Thursday, September 28, 2017

This Old Dragon: Issue #132

Dragon magazine for April 1988 is quite a memorable issue.  First, it's an April Fools issue, and it's one I actually kinda liked. Secondly, I LOVE that cover. I mean, Elmore, Snarf. What's not to love?  I am still a Freshman in University still and living the life.  I think I bought this issue when it came out, which is something because most of my money was going to drugs, beer, books. Yeah, books.  It's April 1988 and this is issue #132 of This Old Dragon!

Let's admire this cover for a bit.  I don't care, I love Elmore's art.  Though I have to admit I thought Aveeare was silver and not gold.

So this is an April Fools issue, but the content is limited really.  The first entry has the infamous "Chainsword" in Bazaar of the Bizarre by Stewart Wieck.

Role-playing Reviews which is ©1988 by Jim Bambra.  We cover some now-classic games; Paranoia, Ghostbusters, and Teenagers from Outer Space.

Up next is the first big article of the issue is Beyond the Gate of Dreams by John Nephew.  This deals with the "semiclass" of the Dreamer.  Now there is a lot of REALLY cool things for this class. I don't think the class actually works as written, to be honest.  I like the idea really and there are a lot interesting spell ideas.   There is the option to play this as a single class or as part of a dual class.

Resourceful Sorcery which is also ©1988 by Michael DeWolfe and it covers some helpful hints for RuneQuest game sorcerers.  It's a cool article really, makes me want to get a RuneQuest game going sometime.

With All the Trappings by Gregg Sharp deals with trap construction and using some psychology to draw victims in.  I'll be honest, I never had the trap fetish that so many gamers seem to have.  Sure they can be fun occasionally, but all the time? I got my fill in the early 80s to last me a lifetime.

Skip Williams and Sage Advice cover a variety of topics.

Page 37 gives us an ad for New Infinities' Cyborg Commando!  The fate of the world is in metal handsTM. I should not give Gygax shit for this.  We now know his world was crumbling down and the new heads of TSR were being colossal dicks to him.    Anyone play Cyborg Commando at all?


Scott David Gray is up with Let the Good Dice Roll. This is a collection of individual and cumulative frequency tables for the various methods of rolling a given ability score in AD&D.
A nice brief article that is informative, but also a relic of its age.  While the numbers are still good and even still apply to any version of *D&D,  these can be generated on the fly with the tools we all have at our disposal now.  Not just with Excel, but with Google Sheets which is free and nearly as powerful.

Out of Hand by Nina Kiriki Hoffman is the fiction piece of this issue.

Mark Feil gives us a rare non-Ed Greenwood (at least for the last few issues) Ecology Of article. The Ecology of the Aurumvorax covers the MMII monster also known as the "Golden Gorger".  Not a lot of information, but I did learn do not eat one of these things if you kill it. It gives you metal poisoning!

The big feature of this issue is +Bruce Heard's Orcwars game. Set in the Known World you get to play in the Great Orc Wars. It looks like it would be fun for a rainy afternoon. Set it in your own world.   Each player (2-4) gets to play one of the tribal coalitions of orcs.  I like it to be honest.  It is not exactly taking D&D back to it's wargame roots, but it is honoring those roots. Given the campaign I am currently running I could see using this as part of a flashback to an ancient battle.  Something to add more depth and color to the history of my game world.  Much like Traveller always did with their RPG and tie-in board games set in the Imperium.

Arcane Lore is up after all of that with some spells based on traits of animals. Like Oxen Strength and Lion's Courage.  Naturally (ugh) for druids. There are some goods here too.

Keith Polster has a bit on Gen Con and what to expect in 88 with The King of Conventions.  I certainly get the feeling here that Gen Con was growing more at this point.  This article covers the combined Gen Con/Origins Game Fair.  Robert M. Bigelow follows up on the next page with how miniatures events will be run at the combine con.  Now an aside.  I consider myself knowledgeable about the history of our hobby, but I also fully admit I am far from knowing everything.  I had no idea this happened! And I have some vivid memories of reading this issue.  How long did Origins and Gen Con stay together? When did they split up again?  Checking the internet I see this was done in 1988 and 1992. And yes Gen Con was seeing a lot of growth during this time.

Cash & Carry, Gamma Style covers the economic structure of Gamma World or least a small part of it.

Some small ads.
TSR Previews gives us a look ahead at some new releases.  This includes two of the biggest disappointments, for me at least, in adventures.  First is WG7 Castle Greyhawk.  While I do appreciate the humor in some of the levels and I respect how deadly this module actually is, it does not make up for the fact that it is also not very good. It was also not the Castle Greyhawk we have heard about for years and years.  I ran Castle Greyhawk once.  Not likely to run it again. Next is OP1 Tales of the Outer Planes.  If Castle Greyhawk was bad, this one was just lackluster.   The Outer Planes would get a huge boost in a few years with the advent of Planescape.

Jon Slobins is next with variable hero creation for the DC Heroes game. This produces heroes a little less super. Ah yes, we are moving to the 90s and the age of the gritty "street-level" hero.

Mike Lane has new ships for Star Frontiers.

And in a move that would surprise new readers of today, Jeff Grub gives us a Marvel-Phile of "joke" (or no joke depending on your read) hero; Rocket Raccoon.



The Role of Computers has expanded to 6 pages now including a huge review of Beyond Zork.

We have a couple of pages of Dragonmirth. Some ads. 5 pages of the Con Calendar.

We end with SnarfQuest on his prospecting mission.  About this time I began to loose interest in Snarf. I think a lot of people did. If had completed its big arc and now seemed to be a little lost.   OR what is more likely I could not keep up with it like I used to because I was not buying Dragons regularly anymore.

Wormy is also here.  About this time Tramp would disappear.  Little did I know at the time he moved to the same town I was living in.  I could have passed him in the grocery store and never knew.

Really a pretty solid issue.  AD&D 1 was showing its age at this point and the world outside was changing.  Soon word would come down that AD&D 2 was on the way and the 90s would start.  But until that time there was plenty to do.  The Dragon was more and more focused on TSR-only games, but still, a few others snuck in every so often. They were more inclusive than say White Dwarf was at this time.  In fact, April 1988's White Dwarf #100 would be the last White Dwarf I ever owned.

We are certainly on the verge of something in this issue. That might be my retrospective on it, but some big changes had already happened here and more are coming.

Tuesday, September 26, 2017

New Ritual: Reunification of Life

It's almost October and naturally, my thoughts turn to vampires.

A while back, many years now, I had a player who played a ranger (back in 2nd ed).  This ranger was later killed and turned into a vampire by no less than Strahd von Zarovich himself.  I thought that was the end of the character (the player had left school by then).   Years later I brought the character in as an NPC vampire. I wanted a vampire that had a backstory and some history as a human first.
At some point though near the end of my 3rd Edition game, I thought about bringing back this character as a recurring NPC.  Then something interesting happened. I got in contact with the original player via the then new thing called Facebook and I changed my mind.  I want to bring her back as a human now.

This got me started on an idea for a MacGuffin to bring a vampire back to full life.  We have seen things like this before in media. I know it happened on "Angel" and I am pretty sure it happened on "True Blood" and in other shows.  The one thing though they have all had in common is that to make it happen requires something really, really special.  Yes at this point someone will say "but what about 'Near Dark'?" well, I liked Near Dark, but that was the biggest problem I had with the movie.  It turned vampirism into a blood disease, and not even a very powerful one.  Plus don't you think if a blood transfusion could have fixed it then others would have done it already?

Also at this point, someone might bring up the spells "Raise Dead" or "True Resurrection".  We always ruled that these spells would kill any undead creature.  Clerics are known for two things in most editions of D&D; healing and turning undead.  Both are power investitures by divine agents.  So the ultimate expression of that power, the ability to bring the dead back to life, would follow the same logic and cause harm to the undead.   Plus in my games, we house ruled that it could not bring the dead back from undeath.  Vampirism is also a curse.

Now depending on your point of view the victim of vampirism has either lost their soul (the "Buffy" vampires) or their soul is trapped in their vampire bodies (the "Dracula" or "White Wolf" vampires).  Either way, the soul of the person is in peril.   (Consequently, this is also why I don't let Elves become vampires in my game; they have spirits, but not souls. Dark elves have connections to demons that allow them to become vampires.)

For this spell, I knew I wanted it to be difficult. So only the highest level spellcasters could cast it. I wanted it to be the magical equivalent of brain surgery.  So like surgery, it is not performed alone.

I also knew I wanted "three" to be a part of it.  Three is a magic number. Mind, Body, and Soul. Three types of magic; Arcane, Divine, and Occult/Witchcraft. And in many of my games three principal types of spellcasters.

Also known as "The Glorious Ritual of Reunification of Life, Soul, and Body by means Divine, Arcane, and Occult", but more commonly known as "Reunification of Life".

Reunification of Life
Level: Witch Ritual 8 (Magic-User 9, Cleric 7)
Ritual Requirements: At least 3 spellcasters; A witch, wizard, and cleric.
Range: One Vampire
Duration: Permanent
This ritual is a rare one, not just in terms of its availability, but also in its nature. The ritual is known to be part of the Malificus Necrologium (aka "The Book of Dead Witches ('dead witch names')").  Included in the ritual are the invocations needed to be made a witch, the evocations needed by a wizard and the prayers required of the cleric.  The ritual only details the means to restore a willing vampire to life, not an unwilling one.
As part of the ritual, the vampire must not partake in blood for three days prior to the ritual. This begins during the last nights of the new moon. In many cases, this will make the vampire difficult to control.  On the first night of the waxing crescent, the vampire must take a ritual bath in purified (but not sanctified) water.  Preferably this is from a natural spring. If the water is warmed from the earth, this is better.
On that night at Midnight, the ritual begins.
The vampire, wearing only a simple white linen robe lays on a simple wooden altar within a Thaumaturgic Triangle.  The points of the triangle face east, south and west in a deosil or sunwise orientation.  The cleric must stand at the East and begin their prayer.  The wizard must stand at the south and begin their casting. The witch stands at the west and begins her spell.
During the course of the night (6 hours of constant casting) the casters will respectively summon up Air to represent the Soul, Fire to represent the Life, and Earth to represent the renewal of Body.

During the night agents of evil will attempt to stop the ritual as the loss of a vampire is a great blow to the forces of the night.  For this reason, the ritual also suggests an outer circle of non-casters (referred to as "Cowans") to keep the evil at bay so the casting can continue uninterrupted.

If all goes well the spell end right before dawn as the light of a new day shines on the former vampire for the first time.

Many witches have noted that the optimal time for this spell is during the Summer solstice.

Alterations to ritual have been recorded.
At least one attempt was made on a mummy, but the spell failed. It was speculated that this was due to lack of internal organs, or due to the different relationship, the mummy has with the negative material plane or even the age of the mummy.
A spectre was successfully returned to life, but only after a Remove Curse had been cast on it.
The spell has not been tried on a lich since no lich has volunteered to be returned to life of their own free will.

In other cases, a druid was used instead of a cleric and a necromancer instead of a wizard.  Both times met with success, though some sages doubt these are accurate claims.
Most of these claims are difficult to ascertain due to most copies of this ritual are currently missing.

This ritual should not be something that the PCs have easy access to. Nor should it be something they hear a rumor about and then pop over to a forgotten library to get.  There should be an epic quest to retrive the book (or books! maybe it was split into three by the forces of evil). This needs to be epic quest, "season finale" stuff.

Monday, September 25, 2017

The Witch's Tea Ritual

"You can find a witch just by figuring out who is drinking the most tea in the village."  
- Halfling saying

I read a lot of books on witches. An inordinate amount really.  The one thing that has seemed to have entered into the cultural zeitgeist of most modern witch authors is that witches, in general, are addicted to tea.   Good, bad, or somewhere in between these seems to be the brew of choice for many witches.

Any witch with the ability to Brew Potions (either as a class ability or feat) can also Brew Tea.

Often the materials needed for brewing tea are much less expensive than what a witch might need for a full alchemical workshop.  Even witches with no interests in alchemy as a science can and will brew tea.

Equipment
The tea brewing witch needs the following to brew any sort of tea; magical or mundane.
Full Tea set.  This includes
- Teapot, porcelain or silver, never copper.
- Pot, kettle, or small cauldron to boil water, this should be copper
- silver tea infuser
- cups, saucers, plates, spoons for 4-6
- urn for sugar
- small pitcher for cream or milk
- serving plate for cakes or cookies
- silver tea service tray
- Tea leaves of the appropriate type
This will typically run 100-150 gp for a quality set.

Many witches also prefer a small portable tripod to suspend their copper cauldron over a flame.
Depending on the tea the boiling water is either taken to the pot or the pot taken to the boiling water.

Types of Tea
The ingredients can vary from traditions, covens and even individual witches but all teas begin with tea and intent.  The teas vary also between black, green, white, herbal  or more exotic choices. Aromatics such a rose hips may also be added.  The make the tea the witch brews the tea as she would mundane tea, but adds her intent and her magic to change the tea to the direction she wishes. Once complete the tea must be drunk to get the intended results.

Awareness
Almost always a black or ginger tea. This tea will provide a +1 to any Wisdom-based roll (saves, skills or checks) for 1 hour after drinking.  Higher level witches can brew stronger brews adding 10 mins per their own level for others that drink it.  The witch herself builds up a tolerance to the brew effects and only gains 1 hour regardless of level.  This tea may only be drank once per two days.

Calming
Made with an herbal tea, this tea will remove the effects of a fear spell or similar condition. It will also contract the effects of a haste spell or potion and that of an Energizing or Envigorating tea.

Contemplative
Made with a green tea this brew will remove the effects of a charm spell or other similar magic.
Note: the Witch must be 5th level to brew this tea.

Energizing
Almost always a black tea. This tea will provide a +1 to any Strength-based roll (saves, skills or checks) for 1 hour after drinking.  Higher level witches can brew stronger brews adding 10 mins per their own level for others that drink it.  The witch herself builds up a tolerance to the brew effects and only gains 1 hour regardless of level.  This tea may only be drank once per two days.

Envigorating
Almost always a black tea. This tea will provide a +1 to any Constitution-based roll (saves, skills or checks) for 1 hour after drinking.  Higher level witches can brew stronger brews adding 10 mins per their own level for others that drink it.  The witch herself builds up a tolerance to the brew effects and only gains 1 hour regardless of level.  This tea may only be drank once per two days.

Fortune Telling
This is one of the more common tea rituals performed.  Once the rea is drunk the witch looks into the cup to see what message the tea leaves can give her.  This will function as a Divination spell where one question is asked, "What does the future hold?"
Note: A witch needs to be 5th level of higher to complete this ritual.

Friendship
This tea makes the participants more inclined towards each other.  Not a charm, but a sense of companionship and friendship.  Everyone is treated as if they had a +1 to Charisma rolls with respect to each other.

Healing
This tea usually begins as a simple black or green tea.  The recipient is healed of 1d4 hp of damage.

Kitchen Witchery
Sometimes called "utility tea" this helps the witch in preparation of other potions or crafting magics.  The witch may add +1 or +5% to her rolls for success.

Quiet 
This tea relaxes the witch so she is not disturbed by outside noises. She has great concentration and can get a full 8 hours of sleep in 6 hours (or 6 hours in 4.5) but will always be surprised if attacked in this period (8 or 6 hours).

Third Eye Tea
This opens the witch's third eye and allows her to be better at scrying.  Giving her a +1 or +5% to any roll she needs.

Witch's Tea
No special powers. It just tastes really, really good.

Teas can be combined with incense and other potions for added effects.  Mixing teas though will result in an inert, and even worse, a foul-tasting liquid.

Cake and Tea Ritual
Level: Witch Ritual 1
Ritual Requirement: At least 2 witches, full tea set, cakes and tea
Range: All Participants
Duration: 24 Hours
This ritual is often performed at the end of the proper worship ceremonies of a coven, but it can also be performed as a means of two unfamiliar witches to break the ground towards friendship.  Once complete the witches in the ritual will gain a +1 to all rolls for the next hour and will act as if they had a +1 to Charisma-based roll for the next 24.  The witches also may not harm each other in any fashion or loose all benefits from this ritual.
Material Components: Cakes or cookies and the tea to be served.


Saturday, September 23, 2017

Nibiru: The Crossing Star

 If you are reading this then you know we survived.

Today is the day that some conspiracy theorists believe that the planet Nibriu will destroy the earth.
Interestingly enough the Babylonian "star" of Autumn was called Nibriu.  Of course, the tin-foil hat crowd will claim that this is because the Babylonian's and the Aztecs were in contact with the same aliens (the Zetas according to one group).



Of course, this is all great stuff for a game.
Nibriu could be a sub-brown Dwarf, a body with 2.5 times the mass of Jupiter.

With a name like Nibru it could be some Clark Ashton Smith-like god, a fatal star whose invisible light shines down bringing woe and destruction.  Worshiped by insane warlocks and blind abominations whose milk-white eyes can see the foul light.

Witches and warlocks can forge a pact with Nibiru for more magics.

Nibiru's Crossing
Level: Witch/Warlock 2
Range: 1 person
Duration: Instantaneous
By means of this spell, the warlock can instantly transport himself instantly 10 feet + 5 feet per level to any unoccupied space of five feet square. So a 4 level warlock can transport 30 feet away.   The warlock does not need to see the area he is transporting too, but he must know if it is occupied or not.

Winds of Nibiru
Level: Witch/Warlock 3
Range: 40 feet from warlock
Duration: 1 round + 1 round per 3 levels
With ancient incantations, the warlock summons the foul winds of Nibiru. The winds blow from the warlock in a cone shape and terminate 40 feet away.  Creatures in the area of effect are blown outside of it. Those outside cannot enter the cone area in front of the warlock.  Missle weapons and spells are also ineffectual in area.  Such is the concentration required that the warlock cannot move during the duration of the spell.

Dreadful Gravity of Nibiru
Level: Witch/Warlock 4
Range: 100 feet from warlock
Duration: 1 round
With this spell the warlock summons the dreadful gravity of the planet Nibiru and can pull one Small, Medium or Large creature to it to stop five feet from the Warlock.  The creature is pulled and immobilized for 1 round.  After this it may attack normally.

Eclipse of Nibiru
Level: Witch/Warlock 5
Range: 50 feet radius sphere from warlock
Duration: 5 rounds
This spell summons a piece of dread and invisible Nibiru to block all magical attacks directed at the warlock. Any spell directed at the warlock is deflected or is stopped at a distance of 50 feet from the warlock.  Magical weapons are also likewise deflected.

Friday, September 22, 2017

Kickstart Your Weekend: Adventures at End of the World Collection

Well according to the latest Doomsday theory tomorrow is the end of the World. Again.

But hey don't let that stop you! There are some great Kickstarters to be had.

Up first is another one from mad wizard +Mark Taormino.

Dark Wizard Games: Double Mayhem Adventures


https://www.kickstarter.com/projects/marktaormino/dark-wizard-games-double-mayhem-adventures
This one updates Hanging Coffins of the Vampire Queen and Secret Machines of the the Star Spawn. With new art and editing.  There is also the chance to get updates of other modules.


Burial Plots for the Cryptworld Game


https://www.kickstarter.com/projects/1895361773/burial-plots
This book has five new adventures for the Cryptworld game.  +Dan P does some really great things with Cryptworld.  I wish I had the time to play it more to be honest.

Baker Street: Strange Cases and Hood: Beyond the Forest



https://www.kickstarter.com/projects/fearlightgames/baker-street-strange-cases-and-hood-beyond-the-for/
A new casebook for Baker Street and adventures for  Hood: Swashbuckling Adventures in Sherwood. Adventures Beyond the Forest.   +Bryce Whitacre has done a great job and Baker Street is a lot of fun. I have not played Hood, but if it is half as fun as it sounds then we are in good shape.

And what is the end of the world without demons?

Hell Awaits... Wave 1


https://www.kickstarter.com/projects/552604905/hell-awaits-wave-1
Some more demons based on old woodcuts.  Pretty cool if you ask me.

So go out and spend your money! We could all be dead tomorrow! ;)

Thursday, September 21, 2017

This Old Dragon: Issue #81

Today I set the Wayback Machine to my Freshman year in High School.  I was just getting over an 18-week long bout with a brutal combination of chicken-pox and pneumonia, both for the second time. No joke, I dropped to something like 80 pounds and was in the hospital on IVs. Don't even remember how I got there.  But by January I was getting better enough to go back to school.  1984 was a big year for me in terms of geeking and gaming. I had just finished reading all the Lords of the Rings books and was watching a lot of Doctor Who.   For me, everything was either Doctor Who or George Orwell jokes as we go to January of 1984 for Issue #81 of This Old Dragon!

This issue is in not too bad of shape really.  The cover is missing, which is a shame because it is one of my favorites interestingly enough.  A furry ice dragon (I am going with a dragon) and an adventurer on a wooly mammoth? What's not to love really.  I also hold this issue up as a typical issue of the time "Before" my time buying Dragons.  It is not one I ever saw in the stores (that I can recall 35+ years later) but it one that I saw other people carry around.

Kim Mohan's Editorial covers how they will no longer be printing the adventures that won the adventure design contest some time back. This is too bad, but I easily see why. I think this might also have lead to a later decision to create "Dungeon" magazine, but I have nothing to back that up.  It is just taking too many resources to get the adventures to a publishable state. The last adventure is printed and will be talked about later.  Thinking back to some of the adventures I wrote back then I cringe to think about what they would have gotten.  I hope I can find the adventure contest rules in an earlier issue.  I wonder what the submission requirements were and whether they took printed manuscripts or if they accepted floppy disks in the mail yet.

Letters cover more requests for back issues, reprints, and even the runner-up adventures. Others complaining about how the magazine has changed for the worse over the last year.  I swear some people are never happy.

Our first article is a good one. One of my old DMs had kept a copy of it to use all the time.  Much to my chagrin.  Taking the sting out of poison by Chris Landsea was another attempt to classify poison.  Personally, I never had an issue with what was in the DMG and thought it was good enough.   But I also only ever played one assassin ever my entire gaming career, so it also did not come up a lot for me.  But it also covered Holy and Unholy Waters, something I used a lot, so that was kinda cool.

Another ad for my FLGS.  They still have the same number! Well, the area codes have changed on them twice since this add. It went from 312 to 708 to now 847.  Plus another ad for the Witch Hunt game.  Seeing these again makes wish I had not sold the game back in a Games Plus auction now.



The fiction piece comes early. In the Cleft of Queens by Esther M. Leiper.  Looks like it is about some dragons.

On page 24 we get The Forum: a new feature.  The introduction of the Forum.

Ok. Up next we have The Ecology of the Basilisk by Ed Greenwood which is a fine article in it's own right, but reading has gotten me thinking.  In fact, my thoughts might be considered heresy in some parts and even I would not have considered them two years ago.  But I am beginning to think that Ed Greenwood has contributed more to Dragon than Gary Gygax did.  I am not talking about *D&D in general, just Dragon Magazine.

A big two-page ad on the new Advanced Dungeons & Dragons miniatures line, followed by an article on minis.

Pete Mohney is next with Chariots for characters: Adapting ancient vehicles for AD&D play.  I always had this plan to play a Classical Greek/Roman/Egyptian game completely based on the classic myths.  I wanted a copy of this article because how can you not have chariots in a classic game.  I still might do that one day.  I mini-series of just mythology themed games where the Gods meddle directly in the affairs of humans.

Now here is an oddity.  Presented in the middle of the magazine is an AD&D character build for Cú Chulainn by Roger Moore.  This is prior to the introduction of the UA Barbarian, which he would have been perfect for, so he is 22nd level Ranger/12th level Illusionist with some Bard ability.
It's not a bad build really, but someone like Cú Chulainn is hard to build since he was essentially a superhero of the Red Branch myths of Northern Ireland.  It's interesting though that the only reason he has an Illusionist class at 12th level was so he could the powers of his berserker rage, called a "Warp spasm" or Ríastrad in the myths.  But if you read over these stats he is very much the prototype of the barbarian class we will later see.  I also did some stats for Cú Chulainn for the Ghosts of Albion game.

Up next is The Ruins of Andril designed by Ian Melluish. This is a high-level adventure, levels 8-11, for 4-8 characters.  It is an investigation of an old "Egyptian" ruin.  I have flipped through it and looks fun.  Part of me wants to run it if for no other reason than for its historic place in Dragon history.  It's a long one, for Dragon, at 16 pages.

Michael Dobson's Living in a Material World covers almost everything you need to know about material components for your AD&D or any other FRPG.  Now I love material components. If you are playing in an Old School D&D game I am running then your spellcaster better have their proper material components or they can't cast the spell.  Thought I do make most components easy to find or buy AND I allow substitutions.  Don't have that pinch of sulfur for your fire based spell? Try a pinch of dirt see what happens! This article is a long one, 10 pages, and covers a variety of materials and their uses.   Well worth visiting again.

Off the Shelf, a few pages later, covers the latest books of the start of 1984.

Lewis Pulsipher is back with Get out of the Medieval Rut in The Role of Books.  Again this might be the issue that got me interested in the idea of running a classical game. Lew covers books detailing ancient Rome, ancient Egypt and Greece (well Athens in particular).   I have some similar books on my too be read pile.  Now to figure out which system to use.

Ken Rolston reviews some new gaming titles in Gaming without Heroes. Or Horror Role-playing titles.  Featured in this review are the infamous Shadows of Yog-Sothoth for the Call of Cthulhu game and the Ravenloft module.   Of the two Rolston has high praise for Ravenloft, but feels that SoY-S does a better job of conveying fear, terror, and dread.

Lots of ads. Convention Calendar. Dragonmirth.
What's New with Phil and Dixie has Dixie's Dragon Notebook. Wormy and SnarfQuest introduces a revolver to an AD&D world. Wackiness ensues.

Really a fun issue with so much I want to use in a game still.
If nothing else it has renewed my desire to run a sandbox like adventure int he Classic world.

Want to see what I thought of White Dwarf from the same month?  Check out White Dwarf Wednesday #49.

Wednesday, September 20, 2017

Class Struggles: AS&SH 2 Warlocks and Witch Lords

The new Astonishing Swordsmen & Sorcerers of Hyperborea, 2nd Edition from +Jeff Talanian is out. It's going to take me a bit to go through it all.  But so far I am enjoying the hell out of it.

One thing that the 1st Edition had that the new 2nd Edition has expanded on is the Warlock class.
The book tells us:
Some warlocks practice the sorcery of cryomancers and may be referred to as ice lords; others practice the sorcery of pyromancers and may be referred to as fire lords. Perhaps the most feared and reviled of warlocks are those who practice the black arts of necromancy (death soldiers)...
Pretty cool really. And it got me thinking.

Yesterday I worked up the character Grimalkin as a warlock that has chosen witch magic as her type of  Sorcery. There is something interesting here. Something pretty cool.

Witch Lords

Warlocks the choose witchcraft as their sorcery see (Vol. II, p. 148: Table 68) are known as Witch Lords.   These warlocks are often found protecting the covens of more powerful witches or ruling over covens of less powerful ones.

Curse of the Witch Lord by tmza
Using the Grand Coven idea from my Warlock for Swords & Wizardry you can use Witch Lords as the leaders of Grand Covens in the Hyperborean world.  Instead of the usual compliment, a 9th level Warlock can gather, they may opt to form a Grand Coven.

The troop gathered include these 0th-level fighters of 1d8 hp each (known as cowans).
* 15 longbowmen (studded armor, longbows, short swords)
* 5 cavalrymen (chain mail, lances, light crossbows, horseman’s flails; light warhorses)
* 20 light crossbowmen (chain mail, small shields, light crossbows, long spears, short swords)
* 15 halberdiers/pikemen

They also gather the following coven
* 9 initiate witches of 0 level
* 3 witches of 1st level
* 1 witch of 2nd or 3rd level

A 9th level witch and a 9th level Witch Lord that gather together can create a cult stronghold to house all these members.

Once again, AS&SH is firing up my imagination for a game.