Thursday, March 19, 2015

40 Years of Dungeon!

I am a big fan of the Dungeon! board game.  In fact at any given time around here you can find a board set up and ready to go.  So you can imagine my pleasure when this link to an interview with Dave Megarry started getting passed around last night.

http://www.advanceddungeonsandparenting.com/2015/03/the-dungeon-boardgame-at-40.html
http://gamersandgrognards.blogspot.com/2015/03/hump-day-40-years-of-dungeon.html



Though this might be rather elementary for anyone reading this blog, here is Ross Maker, one of the first players of Dungeon! showing us how it is done.



There is also some great history at The Zenopus Archives including some rough drafts of the first Dungeon! game, The Dungeons of Pasha Cada!
http://zenopusarchives.blogspot.com/2013/05/the-dungeons-of-pasha-cada.html

And Jonathan Becker has new rules for the newest version of the Dungeon! game over at B/X Blackrazor.
http://bxblackrazor.blogspot.com/2013/06/your-new-dungeon.html

He has some new monsters and treasures.  Plus he has some rule additions that include more "classes".  Some of these are are similar to the optional rules that appeared in Best of The Dragon Vol 1 (which was a combination of articles from the early days of The Dragon).

The Dragon articles add Clerics, Dwarves, Thieves and "Hobbits" (Halflings) to the Classic Dungeon.
The "Expert" Game from JB adds Heroes, Elves, Superheroes, Wizards, Clerics, Dwarves, Hobbits, Theives and Necromancers.

Based these here is an alternate character class for your Dungeon! game.

The Witch

Witch (purple):  Witches are users of magic similar to wizards.  A witch moves like a wizard (or the default 5 in the new game).  Witches gain spells in the same manner as a Wizard. The exceptions are she does not have access to Fireball and has Clairvoyance and Charm/Hold from JB's Expert game above.  The witch can charm any monster to become a minion and fight for her.  The minion will fight till defeated in combat.  If the witch uses her charm spell in a chamber she must indicate which monster she is charming before the cards are revealed. The witch may only have one minion at a time. The witch attacks as a Wizard. The witch requires 30,000 gp to win.

Have fun!

Wednesday, March 18, 2015

Crazy Long Day

So work is kicking me in the but this week.  I spent a lot of time today re-writing a bio-stats final exam.  So I am a tad brain dead.

What do I know?

Well how is the new URL working for everyone?  Anyone notice a difference at all?
Because of the URL change some internal links are a bit wonky.  I will fix those as they come up.

Played around with the Android x86 OS on a lap top today.  There is a lot of good about but I would need to spend more time with it.  It won't replace Windows or Ubuntu 14.04 for me, but it was fun to play with.

Hopefully I will have something more intelligent to say tomorrow.

Tuesday, March 17, 2015

Update your URLs!

I decided to splurge and get a custom domain for my blogs.

You can now get to the Other Side blog at this address: http://theotherside.timsbrannan.com/
If by chance you still read my atheism blog, the Freedom of Nonbelief, then you can find that here: http://atheism.timsbrannan.com/

Eventually I will have something in place for http://timsbrannan.com but until then it goes to my Other Side Blog.

You can reach me at admin@timsbrannan.com or webmaster@timsbrannan.com.

Leprechauns for Basic Era Games

Happy St. Patrick's day!

Here is something I have been working on for a little bit.  I think it would work well in the right game.

Leprechauns for Basic era FRPGs

Leprechauns are small humanoids that live in the same general areas as do elves. While elves prefer the open spaces, Leprechauns live underground in elaborate burrows and low. They share many similarities with halflings and gnomes but are actually more closely related to pixies, faeries and distantly elves.

The typical Leprechaun stands 3' to 3½ ' tall, and weighs about 45-50 lbs; About the same size as a Halfling. Their skin color ranges from tan to a pale, if pinkish hue, their hair is typically any shade or red though some are darker, and their eyes can be any shade of green. Leprechaun males typically have longer beards the same color as their hair. Leprechauns generally wear natural fibers with quite a bit of green in them, though they decorate their clothes with intricate stitching or fine jewelry. Leprechauns reach adulthood at about age 40, and they live about 400 years, though some can live almost to 600 years.

A Leprechaun character must have a score of 9 or higher in both Charisma and Dexterity. Leprechauns are similar to Elves in terms of play, they can act as fighters (though not as good as true fighters or Dwarves) and can cast spells as do Magic-Users, though they are limited to the Enchantment school.

Leprechauns are inherently magical, many excel in areas of enchantment and other magic, and most all Leprechauns know at least a little magic. Adventuring Leprechauns can cast wizard spells as indicated below.

Leprechauns tend to be Neutral in alignment, but quite a few are Lawful.  Chaotic leprechauns are known as Fear Deargs.  These leprechauns are of sour temper and typically wear red.

Prime Requisite: A Leprechaun has two Prime Requisites: Wisdom and Dexterity. If either of these Ability scores is 13 or greater the character gains a 5% bonus to Experience Points earned every adventure. If both are 13 or greater, the XP bonus if 10%.

Weapons and Armor: Leprechauns may use any weapon, but it needs to "sized" to fit them. Typically any weapon sized for a Halfling character. Leprechauns may not use "two-handed" handed weapons such as two-handed swords, long bows, battle axes, and other larger weapons.

Leprechauns may wear any type of armor, but most prefer "natural" armor such as leather or hide.
Leprechauns may use any magic item that is useable by Magic-Users and any magic weapon.

Special Abilities

A Leprechaun has a number combat advantages, due to it's size and familiarity with various terrain.

Combat: Leprechauns use a combination of melee weapons and magic in combat situations. All Leprechauns gain the following bonuses when in combat.

-2 bonus to Armor Class when attacked by creatures larger than man-size.
+ 1 bonus to initiative rolls.

Luck: The greatest power of a Leprechaun is it's "Luck".  Once per day the Leprechaun can effect one die roll with luck.  Giving it an automatic +1.  This feature must be used before the roll is made, but it can be used on any sort of roll.  As a leprechaun increases in levels he may use a spell slot to convert spell levels to luck.  So a 4th level spell can be converted to +4 on a roll.  The points have to be used at one time, no splitting them up among different rolls.

Superstitions:  This is considered to be the other side of their luck ability. In order to have good luck the leprechaun has to observe a number of superstitions.  While they might seem to be harmless or even non-sense the leprechaun must follow them or take steps to avoid them.  For example a leprechaun will typically carry a lucky charm, such as a four leaf clover or rabbit's foot, for every level they have gained.  If they do something that would normally cause bad luck (lighting three on a single flame, walking under a ladder, letting a black cat cross their path) they must use their luck item or do a small ritual to "break the curse". This could include putting a lucky copper piece in their shoe, kissing a "blarney" rock, whistling a song backwards, or any number of other small rituals. Failing to perform this ritual right away will result in the loss of one point of good luck.

Hiding: Leprechauns are difficult to spot. In their natural habitat, dense wooded areas, low hill lands and natural (not man-made) underground formations a Leprechaun can only be detected 25% of the time (GM rolls). In man-made dungeons this increases to 35%. The Leprechaun must remain still and not be carrying any type of light.

Leprechaun's Gold: There is a legend that leprechaun's guard a pot of gold. There is some truth to this.  If someone were to beat a leprechaun in some form of personal challenge (cards, drinking, or being found when they would rather stay hidden) the leprechaun is obliged to grant the winner a gold coin.  This coin will grant the winner a single +1 to any roll.  This luck comes from the leprechaun's own pool of luck for the day.

Languages: In addition to the common and alignment languages Leprechauns may also speak Leprechaun, elf, gnome and goblin.

Vision: A Leprechaun can see twice as well as a human in low-light conditions (starlight, moonlight, torchlight and a "light" spell, but not "Continual Light").

Spells: As mentioned, Leprechauns can use Magic-User spells like an elf.  They favor Enchantment and Charm spells.  Leprechauns cannot use necromancy.

Advancement
Leprechauns may advance only to 9th level "Tighearnán" (male) or "Tuilelaith" (female). This is balanced by the Leprechaun's magical ability and their ability to also fight better than a same level magic-user. At 9th level a Leprechaun may settle in area and attract other Leprechauns to form a clan, or gather their family together for a clan as it's Chieftain. In any case there will only be a small gathering of immediate family and some close relations.  Leprechauns are so spread out though they immediately assume any other leprechaun they meet must be a related and refer to each other as "cousins".

Leprechauns are known as "solitary faeries". This makes them great candidates for an adventuring race.  They will settle down in a area but there must not be any other faerie species in the area, especially pixies and other "trooping faeries".  Leprechauns and Pixies have an uneasy truce.



Leprechaun EXPERIENCE TABLE
LevelTitle
XP
Hit Die
1
2
3
4
5
1Nuacht
0
1d6
1
2Laoch/Laochra
3,000
2d6
2
3Gaiscíoch
6,000
3d6
2
1
4Curadh
12,000
4d6
2
2
5Marcach
25,000
5d6
2
2
1
6Máistir
50,000
6d6
3
2
2
7Oifigeach
110,000
7d6
3
2
2
1
8Mórghléas
220,000
8d6
3
3
2
2
9Tighearnán/Tuilelaith
400,000
9d6
3
3
2
2
1


Leprechaun SAVING THROWS
Level
1-3
4-6
7-9
Death Ray or Poison
12
10
8
Magic Wands
13
11
9
Paralysis or Turn to Stone
13
11
9
Dragon Breath
15
12
9
Rods, Staffs and Spells
15
12
9

Leprechauns use the same attack to hit rolls as do fighters, dwarves, elves and Halflings.


CHARACTER HIT ROLLS (on 1d20)
Level
Target's Armor Class
Leprechauns9876543210-1-2-3-4-5-6-7-8-9
1-310111213141516171819202020202021222324
4-6891011121314151617181920202020202122
7-96789101112131415161718192020202020


Section 15 Copyright Notice

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Basic Fantasy Role-Playing Game Copyright © 2006-2008. Chris Gonnerman.

Labyrinth LordTM. Copyright © 2007, Daniel Proctor. Author Daniel Proctor.

"Leprechauns for Basic era FRPGs" Copyright ©2015, Timothy S. Brannan

Monday, March 16, 2015

Review: Theorems & Thaumaturgy

I was combing through some old posts this morning looking for some ideas for my "Second Campaign" (to be renamed soon) and I noticed that I have never really talked about +Gavin Norman's Theorems & Thaumaturgy on it's own.

Honestly that is criminal.

Let me start off with what I have said before. I have compared it to his other book, the Complete Vivimancer and I have compared it to The Basic Illusionist.  But never on it's own merits.

To start with Theorems & Thaumaturgy is a "Pay What You Want" product.  Yes you could pay $0.00, but I hope this review convinces you to pay more.  The book itself is 66 pages (standard letter) with text and art that reminds you immediately of the old Moldvay Basic books.  If you have The Complete Vivimancer then you have an idea  of the how the text and art looks.   To me the art is like psychadelic art-nouveau meets Elric.  In other words, perfect for a magic book in my mind.

There are three large sections (Classes, Variant Classes, and Magical Tomes) and an Appendix with nine sub-sections. Like old-school Basic the new spells are all listed with the classes.  The book is designed for use with Labyrinth Lord Advanced Edition Characters, but really it can be used with any sort of "old-school" game.

The new Classes are the Elementalist, Necromancer and Vivimancer.  The Vivimancer is of course detailed in a later book, but he gets his start here.  The classes do pretty much what you would suspect they would do.  The Elementalist uses elemental forces, the Necromancer deals with the dead and undead and the Vivimancer.  Each class has a good number of new spells (250 in all!) to make using them feel different than your normal "magic-user". Each has spells from 1st to 9th level.  All the classes use the Magic-User XP, to hit and saving throw tables, so whatever system you use, you can just use that to put them on the same footing as the Magic-User.  While I like the simplicity of this and it helps make the "subclasses" feel like a part of the same Magic-user family. I would have liked to have seen some powers or something for each class.  After-all they are sacrificing spell flexibility for what?  Power? More variety of spells in their chosen field?  I think I would have given them a couple of bonuses at least.  But that is fine, these rules are flexible enough to allow all sorts of edits.

For the variant classes there is the new Fey Elf race.  This elf is closer to the faerie origins of the elf.  The class taken by these elves is the Sorcerer.  This class is similar in idea to the D&D 3.0 version; a spontaneous spell caster with magic in their blood.  The sorcerer has a couple of new spells and a modified list of spells they can cast.  There is an alternate version of the Illusionist as well. This version has a few more spells and has 8th and 9th level spells.

The final section is all about magical tomes.  It includes a bunch of unique magical tomes with new spells. The books' histories are also told and which classes are most likely to get use out of it.

The Appendices are a small treasure trove of great ideas and useful material.
Appendix 1 has new optional rules for Magic-Users.  A number of these are very similar to house rules I (and many others I am sure) used back in the day.
This is followed by new monsters, new magic items, and some examples of memorized spells by class (all classes presented here and MU).  We end with an alphabetical list of all spells included here and in the Advanced Edition Characters book.

All of this for whatever you want to pay for it.
Personally I think anything less than $5 is an insult.  There is a lot of great material in this book and all of it can be used right away.

I should have more to say on this one later on.

You can also find print copies here: http://www.lulu.com/spotlight/necroticgnome

Saturday, March 14, 2015

Zatannurday: Cosplay Special

There is this new article up and I am not sure how legitimate it is. But it talks about how PAX is banning Booth Babes and how cosplayers could be next.

http://www.reaxxion.com/6150/booth-babes-and-sexy-cosplayers-are-in-danger-of-being-completely-banned-from-events

I never have understood what the backlash is against cosplayers.  But the thing that confuses me the most is the "fake geek girl" argument.  As if anyone who spends 100s of hours and 100s of dollars on a costume they wear only a few times a year (and many have a lot more than one) are somehow less geeky that anyone else.  We as geeks need to be more welcoming to geeks of all sorts.

Anyway here are some great Zatanna cosplays.



harley quinn, zatanna, catwoman, batgirl by SafiraOril on DeviantArt


Zatanna cosplay by litavh on DeviantArt


Zatanna Zatara by Shmuberry on DeviantArt


Zatanna Zatara by Shmuberry on DeviantArt


DC-Zatanna-For my next trick by astachan on DeviantArt


Raven and Zatanna by BlueWolfWazzu on DeviantArt


Zatanna Cosplay v2 by platypa on DeviantArt


Zatanna 1 by Mistress-Zelda on DeviantArt


Zatanna Cosplay v1 by platypa on DeviantArt


WW Comic Con Indianapolis 2015 Zatanna by SirKirkules on DeviantArt


Bombshell Zatanna by megsnow on DeviantArt


Erin Lei is Zatanna Zatara by RedStarCosplay on DeviantArt


Zatanna (DC Comics) - Riddletmr@Cosday 2014 by BennyCosplayPhotos on DeviantArt


Zatanna Zatara by Cxit on DeviantArt


Zatanna by J-Jerichon on DeviantArt


Zatanna and Robin by Mickie0904 on DeviantArt


(ALA) Anime Los Angeles 2014 - 56 by Ciciulla on DeviantArt


Do You Believe in Magic? by BatMarkandRobin on DeviantArt


Enjoy!

Friday, March 13, 2015

Friday Night Videos: Friday the 13th

Welcome to a special Friday the 13th Friday Night Videos!

Let's talk about superstitions, bad luck and bad mojo tonight!

Writing about witches and magic I like to include superstitions in my games and have my characters follow them.  Gives a little color to the character and separates them from the other characters a bit more.

First up is the one and only Stevie Wonder.
I will be honest, I LOVE Stevie Wonder. For Once in My Life, My Cherie Amour, Talking Book, Songs in the Key of Life, these are some of my favorite albums. One of the best songs from Talking Book is Superstition.




If you can find a harder case than Mike Ness then you are likely talking about Johnny Cash.  Sometimes I think he wallows in self-pity but Social Distortion's Somewhere Between Heaven and Hell is still a hell of an album. And it gave us this song, Bad Luck.




Cream is a group that really had a influence on my writing.  I don't know why, it's just something about their blues infused rock and psychedelica that really spoke to me in the 80s.  Plus Eric Clapton is God. Let's just all be honest here.   This is one of their bluesier recordings, Albert King's Born Under a Bad Sign.



Pete Yorn's Ever Fallen In Love Someone was part of my Sojourn in Hell soundtrack and thus was on constant play while I was working on Buffy and Ghosts of Albion.  It also struck me as a "bad luck" song.



Here is something. I LOVE the Police. Really. I have seen them in concert, seen Sting something like 6-7 times. Yeah I am weird like that.  But what is weirder is how much some of my own writing from the 80s has obvious and fairly overt influences from the Police.
Here is an older one, from Reggata d'Blanc and written by drummer Stewart Copeland, On Any Other Day.  This was my favorite album for the longest time.



Expect a Police night one night.

Another really influential album on my formative years was Who's Next.  Here is John Entwistle having a really bad day in My Wife.



Another influence on my writing (but not so much on my playing) was Frank Zappa.  I might do a Frank Zappa night, but until then here is his son Dweezil (who is really cool, met him years ago) and the title track to the most under rated album from 1986, Having a Bad Day.