Thursday, June 22, 2023

Wasted Lands Playtest: War at the Gates of Dawn. Chaoskampf in your Games

Chaoskampf
One of the later additions to Dungeons & Dragons lore was that of the Dawn War. Introduced in 4e and detailed a bit more in The Plane Above: Secrets of the Astral Sea book, this war dealt with the war between the Gods and the Primordials at the Dawn of Time. Among other things, it leads to the creation of the Abyss, the devils, and more. It destroyed entire planes and creatures and built the shape of the D&D multiverse.

It is also nowhere near an original idea.

That is not a slight. In fact, it is a feature.

In studies of mythology, this is known as the Chaoskampf or the battle against Chaos. We see this in Greek Mythology as the Gods vs. the Titans. In Norse Mythology, as the Gods vs. the Giants. And in Sumerian Myths such as Marduk vs. Tiamat.  We even see it in Christian myths as God and the Angels vs. Satan and his followers. It features again in Ragnarok and Revelations. 

It is, quite literally, one of the oldest stories in the world.  The roots go back to Proto-Indo-European Gods and myths, but it is likely much, much older than that even. Jung would say it is something buried deep in our collective unconsciousness about imposing order over chaos.

It is also part and parcel of the Wasted Lands experience.

In the Wasted Lands, you play human (or near human) figures fighting back against the forces of chaos. The forces of chaos are the Old Ones, but these creatures and their minions are largely indistinguishable from the Titans, Giants, or even the Primordials of any number of myths and legends.

How does this all tie together? Easy really. 

Let's say you are a D&D fan (doesn't matter the edition) and you would like to play out this Dawn War (something I have done myself to great enjoyment). Why? Well it could be for fun, or for me it was to let the characters gain insight to what is happening in the world of the gods and this all came to them in a dream.  You can use the Wasted Lands RPG to accomplish this.

War at the Gates of Dawn

The War at the Gates of Dawn is my "serial numbers filed off" of the Dawn War. Though there is really no need for that since like I said, there are many of these in all mythologies and since it took place in (or at the beginning of) the Multiverse.

So how do you dothis? Easy.

Step 1: Choose Your Setting

This is the easiest; you are going to go back in time in your own D&D/Pathfinder/d20 game setting. I take the point of view that all the worlds that share similar gods began in one universe and then fractured at this point. 

Step 2: Choose Your Primordials/Titans

When I ran this before my Primordials were Vaprak, who late become Demogorgon, Tharizdûn, and the god that would become Orcus and Dispater. Additionally, I could use my concepts of Die Hüne from my Roma/Norse Pantheon.  But any Titans will do, really. I find Kaiju fit this role rather nicely.

Step 3: Choose your Gods, aka Characters

This will depend on your setting, but if you go with the notion that all Dawn Wars are THE Dawn War and all worlds come from a similar source, then you can go nuts. A place where Pelor, Odin, Isis, the Raven QueenBahamut, Selûne, and Sarenrae all fight side by side. In fact, I would say it is highly appropriate for all the gods of different myths (aka games) to come to this battle. 

I let my players choose the god their character worshipped, was closest to, or had a Pact with. 

Would-be Gods

Step 4: Go Nuts

Now the characters, either as 1st level or higher, need to battle the machinations of the Old One/Titans/Primordials. This makes the Dawn War/War at the Gates of Dawn a much longer conflict.

The Wasted Lands rules are VERY customizable. You can cleve very close to the D&D of your choice in terms of gameplay. The differences in the rules and the tone and tenor of them will give your "War at the Gates of Dawn" a different feel than your typical game, reinforcing how this is a different time.

My son is play-testing Wasted Lands with his D&D 5e group now, and they all claim that the rule differences make them feel like they are playing something "old and brand new" at the same time. The rules aid in the immersion of the game and help them get into their characters better. 

Now, could you get the same effect with, say Basic D&D or some other version of D&D/AD&D? Sure, but what you would be missing are the customizable rules of Wasted Lands and, of course, the Divine Touchstones that really set the characters apart. 

Doing it this way lets you start with the early days of the war and build up to what is really the biggest battle in all of D&D/Greek Myths/Norse myths or the myths of your own world. 

I ran this a while back it worked amazingly well. My oldest is doing it now in his own world where the players take on their favorite gods and have to battle the forces of chaos in the manifestation of The King in Yellow. If the shouts and cries I hear coming from our game room is any indication then it has been an epic success so far.

I think that encapsulates the Wasted Lands well. Simple in execution but epic in scope.  

#Dungeon23 Tomb of the Vampire Queen, Level 6, Room 22

The entryway to the great temple is a long hallway. 

Room 22

The hallway stretches 75 feet. 

To the left and right every 15 ft is an alcove with a statute of the Vampire Queen in various poses. Most feature victims at her feet.

Close inspection, like the statute in front of the temple will reveal that these statues are of new construction and the remains of other statues can be found on the ground.  The statues appear to be of shadow elves but they are difficult to tell who or even what they once were.

Of the 10 alcoves, the third on the right has a hidden compartment with 2d4 gems worth 50gp each.

The other alcoves have similar compartments but all are empty.

Wednesday, June 21, 2023

Interview with the Witches of Midnight Team

Another great Kickstarter coming up this week, in fact live by the time you read this. 

Witches of Midnight

Witches of Midnight

This one caught my eye a while back. I have read over the draft rules, and there is a lot here to digest.

While doing that, I will share an interview with the Witches of Midnight Team and let them tell you about this game.

Tim Brannan/The Other Side: It is my pleasure today to be interviewing the team that is currently Kickstarting a new Witch-based RPG and Tarot deck, “Witches of Midnight” which you can find here, 

https://www.kickstarter.com/projects/balsamicgames/witches-of-midnight-ttrpg-and-tarot-deck?ref=theotherside 

Before we get into all the questions, please introduce yourself and tell us your role on this team.

Witches of Midnight

WoM Gavin: Hi, I'm Gavin (they/them). I'm the lead developer, official Lore Weaver, and a co-author of Witches of Midnight. I've been developing tabletop games since 1993 (using the RandInt() function on a TI-84 Plus), but this is the first project that I've felt compelled to publish.

WoM Andrea: Hi, I'm Andrea (she/they). I'm the creative lead and a co-author of Witches of Midnight. This is my first project, but one very close to my heart. I am a practicing witch myself so it is really important to do right by all witches while designing this game.


TB/TOS: Fantastic! What are some of your favorite games? Why?

WoM: Our favorite games include: A Fistful of Darkness, Scum and Villainy, Call of Cthulhu, Shadowrun, Earthdawn,  Court of Blades, Brinkwood, Under the Autumn Strangely, Werewolf: The Apocalypse and Vampire: Dark Ages.

We really like dark storytelling games with a supernatural element (what a surprise).


TB/TOS: So, tell us a bit about this game and what backers should be looking forward to when they get it.

WoM: Witches of Midnight is a modern "hopeful horror" narrative storytelling tabletop game that gives you all the tools you'll need to tell epic stories of witchcraft.

Midnight is a city shrouded in magical darkness that calls to witches from every corner of the planet. The Order will stop at nothing to register your abilities and take your greatest power, Wyld Magic.

The Kickstarter will include a 200+ page stand-alone core rulebook, a 100 card tarot deck and guidebook, and a set of six custom six-sided dice. We're also offering a “Powered by Witchcraft” enamel pin for anyone who pledges at a physical reward tier in the first 24 hours.


TB/TOS: What do you all feel makes Witches of Midnight different from games currently on the market? What do you say makes it special? Or, bottom line, why should people want to buy this game?

WoM: Our game is different because it centers witches.. few other games do. Also, our Witches have been "out of the broom closet" and a major part of society for over 400 years. The world is both very similar to ours and very different. We detail out those differences quickly in just a few pages of lore.

We also put a big focus on photography to really bring our Factions and major NPCs to life.

Additionally, we have added a lot of new rules to the Forged in the Dark ecosystem with Witches of Midnight. I'll just mention a few that we are particularly excited about.

All Witches have a Familiar. You can shift between playing as your character and their familiar at will during any game session. We've even done a few "all Familiar" Undertakings which were a ton of fun.

Our magic system is robust and exciting even when you use spells exactly as they are written, but you're also able to Boost spells by spending additional Essence on 4 parameters across a 13 point Magnitude scale.

Lastly, Wyld Magic is a reality-bending burst of spontaneous spellwork that any character may attempt. This could be used to teleport your covenmates to safety, animate an army of the dead, or even to melt faces (like the scene in Raiders of the Lost Ark). But you must be willing to face potentially devastating arcane complications if you fail. And even if you succeed, the hunt begins! 

WoM Andrea: From a player’s perspective our setting allows for any style of coven you can imagine. You are not locked into only playing super serious witches. You can play anything from Owl House style coven to a Salem style coven. 

Forged in the Dark

TB/TOS: Why Forged in the Dark as your game system? 

WoM: When we first started development, we liked how Forged in the Dark games focused on the Crew over the individual. We felt like that was perfect for a Coven.

Later, we realized that Forged in the Dark games also teach lessons in the importance of Consent and Intentional action, and those things are very important aspects of witchcraft.

We also discovered that the concept of Retirement (a FitD game mechanic by which a veteran character takes a less active role in their coven) had a lot of untapped potential, so we really ran with that subsystem and added many new Retirement options based on two new character stats that are tracked throughout a campaign.

We like the simplicity of the rules and that failure can be as much fun as success. You can't say that about most TTRPGs.

Heritages

TB/TOS: Talk to me a bit more about the Grimoires and Heritages, outside of their Forged in the Dark origins. Grimoires feel a bit like what I would call a Tradition or a type of witchcraft.

WoM: We would call a Grimoire your "magical specialty". We are launching with 22 Grimoires (called Playbooks in other Forged in the Dark games) which is a lot, and we have 6 more planned as Stretch Goals for the Kickstarter.

Contrast that with Casting Style, the method by which you use magic. This would include traditions, faith and spirituality, but also any specifics of casting you might choose such as using tools or gestures and incantations. Any complication that arises from your Casting Style also acts as an XP trigger.

Heritage refers to a character's immortal bloodline. Each player gets to choose their character's Heritage traits, and those traits are malleable over the course of a campaign. You might start as an Asterian (Minotaur blood) with no visible Heritage traits or you could start the game looking like you just stepped out of the labyrinth.


TB/TOS: You say Players can use their own casting style with their characters. How do you see that working?

WoM: We were very conscious, as practitioners ourselves, of not implying that spells must be cast a certain way, or with a certain faith or set of beliefs. Casting Style is our way of handing that control over to the player. We hope that it will provoke conversations between players about the differences between open and closed practices and lead to a better understanding of witchcraft for everyone.


TB/TOS: What sorts of games do you see others playing with these rules? In other words, what can players do in this game?

WoM: When your group makes a Coven (a Session Zero activity when you are also introduced to the game's safety tools) you choose what Factions are Allies and Rivals as well as a question that your Coven wants to work toward answering and what themes you want to explore in that story.

With 22 Factions in Midnight, you'll have nearly infinite options. There are many congregations of bound witches with their own goals and endgame, witch hunters (both subtle and overt), elder-god worshiping apocalypse cults, several factions of fae creatures (each with their own inscrutable goals), religious fanatics and a magically empowered military.

Additionally, we will offer a few curated storylines for you to choose from (subject to change as we are working on them now): Solving mysteries in a hate-free magical academy, explorers trying to map the various realms of the Underworld and a coven focused on radical environmental protection.


TB/TOS: Who would you say Witches of Midnight is for?

WoM: We intended the game for a mature audience who are interested in telling stories about magic.

It's for anyone who has felt like witches are an afterthought in most TTRPGs.

It's also for people who are new to the hobby or felt like they weren't welcome at a gaming table. We tried to make Witches of Midnight inclusive and easy to learn for new players. Most of our playtesters hadn't played a TTRPG before and enjoyed it so much they are still playtesting with us nearly 70 sessions later!

Most of all, this game is for players who want to take charge of their destiny and really leave their mark on Midnight.


TB/TOS: What are your future plans for this game?

WoM: We are already working with a couple of other authors, translators and editors to release expansions that localize the game to other parts of the world and introduce their cultural experiences with witchcraft to our game's audience. These expansions would each include several new Grimoires, Factions, interesting Casting Style details and possibly even new Heritages.

Oslo, Mexico, Deseret and Appalachia are some of the possible locations we hope to explore if the Kickstarter is very successful.

We might also branch out into other types of supernatural creatures in the future, but that is a long way off.

We plan to continue to stream our playtest sessions on Twitch every other Tuesday with our ultra-queer cast on https://twitch.tv/BalsamicGames


TB/TOS: And finally, for the benefit of my audience, well, and me, who are all of your favorite witches or magic-using characters?

WoM Andrea: Lilith and Baba Yaga. We like to play on the darker side of things.

WoM Gavin: I really love the new iteration of Sabrina (Chilling Adventures) and Eda from The Owl House. But to be completely honest and really date myself, Orko from He-Man is the best.


TB/TOS: And where can we find you all on the internet?

WoM: We have a welcoming and inclusive witchy Discord run by Issa Belladonna. We welcome anyone to join us at https://tinyurl.com/JoinBalsamicGamesDiscord


Witches of Midnight // Balsamic Games


#Dungeon23 Tomb of the Vampire Queen, Level 6, Room 21

Entrance to the Grand Temple

The temple is the central focus of this lair and is in the center of this Shadow Elf city.  

In the front of the temple is statue of the Vampire Queen. Close inspection will reveal the statue is of different construction than the rest of the temple (2 in 6 chance for Dwarves, 1 in 6 for all others).

Room 21

This temple is influenced by Chaos and the necromantic energies that the Citadel of Necromancers were tapping into and why the Vampire Queen came here. The temple is not the source, but it is a focal point.

While in the temple, Undead are treated as one column greater (1 HD more) on the Cleric Turning Undead table. So Skeletons are turned as Zombies, and Zombies as Ghouls.

Positive magic used for healing will heal 1 less point than rolled. The notable exception are the "healing wands" from Level 5.

The aura of evil, chaos, and necromancy is quite palatable and can be felt by all.

The source of the floating light of this level originates from here.


Tuesday, June 20, 2023

Mail Call Tuesday: ReAction D&D Figures

A little over 3.5 months later, I finally received my ReAction D&D Figures in the mail, just in time for Father's Day.

ReAction D&D Figures

ReAction D&D Figures

They are pretty cool. As you can see, these are the ones from Super 7.

Of the three the Sorceress (as she is properly known) is my favorite.

The D&D Sorceress

She is roughly the same size/scale as the classic Kenner Star Wars figures (this is by design of course). She even has holes in the bottom of her feet to put into action scenes.

The Sorceress and Two Princesses

She is a little taller than the other D&D Figures out last year. 

The Witch and the Sorceress

Maybe Skylla has a bit of elf in her.

She does not come with the green fireball though.

All the figures look pretty cool to be honest.

Cover models

The font on the cards is closer to the Mentzer Basic books than the AD&D or Moldvay books. 

Yes, I took them off of their cards. 

Now the Efreeti actually will see some use in games I am sure. He is a good size to be an efreeti amir or pasha or something similar.

Efreeti

Efreeti

Compared to the mini from the Classic Monster Manual line maybe he is the long-lost "Greater" Efreeti.

All three of these figures have also, in one form or another, have had premium statues made of them. The Efreeti and the Githyanki from Wizkids and the Sorceress, in her modern guise of Seoni, from Dynamite.

Seoni and her Mini-me

The figures are fun, and I am glad I grabbed them.

I do have another Sorceress on the way that I am hoping to do a little modding on. 


#Dungeon23 Tomb of the Vampire Queen, Level 6, Room 20

Moving forward to another cave (where the troll came from) the party hears voices.

Room 20

Approaching the party is a Shadow Elf war band. Their leader is a 4th-level fighter and has a +1 sword.

They attack the party.

Monday, June 19, 2023

Monstrous Monday: Cave Trolls

They say necessity is the mother of invention. Well, I had needs today. I went to the Swords & Wizardry SRD today to grab some stats for a monster, only to discover that the site is now gone! 

I am sure it has a lot to do with the new licenses with Swords & Wizardry. While that is cool, it means to link out the stats I want I need to make them myself. No big. I can deal with that.

Cave Troll

Troll, Cave

Large Giant (Fey)
Frequency: Very Rare
Number Appearing: 1 (1d2)
Alignment: Chaotic [Chaotic Evil]
Movement: 240' (80') [24"]
  Spider Climb: 180' (60') [18"]
Armor Class: 0 [19]
Hit Dice: 11d8**** (83 hp)
 Large: 11d10**** (94 hp)
To Hit AC 0: 7 (+12)
Attacks: 2 claws, 1 bite, rend
Damage: 1d6+4 x2, 1d6+4, 2d6
Special: Rend, regenerate 2 hp/round, haste, spider climb, camouflage
Save: Monster 11
Morale: 8 (10)
Treasure Hoard Class: II (Q)
XP: 4,300 (OSE) 4,400 (LL)

Str: 20 (+4) Dex: 22 (+5) Con: 18 (+3) Int: 8 (-1) Wis: 11 (0) Cha: 6 (-1)

This ugly humanoid appears to be about 8 feet tall. Its leathery skin is blackish-gray, and its eyes are yellow. It has long, upright ears, almost elven in nature. Its arms and legs are long and slender and end in wicked-looking claws.

Cave trolls are cousins of the regular troll and are found in all subterranean realms. They are as deadly, or more so, than their more common brethren. Cave trolls have the same voracious appetite as normal trolls and sustain themselves on whatever they can find in their underground realms. Cave trolls have blackish-gray hides and yellow eyes.

Cave trolls stand 8 feet tall and weigh 600 pounds. They do not walk with the same hunched gait of their larger relatives. They stand upright and move with blinding speed. They speak "Trollspeak," the language of trolls. Cave trolls rarely venture to the surface world, preferring the security and tranquility of the darkness they inhabit. If extremely hungry or if food is scarce, a cave troll ventures to the surface and attacks whatever it finds near its lair. 

Cave trolls often use deception when they first encounter prey, especially intelligent prey. Their natural skin coloring camouflage them in a subterranean environment, providing them with a 95% ability to hide in shadows (like a thief) and surprise on a roll of 1-3 on a d6. Their troll heritage often leads to the misconception that they are slow in combat, which they gladly allow their opponents to believe — until the cave troll strikes or moves. Only then is the ruse negated and the true nature of the troll revealed. Cave trolls attack by grabbing and rending an opponent. If a cave troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6 points of damage.

A cave troll is affected by permanent haste and spider climb effects. The haste ability can be dispelled, but the spider climb cannot.

Fire and acid deal normal damage to a cave troll. If a cave troll loses a limb or body part, the lost portion grows back in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

SRD links

https://www.5esrd.com/database/creature/troll-cave/

https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/troll/troll-cave-tohc/