Tuesday, September 29, 2020

New Page: Appendix O and the Purpose of Research

I just published a new Page and you can see the link above. It is my version of the classic "Appendix N."  But mine comes after it and it is more about the occult, witches, vampires, and other horror related topics.

So I am calling it Appendix O.

Just a small portion of my library.

If you are interested in seeing the sites on the web that I found useful or have good witch content then check out my other page Witch Links.

If you want to know what movies I have been influenced by to write witch, vampire, and other horror-related content then check out my October Horror Movie Challange.

And occasionally I do make an Appendix N post. 

Nothing in the citations will tell you how to play a better game of D&D, Ghosts of Albion, NIGHT SHIFT, or any other RPG.

Nor will they allow you rebuild one of my books or classes from just the content they have.  They all however have lead me to a place where those books could be written. 

Current research pile.

Also, this is not scholarly-level research here. I did not come up with a thesis statement, a research question, or anything like that and then carried out a systematic literature review.  This is 100% books that were within my grasp at the time (eg growing up in a small midwest town with a larger than average personal and public libraries), then access to one of the largest open shelve university libraries in the state, and of course then the internet.  These are titles that captured my attention at the time and then left a mark on my RPG writing. 

As with all my Pages here, I'll update this one periodically. In fact looking at the pictures above I see there are a few entries that I missed.

The Purpose of Research

Back when I was getting my Ph.D. in Ed. Psych my advisor was going over my records and my Master's Thesis and asked me why I did not go into Cognitive Psychology, which is what my academic life had been up to that point.  I told him I was (and am) more interested in how people learn.  We talked about my Master's Thesis where I showed that it takes about 550 ms to activate a memory from long-term memory when it had been properly primed by a queue. It was situated in the current Information Processing theories of the time.  My advisor, who was one of the nicest people you could ever meet, looked at me and said "so what?"  I was floored. So what? I spent months working on that theory, and then more weeks writing the software to test it, weeks testing undergrads, weeks of eating nothing but popcorn and pineapple while writing a 180-page thesis.  So what??  And, he was right.  I was in an Ed. Psych program now, not Cog Psych. My research had to mean something. If I could not tell that Fourth Grade teacher at CPS what my research meant to her then why should I do it?

This page came about not because I kept getting asked for it. That is true and a good enough reason, but the real reason is I am constantly going back and re-examining my own work and research.

I love to research for research's sake. But that is not the degree I ended up with. Research is fun, but it needs a goal.  Appendix O started out without a goal in mind.  But that doesn't mean I can't have one now.

Presently I am working on two books for my "Basic-era Games" banner; "The Basic Bestiary" and "The High Witchcraft" books.  I wanted at least one of these to be ready by Halloween.  That's not going to happen.  The Basic Bestiary is moving along well, but not as fast as I would like.  High Witchcraft...that's another matter.

I have been calling High Witchcraft my last book on Witches.  I want that to mean something.  But I think I am setting up too many mental roadblocks for myself. So I am going back to my first assumptions. Back to my first "research questions" as it were.  It might take me a little longer, but I want something really good. Something that is worthy of being called my "last witch book."


Basic Bestiary is moving along fine.  I have a ton of material, I just need to edit it.

The Secret Order is a call back to the witches of Dragon Magazine (but not setting them up the same way, I gotta do my own thing) and to that very strange time between 1981 and 1983 when we freely mixed in both Basic and Advanced D&D concepts.  I am publishing it with my "Basic-Era Compatible" logo as opposed to "Labyrinth Lord" or "Old-School Essentials" (and either of those would be fine) because I do want a lot more freedom to express my witch how I want. 

For the cover art, I am a huge fan of the Pre-Raphaelites. So there was really only one choice for the high Witchcraft book and that was "Astarte Syriaca" by Dante Gabriel Rossetti.  Astarte was one of the Goddesses I researched the most in those early days of my first witch.  I even made my first version of Larina a worshipper of Astarte, and not the more obvious Hecate.

For the Basic Bestiary I wanted a Pre-Raphaelite, but "The Nightmare" by Henry Fuseli was calling to me. I always loved that painting. 

Back to the books!

Monday, September 28, 2020

Monstrous Monday: Apple Sprites

It is officially Autumn now, so our family tradition is to head out to the apple orchards to pick apples and buy some items from the local farm stands.  This got me thinking about the mischievous, but elusive Apple Sprites.

Apple Sprite
Tiny Faerie
Frequency: Very Rare
Number Appearing: 0 (1-6)
Alignment: Neutral (Chaotic Good)
Movement: 120' (40') [12"]
Armor Class: 5 [14]
Hit Dice: 1d4 (2 hp)
Attacks: 1
Damage: 1hp
Special: Only harmed by cold iron, turn invisible.
Size: Tiny
Save: Elf 1
Morale: 4 (7)
Treasure Hoard Class: None; see below
XP: 5

Apple Sprites, also known as Apple Fairies or Apple Cherubs, a small faerie folk that live in apple trees. They are typically hard to see due to their coloration and size. In the spring their hair is light green and their skin is the pink and white of apple blossoms. As the season moves on their skin takes on the reds and golds of the apples they live near. Their wings shite from the whites and pink of apple blossoms to greens, to reds and yellows. They are shy and elusive in the Spring and Summer months (Morale 4) but as Autumn sets in, usually between Lughnasadh and Samhain, they become more active and bolder (Morale 7).  Apple Sprites hibernate in the winter, sleeping in nests of up to six. They remain invisible during hibernation and can not be discovered. 

Their only real attack is to throw apples at passersby. They will do this, turn invisible and laugh.  It is more irritating than damage causing.  

Apple Sprites have no treasure but like other denizens of enchanted apple orchards (Apple Tree Man and EpimÄ“lides) can be lured and bribed with hard apple cider. If given cider the Apple Sprites can direct the adventurers to a spot in the forest where treasure (Type A x2) is hidden.  Though their favorite trick is direct the adventures to other tribes of Apple Sprites, who will demand more cider, and then direct to another tribe and keep the party wandering the orchard for hours while the sprites drink the cider and laugh. 

Apple Sprites speak sylvan and elven, one or two per tribe speak enough common to converse. 

Friday, September 25, 2020

Shadow Week: Shadowfell and the Plane of Shadow (Videos)

Had some more I wanted to do today with the Shadowfell, the Plane of Shadow and Ravenloft.  BUT.  I have a bunch of exams to write today.  So going to phone this one in with some videos.  But there is a lot of good material in these, so worth sharing I think.

Take each of these with a grain of salt. While these are their interpretations of the topics they are not always the interpretations I have made.   For example, the jury is out on whether or not I consider Ravenloft to be part of my Shadowfell. Certainly, I can see the realm of Nightmares here.  








And if you want some ambient mood music here is this one.

Kickstart Your Weekend: Hellbringers

Ok, this looks fun. 

Hellbringers: The Sacred Heart


https://www.kickstarter.com/projects/hellbringers/hellbringers-the-sacred-heart?ref=theotherside

From the Kickstarter page:

Lucifer, The Lord of Hell, has suddenly vanished without warning leaving the pact of the realm of death in unrest and on the brink of war. Now Lilith, his bride, must try and reclaim the realm in his absence, but not everyone wants to bow to her rule. With enemies at every turn, Lilith searches for the Sacred Heart to increase her power in order to gain the allies she needs to claim her missing husband's throne and restore peace to the kingdom. Filled with intrigue, epic battles, and a dash of humor,  this comic is sure to leave you wanting more!

Honestly, this looks rather fun. The art is varied, but it is all really good.

I think this would be great to have.

NIGHT SHIFT news!

So my writing partner and publisher have made a deal with  Studio 2 Publishing to distribute NIGHT SHIFT and other products from Elf Lair Games.


 You can read about it here

And below,


Thursday, September 24, 2020

Shadow Week: The Plane of Shadow and Shadar-kai

I have been talking a bit about the denizens of the Shadowfell and various Shadowy realms, but what I have not don't yet is go deeper into what the Shadowfell is or how it relates to the Demi-Plane, or Plane, of Shadow.

They are the same thing.  Ok next week...

Wait, you wanted a little more?  I suppose that a bit more is needed really. Especially since this all extends over many editions of the D&D game.

Manuals of the Planes

The idea of Planes goes all the way to the beginning of D&D really. Last week I talked about Elric and the works of Moorcock, planes are central, even essential to those stories. The same is true for D&D even if your characters never set foot off the Prime Material Plane. 

AD&D 1st Edition Manual of the Planes

The first ed MoP was a game-changer for my groups back then. Yes, a lot of the material here was cribbed from several sources; Q1, Dragon magazine, and other adventures.  But having it all one place was great and there were plenty of ideas to be had here. Though, like the Astra Dreadnought on the cover, there is not a lot here on the Demi-Plane of Shadow.  This would not be detailed until Dragon Magazine #213 for the AD&D 2nd Edition game.  Even Tales of the Outer Planes does not have anything on the Demi-Plane of Shadow.

Back then we did all sorts of mental gymnastics to square the Plane of Shadow with Ravenloft and/or the Demi-Plane of Nightmares (Mystara, in its 1st Edition version) and the Plane of Imprisonment.

There was no Manual of the Planes for AD&D 2nd ed.  That role was filled by the Planescape line.  

To get to the Plane of Shadow as it is described these days we need to move up to 3rd Edition.

D&D 3rd Edition Manual of the Planes

Like the 1st Ed version, this one was also a "game-changer." It was disliked by some for the very reason I liked it; it dared to remake the Planes.  In fact this book pointed it out that belief was largely what shaped how you viewed the planes.  I know this was touched on quite a bit in Planescape, but I didn't play a lot of Planescape so I don't know to what degree.  This should have really been a non-issue. Of course, belief changes the reality of the planes, they are all about belief. We saw that in Deities & Demigods and Legends and Lore previously. 

The planes are still largely the same so I am not going to get into the details here save for one.  The Plane of Shadow is introduced to us here. It is here we get the idea that the Plane of Shadow is a dark reflection of the Prime, or just like the narration from Tales from the Darkside told us. 

Man lives in the sunlit world of what he believes to be reality.
But...there is, unseen by most, an underworld, a place that is just as real, but not as brightly lit...a dark side.


The dark side is always there, waiting for us to enter — waiting to enter us. Until next time, try to enjoy the daylight.

The Plane of Shadow gets 5½ to 6 pages in the MoP3.  Not bad.  The adjacent Feywild is not mentioned yet, nor is the Shadowfell. But there is enough detail here to keep you busy for a while.

For monsters of the Plane of Shadow we get Ephemera, Shadow-template creatures (not undead, but magical creatures, much like the Shadows of B/X and BECMI), and the Astral Dreadnought. 

D&D 4th Edition Manual of the Planes

Here we get some more changes to the Planes and even some I did not care for, but nothing that I could not adjust easy enough.

4e though does try to incorporate everything that has gone on before. The Feywild is introduced in it's full glory for example.  The Shadowfell is now a fully-realized Plane. Over 14 pages are spent on the Shadowfell and all of it is crunch-free.  The Shadar-Kai, introduced in 3rd edition and brought into fuller focus in the 4e Monster Manual (see below) are discussed and they are not the only inhabitants of the Shadowfell.

Again, monsters of shadow are detailed and there is even Paragon Path for characters. 

As you read through the various editions there is an evolution. A guided one? Not likely, more like one building on the others with other ideas added in. But there is a solid progression from one to the other.



Shadar-kai

Shadar-kai are older than most players are likely to know.  Much like Tieflings (2e introduced) and Dragonborn (3rd ed introduced, 1st ed inspired), the Shadar-kai were introduced as a "monster" race and then quickly given rules for player characters.  In this case, they were introduced in 3e.  But much like the Plane of Shadow/Shadowfell they call home they have changed over the years.

What has been constant is that Shadar-kai are a race of humanoids that have lived in the Plane of Shadow/Shadowfell for a aeons. They are pale skinned and have a fairly flat affect.  They lack the zeal of life and need to keep themselves excited or entertained or they begin to fade away.  What that means differs from edition to edition.

Fiend Folio, D&D 3rd Edition

The Shadar-kai are introduced here as a race of elves that have been living in the plane of Shadow. Their type is "fey" in the 3rd Editon and are also called the "Shadow Fey." Here they are mostly Neutral Evil and are considered to be a race of "bitter, determined people."  They have strange weapons and are prone to hiding and deceit. Rules are given for Shadar-kail characters but they have an ECL of 4 due to hit dice and powers. 

Monster Manual, D&D 4th Edition

Here Shadar-kai takes the stage as a playable race.  They are now humans (???) but much of their background is the same. They are dedicated to the Raven Queen so they fit in well with the entire D&D4/Shadowfell connections.  There is now ECL in 4e so they can start off as 1st level characters.

They were so popular for a while there we took to calling them the "new Drow."

Mordenkainen's Tome of Foes, 5th Edition

I might be biased, but these are the best version of the Shadar-kai yet.  This one deftly combines the features of the 3rd and 4th editions versions and makes them Elves/Fey again. Though there is a lot more here with there creation and the creation of the other elven races (Eladrin, Elves, and Drow).


DumpStat does a pretty good deep dive into the Shadar-Kai and if you want more details than I have here it is a good read.

The Power Score also has done their typical quality work in their A Guide to the Shadar-Kai deep dive too. 

It would take a bit of work to square these with the Shadow Elves of Mystara/BECMI and the Shadow Fey from Kobold Press.  It might not matter for my uses anyway since Shadar-kai are not Open Gaming Content, neither are the Shadow Elves as presented in BECMI.  Shadow Fey are, via Kobold Press.  
But honestly I would want to do my own thing anyway.

Wednesday, September 23, 2020

Shadow Week: The Dusk Queen for Basic-era Games

Of all the Shadow Fey products I reviewed today it might be the Dusk Queen from Shadows of the Dusk Queen for 5th Edition that has my attention the most. While I am not yet sure how I am going to use her I thought I might try my had at converting her to Basic-era D&D and in particular as one of my witches.

She is a compelling figure.


In 5e she is a CR 7 monster. She is a medium fey with Innate (Charisma), Arcane (Intelligence), and Divine (Wisdom) spell casting.

She cast Arcane and Divine spells at the 7th level ability.  This gives her a lot of low-level spells.

It might be possible then to make her into a multiclass spellcaster.  I think for this I want to use the OSE-Advanced rules and the Advanced Labyrinth Lord rules.  Both take Basic-era D&D and apply the Advanced classed to the rules. 

Neither ruleset has a "Shadow Fey" race. But I can modify the Drow to fit my needs here.  In OSE-Advanced Drow, and Elves, get a +1 to Dex and -1 to Con.  Shadow Fey in Pathfinder get +2 Dexterity +2 Charisma, -2 Constitution.  So I am thinking that in Basic-era games Shadow Fey gets +1 Dex +1 Cha, -2 Con.

Since this is a combination of Basic-era and Advanced-era I am going to go with a combination of my Daughters of Darkness: The Mara Witch for Basic Era Games and The Craft of the Wise: The Pagan Witch Tradition. Some of The Basic Witch: The Pumpkin Spice Witch Tradition would also be good.

In an Advanced game, Elves can advance to levels in witch based on their Charisma score. For 18+ that gives us 9th level.  For Shadow Fey/Shadow Elves I might increase that to 11.

Witches can Multi-class as per the multi-class rules for witches found in The Children of the Gods: The Classical Witch for Basic Era Games.  So multi-class Witch/Wizards are fine.

Offical Ruling:  Witches CANNOT multi-class with Warlocks.

I am leaving that on it's own line so it is clearer. A witch can advance as a witch and THEN switch off to a first level warlock; essentially betraying her coven.  A warlock can have a change of faith and then become a witch (but that is rare). These "dual classed" characters follow the Dual Class rules in the ruleset you are using.

The Dusk Queen


Female Shadow Elf, 7th level Magic-user / 7th level Umbal* Witch
(*Umbral witch is something I am working on. Will use a Mara witch for now)

Str: 9
Int: 18
Wis: 18
Dex: 15
Con: 12
Cha: 20

HP: 27 (7d4+7d4 / 2)
AC: 7* (+1 ring, dex) will cast a combination of  Death Armor, Immunity to Normal Weapons, Shield, and Protection from Normal Missiles prior to the start of combat

Shadow Fey/Elf Abilities: Detect Secret Doors, Immunity to ghoul paralysis, Infravision (90'), Light sensitivity, listening at doors

+1 to saves vs Charm, Hold, and Sleep spells

Languages Common, Elvish, Giant, Sylvan

Occult Powers
Familiar: Shadow Creature
Least: Shadow Step

Witch Spells
First Level: (3+3) Charm Person, Chill Touch, Color Spray, Ghostly Slashing, Mending, Quicken Healing 
Second Level: (2+3) Augury, Blindness/Deafness, Death Armor, Phantasmal Spirit, Second Sight
Third Level: (2+2) Dispel Magic, Hold Person, Immunity to Normal Weapons, Plague of Shadows
Fourth Level: (1+2) Nondetection, Intangible Cloak of Shadows, Phantom Lacerations, 

Magic-user Spells
First Level: (3) Dark, Shield, Ventriloquism
Second Level: (2) Invisibility, Phantasmal Force
Third Level: (2) Dispel Magic, Protection from Normal Missiles
Fourth Level: (1) Confusion

Actually, I like this version quite a bit.