Wednesday, May 1, 2024

The Enchanted World: The Secret Arts

The Enchanted World: The Secret Arts
 I was going to do this one last night, but since my A to Z was still going strong I thought today would be better. Plus, it helps me transition from last month's topic.

Magic is discussed a lot in the Enchanted World series and 1987's The Secret Arts is no different. Maybe because it is one of the last (second to last, really) entries, it does feel a little different.

The Secret Arts 

by Editors of Time-LIFE Books, 1987 (144 pages)
ISBN 0809452855, 0809452863  (US Editions)

Unlike the previous editions, this one is divided into seven chapters, each dedicated to a type of magical practice. 

Chapter One: The Power of the Word 

Magic scrolls, books and words are the tools of trade of these magic-users. We start with the papyri of Ancient Egypt, dedicated to the God Thoth the inventor of writing. We read tales of the mage Nefrekeptah and the lengths he went to gain the Book of Thoth. Even creating souless, deathless makins to travel under the Nile to dig up the vault where the book was held. Though all his efforts only lead to his ruin. In this early tale of magic, we learn there are "things man was not meant to know."

Chapter One: The Power of the Word

Our journey takes us to Renaissance Europe to Heinrich Cornelius Agrippa von Nettesheim, better known more simply as Agrippa. His challenges were no less than Nefrekeptah's and the secrets he sought were too dangerous for him to take on other students. These tales are repeated throughout history as more would be mages sought out more powerful magic words.

Chapter Two: Decoding Destiny 

This chapter covers divination is all it varied means. Casting lots, shapes in smoke, palmistry, the entrails of animals, and the drug or poison-induced trances of oracles. One thing these all have in common, is the future was truly unknown and unknowable. 

Chapter Two: Decoding Destiny

We get into a bit of history about the Tarot and various "magic squares" where magic gives way to math. Which is pretty close to real magic. This leads us to the Number 13 and all its magical conontations. 

Chapter Three: Arcane Harmonies 

In the first book, Wizards and Witches,  we are introduced to the power wizard and singer Väinämöinen. He returns for this chapter on the magic of music. We see how old Väinämöinen makes his magical harp from the jaw bone of a giant pike. 

Chapter Three: Arcane Harmonies

We see magic in other instruments, like the pipes of Pan and all sorts of harps. The lute of Celtic magicians/musicians. And we hear again about the violin-playing prowess of the Devil himself. Even the horns of ancient armies and the bells of churches are considered to be a type of magic. Each being used to ward off evil. Bells were used quite a bit, from the church bells to even small bells that were used to by the superstitious to ward off evil spirits, demons and faeries. 

Chapter Four: The Witch's Kitchen 

No mighty armies. No ancient wise wizards. This is the simple homespun magic of the Kitchen Witch. The symbolism of the witch over cauldron is almost as common as the witch on her broom. But not just witches stirred the cauldron, this is an image that goes back to Celtic myth and even before. What sorts of brew come out of those cauldrons? I suppose this is often why the ancient words for "Witch" and "Poisoner" were often confused. However, some of those potions did have a magic of sorts. 

Chapter Four: The Witch's Kitchen

It is often believed that many of the balms, potions, poultices, and ointments had a mild (or strong in some cases) psychotropic effect. Could images of faeries, demons, ghosts and the like be more akin to an LSD trip? Seems likely. 

Chapter Five: Lapidary Lore 

The power of stones and crystals is so pervasive that even Dr. Jung talked about it as a universal symbol. Stones harder than diamonds, metals with associations to the various heavenly bodies, and healing stones were common everywhere. Not to mention all the attention given by alchemists to transmute a base metal to gold, considered to be pure and nearly divine. This transmutation was symbolic, if it could be done then the transmutation of our "base metal" to something "divine" could also be achieved. 

Chapter Five: Lapidary Lore


Chapter Six: Mirrors and Metals 

Continuing the themes of metals, this one deals more with reflective surfaces. Though there is a good bit on how swords could, via the metal worked by the blacksmith, take on personalities of their own.

Chapter Six: Mirrors and Metals

Chapter Seven: A Magician's Arsenal 

Less weapons, and more tools of the trade. Books, herbs, and stones have been mentioned already. This includes how magic wands are made, or divining rods, or fetishes. Magical staffs held by kings and wizards alike are mentioned.

Chapter Seven: A Magician's Arsenal

This one has a lot going on in it. There is a feel of "this is the end of the series and we have all this stuff left over" but it is still fun read. I enjoyed the bit on magical swords gaining personality and had never really thought about where that idea came from in myths. 

Next time: We celebrate My Mom for Mother's Day and what she has contributed to my blog!

Tuesday, April 30, 2024

#AtoZChallenge2024: Z is for the Z-Library (of Dungeons & Dragons)

Ok a bit of a change for the last post of the A to Z of Dungeons & Dragons today. First off, I want to thank everyone who came by, commented, and shared my links. You all are the reason I love doing this.

So, for that, I want to give back to you all.  

If you have been involved in academia in the past few years you likely know about the infamous "Z-Library." This is a "shadow library" (which admittedly sounds cool) that gives you access to 1,000s of books. The legality of this, though, is on the questionable side to outright piracy. So no, I will not be linking out to it. 

But what I can do for you, my readers, is provide you with a 100% free and 100% legal, and in many cases with the author's express permission, access to books so you can play or discover Dungeons & Dragons on your own: A Dungeons & Dragons Z-Library.

Part of my Library

Again, all these titles are free, 100% legal, and 100% safe for you to download and begin playing.  Often all you will need is pencil, paper and some dice.

Don't have mult-sided polyhedral dice? No worries, Google's Dice Roller has you covered.

Dungeons & Dragons for Free

D&D Beyond has a portal where you can read the rules and create (up to 6) characters for free. This is for the current edition of 5e.

IF you don't mind a little work and don't care about art, the entire D&D 5e system has been released to the Creative Commons. It is free to grab and use as you like.

DriveThruRPG has many free items from D&D's current publisher, Wizards of the Coast, for free. In particular, they have the following for older editions:

The last two 4e titles can be combined into a fairly robust version of 4e. 

Other D&D-like Games for Free

These games are often referred to as "Retro Clones," and they emulate older forms of D&D. While they are not 100% D&D, they are close, and ALL offer the same sorts of experiences. You could play one of these, call it D&D, and everyone would be happy.

Since I have been talking about the various editions of D&D all month long, I will organize these Clones by the edition they are most similar to.  Some are full games, and others will be "quick starts," which are usually just an introduction to the game. 

Note: This is not everything, but it is many free ones. Many of these also have paid versions as well.

Original Edition

These games mimic the original Edition of the D&D game.

Delving Deeper. This game mimics the original three books of OD&D. It is free from it's website and from DriveThruRPG.

Iron Falcon. This game mimics OD&D and its first supplement, which made the game the one we recognize today. Iron Falcon comes to us from the same team that gave us Basic Fantasy, so everything is 100% free. The print books are at cost. In terms of giving back to the community, none is better than Basic Fantasy/Iron Falcon. I like to support them for these reasons alone. 

White Box: Fantastic Medieval Adventure Game. Based on the Swords & Wizardry rules. Not exactly OD&D but very close. 

Dungeon Crawl Classics. This is an odd one. It has the feel of OD&D, some of the mechanics of Basic D&D, and the game play of AD&D. All with the grit turned up to 11.

Basic Edition

These games are most like the Basic-era games, so Holmes, Moldvay, and Mentzer versions of D&D Basic.

Basic Fantasy. This is the gold standard when it comes to free content and community. It is most similar to Basic D&D, but not Rules as Written, but more like how we actually played it back in 1980-2. EVERYTHING for it is free. The print books are sold at cost. There is a ton of material for it, and it really is the best game for learning to play a Basic (and basic) D&D game. I highly recommend it.

BLUEHOLME™ Prentice Rules. This game very specifically was designed to emulate the John Eric Holmes edited version of the D&D Basic rules. So great for that 1977 to 1979 gaming experience. This version is free, if you like it then there is the BLUEHOLME™ Journeymanne Rules for $10.  I reviewed them both here.

Dark Dungeons and Dark Dungeons X. These books emulate the D&D Rules Cyclopedia, the Basic era RPG that covered the Basic, Expert, Companion, and Masters rules from level 1 to level 36! The first book is free, and DDX is "Pay What You Want" with print options. The name is an homage to the notorious anti-D&D Jack Chick tract.

Holmes77. A free RPG based on the Holmes version of Basic. I don't know a lot about it, really.

Labyrinth Lord. One of the premier Basic D&D clones with a ton of support.

Mazes & Perils RPG. Another Holmes-influenced retro clone. I reviewed it here.

Old-School Essentials Basic Rules. Old-School Essentials is one of the current favorites of the Retro-Clone games. It is a pretty faithful replication of the Moldvay Basic / Cook-Marsh Expert rules from 1981. The OSE rules have some fantastic production values, and these free rules are a great example.

Shadowdark RPG Quickstart Set. The newest darling of the Retro-Clone scene. It is a combination of Basic and 5th edition D&D. This one might easier to find a game going on than most of the others.

Advanced Dungeons & Dragons 1st Edition

OSRIC. The Old School Reference & Index Compilation was one of the very first retro-clones produced and was one of the test beds of the concept of a clone game.  It is the Advanced Dungeons & Dragons rules but reorganized.  Designed as a tool to publish new AD&D 1st Ed rules, it does work as a game. 

Castles & Crusades Players Handbook. This is the player's book for the Castles & Crusades RPG. It is a presentation of the D&D 3rd edition rules designed to play like the AD&D 1st edition rules.

Advanced Dungeons & Dragons 2nd Edition

For Gold & Glory 2e Core Rules. A good emulation of the AD&D 2nd Edition game.

Dungeons & Dragons 3rd Edition

3.5 d20 SRD. The D&D 3.5 System Reference Document is the rawest version of the D&D 3.x rules. No thrills, no fluff, but everything you need to play a D&D 3 game.

Pathfinder d20 SRD. Same as the SRD above, but with the added Pathfinder material. 

NOTE: The SRDs are not games per se, but they are all the rules. They do not have art, no explanations, no examples. Just the rules. 

--

I would be remiss if I didn't at least promote my own game here. 

Night Shift: Veterans of the Supernatural Wars is a modern supernatural urban fantasy role-playing game.  If you liked shows like Supernatural, Buffy the Vampire Slayer, and  Vampire Diaries as well as Friday the 13th the series,Tales from the Darkside, and horror movies, then this is the game for you.

AND you can try it out (up to 4th level) for free!

Night Shift: Veterans of the Supernatural Wars Quick Start Kit

The title is Pay What You Want, but I urge you to give it a try.

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Regardless of which one you choose, and you can choose them all, the most important thing when playing any role-playing game is to remember to have fun. 

And that is it for another A to Z Challenge! I hope you enjoyed my rather geeky exploration into the last 50 years of Dungeons & Dragons.  Come back all year long and I will be doing more of the same. May will be Sci-Fi month so I am going to talk about sci-fi RPGs related to Dungeons & Dragons. October is my huge Horror month, so I am going to talk Ravenloft. June I typically save for Basic-era D&D (B/X and BECMI) but not sure yet. 

So come back all year long!

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


Monday, April 29, 2024

#AtoZChallenge2024: Y is for Yeti (and Other Cryptids)

Yeti
 It is another Monstrous Monday in the A to Z Blogging Challenge, so let's talk about a Y monster. And really there is only one I am going to need for today. The Yeti.

I have often done the Yeti and other cryptids for my A to Z.

And in regular postings,

Pursuing the AD&D Monster Manual back in 1979, I could not help but notice that while most of the monsters were obviously mythological in origin, one stood out.  There are on the next to last entry stood tall and proud, was the Yeti.

Yeti from the Monster Manual

Now you have to remember what the late 70s / early 80s were like.  Bigfoot fever was all over the place then; there were no less than a dozen movies about Bigfoot in the '70s alone. Only the 2010s exceed it.  So seeing a Yeti, who I knew was a relative, was very interesting.  At first, I didn't want to use him; it seemed so "off" to me.  But over the years, I have changed my mind, and now I use all sorts of hominid cryptozoological creatures.   

I think that is one of the great things about this game. I can have my Greek Myths monsters right next to my Horror Movie monsters and my urban legend cryptids. 

The monsters do feel different of course, but that is also part of the fun. But D&D doesn't have to be about fighting monsters all the time. A perfectly acceptable adventure would be a group of cryptid hunters that don't hunt the monsters but instead discover these hidden, supposedly legendary creatures. 

This is one of the things I have wanted to do with my own NIGHT SHIFT game; modern-day cryptid hunting. So not just yetis, but sasquatches, skunk-apes, chupacabras, moth men, greys, and lake monsters. All sorts of fun. Bring the grocery store tabloids to life!

--

Tomorrow is the Last Day of the Challenge with Z Day, so I'll discuss the Z-Library of Dungeons & Dragons.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.

Sunday, April 28, 2024

#AtoZChallenge2024: Sunday Special, D&D 5th Edition

Our last Sunday we will cover the newest version of the game at this moment, the extremely popular Fifth Edition of Dungeons & Dragons.

Dungeons & Dragons 5th Edition

Dungeons & Dragons, 5th Editon

Sadly, D&D 4e did not last, nor did it ever recover the lost players who switched over to Pathfinder and the various retro-clones. While the game made money, it did not make the money Wizards of the Coast and their parent company, Hasbro, wanted. 

In 2012, Wizards announced a massive Open playtest of a system they were calling D&D Next. The materials were given out for free, and they asked for all sorts of feedback. I played an early version of the Warlock class that I liked, but he lost Charisma as he leveled up (I was not a fan of that), but that changed. The company was generating a lot of goodwill at this point, and their stated aim was a D&D that could do anything the previous editions could. 

I went back and forth on whether or not to get the new rules. I am not sure why really, I had every other edition. So I picked up the new Starter Set and I really liked it. Then on August 8th, 2014, at Midnight, my kids and I piled into our minivan, got some tacos at Taco Bell, then drove to our Favorite Local Game Store, and we all bought copies of the new D&D 5 rules.

And it has been a blast. I ran three games of D&D 5, each with a slightly different focus. One was played like and as a 1st Edition game, the other like a 4th Edition game, and one Rules-As-Written (RAW).  Within these rules, I can see elements of all the past editions. I really believe that this time they really tried to get the rules right.

I even got the Spanish Language editions as a gift to help me with my Spanish.

D&D 5e, English and Spanish

This is also the most popular ruleset to date. By any measure, D&D 5e is the most successful version of Dungeons & Dragons ever sold. Maybe to ever be sold if I am being honest. But some of Wizards of the Coast's own actions, starting the 2023 fiasco of trying to "revoke" the Open Gaming License and other debacles, have really destroyed the goodwill they have been building over the last 10 years. 

Since then, even I have talked about converting my last two campaigns over to Pathfinder 2e and Castles & Crusades.

Right now we are in a strange time. 

There have been playtests for what WotC/Hasbro has been calling "One D&D."  Unlike previous versions of D&D, this one is supposed to be backward and compatible with 5e. Many have referred to it as D&D 6th Edition, but 5.5 or (my choice) "fifth edition revised," 5r, might be a better one.

I must say that Wizard's has dropped the ball here for an anniversary, especially a 50th anniversary. There should've been so much more going on this year.

Well, we are only 1/3 through the year, so maybe there will be more.

Tomorrow is Y day, and I am going talk about Yetis and other Cryptids.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.

Saturday, April 27, 2024

#AtoZChallenge2024: X is for Xanathar

 Something different for me today.  While I have been writing about D&D all month, they are all topics I have quite a bit of knowledge about. This is not one of those days.

In the past I have used X for "Expert" which not really a cheat since X was always used for the Cook/Marsh Expert set, but I already did Expert this year

So today I am going to talk about a character, or a series of characters, all named Xanathar.

Xanathar's Guide to Everything covers

Xanathur, Beholder Crimelord of Waterdeep

Greyhawk Supplement I

Xanathur is not a typical character for me to like. I lean more toward magic-using types. If I want a big bad, I have plenty of demons, devils, faerie lords, vampires, and witches. I am flush with choice. 

So what is so special about Xanathur? 

Well, for starters, he is a beholder. What's a beholder? Well...it certainly began as a joke or pun in Gary's games. It is a giant floating sphere of eyes and teeth.  

They are evil, psychic xenophobes who hate everyone and everything that doesn't look like them. Even other beholders often fail to meet their standards. 

They are one of the original creations for D&D and were even featured on the cover of the Original D&D Supplement I book Greyhawk.  But even in Gary's Greyhawk world, I don't think he had planned for what Ed Greenwood was going to do in his Forgotten Realms world. 

Though Ed has done a lot of GREAT things to expand D&D's world-building, I consider beholders to be part of the World of Greyhawk, and they found their way to the Forgotten Realms

Xanathur

Xanathur, or more to the point, the first Xanathur, was odd by beholder standards. He lived in the city of Waterdeep where he acted as the hidden crime lord of the city. Think Kingpin from Marvel or even The Godfather.  He had only a few close aides who knew who he truly was.  

"He" (and I am not sure if beholders have a gender, to be honest, but this is how he is referred to) was introduced to us in the 1st Edition Forgotten Realms book, Waterdeep and the North. In fact, he was on the cover with his trusted lieutenants.  

Shindia Darkeyes, Xanathur, Shadowheart, and Sinéad
Shadowheart and Sinéad seek information from Shindia Darkeyes and Xanathur

As editions came and went, we learned that the first Xanathur was killed by another beholder, who took over his business and name and ruled the crime of Waterdeep as "The Xanathur." This would happen a few more times. In total, there have been five Xanathurs

Why am I posting about this guy? I mean, I very, very little about him. I remember that Waterdeep book at Waldenbooks, and I thought it looked cool, but the idea of a Beholder hanging out with humanoids and not eating them felt weird to me. Never mind, he was a criminal and working them all. Ok, he was their overlord, and his opinions about non-beholderkin had not changed. 

But this is why he is also great. Ed Greenwood when he started building the Forgotten Realms began to challenge us early on as to what was true about a D&D world. The Realms are NOT Greyhawk, and nor should they be. This is exactly the crazy sort of thing that doesn't sound it should work, but it does and it works well. I mean I never would have done this myself, and that bothers me that I didn't think of something like this. It is so great.

This is the strength of this game. You can do anything you want with it! There is no such thing as too crazy really.

Floating cities? Of course. Dragons sleeping under a city to rise in a time of great need? Ah...hello Ansur still sleeps under Baldur's Gate! Undead tyrant leaders of a xenophobic nation of mages? Ok, that one is actually really easy to believe. 

This is why we game. This is why, 45 years later, I am still finding something new!

Tomorrow is Sunday, and so I'll talk about Dungeons & Dragons 5th Edition for my last Sunday Special.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.

Friday, April 26, 2024

Kickstart Your Weekend: Horror and Sci-Fi!

 A nice mix today. Let's get to it.

Frightshow Classics

Frightshow Classics

https://www.kickstarter.com/projects/frightshowclassics/frightshow-classics?ref=theotherside

Two new classic horror tabletop RPG adventures, "Vengeance of Bathory" and "Pine Barrens Devils," featuring the art of Jim Holloway.

I have two adventures out with Frightshow Classics and they are a ton of fun. This Kickstarter is really in the spirit of what Kickstarter is supposed to be. Not a pre-order system, but a means to get upfront funding for a great project.

This one also features the first Frightshow sequel! Because you just can't keep a good villain down.

These also feature the art of the late Jim Holloway, artist for Dungeons & Dragons and Chill (among many others).

So give these some support.

And this one launch soon! We are looking for more people to sign-up for this one.

Thirteen Parsecs

Thirteen Parsecs

http://tinyurl.com/13psignuptim

Thirteen Parsecs is coming! Please sign up to get notified of our launch of the Backer kit.

We want this game to be your sci-fi RPG of choice, so help us make that happen.


#AtoZChallenge2024: W is for Witch

 Of course, I was going to do this.

I talk a lot about witches here. I mean a crazy amount. It is by far my most commonly used post-label. I am obsessed, and I don't apologize for it.

Witch Books

"What is it with you and Witches?"
- My mom, some years back.

I think if I have to point to something in my childhood it was the Wicked Witch of the West. My parents said I was frightened of her when I first saw The Wizard of Oz. I was likely 3-4 at the time. But I don't think scared was the right word. Fascinated. Enthralled. Spellbound. Those are the words I would use. 

We had an old "Wonderful Wizard of Oz" book back when I was a kid. I was younger than five. I know this because we had moved into a larger house and these memories are in the older house. Yes...I know memories are fluid, but I am 99.98% confident of this one. I remember looking at pictures of the WWotW in this book and those are the ones I loved the most.  

I remember Witchie-Poo from "HR Puffinstuff," but I never really liked her. Any time a witch appeared on a TV show, I was excited.

Then there was Angelique Bouchard of "Dark Shadows."  Played by Lara Parker in the original series she was blonde, sexy, and wonderfully evil. I loved her.  She would be played by Lysette Anthony in the 1991 reboot, and by Eva Green in the otherwise awful 2012 movie. 

This began a love affair that has lasted my entire life. I can't explain it, and honestly, I don't feel the need to. 

So, how does this relate to Dungeons & Dragons? Glad you asked!

Witches in Dungeons & Dragons

My history with D&D is a long one, and it began in 1979, when I first read the AD&D Monster Manual. Soon after I was able to get my hands on a poorly Xeroxed copy of the Holmes Basic book. And what treats did I find?


Holmes Witch in AD&D

A witch class? A proper Witch?

Of course, by the time I saw this in late 1979/early 1980, the AD&D Player's Handbook was already out, and there was no witch class. All those others were there, but no witch. 

That was fine; I had so much to do that I didn't even notice its absence. However, I did notice something. Around age 11 (1981 or so) I began making characters that had a decidedly "witch" cast to them. A Pagan cleric, an alluring Illusionist, and then I made "Marissia" (yes, that is how I spelled it).

I have called Marissia my "First Witch."  She wasn't, but she is the first one I committed to paper as a witch. Her name comes from me mishearing the Jerry Reed version of "Pretty Mary Sunlight."  I thought he was saying "Pretty Marissa mine."  Hey, I was young and I am certain I had heard it from The New Scooby-Doo Movies.  In fact, a lot of my early ideas about witches came from Scooby-Doo. It is also very, very likely I based her and her name also on Millissa Wilcox, The Ghost Witch of Salem, from the Scooby-Doo episode "To Switch a Witch." An interesting episode since it featured a gravestone for the witch with a Leviathan Cross on it.   I mean seriously, a goddamn Leviathan Cross in 1978? That was a ballsy move on the eve of the Satanic Panic.

Millissa Wilcox, The Ghost Witch of Salem, from the Scooby-Doo episode "To Switch a Witch."

Eventually, all of this would take me to 1986 the year I made my first witch class for AD&D. I have documented this time and again here, but it corresponds to my first proper witch character, Larina.  She is the character I also use for my own witch experiments in other games.

I first rolled her up in July of 1986. At first, she was a "magic-user," and I would play her like a witch. She had a few adventures that year, but that was also when my then DM was heading out of town, and I was getting ready for my senior year at high school. 

Then Dragon Magazine #114 came out in October, and it had its own Witch class. 

I read it all over and wondered how or if I should convert her. The answer became obvious to me right away. She was a witch, only pretending to be a wizard so she could go to Glantri's School of Magic. I kept her magic-user levels and then went on to advance her as a Dragon #114 witch. In the game, I said she ran out of money to keep going, so instead, she got a job at the library in hopes of paying her tuition. 

I updated her sheet and declared her birthday was October 25, but she tells everyone it was October 31st.

I have since used witches more and more in my games and I even wrote all these books about how to play witches in D&D, each one looking at a different sort of witch. In my mind, each of these different types was called a Tradition, and each Tradition was reigned over by a Witch Queen.

This has also led to my use of various Witch Queens and my campaign The War of the Witch Queens.

Honestly, there is too much to say in one post on this subject. But if witches are your thing then you have come to the right place.


Tomorrow is X Day, and I am going with something that is new to me as well! The crime lord Xanathar.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.