Sunday was a humid, rainy day in Chicagoland. So what better to do than stay inside and play some D&D!
We decided to finish up Castle Amber taking them straight through all the wilderness encounters. The boys meet Skylla, though true to her rumored appearance in the D&D cartoon she appears as an old woman. They also have no idea that she is evil.
She did help them a bit on where various towns were. She wanted out of the Averoigne to get back to Glantri. There is a small problem now, but I will get to that.
The boys decided that the name of their group is The Order of the Platinum Dragon. We celebrated with some homemade butterbeer.
It was quite good, but we could saved time and had the same amount of calories and fat with we had just drank some melted butter with a couple tablespoons of sugar.
The Order managed to dispatch the Beast of Averoigne and The Colossus of Ylourgne. They were able to con and bribe the Ring of Eibon from the Archbishop. All in all, a really good session.
The Order summoned the Tomb of Stephen Amber and the mists closed in on them. Normally that is where the adventure ends and they are back in their own world. Instead when the mists cleared they discovered they are in Barovia. Well, they don't know that yet, all they know is they are not home yet.
The Sword of Sylarie was not destroyed as per the module. It is half of what will become the Sun Sword.
So up next it is the Order vs. Castle Ravenloft.
Time to grab my copy of Ravenloft and start reading again. Should not be to bad, I have run this many, many times.
It's going to be a lot of fun!
Monday, June 8, 2015
Sunday, June 7, 2015
The Amazing Adventures Companion
The Amazing Adventures Companion is now out. If you enjoy the Amazing Adventures game (and I do) then this is great news. The book is 162 pages with covers and OGL statement. Beyond that it is packed with all sorts great things.
Book One covers Astounding Action Heroes, or ways to improve your characters or make them closer to your vision. Abilities above 18 are covered and even how to get them there.
Each class is also presented and tips on how to play "other classes" with them. For example The Gadgeteer can be refocused into a street-level, Pulp Age Superhero. Think Batman in his early days. OR take the Gadgeteer and make his gadgets into potions and you have The Alchemist. The Gumshoe can give you an Ace Reporter (something I have really wanted) or the Consulting Detective. Play that aging Sherlock Holmes if you like. No new rules are needed for these since the rules are largely flexible enough. But....if you really want new characters then you are covered here as well. The Companion introduces The Acrobat, The Archer, The Duelist, The Gunslinger, The Pirate and The Soldier. What they do should be fairly self-explanatory.
The next section is one I was really looking forward to reading. This discusses porting over the classes in AA over to a Fantasy game like Castles & Crusades. While there is nothing shocking here it is a good set of guidelines. With the new classes, say like the Alchemist, Archer and Gunslinger it is nice to have so guidelines.
Next we have AA multiclassing, which is a port of the C&C "Class and a half".
We dive into equipment next which includes an expanded firearm list and how to use "classical" armor in an AA game.
Book Two covers Advanced Action Heroes. New rules for your Pulp Character. This includes some new generic class abilities. My new favorites are Occult Library and Wild Talent.
Book Three is Mysteries of Magic, Mentalism and Gadgets. It's like it was written just for me!
More information is given on Magic and Sanity; with caveats of what sort of game are wanting to run. A game where magic is dark can include Sanity and then some spells are removed, others added. We get a few pages of new spells, some tips on adapting C&C spells and then some revised Spell Lists.
For Mentalists we get some new Psionic Powers. For Gadgeteers we get some new gadgets and powers.
Book Four is Astonishing Stories. This covers some basic and advanced rules including contested rolls, Fate points, "Movie Physics", and various issues regarding damage and healing. It's kind of a catch-all chapter, but the overall theme is making your game more cinematic when you want to.
Book Five is Spinning Strange Tales. While it does feature a kickass Snake-headed monk get ready for some kung-fu fighting there is more to this chapter than that. This chapter covers different types of games you can play with AA and what alterations are needed. Most times this is about which classes to include and what equipment to use or not. My favorite might be the "Science Fantasy" section. I mean really, what is more "Pulp Adventures" than Edgar Rice Burroughs? Seriously. Reading this section suddenly I want to give up all my current games and play a Barsoom game using AA/C&C.
Of course I have to mention the section on "Tales of Swords and Sorcery". The author, Jason Vey, has honestly forgotten more about Conan and Robert E. Howard than I'll ever know. He makes some great points about using AA to emulate a Conan style game. Ok. Conan on Mars. That's what I want to play now.
Book Six is our Rouges Gallery. NPCs and Groups. This includes the historical (Harry Houdini) the semi-historical (Robert Locksley) and the comics.
All in all if you are a fan of Amazing Adventures or the Pulp Era in general then this is a must buy!
Book One covers Astounding Action Heroes, or ways to improve your characters or make them closer to your vision. Abilities above 18 are covered and even how to get them there.
Each class is also presented and tips on how to play "other classes" with them. For example The Gadgeteer can be refocused into a street-level, Pulp Age Superhero. Think Batman in his early days. OR take the Gadgeteer and make his gadgets into potions and you have The Alchemist. The Gumshoe can give you an Ace Reporter (something I have really wanted) or the Consulting Detective. Play that aging Sherlock Holmes if you like. No new rules are needed for these since the rules are largely flexible enough. But....if you really want new characters then you are covered here as well. The Companion introduces The Acrobat, The Archer, The Duelist, The Gunslinger, The Pirate and The Soldier. What they do should be fairly self-explanatory.
The next section is one I was really looking forward to reading. This discusses porting over the classes in AA over to a Fantasy game like Castles & Crusades. While there is nothing shocking here it is a good set of guidelines. With the new classes, say like the Alchemist, Archer and Gunslinger it is nice to have so guidelines.
Next we have AA multiclassing, which is a port of the C&C "Class and a half".
We dive into equipment next which includes an expanded firearm list and how to use "classical" armor in an AA game.
Book Two covers Advanced Action Heroes. New rules for your Pulp Character. This includes some new generic class abilities. My new favorites are Occult Library and Wild Talent.
Book Three is Mysteries of Magic, Mentalism and Gadgets. It's like it was written just for me!
More information is given on Magic and Sanity; with caveats of what sort of game are wanting to run. A game where magic is dark can include Sanity and then some spells are removed, others added. We get a few pages of new spells, some tips on adapting C&C spells and then some revised Spell Lists.
For Mentalists we get some new Psionic Powers. For Gadgeteers we get some new gadgets and powers.
Book Four is Astonishing Stories. This covers some basic and advanced rules including contested rolls, Fate points, "Movie Physics", and various issues regarding damage and healing. It's kind of a catch-all chapter, but the overall theme is making your game more cinematic when you want to.
Book Five is Spinning Strange Tales. While it does feature a kickass Snake-headed monk get ready for some kung-fu fighting there is more to this chapter than that. This chapter covers different types of games you can play with AA and what alterations are needed. Most times this is about which classes to include and what equipment to use or not. My favorite might be the "Science Fantasy" section. I mean really, what is more "Pulp Adventures" than Edgar Rice Burroughs? Seriously. Reading this section suddenly I want to give up all my current games and play a Barsoom game using AA/C&C.
Of course I have to mention the section on "Tales of Swords and Sorcery". The author, Jason Vey, has honestly forgotten more about Conan and Robert E. Howard than I'll ever know. He makes some great points about using AA to emulate a Conan style game. Ok. Conan on Mars. That's what I want to play now.
Book Six is our Rouges Gallery. NPCs and Groups. This includes the historical (Harry Houdini) the semi-historical (Robert Locksley) and the comics.
All in all if you are a fan of Amazing Adventures or the Pulp Era in general then this is a must buy!
Saturday, June 6, 2015
Zatannurday: Spider-Gwen
I have a confession. I love Spider-Gwen.
I have not read a Marvel Comic in years, decades even. When I was reading it my favorite was Spider-Man. Spider-Man was really only 2nd to Batman in my mind.
So I have REALLY been enjoying the new take on the Spider-Man story in the form of Spider-Gwen.
So here is some Spider-Gwen (I know properly "Spider-Woman") art.
Spider-Gwen Portrait by Protokitty on DeviantArt
Spidey-Gwen by Forty-Fathoms on DeviantArt
Spider Gwen by diabolumberto on DeviantArt
I miss you Spider... by Jonny5Alves on DeviantArt
Spider-Gwen by dwaynebiddixart on DeviantArt
Spider Gwen by UltimateTattts on DeviantArt
Spider-Gwen by Harpokrates on DeviantArt
Spider Gwen by J-Skipper on DeviantArt
Spider girl Gwen Stacy by Daikokun on DeviantArt
Cosplay Spider Gwen VII by ReaverSkill on DeviantArt
Spider Gwen cosplay III by ReaverSkill on DeviantArt
Spider Gwen by phamoz on DeviantArt
Spider-Gwen by MirkAnd89 on DeviantArt
Spider-Women by edCOM02 on DeviantArt
Spider Gwen by J.Scott Campbell by tony058 on DeviantArt
New Spidewoman Original by Artgerm on DeviantArt
And this one. This is what sold me that this was going to be awesome.
They were not made into a love interest for each other despite their past. Maybe because of it.
Now I understand that she is being added to the "core" Marvel-verse. That's pretty cool.
I have not read a Marvel Comic in years, decades even. When I was reading it my favorite was Spider-Man. Spider-Man was really only 2nd to Batman in my mind.
So I have REALLY been enjoying the new take on the Spider-Man story in the form of Spider-Gwen.
So here is some Spider-Gwen (I know properly "Spider-Woman") art.
Spider-Gwen Portrait by Protokitty on DeviantArt
Spidey-Gwen by Forty-Fathoms on DeviantArt
Spider Gwen by diabolumberto on DeviantArt
I miss you Spider... by Jonny5Alves on DeviantArt
Spider-Gwen by dwaynebiddixart on DeviantArt
Spider Gwen by UltimateTattts on DeviantArt
Spider-Gwen by Harpokrates on DeviantArt
Spider Gwen by J-Skipper on DeviantArt
Spider girl Gwen Stacy by Daikokun on DeviantArt
Cosplay Spider Gwen VII by ReaverSkill on DeviantArt
Spider Gwen cosplay III by ReaverSkill on DeviantArt
Spider Gwen by phamoz on DeviantArt
Spider-Gwen by MirkAnd89 on DeviantArt
Spider-Women by edCOM02 on DeviantArt
Spider Gwen by J.Scott Campbell by tony058 on DeviantArt
New Spidewoman Original by Artgerm on DeviantArt
And this one. This is what sold me that this was going to be awesome.
They were not made into a love interest for each other despite their past. Maybe because of it.
Now I understand that she is being added to the "core" Marvel-verse. That's pretty cool.
Friday, June 5, 2015
Friday Night Videos: Guest VJ Chrys Fey
Welcome back to Friday Night Videos.
Tonight I want to welcome guest VJ Chrys Fey!
Chrys is the author a number of books including the her most recent The Witch of Death and the Ghost of Death.
I asked Chrys to come by tonight and share some songs whe was listening too or were inspiring while she worked on her books.
So without further ado, take it away Chrys.
Witchy Woman by Eagles
This song was done ten years (1972) before Liberty Sawyer was born, but it could be about her: “raven hair and ruby lips, sparks fly from her fingertips-” Although there’s the mention of the devil, which Libby doesn’t like, she can’t help but dance to this fun song in her living room.
Jillian (I’d Give My Heart) by Within Temptation
This is the song that really gets me, my muse, and Libby pumped up. Ever since we stumbled across it ten years ago, Within Temptation has been our favorite band. They are a Dutch rock/metal band. The combination of Sharon Den Adel’s angelic voice and the dark, beautiful music is spellbinding. And if you’re a fan of Serenity/Firefly, you’ll enjoy the video.
A Witches Song by Ordo Funebris
The odd thing about this song is that no one can find lyrics to it but because it’s so beautiful, eerie, and mysterious, Libby loves it. On top of that, the video features work by her favorite artist Victoria Francis.
--
You can find Chrys on the web at http://writewithfey.blogspot.com/
And more about Libby at The Faux Fountain Pen and Tasha's Thinkings.
Tonight I want to welcome guest VJ Chrys Fey!
Chrys is the author a number of books including the her most recent The Witch of Death and the Ghost of Death.
I asked Chrys to come by tonight and share some songs whe was listening too or were inspiring while she worked on her books.
So without further ado, take it away Chrys.
Witchy Woman by Eagles
This song was done ten years (1972) before Liberty Sawyer was born, but it could be about her: “raven hair and ruby lips, sparks fly from her fingertips-” Although there’s the mention of the devil, which Libby doesn’t like, she can’t help but dance to this fun song in her living room.
Jillian (I’d Give My Heart) by Within Temptation
This is the song that really gets me, my muse, and Libby pumped up. Ever since we stumbled across it ten years ago, Within Temptation has been our favorite band. They are a Dutch rock/metal band. The combination of Sharon Den Adel’s angelic voice and the dark, beautiful music is spellbinding. And if you’re a fan of Serenity/Firefly, you’ll enjoy the video.
A Witches Song by Ordo Funebris
The odd thing about this song is that no one can find lyrics to it but because it’s so beautiful, eerie, and mysterious, Libby loves it. On top of that, the video features work by her favorite artist Victoria Francis.
You can find Chrys on the web at http://writewithfey.blogspot.com/
And more about Libby at The Faux Fountain Pen and Tasha's Thinkings.
Title: Witch of Death
Author: Chrys Fey
Genre: Supernatural/Suspense
Format: eBook Only
Page Count: 45 (short story)
Release Date: May 20th, 2015
Publisher: The Wild Rose Press
Blurb:
Detective Reid Sanders doesn’t believe in the supernatural, but when he’s faced with a crime scene that defies the laws of nature, he has no other choice but to start believing. And solving a magical murder involves working with a witch.
Liberty Sawyer embodies the look of your classic evil witch, so, it’s no surprise when she uncovers the murderer is a witch that she becomes Reid’s number one suspect. If she can’t convince him otherwise, more people could lose their lives to dark magic, including her.
BOOK LINKS:
ALSO AVAILABLE:
Blurb:
Jolie Montgomery, a twenty-one-year-old woman, wakes up in an alley next to her corpse. She has no memories of her murder or the night she died. She didn’t even see the killer’s face before he or she took her life. Wanting justice, Jolie seeks answers in the only way a ghost can...by stalking the lead detective on the case.
Avrianna Heavenborn is determined to find the person responsible for a young woman’s death. She gets closer to the killer’s identity with every clue she uncovers, and Jolie is with her every step of the way.
But if they don’t solve her murder soon, Jolie will be an earth-bound spirit forever.
Book Links:
BIO:
Chrys Fey is the author of Hurricane Crimes and 30 Seconds. She is currently working on the sequel to Hurricane Crimes that’ll serve as book two in the Disaster Crimes series.
When Fey was six years old, she realized her dream of being a writer by watching her mother pursue publication. At the age of twelve, she started writing her first novel, which flourished into a series she later rewrote at seventeen. Fey lives in Florida where she is waiting for the next hurricane to come her way.
You can connect with her on Facebook and her blog, Write with Fey. She loves to get to know her readers!
Author Links:
The Amazing Adventures of Libby Sawyer
I am playing around some more with the witch in Castles & Crusades still and also thinking about how she might work in Amazing Adventures and the new Amazing Adventures Companion.
Since I am having +Chrys Fey and Libby Sawyer day here. Let's see how Libby might look in Amazing Adventures.
Libby Sawyer
8th Level Witch (Cha-based Arcanist) / 4th level Gumshoe (Police Detective) (Multiclassed)
Family Tradition Witch
Strength: 12 (0)
Dexterity: 16 (+2) p
Constitution: 13 (+1)
Intelligence: 15 (+1) P
Wisdom: 13 (+1)
Charisma: 18 (+3) P
Hit Points: 50
Alignment: Lawful Good
AC: 13
BtH: +4
MEP: 65
Languages: English, Latin, (native language is English)
Background: Law Enforcement +2,
Traits: Spellgifted
Skill: Knowledge (Arcana)
Gender: Female
Age: 33 (Born 1982)
Height: 5’11”
Weight: 138 lbs
Powers
Ritual Magic
Abilities
Climb (Dex)
Cat and Mouse (Wis)
Hide (Dex)
Move Silently (Dex)
Face in the Crowd (Cha)
Spells
Cantrips: (8) Arcane Mark, Detect Illusion, Detect Magic, Light, Magical Aura, Mage Hand, Prestidigitation, Stun
First: (5+1) Change Self, Command, Daze, Identify, Shield, Sleep
Second: (3+1) Blur, Hold Person, Knock, Pyrotechnics,
Third: (2+1) Fear, Nondetection, Remove Curse
Fourth: (1) Seeming
Items
Gun (police issue .45), cell phone
Works for me! Still need to figure out how to do traditions.
Since I am having +Chrys Fey and Libby Sawyer day here. Let's see how Libby might look in Amazing Adventures.
Libby Sawyer
8th Level Witch (Cha-based Arcanist) / 4th level Gumshoe (Police Detective) (Multiclassed)
Family Tradition Witch
Strength: 12 (0)
Dexterity: 16 (+2) p
Constitution: 13 (+1)
Intelligence: 15 (+1) P
Wisdom: 13 (+1)
Charisma: 18 (+3) P
Hit Points: 50
Alignment: Lawful Good
AC: 13
BtH: +4
MEP: 65
Languages: English, Latin, (native language is English)
Background: Law Enforcement +2,
Traits: Spellgifted
Skill: Knowledge (Arcana)
Gender: Female
Age: 33 (Born 1982)
Height: 5’11”
Weight: 138 lbs
Powers
Ritual Magic
Abilities
Climb (Dex)
Cat and Mouse (Wis)
Hide (Dex)
Move Silently (Dex)
Face in the Crowd (Cha)
Spells
Cantrips: (8) Arcane Mark, Detect Illusion, Detect Magic, Light, Magical Aura, Mage Hand, Prestidigitation, Stun
First: (5+1) Change Self, Command, Daze, Identify, Shield, Sleep
Second: (3+1) Blur, Hold Person, Knock, Pyrotechnics,
Third: (2+1) Fear, Nondetection, Remove Curse
Fourth: (1) Seeming
Items
Gun (police issue .45), cell phone
Works for me! Still need to figure out how to do traditions.
Chrys Fey, Libby Sawyer and the Witch of Death
Recently I had the pleasure to read a pre-release copy of The Witch of Death thanks to author and fellow A to Z Blogging survivor +Chrys Fey. This introduced me to her newest character Liberty "Libby" Sawyer, a police detective and kick-ass witch. Which of course means she is perfect for this blog!
So please allow me to introduce Libby and Chrys.
Liberty “Libby” Sawyer
“Actually, I’m a witch.” She smiled when Reid jolted and turned to face her. “I’m Detective Liberty Sawyer." She stuck out her hand.
Cinematic Unisystem Rules (Buffy the Vampire Slayer, Magic Box, Ghosts of Albion)
Experienced Hero
Drama Points: 10
Life Points: 39
Attributes
Strength: 2
Dexterity: 3
Constitution: 3
Intelligence: 3
Perception: 4
Willpower: 5
Qualities: Attractiveness 2, Contacts (criminal) 2, Contacts (occult) 1, Empathy 2, Hard to Kill 3, Magic 2, Magical Family, Nerves of Steel, Occult Library 2, Psychic Visions 1, Rank (Detective) 2
Drawbacks: Adversaries (various. supernatural and criminal) 3, Honorable 2, Love (Reid) 4, Obligation (uphold the Law)
Skills: Art 1, Computer 3, Crime 3, Doctor 2, Driving 3, Getting Medieval 2, Gun-Fu 3, Influence 2, Knowledge 3, Kung-fu 2, Language 2 (English, latin), Mr. Fix-it 1, Notice 3, Occultism 5, Science 2, Sports 1
Initiative: +2
Spellcasting: 1d10 + 12
Notice: 1d10 + 7
Magical sight: 1d10 + 9
Gender: Female
Age: 33
Height: 5’11”
Weight: 138 lbs
Combat
Gun +6 by type
Punch +5 4
Kick +5 5
Spells +12 by type
- Witch Bolt +12 damage 4
- Deflect +14
Liberty "Libby" Sawyer is a witch from a long line of family witches.
Her personal occult library is growing, but she has access to much larger collections through her magical family connections. Unfortunately because of these ties enemies of her family are hers as well. She is not sure, but suspects that she is distantly related to Elizabeth Sawyer.
Like most witches Libby can read auras, is sensitive to psychic impressions, and has magical sight.
She is likely to have the Anamchara quality with Det. Reid, but it is still undeveloped at this point.
New Spell: The Bleeding
Quick Cast: Yes
Power Level: 4
Philosophy: Evil
Requirements: A command word, line of sight, and a drop of blood from the target.
Effect: This spell causes the target’s blood to evaporate if he is within 50 feet. He must resist the spellcasting roll with a Constitution (doubled) roll each Turn or suffer one-third of his total Life Points in damage (round up). The effect lasts for a number of Turns equal to the half the Success Levels (round down) of the spellcasting roll. Multiple castings of this spell on one target have no effect.
Once the blood has been removed from the body the witch casting the spell gains the victim’s Magic Levels. For every 2 levels of magic the victim has the caster gains 1.
Note: This is not one of Libby's spells.
You can find Chrys on the web at http://writewithfey.blogspot.com/
And more about Libby at The Faux Fountain Pen and Tasha's Thinkings.
So please allow me to introduce Libby and Chrys.
Liberty “Libby” Sawyer
“Actually, I’m a witch.” She smiled when Reid jolted and turned to face her. “I’m Detective Liberty Sawyer." She stuck out her hand.
Cinematic Unisystem Rules (Buffy the Vampire Slayer, Magic Box, Ghosts of Albion)
Experienced Hero
Libby, off duty obviously |
Drama Points: 10
Life Points: 39
Attributes
Strength: 2
Dexterity: 3
Constitution: 3
Intelligence: 3
Perception: 4
Willpower: 5
Qualities: Attractiveness 2, Contacts (criminal) 2, Contacts (occult) 1, Empathy 2, Hard to Kill 3, Magic 2, Magical Family, Nerves of Steel, Occult Library 2, Psychic Visions 1, Rank (Detective) 2
Drawbacks: Adversaries (various. supernatural and criminal) 3, Honorable 2, Love (Reid) 4, Obligation (uphold the Law)
Skills: Art 1, Computer 3, Crime 3, Doctor 2, Driving 3, Getting Medieval 2, Gun-Fu 3, Influence 2, Knowledge 3, Kung-fu 2, Language 2 (English, latin), Mr. Fix-it 1, Notice 3, Occultism 5, Science 2, Sports 1
Initiative: +2
Spellcasting: 1d10 + 12
Notice: 1d10 + 7
Magical sight: 1d10 + 9
Gender: Female
Age: 33
Height: 5’11”
Weight: 138 lbs
Combat
Gun +6 by type
Punch +5 4
Kick +5 5
Spells +12 by type
- Witch Bolt +12 damage 4
- Deflect +14
Liberty "Libby" Sawyer is a witch from a long line of family witches.
Her personal occult library is growing, but she has access to much larger collections through her magical family connections. Unfortunately because of these ties enemies of her family are hers as well. She is not sure, but suspects that she is distantly related to Elizabeth Sawyer.
Like most witches Libby can read auras, is sensitive to psychic impressions, and has magical sight.
She is likely to have the Anamchara quality with Det. Reid, but it is still undeveloped at this point.
New Spell: The Bleeding
Quick Cast: Yes
Power Level: 4
Philosophy: Evil
Requirements: A command word, line of sight, and a drop of blood from the target.
Effect: This spell causes the target’s blood to evaporate if he is within 50 feet. He must resist the spellcasting roll with a Constitution (doubled) roll each Turn or suffer one-third of his total Life Points in damage (round up). The effect lasts for a number of Turns equal to the half the Success Levels (round down) of the spellcasting roll. Multiple castings of this spell on one target have no effect.
Once the blood has been removed from the body the witch casting the spell gains the victim’s Magic Levels. For every 2 levels of magic the victim has the caster gains 1.
Note: This is not one of Libby's spells.
You can find Chrys on the web at http://writewithfey.blogspot.com/
And more about Libby at The Faux Fountain Pen and Tasha's Thinkings.
Title: Witch of Death
Author: Chrys Fey
Genre: Supernatural/Suspense
Format: eBook Only
Page Count: 45 (short story)
Release Date: May 20th, 2015
Publisher: The Wild Rose Press
Blurb:
Detective Reid Sanders doesn’t believe in the supernatural, but when he’s faced with a crime scene that defies the laws of nature, he has no other choice but to start believing. And solving a magical murder involves working with a witch.
Liberty Sawyer embodies the look of your classic evil witch, so, it’s no surprise when she uncovers the murderer is a witch that she becomes Reid’s number one suspect. If she can’t convince him otherwise, more people could lose their lives to dark magic, including her.
BOOK LINKS:
ALSO AVAILABLE:
Blurb:
Jolie Montgomery, a twenty-one-year-old woman, wakes up in an alley next to her corpse. She has no memories of her murder or the night she died. She didn’t even see the killer’s face before he or she took her life. Wanting justice, Jolie seeks answers in the only way a ghost can...by stalking the lead detective on the case.
Avrianna Heavenborn is determined to find the person responsible for a young woman’s death. She gets closer to the killer’s identity with every clue she uncovers, and Jolie is with her every step of the way.
But if they don’t solve her murder soon, Jolie will be an earth-bound spirit forever.
Book Links:
BIO:
Chrys Fey is the author of Hurricane Crimes and 30 Seconds. She is currently working on the sequel to Hurricane Crimes that’ll serve as book two in the Disaster Crimes series.
When Fey was six years old, she realized her dream of being a writer by watching her mother pursue publication. At the age of twelve, she started writing her first novel, which flourished into a series she later rewrote at seventeen. Fey lives in Florida where she is waiting for the next hurricane to come her way.
You can connect with her on Facebook and her blog, Write with Fey. She loves to get to know her readers!
Author Links:
Thursday, June 4, 2015
Troll Lord Games Sale, Part 2
Here is part two of some of my favorite Troll Lord Games products.
I know. I am gushing, but I really enjoy this game and wish I played it more often.
Castles & Crusades Black Libram of Naratus
Obviously I grabbed this one since it deals with darker magic and was part of the Haunted Highlands campaign (which I also enjoy). There is also the cover which is a call back to the infamous Eldritch Wizardry of OD&D.
The first part covers necromancers and necromancer spells. This includes a way for normal spell casters to gain a level of Necromancer. A nice little add on for any CK really.
There is also a great spellbook in here called the "Grimoire of the Witch Queen" that makes the whole book worth it to me all by itself!
That's the first half of the book. Later we get into Ritual/Sacrificial magic, magic items and some new monsters. Given the types of games I run and the magic I like to have this is a "Must Have" book for me. The book is a tight 38 pages. Covers, title/ogl page, so 35 pages of solid content.
Castles & Crusades Book Of Familiars
I love playing magic using classes. I also love having familiars. Nothing it more iconic that a witch and her cat or a wizard with his owl. Or a necromancer and a floating skull!
This book covers the basics; what is a familiar? How is it different than an animal companion? What does it do for a wizard?
We move into a number of familiar "abilities" that a caster can use. Now these look an awful lot like feats from 3.x. That is no shock, this book began as a d20 supplement and this is the new C&C version. That is fine, they have been reworked and it works well here. Don't think of them as feats really. Familiars also get a few special abilities themselves. A lot of these are true special abilities and set the familiar off from the rest of animal kind.
We get a list of "standard" familiars and the benefits they grant. We also get "Greater" and "Supreme" Familiars. Pretty much anything can now be a familiar.
If we wanted to just talk about basic familiars we could stop here. But we don't. Next chapter deals with the familiars Assassins can get. This is followed by a chapter on Barbarian familiars and special mounts. This is includes an awesome bit on Totem Spirits. Buy it for the wizards, keep it for the barbarians! (and we are only 1/4 of the way through!) This is followed by chapters for Bards, Clerics, Druids, Fighters, Monks, Paladins and Knights, Rangers, Rogues, and finally special ones for Wizards.
We get 12 pages of new animals and 25 pages of new monsters.
We get 2 pages of new spells and 4 of new magic items. All in all 210 pages. Pretty nice really.
Castles & Crusades Night of the Spirits
I LOVE Halloween themed adventures. This one comes from Brian Young who also gave us Codex Nordica and Codex Celtarum. The adventure takes place in the Codex Celtarum version of the world over three days of Samhain, or Halloween to you heathens.
The veils between the worlds are thin and there is every chance that fae lords and lady or even th Lord of the Dead himself will make an appearance.
Personally I am a little jealous of this one. It features the machinations of a Dark Druid. I ran something similar myself many years before. I am jealous because this one just oozes style and creepy atmosphere. The adventure is not long. It could be played in a couple of sessions or a longish one on Halloween night. Start at 6:00 or so and you can be hitting the end of Act 3 at Midnight.
Honestly. There is so much I love about this adventure I kinda want to blame Brian Young for hiring clairvoyants to get exactly what I wanted out of my head and on to print.
It is that good and I hate him forever for it.
(not really...but maybe a little bit)
Castles & Crusades The Goblins of Mount Shadow
Another Celtic/Fey themed adventure for characters 1st to 5th level. This time they have to deal with the rise of the Grey King (who I really, really want to call Jareth). The book is 26 pages with the artwork you come to expect from Troll Lords. Also written by Brian Young this adventure feels like someone should be playing uilleann pipes in the background. I love that C&C can effortless emulate old-school D&D, but these adventures take to someplace new...or rather someplace old. Someplace that is a little darker.
This adventure is simple enough (as it should be) but it also might be more difficult in terms of the challenges faced. Granted life in Celtic, even pseudo-Celtic, times was supposed to be harsh. I would say have the characters start at 2nd level instead.
Castles & Crusades A Druid's Lament
A nice little adventure that can be played in a single session. While not specifically tied to the Celtic world of Codex Celtarum, it does work well with it. It is an introduction adventure so there are many of the tropes of that, but that is fine. It works here.
If you have an afternoon and couple of bucks then this is a great choice.
Castles & Crusades The Giants Wrath
Another Celtic-themed adventure featuring some classic Irish and Welsh monsters and situations. Giants used to populate the lands but now men do. Some of those giants are not happy about it.
This adventure is 26 pages and can be played in a couple of sessions. Be warned though, it is a tough one given that there are a large number of giants to fight. Characters should be strong and the party should include a fair number of fighters and rangers. A wizard would help too.
This adventure also makes for a good bridge (somewhat literally) between the normal fantasy of C&C to the Celtic-fueled darker fantasy of the Codex Celtarum.
Also a good way to introduce the lands of faerie to new players.
Magnificent Miscellaneum Vol. 3
These books are a collection of various items for use in C&C by James Michler. Vol. 3 includes a couple of new artifacts, about a dozen new "White Box" menaces (monsters) and finally (and why I bought it) 3 new druid spells.
Magnificent Miscellaneum Vol. 4
These books are a collection of various items for use in C&C by James Michler. Vol 4. has to offer five new artifacts/magic items and 10 new White Box style monsters.
Still have more to look at.
I know. I am gushing, but I really enjoy this game and wish I played it more often.
Castles & Crusades Black Libram of Naratus
Obviously I grabbed this one since it deals with darker magic and was part of the Haunted Highlands campaign (which I also enjoy). There is also the cover which is a call back to the infamous Eldritch Wizardry of OD&D.
The first part covers necromancers and necromancer spells. This includes a way for normal spell casters to gain a level of Necromancer. A nice little add on for any CK really.
There is also a great spellbook in here called the "Grimoire of the Witch Queen" that makes the whole book worth it to me all by itself!
That's the first half of the book. Later we get into Ritual/Sacrificial magic, magic items and some new monsters. Given the types of games I run and the magic I like to have this is a "Must Have" book for me. The book is a tight 38 pages. Covers, title/ogl page, so 35 pages of solid content.
Castles & Crusades Book Of Familiars
I love playing magic using classes. I also love having familiars. Nothing it more iconic that a witch and her cat or a wizard with his owl. Or a necromancer and a floating skull!
This book covers the basics; what is a familiar? How is it different than an animal companion? What does it do for a wizard?
We move into a number of familiar "abilities" that a caster can use. Now these look an awful lot like feats from 3.x. That is no shock, this book began as a d20 supplement and this is the new C&C version. That is fine, they have been reworked and it works well here. Don't think of them as feats really. Familiars also get a few special abilities themselves. A lot of these are true special abilities and set the familiar off from the rest of animal kind.
We get a list of "standard" familiars and the benefits they grant. We also get "Greater" and "Supreme" Familiars. Pretty much anything can now be a familiar.
If we wanted to just talk about basic familiars we could stop here. But we don't. Next chapter deals with the familiars Assassins can get. This is followed by a chapter on Barbarian familiars and special mounts. This is includes an awesome bit on Totem Spirits. Buy it for the wizards, keep it for the barbarians! (and we are only 1/4 of the way through!) This is followed by chapters for Bards, Clerics, Druids, Fighters, Monks, Paladins and Knights, Rangers, Rogues, and finally special ones for Wizards.
We get 12 pages of new animals and 25 pages of new monsters.
We get 2 pages of new spells and 4 of new magic items. All in all 210 pages. Pretty nice really.
Castles & Crusades Night of the Spirits
I LOVE Halloween themed adventures. This one comes from Brian Young who also gave us Codex Nordica and Codex Celtarum. The adventure takes place in the Codex Celtarum version of the world over three days of Samhain, or Halloween to you heathens.
The veils between the worlds are thin and there is every chance that fae lords and lady or even th Lord of the Dead himself will make an appearance.
Personally I am a little jealous of this one. It features the machinations of a Dark Druid. I ran something similar myself many years before. I am jealous because this one just oozes style and creepy atmosphere. The adventure is not long. It could be played in a couple of sessions or a longish one on Halloween night. Start at 6:00 or so and you can be hitting the end of Act 3 at Midnight.
Honestly. There is so much I love about this adventure I kinda want to blame Brian Young for hiring clairvoyants to get exactly what I wanted out of my head and on to print.
It is that good and I hate him forever for it.
(not really...but maybe a little bit)
Castles & Crusades The Goblins of Mount Shadow
Another Celtic/Fey themed adventure for characters 1st to 5th level. This time they have to deal with the rise of the Grey King (who I really, really want to call Jareth). The book is 26 pages with the artwork you come to expect from Troll Lords. Also written by Brian Young this adventure feels like someone should be playing uilleann pipes in the background. I love that C&C can effortless emulate old-school D&D, but these adventures take to someplace new...or rather someplace old. Someplace that is a little darker.
This adventure is simple enough (as it should be) but it also might be more difficult in terms of the challenges faced. Granted life in Celtic, even pseudo-Celtic, times was supposed to be harsh. I would say have the characters start at 2nd level instead.
Castles & Crusades A Druid's Lament
A nice little adventure that can be played in a single session. While not specifically tied to the Celtic world of Codex Celtarum, it does work well with it. It is an introduction adventure so there are many of the tropes of that, but that is fine. It works here.
If you have an afternoon and couple of bucks then this is a great choice.
Castles & Crusades The Giants Wrath
Another Celtic-themed adventure featuring some classic Irish and Welsh monsters and situations. Giants used to populate the lands but now men do. Some of those giants are not happy about it.
This adventure is 26 pages and can be played in a couple of sessions. Be warned though, it is a tough one given that there are a large number of giants to fight. Characters should be strong and the party should include a fair number of fighters and rangers. A wizard would help too.
This adventure also makes for a good bridge (somewhat literally) between the normal fantasy of C&C to the Celtic-fueled darker fantasy of the Codex Celtarum.
Also a good way to introduce the lands of faerie to new players.
Magnificent Miscellaneum Vol. 3
These books are a collection of various items for use in C&C by James Michler. Vol. 3 includes a couple of new artifacts, about a dozen new "White Box" menaces (monsters) and finally (and why I bought it) 3 new druid spells.
Magnificent Miscellaneum Vol. 4
These books are a collection of various items for use in C&C by James Michler. Vol 4. has to offer five new artifacts/magic items and 10 new White Box style monsters.
Still have more to look at.
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