Issue 24 of Owl & Weasel is fresh off of their packed Games Days and moving right on in their D&D Day. To celebrate this issue is an all D&D issue. My favorite bit in the editorial is where they mention the hall only holds 250 people and that unless you get there early you could be turned away. "Sorry, you can't play D&D today, it is just too popular right now!"
The issue is pretty solid really. Very, very much like what we will expect to see in White Dwarf.
Though they do start off with some pretty bad game fiction. Yes it is supposed to be humorous. but I got bored with it really fast.
Page 5 gives some advice on dungeon mapping. Not bad really, but very much an "early days" sort of article. You don't see stuff like this outside of blogs anymore.
In typical O&W fashion there is a naked angel at the bottom of the page telling us "the end is nigh! See page 11 for details."
Pages 6 and 7 are dedicated to the D&D Day hall and schedule. It runs 10 hours and there competitions for best mini, best room and best magic item. I do admit a certain level of curiosity to know what won.
Pages 8 and 9 give us some meat to chew on. We have two new character classes. The Samurai and the Psionist. The Samurai is what you would expect; it is a take on the fighter with more attacks per round and an unarmed attack. Not a lot in terms of flavor, but that was supposed to be what the player brought to the table and what the DM gave a background for.
On the other side of the coin we have the Psionist. Using the psionics rules from Eldritch Wizardry this class excels in psionic attacks, defenses and effects, but not much else. They get a d4 for hp and then after level 10 they get .5 hp per level! Their powers are determined by level and they have a 15% cum chance per level to develop another random talent. There are Standard and Special abilities. Despite it's lack of detail the class looks pretty solid and playable. I could have used this class back in 1989 when I was playing an OD&D campaign with psychic (not exactly psionic) characters. It is also something my youngest would like.
There are also some new weapons, interestingly enough nothing particularly related to either class.
Pages 10 and most of 11 are dedicated to the 80 names of people in the D&D society. This is the full list to date. Bottom of page 11 is the announcement that next issue is the last issue of Owl & Weasel. Ian and Steve tell us that they want to shift focus to more SF/F games with an occasional dip into other games. The new magazine will be called White Dwarf and have higher production values. Subscriptions will transfer over to White Dwarf from Owl & Weasel unless of course you don't want to.
Finally Page 12 covers all the games that Games Workshop has to offer in their store. Far more than a year ago.
This is the most "White Dwarf-y" feeling issue to date. In fact, other than the size and layout it feels more like White Dwarf #1 than Owl & Weasel #1.
Next week, The End.
Wednesday, January 14, 2015
Tuesday, January 13, 2015
Crisis on Infinite Earths
This month is the 30th anniversary of the the biggest event in comics history. Well. At least from my point of view. In truth if it had not been for 1985's Crisis on Infinite Earths we would not have seen a lot of the big events in comic we have seen over the last 30 years. That can be good or bad.
Sure Marvel's Secret Wars predates it by almost 6 months, but Crisis was a much bigger deal to me.
At the time I was reading a lot of sci-fi and I loved the idea of alternate Earths, parallel dimensions and all that good stuff. One of my favorite books from the time was Fredrick Pohl's "The Coming of the Quantum Cats" (1986) and Robert A. Heinlein's "Job, A Comedy of Justice" (1984).
I have always wanted to do my own Crisis-like arc. Back in the day it wasn't too difficult of a prospect. Back then we all played in Oerth. Greyhawk was the campaign setting of choice. The idea was to do a huge Crisis like event and in the end have all of our worlds merged into one.
Later I thought about doing it with different systems; where each Earth was represented by a different game system.
Needless to say it has left a deep imprint in my psyche.
Now in DC we are coming up the new Multiversity.
The optimistic would say it has been all part of a larger super-arc. The pessimist would say that DC is out of ideas and cashing in on their last good one 30 years ago.
One day I will do a Crisis-like campaign in one of my games. Maybe something like CoIE where it is a large in scope but limited in duration sort of mini-campaign.
In any case I am sure it would be fun.
Sure Marvel's Secret Wars predates it by almost 6 months, but Crisis was a much bigger deal to me.
At the time I was reading a lot of sci-fi and I loved the idea of alternate Earths, parallel dimensions and all that good stuff. One of my favorite books from the time was Fredrick Pohl's "The Coming of the Quantum Cats" (1986) and Robert A. Heinlein's "Job, A Comedy of Justice" (1984).
I have always wanted to do my own Crisis-like arc. Back in the day it wasn't too difficult of a prospect. Back then we all played in Oerth. Greyhawk was the campaign setting of choice. The idea was to do a huge Crisis like event and in the end have all of our worlds merged into one.
Later I thought about doing it with different systems; where each Earth was represented by a different game system.
Needless to say it has left a deep imprint in my psyche.
Now in DC we are coming up the new Multiversity.
The optimistic would say it has been all part of a larger super-arc. The pessimist would say that DC is out of ideas and cashing in on their last good one 30 years ago.
One day I will do a Crisis-like campaign in one of my games. Maybe something like CoIE where it is a large in scope but limited in duration sort of mini-campaign.
In any case I am sure it would be fun.
Monday, January 12, 2015
Witch spells for Nox
I have expanded on my write-up on Nox, Goddess of the Near Dark, for the Petty Gods project.
Here are some new spells for followers of Nox and a new minion.
As always the material below (except the art) is released as Open under the terms of the OGL.
Section 15: "Witch Spells for Nox" Copyright © 2015 Timothy S. Brannan.
Summon Fyre Fae
Affiliation: Nox, Goddess of Near Dark
Level: Cleric (Nox) 3, Magic-User (Wizard) 3, Witch 3
Range: 150’ + 50’/level
Duration: Special (see below)
By means of this spell the cleric or witch may summon a Fyre Fae, a small pixie like creature the glows much in the same way as a Will O’ The Wisp. The cast beeches a boon from Nox, who knows the location of hidden things, and summons the fyre fae to find what they seek. The caster must be specific in what they are looking for and it must be within the range of the spell. So for example a caster can ask “please help me find the key to unlock the door to the Dungeons of Dragoth-umar” if the key is within the range, then the fyre fae will find it and return to the caster. Requests like “help me find the safest route” or “help me find the way home” may not always have the most direct route, but they will lead the caster in generally the correct direction.
The duration of the spell is equal to 10 minutes plus 1 minute per level of the caster. The spell though will always end once the last rays of the sun are gone and true night has started. When the spell ends the fyre fae will disappear.
Attacked fyre fae also disappear. Casters that summon the minions of Nox and attack them will also discover that they will no longer be allowed to summon a fyre fae.
Summon Gloaming
Affiliation: Nox, Goddess of Near Dark
Level: Cleric (Nox) 5, Magic-User (Wizard) 5, Witch 5
Range: 50’
Duration: Permanent/till dispelled
The followers of Nox know that her power lies not in light or dark but in the shadows and near dark in between. While many know of the playful fyre fae that serve Nox, few know of her other servitors, the Gloamings.
A gloaming is a shadow-like creature that often takes the shape of a large, but indistinct animal. The gloaming summoned will attack a group of creatures that the caster chooses. The gloaming will attack until the creatures or itself are dead.
The caster may summon 1 gloaming + 1 per every other level. A summoned gloaming does not have the fear causing effects of a naturally occurring one.
Gloaming*
Armor Class: 14
Hit Dice: 5*
Alignment: Neutral
No. of Attacks: 2 claw / 1 bite + Fear
Damage: 1d4/1d4 1d6 + 1 point Strength loss + Fear
Movement: 45'
No. Appearing: 1d6, Wild 1d10
Save As: Fighter: 6
Morale: 12
Treasure Type: None
XP: 660
A gloaming is a shadow creature that is typically found in wild, untamed places. Mostly discovered in the time between sunset and the full dark of night these creatures appear to be large, but indistinct shadow creatures. They are on four legs and stand about 3’ to 4’ high with a massive head. The only features that are distinct are their eyes which glow amber, red or green. Sometimes confused with hell hounds, a gloaming is an undead creature. It is the undead creature of a large predatory animal, but it does not attack on sight. Typically a gloaming will radiate an aura of fear (as per the spell, cast by a 5th level caster) to scare off interlopers. Failing that they will attack with a claw/claw/bite routine. Only on a successful bite attack will a gloaming drain 1 point of strength.
A gloaming is an undead creature and can be turned as a 5 HD creature (or as a Wraith, depending on your system of choice).
Here are some new spells for followers of Nox and a new minion.
As always the material below (except the art) is released as Open under the terms of the OGL.
Section 15: "Witch Spells for Nox" Copyright © 2015 Timothy S. Brannan.
Summon Fyre Fae
Affiliation: Nox, Goddess of Near Dark
Level: Cleric (Nox) 3, Magic-User (Wizard) 3, Witch 3
Range: 150’ + 50’/level
Duration: Special (see below)
By means of this spell the cleric or witch may summon a Fyre Fae, a small pixie like creature the glows much in the same way as a Will O’ The Wisp. The cast beeches a boon from Nox, who knows the location of hidden things, and summons the fyre fae to find what they seek. The caster must be specific in what they are looking for and it must be within the range of the spell. So for example a caster can ask “please help me find the key to unlock the door to the Dungeons of Dragoth-umar” if the key is within the range, then the fyre fae will find it and return to the caster. Requests like “help me find the safest route” or “help me find the way home” may not always have the most direct route, but they will lead the caster in generally the correct direction.
The duration of the spell is equal to 10 minutes plus 1 minute per level of the caster. The spell though will always end once the last rays of the sun are gone and true night has started. When the spell ends the fyre fae will disappear.
Attacked fyre fae also disappear. Casters that summon the minions of Nox and attack them will also discover that they will no longer be allowed to summon a fyre fae.
Summon Gloaming
Affiliation: Nox, Goddess of Near Dark
Level: Cleric (Nox) 5, Magic-User (Wizard) 5, Witch 5
Range: 50’
Duration: Permanent/till dispelled
The followers of Nox know that her power lies not in light or dark but in the shadows and near dark in between. While many know of the playful fyre fae that serve Nox, few know of her other servitors, the Gloamings.
A gloaming is a shadow-like creature that often takes the shape of a large, but indistinct animal. The gloaming summoned will attack a group of creatures that the caster chooses. The gloaming will attack until the creatures or itself are dead.
The caster may summon 1 gloaming + 1 per every other level. A summoned gloaming does not have the fear causing effects of a naturally occurring one.
Gloaming*
Armor Class: 14
Hit Dice: 5*
Alignment: Neutral
No. of Attacks: 2 claw / 1 bite + Fear
Damage: 1d4/1d4 1d6 + 1 point Strength loss + Fear
Movement: 45'
No. Appearing: 1d6, Wild 1d10
Save As: Fighter: 6
Morale: 12
Treasure Type: None
XP: 660
A gloaming is a shadow creature that is typically found in wild, untamed places. Mostly discovered in the time between sunset and the full dark of night these creatures appear to be large, but indistinct shadow creatures. They are on four legs and stand about 3’ to 4’ high with a massive head. The only features that are distinct are their eyes which glow amber, red or green. Sometimes confused with hell hounds, a gloaming is an undead creature. It is the undead creature of a large predatory animal, but it does not attack on sight. Typically a gloaming will radiate an aura of fear (as per the spell, cast by a 5th level caster) to scare off interlopers. Failing that they will attack with a claw/claw/bite routine. Only on a successful bite attack will a gloaming drain 1 point of strength.
A gloaming is an undead creature and can be turned as a 5 HD creature (or as a Wraith, depending on your system of choice).
Dungeons & Dragons 5th Ed DM's Screen
On Friday I picked up my new DM's screen for the 5th Ed. D&D game.
Like the 4e and Pathfinder screens this is a sturdy, thick screen of 4 panels.
Like 4e (but unlike Pathfinder) it is presented in Landscape format.
In comparisons to the screens of the "good old days" there seems to less information on these. Granted the D&D5 rules are more abstract than the AD&D 1st ed ones were. It does have the Conditions, and some various DC related tables. There is also a panel dedicated to random NPC generation.
It is a good screen, but I might be taping my own tables on it after a while. Though the conditions are nice to have right in front of me.
The feel is certainly similar to the 4e one, as well as the production values.
Looking over the 4e screen again made both miss and hate my time behind it. I did have fun with 4e. But the combats took SOOOOO long. Even when I shortened them up. In D&D 5 Ican whip through combats really fast.
I have had a love-hate relationship with DM screens. I love the idea; iconic art on one side, useful tables on the other. The trouble is the useful information is usually not the information I need.
The 1st ed one had a bunch of psionics information, which is cool when I was running a psionic game. I might print out some tables of my own. Like examples of various traps and their DCs to find and disable. Or situations where players have Advantage or Disadvantage.
Now all I really need is a good B/X DMs screen.
Like the 4e and Pathfinder screens this is a sturdy, thick screen of 4 panels.
Like 4e (but unlike Pathfinder) it is presented in Landscape format.
In comparisons to the screens of the "good old days" there seems to less information on these. Granted the D&D5 rules are more abstract than the AD&D 1st ed ones were. It does have the Conditions, and some various DC related tables. There is also a panel dedicated to random NPC generation.
It is a good screen, but I might be taping my own tables on it after a while. Though the conditions are nice to have right in front of me.
The feel is certainly similar to the 4e one, as well as the production values.
Looking over the 4e screen again made both miss and hate my time behind it. I did have fun with 4e. But the combats took SOOOOO long. Even when I shortened them up. In D&D 5 Ican whip through combats really fast.
I have had a love-hate relationship with DM screens. I love the idea; iconic art on one side, useful tables on the other. The trouble is the useful information is usually not the information I need.
The 1st ed one had a bunch of psionics information, which is cool when I was running a psionic game. I might print out some tables of my own. Like examples of various traps and their DCs to find and disable. Or situations where players have Advantage or Disadvantage.
Now all I really need is a good B/X DMs screen.
Sunday, January 11, 2015
Hero Forge Mini
Yesterday I got my Hero Forge mini in the mail. Here is Larina!
The mini is nice but there is far less detail than I expected. True I picked the "Strong" mini and not the "Ultra Detailed" one, so I think I need to try that one out.
Shipping took about 4 weeks, no idea what it would take now.
If I get the other characters I want I am going to be in the market for someone to paint them!
The mini is nice but there is far less detail than I expected. True I picked the "Strong" mini and not the "Ultra Detailed" one, so I think I need to try that one out.
Shipping took about 4 weeks, no idea what it would take now.
If I get the other characters I want I am going to be in the market for someone to paint them!
Saturday, January 10, 2015
Zatannurday: First New Zatanna of the Year
This one has been making some rounds but I really love it.
It is part of the Justice League Series by Mike Mahle.
I first saw it on the DailyDCU tumblr page.
Who reblogged it from Long Live the Bat.
Then my good friend Calvin posted it on his recent "Z is for Zatanna" post.
I'd love to find this one as a print.
It is part of the Justice League Series by Mike Mahle.
I first saw it on the DailyDCU tumblr page.
Who reblogged it from Long Live the Bat.
Then my good friend Calvin posted it on his recent "Z is for Zatanna" post.
I'd love to find this one as a print.
Friday, January 9, 2015
New Monster: Urhag
She came to me in a dream.
I could tell by her voice that she was of regal bearing and intelligence, but at first I could not see her. I was looking out over a darkend grey and cold plain. In the far distance I saw mountains; mountains I know I had never beheld before with mortal eyes yet no less real. In the sky above flew beasts, for that was the only world for them. They appeared as mad paintings of Hieronymus Bosch, a mass of flying, winged semi-human creatures. Their appearance was as women, save shamefully unclothed, though it was difficult to see this from the filth that covered them. The smell was worse than any charnel house I could recall; the decay of death, the reek of excrement, and the sour odour of unwashed sweaty bodies. Their hair was wild. Their teeth were long, yellowed and many were broken. This is how I knew I was still in the dream. Such details would have escaped me given their distance. In truth, I wanted to be no closer to these hideous creatures. Their eyes burned red like coals of hellfire.
I watched as they flew and they attacked and ate other beasts in sky. They were aware of me and my companion, but made no move towards us.
"What are they?" I asked and I turned to meet my unseen companion. To my shock she appeared as they did, save she was not a filthy degenerate creature, but a woman of regal bearing. She had the same clawed hands, the same large bat-like wings and most horribly the same eyes.
"They are Ur-hags." she had said. "They are our sisters."
- From the Journal of Larina Nix
It is just as phantasmagorical as I recalled. Reading it now is also a treat that I have better understanding of the mythos and the creatures mentioned throughout are now well known to me.
But one creature captured my attention that I had not seen before and forgot. The Urhags.
That night I had a dream about Maleficent, so I knew I had something here.
I checked various games that cover Lovecraft-type monsters such as The Realms of Crawling Chaos, Astonishing Swordsmen & Sorcerers of Hyperborea and various Call of Cthulhu books but only found one mention of them in H.P. Lovecraft's Dreamlands. They are interesting, but I kinda liek what I came up with a little more. These urhags are released from their Dreamlands origins and brought closer to Ur-Hags.
"High over its jagged rim huge ravens flapped and croaked, and vague whirrings in the unseen depths told of bats or urhags or less mentionable presences haunting the endless blackness."
- H.P. Lovecraft, Dream-Quest Of Unknown Kadath
Here is my take on the urhag. In "Basic Era" format to use with The Witch.
The follow is considered Open under the terms of the Open Gaming License.
OGL Section 15: "Urhag" Copyright © 2015, Timothy S. Brannan
Urhag
Degenerate | Noble | |
Armor Class: | 3 [16] | 4 [15] |
Hit Dice: | 5*+2 (25 hp) | 8*+13 (50 hp) |
No. of Attacks: | 2 claw, 1 bite; stench | 2 claw or weapon, spell |
Damage: | 1d4/1d4/1d6 | 1d4/1d4 or by weapon type |
Special: | Stench, Magic, see below | Magic, Harmed by iron, see below |
Movement: | 30' / 90' fly | 30' / 90' fly |
No. Appearing: | 1 | 1 |
Save As: | Witch 5 | Witch 8 |
Morale: | 7 | 9 |
Treasure Type: | Special | Special |
Alignment: | Chaotic (Evil) | Chaotic (Evil) |
XP: | by system | by system |
Scholars debate the relationship between the races of hags. While many look to the vile and evil Night Hags as their progenitor, scholars who have pierced the veil between Reality and Dream claim that such a progenitor race is known as the urhags.
The Urhags are found in two basic varieties, the Degenerate and the far less common Noble.
The Degenerate Urhag appears to be a hideously ugly humanoid woman. She appears naked, but covered in filth, with long clawed fingers, wild hair and inhumanly long feet and toes. What is the most curious feature of the urhag are her large bat-like wings. One is immediately reminded of a harpy; which scholars also claim are an offspring of this creature. The urhag does not speak, but only screams and shrieks. The urhag can attack with a claw/claw/bite routine which is their most typical attack. They are also surrounded by a horrible stench. Characters within 10' of the Urhag must save vs. Poison (Constitution, Fortitude) or suffer a -2 on all attacks against the creature. The urhag may also cast spells as a 3rd level witch. Spells that attack and due damage are preferred over all others.
Urhags are immune to all cold-based effects and are immune to cold and cold based spells. Dengerate urhags are carnivorous and their preferred source of meat is humanoid flesh. They are able to enter the dreams of people sleeping in their territories; usually within 300 yards. Through this special attack the urhag will Charm a sleeping male into breeding with them. Once complete the urhag will then wake thee male to kill and eat him. They prefer to wake their victims because they enjoy hear the sounds of their screams. Within 3 months the urhag will lay a leathery egg in which a juvenile urhag will emerge. The new urhag will not expect any care or succor from her mother; in fact the mother is just as likely to eat her offspring as she did her offspring's father.
The Noble urhag is a different creature, though no less evil. Like the degenerate urhag, the noble appears to be a winged woman with long taloned hands and feet. Noble urhags also have horns growing from their heads that often causes them to be mistaken for some sort succubus or other demonic creature. While not demonic, the noble urhag is still quite evil. While the degenerate urhag is hideous and covered in filth, the noble urhag is regal, attractive, and clothed in only the fines wares. Her features are sharp and possibly indicate a relationship to the fae that other, more common hags, share. The noble urhag can be harmed by iron in the same fashion that fae are; iron weapons cause +2 damage and +1 to hit.
The noble urhags can cast spells as a 7th level witch. She may also take the occult powers of a Malefic or Faerie tradition witch.
While the degenerate urhag is indiscriminate about her choice of mating partners, the noble urhag prefers only the finest quality human males. They do not care for elves since elves do not dream in the same manner as do men. Also noble urhags do not always eat the men the lay with. Some prefering to return to the same male time and time again as instinct drives them to reproduce.
Unlike common hags urhagss of either sort are not tied to a particular locale or environment. Degenerate urhags do prefer colder wastes and demon-haunted lands and the noble urhag prefers temperate forests there are no restrictions on either.
Unlike night hags, urhags are not interested in the transport of souls or the outer planes.
Urhags can, in theory form coveys as other hags do and maybe even with other hags, but none have been observed doing so.
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