Friday, October 14, 2022

Kickstart Your Weekend: Last Call for Gateway To Adventure

 With just a little over 20 hours left on this I am reposting.

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.

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.


100 Days of Halloween: Adventure Module V3 - Toil and Trouble (and the V Series)

Adventure Module V3 - Toil and Trouble
One of the things I wanted most for my War of the Witch Queens campaign was to involve as many editions of D&D and Clones as I could. I wanted it to be a nice sampling of the entire OSR movement.  The second thing I wanted was to have the characters visit all sorts of different worlds.  So tonight we are headed back to Oerth/Greyhawk or some facsimile of it for the next round of adventures.

Tonight I am going to cover the "V Series" of modules by Joseph Bloch and BRW Games. While I will review all three it is likely that only the last one, Adventure Module V3 - Toil and Trouble, will be used in my campaign.  The reasons will be rather obvious.

This is, essentially from my point of view, an alternate reality Oerth. This is good since the game they are designed for is Adventures Dark and Deep RPG which is an alternate reality AD&D 2nd Edition. Though can easily be used with AD&D 1, 2, Basic D&D, or any clone.

They are low-level enough that they can be easily used with just about any form of D&D including 5e.

Each module is done in what I would call the middle phase of modules or ones from the early 80s. Not quite the rough around the edges of the earliest ones from the 1970s nor the more polished Dragonlance/Ravenlofts of the near mid 80s. No, these are solid 1982-1983 in feel and form.

Adventure Module V1 - The Hamlet of Volage
Adventure Module V1 - The Hamlet of Volage

PDF. 13 pages (+ covers). Color cover, black & white interior art.
Designed for 4 to 6 characters of 1st to 3rd level.

This is where we get our "V" in the V series; the Hamlet of Volage (not to be confused with the Village of Hommlet a few miles over). This adventure introduces the players (and characters) to Volage which in the middle of a battleground between two warring covens of witches. The Cloven Hoof Coven (Diabolic) and the Dark Star Coven (Demonic).  

Though the adventure does not start that big. It begins rather with a rivalry between local families and accusations of witchcraft. 

Much like the adventures this is an homage too, we get a nice selection of memorable NPCs. Tables of rumors (some true, some false) and a village.

In this first adventure, you have to deal with the witches (here a subclass of Cleric) of the Cloven Hoof coven. Their patron is Dispater. Nice, great choice. Though there is a note that if you have BRW Games product Darker Paths 2 - The Witch you can use that for these NPCs. 

There are some new spells and two new magic items.

It feels like it can be played in an afternoon or longer setting, maybe 6 hours. Faster if the PCs figure out what is going on. 

Adventure Module V2 - Red in Tooth and Claw
Adventure Module V2 - Red in Tooth and Claw

PDF. 12 pages. Color cover, black & white interior art.
Designed for 4 to 6 characters of 2nd to 3rd level.

This one takes place six months after the first adventure in the series. Following the pattern laid down at the time of the earliest adventures this one now includes some hex-crawling with some random encounters. These are encountered before the party returns to Volage. Indeed this module is very explicitly a hex crawl to investigate the area around the Hamlet of Volage.  So there is no true purpose or "victory condition" nor should there be. The purpose is the exploration of the surrounding area. Though there is the threat of the Dark Star Coven. Details have to be uncovered before the next adventure can take place.  There is a nice little teaser about the "Queen of Witches."

I will admit I not 100% sure why it has to be 6 months later except to allow a season to pass. 

The most fun here are the werewolves in the woods. 

Adventure Module V3 - Toil and Trouble
Adventure Module V3 - Toil and Trouble

PDF and softcover book. 20 pages. Color cover, black & white interior art.
Designed for 4 to 6 characters of 3rd to 5th level.

For this one I have both the PDF and softcover versions. Also, we are given our first real and proper introduction to the "Witch Queen" none other than Natasha.  It has everything a good adventure should have. Plots and intrigue, a ruined tower, cultists, caves, giant bugs, new monsters and new spells.

In this one, you have to stop the Dark Star coven dedicated to Natasha. 

Again the witches of Natasha are presented as clerics or you can use the BRW Witch class.

I also admit I find the modules colored in Red, Blue, and Green to be very esthetically pleasing. 

Use with my War of the Witch Queens

Given the events here I think I would combine this all into one "Super-module." They can be easily combined and it would work well.  For me I would need to decide if I needed another Iggwilv stand-in or not. I love that the first adventure uses Dispater. In my own games there is something of an open war between Dispater and Orcus. I could convert these Natashian witches into Mara or Demonic witches following Orcus. I would need to up the undead, but that is never a bad idea. Of course, I bought these BECAUSE they featured Natasha/Iggwilv. I could insert a Witch Queen as a proxy for Orcus, much like Natasha is an intermediary for the demons worshiped by the Dark Star Coven.

Ok...so this adventure is located in the Vesve Forest, sorry the Sesve Forest. That is near the Yatil MountainsYahdel Mountains where part of the third adventure takes place.  Hmm.

Ok here is what I am doing. Everything is largely the same, but I am swapping out Natasha for Xaltana, the Vampire Witch Queen. She combines elements of Iggwilv and Drelzna. Though I currently have her as a Hyperborean Witch Queen. Well, that is not a problem since I still have The Witch-Queen of Yithorium and Methyn Sarr and they are too busy fighting each other to worry about others.

Xaltana is a dead/undead Witch Queen. When the High Witch Queen is murdered she stirs enough to be able to gather followers again. She is this Oerth's Natasha (see note about an alternate reality) instead of Graz'zt/Grash’t as her paramour it will be Orcus.

Xaltana

This all gives me:

  • A chance to use Xaltana and a reworked Lost Caverns of Acheron later on.
  • A chance to play out my rivalry between Dispater and Orcus, something I will detail later.
  • Frees up Iggwilv/Natasha to do other things. 
  • Helps differentiate Xaltana from Darlessa another Vampire Witch Queen. 
  • Gives me an excuse to add more demonic powers to Xaltana.

Given this is going to be an "Alternate Universe" I might even make Adventures Dark and Deep characters for my group that are the alternates of their OSE characters. Not too difficult really. The purpose would be to make the players also feel a bit out of sorts. The rules are close enough to use for this and yet different enough. 



The Other Side - 100 Days of Halloween



Thursday, October 13, 2022

October Horror Movie Challenge: Mausoleum (1983)

Mausoleum (1983)
I have not seen this one in years. While demon possession is on brand for me this year, this was not on my preliminary list, it came up as recommended so I thought I would check it out, see how my memory of it was.

Mausoleum (1983)

We start with the funereal of Susan Walker's (played quite memorably to my 14-year-old mind by Julie Christy Murray) mother.  She can't take and runs off to a...you guessed it, a mausoleum. Here she hears the voice of a demon and she uses her powers to kill a homeless guy.

Fast forward 20 years Susan Walker Farrell (now played by Bobbie Bresee) is now married and seeing a psychiatrist.  The 20th anniversary of her mother's death is coming and her friends are worried. She goes out with her husband, but while alone she is accosted by a drunk. He leaves, but she causes him to burst into flames in his car.  And the killings start in earnest. She seduces the gardener and then kills him. They get a new gardener and she kills him too.

She starts to levitate, get all weird looking, and her eyes glow green. A lot. 

Turns out Susan and members of her matrilineal line are all possessed by this demon. They learn how to expel the demon from her Grandmother's journal but not before she kills her husband Oliver and remembers she killed her own aunt.

So this one was much better in my memory than it was in my rewatch. I always liked the idea of a family demon, one attached to a particular family of witches. We saw this in the Anne Rice Witching Hour books and again in my post-Buffy campaign "Season of the Witch."

I remembered Julie Christy Murray well. She would have been about the same age I was at the time and I am certain that she was one of the influences of my earliest witches. By this time I had already created Marissia and more blonde witches would follow.

Julie Christy Murray

I had good memories of this movie, but it didn't quite live up to them.  That's too bad, but not a big surprise. Still. It was a fun trip down memory lane.

October Horror Movie Challenge 2022
Viewed: 17
First Time Views: 13

October Horror Movie Challenge 2022


This Old Dragon: Issue #75

Dragon Magazine #75
Something special for the scariest of months this week. I normally grab a random Dragon magazine out of this old box and review it here. This (and next) I am doing something different.  This one actually sits on my shelves with a few other rare Dragons because I consult them often.  So let us go back to July 1983. I am 14 years old and playing AD&D pretty much all the time. The Police dominate the airwaves with "Every Breath You Take" from the wildly successful album Synchronicity (which also introduced me to the writings of Carl Jung) and "Return of the Jedi" the last of the Star Wars trilogy for decades is still running in my local theatre (I saw it 78 times).  On the shelves, it is Dragon Magazine #75 and this is This Old Dragon.

Anyone familiar with this issue will know why I am doing a One-Two punch of issues #75 and #76. Yes, it is because of the fantastic Devil and Nine Hells information included by the prolific Ed Greenwood.

But let's do this issue right. 

A day at the beach is this whimsical cover celebrating Summer. Looks like it was made by Jack Crane. I am not familiar with the name, but the style is familiar. 

Kim Mohan's Editorial covers just that, Summer.

Letters get into the problems with play-by-mail games and some observations about a recent review of Champions. There is praise for the Piercer article (praise I agree with) and some concerns about the Cavalier class. I am sure that will all be sorted out before long.

Nice big ad for the James Bond 007 game. I was at a game auction recently and there was a lot of James Bond material going for some really high prices. I have always enjoyed the Bond movies and consider myself a fan, but I have never played this.

Our first article from our issue MVP. Ecology of the Mimic covers these irritating creatures. It is just a page, but Ed manages to pack a punch into few words.  Since I have (had) multiple copies of this issue, the water-damaged one gets sacrificed and added to my Monstrous Compendium.

And that is how you trap a mimic

We get right to the meat here with Gary Gygax in the odd role of "opening act" to Ed Greenwood. New Denizens of Devildom is this month's From the Sorcerer's Scroll and it gives us a look into what sort of devils we will get for the Monster Manual II. Six pages with 13 new devils. These will all appear in the MMII, but having this as some sort of Monster Manual 1.5 is still pleasing to me. 

Up next is one of my all-time favorites. The Nine Hells, Part 1 by Ed Greenwood. It left such an impact on me that I have always set up my worlds with Demons more interested in Oerthand Greyhawk with devils more interested in Toril and the Forgotten Realms. I mean I am on the first page and Ed is hitting me with so much here. What are the Realms? How can I get a copy of Dragon #64 on a paperboy's pay? Even today they pact a punch.  How much? I went right to the text just now and completely failed to mention the fantastic Larry Elmore art for this! So do we get? Fifteen pages. Five layers of Hell, Avernus to Stygia. And a total of 23 new devils are listed by layer. Ed did his homework and there are many names familiar to anyone that has read old medieval demonologies. The trick as always is figuring out who is a demon, who is a devil and who is a god.  Bist for example seems to be related to Bast. Nergal was a Babylonian god,  Lilis is a riff on Lilith, and others are names that appear in demonologies. There are things written here that you can still find in D&D books printed in the last couple of years for the latest system. 

After that everything will seem a bit tame. Or will it?

Roger Moore gives us some new Gamma World monsters in Mutants, Men(?), and Machines. Gamma World 1st Ed monsters were close enough to Basic D&D to make conversion easy. Though the only one I ever recall using is the Hydragen, or the mutant diamond-backed rattlesnake, and the Nitrodjinn (cute).

Lew Pulsipher is up with Beyond the Rule Book which has style tips for good GMing. 10 Procedure tips (things you can do) and 10 style tips (how you do them). The advice is solid and can still be used today.

Nice ad for Star Trek II The Wrath of Khan miniatures. I would have freaked out to have seen today's 3D printers then.

The USS Protector

Before Dungeon Magazine Dragon would have adventures and sometimes adventure contests. Here is one that won first place by Bob Waldbauer. Can Seapoint Be Saved? is an adventure for 4 to 8 characters of 4th to 7th level. It is a sea port and ocean/sea based adventure. Which is cool because I lack adventures of this type. I never read it because it was a potential adventure to be used for a possible ocean-based adventure we were going to do but never got to 4th level. I still think about it every so often.  

Clyde Heaton is up with an article that always fills me with all sorts of curiosity and wonder. Even Orcish is Logical covers how to create an orcish language.  Ever since I read Lord of the Rings I have be fascinated with ConLangs or constructed languages. I have toyed with the idea in theory, but never in practice. I don't have those kinds of skills. This article makes me think I could at least do the basics. I remember reading this one and some of the words were familiar. 

The prolific Katherine Kerr is up next with our next language lesson, All Games Need Names. Hers is a much longer overview of languages and how they are made. Hers comes from the point of view of a novelist and storyteller, the same as Tolkien in purpose, but not exactly in practice.  Could I make a language with both of these articles? Maybe. I don't know enough about the process to even know what I don't know. But I would like to try. 

Great ad for some Atari 400/800 software. I always liked the Atari 400/800 computers, but it was the 1200 series that I really wanted. 

Figure Feature: Humanoids covers humans in words and pictures.

A bunch of reviews are up. Ken Rolston is back with a review on the Runequest Companion in Companion Fill the Glorantha GapVisit The Solomani Rim a review by Tony Watson covers Traveller supplement 10.

Mike Lowery treats us with Tales Stranger than Fantasy or reviews of Mazes and Monsters and Hobgoblin, two fairly notorious fiction books about the dangerous world of Fantasy Roleplaying games. I have been meaning to read them both someday but there is always something else, something better on my pile to read. 

UK Revisited: Games Fair 83 is a report from Gary Gygax.

SF/Gaming Convention Calendar covers the game convention scene of the summer of 1983 including a nice big ad for Gen Con XVI.

Two page ad for Asgard miniatures. 

Three pages of What's New! with Phil and Dixie. Three pages of Wormy.

And tucked away, hiding in the back is five pages of Snarf Quest #1.

Pardon the pun, but this is a HELL of an issue. Even ignoring the new content from Gary. And the material from Ed. We still have two fun sections on languages, an adventure, AND the very first Snarf Quest.

I mean really. This was PRIME Dragon Magazine years. 

Next week we go back to Hell.

Dragon Magazine issues #75 and #76


100 Days of Halloween: Dungeon Crawl Classics Witch Queen Adventures

Dungeon Crawl Classics: Saga of the Witch Queen
Up first is an update and an important one at that. It was while I was reviewing this adventure in 2015 that I thought that the War of the Witch Queens came to me. I figure I should revisit it now.

Dungeon Crawl Classics: Saga of the Witch Queen

PDF from DriveThruRPG. 84 pages. Monochrome cover and black & white interior art.

This is a meaty module.  84 pages, covers, maps, and OGL still leave a lot of pages for content.

First off, if you are not familiar with Dungeon Crawl Classics modules they are meant to emulate a certain feel of early 80s play.  They went on to create the game Dungeon Crawl Classics, but the adventures are still largely OSR compatible. Actually, I didn't see a single thing in this adventure that screamed ts should be used for one system or the other, though on the cover they claim "1e." That is good enough.

This adventure is actually 3 adventures in one.  Legacy of the Savage Kings, The Lost Passage of the Drow, and War of the Witch Queen (which I will discuss later).  Each one is a different part of the Witch Queen's plan.

Reading through this adventure is one part excitement for the new and one part excitement for the nostalgia.  For the new, I wanted to learn more about Kyleth (the eponymous Witch Queen and not to be confused with Keyleth) and the tome Ars Maleficus.  The nostalgia comes from many little easter eggs throughout the pages that call back to adventures of the TSR days.  I am convinced the Mad Hermit here is the same as the one in the Keep on the Borderland for example.  There are also hints of influences from Vault of the Drow, Ravenloft, and even the rest of the GDQ series.  In fact, the second adventure, "The Lost Passage of the Drow" could be slotted into the D series and no one would be the wiser.   Replace Baba Yazoth with the proper Baba Yaga and have one of the many adventures she features in as a side trek.

There are a number of named characters that would work well as witches, Maeve, Baba Yazoth, and of course Kyleth herself.   While using the title of "Witch Queen" Kyleth is only an 8th-level Magic-user.  Make her a 9th or 10th-level witch and then you have something really scary.

Does it work with The Witch? Yes, absolutely.  There is a number of great items and story points in this adventure for any witch character.  In fact, I would say that any good witch would want to see Kyleth taken out on general principle.  Plus there are a number of encounters and NPCs that would benefit from the rules in the Witch.  Night Hags get more spell-casting powers for example and the medusa can also have some levels of the witch class.

Of course, there is the issue of Kyleth being one of The Thirteen. The Thirteen most evil wizards, witches, and necromancers in the world.  She was the newest member, who are the other 12, and what are their plans?  Is anyone up for an adventure against the Legion of Doom?  I might have to come back to this idea. I can see witches, vivamancers, blood mages, evil wizards, and necromancers as part of this evil cabal. Each provides something different.


About the physical book. The book is 80 pages and printed on very heavy paper.  It is softcover, but the binding looks good. With the heavy paper and glossy cover, I expect this to hold up to wear and tear.  The cover is bound on, so no taking it off to use as a GM screen with maps.  I am glad I have this as a PDF too to print out the maps and the handouts.  I am really, really happy with this module.

UPDATE: Of course, I took this idea and ran with it making Kyleth one of the many Witch Queens that is gathering at the Tredecim. Kyleth was my first choice as the murderess of the Witch Queen, but I quickly dropped that idea. If Kyleth had kill the High Queen then her ambitions would be greater. No Kyleth is an opportunist. She sees the tide turning and decides now is her time to strike. 

Dungeon Crawl Classics #17.5: War of the Witch Queen
Dungeon Crawl Classics #17.5: War of the Witch Queen

PDF. 28 pages. Color cover, black & white interior art. 

This is the precursor to the larger Saga of the Witch Queen. I grabbed it to have a complete collection and to see if there were any differences between this and the newer version. I would still love to get my hands on a printed copy.

This adventure is designed for D&D 3.5/d20 OGC.  This means converting it to Pathfinder is really a non-issue. More to the point we can convert Kyleth from an 8th-level Sorcer to an 8th-level witch.

The main differences here between this adventure and the counterpart Saga adventure, War of the Witch Queen is that this is for D&D 3.5e and Saga is for AD&D 1e. They are the same adventures with very minor tweaks.  

Both send the PCs on a quest to stop and kill Kyleth the self-styled Witch Queen. It is a straightforward dungeon crawl. This is not a weakness, but rather its strength. 

The obvious question is do you need this one if you have Saga of the Witch Queen? I say yes since the systems are different (but can be converted). 

Lady Kyleth the Witch Queen


Use in War of the Witch Queens

Well...yeah. In fact, many of the reasons I wanted to do a War of the Witch Queens can be found here. The other obviously was my love for all these witches.

Kyleth is fun because she can be so unapologetically evil. Even if I was not doing this campaign she would be a great reoccurring antagonist.

Lady Kyleth Witch Queen



The Other Side - 100 Days of Halloween



Wednesday, October 12, 2022

October Horror Movie Challenge: Witchcraft (1964)

Witchcraft (1964)
Not expecting much from this one, but it was such a late turn for Lon Chaney Jr. I just had to. Glad I did, I was treated to some nice British Folk Horror. 

The movie deals with the centuries-old rivalry between two British families, the Laniers and the Whitlocks.  The Laniers wanted the Whitlock's land so in the 17th century they accused Vanessa Whitlock (Yvette Rees) of witchcraft.

Fast forward to the 1960s Amy Whitlock (Diane Clare) and Todd Lanier (David Weston) fall in love. Much to the chagrin of Amy's stern (and oddly American) uncle Morgan Whitlock (Lon Chaney Jr.).

The Lanier's are developing parts of their land (modernizing) and accidentally stray onto what is left of the Whitlock's land. In the process uncovering the grave of Vanessa Whitlock.  Later that night Vanessa rises from the grave to exact her revenge! She really was a witch!

It drags a little but turns out the Whitlocks have been pagans since, well, forever and they and some of the locals participate in their rituals to seek revenge against the Laniers.

This all ends in a ritual to bring Vanessa back to true life, but instead the all get trapped in the mausoleum as it, the Whitlock estate, and all the Whitlocks (yes including poor Amy) die in the fire. 

Honestly, it was a great movie and had to be pretty scary for 1964. The practical special effects were quite good. Sure they can't compare to the one we have now 60 years later, but they were still great for the time. The actors all were great in their roles and everything had a great Folk Horror feel about it. The tale itself could be adapted to today without missing a beat really.

If there was any piece of this I felt it was off it was Lon Chaney Jr., he seemed so oddly mis-cast for this. He is just so...American...it is hard to believe his character would have ever not fought the Laniers more. I can't say it was because of lack of work before or after (aka a pity casting that happens to so many older horror icons) because Chaney worked solidly with a movie coming out every year from 1931 to 1971. Sure a year might be skipped, but for many years he had multiple movies in a single year. Plus he was, by all accounts, a great guy and easy to work with.

Regardless, this was a fun little movie and a treat.

Use for NIGHT SHIFT

I have spent a lot of time this month (and the summer) talking about witches and how they will all fit into my War of the Witch Queens.  In doing all of this I have also been thinking of an adventure that I am currently calling "Coda𝄌." The idea here is that one of the Witch Queens (or just witches) defeated by the PCs will come back to challenge the PCs of the modern era using NIGHT SHIFT.  This works best if the Players are all the same.

The premise is simple. One of the witches from back then is back and wants to claim her vengeance.  My witch would come back as something akin to a Zugarramurdi Bruja, and be the dark reflection of my Dark Druid adventure.  Who the witch will be is unknown right now. I want to choose the one the players have the most interaction. If she can be a witch from our world, all the better.


October Horror Movie Challenge 2022
Viewed: 16
First Time Views: 13

October Horror Movie Challenge 2022


Cauldron: Bubble and Boil - Deluxe Edition (2017)

Cauldron: Bubble and Boil - Deluxe Edition (2017)

Ah, now this one has a special place in my heart. I backed this on Kickstarter years ago and went in for the deluxe edition. This allowed me to add a character design to one of the cards.

I'll get to that in a bit.

Cauldron: Bubble and Boil - Deluxe Edition (2017)

Cauldron is part of the "new wave" (or at least to me) of board games that have a lot of resource management and various goals.

In this game you take the role of witches and warlocks in a potion-brewing contest. Play involves planting gardens, harvesting ingredients, and hexing your opponents.  There are points you collect and the goal is to win the potion-brewing contest and win the coveted Witches Eye.

There are game pieces that represent ingredients and all players get a little cauldron to put all their materials in. There are four Cauldrons and four player mats, so the max is four players. 

Players start the game with five resource cards. These cards tell you what you can do each turn. They all have a hex, ingredient and recipe. Each player on their turn can choose what to do with the card. They can hex an opponent which could take their ingredients or steal their victory points. They can add an ingredient to their cauldron or get a recipe. They discard and draw another. Then we move to the next player.

The strategy comes from knowing when to complete your own potions or stop another player from theirs.  Hexing another player costs victory points

Once your ingredient is in your cauldron you need to keep track of them.  You are never allowed to look into your cauldron or into other players!  There are also black "Corruption" tokens that can ruin your potions by destroying an ingredient. The player with the most corruption earns 5 points. The player with the least earns 10 points.

Once you have the ingredients in your cauldron (colored cubes) then you can make the potion listed on your card.  BUT be careful! if your ingredients are wrong your potion fails. The goal is to get the most of seven potions.

There are expansions to this as well. Like the Moon Deck which will add or subtract effects from other cards. Like removing corruption or adding extra ingredient colors.  There are other expansions like the Cove pack (which I am a fan of).

It took a bit to get into it but once we did it moved pretty quickly. Our first game took a little bit longer than an hour, and the next one was fast at just under an hour.

The biggest issue were people (who will be nameless) remembering what was in their cauldron.  This was a combination of one not paying attention and another not actually caring what they had in their cauldrons. 


Bubble and Boil - Deluxe Edition (2017)

Bubble and Boil - Deluxe Edition (2017)

Bubble and Boil - Deluxe Edition (2017)

Bubble and Boil - Deluxe Edition (2017)

Bubble and Boil - Deluxe Edition (2017)

Bubble and Boil - Deluxe Edition (2017)

Bubble and Boil - Deluxe Edition (2017)

Bubble and Boil - Deluxe Edition (2017)

Bubble and Boil - Deluxe Edition (2017)

Bubble and Boil - Deluxe Edition (2017)

Bubble and Boil - Deluxe Edition (2017)

Bubble and Boil - Deluxe Edition (2017)

Bubble and Boil - Deluxe Edition (2017)

Yes! That is Larina!Yes! That is Larina!

Bubble and Boil - Deluxe Edition (2017)

The art for this game is amazing. I really love it.  The characters are interesting as well. 

For Use in War of the Witch Queens

Feeding deep into my Traveller envy today. My idea was that this Potion Making contest is something they have at the Tredecim. Which has grown from just a meeting of high-level witches to something akin to a carnival of seven days where the high witches hold their conferences and meetings, but all witches gather to discuss plans, trade secrets, and generally enjoy themselves. 

I still might do this, but in this round I do not have enough magic using characters to make it work.  Ah well.