Tuesday, September 27, 2022

Mail Call: D&D in Miniature

Oh good another Mail Call Tuesday!  They say great things come in small packages, so let's see what these small packages have for me today?

Little D&D and Mini Me

Up first I finally decided to do myself in Mini form from HeroForge.  So here is DM Tim in 25 mm scale. Complete with a laptop, a stack of books, and my always-present giant ass mug of coffee.  The only detail missing is the pencil behind my right ear.

Mini TimMini TimMini Tim

I didn't care for their sneakers options so I am wearing my Gen X-mandated Doc Martens with yellow laces. 

Might need to use this as "The Editor" in my Weirdly World News games.

I also grabbed my next to last 21st Century miniature reprint of the AD&D 1st Edition hardcovers.  And this one is from the personal collection of Heidi Gygax.

Dragonlance Adventures

Dragonlance Adventures

Mini AD&D Books

Now I am just a Dungeoneers Survival Guide away from completing my set of the mini AD&D hardcover books.  Though I doubt it will have the pedigree of my Dragonlance book.


100 Days of Halloween: Sisters of Rapture

Sisters of Rapture
We are getting much closer to Halloween now! It is cooler here in Chicago and I am ready for the seasons to change.  Here at the Other Side, I am kicking up the witch topics hitting on products I have had for a while but have not reviewed or talked about.

Tonight is a good case in point.  I have had this particular product in both the OGL and Pathfinder versions for years. I have not found a group that it would work well for, however.  There is a lot of material here that I can use in my witch worlds.  But, well. Let me get into the products and you decide.

As always I will be following my rules for these reviews.

Sisters of Rapture

OGL (d20 3.5) and Pathfinder versions. 

PDFs, both 72 pages of content (76 and 74 total respectively). Color covers and interior art.

For Mature Readers. Let's approach this one upfront. The art featured on the cover is a rather tame example of the art that can be found inside. Point blank, there is a lot of nudity here and lot of sexual situations. The entire idea of the Sisters of Rapture is a class of semi-divine spellcasters centered around love and sacred sex. If this is not your thing then best to back out now.  Again I have struggled with how to use some of these concepts in my games. 

We know that history has had temple prostitutes, sacred sex, and many pagan rituals involving fertility. There are historical examples to fit this book more so than say the martial arts monk side by side with a horse-riding paladin in a quasi-European Medieval setting.  

Plus, and I want to be truthful here, there is a lot a great and well-written material here that begs to be used. So let's get to it.  Also, why am I doing these along with witches?

Unless mentioned the OGL and Pathfinder sections are largely similar. They are not 100% the same, more like 90% but both deal with their source game where they need too.

Introduction

Here we are introduced to the central concept of this book. That of the power of love. We learn of the Sisters of Rapture, a "close-knit organization of warrior-priestesses, dedicated to preserving and protecting the ideals of the various goddesses of love, beauty, sex, passion and other related concepts."  

In terms of RPG applications the author (and artist) T. Catt, points to the various artists of fantasy art.

Chapter One: Love's Blessed

Here we are introduced to the Sisters of Rapture base class, also known as the Rapturous. They are a bit of a fighter, a bit of divine spellcaster, and maybe some rogue added in. They are dedicated to the various goddess of love.  Their raison d'ĂȘtre is to spread pleasure and love around their worlds. 

Here we also get our first look at the art of T. Catt; mostly nude women. Now I just finished watching HBO's hits Rome and Game of Thrones, so this fits that aesthetic, but like I said it is not going to be for everyone.

In terms of 3.x OGL/Pathfinder classes, they have somewhat medium combat abilities, good Fort and Will saves, with low Reflex saves. They can cast spells up to the 9th level, same as all full casters. They also get a power every other level. Their spells are known as "Carnal Domain" Divine spells. They get d8 HD and can only be women of any species.

There is a limit on the number of spells they know like sorcerers. Their powers largely focus on and around their sex and sexuality. There are several "kiss" powers for example. I actually rather like the Kiss powers, I have used something similar and lets be honest history is repleat with various sorts of powerful or significant kisses. 

Depending on the Goddess they follow they can gain different powers. So Aphrodite grants her Rapturous different powers than Freya.  Freya in particular grants her Rapturous a "Righteous Rage" ability to Rage like a barbarian of half her level. 

What does this sound like? Yeah. Witches and their patrons. 

Chapter Two: Love's Chosen

This covers the various Prestige Classes. I mentioned before that I like Prestige Classes, I always have. These classes work well with this base class. Though I will point out that other classes should be able to qualify for these to be within the spirit of the d20 rules; these don't really do that.

The Inamorare is something like a muse. They get some Bard-like abilities (mostly inspiration) and of the five levels they advance in spell casting in three of them.  The Patron Mother takes on the role of training the next generation by taking on a Rapturous apprentice. In this respect, she more similar to a cleric. The Spellswinger (and I admit I like that name) swings both ways, Divine and Arcane magic. NOW this Prestige Class does require that character be able to cast Rapturous and Arcane spells.Yes, they are all about sex magic. My favorite though might be the Stormsister. These Rapturous are the strong arm of the Sisters and they punish anyone that harms women or stops love. 

The Pathfinder version also includes various archetypes for the base class. These include the Abbess (closer to her Goddess and church), Divine Virgin (celebrates the pure divine love and refrain from sex), and the Sacred Prostitute (think of the Epic of Gilgamesh), 

Chapter Three: Love's Method

This covers skills and feats.  For skills there is Knowledge (Carnal). I can't help but wonder if the author was familiar with the old AD&D Netbook Book of Unlawful Carnal Knowledge. No, don't go dig it up, it's not worth it. There is also Perform (Sexual Techniques) and various Professions.

Feats are an interesting lot and could have a lot of interesting applications.  Blown Kiss, for example,  allows the Rapturous to "blow a kiss" or deliver a touch spell/power attack at range. 

The Pathfinder also covers various traits.

The next portion of this chapter covers the Carnal Domain Spells. There are only nine, but since the publication of this book there have been plenty of others that would work.

There are some magic items. The Rings of Faithfulness are certainly interesting. 

Chapter Four: Love's Divinity

This chapter covers the various goddess of love, beauty, and sex. These include the expected Aphrodite/Venus, Isis, and Freya. Others are briefly mentioned. Shout outs to my favorites Astarte and Brigit. Additionally, we are presented with a "new" Goddess, Parvati. 

The Pathfinder version is largely the same but I think a mention of the Goddess of Love Shelyn and her lovers Desna and Sarenrae should be in order here. I feel that their combined faiths would be perfect for the Sisters of Rapture. (I know these goddesses are not "open" in terms of the OGL so they could not be included in this book).

Chapter Five: Love's Order

This details the society and church organization of the Sisters of Rapture.  This includes the religious practices of the Sisters and the roles they are play within the church organizations. 

Chapter Six Love's Relations

It seems odd to call these creatures monsters, but they are creatures/people that are associated with or related too the Sisters of Rapture. There are the Theliel, the Archons (Angels) of Passion. The Beloved, undead victims of the Succubus. The Congress of the Wolf, an all-male group in opposition to the Sisters. We just call them the Patriarchy.  There is Lileetha the Queen of the Succubi. The Half-Nymph and Huldra. The Pleasure Ooze looks like a woman but is really an ooze that wants to eat you.  As does the Venus Mantrap. 

I will say this for Pathfinder. The "Evolved" monster stat block makes it a lot easier to read than the base D&D 3.x one.

Appendix 1: Who's Who

This covers various Raprurous NPCs. Theophania Leandros the current Overmother, Althea Acarides a half-nymph Sister of  Aphrodite, Saereid an elven Sister of Freya, Ninythys a human Sister of Isis, and Kamala Siddah a humanSister of Parvati.

Appendix 2: Modern Rapturous (OGL)

Here the books differ quite a bit. The OGL version covers the Modern d20 book and how the Sisters of Rapture exist in the modern age. 

The OGL book ends with one of the most attractive-looking character sheets I have ever seen. 

Appendix 2: The Nefer-Sefet (Pathfinder)

This is a special sect of Isis-worshiping Sisters of Rapture that attach themselves to an Arcane spell caster and bolster their powers. Essentially they are a living Meta-magic battery for these arcane spell casters. 

Both the required OGL pages.

So. What to make of all of this.

Well, there is a  lot of great mechanics here. The class is solid and even if you toned down the sexual aspect of it there is a lot her that is good to play.  You have to ask though what is here that a cleric could not do or even should be able to do. This is a divine spellcaster. There are some powers, but I think a cleric could cover similar ground.  I guess at some level the differences are the same between a cleric and this class and a wizard and a witch. 

I also can't but help but admire the complete level of detail the creator has gone in on this. While others might scratching their head about where to use this class you know that T. Catt has thought about all of these things and more. It's obvious from the level of detail here.

Among other things, the half-nymph is a great idea, the various feats have some wonderful uses, and the creature section has some surprise hits.

For me there is a lot here that could be used with my various witches. I have reviewed Swine Witches and Worm Witches already in the last week. I have Green, Winter, Pagan, Hedge, evil and more witches in my own catalog, a sex(y) witch is not too far from any of those. Hell. Some of the material here would have worked just fine in my Pumpkin Spice Witch book. 

I guess each Game Master has to decide on their own how to best use this sort of book. 

 


The Other Side - 100 Days of Halloween

Monday, September 26, 2022

Monstrous Mondays: Twilight Fables (5e & OSR)

Taking a break from Pathfinder for a bit on this first Monstrous Monday of Fall 2022 to do something a little darker.  There is a chill in the air here in Chicago. I have a flannel shirt on and my mood ever shifts more and more to Halloween.  A Halloween bestiary would be nice and thankfully Izegrim Creations has just the thing I need.

Twilight Fables

Twilight Fables

I swear the Kickstarter for this had just ended and I got my DriveThruRPG notification that the hardcovers were available. 

So for this I Monstrous Monday, I want to talk about both the 5e and OSR versions of this book, the Print on Demand and PDF versions, plus all the other material that makes up this line. 

OSR and 5e

Overview

Both books are huge volumes at 336 pages (5e) and 326 pages (OSR) each. The covers are full color as is all the interior art.  And the art is fantastic.  

Twilight Fables books

Twilight Fables books

Both books have a solid 5e aesthetic to them; colorful art and backgrounds, text describing the creature and its place in the environment/land/myths, and followed by a stat block.

art

The 5e book features a standard-looking 5e stat block, the OSR one is largely a modified Basic-era stat block. It includes everything you would expect along with descending and ascending AC, an entry for THAC0, and XP. The art for both books is the same.  There is a good reason for this, the OSR version was added on a little bit later in the Kickstarter.  The 5e version, with art, was done before the kickstart began (minus some edits I am told) so adding on the OSR version was a matter of adding the new stat blocks.  One nitpick there are listings for "DCs" in the OSR version for magic item creation (more on that later). I would have preferred something that felt a little more pre-2000.

Now in most situations, I would fear translation errors, but the author Roderic Waibel had already developed that very successful Chromatic Dungeons RPG (reviewed here) which is solid OSR.  So I know he knows OSR.  My only gripe is kinda wanted the OSR stat blocks to look as nice as the 5e ones!  But that is only a gripe for people that own both.

Like many of Waibel's publications we get nice sidebar discussions from the intelligent and rather civilized Gnoll "Fleabag." It is a very nice touch (I have done something similar with my 'From the Journal of Larina Nix') and it gives these (and his other books) character. 

Regardless of which one you get (get both!) you are in for a treat.

I grabbed both and will be using the OSR version in my Old-School Essentials game. My oldest grabbed the 5e version and is using it in his weekly 5e game. So far he says it is great and he loves all the different sorts of monsters it offers.

The Fables

The name of the book is Twilight Fables.  So you can expect that these are monsters from various myths, legends, and tales. And you would be 100% correct. Waibel has done his reading and there are a lot of great creatures here.  Even ones that might be familiar get new life and feel "new."  

For example, I mentioned one of my favorites, the Basajaun who appears in three different monster books. 

statblocks

Each one is a little different and yet each one 'feels' right. Perfect for DMs that want a familiar, yet different creature.

The creatures largely come from the myths, legends, and folklore of Europe. This is also what is advertised and leads to the logical assumption of Twilight Fables of other lands for future volumes. One for Africa, one for Asia, one for the Americas, all are possible.

In addition to the monsters, there are various legendary NPCs like Baba Yaga, Beowulf, Cailleach Beira, CĂș Chulainn, Guy of Warwick, King Arthur, Little Red Riding Hood, Merlin, Morgan Le Fay, Robin Hood, ScĂĄthach, Queen Úna of Faerie, and VĂ€inĂ€möinen. So yeah. Lots.

CĂș Chulainn

There is a section on Mythological Treasures and Magic items. This includes some rules on how to make magic items as well. It is a very nice value add.  You saw this sort of thing with the old Mayfair "Fantastic Treasures" and something you see Troll Lord Games do with their Monster and Treasure books.

Both books also have rules for new character species (wanna play a Pech? You can!) and for 5e there are class options such as Warlock patrons and cleric domains.

There is even a small adventure (20 pages) to introduce these new monsters. 

The Monsters

All that is gravy.  The real meat here are the monsters.

In both cases, the monsters take up full pages. This includes the background and descriptions, the stat blocks, and whatever else is involved with this particular creature such as "Lore & Rumors", any special treasures, habitat, behaviors, and more.  In some cases, the material bleeds over to another entry, but not so much as to be an issue. 

There are, by my count, nearly 220 monsters here ranging in HD from 1-1 to 30+ (OSR) and CR 1/8 to 30 (5e).  So plenty of creatures to challenge any level of characters.

I have to say these are great books and well worth grabbing for your games, 5e or OSR, or both.  There is a lot of material here and plenty to keep many groups engaged for some time.

Extras

When you get the digital copy from DriveThruRPG you also get a bunch of tokens that can be printed and used in f2f table games or digitally online. It is another value add this game offers. There is also an RTF version of the book, a printer-friendly/no background version, and maps for the included adventure.

If you love monsters like I do then this is a must-buy.

Twilight Fables 5eTwilight Fables OSR


100 Days of Halloween: Runewild Preview 1: Missus Switch, Swine Witch

Runewild Preview 1: Missus Switch, Swine Witch
A couple of nights ago I reviewed a Worm Witch. Tonight, why not a swine witch?

This preview for the Runewild Setting is worth the time to download.

As always I will be following my rules for these reviews.

Runewild Preview 1: Missus Switch, Swine Witch

PDF. 8 pages. Color cover and interior art. Price: Free.

This small 8-page book (1 cover, 1 ad, 1 page of OGL) introduces us to the Ruenwild setting I reviewed last year

We are given a little bit of background on the Runewild (coming soon to Kickstarter!) and the witches of the Runewild. 

We are also introduced to the titular Missus Switch, something known as a "Swine Hag" (yes there are stats) and a small background "Adventure," actually an adventure location. Runewild is a hex crawl-friendly setting for 5e.

For free we get a good introduction to the Runewild and Missus Switch. 

It would play well with the Worm Witch and Wickerpunk books.


The Other Side - 100 Days of Halloween




Sunday, September 25, 2022

100 Days of Halloween: Wickerpunk

Wickerpunk
Time to move to 5e for something a little more flavorful.  One of my favorite themes is the struggle of paganism vs the rise of monotheism.  The dark twisted child of this struggle is Folk Horror. This new book looks like covers a little bit of all the above.

As always I will be following my rules for these reviews.

Wickerpunk

PDF. 276 pages. Color cover. Black & White (as appropriate) interior art.

First things first. I love this name. I am kicking myself for not coming up with it first.

We get an introduction that, "Wickerpunk is where heroic fantasy and folk horror meet."  Interesting premise.

Chapter 1: What is Wickerpunk

Here we learn how a "Wickerpunk" game differs from your normal heroic fantasy.  It is not grim-dark, but it is dark. Nature is more dangerous, strange pagan gods still roam the land, and the locals still practice forgotten rites and ceremonies. 

The author also lets us know that "wickerpunk" could be called "wyrdpunk" due to horror elements added to the game. This is not quite a gothic horror, but we can see that genre from here. The author is careful to let us know this is not horror and that horror-fiction and wickerpunk are cousins, not siblings. But kissing cousins to be sure.

Like my fascination with Pagans vs. Monotheists, this book covers the Wyld vs. Industry. The extension of this is Arcane vs. Divine magic. Where one is wrong and the other is a gift. My "old-faith vs. new-faith" is even covered later on.

There is a lot here, more than I will detail in this review, but suffice to say there is a lot of great ideas here on setting up your games. 

Just under 25 pages I am now wanting to rip out the roots of my "War of the Witch Queens" campaign to add more of these ideas. 

Chapter 2: Campaign Elements

This chapter details how a wickerpunk campaign affects your rules.  up first is alignment. Law and Chaos are replaced by Industry and Wyld. Good and evil are replaced by Benevolence and Malice.  Again...I want to use this instead of what I am using now.

Planes of existence have little use here since all that matters is the struggle of Industry and Wyld in the world of humans. 

This chapter also covers various time periods from Stone Age to Victorian. And adventures from Mysteries, Treasure Seeking, and exploration among the eight presented.

There are some encounter tables which include types, places and motivations. 

Chapter 3: Players and Characters

This chapter covers the 5e base classes and how they are altered in a wickerpunk game; both in terms of Wyld and Industry.  These changes are not really mechanical, but rather thematic. They also include player hooks, example adventures, enemy hooks and NPC hooks. Throughout the book, inspirational reading or viewing is presented in a sidebar.

The same is done for the main PC species. 

Chapter 4: Monsters

This chapter takes the types of monsters and discusses how they can be used in a wickerpunk game. There are more details on fey, fiends and undead as expected, but nearly every type of monster is considered. It is very flavorful. There is not much or anything in the way of "crunch" or game mechanics, but honestly, it is not needed here since the material is so good. It reminds me a bit of the old Ravenloft materials.

Chapter 5: Enemy Organisations

What is "The Wicker Man" without Lord Summerisle and his cult? Or "Children of the Corn" without the children? Not much really. This chapter covers the various organizations, or Cults and Cult Hunters.  The PCs find themselves between the Wyld Cults (and Gods) and the Industry Inquisition. 

Yes, this chapter also includes ideas for witches (even though 5e does not have a real witch class). 

Chapter 6: Magic and Technology

The tools of the Wyld and Industry.  There are some new ideas for magic items and spells, but only one spell is presented, "The Evil Eye."

Chapter 7: Sample Campaigns

There is a sample campaign here, the Island of Eye. Which looks a lot like England. Detailed here are what the humans and the older inhabitants of the land are doing.  Plenty of locations and adventure hooks are detailed here. As well as plenty of interesting NPCs 

Chapter 8: Appendix N

A nod to the famous Appendix N in the 1st Ed AD&D DMG. This covers various campaign periods. Each section includes movies, novels, television, comics, and video games. With commentary. 

--

There is very, very little game-specific information here. If you are looking for mechanics or "crunch" then you are likely to be disappointed.  But if you are looking for something more thematic or "fluff" then this is fantastic.

This is also this book's greatest unadvertised strength. It can be used with any version of D&D you like. While reading I kept thinking about how can I use this with say Old-School Essentials or even B/X D&D and the answer is "Easy."   In fact one of the few actual bits of game material, the Evil Eye spell, is something I did years ago in my first witch book.  But even then the conversion is super simple. 

There are a lot of things I can use here for my War of the Witch Queens campaign, but I would also suspect that any D&D 5e DM could use these ideas for their Ravenloft or the Wild Beyond the Witchlight campaigns.

In any case, there is so much here to love.


The Other Side - 100 Days of Halloween



Saturday, September 24, 2022

100 Days of Halloween: Worm Witch: The Life and Death of Belinda Blood

Worm Witch: The Life and Death of Belinda Blood
Head back to not only just the OSR but to Old-School Essentials. This one is from Knight Owl Publishing who has been putting out some really great stuff lately.

As always I will be following my rules for these reviews.

Worm Witch: The Life and Death of Belinda Blood

PDF. 73 pages. Color cover, black & white interior art.

This book is a sequel and elaboration on The Chaos Gods Come to Meatlandia. I don't know much about that other product save that it seems to be a wild "anything goes" sort of setting.  This has a similar feel. 

This product includes both the Worm Witch and Worm Warden, classes.  Witches and Wardens are classes I have also explored in my various book so I am quite excited to see these.

The Worm Warden is like a paladin, ranger, or guardian for the witch cult. They are fighter types. Their primes are Strength and Charisma. 

The Worm Witch is a witch class and it shares many similarities with other witch classes. This is largely due to books we all read and the various means we all use to make classes.  Personally, I find this great. The Worm Witch could fit in well with all the witches I have played and still have enough unique features to make her special. What makes her special of course is her connection to worms. Even the worm witch's special abilities could be mapped on to my Occult Powers.

Both the Warden and the Witch share a secret language

The Worm Witch also gains witch spells. And there are some great ones here.  There is the expected ones like Animal Friendship and Charm Animal, and some really interesting ones like Infect with Worms, Mass of Maggots, Wave of Worms, and more.  Yeah, they do pretty much what you expect.

This is all about one-third of the book. And this was all then I would be really happy. I am glad someone wrote this book. This is a needed sort of witch that I would not likely write. Ok. I would have never done this one. Worms are great for my wife's garden, and that is about all the use I have for them.  So kudos to Wind Lothamer and Ahimsa Kerp for doing this.

We still have the rest of the book. 

Belinda Blood
The next section covers the land of Annalida, a land near Meatlandia. This is another third of the book and it is interesting, but I have no context for it. Still, the Witch Wood is very cool. 

The last third (or so) covers the monsters of the land, which as you can imagine, is full of worms. 

The NPC witch, Belinda Blood, is also presented. She was a very powerful Worm Witch and could fit the bill as a Witch Queen for my War of the Witch Queen Campaign.  It is also all written for Old School Essentials so that is another good fit. Alive or dead she would be a great Witch Queen.

As I mentioned this book is written for OSE and fits well.

So I bought this hoping for a class and a few new spells. I got that. I also got another class, a campaign setting, some monsters, AND a new Witch Queen to add to my Old-School Essentials campaign. 

That's pretty nice if you ask me.


The Other Side - 100 Days of Halloween


Friday, September 23, 2022

Kickstart your Weekend: Gateway To Adventure Trilogy

A fun one today Correction, TWO fun ones today.

Gateway To Adventure Trilogy For Old-School Essentials

Gateway To Adventure Trilogy For Old-School Essentials

https://www.kickstarter.com/projects/gamersandgrognards/gateway-to-adventure-trilogy-for-old-school-essentials?ref=theotherside

Appendix N is kickstarting a trio of books for Old-School Essentials. So the "Gateway to Adventure" is quite appropriate.

These books are updates to various new Appendix N books, a few I am going to review for my 100 Days of Halloween to Old School Essentials.

From the campaign page,

Within the Gateway To Adventure trilogy you will receive optional rules and classes based on the Mid-Realm campaigns of R.J. Thompson, as well as lore for the various kin and classes. All of this information will be presented in a way that will be easily transferable into any campaign setting! These books are meant to be cherry picked by referees and players alike to create the campaign that they want to have! Similarly to how we present our adventures, so that every table's experience is different, so too with our rules variants, we want everyone to have their own unique game! All of this in an A5 format so these books fit on your shelf right next to the core Old-School Essentials line!

Sounds like a lot of fun and OSE is my current OSR clone of choice.

They just launched and are very, very close to hitting their funding goal now, get them a look.

And a late entry.

Raiders of R’lyeh: From the Tideless Sea—Epic Horror Sandbox

Raiders of R’lyeh: From the Tideless Sea—Epic Horror Sandbox

https://www.kickstarter.com/projects/1375282718/raiders-of-rlyeh-from-the-tideless-sea-epic-horror-sandbox?ref=theotherside

An adventure/sandbox set in 1900 for " RAIDERS OF R’LYEH tabletop roleplaying game and other d100 GAMES based on H.P. Lovecraft’s ‘Call of Cthulhu’ and other mythos or pulp stories."

It also looks like a lot of fun and they are also very close to their funding goal.