd can cast spells as an 10th level Arcane Spellcaster (Int based). He is protected by a ring of protection and an amulet that prevents him from being turned.
Expedition to the Barrier Peaks
If Hammer Horror is not to your liking then change the location to the deep jungles of South America or Africa and replace the castle with a crashed spaceship.
Expedition to the Barrier Peaks is one of the odder adventures out there, and certainly one of the most fun for my money. The high tech works just as well on the characters of the Pulp era as they do on quasi-medieval fantasy. But AA offers something a bit more to the mix.
First off I replaced the Mind Flayers in the adventure with a malevolent type of Grey. When the adventurers arrive the ship is just waking up and will soon begin it's conquest of the world. The Pulp Era though predates "saucer men" by a few years at least in the public consciousness. Compare for example the serials of the 30s vs. that of the 50s in how aliens were depicted and treated.
If you want pure pulp action then replace the creatures in the modules with the various Lovecraft Mythos monsters found in the book. Mind Flayers afterall have a vaguely "Cthulhu-ness" about them anyway. Fill it full of shoggoths and Spawn of Shub-Niggurath. The plant spawn make for good vegipygmies.
Add more fun and have it so the ship had crashed into the Earth 65 Billion years ago and have all these dinosaurs in stasis. That is of course until the ship systems start to wake up.
The Isle of Dread
A monster romp on a tropical island. The Isle of Dread has far more in common with the 1933 King Kong than it does with fantasy swordplay.
The Amazing Adventures core book already has a number of dinosaurs (and the d20SRD has more) and monsters that work well with this adventure. Plus going by steam liner makes much more sense for our Pulp Adventurers. Isle of the Dread is essentially a "Lost World" sort of adventure and that fits the Pulp story telling perfectly.
What About Guns?
Ok so our intrepid Pulp adventurers will fight vampires, aliens and dinosaurs. Unlike their fantasy counterparts they will be armed with guns instead of swords.
This is not a problem.
As we have seen in movies time and time again a gun is not very effective against the undead. A pistol is about as effective (pro and con) as an arrow against a rampaging dino or giant beast. And in Barrier Peaks? Well they have the chance to find "ray guns". So guns may not really give the character the edge you might think.
I am sure there are others that would work equally as well, but these are the big three genre-bending modules with roots near the pulp era. In any case there is enough here to keep your players happy for a while even if they played these classics in the past.
This means a lot of classic AD&D adventures can be played with little conversions needed.
Ravenloft
I spent some time this past weekend going through the original I6 Ravenloft Module. Pretty much everything in the adventure is covered in the Amazing Adventure Rules. In fact things might work out a little bit better. Imagine your party of world travelling adventurers. You have a big game hunter, a scientist, a gadgeteer, maybe a socialite. All travelling by train to some dark corner of Eastern Europe. That is till the mists roll in and train has to stop. A carriage comes to pick you up and takes you to small village of Barovia where is looks like time has stood still. People are fearful of you. Soon you learn of the castle in the mountains and the Lord of the castle is inviting you to dinner.
Count Strahd von Zarovich
Vampire
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 14d12 (84 hp)
MOVE: 40 ft., 60 ft. (fly), 20 ft. (climb)
AC: 25 (cloak, ring of protection)
ATTACKS: Slam (1d6)
SPECIAL: Blood Drain, Children of the Night, Dominate, Create Spawn, Energy Drain, Alternate Form, Gaseous Form, Entourage, Electrical Resistance (half), Spider Climb
SANITY: 1d8/1d10
SAVES: M, P
INT: Genius
ALIGNMENT: Chaotic Evil
TYPE: Undead
XP: 10450+14 (10534)
Additionally Strahd can cast spells as an 10th level Arcane Spellcaster (Int based). He is protected by a ring of protection and an amulet that prevents him from being turned.
Expedition to the Barrier Peaks
If Hammer Horror is not to your liking then change the location to the deep jungles of South America or Africa and replace the castle with a crashed spaceship.
Expedition to the Barrier Peaks is one of the odder adventures out there, and certainly one of the most fun for my money. The high tech works just as well on the characters of the Pulp era as they do on quasi-medieval fantasy. But AA offers something a bit more to the mix.
First off I replaced the Mind Flayers in the adventure with a malevolent type of Grey. When the adventurers arrive the ship is just waking up and will soon begin it's conquest of the world. The Pulp Era though predates "saucer men" by a few years at least in the public consciousness. Compare for example the serials of the 30s vs. that of the 50s in how aliens were depicted and treated.
If you want pure pulp action then replace the creatures in the modules with the various Lovecraft Mythos monsters found in the book. Mind Flayers afterall have a vaguely "Cthulhu-ness" about them anyway. Fill it full of shoggoths and Spawn of Shub-Niggurath. The plant spawn make for good vegipygmies.
Add more fun and have it so the ship had crashed into the Earth 65 Billion years ago and have all these dinosaurs in stasis. That is of course until the ship systems start to wake up.
The Isle of Dread
A monster romp on a tropical island. The Isle of Dread has far more in common with the 1933 King Kong than it does with fantasy swordplay.
The Amazing Adventures core book already has a number of dinosaurs (and the d20SRD has more) and monsters that work well with this adventure. Plus going by steam liner makes much more sense for our Pulp Adventurers. Isle of the Dread is essentially a "Lost World" sort of adventure and that fits the Pulp story telling perfectly.
What About Guns?
Ok so our intrepid Pulp adventurers will fight vampires, aliens and dinosaurs. Unlike their fantasy counterparts they will be armed with guns instead of swords.
This is not a problem.
As we have seen in movies time and time again a gun is not very effective against the undead. A pistol is about as effective (pro and con) as an arrow against a rampaging dino or giant beast. And in Barrier Peaks? Well they have the chance to find "ray guns". So guns may not really give the character the edge you might think.
I am sure there are others that would work equally as well, but these are the big three genre-bending modules with roots near the pulp era. In any case there is enough here to keep your players happy for a while even if they played these classics in the past.
Monday, September 1, 2014
Amazing Adventures Week!
I love doing posts where I take a deep dive into a particular book or system.
This week I want to cover Amazing Adventures by Jason Vey and produced by Troll Lord games.
They are currently working on a 2nd Edition (which will still be compatible with the 1st) and have a Kickstarter up to support it.
I have covered AA in the past. My review of it can be found here.
http://timbrannan.blogspot.com/2012/12/review-amazing-adventures.html
One of the best things about AA is it is built around the streamlined Castles & Crusades rules. So if you play 3.x or an OSR game then you can jump into this right away.
Not only that, if you play Castles & Crusades, an OSR game or something similar to old-school D&D then AA has a great psionics system you can use.
I am going to spend some quality time with this book all week. I hope you enjoy.
This week I want to cover Amazing Adventures by Jason Vey and produced by Troll Lord games.
They are currently working on a 2nd Edition (which will still be compatible with the 1st) and have a Kickstarter up to support it.
I have covered AA in the past. My review of it can be found here.
http://timbrannan.blogspot.com/2012/12/review-amazing-adventures.html
One of the best things about AA is it is built around the streamlined Castles & Crusades rules. So if you play 3.x or an OSR game then you can jump into this right away.
Not only that, if you play Castles & Crusades, an OSR game or something similar to old-school D&D then AA has a great psionics system you can use.
I am going to spend some quality time with this book all week. I hope you enjoy.
Sunday, August 31, 2014
#RPGaDAY Day 31st, Favourite RPG of all time
#RPGaDAY Day 31st, Favourite RPG of all time
Here we are. At the end of another blog-fest. It has been a lot of fun and I have really enjoyed reading everyone's posts. I want to thank +Dave Chapman for doing this it's been a lot of fun.
Favorite RPG of all time?
How can you even choose such a thing?
D&D has been there the longest, but I am partial to Ghosts of Albion and WitchCraft too. All three are my "favorites".
If I am allowed to pick myself then Ghosts of Albion. If not, then Dungeons & Dragons.
Here we are. At the end of another blog-fest. It has been a lot of fun and I have really enjoyed reading everyone's posts. I want to thank +Dave Chapman for doing this it's been a lot of fun.
Favorite RPG of all time?
How can you even choose such a thing?
D&D has been there the longest, but I am partial to Ghosts of Albion and WitchCraft too. All three are my "favorites".
If I am allowed to pick myself then Ghosts of Albion. If not, then Dungeons & Dragons.
Saturday, August 30, 2014
#RPGaDAY Day 30, Rarest RPG Owned
#RPGaDAY Day 30, Rarest RPG Owned
I honestly don't know.
I do have a copy of the original White Box rules of D&D, 3rd Printing. But I think they had made a lot of those. I also have a limited edition 1st Spellcraft & Swordplay which was not as expensive but far less were made.
I have Dracula RPG based on the 90s movie which is rare only because it is so bad.
But I collect things I like because I like them, not so much because they rare. And all my games get played and/or used. Even Dracula. It might be bad, but it has a great collection of Victorian era fire-arms.
Looking forward to seeing what gems everyone else has for this one.
I honestly don't know.
I do have a copy of the original White Box rules of D&D, 3rd Printing. But I think they had made a lot of those. I also have a limited edition 1st Spellcraft & Swordplay which was not as expensive but far less were made.
I have Dracula RPG based on the 90s movie which is rare only because it is so bad.
But I collect things I like because I like them, not so much because they rare. And all my games get played and/or used. Even Dracula. It might be bad, but it has a great collection of Victorian era fire-arms.
Looking forward to seeing what gems everyone else has for this one.
Friday, August 29, 2014
#RPGaDAY Day 29, Most memorable encounter
#RPGaDAY Day 29, Most memorable encounter
That would have to be the very first time I encountered a Lich back in the AD&D1 days. I am thinking it was the summer of 82 or so.
The DM read the monster description and she decided that because it was a former high-level magic-user that it had all these new spells. She played the monster as would have today, but back then that was kind of a new thing.
Needless to say it kicked our 6th to 7th level asses.
While I was annoyed, I later looked back on it and thought about how well she had done it all.
That would have to be the very first time I encountered a Lich back in the AD&D1 days. I am thinking it was the summer of 82 or so.
The DM read the monster description and she decided that because it was a former high-level magic-user that it had all these new spells. She played the monster as would have today, but back then that was kind of a new thing.
Needless to say it kicked our 6th to 7th level asses.
While I was annoyed, I later looked back on it and thought about how well she had done it all.
Thursday, August 28, 2014
More From Barrel Rider Games
I won't lie. I love Barrel Rider Games.
A full Basic-era class for a $1. Not a bad deal really.
Here are a bunch of my recent purchases.
In nearly all cases the books are 5 to 6 or so pages with a cover, some art and the OGL and Labyrinth Lord licenses in back.
Angel
What is says on the tin. The Angel class is something like a more powerful flying Paladin. It works and if you like playing divine messengers or celestial ass-kickers of evil then this might be a good class for you.
Limited to 9th level the Angel has such special powers as Heal Touch, Holy Aura, Wings and Flaming Sword.
What I like the most about this class is that it could be used as something akin to a Prestige Class for Basic-era Paladins. That is if your GM allows multi- or dual- classing.
Bard
The Bard is a full 20 level class for Labyrinth Lord. Like the Bards in other games they have the ability to perform with musical instruments and they have some thief abilities as well. These bards though do not have magical abilities. I would like to see some spell casting with Bards, even if it is limited to just 5th or 6th level spells.
Berserker
The Beserker class takes us back to some of the earliest days of D&D and The Dragon magazine. The Berserker presented here is different but the feel is the same. This class is a full 20 levels for Labyrinth Lord and gives the beserker such powers as Terror of the North and Form of the Bear. One can almost hear The Immigrant Song playing in background. There is a decidedly Norse flavor to this one (as opposed to say a Celtic one) but it works great.
Commander
Commanders feel like they are on the opposite end of the fighting spectrum than beserkers. They are cool efficient battle strategists. The Commander is like a Basic-era Fighter, but his "powers" are his abilities to command and bolster others. For example at higher levels those under his command are immune to fear.
It is an interesting class and has some nice features.
Death Knight
This class is something of a cross of warlock and an anti-paladin. The Death Knight are not undead per se but do have their life force changed to undead or demonic power. It is a full 20th level class and in addition to fighting prowess the Death Knight has powers and spells. The class is very comparable to a Paladin only Chaotic of course. Like some of the alternate classes that used to appear in Dragon magazine the Death Knight works great, and maybe better, as an NPC class.
Explorer
This might be the consummate PC Class. It focuses on adventuring and that thrill of discovery. It mixes a bit of thief and fighter with some sage-y abilities (id magical items, read magic) and cast some spells. If you are missing a class or two in your group the Explore might help feel the missing bits. Worth it for a look.
Forester
FULL DISCLOSURE: The genesis of the class was based on discussion I had the James Spahn on what sort of class my youngest son Connor likes to play. All the material in this book is James' own original work, I am just rather fond of it.
The Forester is basically and elven Ranger with thief and hunting abilities thrown in. It is a 10 level class. The forester gets a lot of interesting abilities to help it in it's role as a protector of the forests including the abilities to hide in shadows and better fighting abilities when wielding a bow. The coolest though is the ability to get an animal sidekick in the form of an Elven dog.
Since this was built more or less for my son he has been using the class in our Old-School game. It plays like a Ranger with a few extra tricks up his sleeve.
Friar
Friars are holy men, like clerics, but are a wandering sort. They do not get spells but instead a new special ability at each level. Additionally since they can't wear armor they have a Divine Protection power that keeps them from harm. in fact the highest level friars can have an AC as low as -6 if they reach 20th level and have a high dexterity. For those that want a different take on the cleric this is a good choice.
Goblin
Who doesn't love goblins? Well now you can play one! This might be BRG's smallest book but there is enough her to play 8 levels of goblin fun. 8th level goblins don't get a special title, but they do get a dire wolf of their own. Which you have to admit is pretty sweet.
Greensinger
The Greensinger is something akin to an elvish Bard/Druid. Greensingers get some special abilities and can cast spells like that of a cleric/druid. The idea is a rather cool one and frankly I wanted more. The forests of Barrel Rider Games seem to be full of all sorts of strange and magical creatures.
Kassai Rider
The Kassai Rider is a mounted warrior similar to the Mongol hoards. The class is a full 20 levels and has a number of special abilities based on combat on their horses. Lightly armored and using bows for the most part these warriors are superior on horseback, but I wonder how well they might function in the dungeon.
Pirate
Again, exactly what it says it is. An interesting class with some thief like abilities the best part is the "Sea Stories" power which gives the PC information in the form of rumor and hearsay that might be beneficial to the Pirate. The idea that pirates hear a lot of strange tales out at see.
Sword Master
This class might be called a duelist in other systems, but basically the idea is the same; a master of the sword. The most interesting twist to this class is the inclusion of the Mastery Points. Each level the Ps hass a certain number of these point they may use to increase their dice rolls. It is a neat mechanic and helps the Sword Master to score hits when he really needs too. There is an appendix for applying this to other fighter like classes as well.
War Chanter
What the Bard is to humans and the Greensinger is to Elves the War Chanter is to Dwarves. In addition to being fighters the war chanter also has some powers "Songs" that they can use to aid others. If you are playing a Basic-era game and have more than one player that wants to play a dwarf, have one choose this. It is a pretty interesting class and one that would make good use out a larger group of characters.
Wild Wizard
The Wild Wizard is akin to the old Wild Mage. It is a Magic-User, but it has a Magical Flux. Magical Flux is summarized as an 1d20 affect table. It is is an interesting idea, but I think it needs something a bit more.
A full Basic-era class for a $1. Not a bad deal really.
Here are a bunch of my recent purchases.
In nearly all cases the books are 5 to 6 or so pages with a cover, some art and the OGL and Labyrinth Lord licenses in back.
Angel
What is says on the tin. The Angel class is something like a more powerful flying Paladin. It works and if you like playing divine messengers or celestial ass-kickers of evil then this might be a good class for you.
Limited to 9th level the Angel has such special powers as Heal Touch, Holy Aura, Wings and Flaming Sword.
What I like the most about this class is that it could be used as something akin to a Prestige Class for Basic-era Paladins. That is if your GM allows multi- or dual- classing.
Bard
The Bard is a full 20 level class for Labyrinth Lord. Like the Bards in other games they have the ability to perform with musical instruments and they have some thief abilities as well. These bards though do not have magical abilities. I would like to see some spell casting with Bards, even if it is limited to just 5th or 6th level spells.
Berserker
The Beserker class takes us back to some of the earliest days of D&D and The Dragon magazine. The Berserker presented here is different but the feel is the same. This class is a full 20 levels for Labyrinth Lord and gives the beserker such powers as Terror of the North and Form of the Bear. One can almost hear The Immigrant Song playing in background. There is a decidedly Norse flavor to this one (as opposed to say a Celtic one) but it works great.
Commander
Commanders feel like they are on the opposite end of the fighting spectrum than beserkers. They are cool efficient battle strategists. The Commander is like a Basic-era Fighter, but his "powers" are his abilities to command and bolster others. For example at higher levels those under his command are immune to fear.
It is an interesting class and has some nice features.
Death Knight
This class is something of a cross of warlock and an anti-paladin. The Death Knight are not undead per se but do have their life force changed to undead or demonic power. It is a full 20th level class and in addition to fighting prowess the Death Knight has powers and spells. The class is very comparable to a Paladin only Chaotic of course. Like some of the alternate classes that used to appear in Dragon magazine the Death Knight works great, and maybe better, as an NPC class.
Explorer
This might be the consummate PC Class. It focuses on adventuring and that thrill of discovery. It mixes a bit of thief and fighter with some sage-y abilities (id magical items, read magic) and cast some spells. If you are missing a class or two in your group the Explore might help feel the missing bits. Worth it for a look.
Forester
FULL DISCLOSURE: The genesis of the class was based on discussion I had the James Spahn on what sort of class my youngest son Connor likes to play. All the material in this book is James' own original work, I am just rather fond of it.
The Forester is basically and elven Ranger with thief and hunting abilities thrown in. It is a 10 level class. The forester gets a lot of interesting abilities to help it in it's role as a protector of the forests including the abilities to hide in shadows and better fighting abilities when wielding a bow. The coolest though is the ability to get an animal sidekick in the form of an Elven dog.
Since this was built more or less for my son he has been using the class in our Old-School game. It plays like a Ranger with a few extra tricks up his sleeve.
Friar
Friars are holy men, like clerics, but are a wandering sort. They do not get spells but instead a new special ability at each level. Additionally since they can't wear armor they have a Divine Protection power that keeps them from harm. in fact the highest level friars can have an AC as low as -6 if they reach 20th level and have a high dexterity. For those that want a different take on the cleric this is a good choice.
Goblin
Who doesn't love goblins? Well now you can play one! This might be BRG's smallest book but there is enough her to play 8 levels of goblin fun. 8th level goblins don't get a special title, but they do get a dire wolf of their own. Which you have to admit is pretty sweet.
Greensinger
The Greensinger is something akin to an elvish Bard/Druid. Greensingers get some special abilities and can cast spells like that of a cleric/druid. The idea is a rather cool one and frankly I wanted more. The forests of Barrel Rider Games seem to be full of all sorts of strange and magical creatures.
Kassai Rider
The Kassai Rider is a mounted warrior similar to the Mongol hoards. The class is a full 20 levels and has a number of special abilities based on combat on their horses. Lightly armored and using bows for the most part these warriors are superior on horseback, but I wonder how well they might function in the dungeon.
Pirate
Again, exactly what it says it is. An interesting class with some thief like abilities the best part is the "Sea Stories" power which gives the PC information in the form of rumor and hearsay that might be beneficial to the Pirate. The idea that pirates hear a lot of strange tales out at see.
Sword Master
This class might be called a duelist in other systems, but basically the idea is the same; a master of the sword. The most interesting twist to this class is the inclusion of the Mastery Points. Each level the Ps hass a certain number of these point they may use to increase their dice rolls. It is a neat mechanic and helps the Sword Master to score hits when he really needs too. There is an appendix for applying this to other fighter like classes as well.
War Chanter
What the Bard is to humans and the Greensinger is to Elves the War Chanter is to Dwarves. In addition to being fighters the war chanter also has some powers "Songs" that they can use to aid others. If you are playing a Basic-era game and have more than one player that wants to play a dwarf, have one choose this. It is a pretty interesting class and one that would make good use out a larger group of characters.
Wild Wizard
The Wild Wizard is akin to the old Wild Mage. It is a Magic-User, but it has a Magical Flux. Magical Flux is summarized as an 1d20 affect table. It is is an interesting idea, but I think it needs something a bit more.
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