Working on some content for various projects. One of which is the Craft of the Wise The Pagan Witch Tradition for Basic Era Games and designed for Old-School Essentials.
Pyewacket
Pyewacket is a familiar spirit, similar in many ways to the witch's normal familiar but more powerful. They usually take the shape of a larger cat, often of some rare breed. A couple of things set it apart from normal cat kind. A pyewacket usually has some odd features about it. Odd colored fur like green or purple, mismatched eyes, or even small horns. Most often the observer can't tell you why the cat looks odd, just that it does. The paws of a pyewacket are particularly dexterous, allowing them to pick up small objects with ease. Also, all pyewackets can speak. They typically know 3-4 languages including the language of cats and that of woodland creatures (Sylvan). Additionally, they are all arrogant and convinced of their own superiority over most creatures.
Some occult scholars claim they are fae in nature, others claim they are more akin to the nether planes of the hells. Whatever the case the pyewackets will not say, claiming only they have been part of this world for thousands of years and remember a time when they were worshipped like gods.
A pyewacket can also cast spells as 2nd level witch.
Pyewacket
(Old-School Essentials)
A large strange cat with odd features. It speaks to you in an intelligent but bored, condescending voice.
AC 7 [12], HD 2* (6 hp), Att 2 × claw (1d4) + spells, THAC0 19 [0], MV 90’ (30’) , SV D12 W13 P13 B15 S15 (E1), ML 7, AL Neutral, XP 35, NA 1d2 (1d6), TT None
▶ Attacks with clawa
▶ Cast spells as a Witch 2nd level
▶ Serves as a familiar to special witches.
Monday, December 2, 2019
Sunday, December 1, 2019
Black Friday to Cyber Monday Sales for the Other Side
Been out of town for most of the week enjoying some time with my family, so I nearly missed this.
Thanksgiving Weekend Sale at DriveThruRPG
I have a lot of titles on sale for the next few hours.
Some of my Basic-era books,
And a few of my Swords & Wizardry books,
Grab them while you can!
Thanksgiving Weekend Sale at DriveThruRPG
I have a lot of titles on sale for the next few hours.
Some of my Basic-era books,
- The Basic Witch: The Pumpkin Spice Witch Tradition
- The Children of the Gods: The Classical Witch for Basic Era Games
- Daughters of Darkness: The Mara Witch for Basic Era Games
And a few of my Swords & Wizardry books,
Grab them while you can!
Thursday, November 28, 2019
Mail Call: Old School Essentials
It's a great Thanksgiving for a lot of reasons. But today I am thankful for getting my copies of Old-School Essentials.
The box is sturdy a heck. Very surprised by that.
The new books compare favorably to the B/X Essentials books.
The only things the boxed set is missing is dice. Luckily I had some that look like they would work great.
Really looking forward to playing this one!
The box is sturdy a heck. Very surprised by that.
The new books compare favorably to the B/X Essentials books.
The only things the boxed set is missing is dice. Luckily I had some that look like they would work great.
Really looking forward to playing this one!
Wednesday, November 27, 2019
New in Print: The Pumpkin Spice Witch Tradition
It's a little later than I wanted, but just in time for Thanksgiving!
The Basic Witch: The Pumpkin Spice Witch Tradition is now available in print on demand.
And if you act right now you can grab it for just $9.00 with DriveThruRPG's Thanksgiving weekend sale.
The cover ended up printing a little lighter than I expected, but not enough to make me want to go back and redo it.
The book look great and makes a nice addition to my recent series of Basic-era Witch books.
It also works great with your "Pumpkin Spice Flavored" adventures.
I hope you enjoy it.
Up next...The Pagan Witch for this:
The Basic Witch: The Pumpkin Spice Witch Tradition is now available in print on demand.
And if you act right now you can grab it for just $9.00 with DriveThruRPG's Thanksgiving weekend sale.
The cover ended up printing a little lighter than I expected, but not enough to make me want to go back and redo it.
The book look great and makes a nice addition to my recent series of Basic-era Witch books.
It also works great with your "Pumpkin Spice Flavored" adventures.
I hope you enjoy it.
Up next...The Pagan Witch for this:
Tuesday, November 26, 2019
Review: D&D Expert Set
December of 1979 was the time I was first introduced to Dungeon & Dragons via the Holmes Basic edition and the AD&D Monster Manual. It was 1980 though that I got my hands on the Moldvay Basic Set and my love affair with B/X D&D. But that is only the first half of the story. The second half, the X of B/X, was the Cook/Marsh Expert Set.
D&D Expert Set
I am not exactly sure when I got the D&D Expert set. I do know it was sometime after I had the Basic Set. I know this because I have very distinct memories of going through the Expert book and just marveling at everything inside. Just everything from the classes to all the new monsters. The Moldvay Basic Set was the high mark for me at the time for what an RPG should be. The Expert set lived up to that set and then blew me away. That is getting ahead of my narrative.
For this review, I am going to look at the original boxed set, the mini boxed set from Twenty First Century Games S.r.i., and the newer PDF from DriveThruRPG.
On the heels of the Basic Set edited by Tom Moldvay, we have the first Expert Set edited by David "Zeb" Cook with Steve Marsh. So we often call this the Cook/Marsh Expert set to distinguish it from the Frank Mentzer Expert Set. This Moldvay/Cook/Marsh set of rules is often called B/X to separate it from the Mentzer BECMI versions.
The Expert Set came in a boxed set featuring cover art by Erol Otus. The art includes the art from the Basic Set; a wizard scries the female wizard and male warrior fighting the dragon. It remains one of my favorite pieces of gaming art ever. In fact, it is the current background for my phone. Included in the boxed set was one of the greatest sandbox adventures ever, X1 Ilse of Dread and a set of 6 polyhedral dice; d4, d6, d8, d10, d12, d20 and a crayon. Note the PDF does not include dice (obviously).
The Expert book features the same cover art on a predominantly blue cover. The book is 64 pages of black & white art. The cover is full cover and the interior covers are blue ink and feature the table of contents (front) and index (back). The art features some of the Big Names of 1980s D&D art. Jeff Dee, Wade Hampton, David S. LaForce, Erol Otus, James Roslof, and Bill Willingham. Some so iconic that they STILL define certain elements of the game for me. Jeff Dee's halflings, David LaForce's giants, and Bill Willingham's vampire are to this very day the first thing I think of when any of these creatures are mentioned.
While we were promised "new classes" both in the Holmes Basic book and later by Gygax himself in the pages of Dragon magazine, we stick with same seven classes; four human (Cleric, Fighter, Magic-user, Thief) and three demi-human (Dwarf, Elf, Halfling). While I had not really thought about the new classes when I got my Expert set, I was a little disappointed that halflings and dwarves didn't get more than they did. BUT if that was the case I soon got over it since there was SO much more for the Cleric and Magic-users.
Part 1: Introduction. This book begins with some tables from the Basic game. Also we get some guidelines on how this book should be used and what to do if you have an earlier (Holmes edition) of D&D Basic. Here we also note that the page numbers are X# compared to the B# number. The idea here was for you to be able to cut up your Basic and Expert books and put them together in a three-ring binder. Eventually, I did do this, but not with my actual books, but rather with the printouts from the DriveThru PDFs.
Part 2: Player Character Information. This deals with all the classes. I thought, at the time, that the organization of this section was a vast improvement over the same section in the Basic Book. Where Basic D&D went from 1st to 3rd level, this book continues on to 14th level for human classes and various levels for the demi-human classes. Additionally, thief abilities extend to 14th level as does Clerical turning Undead and new, more powerful spells; 5th level for clerics and 6th level for Magic-users. That was unheard of levels of magic for me.
Part 3: Spells. This section got about 90% of my attention back then. New detail is given on Reversed spells for both Clerical and Magic-user/Elf spells. Eight pages of new spells including the amazing Disintegrate spell, which was one of the spells outlawed in many of my local game groups back then.
Part 4: The Adventure. Not only does this section open up the world of adventuring to the entire wilderness and beyond the dungeon, it gives us some of my favorite Erol Otus art ever. The Alchemist on page X21 defined what an alchemist needed to look like for me.
Part 5: The Encounter covers combat and includes morale, saving throws, and variable weapon damage. This also has all the necessary combat tables.
Part 6: Monsters. Ah. Now here are the pages of my memories! I have mentioned before how much I love the Monster Manual for AD&D and how it was my monster tome for my time playing Holmes Basic. But this. This one was part of my new favorite rules and that made all the difference to me. The mundane rubbed elbows (or knees, or whatever) with the magical and the malevolent. To this day there are still monsters here that I have not seen the likes of elsewhere. Well yes, I have, but you have to dig for some of them. But let's be honest, when was the last time you pulled a Devil Swine out on your players? Some versions of monsters here I still prefer over their AD&D Monster Manual counterparts. Giants and Vampires as I have mentioned.
Part 7: Treasure follows. While D&D lacked the infamous vorpal sword (for now), it made up for it by having better rules in my mind for Intelligent swords.
Part 8: Dungeon Master Information, is what it says on the tin. We get rules for making ability "saving throws" and spell magic item creation rules. What I had the most fun with were the castle and stronghold cost rules. This chapter is chock full of goodness. Handling players, NPCs, even the first bit of what was known as the "Known World" which later became Mystara. To this day seeing the "haunted keep" fills me with ideas.
Part 9: Special Adventures this section covers waterborne adventures.
This book is so full of great stuff and even though we were promised a "Companion" edition that would go to 36th level (unheard of!) there were still plenty of adventures to be had.
Let's be honest, 14 levels is a lot of levels even by today's standards.
The PDF of the Expert book includes the Ilse of Dread AND the Gateway to Adventure catalog. All that for $4.99? That is a steal really.
The Twenty First Century Games S.r.i., mini boxed set is about 1/8 the size of the normal boxed set. It came complete with a box, an Expert rule-book and mini copy of Ilse of Dread. Twenty years ago it looked great! Today the font must have shrunk some because I find it really hard to read!
D&D Expert Set
I am not exactly sure when I got the D&D Expert set. I do know it was sometime after I had the Basic Set. I know this because I have very distinct memories of going through the Expert book and just marveling at everything inside. Just everything from the classes to all the new monsters. The Moldvay Basic Set was the high mark for me at the time for what an RPG should be. The Expert set lived up to that set and then blew me away. That is getting ahead of my narrative.
For this review, I am going to look at the original boxed set, the mini boxed set from Twenty First Century Games S.r.i., and the newer PDF from DriveThruRPG.
On the heels of the Basic Set edited by Tom Moldvay, we have the first Expert Set edited by David "Zeb" Cook with Steve Marsh. So we often call this the Cook/Marsh Expert set to distinguish it from the Frank Mentzer Expert Set. This Moldvay/Cook/Marsh set of rules is often called B/X to separate it from the Mentzer BECMI versions.
The Expert Set came in a boxed set featuring cover art by Erol Otus. The art includes the art from the Basic Set; a wizard scries the female wizard and male warrior fighting the dragon. It remains one of my favorite pieces of gaming art ever. In fact, it is the current background for my phone. Included in the boxed set was one of the greatest sandbox adventures ever, X1 Ilse of Dread and a set of 6 polyhedral dice; d4, d6, d8, d10, d12, d20 and a crayon. Note the PDF does not include dice (obviously).
The Expert book features the same cover art on a predominantly blue cover. The book is 64 pages of black & white art. The cover is full cover and the interior covers are blue ink and feature the table of contents (front) and index (back). The art features some of the Big Names of 1980s D&D art. Jeff Dee, Wade Hampton, David S. LaForce, Erol Otus, James Roslof, and Bill Willingham. Some so iconic that they STILL define certain elements of the game for me. Jeff Dee's halflings, David LaForce's giants, and Bill Willingham's vampire are to this very day the first thing I think of when any of these creatures are mentioned.
While we were promised "new classes" both in the Holmes Basic book and later by Gygax himself in the pages of Dragon magazine, we stick with same seven classes; four human (Cleric, Fighter, Magic-user, Thief) and three demi-human (Dwarf, Elf, Halfling). While I had not really thought about the new classes when I got my Expert set, I was a little disappointed that halflings and dwarves didn't get more than they did. BUT if that was the case I soon got over it since there was SO much more for the Cleric and Magic-users.
Part 1: Introduction. This book begins with some tables from the Basic game. Also we get some guidelines on how this book should be used and what to do if you have an earlier (Holmes edition) of D&D Basic. Here we also note that the page numbers are X# compared to the B# number. The idea here was for you to be able to cut up your Basic and Expert books and put them together in a three-ring binder. Eventually, I did do this, but not with my actual books, but rather with the printouts from the DriveThru PDFs.
Part 2: Player Character Information. This deals with all the classes. I thought, at the time, that the organization of this section was a vast improvement over the same section in the Basic Book. Where Basic D&D went from 1st to 3rd level, this book continues on to 14th level for human classes and various levels for the demi-human classes. Additionally, thief abilities extend to 14th level as does Clerical turning Undead and new, more powerful spells; 5th level for clerics and 6th level for Magic-users. That was unheard of levels of magic for me.
Part 3: Spells. This section got about 90% of my attention back then. New detail is given on Reversed spells for both Clerical and Magic-user/Elf spells. Eight pages of new spells including the amazing Disintegrate spell, which was one of the spells outlawed in many of my local game groups back then.
Part 4: The Adventure. Not only does this section open up the world of adventuring to the entire wilderness and beyond the dungeon, it gives us some of my favorite Erol Otus art ever. The Alchemist on page X21 defined what an alchemist needed to look like for me.
Part 5: The Encounter covers combat and includes morale, saving throws, and variable weapon damage. This also has all the necessary combat tables.
Part 6: Monsters. Ah. Now here are the pages of my memories! I have mentioned before how much I love the Monster Manual for AD&D and how it was my monster tome for my time playing Holmes Basic. But this. This one was part of my new favorite rules and that made all the difference to me. The mundane rubbed elbows (or knees, or whatever) with the magical and the malevolent. To this day there are still monsters here that I have not seen the likes of elsewhere. Well yes, I have, but you have to dig for some of them. But let's be honest, when was the last time you pulled a Devil Swine out on your players? Some versions of monsters here I still prefer over their AD&D Monster Manual counterparts. Giants and Vampires as I have mentioned.
Part 7: Treasure follows. While D&D lacked the infamous vorpal sword (for now), it made up for it by having better rules in my mind for Intelligent swords.
Part 8: Dungeon Master Information, is what it says on the tin. We get rules for making ability "saving throws" and spell magic item creation rules. What I had the most fun with were the castle and stronghold cost rules. This chapter is chock full of goodness. Handling players, NPCs, even the first bit of what was known as the "Known World" which later became Mystara. To this day seeing the "haunted keep" fills me with ideas.
Part 9: Special Adventures this section covers waterborne adventures.
This book is so full of great stuff and even though we were promised a "Companion" edition that would go to 36th level (unheard of!) there were still plenty of adventures to be had.
Let's be honest, 14 levels is a lot of levels even by today's standards.
The PDF of the Expert book includes the Ilse of Dread AND the Gateway to Adventure catalog. All that for $4.99? That is a steal really.
The Twenty First Century Games S.r.i., mini boxed set is about 1/8 the size of the normal boxed set. It came complete with a box, an Expert rule-book and mini copy of Ilse of Dread. Twenty years ago it looked great! Today the font must have shrunk some because I find it really hard to read!
Monday, November 25, 2019
Monstrous Monday Review: Monster Manual II
Continuing my review of the monster books of my youth with what can be called the most polished of all the AD&D/D&D monster books, the AD&D Monster Manual II.
This was the first book to feature the new "orange spine" and Jeff Easley cover art. It is also one of the larger AD&D first ed books at 160 pages (save for the massive DMG). Sometimes I wonder what an old-school cover would have looked like, something drawn by Tramp maybe. That all aside, the cover of this book is great, but it doesn't quite grab you the same way that the MM1 or the FF did. But inside is more than makes up for this "perceived" slight.
For this review, I am as usual considering the original hardcover and the newer PDF from DriveThruRPG. There is no Print on Demand option yet for this title, but as a special feature, I'll also have a look at the miniature book from Twenty First Century Games S.r.i.
The book(s) and the PDF have full-color covers featuring art from Jeff Easley. Inside is all black and white art from Jim Holloway, Harry Quinn, Dave Sutherland, and Larry Elmore. No slight to the previous book's artists, but the style and quality here is more consistent. Some might see this as an improvement (I do) but others will point to this as a sign of the change from the Golden Age of TSR to the Silver Age. Of course, it features the byline of Gary Gygax, though we now know that some of them were created by Frank Mentzer and Jeff Grubb. In some ways, you can see this change in tone and feel that is happening at TSR in this book.
The Monster Manual II was the first hardcover after a year hiatus. The book is better organized and layout than most of the AD&D hardcover books. I have to admit I always credited this to TSR finally moving over to computer layout, but I have nothing to support this claim save for how the book looks.
There is a lot to this book too. OVer 250 monsters there are a ton more demons, devils, and more from the outer planes, like the daemons, demodands, modrons, and even good-aligned creatures like the devas and solars. We get a few more dragons and some giants. We get a lot of monsters that feel inspired by the first Monster Manual. There are also many from previous adventure modules. This book also gave us the Tarrasque, the Catlord, the Swanmay, the Wolfwere. and more.
This book also has nearly 30 pages of encounter tables at the end that covers all three books, very useful to have really and a selling point for the PDF. Get the PDF and print out the tables.
The Monster Manual II is still by all rights a classic. While I don't get the same thrill from it as I do the Monster Manual or the Fiend Folio, but the monsters individually are great.
It remains to this day a lot of fun and a book I still get great enjoyment from.
The book from Twenty First Century Games S.r.i. is a great little reproduction. I picked this up back when it was new and paid $9.95 for it. Now it goes for a lot more. It is great to have but no way I can read it anymore. The text is way too small.
This was the first book to feature the new "orange spine" and Jeff Easley cover art. It is also one of the larger AD&D first ed books at 160 pages (save for the massive DMG). Sometimes I wonder what an old-school cover would have looked like, something drawn by Tramp maybe. That all aside, the cover of this book is great, but it doesn't quite grab you the same way that the MM1 or the FF did. But inside is more than makes up for this "perceived" slight.
For this review, I am as usual considering the original hardcover and the newer PDF from DriveThruRPG. There is no Print on Demand option yet for this title, but as a special feature, I'll also have a look at the miniature book from Twenty First Century Games S.r.i.
The book(s) and the PDF have full-color covers featuring art from Jeff Easley. Inside is all black and white art from Jim Holloway, Harry Quinn, Dave Sutherland, and Larry Elmore. No slight to the previous book's artists, but the style and quality here is more consistent. Some might see this as an improvement (I do) but others will point to this as a sign of the change from the Golden Age of TSR to the Silver Age. Of course, it features the byline of Gary Gygax, though we now know that some of them were created by Frank Mentzer and Jeff Grubb. In some ways, you can see this change in tone and feel that is happening at TSR in this book.
The Monster Manual II was the first hardcover after a year hiatus. The book is better organized and layout than most of the AD&D hardcover books. I have to admit I always credited this to TSR finally moving over to computer layout, but I have nothing to support this claim save for how the book looks.
There is a lot to this book too. OVer 250 monsters there are a ton more demons, devils, and more from the outer planes, like the daemons, demodands, modrons, and even good-aligned creatures like the devas and solars. We get a few more dragons and some giants. We get a lot of monsters that feel inspired by the first Monster Manual. There are also many from previous adventure modules. This book also gave us the Tarrasque, the Catlord, the Swanmay, the Wolfwere. and more.
This book also has nearly 30 pages of encounter tables at the end that covers all three books, very useful to have really and a selling point for the PDF. Get the PDF and print out the tables.
The Monster Manual II is still by all rights a classic. While I don't get the same thrill from it as I do the Monster Manual or the Fiend Folio, but the monsters individually are great.
It remains to this day a lot of fun and a book I still get great enjoyment from.
The book from Twenty First Century Games S.r.i. is a great little reproduction. I picked this up back when it was new and paid $9.95 for it. Now it goes for a lot more. It is great to have but no way I can read it anymore. The text is way too small.
Friday, November 22, 2019
BlackStar: Trek Videos
Been pretty busy with work and various projects. But I am looking forward to doing some Trek gaming sometime soon.
To prep for this, I am watching a LOT of Star Trek videos made by fans for ideas.
Here is one that has a lot of ideas for me.
Since my Mystic Class is an NX or experimental ship, I figure it would be good to see some other failed Trek experiments.
And since the Mystic class also has the potential to be the fastest ship in Trek, but maybe not the deadliest, this one caught my eye.
For years I have been fascinated with the idea of Star Trek Phase II. I am seriously considering having Xon show up in my game in some way.
I also wanted to learn everything I could about the Ambassador Class starship and the Enterprise-C
To prep for this, I am watching a LOT of Star Trek videos made by fans for ideas.
Here is one that has a lot of ideas for me.
Since my Mystic Class is an NX or experimental ship, I figure it would be good to see some other failed Trek experiments.
And since the Mystic class also has the potential to be the fastest ship in Trek, but maybe not the deadliest, this one caught my eye.
For years I have been fascinated with the idea of Star Trek Phase II. I am seriously considering having Xon show up in my game in some way.
I also wanted to learn everything I could about the Ambassador Class starship and the Enterprise-C
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