Monday, March 4, 2024

Monstrous Mondays: Giants Apes and Progress on Basic Bestiary 1

 Editing continues to Basic Bestiary 1. Right now, I am working under the assumption that is will be one very large book for Vol. 1, currently subtitled: "Monstrous Maleficarum."

How big?

Well. Right now, it is at 340 pages and 138,000 words.  That is not counting art or introductory text.  Or problems like what I have today.

As I am editing and sending stuff out of peer review and editing, I am also seeing more gaps. Not gaps in content per se, but gaps in things I wanted but forgot to add. This next monster is a pretty obvious one to me. 

One of the biggest reasons I wanted to do my own monster book was largely due to a love affair with monsters since I was a child. My mom always had great horror stories to tell us while growing up, and more than a few monsters in BB1 were her ideas. But my dad and I watched all sorts of horror movies together. In particular, we loved what I called "Monster Movies," which featured a monster or creature. Among these were of course a lot of "Dracula movies," Godzilla, and one of the first movies I can ever remember watching with my dad. The 1933 King Kong. I have seen every Kong movie since then and the always remind me of sitting down when I was little and watching them with my dad.

The fact that my first pass of the Basic Bestiary didn't have a Giant Ape in it is criminal. 

Now in my defense I was sure that Giant Ape had already been done in the classic monster books. But it turns out it wasn't. Well, today, I will change that. 

This is also the format I plan to use for the Basic Bestiaries. Some "Advanced" information here is helpful and Descending and Ascending AC. I added a "To Hit AC 0" line and a line for Languages.  Also, each monster will get ability scores. AC, hp, and damage adjustments have all already been added.

Ape
Ape, Gargantuan
Gargantuan Beast (Primate), Very Rare

Armor Class: 0 [19]
Hit Dice: 14d8+56 (119)
Move:  360' (120')
Attacks: 2 fist (bash), 1 bite
Damage: 3d6+5 x2, 1d10+5
Special: Gargantuan size
To Hit AC 0: 4
No. Appearing: 1 (1)
Save As: Monster 14
Morale: 10 (NA)
Treasure Type: None
Alignment: Neutral (Unaligned)
XP Value: 2,300

Languages: Own

S: 24 I:W: 8 D: 10 C: 20 Ch:

The gargantuan ape is a rare and awe-inspiring creature to behold. It appears as an ordinary ape, though it makes more use of bipedal movement than a typical low-land gorilla, which also uses its forearms. There is also more than just a hint of intelligence in its eyes. The overall effect is one that this could have been, if not for its great size, some lost link between humanity and apes. Its most distinguishing feature, though, completely rules out this possibility. The gargantuan ape towers over ordinary apes and humans at an astonishing 25' tall. Thankfully, such creatures are rare and often only found in remote parts of the world.

The gargantuan ape's behaviors are similar to that of its smaller cousins. It eats prodigious amounts of plant food and lives in isolated plant-rich areas like rainforests and jungles. This creature is also known to add various animal life to its diet, likely resulting in their slimmer frames, like that of a carnivorous ape, and keener intellect. They are not hunters per se; their massive size prevents sneaking or ambush hunting, and they can typically pick up and eat any smaller animal. They are more opportunistic hunters. Culling herds of their weakest members. They typically eat giant-sized insects, large birds, or the occasional large lizard.  

These creatures are often found in "lost world" locations where explorers have also found great lizards of an ancient and bygone age (dinosaurs). Their battles with dinosaurs are awesome and terrifying to behold. Sometimes, they are even worshiped as gods by local primitive human populations.  

Gargantuan apes have no treasure. They have no concept of it and have no use for it. However, the land they live in is often filled with items collectors find valuable. In addition, and perhaps the most troubling, are their graveyards. Not only does this mean these creatures are intelligent enough to have a concept of death and rituals around them, but also what some of these remains imply. There have been skulls located in these burials that suggest that some of these creatures grew to 150' or more in height. Some of the largest skulls have even been decorated to honor the dead. Others still have damage to them, suggesting an even larger predator with large, sharp teeth.

--

Currently, I do not have a solid publication date for Basic Bestiary 1 save for sometime this year.

Thursday, February 29, 2024

Review: N5 Under Illefarn

N5 Under Illefarn
 My exploration of the Forgotten Realms continues with the next adventure on my list, N5 Under Illefarn by Steve Perrin.  I actually ran this adventure a while back at the start of my 5e Second Campaign long ago. My first real attempt at getting a Realms game going. While that game would end up in different directions, the adventure is still a solid one. 

N5 Under Illefarn

by Steve Perin. 1987. 50 pages, color covers (Jeff Easley) and maps (Stephen Sullivan), black & white art (Luise Perenne). 

I am reviewing the PDF and Print on Demand versions from DriveThruRPG. 

This is a "Novice Level" adventure and, likely due to timing, became connected to the Forgotten Realms.  It is also the first of the N series to feature the Forgotten Realms banner. Something similar happened to the H series on the other end of the level spectrum.

When I talked about Module N4 Treasure Hunt, I mentioned that it was a great starting adventure that missed a little of what also made B2 Keep on the Borderland so great. This is fine since we already had Keep on the Borderlands. N5 strikes a middle ground. There is a base of operations, plenty of "wild" areas to explore, and a hook. It also works as a direct sequel to N4. You can play it stand-alone (as I did in 2017) or as a follow-up.  Both have advantages.

Like N4, we are given an overview of the AD&D 1st Ed game, in particular the races and classes. Now, back in 2017, I said: "I am going to run it through like an AD&D game. So no tieflings or dragonborn. More gnomes, though, never have enough of those." That was a mistake in retrospect. If anywhere is open to Dragonborn, Tieflings, and all the new post-AD&D 1st-ed races (remember, tieflings are AD&D 2nd-ed), then it will be Faerûn.  There is a bit on how you all get to Daggerford and what happens once you are there. I admit I did not like the idea of the characters needing to be in the Town Militia until I started thinking of this adventure as akin to an episode of "Cops" or, more to the point, the parody "Troops."

The base of operations for the characters is the small frontier town of Daggerford. So, like the Keep. From here the characters can go on quick adventures and then come back. An idea implicit for B2 KotBL, but here it is baked in. 

Forgotten Realms, Starter Sets

The DM's section gives some background on the village of about 300 people and some 1,000 total living in the surrounding area. Sounds like where my wife grew up. The area and the city make are given. This includes many of the shops and building and what surrounds the village. There is even a bit on the "Big City" Chicago,  I mean Waterdeep. 

The main personalities of the town are also detailed. One of the things I had to used to (and get over) was that the Realms is about people. I can choose to use who I want. In 1987 this annoyed me, but in truth I was already switching my point of view then. Now? Now it is great. I mean, do I need to use Duke Pwyll Greatshout Daggerford? No. But why would I not want to? 

This covers about the first half of the book. After this are adventures.

What kind of adventures? Lots! The first page has the AD&D staple, the Random Encounter Tables. One of the outcomes is a Ceratosaur! Imagine this. You are a still a newbie adventurer. You just recently learned which is the pointy end of the spear and which is the end you hold. Now you are on milita duty, and someone finds dinosaur tracks on your very first day on what you were told was going to be dull work making sure kids don't steal apples in the marketplace.

Kudos to Steve Perrin for getting going. And that is just one random encounter. I mean there is also a hermit. Yes, I said he is the same one from the KotBL. Why not. There are also werewolves, which I am using later on. 

Among the detailed adventurers are a raid by Lizard Men (why I grabbed this in 2017 to be honest), basic Caravan duty, a kidnapped daughter of the Duke, and the titular Illefarn in the Laughing Hallow. The adventures range from a couple of pages to several. 

The best thing about this adventure. Well, one of the best things. You can run it in many short adventures to get new players into the game. Need to spend an extra hour explaining rules? No worries, do that and send them on Militia duty to guard a caravan against orc raiders. That's a solid session.

Note About the Pring on Demand Print

The PDF from DriveThruRPG looks great and served me well in 2017. Recently I also grabbed the Print on Demand copy from DriveThru. There is some dithering from lower resolution art being brought up to print quality, but the text looks like it has been redone so it is nice and sharp and easy to read. I should note that it is not all the art. Some look rather crisp and clear as well. They may have had some of the higher resolution versions still on hand.

Under Illefarn text

Under Illfarn, Print on Demand cover

Again, we have a great introductory adventure. Not just good to introduce people to the AD&D 1st Edition game but also a great way to ease into the Forgotten Realms. Waterdeep is too big of a bite for new players (and characters) and many of the "big names" are still too big. This is nice little village with some fun problems to solve. A taste of adventure. An appetizer in small portions OR more akin to Tapas or Dim Sum. Small plates that can add up to a nice full meal.

Sinéad's Perspective

"Just a small-town girl. Livin' in a lonely world..."

At the outset of these reviews, I said I wanted to explore the Realms through the eyes of a native, but one that was just as naïve as me. Sinéad is that character. 

She finally made it to the main land after surviving her own kidnapping and adventures in the Moonshaes and the Korrin Archipelago. And was absolutely broke. Like I said, at first I balked at the idea of forcing the characters into the Daggerford Militia, but in truth it works very well. Sinéad, given she knows how to play an instrument was given the job of trumpeter. She at least gets a spear too. 

This actually works. I went back to look over her Baldur's Gate 3 setup and her background there was Militia as well. This was before I knew I could change it. So, yeah. I guess that is what I am doing.

When my oldest son gets off of work from his bakery job (he is a pastry chef and a damn good one) we work out what these characters are doing and roll some dice. It has been great really.

So. Sinéad is in the Militia. She has a shiny new trumpet, a not-as-shiny new spear, and a blue tabard proclaiming she is part of the militia. If she is going to survive the Realms, she will need some friends.

My Realms Crew

So, who do we have here?

Nothing Like the Sun...

Up first is Rhiannon. Yeah, I am embracing the clichés here. But in my defense, I did start her up with that in mind.  She is a Dragon Magazine #114 witch. There is some evidence that Ed used the Dragon Magazine witches in his own game. She is a member of the "Sisters of the Moon" coven, something that will become important later on. If Sinéad is my Realms exploration character, and Larina is my witch exploration character, then Rhiannon is where they meet. Again. Expect clichés here. This my chance to go all out.  

I already decided that Sinéad honors Sehanine Moonbow as her personal Goddess, even above that of The Earthmother of the Moonshaes. Maybe this is one of the reasons she wanted to leave. Rhiannon knows about Sehanine. She also knows about Selûne and, oddly enough, Shar.  At this point, Sinéad doesn't know enough about Shar to find this odd. 

Rhiannon is not in the militia, but she is the friend of someone who is. 

Bad Moon Rising

The next character is an in-joke with my son and me, but I really liked where the character is going.  Arnell Hallowleaf is a male moon elf cleric of Selûne. He is in the militia as a healer. There are obvious reasons why Sinéad would seek him out. He is a cleric for starters, also he is the first full-blooded moon elf she has met other than her own mother. So, this has given her a chance to find out more about the moon elves.  Players of Baldur's Gate 3 might recognize this name. He is the father of Jenevelle Hallowleaf, aka Shadowheart, in the game. But that is not until DR 1492. Jenevelle is not born until DR 1447 and this is still DR 1358.  Arnell is a young elf. His future human wife, Emmeline, has not even been born yet. So maybe (taking a page from Sarek of Vulcan's book) Rhiannon (a human) is his current girlfriend/wife. Which? I don't know, I have not gotten there yet. 

I do know that at some point in this adventure, he is bitten by a werewolf and becomes one. His devotion to Selûne is what keeps his lycanthropy in check. 

Arnell HallowleafRhiannon

Both characters are here to let me explore some different ideas. Talking it over with my oldest, he suggested that if Johan were from the Realms, he would have been a cleric of Selûne. Arnell is not a Johan stand-in, but he will let me explore playing a cleric in the Realms. Rhiannon is my "don't just embrace the cliché, live it character." I'd love to see how far I can get with her as a "Dragon #114" witch. 

Sinéad and Arnell finish their tour of duty and, along with Rhiannon, venture out into the wide world.

Tuesday, February 27, 2024

Mail Call Tuesday - Frightshow Classics Adventures

 Got a a nice little treat in the mail yesterday.

Frightshow Classics Adventures

The latest print versions of the Frightshow (formerly Fright Night) Classics Adventures designed for Chill.

Included was a 2nd printing of my own The Nightmare!

This completes my print editions (so far) of all the Frighshow Classics Adventures from Yeti Spaghetti & Friends. I know a couple more are in progress now, including my Golem adventure, though they won't be out until the spring or later.

Frightshow Classics Adventures

PDFs are available at DriveThruRPG.

If you want a print version, send an email directly to Frightshow Classics at cryptworldrpg@gmail.com.

They are all quite fun and really great for any sort of Horror RPG.

Monday, February 26, 2024

Monstrous Mondays: Trollkönig (Troll King)

 Playing around with different layouts for Basic Bestiary. I did a few, and I didn't like most of them. Not a big deal, I have time.

Right now, I am trying to figure out if I want to break up BB1 into smaller 64-page volumes or one larger one. I like the idea of smaller volumes. To round that out, I might need to develop a couple more monsters here and there. Again, not a big deal.

If I did break up BB1 into say three volumes, they would have about 120-130 monsters each. Do I break them up by themes or alphabetically? I guess I need to see how big it is when I am done.

The "theme" of Basic Bestiary 1 is "Monstrous Maleficarum," or monsters I have read about, used, or developed while working on my various witch books. There are also more than a few here from various monster books I loved reading as a child and spent some time hunting down as an adult. 

In any case here is a new one I worked on when I was supposed to be doing editing and layouts.

Troll King Arthur Rackman
Trollkönig (Troll King)
Large Humanoid (Fey, Faerie Lord)

Armor Class: -5 [24]
Hit Dice: 18d8+108 (189 hp)
   Large: 18d10+108 (207 hp)
Move: 120' (40')
Attacks: 2 fist slams, 1 bite or 1 weapon (x2) or thrown rock, or roar
Damage: 1d12+5 x2, 1d8+5 or by weapon (x2) or thrown rock 2d12, roar for fear
Special: Magic resistance (45%), immune to  poison;  half damage to cold, can communicate telepathically, Magic +2 weapons to hit, regenerate, roar, summon trolls, sunlight sensitivity
No. Appearing: 1 (unique)
Save As: Monster 18
Morale: 10 (NA)
Treasure Type: C x20
Alignment: Chaotic (Chaotic Evil)
XP: 8,900

Languages: Elven, Sylvan, Telepathic, Trollspeak

The King of Trolls may not be the most eloquent or attractive of the faerie lords, but he is one of the most physically impressive.  He appears as a 13' tall troll of massive build. His skin appears to be a dense rock-like hide with patchy bits of hair and numerous scars from his many battles. His eyes, though, betray a keen and malign intelligence not seen in lesser trolls.

Like his subjects, the trolls, he attacks with fist slams and a bite. Though, unlike the lesser trolls, he is also intelligent enough to use weapons. He often chooses to use a giant battle axe doing 1d10+5 hp of damage per attack.  Like a giant, he can throw rocks. The Trollkönig can roar 3 times per day. This roar can cause fear (as per the spell) in any creature of 7 HD or lower, save vs. Petrification to ignore. Creatures less than 1 HD are not allowed a saving throw.  

As their king the Troll King can summon 3d8 trolls to his side. The trolls must be nearby, and they arrive in one turn.   

The King of Trolls also has 45% magic resistance, can only be hit by +2 or better weapons, and is immune to poison and only half damage from cold. This creature also regenerates like lesser trolls, but at an alarming rate of 10 hp per round; starting on the first round, he takes damage. Unlike common trolls, the Trollkönig can regenerate even from fire and acid damage. He can't regenerate if exposed to sunlight.

The Troll King is a powerful individual who has risen above the typical troll, ruling over a vast network of tunnels and caves with utter brutality. Driven by a twisted sense of hierarchy and ambition, the Troll King seeks to assert its dominance over anything smaller or weaker. It hoards treasures stolen from those unfortunate enough to cross its path.  The Faerie Lords tolerate the Troll King, not due to any sense of loyalty or familial ties, but because they often employ him to take care of their enemies and the physical fighting they can't be bothered to do themselves. 

There is a heated rivalry between the Troll King and the Goblin King, largely due to their respective subjects' own rivalries.

Friday, February 23, 2024

#FollowFriday: Ed Greenwood

Ed Greenwood
In my efforts to expand my knowledge of the Forgotten Realms, I am going to Master Sage himself, Ed Greenwood.

Official YouTube Channel
https://www.youtube.com/@edgreenwoodofficial

Patreon Page
https://www.patreon.com/EdGreenwood

X/Twitter
https://twitter.com/TheEdVerse

Facebook
https://www.facebook.com/ed.greenwood.142

I am not a subscriber to his Patreon page, but I hear wonderful things about it. It sounds like a great forum for his ideas and of course exclusives.  I'm a fan, but not at the level I need exclusives before everyone else.

The real treasure trove for me in my explorations of the Realms has been his YouTube page.

Now, typically, I really hate videos. I don't have the time to listen or watch, and frankly, most of the people doing video neither have the voice nor the presence to do them. This is not so for Ed. Ed, among everything else, is a natural storyteller. The Realms are his canvas.

He has had a few I have found really interesting too. 

This one because I a. remembered the picture, and b. loved the idea that Ed could use this channel to talk about things he could not before.  Plus he says "Drau" like Cow. Actually one of the best things about his videos is knowing how he pronounces some of the names he comes up with!

This one because I loved the background on this character and was a fan of Symgharyl Maruel, aka The Shadowsil.  But this one is also fun because Ed has such a love for all these characters.  

That was always obvious to me reading his books and Dragon articles. And he extended that love to characters he was borrowing.

And extends to others who treat his characters with the same love.

So give the Father of the Realms a follow. I hope you find him as entertaining and as educational as I find him.

Thursday, February 22, 2024

Review: Forgotten Realms Campaign Set

The Forgotten Realms Campaign Set
 I have asked this before, but it bears repeating here and now. How does one review a classic? Better question. How does one review a genre-defining classic?  Because that is what I have sitting in front of me now. A genre-defining classic. Eighteen-year-old me back in 1987, ready for his first year at university, would not have thought so at the time, but that is what much older me thinks now. 

The Forgotten Realms was the foundation of the "new" TSR, the one without Gary Gygax and many of the other founders on which they would build their new home. We can debate the merits of this and financials ad nauseam, but by any stretch of the imagination, the Forgotten Realms were very successful. So successful that the biggest video game of 2023 is set there.

This review will cover the Forgotten Realms Campaign Set, the Boxed set from 1987. Written by Ed Greenwood and Jeff Grubb and edited by Karen S. Boomgarden. But any insight to this product knows that the genesis was with Ed, and he first brought it all to life in the pages of Dragon magazine. At least that is alive to us. Many other authors have contributed to Realms over the decades, but here is where it begins.  

How do we begin? Let's take Ed's own words, which he scribbled into my Cyclopedia of the Realms as our opening.

Welcome to the Forgotten Realms

"Welcome to the Forgotten Realms!" - Ed Greenwood

Forgotten Realms Campaign Set

by Ed Greenwood, Jeff Grubb and edited by Karen S. Boomgarden. 1987. Boxed set. Full-color covers and maps. Cyclopedia of the Realms 96 pages. DMs Sourcebook of the Realms 96 pages. Maps and clear hex overlays.

Forgotten Realms box contents

For this review, I am considering the physical boxed set from 1987 and the PDFs from DriveThruRPG. There has yet to be a Print on Demand version.

The DriveThruRPG PDF combines all this information into a 230-page book. Maps are broken up and scanned in at letter size.

Cyclopedia of the Realms
Cyclopedia of the Realms

96 pages. Color covers. Sepia-tone pages and art.

"Let's start at the very beginning. A very good place to start." - Maria von Trapp nee Kuczera, Bard/Cleric

This book is an introduction to the Forgotten Realms, and maybe the most important bit here is the introduction by Ed Greenwood/Elminster and the About this Product.  We start immediately with the "voice" of the Realms, Elminster. He is no ersatz Gandalf, nor is he a more approachable Mordenkainen, and certainly, he is more interesting than Ringlerun. He is our guide, but sometimes I still like to think of him as an unreliable narrator. These are the Realms in his eyes. More (if the not the most) knowledgable, but there are still "small stories" to tell that are beneath his notice. Those are the stories (aka games) I want to know about.

This book covers the timeline (I do love timelines!) and ways of keeping time in the Realms. The date for this set is the end of 1357 DR (that's Dale Reckoning or Dalereckoning). For full context, the Baldur's Gate III video game takes place in 1494 DR, with the current year of the D&D 5e titles at 1496 DR. There is a bit of discussion about holidays and how the "weeks" are grouped as Tendays (3 a month). It feels different and I like it.  The money system is rather AD&D standard, with some proper names to the coins. This is fine because this IS supposed to be an AD&D world, and the authors want people to feel familiar with it all, if not right at home.

Languages and scripts are up. Some of these are still being used in current versions of D&D. 

The Gods are next. These were already familiar to me, not just because this is an old product, but because Ed talked about them in Dragon magazine back in 1985.  See "The Dragon Connection" below. While these gods have "Earthly" sources, it actually works out great and ties into the mythology of the Realms as one being connected to Earth. Something it shares with Greyhawk's Oerth. The connection between Greyhawk and the Forgotten Realms is strong. They share almost all the same demi-human gods. By extension of the rule-set they also share all the same demons and devils. This makes moving between worlds a little smoother. The gods and their relationships are detailed well here and there is just enough unknow to keep them interesting.

Next section is about Adventuring Companies. So here is one thing that the Realms does better than Greyhawk (well there are more, but the first thing in this book). Adventurers are baked into the system. The world doesn't just need adventuring parties, it demands them. These parties can be used as models for your own adventuring parties. All these parties have names as well. I'll have to think about how Sinéad and Co would fit this format. Plus, the back cover of this book has a grid for the adventuring party! Room for 10 characters even.

Adventuring Party Roster

We get into the "Cyclopedia" part of the book now. This is an alphabetical listing of major topics within the Realms. These include things like the various character classes, races, countries, towns, areas of interest and other topics. There is a narrative piece describing it, Elminster's Notes for the point of view of the most knowledgeable native (even when he admits to not knowing much), and Game Information.

I rather like it, to be honest. Hit me with facts, and let me build some adventures around it!

DMs Sourcebook of the Realms
DMs Sourcebook of the Realms

96 pages. Color covers. Sepia-tone pages and art.

One of the best things in this book is the Introduction. We get words from Ed (as Ed) talking about the World of the Forgotten Realms and how it is now our world too. Yeah it is trademarked by TSR and now WotC/Hasbro, but this is an open invitation to do what you want with this world now. This is a foreshadowing to all the great Ed Greenwood content we would get over the next almost 4 decades. Honestly reading Ed's own words make me excited for all the exploration ahead of me. This is followed by words from Jeff Grubb, who also had a hand in shaping the AD&D version of the Realms. And more by editor Karen S. Martin who adds her experience and excitement to this world.

So much better than any puff-piece bit of gamer fiction!

We get right into it. Information on how to use this as an AD&D campaign world is started from the word go. Overview again of the boxed set. How to set up campaigns for new players, new campaigns for experienced players, and bringing in characters from other campaigns. Hmm...I should try all of these to be honest. Maybe a character from one of my Greyhawk or Mystara campaigns could come on over. I DO like the idea that Elvish and Dwarvish and some others are mostly the same languages. Would really help bring the worlds closer together. 

A bit of coverage on the maps and how to use them. Nice comparison of the map of Faerûn compared to the continental United States. And a section of various wandering monsters. The Forgotten Realms may be Forgotten, but they are very much alive!

The next 20 pages detail NPCs of note. Any to drop in as background, enemy, or ally. 

Speaking of living. A really nice section on recent news and various rumors starting in DR 1356 to 1357 are presented. With or without your characters, the Relams live on. 

Another plus for this boxed set is the ready-run adventures for low-level characters. The first, The Halls of the Beast Tamers, is a nice dungeon crawl. Next is Lashan's Fall, which appeared in Dragon #95 as "Into the Forgotten Realms," and even the maps are the same! Mind you I think this is a bonus since that is the adventure I always wanted to use as an intro to the Realms. I still can come to think of it. 

Into the Forgotten Realms

The next section is a "Pages from the Mages" style entry.  Lots of spells books to be found with plenty of new spells. I think some of these were in "Pages form the Mages" to be honest. That's fine, they work well here.

Honestly, the ONLY thing missing here are some new monsters, and this would be complete.

Maps & Plastic Hex Overlays

There are four gorgeous maps of the content of Faerûn. While it doesn't quite live up to the artistry of the Darlene World of Greyhawk maps, they are more practical. The plastic hex overlays also make it easier to read the maps and then do your hex crawls in whatever area you like.

The Dragon Connection

One of the great things about doing my This Old Dragon feature and concentrating on the period between 1980 and 1987 is watching the Forgotten Realms develop and grow as an Advanced Dungeons & Dragons world. From Ed's musings on gods in Down to Earth Divinity to magical tomes and spells of the Pages from the Mages and The Wizards Three features to adventure Into the Forgotten Realms, all of which would find homes in an official Forgotten Realms product in some shape or form.

I mentioned already that Dragon #95's Into the Forgotten Realms makes an appearance here as an introductory adventure.

As I mentioned, all we were missing were monsters. Well, Ed penned enough monsters in the pages of Dragon Magazine that were explicitly for the Realms, so collecting them all is worthwhile. In addition to monsters, there are magic items, more spells, blades, shields, and even musical instruments, and I know I am nowhere near collecting it all. I do know I will run out of room in my box for them all.

Realms in Dragon Magazine

My Thoughts

There is a lot packed in this box. It's like a TARDIS really; bigger on the inside. In truth, nothing of what I thought was going to be here was here. Yes, there are NPCs, but they are background, and your characters may never ever run into them. They are the background noise of the Realms until the characters are the big noise. I certainly unfairly judged the Forgotten Realms. 

A lot of this stemmed from me thinking that Gygax had been done wrong. Yes, that was true, but the Realms really had nothing to do with that. The New TSR was working to relgate Gygx to the past and Ed was just the guy in the right place in the right time with the right idea. I was also unfair of me to judge the Realms on that.  If reading Ed's "The Wizard's Three" has taught me anything that Abier-Toril and Oerth have more in common than not.

Greyhawk and the Forgotten Realms

This is, of course, just the start. A big start, to be sure, but a start all the same. This is a canvas to paint on. This is a great set, not just for its time but also for now. Minus some of the stat blocks and spells, everything here can be used with any version of D&D or similar game with little or no effort. 

While I am somewhat overwhelmed by the task before me, I am also excited about it.

Honestly, I am going to pull out some dice and roll up some characters now.

Wednesday, February 21, 2024

Witchcraft Wednesday: New Witch Sheet

 I am not exactly sure why I didn't do this one already.

Witch Character Sheet

I was working on something else and needed an AD&D (Dragon #114) witch for it.  It then dawned on me that I didn't have a proper AD&D character sheet for a witch.  Well. I fixed that today.

Witch Character Sheet

I edited an existing PDF and ran some off on my printer. Proper Goldenrod, of course, but also salmon and blue since they came in those colors as well (NPC and permanent character records, respectively) and, because I can, some in purple. All my important witches have sheets in purple!

They are not perfect by any means. Just a quick edit job in Affinity Publisher, but I really like them.