Thursday, September 22, 2016

Witch Wars and Second Campaigns

Again, no gaming for me this weekend. So when I am not working on my current 5e game my mind tends to wander a bit. Lately, I have been thinking a lot about what needs to be done next.

A brief recap though.

I started playing with my kids when my son turned 5, so about 2005 or so.
That adventure was the start of what would become the Dragonslayers campaign. There was no over arching plot and we made a lot up as we went along. The rule system was a modified version of D&D 3.0 with bits of Mutants & Masterminds, BESM d20 and Star Wars thrown in for good measure. Soon my youngest son joined and there was a rotating cast of characters (sometimes joined by their friends) under the vague notion of stopping the threat of evil dragons. Eventually the party decided that they had to stop Tiamat herself. We went through many of the classic adventures and a lot that were completely made up on the day of gaming.

When D&D 4 came out we tried a couple of times to get a game going under that but to no real success. Though those failures lead to what we called the Order of the Platinum Dragon games, or what I have been calling here the Come Endless Darkness game. Like every time I have changed rule systems I usually use the children of the characters I was playing before. This time, we started using AD&D 1st Edition. We played that for a couple of levels, notably for adventures B1 and B2. When D&D 5th Ed came out we switch wholesale over to that with flashbacks using AD&D1 and D&D Basic.

Now I want to try something a little different.

The Second Campaign is (in theory) supposed to run in parallel to the Come Endless Darkness game. Different characters, but the same world and time. One of the elements of this game is that one of the characters that went missing from the CED game will show up here. That game is limited to only 12-14 levels, then for the big finale all the characters would come together in the end. BUT...that might not work so well since I didn't get the Second Campaign started when I should have. Or rather, the CED game had too much momentum and we kept going. In the CED game they are going to deal with the Lolth-Orcus threat, in TSC it will be Dagon and Demongorgon.
Since it is a "Second Campaign" I want to follow the model of the "First Campaign" or Come Endless Darkness and use classic modules. These are the ones I am considering.

N1 Against the Cult of the Reptile God, levels 1-3 (novice)
U1 The Sinister Secret of Saltmarsh, levels 1-3
U2 Danger at Dunwater, levels 1-4
U3 The Final Enemy, levels 3-5
I1 Dwellers of the Forbidden City, levels 4-7
I3 Pharaoh, levels 5-7
I4 Oasis of the White Palm, levels 6-8
I5 Lost Tomb of Martek, levels 7-9
X4 Master of the Desert Nomads, levels 6-9
X5 Temple of Death, levels 6-10
I9 Day of Al'Akbar, level 8-10
Gary Gygax's Necropolis, levels 10+

The only one that I am 100% sold on is Necropolis.

Since these are all AD&D modules (save Necropolis) I might stick to AD&D, but it is far more likely that this will be a combination of Basic/Expert D&D, Astonishing Swordsmen & Sorcerers of Hyperborea, Adventurer Conqueror King, Basic Fantasy RPG, Labyrinth Lord and any other OSR book I have laying around. It is a mix-mash that I often refer to as "Black Box Basic".

The trouble it that it make much more sense for this game to use Castles & Crusades. Converting between C&C and D&D5 is a no brainer really. Super easy. I want to play C&C. I also want to play Black Box.

The only ones I don't have PDFs for.
The campaign after this will be my War of the Witch Queens.
That one will be run under Castles & Crusades and also use a variety of adventures.

The Stealer of Children (LL), level 1
B7 Rahasia (Basic D&D), levels 1-3
The Ruins of Ramat (S&W), levels 1-3
Return of the Warlock (S&W), levels 2-4
The Manor Issue 6 (OSR), low level (roughly 3rd)
Witch of the Tarriswoods (OSR), 3rd level
Saga of the Witch Queen (DCC), 4th level
A3 Wicked Cauldron (C&C), levels 3-5
Night of the Spirits (C&C), levels 4-6
No Salvation for Witches (LotFP), not mentioned, likely levels 5-7
Witches Court Marshes (AD&D_ish), around 7
Fane of the Witch King (3.0/d20), levels 10+
Dark Druids, AD&D1/OSRIC, levels 8-12
The Dancing Hut of Baba Yaga (AD&D_2e), levels 7-20
The Witch Queen's Revenge (Pathfinder), levels 15+
The Witchwar Legacy (Pathfinder), levels 17+
Winter of the Witch (D&D4), Epic levels

One campaign has a variety of rules, but adventures that are for the same system. The other uses one set of rules, but each adventure is for a different system.

One day I'll do something easy.

Wednesday, September 21, 2016

Class Struggles: Castles & Crusades Classes

It has been a while since I have done a Class Struggles post.  Normally with these I like to take a deep dive into a single expression of a class and talk about it in it's various forms in the various editions and offshoots of D&D.

Today though I want to instead look at the unique, or mostly unique, classes offerings from Castles & Crusades and other SIEGE Engine games.  My point of view though will remain the same; how to use these classes in your Fantasy RPG/D&D.

First up is the Knight.  The knight comes to us from the Castles & Crusades Player's Handbook. So in this respect, it is a "core" class.  It is best to compare the Knight to the Cavalier. In fact if one were to look at the list of classes in the C&C PHB and compare that to AD&D1 PHB/UA or OSRIC the Knight stands out as being something of a unique class.  Like the UA cavalier the knight is a mounted, armored fighter type. They both follow codes of conduct and belong to various orders.  In most ways the knight appears exactly like the romance knights of King Arthur's Round Table with their code of chivalry and courtly romance.  Thankfully though the knight is a little bit more than that.
In Castles & Crusades there is the concept of Prime Abilities. Each class has one and they do about what you would imagine if you never read the rules.  For the Knight the prime ability is Charisma.  Not physical prowess, but charisma. This is the same for Paladins who are now taking more of the role of Holy Warrior.  The 5th Edition D&D Paladin is still closer to the C&C Paladin, but the C&C Knight is in many ways closest to the D&D4 Warlord. Both have leadership abilities and both appear to be more militarily trained fighters.

At this point, I must apologize for my selections of classes.  They are going to be based on the ones I know and the books I have.   I also mightnot focus on every class in the books I do have.

The Codex Celtarum is one of my favorite C&C books. I love the idea of playing in a Celtic universe and there is just so much fun stuff in this.  This book comes with a new class, The Woodwose, and a variation of a class, The Wolf Charmer. Both of these classes have a distinct Celtic flair to them.  The woodwose is a wildman of the woods and somewhere between a ranger and a barbarian in terms of role. Looking at their prime abilities, the Barbarian is Constitution, the Ranger is Strength and the Woodwose is Dexterity.  The wolf charmer is described as a pied piper of sorts for wolves.  They can be rogues or rangers and they gain some wolf charming abilities in favor of some the abilities they would have gotten for their own class.  A ranger-wolf charmer, in fact, resembles the concept of the Beastmaster I discussed in a Class Struggles a few months back.  In 3rd edition, we might have done this a Prestige Class.

It's sister product or cousin product, is the Codex Nordica.  Personally, I think both books should be used together for a greater effect to both. Yes their "worlds" are very different, but their interaction in our world is very linked.   This book offers us the Seiðkona, or sorceress.  Other books might call her a witch.  Indeed I used a lot of the same myths about the  Seiðkona, Vísendakona and Volur in my own witch books right down to using a distaff in place of a staff.  The Seiðkona uses Intelligence as her primeary ability and casts the same spells and magic as the Wizard does.  If she had used Charisma, I would naturally compare her to the Sorcerer of D&D3.   Though given her role, Intelligence (or maybe even Wisdom) is the proper choice here.  This is a class that is very much part of the mythology of the world she is in. She loses some of the things that make her special if she you dropped her into Greyhawk or the Realms.  There is also the Völva, which the clerical counterpart to the Seiðkona.  This class also serves the role of a priestess and uses a distaff.  As expected her primary ability is Wisdom.  Her gift is divination and prophecy.  So by means of a rough comparison, she is more similar to the Oracle class in Pathfinder.

Moving on to more C&C specific "worlds" we can first turn to the Tainted Lands. Now to be fair, I was pretty hard on this product when it came out.  I still find faults with it, but I am softening my approach some more.  I just ignore the "Psychic" and "Supernatural" attributes. The nice thing about this setting is it is easily back-adaptable to ad some darkness to your games.  The Tainted Lands also gives us four new classes.  The Witch Hunter (which I have converted to Wisdom), The Metals Master (which I honestly don't use), The Portal Keeper (I use Intelligence instead) and the Vampire (Strength).  Of these, I use the Witch Hunter the most.

The Haunted Highlands are next and have some classes that fit into the same horror or darkness tinged mode.  This includes the Players Guide, the Castle Keeper's Guide and the Black Libram of Naratus.  Now these books hit me right in my home.  Dark, scary, Celtic themed play?  Sign me up!  I will work on getting a full review out for the Haunted Highlands soon.  Case on point, the classes are a revised Assassin, a revised Monk, the Conjurer (Charisma based), the Necromancer (an Inteligence sub-class of the Wizard and which is also detailed at length in the Black Libram of Naratus), and the Witch (Wisdom based)! I could go on and on about the witch here, but it is a very approapriate adaptation of the concept for this setting.  Again. There is so much here to go through that I will have to devote a blog post or two about it.  But I would easily play one of these witches or necromancers.

To wrap-up my collection of Castles & Crusades specific books (and I know there are more out there) I want to look into the Castles & Crusades Players Guide to Aihrde.   What I really like about this book are some "race" specific classes. There is the Heisen Fodt (Dwarves), the Oraalau (High Elves), Ieragon (Eldritch Goblin), Hugrin dun (Gnome), and Felon Noch (Halfling). Essentially these are the racial classes closest to the Basic/Exper D&D expressions of the Race as Class classes.  Here though they have a strong cultural context and they really work.   I would add these to not only my Castles & Crusades game, but any OSR game or even D&D5.

Stretching now just a bit I want to talk about a few of the classes found in Amazing Adventures.  While AA is a Pulp or even modern RPG, there are some classes that would work well with just the tiniest of modifications.  Some of this is detailed in the books, but I want to share my opinions on the matter.  The Arcanist is basically a Wizard or Cleric.  The Gadgeteer though would make for an excellent Magical Artificer.  Use the rules here and in the Book of Powers to create your own artificer.  The Mentalist would add a psionic or psychic character to your game.  The  Socialite can be dropped in almost as-is for a Royal Courtier.   Now if we add in the Amazing Adventures Companion we get a whole new slate of character class options.   The Acrobat, the Archer, the Duelist, the Feral, the Pirate and the Soldier can all be used with only modifications to anything that involves firearms.  Depending on your game you could even add in the Gunslinger.
If you check out the Troll Lord's online shop you can also find the Demon Hunter class for AA, but easily compatible with C&C.

There are similar choices in Victorious, but I am not done reading that one yet.

All in all, nearly 30 classes you can add to your Castles & Crusades games.

I think the Troll Lords need to come out with a "Class Codex" now!

Tuesday, September 20, 2016

Review: Amazing Adventures Book of Powers

The Amazing Adventures Book of Powers for the Amazing Adventures RPG is really, really interesting book.  Interesting in that it opens up the Amazing Adventures game, and thus Castles & Crusades and Victorious RPGs into new and interesting realms of play.   It does in a sense to Castles and Crusades what the BESM d20 rules did (or could have done) to d20 rules.

Let's start with the basics and then move into specifics.

The Book of Powers (BoP) is a slim book, 48 pages. The covers are full color, the interior is black & white.  The list price is $14.99 but as of this writing, the PDF is on sale for $10.99.
We get right away to my first gripe about the book.  The cover.  I love Peter Bradley's work and this cover is gorgeous.  However, it is not really "pulp" to me at all.  Sure if this were a modern supers game (which in fact you can use this book to turn AA into) this would be a great cover, but acrobatic girl with green hair, in skin tight lycra/spandex outfit with plunging cleavage isn't my idea of the 1930s.  Sorry.  I mention only because I fear that people might not grab it.
Moving on.
The premise of this book is pretty cool.  Take AA's Gadgeteer class and turn gadgets into powers.  These powers can be used along side gadgets and other powers to make some truly heroic characters.  I did a few quick and dirty character creations this morning and I am pleased so far with what I was able to do.

Expanding on this idea Vey also presents a "Sorcerer" class, a magical power wielder that could fit in right next to the Arcanist class in AA OR even the Wizard in C&C.   For my next character I want to create an AA style sorcerer for a Castles & Crusades game to see how well it works.

Expanding on these powers even further we are given rules on how to make Vampire, Demon and Angel characters.  Now this is a REALLY cool option.  I don't often pull this card, but today I will.
Jason knows his shit here.  We worked together on WitchCraft, All Flesh Must Be Eaten and of course the Buffy the Vampire Slayer RPG.  Jason is above and beyond qualified to give us these rules. And these rules are really fun.  So much so that one idea I had for a supers game I want to now convert over to an AA game with powers, sorcerers, vampires, angels and demons.  It's actually quite silly how well it work for me.

The book also has a host of new character options including a modified skill check system.  I *believe* is the same as the one in Victorious.  Though I am not 100% sure.  It's a nice simple system.  Though reading it I realize I almost never do skill checks in C&C/AA; just ability checks.
There is also a new advantage system or perks for each class.  Totally optional, but allows for greater customization.  Not enough here? They are similar enough to feats to allow importing from other d20 games.  Add these to Castles & Crusades and you basically have D&D5.

Speaking of which there is also a section on "Amazing Crusades!" with guidelines on how to get Amazing Adventures Peanut Butter into your Castles & Crusades Chocolate.  I would also add that you can add the sweet, sweet creamy caramel of Victorious to this.

I was going to like this book anyway since it does a lot of the things I tend to do in my games anyway.  It also has a lot of things I love adding to my games.  So how do I give an unbiased opinion?

Well, I will say this.  If you love Amazing Adventures, then you should check this out.
If you want some more flexibility with powers and even races in Castles & Crusades, you check this out.
If you want more Steam Punk gadgety goodness of Victorious then definitely buy this.

I highly recommend this.

Disclaimer 1:  I received of a copy of this book in the mail as thanks for being a playtester.  No review was ever mentioned, promised or implied.
Disclaimer 2: I was a playtester for this book.
Disclaimer 3: I am good friends with the author, Jason Vey, and we have worked on many RPG projects together over the last 16-17 years. 
Disclaimer 4: All links are affiliate links.  Your clicks support my book habit.


Monday, September 19, 2016

Monstrous Mondays: Woodwose for Castles & Crusades

A couple of things came together for me this week.  First off I have been going through all my Castles & Crusades material.  My son is getting ready for the game he runs with his group so I have been cleaning my game room, reorganizing my shelves and reading a lot of C&C.

I have been wanting to do something cool with C&C for a very long time.  So I am torn as to whether I am going to use it for my "Second Campaign" or "War of the Witch Queens".  I have a lot of good in-universe reasons to use this for the Second Campaign, but there is SO much of what is native to C&C that make me really want to use it for War of the Witch Queens.
In particular, books like the Haunted Highlands and Codex Celtarum are just full of ideas.

Today I wanted to update a monster I did a while back that was also recently updated on the newbiedm.com blog; the Woodwose.

You can see my version for Basic Era games here:
http://theotherside.timsbrannan.com/2015/03/woodwose-for-basic-era-games.html

Newbie DM's version, based on a 2nd Edition version I knew nothing about here:
https://newbiedm.com/2016/09/12/monster-conversion-woodwose/

Here is a new version for Castles & Crusades.

Note: this is different that the Woodwose class found in the Codex Celtarum.

Woodwose
NO. ENCOUNTERED: 5–30
SIZE: Small
HD: 2 (d4)
MOVE: 20 ft.,
AC: 13
ATTACKS: Weapon
SPECIAL: Spell–Like Abilities,  Twilight Vision,  takes 2x damage from cold iron
SAVES: M
INT: Average
ALIGNMENT: Neutral
TYPE: Fey
TREASURE: 1
XP: 45+1

The Woodwose, or "the Wild-Man of the Wood" is faerie creature related to the brownie and buckwan. These creatures typically look like small, old men completely covered in hair. Their hair can vary from brown, to light yellow to even green.  These creatures stand about 4' to 4 1/2' tall though some have been reported as small at 2' and others as tall 7' tall.   They have a language, a very early form of Sylvan, that they use among themselves but they can speak elven when talking to others.

As their name would suggest the woodwose are a wild, barely civilized race. Much of their time is spent in raiding the homes of other faerie creatures stealing food, treasures, and their women.  Woodwose that live close to human settlements have also been known to attack an outlying farm or prey on a lone traveler.   They are only brave in packs and rarely venture out of their burrows alone.  Despite their size a woodwose will attack any creature up to and including, ogre-sized, if they have the numbers.  Woodwose fear and avoid elves.

For every 6 woodwose encountered 1 will be a shaman capable of casting spells as a 2nd level druid.  For every 12 one of those 2 shamans will be 3rd level.  At 24 woodwose, a small community, there will be a shaman with the powers and spells as a 4th level druid.
In any case all woodwose are capable of casting the druid spell Shillelagh on their club once per day.  They are also capable of casting Pass Without a Trace at will as many times as they need.
Woodwose will be wary of adventurers unless they can outnumber them 2-3 to 1.

Saturday, September 17, 2016

Review: Beneath the Dome

Beneath the Dome is an adventure for the Castles & Crusades game by none other than James M. Ward.  The current versions out in game stores and OneBookShelf are a combination of four smaller adventures.  It is really like a small campaign or a longer adventure in four parts.

Each section challenges characters of progressively higher levels (1-5, 4-7, 10th and above) and deals with the invasion of a race of giant humanoids, the Amdromodon.   Aside: While the new monsters here are interesting enough, I couldn't help but think it might be cooler if instead, I replaced them with Slaadi from the old Fiend Folio.  But that was only a thought.

The adventures are interesting and I love the whole "invasion" and corruption vibe.  It made it feel a little different than your typical adventure dealing with outer planar creatures.   A little fleshing out with some other adventures the Castle Keeper could really make a nice campaign with this.  The only thing really missing is a very high level adventure where the PCs go to the plane of the Amdromodons.

There is a lot going on in this adventure(s) and it is a lot of fun really. In addition to the new monsters there are also some new spells.

The book itself is 36 pages.

Now.  I hate to be "that guy" but today I am going to be.
If your book needs so much editing that *I* notice it then you have some issues.  There is more going on here than the odd typo or comma splice. Some sections are so awkward in their phrasing and the way they were written it really made it difficult to read.  I know these complaints have been leveled against Troll Lords before and I have for the most part ignored them.  But this book for whatever reason seemed to be really bad.  Now the PDF might be updated, I don't know.  But the physical copy I have needs a lot of help.


Disclaimer: Links are affiliate links, this module was purchased as part of a Kickstarter add-on package.

Friday, September 16, 2016

Hugo & Jake watch Dark Dungeons!

Hugo and Jake of "Bible Reloaded" take on "Dark Dungeons!"



"That senior warned us about playing RPGs!"

I could not help but think of this, https://www.fecundity.com/darkdung/

"Oh my god. They killed Blackleaf!"
"You Bastards!"

Thursday, September 15, 2016

Reviews: Castles & Crusades Adventures

My son is doing some gaming with his own group, so he has been spending a lot of time working on his own stuff.  So I have been reading a lot of Castles & Crusades.

I have to admit, and this is not really an admission since you all know this, but I love this game.
For me, it really hits a nice blend of 1st, 3rd and yes even 5th Edition.  Plus there is lot of material that I have not even been through yet.  The more I read it the more I REALLY want to use this for my War of the Witch Queens  adventures.

But before I do that I want to look at some of these adventures on their own merits.
Review Disclaimer:  I purchased these adventures as part of a Kickstarter add-on some time ago.



The Fantastic Adventure
This is a short adventure, 16 pages, for 4 to 8 characters of 1st to 3rd level. Actually, it is three very short adventures in a general area.  One flows to the next easily and can be run in a couple of sessions. The starting adventure revolves around finding a missing gem and this leads to the PCs saving a deranged golem.  There is also a host of really weird and interesting NPCs that could, if needed, be used as characters.  I know that C&C typically takes its cues from AD&D1, but this adventure felt like something right out of D&D Basic to me.  I mean that in the best way possible; I love D&D Basic.  This would make for a good first adventure to anyone new to C&C, but familiar with other FRPGs.
I often gush at the nostalgia fuel that Castles & Crusades often is for me, but this adventure really does capture a lot of the fun of playing in the late 70s and early 80s. Particularly the early 80s.  It is set in their larger, and somewhat more dangerous, World of Aihrde and can lead up to their other adventures.  Or it can stand alone for a couple nights of rolling dice and having fun.

I1 Into the Unknown: Vakhund
26 pages, for 4-6 characters levels 1 to 2.
Vakhund, Into the Unkown is a short adventure that builds up to some epic events in the later I series from Troll Lords for Castles & Crusades.  It starts out simple enough really. The party has been hired as guards for a caravan. Soon the wealthy merchant is dead and his daughter kidnapped.
Vakhund is interesting since for an adventure that has it's DNA in a game known as "Dungeons & Dragons" there are neither dragons nor dungeons (for the most part) in this adventure.  Typically for low level adventures there is a dungeon to explore. In this one the PCs are thrown right to a plot and it is rather interesting to be honest.

I2 Under Dark & Mistry Ground: Dzeebagd
34 pages, for 4-8 characters levels 2 to 4.
Following up on the events of I1 Vakhund the party finds the missing girl but uncovers a larger plot involving many local factions.  The conceit of the adventure is the party will be drawn in, but as far things go this is not a bad one.
This one is a bit longer than the last adventure and a bit more involved with all the factions.  This adventure can stand alone, but it works best as part of the I trilogy.  Interaction with the NPCs is really what makes this adventure so the game master should read up on all of them and their motivations ahead of time.

I3 Dogs of War: Felsentheim
22 pages, for 4-8 characters levels 3 to 5.
Felsentheim is the epic conclusion to the I series of adventures.   As with the last adventure the GM should be knowledgeable on all the NPCs and factions in this adventure.  Again it can be played on it's own, but works best as the conclusion to the I series.  While the adventure is shorter there is quite a lot of combat in this one.

All together these three books are greater than their parts and make for an interesting set of adventures.

Interestingly enough the entire time I was reading these I kept thinking how well they would work with Astonishing Swordsmen & Sorcerers of Hyperborea.  Not that there is anything here that screams AS&SH to me, but just a feeling that it would work well.  I'll have to try it someday.