Wednesday, July 15, 2020

Plays Well With Others: BASSH, Basic Astonishing Swordsmen & Sorcerers of Hyperborea

I love my Basic-era games, Holmes, B/X, and BECMI and their clones.
BUT I also love Astonishing Swordsmen & Sorcerers of Hyperborea.  The games are similar of course, drawing from the same sources, but there are also a few differences. 

Astonishing Swordsmen & Sorcerers of Hyperborea (AS&SH) is more closely aligned with "Advanced Era" D&D, but its feel for me has always been more OD&D, though over the last few years I have been treating it as another flavor of Basic.  


I have mentioned in the past that I see AS&SH as a good combination of B/X and AD&D rules.  Essentially it is what we were playing back in the early 80s.  Where I grew up it was not uncommon to come to a game where people would have an AD&D Monster Manual, a Holmes Basic book, and a Cook/Marsh Expert Book.  The rules we played by were also an equally eclectic mix.
AS&SH is like that. It favors the AD&D side more, but there are enough B/X influences that I smile to myself when I see them.

In fact, it works so well with Basic that I have featured AS&SH with other Basic-era books in previous "Plays Well With Others."
I find the game that useful and that inspiring.

Class Struggles: Which Each Game Offers
Originally this was going to be a Class Struggles post, but with the inclusion of the monsters below, I felt it had grown beyond just that.  

If Basic-era D&D lacks anything in my opinion it is class options. Yes. I know the classes are supposed to be archetypes to play anything.  A "Fighter" works for a Paladin, a Ranger, a Barbarian, a Knight, and so on.  But I like a little game mechanics with my flavor.  I also like to have choices.

AS&SH achieves this in a beautiful way that can be adopted by any Basic-era game, but in particular, ones that cleave closest to the original sources and of course Holmes, B/X and BECMI.

So we are going to go beyond the Basic Four (Cleric, Fighter, Magic-User, and Thief) here.  I'll talk about demi-humans in a bit.

In AS&SH we have our Basic Four; Fighter, Magician, Cleric, and Thief.  Each also gets a number of subclasses.  Fighters get  Barbarian, Berserker, Cataphract, Huntsman, Paladin, Ranger, and Warlock.  The Magician has the Cyromancer (a new favorite of mine), Illusionist, Necromancer, Pyromancer, and Witch (an old favorite of mine).  The Cleric has the Druid, Monk, Priest, Runegraver, and Shaman (see BECMI).  Finally, the Thief has the Assassin, Bard, Legerdemainist,  Purloiner, and the Scout.  Each subclass is very much like it's parent classes with some changes. Every class goes to the 12th level.


Looking over at the Basic side of things we have a few more choices.  Holmes, B/X, and BECMI all cover the Basic Four in more or less the same ways.  BECMI gives us the additions of Paladin, Avenger, Knight, Druid, Mystic, and the NPC/Monster classes of Shaman and Wicca/Wokani/Witch.

Advanced Labyrinth Lord gives us the Assassin, Druid, Illusionist, Monk, Paladin, Ranger in addition to the Basic Four.

Old-School Essentials' Advanced options give us the Acrobat, Assassin, Barbarian, Bard, Druid, Illusionist, Knight, Paladin, and Ranger.  It also gives us the new race-as-classes Drow, Duergar, Gnome, Half-elf, and Svirfneblin.

The B/X RPG from Pacesetter has the Druid, Monk, Necromancer, Paladin, and Ranger along with the Gnome and Half-elf.  (Yes, a review for this is coming)


AS&SH classes go to the 12th level.  Basic classes, at least B/X flavored ones, go to the 14th level.  I like the idea of splitting the difference and going to the 13th level. 

Additionally, AS&SH has different cultures of humans to provide more flavor to the human classes.

All the Basic-era books have demi-humans that AS&SH lacks. Lacks is a strong word, the game doesn't need demi-humans by design, but they are still fun to have.  Combining these gives us the best of all worlds! Kelt Elves? Dwarf Picts? Lemurian Gnomes?!  This could be a lot of fun.

Plus the mix of cultures in AS&SH is second only to mix found in BECMI Mystara in terms of "let's just throw it all in there!"

I might let people choose one of the Basic Four and stealing a page from D&D5 allow them at 2nd or 3rd level to take "sub-class."  I'll have to see what the various classes all get at first level vs 2nd and 3rd level.

Monsters! Monsters!
It's can't be denied that AS&SH has some great monsters.  Not only does it give us demons and devils (Basic-era is lacking on both) but also Lovecraftian horrors.  Sure, "At The Mountains of Madness" took place at the South Pole, who is to say there is not a similar outpost in the North? 

BECMI does talk about "The Old Ones" a lot and in the Core Rules is never very clear on who or what they are.  But it is not a stretch to think that those Old Ones and the Lovecraftian Old Ones have a connection.  


Oddly enough these things feel right at home in a Basic game.  If one goes back to the Masters and Immortals sets with the original idea that the Known World is our world millions of years ago this tracks nicely with some Lovecraftian mythology of our world.

I have talked about Demons in Basic/Mystara already, but AS&SH offers us "The Usual Suspects" and then some.  While Labyrinth Lord has always been good about opening the "Advanced" monsters to the Basic world, the monsters of AS&SH are of a different sort.

Maybe more so than the classes these require a bit more conversion.  Here is a monster we are all familiar with (and one I am doing something with later), drawing from the same sources to give us three or four different stat-blocks. 




Well. Not that different I guess. They are left to right, top to bottom, Advanced Labyrinth Lord, AS&SH, OSE, and B/X RPG.

AS&SH looks like a "best of" stats, combining features from both Basic and Advanced. Bite damage does a bit more on the average and the XP value is higher.  But nothing I am going to call game-breaking.

So the AS&SH monsters can be dropped pretty much "as is" into a Basic-era game. 

Anyone that plays these games should have no trouble with this really.

Putting it all Together and then Putting it in the North
It's settled then, AS&SH is part of my "Basic World" and where to put it is easy.
In the Known World of Mystara, there is already a Hyboria. It is one of the features of both D&D (Mystara) and AD&D (Hyperboria, Oerth) just as Blackmoor is (Mystara, Oerth). but Blackmoor is a topic for another day.

While none of the maps can be reconciled with each other to make one perfect Hyperboria, the concepts certainly can. This is something I have been considering since I first got the 1st Edition Boxed set.
I know that my family of witches, the Winters, come from the Hyperborean area.  Likely closer to more civilized areas, but not too civilized.  This became the basis for my Winter Witch book. 

BASSH is Born
So take what I love from AS&SH, mix in what I love from Basic and I have Basic Astonishing Swordsmen & Sorcerers of Hyperborea, or BASSH.  Yeah. This will be fun.

Monday, July 13, 2020

Monstrous Mondays: Knockers, the Good* Kobolds for Basic-era and Night Shift

There has been some debate on the nature of good and evil when it comes to some monsters.  I plan on saying more about it later (spoiler: dropping alignment restrictions is a good thing!) but allow me to welcome D&D to 2,500+ years of organized philosophical debate and over 6,000 years of religious ones.  They have not worked out all the details yet so I don't expect D&D to do it yet either.

But that is not today's discussion.  Today I want to discuss Knockers.

Knockers are a subterranean species that frequent old mines.  They are common to Cornwall so they could be related to any number of Cornish faeries (and they have a lot of the Fey there) but in reality, they seem closer to the Kobold.  Or at least how the kobold has been depicted in German folklore.

Around the time of 2nd Ed Kobolds went from evil little dog men to evil little lizard men. Personally, I rather liked the change.  I love the idea of these scrappy little lizards running around. I am also fine with them being evil, or at least very, very self-centered as a species.  Their lizard brains only allow for survival in the most brutal ways possible. As such, they worship the things that look like them, only bigger, evil dragons.  If your god is evil then you probably are as well.  Do I leave room for a potentially "good" kobold? Of course, the world is vast, strange and wonderful, anything is possible.


But as it turns out I have good kobolds covered. 

Knockers are good* kobolds.  

I say good* because good ≠ nice.  

They are happy to work with each other, they get along fine with gnomes and the local pixies. They will even help lost miners find their way out of mines when they are lost.  But their reasons are hardly altruistic.  They feel that humans are big lumbering idiots and think they belong to the same species as ogres or trolls. They will lead miners out via a series of knocking or raps on stone not because they feel bad for the human but because one lost human brings in many more humans to look for them.

Knockers and kobolds share a history. Once they were the same people. Living in deep subterranean mines looking for veins of precious metals.  Their diggings brought them into contact with goblins, dwarves, gnomes, and even orcs.  All these encounters ended poorly for the kobolds as they were smaller in size. They grew to despise most other species.  As time went on the waters began to return as the last Ice Age began to thaw. When their homelands were taken by the sea, some moved west while others moved east and south.  The two peoples became distinct.  The kobolds of the south took on the worship of evil gods and dragons. Their lust for gold and power corrupted them into smaller forms and they took on more draconic features.  The kobolds of the west became more and more introverted and xenophobic.  Their distrust of others never abating but deciding that their best course of action was not to fight but to hide deeper and deeper in the Earth. 
The two sub-species of kobold barely resembles the other today, but there are still similarities if one knows how to look.

Knocker (Kobold)
Basic-era Games
Humanoid (Subterranean) 
Frequency: Rare
Number Appearing: 2-20 (2-4)
Alignment: Neutral (Neutral Any)
Movement: Basic 90' (30') [9"]
Armor Class: 6 [13]
Hit Dice: 1d6 (3 hp)
Attacks: 1 
Damage: 1d4 (weapon)
Special: Hide in shadows 95%
Size: Small
Save: Normal Human
Morale: 7
Treasure Hoard Class: I (XIII)
XP: 7

Knockers are a relative of the kobold. They resemble them in most respects save that these creatures appear to be more "humanoid" than their lizard-like counterparts.  Often described as "dog-faced" it is unclear whether that is a reference to their actual canine-like appearance or to their general ugliness.
Knockers speak their own variation of the kobold language, but either sub-species can understand the other given a little time.

Knockers are believed to have interbred with gnomes and goblins in their travels west, and this is used to explain their changed temperaments.  Knockers generally get along well enough the gnomes and local fae and even tolerate goblins. Consequently, their greatest enmity is with kobolds and humans. 

For the most part, knockers look to be left alone to continue to mine their mines.  They will defend their communities if attacked using group tactics. If left alone, they will often leave others alone as well.

One Man's God
Kurtulmak is the god of Kobolds, though in truth he should also be a Demon Lord like Yeenoghu.  He is described as being a bit reptilian as well.  In keeping with a theme the demon lord (lady) that evil knockers follow is Zsusr

Knocker
No. Appearing: 2-20
AC: 6
Move: 30ft.
Hit Dice: 1
Special: Hide in Shadow 95%, Pack tactics
XP VALUE: 7

Knockers are a subterranean humanoid people related to the fae.  They typically live in old mines and in the dungeons under old castles. 

Generation HEX: Some magical schools, particularly AMPA Cornwall in Great Britain, has a group of knockers living below the school. AMPA faculty have yet to decide what needs to be done with them if anything at all.

Ordinary World: Knockers have been known to live in the White and Adirondack Mountain ranges. They are believed to have migrated with English, Welsh, and Cornish immigrants. Here they have interacted with the local populations of Pukwudgie peoples.


Note: Want more information? Dump Stat goes into a Deep Dive of the Kobold across many editions.

Friday, July 10, 2020

Working the NIGHT SHIFT!

Early mail-call this week and I can't be more pleased.



Hard copies my Jason Vey's and my new game are appearing in the wild and I am so happy.  Here are my leather and standard copies.

The insides also look fantastic.  Better than I had hoped for really.




And of course, it has my favorite of my Night Worlds, Generation HEX.


You can get PDFs from DriveThruRPG and Print copies (not PODs!) directly from Elf Lair Games.

Can't wait to share more with you all including an Other Side exclusive Night Spot. 
Come back for adventures in Valhalla, Alaska.  A Night Spot that can be used in the Ordinary World setting or added to any game.

Been looking forward to this for some time now!

Kickstart Your Weekend: Pixie Trix Comix Volume 1 & more!

Pixie Trix Comix Volume 1 & more!



I have enjoy the comics of Gisèle Lagace for a number of years now. "Ménage à 3" and "Eerie Cuties" in particular.  Well, this is her ultimate collection. You can add on any number of their previous Kickstarter packages and other Pixie Trix comics. I am fond of "Dangerously Chole" (about a shy succubus) and "Exorsisters." 

There are only a few hours left of this one, so I hope you take advantage!


Thursday, July 9, 2020

One Man's God: Basic Demons (BECMI Demons, Part 2)

Last week I cover the topic of Demons in BECMI D&D and Basic Era D&D in general.  I want to expand on that a bit today. Again, this is a bit of a different tone for One Man's God, but it does get at the heart of what OMG is about.

One of Basic D&D's features vs. Advanced D&D is its alignment system of Law vs. Chaos with Neutrality in the middle.  Now a lot of ink and pixels have been spilled over the pros, cons, and everything else about alignment. I am not going to go into that here.  Although I am currently rereading Søren Kierkegaard for the first time since college and he is "still stuck on Abraham," so I wonder if I am going to do a proper talk on demons I might need to go back to the basics and address alignment someday.


So my discussions on demons in BECMI were covered in my Immortals Set Review and One Man's God: The Immortals and Demons of BECMI

Writing so much about witches you can't help but have to read about and write about demons.  The two subjects have been conflated for so long that "witchcraft" and "demonology" are either synonymous in some circles or so tied up together that separating them is difficult. 




Demonic Families and "The Usual Suspects"

Succubus
One of the Usual Suspects. ePic CG
For the "Basic-Era" demons were introduced in the classic D&D (OD&D) Supplement III: Eldritch Wizardry.  Here we get what I call "The Ususal Suspects" of demons; Type I to Type VI, Succubi, Orcus and Demogorgon.  The same group appears in the AD&D Monster Manual (with some additions and some names) and then again in the D&D Immortals Set under new names again.  The AD&D game introduces Devils as a separate type of fiend.  Though it should be noted that D&D 4 looked over all the fiends and moved some around.  Notably, the Succubus became a type of devil, due to some machinations of Asmodeus in the "Brimstone Angels" novels.  They became an "independent" type of fiend in D&D 5.

Despite all of that, there is a good reason to include Demons (a chaotic evil fiend) into the milieu of D&D and its cosmic struggle of Law vs. Chaos.   Devils?  Let's save them for AD&D.  Besides, the division is artificial at best.

This division became more pronounced in the AD&D 2nd ed era when TSR caved to the Religious Right and pulled demons and devils.  

Tanar-what? Baate-Who?

One of the Unusual suspects, ePic CG
Demons and Devils would return in Planescape with the bowdlerized names of Tanar'ri and Baatezu respectively.  I remember at the time I was very disappointed in TSR for caving to the pressure of what I felt was a fringe group of religious nutjobs.

While I disapprove of why TSR caved, I approve of what became of it. "Demon" became a generic term to describe any evil outsider.  The "Tanar'ri" were now a specific group of Evil Outsiders that also happened to be chaotic and inhabited the Abyss.  They certain features, such as resistance to various magic and other attacks and certain vulnerabilities too. They were a family of creatures related by certain phenotypical descriptors. Now we have different demonic "families" of fiends. Add Yugoloths/Daemons and Demodands to the official rosters.  We don't have to be limited by "demon" or "devil" alone.  
Sometimes the constraints force us to be more creative.

Later in D&D 3rd Editon era we would get the official Obyrith and Loumara families of chaotic evil demons.  In Green Ronin's Armies of the Abyss and then later Paizo's Pathfinder then added Qlippoth, the OGC version of the Obyriths. Mongoose Publishing gave us the Tzaretch family.  Back at the end of 2nd Edition, I made the Lilim family.  In my Eldritch Witchery (use the link to get it at 50% off!) I introduced the Calabim and Shedim families and the Baalseraph, which is sort of like a family.  In my various Warlock books, I also added Eodemons, or dawn demons. My take on the first of the demonic families.

The scholars can then argue who belongs where.

Spend any time reading demonology text you will soon figure out that these "learned scholars" were just pulling things out of thin air. Sure sometimes you see the same names or even some descriptions that are similar, but otherwise, there is no more validity to the Ars Goetia of the Lesser Key of Solomon than there is to the Monster Manual II when it comes to naming and categorizing demons.  For me, the "key" to unlocking this was the demon Astaroth.

Astaroth and AstártÄ“
What really got me going was what Christian demonologists did with the Goddess Astarte.  Astarte, also known by many other names including Astoreth, was Goddess of love and lust (sex), fertility, and war.  She was obviously connected to Ishtar, Innana,  Isis, and maybe even Aphrodite. She appears throughout the Middle East and even makes an appearance in the Hebrew texts and even in later Christian writings.  But her transformation from fertility goddess to nature goddess to a demon is odd, but not uncommon.  Early Christian writers saw any other god or religion as demonic or even devil worship.  Early Jewish scholars usually never had an issue with other gods. So it is conjectured that when Christian writers and scholars saw Astarte/Astoreth and her crescent moon horns she became a demon.  And a male demon, Astaroth, at that.  It is the primary example for me of how "one man's god is another man's demon." 

Often who was on what list of demonic entities depended on who was writing it and when. One can claim to "go back to the research" but when you are researching what is essentially a completely made-up topic it is not difficult to find something to support your claim.   

For me, that leaves only one satisfactory conclusion.  
Classify these creatures as I like. 

Demons In Basic-Era Games

Do demons belong in (my) Basic-era games?

I figure I have witches, vampires, all sorts of fey creatures, and other monsters.  So yeah there is no good reason to keep them out. 

So there are "demons" in the sense as the world defines them. And there are "demons" as I plan to use them here or, more to the point, have been using them here.  
Translation: Some devils are now demons in my game. 

I have been doing this with the lesser devil types like the barbazu, cornugon and gelugon.  They are all part of the Shedim or demons of rage.   Erinyes remain fallen angels, so technically I suppose that makes them Baalseraphs.

One thing that came up in my review of the Immortals set was how powerful the BECMI demons are vs. their AD&D counterparts.  My idea is to scale them back down.  I like to think of all creatures as being Normal Human focused since that is the world they are in. Player Characters are the rare exceptions. So when a succubus drains life levels with her kiss then it needs to be scaled so that if she chooses a normal human the kiss can still be deadly, but not always so.  I mean someone needs to survive to tell their priest/cleric so it can be written down in a demonology somewhere.

Every version of the game has translated these creatures somewhat differently.  Though there are more commonalities between them than say Medieval demonologies from the so-called experts.  
Demons are legion and defy classification attempts, but that is exactly what I am trying to do.  Essentially make my own "Demonomicon of Iggwilv."


I think if I pursue this idea more I would have to come up with my own demonologies and groupings.  I like the ones I have been using so far, maybe a couple of others might be nice too.   Could be a fun exercise.

Maybe even come up with a witch to do the authoring of it.  I can't really use (nor do I want to use) "Demonomicon" or "Iggwilv." Plus someone new would be fun for a while.

What do you do? Do you have Demons in your Basic, not advanced, games?

Tuesday, July 7, 2020

Eldritch Witchery on Sale! Mara Review! Night Shift PDF!

Pretty busy and exciting times around here.  Let's get started.

Up first I have a Pomo Code for you to get my Eldritch Witchery at 50% off from Elf Lair Games to celebrate the PDF release of NIGHT SHIFT: VETERANS OF THE SUPERNATURAL WARS.
(until July 31, 2020).


You can use Eldritch Witchery with any of my other Witch books AND it can be used with NIGHT SHIFT as well.

In Eldritch Witchery I introduce the demonic families of the Lilim (a race I used back in the 2nd Ed AD&D days), the Calabim, the Shedim, and the powerful Baalseraph

Eldritch Witchery uses Elf Lair Games O.R.C.S. while NIGHT SHIFT uses the more advanced O.G.R.E.S. but translation between the two is easy.   In fact, the demons, devils, and fiends of my "Night Worlds", in particular, my Ordinary World, uses the same demonic classifications.  So grab a demon from here to use in NIGHT SHIFT!
PLUS you can use all the spells from EW in NIGHT SHIFT to really increase the number of spells you have for your magic characters.

If Demons and Witches are your thing then also check out this review of my Daughters of Darkness: the Mara Witch Tradition, from the Reviews from R'lyeh.


This book also goes into more detail about the Lilim Demons. 
Both books feature Lilith on the cover too. 

I might need to spend more time with the demons.

Monday, July 6, 2020

Monstrous Mondays: Ethyl Critchlow, Urban Hag

Ethyl Critchlow, Urban Hag
Backers are now getting their copies of NIGHT SHIFT: VETERANS OF THE SUPERNATURAL WARS so the PDF was opened up on DriveThruRPG.  If you were not a backer you can get a copy for yourself now.


I am going to be posting more content and support for Night Shift here but thought I'd start off with a monster/NPC from my West Haven setting.

Ethyl Critchlow, Urban Hag

Every child, whether human or witch-born, knows to stay away from the house on the corner of Taylor and Bell.  Here sits an old run-down house that everyone thought would either fall in on itself or the city would have condemned.  

But it is not the house that frightens the children, though it is frightening.  Nor is it the small angry dog that everyone remembers from their own childhoods, making it at least 25 years old or older.  Rumor in the neighborhood is that once the dog got out and bit the fingers off of a boy who could not run fast enough. 

It is not the dog or the house. It is the owner of both that keeps people away.

Ethyl Critchlow looks like a stereotypical old witch, but this is just a glamour, her true form is that of an ancient and hideous old hag.  She is an Urban Hag and has been living in West Haven for nearly as long as there has been a West Haven.  She hates all children and takes glee in terrorizing them, but a pact made with the City Council keeps her from doing any actual harm to them.  Though if their toys land in her yard she will keep them and if any child climbs her fence to get these toys then she will send her "dog" (in actuality a glamoured Hell Hound) Maximillian after them.  

Ethyl would also admit that at her age (almost 400) that eating children, especially modern ones, gives her terrible heartburn.  Though she did eat a couple of missionaries from East Haven back in the 1960s, but no one came looking for them.  

She stays in West Haven because frankly, she has nowhere else to go. The city tolerates her and is just waiting for her to finally die of old age or a magical mishap.   She is also a great source of magical knowledge and history. She can be bribed with 18-year-old single malt scotch. Ethyl is a heavy drinker, so bring more than one bottle if you plan to use this for information.  Also fair warning, as Ethyl drinks her glamour begins to fade. By the time she has worked through two bottles, her glamour will be gone.

Ethyl Critchlow (Urban Hag)
No. Appearing: 1 (Unique)
AC: 2
Move: 30ft.
Hit Dice: 10
Special: Adapt to locale, Cackle, Horde, Spellcasting, Strength, Vulnerability (iron)
XP VALUE: 10,240

Ethyl casts spells as a 9th-level witch.

Urban Hags are hoarders. Her home is a falling apart pit of junk she has collected over her nearly four centuries of life.  Amongst the filth, garbage and debris of decades, there are also some magical treasures.  In particular, Ethyl has several magical scrolls with spells that can be used by any witch or scholar. There is also a magical pipe that can lure the undead to sleep. Though one is advised not to go looking for such treasures.

find Ethyl and the other citizens of West Haven in Night Shift: Veterans of the Supernatural Wars.