Wizards of the Coast just announced their next book for Dungeons & Dragons 5e and it has some sections of the fandom wailing in lamentations, but the vast majority excited about it.
Explorer's Guide to Wildemount will be out in Spring 2020 and it covers the part of the world from the highly successful Critical Role webseries. Now I can already hear the older crowd bitching and moaning about it and all I can say is "typical".
There are people out there complaining that "Wizards has pissed off half their fans". I would argue that "half" is really exaggerating it by quite a bit, but even so then they are at least pleasing the other half.
There are others that are also talking about how they won't be buying this. Ok. That's fine you don't need to buy every D&D book. I enjoy 5e and I don't even have every book. I have most, but I don't have them all.
But even then, these people are often the same ones that will claim never to have bought a WotC D&D book ever anyway, so they were never the audience.
Personally, I think this is a really intelligent move on Wizard's part.
Critical Role is hugely successful.
The Kickstarter for just the animated series brought in $11,385,449. And this book, announced just 48 hours or so ago, has all the relevant #1 spots on Amazon.
Note that's not just #1 in the D&D categories, that is #1 in Books. All of them.
Would I, as an old-school gamer, love to have seen Greyhawk or Mystara? Of course! Do I *need* them? No, not really. I have everything I need for those worlds now. I have MORE than what I need for my home-brew world now. New worlds are always fun to read and maybe I can use some things from that book in my world. Or maybe not. Who knows yet.
I do know that some sections of our hobby need to lighten the hell up and let people enjoy things.
Tuesday, January 14, 2020
Monday, January 13, 2020
Monstrous Monday: Horned Women
The Horned Women of Celtic Myth
The horned women, or horned witches, are magical hags of Irish myth and legend. They pester newly married young women or new mothers. They are also known to plague any sort of homeowner.
Horned Women are a particularly nasty creature that is related to both faeries and hags.
They will appear as ugly old women with a horn protruding from their forehead. How many horns will tell you how powerful they are. A woman with one horn has 1 HD and so on. It is unknown if this is related to age, all appear to ancient hags.
They will rush into a home, especially that of a new young mother or wife, and begin performing chores at a breakneck speed. While they perform the chores each one will demand a task of the overwhelmed bride. Saying that if she does not complete the tasks, they will fly off and eat her baby. The tasks are designed to be seemingly impossible; chop wood with an ax handle with no blade, or collect water in a bucket full of holes, or make a cake with no flour. The tasks can be completed by the bride, but she has to be clever about it.
Their voice is compelling, as per the suggestion spell, to get the wife to do these tasks. A save vs spells will keep this from happening, but the threat of eating her baby is still real.
If she can do all the tasks the Horned Women want they will scream and fly away never to return. If she doesn’t they will take the baby.
Horned Women cast witch spells at the same level as their HD. They do not have access to ritual magic or occult powers.
Witches are often employed to fight these creatures.
Using a simple spell (typically dispel evil or remove curse) and adding "Witch! Witch! Fly away from here!"
The horned women will fly away and never return to that house.
Horned Women
(Labyrinth Lord)
No. Enc.: 1-8 (1-12)
Alignment: Chaotic (evil)
Movement: 80' (240')
Armor Class: 3 [16]
Hit Dice: 1** (5 hp) to 8** (36 hp)
Attacks: 1 (claw)
Damage: 1d6
Special: Witch spells, compelling voice
Save: Witch 1 to Witch 8
Morale: 10
Hoard Class: None
XP: HD 1: 13, HD 2: 29, HD 3: 68, HD 4: 135, HD 5: 350, HD 6: 570, HD 7: 790, HD 8: 1,060
Horned Women
(Blueholme Journeymanne Rules)
AC: 3 [16]
HD: 1d8 to 8d8
Move: 80
Attacks: : 1 (claw, 1d6), Witch spells, compelling voice
Alignment: Chaotic
Treasure: None
XP: HD 1: 45, HD 2: 70, HD 3: 95, HD 4: 145, HD 5: 255, HD 6: 395, HD 7: 650, HD 8: 950
Horned Women
(Old-School Essentials)
AC 3 [16], HD 1 (5 hp) 8 (36 hp), Att 1 claw (1d6), THAC0 19 [+1], MV 240’ (80’), SV as W 1-8, ML 10, AL Chaotic, XP HD 1: 45, HD 2: 70, HD 3: 95, HD 4: 145, HD 5: 255, HD 6: 395, HD 7: 650, HD 8: 950, NA 1-8 (1-12), TT None
▶ Witch spells: The horned woman can cast spells as a witch at the same level as her HD.
▶ Compelling Voice: The horned woman's voice acts as a suggestion spell. She may use this once per day.
The horned women, or horned witches, are magical hags of Irish myth and legend. They pester newly married young women or new mothers. They are also known to plague any sort of homeowner.
Horned Women are a particularly nasty creature that is related to both faeries and hags.
They will appear as ugly old women with a horn protruding from their forehead. How many horns will tell you how powerful they are. A woman with one horn has 1 HD and so on. It is unknown if this is related to age, all appear to ancient hags.
They will rush into a home, especially that of a new young mother or wife, and begin performing chores at a breakneck speed. While they perform the chores each one will demand a task of the overwhelmed bride. Saying that if she does not complete the tasks, they will fly off and eat her baby. The tasks are designed to be seemingly impossible; chop wood with an ax handle with no blade, or collect water in a bucket full of holes, or make a cake with no flour. The tasks can be completed by the bride, but she has to be clever about it.
Their voice is compelling, as per the suggestion spell, to get the wife to do these tasks. A save vs spells will keep this from happening, but the threat of eating her baby is still real.
If she can do all the tasks the Horned Women want they will scream and fly away never to return. If she doesn’t they will take the baby.
Horned Women cast witch spells at the same level as their HD. They do not have access to ritual magic or occult powers.
Witches are often employed to fight these creatures.
Using a simple spell (typically dispel evil or remove curse) and adding "Witch! Witch! Fly away from here!"
The horned women will fly away and never return to that house.
Horned Women
(Labyrinth Lord)
No. Enc.: 1-8 (1-12)
Alignment: Chaotic (evil)
Movement: 80' (240')
Armor Class: 3 [16]
Hit Dice: 1** (5 hp) to 8** (36 hp)
Attacks: 1 (claw)
Damage: 1d6
Special: Witch spells, compelling voice
Save: Witch 1 to Witch 8
Morale: 10
Hoard Class: None
XP: HD 1: 13, HD 2: 29, HD 3: 68, HD 4: 135, HD 5: 350, HD 6: 570, HD 7: 790, HD 8: 1,060
Horned Women
(Blueholme Journeymanne Rules)
AC: 3 [16]
HD: 1d8 to 8d8
Move: 80
Attacks: : 1 (claw, 1d6), Witch spells, compelling voice
Alignment: Chaotic
Treasure: None
XP: HD 1: 45, HD 2: 70, HD 3: 95, HD 4: 145, HD 5: 255, HD 6: 395, HD 7: 650, HD 8: 950
Horned Women
(Old-School Essentials)
AC 3 [16], HD 1 (5 hp) 8 (36 hp), Att 1 claw (1d6), THAC0 19 [+1], MV 240’ (80’), SV as W 1-8, ML 10, AL Chaotic, XP HD 1: 45, HD 2: 70, HD 3: 95, HD 4: 145, HD 5: 255, HD 6: 395, HD 7: 650, HD 8: 950, NA 1-8 (1-12), TT None
▶ Witch spells: The horned woman can cast spells as a witch at the same level as her HD.
▶ Compelling Voice: The horned woman's voice acts as a suggestion spell. She may use this once per day.
Friday, January 10, 2020
Kickstart Your Weekend: We Could Be Heroes
I was considering retiring "Kickstart Your Weekend" since there are so many Kickstarters now and plenty of places to get information on them. But these two are nearer and dearer to me so I thought it would be fine.
Plus it was Bowie's birthday a couple of days ago (Jan 8) and today is the anniversary of his death (Jan 10, 2016), so for Bowie's sake let's be Heroes.
The Hero's Journey 2e
https://www.kickstarter.com/projects/gallantknightgames/the-heros-journey-2e?ref=theotherside
The Hero's Journey 1st edition was a delightful game. It was the perfect antidote for grim-dark murder hobo games that seem to be so popular. A nice cup of tea vs whatever they sell in the local run-down dive where characters are supposed to meet.
This new 2nd edition gets further away from it's S&W roots and that might be a good thing.
James Spahn has delivered when it comes to games, so I have expectations for this one.
What I loved about THJ1 was that the characters were the heroes, people doing good in the world. I think we need more of that.
Really looking forward to this one and I hope to see it in my local game store sometime.
Full-Color Custom Miniatures with Hero Forge 2.0
https://www.kickstarter.com/projects/heroforge/full-color-custom-miniatures-with-hero-forge-20?ref=theotherside
This one does not go live till next week, but you can bet it is going to break all sorts of records.
I was a proud backer of Hero Forge and I have enjoyed watching it grow over the years to be the standard by which I judge 3D printed minis. If they can do the color they are displaying above then this is the reason why Kickstarter exists.
I can't wait to see this. Will the minis be costly? Maybe, but I have been pleased with the prices on Hero Forge so far so I am expecting this will be similar.
If the timing is right I'll come back with a follow-up to this post with a color 3D Hero Forge mini of my Hero's Journey character!
Plus it was Bowie's birthday a couple of days ago (Jan 8) and today is the anniversary of his death (Jan 10, 2016), so for Bowie's sake let's be Heroes.
The Hero's Journey 2e
https://www.kickstarter.com/projects/gallantknightgames/the-heros-journey-2e?ref=theotherside
The Hero's Journey 1st edition was a delightful game. It was the perfect antidote for grim-dark murder hobo games that seem to be so popular. A nice cup of tea vs whatever they sell in the local run-down dive where characters are supposed to meet.
This new 2nd edition gets further away from it's S&W roots and that might be a good thing.
James Spahn has delivered when it comes to games, so I have expectations for this one.
What I loved about THJ1 was that the characters were the heroes, people doing good in the world. I think we need more of that.
Really looking forward to this one and I hope to see it in my local game store sometime.
Full-Color Custom Miniatures with Hero Forge 2.0
https://www.kickstarter.com/projects/heroforge/full-color-custom-miniatures-with-hero-forge-20?ref=theotherside
This one does not go live till next week, but you can bet it is going to break all sorts of records.
I was a proud backer of Hero Forge and I have enjoyed watching it grow over the years to be the standard by which I judge 3D printed minis. If they can do the color they are displaying above then this is the reason why Kickstarter exists.
I can't wait to see this. Will the minis be costly? Maybe, but I have been pleased with the prices on Hero Forge so far so I am expecting this will be similar.
If the timing is right I'll come back with a follow-up to this post with a color 3D Hero Forge mini of my Hero's Journey character!
Thursday, January 9, 2020
Review: Brimstone Angels: A Forgotten Realms Novel
Back in 2011 Dungeons & Dragons 4e Essentials was out and Wizards of Coast was putting it's full efforts behind it. To help expand on their 4e and Neverwinter properties WotC turned to relatively new author Erin M. Evans to turn in a tale about tieflings and warlocks, two of 4e's more popular additions.
The result of her efforts was the first novel in the "Brimstone Angels" series, also titled Brimstone Angels. The six-book series spanned two editions of the D&D game (4th and 5th) and help define what tieflings, warlocks, Dragonborn and even devils, succubi, and Asmodeus himself. But it all started with a tiefling girl named Farideh with mismatched eyes and her twin sister Havilar.
Farideh is a tiefling and since publication, she has become something of a poster girl for tiefling warlocks. But that is getting way ahead of myself. Farideh and Havilar were abandoned outside of the walls of their village, they are adopted by a Dragonborn warrior (who has a past) Mehen. Mehen is a good father to the two girls, although no amount of warrior training prepares him for raising teenage girls, especially tieflings and teens at that. In the Forgotten Realms tieflings are new and twin tieflings are considered to be a bad omen. That soon enough comes true as Havilar finds an old book and attempts to summon an imp. Farideh has to jump in, she is more familiar with magic, and the girls soon realize they have bitten off far more than they can deal with. They summon the cambion, Lorcan, the half-human and half-devil of the Invidiah, the leader of the Enriyes. To send him off Farideh agrees to a pact with him and becomes his warlock.
Summoning the devil has other consequences, including burning down their home and getting them kicked out of their village of refugees (Arush Vayem). They then go on an adventure where Evans treats us to a *new* Forgotten Realms. I say new because unlike other Realms books where you can play spot the Extra Special Guest Star, this is a trip of normal folk, or in this case, three unknowns that happen to be a Dragonborn and his two adopted tiefling daughters. Evans plays the family dynamics expertly. Mehen obviously loves and worries about his girls. Havilar is closer to his sensibilities having picked up the glaive and become and fighter like her father, but it is Farideh that has him the most worried.
In addition to that dynamic, there is the Farideh-Lorcan relationship which gives us the best "Will they or Won't they" dynamic since Maddie and David (Moonlighting) or Ross and Rachel (Friends). I won't spoil it, but I will say I am very satisfied with it. Evans knows how to write characters, she would be fantastic in a game.
All this time there is a great story and impending apocalypse that could change the face of the Realms and a prophecy about the Brimstone Angels that will change the politics of Hell itself. So no small stakes here, so no small feat for the first book.
The background story is great and a ton of fun, but truthfully it is the characters that will make you want to read the next in the series. Lorcan is devilishly fantastic, Havilar just wants to beat things, Mehen wants to keep his family safe and Farideh is caught between them all.
As "gamer fiction" the book does a great job of explaining some of the quirks of 4e. Such as why are succubi devils now? Why did erinyes change? What happened to Hag Countess of Hell? Why is Asmodeus a greater god now? What is the deal with Rohini? Well, not all these questions are answered right away, but they are dealt with.
What I loved about this book, other than the characters, of course, was that you didn't need a ton of Realms knowledge to enjoy it. But in truth none of that matters, there is enough of Farideh, Lorcan, and Havilar to enjoy. It is also a good introduction to the Forgotten Realms if you are like me and ignored the Realms for the last few decades.
It's a great start to a great series.
Legacy
Brimstone Angels was the first of six books that spanned from 2011 to 2016, and like I said, two editions of Dungeons & Dragons (4e and 5e). The books had a huge effect on the direction of the game at least in terms of how warlocks could be played.
One needs to look no further than the Player's Handbooks for both editions to see the effects.
There in the Dragonborn names are Mehen, Farideh, and Havilar.
There are other cases where text from the books, in particular interactions between Farideh and Lorcan, are used to flavor text next to the warlock entries.
As I go through the other books I will try to remain spoiler-free, but apologies if an odd one slips by.
Links
https://smile.amazon.com/Brimstone-Angels-Forgotten-Neverwinter-Paperback/dp/B014S2IWTQ
https://dnd.wizards.com/products/fiction/novels/brimstone-angels
https://forgottenrealms.fandom.com/wiki/Brimstone_Angels
http://slushlush.com/
https://www.facebook.com/brimstoneangels/
The result of her efforts was the first novel in the "Brimstone Angels" series, also titled Brimstone Angels. The six-book series spanned two editions of the D&D game (4th and 5th) and help define what tieflings, warlocks, Dragonborn and even devils, succubi, and Asmodeus himself. But it all started with a tiefling girl named Farideh with mismatched eyes and her twin sister Havilar.
Farideh is a tiefling and since publication, she has become something of a poster girl for tiefling warlocks. But that is getting way ahead of myself. Farideh and Havilar were abandoned outside of the walls of their village, they are adopted by a Dragonborn warrior (who has a past) Mehen. Mehen is a good father to the two girls, although no amount of warrior training prepares him for raising teenage girls, especially tieflings and teens at that. In the Forgotten Realms tieflings are new and twin tieflings are considered to be a bad omen. That soon enough comes true as Havilar finds an old book and attempts to summon an imp. Farideh has to jump in, she is more familiar with magic, and the girls soon realize they have bitten off far more than they can deal with. They summon the cambion, Lorcan, the half-human and half-devil of the Invidiah, the leader of the Enriyes. To send him off Farideh agrees to a pact with him and becomes his warlock.
Summoning the devil has other consequences, including burning down their home and getting them kicked out of their village of refugees (Arush Vayem). They then go on an adventure where Evans treats us to a *new* Forgotten Realms. I say new because unlike other Realms books where you can play spot the Extra Special Guest Star, this is a trip of normal folk, or in this case, three unknowns that happen to be a Dragonborn and his two adopted tiefling daughters. Evans plays the family dynamics expertly. Mehen obviously loves and worries about his girls. Havilar is closer to his sensibilities having picked up the glaive and become and fighter like her father, but it is Farideh that has him the most worried.
In addition to that dynamic, there is the Farideh-Lorcan relationship which gives us the best "Will they or Won't they" dynamic since Maddie and David (Moonlighting) or Ross and Rachel (Friends). I won't spoil it, but I will say I am very satisfied with it. Evans knows how to write characters, she would be fantastic in a game.
All this time there is a great story and impending apocalypse that could change the face of the Realms and a prophecy about the Brimstone Angels that will change the politics of Hell itself. So no small stakes here, so no small feat for the first book.
The background story is great and a ton of fun, but truthfully it is the characters that will make you want to read the next in the series. Lorcan is devilishly fantastic, Havilar just wants to beat things, Mehen wants to keep his family safe and Farideh is caught between them all.
As "gamer fiction" the book does a great job of explaining some of the quirks of 4e. Such as why are succubi devils now? Why did erinyes change? What happened to Hag Countess of Hell? Why is Asmodeus a greater god now? What is the deal with Rohini? Well, not all these questions are answered right away, but they are dealt with.
What I loved about this book, other than the characters, of course, was that you didn't need a ton of Realms knowledge to enjoy it. But in truth none of that matters, there is enough of Farideh, Lorcan, and Havilar to enjoy. It is also a good introduction to the Forgotten Realms if you are like me and ignored the Realms for the last few decades.
It's a great start to a great series.
Legacy
Brimstone Angels was the first of six books that spanned from 2011 to 2016, and like I said, two editions of Dungeons & Dragons (4e and 5e). The books had a huge effect on the direction of the game at least in terms of how warlocks could be played.
One needs to look no further than the Player's Handbooks for both editions to see the effects.
There in the Dragonborn names are Mehen, Farideh, and Havilar.
There are other cases where text from the books, in particular interactions between Farideh and Lorcan, are used to flavor text next to the warlock entries.
As I go through the other books I will try to remain spoiler-free, but apologies if an odd one slips by.
Links
https://smile.amazon.com/Brimstone-Angels-Forgotten-Neverwinter-Paperback/dp/B014S2IWTQ
https://dnd.wizards.com/products/fiction/novels/brimstone-angels
https://forgottenrealms.fandom.com/wiki/Brimstone_Angels
http://slushlush.com/
https://www.facebook.com/brimstoneangels/
Tuesday, January 7, 2020
OMG: Indian Mythos
One Man's God: Indian Mythos
It's 2020 and welcome back to my series One Man's God (OMG). I look at the various gods, monsters and everything in between and see how well they could (or would or would not) fit into the AD&D 1st Monster Manual as demons.
Before I jump back in a few introductory notes.
I use the word "demon" a lot. By this I don't usually mean the Christian meaning of the term, but rather the much more generic meaning as a usually evil spiritual creature. This is important here since I am going to jump feet first into the Indian myths and they have a lot of demons, and many are called demons too.
I am also limiting myself to AD&D 1st edition here. While I do draw from other editions and games, it is AD&D 1st ed I am most interested in. How do these creatures and monsters fit the AD&D (not Earth's) cosmology?
So in preparation for this, I grabbed my copy of the Ramayana to help me out. Though the focus here is not on the myths and stories themselves but rather on how the Deities & Demigods presents them.
It would be difficult, if not impossible, to collect all the myths and stories of India collate them, sort them and then put them into a gamebook and have them make sense. Indian myths, like and maybe more so than other mythologies in the D&DG, are far too dense and scattered over time to fit the needs of a book publisher with a handful of pages to spare. So I am not going to fault the creative choices made by the authors and editors here. The authors acknowledge this in their first sentence of text for these myths. So the list of gods, goddesses and creatures here combine Hindu, Buddist, Shakta, Jainism, and other beliefs. Much like India itself.
Indian mythology is ancient, with Hindu texts going back to at least 1500 BCE. I remember reading the Rig Veda in college and the Ramayan a while back. What struck me then and again now is how much color and vibrancy there is to these tales. I could go on and on, but that is not focus here.
In the Indian Myths as presented in the D&DG there are many gods and goddesses that look monstrous but are not. This will be a classic example of not judging someone by their looks.
Kali
Kali might be one of the more recognizable personas from the Indian mythos. She gained notable status soon after the D&DG came out thanks to the Indiana Jones and Temple of Doom movie. But Kali is much, much more complicated than that. Kali is needed and required in Hindu mythology she is the one who dances with Shiva to destroy and then rebuild, the world. Here name means "Time" and thus is a complicated character.
In the D&DG she is reduced to just a goddess that can instill fear in demons and devils. She should be more.
Rakshasa
The rakshasa from the MM (and every Monster Manual hereafter) is often described as a demon. Throughout D&D's history they have been consistently Lawful Evil. They are featured in many of the ancient tales, and in the Ramayana in particular. Originally I wanted to re-classify them as Chaotic Evil, but after rereading the Ramayana I think I'll stick with Lawful Evil, with some odd individuals as Lawful Neutral or even Lawful Good. Even in some tales Shurpanakha, the demonic sister of Ravana, the rakshasa king of Lanka, becomes so good that her beauty comes back to her.
Vitra and Susna
Both of these creatures are described as "dragons", "serpents" or "snakes" and often as a demon of drought. They are typically blocking rivers or damming up waters and Indra has to fight them.
In this case, he could be related to any number of world-threatening serpents such as Apep or even Azi-Dahaka. I honestly could use the same stats for it as I did for Apep. Or in his "human" form that of a Balor.
A bestiary of all the monsters and demons from India would fill their own book. It would be a fun book too!
Though if I were to do such a thing I'd rather do it for Ghosts of Albion and set it in the early Victorian Age.
It's 2020 and welcome back to my series One Man's God (OMG). I look at the various gods, monsters and everything in between and see how well they could (or would or would not) fit into the AD&D 1st Monster Manual as demons.
Before I jump back in a few introductory notes.
I use the word "demon" a lot. By this I don't usually mean the Christian meaning of the term, but rather the much more generic meaning as a usually evil spiritual creature. This is important here since I am going to jump feet first into the Indian myths and they have a lot of demons, and many are called demons too.
I am also limiting myself to AD&D 1st edition here. While I do draw from other editions and games, it is AD&D 1st ed I am most interested in. How do these creatures and monsters fit the AD&D (not Earth's) cosmology?
So in preparation for this, I grabbed my copy of the Ramayana to help me out. Though the focus here is not on the myths and stories themselves but rather on how the Deities & Demigods presents them.
It would be difficult, if not impossible, to collect all the myths and stories of India collate them, sort them and then put them into a gamebook and have them make sense. Indian myths, like and maybe more so than other mythologies in the D&DG, are far too dense and scattered over time to fit the needs of a book publisher with a handful of pages to spare. So I am not going to fault the creative choices made by the authors and editors here. The authors acknowledge this in their first sentence of text for these myths. So the list of gods, goddesses and creatures here combine Hindu, Buddist, Shakta, Jainism, and other beliefs. Much like India itself.
Indian mythology is ancient, with Hindu texts going back to at least 1500 BCE. I remember reading the Rig Veda in college and the Ramayan a while back. What struck me then and again now is how much color and vibrancy there is to these tales. I could go on and on, but that is not focus here.
In the Indian Myths as presented in the D&DG there are many gods and goddesses that look monstrous but are not. This will be a classic example of not judging someone by their looks.
Kali
Kali might be one of the more recognizable personas from the Indian mythos. She gained notable status soon after the D&DG came out thanks to the Indiana Jones and Temple of Doom movie. But Kali is much, much more complicated than that. Kali is needed and required in Hindu mythology she is the one who dances with Shiva to destroy and then rebuild, the world. Here name means "Time" and thus is a complicated character.
In the D&DG she is reduced to just a goddess that can instill fear in demons and devils. She should be more.
Rakshasa
The rakshasa from the MM (and every Monster Manual hereafter) is often described as a demon. Throughout D&D's history they have been consistently Lawful Evil. They are featured in many of the ancient tales, and in the Ramayana in particular. Originally I wanted to re-classify them as Chaotic Evil, but after rereading the Ramayana I think I'll stick with Lawful Evil, with some odd individuals as Lawful Neutral or even Lawful Good. Even in some tales Shurpanakha, the demonic sister of Ravana, the rakshasa king of Lanka, becomes so good that her beauty comes back to her.
Vitra and Susna
Both of these creatures are described as "dragons", "serpents" or "snakes" and often as a demon of drought. They are typically blocking rivers or damming up waters and Indra has to fight them.
In this case, he could be related to any number of world-threatening serpents such as Apep or even Azi-Dahaka. I honestly could use the same stats for it as I did for Apep. Or in his "human" form that of a Balor.
A bestiary of all the monsters and demons from India would fill their own book. It would be a fun book too!
Though if I were to do such a thing I'd rather do it for Ghosts of Albion and set it in the early Victorian Age.
Monday, January 6, 2020
Monstrous Mondays: Star Jellies for OSR games
"Seek a fallen star," said the hermit, "and thou shalt only light on some foul jelly, which, in shooting through the horizon, has assumed for a moment an appearance of splendour."
Star Jelly
Star Jellies, also known as astromyxin or astral jellies, are creatures known to fall to the earth from celestial bodies. They are often found where a shooting star is thought to have struck the earth.
These are chaotic and evil creatures of alien will. They will attempt to attach themselves to other life forms and feed on them.
Upon landing they will move, slowly to the nearest warm-blooded creature it can find. It prefers humans and humanoids. Once attached the star jelly will excrete a poison that both paralyzes their victim and causes them to have vivid hallucinations or horrible phantasmagorias. The victim feels they are being attacked by creatures unknown and will attempt to lash out at them. In truth, the victim is paralyzed and the jelly is attempting to digest the victim from within.
The jelly's only attack is an attempt to latch on to the flesh of a humanoid. The victim gets a saving throw vs. Paralyzation (to keep from being paralyzed) and a save vs. Poison each round afterward to realize they are hallucinating. Once attached the jelly will dissolve flesh, causing 2 points of Constitution damage per round. The only way to remove a jelly is to burn it off or expose it to direct sunlight. Something about the combination of sunlight and air damages them and they take fire damage per round in the sun.
Constitution loss is permanent unless healing magic is used.
Star Jellies have an intelligence, albeit an alien one. They are immune to charm, hold, sleep, and other mind-affecting magics.
https://en.wikipedia.org/wiki/Star_jelly
Star Jelly
(Labyrinth Lord)
No. Enc.: 1 (1-2)
Alignment: Chaotic (evil)
Movement: 10' (30')
Armor Class: 8
Hit Dice: 2+2** (11 hp)
Attacks: 1 (special)
Damage: 2 points of Constitution damage
Special: Causes paralysis and hallucinations
Save: Monster 2
Morale: 12
Hoard Class: None
XP: 50
Star Jelly
(Blueholme Journeymanne Rules)
AC: 8
HD: 2d8+2
Move: 40
Attacks: : 1 (2 points of Constitution damage), causes paralysis and hallucinations
Alignment: Chaotic
Treasure: None
XP: 50
Star Jelly
(Old-School Essentials)
AC 8 [11], HD 2+2 (11hp), Att 1 touch (2 pts Con damage), THAC0 19 [+1], MV 30’ (10’), SV D17 W18 P17 B18 S17 (2), ML 12, AL Chaotic, XP 55, NA 1 (1), TT None
▶ Poison skin: Causes paralysis and hallucinations.
Star Jelly
(WhiteStar)
ARMOR CLASS: 8 [11]
HIT DICE: 2
HDE/XP: 2/50
SAVING THROW: 18
TOTAL HIT BONUS: +1
MOVEMENT: 3
SPECIAL: Causes paralysis and hallucination
ATTACK: by touch, 2 points Constitution damage
In the depths of space, their natural environment, Star Jellies are immune to the effects of sunlight. They can also grow to very large size (up to 10hd) if given enough living organic matter to eat.
- Sir Walter Scott, The Talisman (1825)
Star Jelly
Star Jellies, also known as astromyxin or astral jellies, are creatures known to fall to the earth from celestial bodies. They are often found where a shooting star is thought to have struck the earth.
These are chaotic and evil creatures of alien will. They will attempt to attach themselves to other life forms and feed on them.
Upon landing they will move, slowly to the nearest warm-blooded creature it can find. It prefers humans and humanoids. Once attached the star jelly will excrete a poison that both paralyzes their victim and causes them to have vivid hallucinations or horrible phantasmagorias. The victim feels they are being attacked by creatures unknown and will attempt to lash out at them. In truth, the victim is paralyzed and the jelly is attempting to digest the victim from within.
The jelly's only attack is an attempt to latch on to the flesh of a humanoid. The victim gets a saving throw vs. Paralyzation (to keep from being paralyzed) and a save vs. Poison each round afterward to realize they are hallucinating. Once attached the jelly will dissolve flesh, causing 2 points of Constitution damage per round. The only way to remove a jelly is to burn it off or expose it to direct sunlight. Something about the combination of sunlight and air damages them and they take fire damage per round in the sun.
Constitution loss is permanent unless healing magic is used.
Star Jellies have an intelligence, albeit an alien one. They are immune to charm, hold, sleep, and other mind-affecting magics.
https://en.wikipedia.org/wiki/Star_jelly
Star Jelly
(Labyrinth Lord)
No. Enc.: 1 (1-2)
Alignment: Chaotic (evil)
Movement: 10' (30')
Armor Class: 8
Hit Dice: 2+2** (11 hp)
Attacks: 1 (special)
Damage: 2 points of Constitution damage
Special: Causes paralysis and hallucinations
Save: Monster 2
Morale: 12
Hoard Class: None
XP: 50
Star Jelly
(Blueholme Journeymanne Rules)
AC: 8
HD: 2d8+2
Move: 40
Attacks: : 1 (2 points of Constitution damage), causes paralysis and hallucinations
Alignment: Chaotic
Treasure: None
XP: 50
Star Jelly
(Old-School Essentials)
AC 8 [11], HD 2+2 (11hp), Att 1 touch (2 pts Con damage), THAC0 19 [+1], MV 30’ (10’), SV D17 W18 P17 B18 S17 (2), ML 12, AL Chaotic, XP 55, NA 1 (1), TT None
▶ Poison skin: Causes paralysis and hallucinations.
Star Jelly
(WhiteStar)
ARMOR CLASS: 8 [11]
HIT DICE: 2
HDE/XP: 2/50
SAVING THROW: 18
TOTAL HIT BONUS: +1
MOVEMENT: 3
SPECIAL: Causes paralysis and hallucination
ATTACK: by touch, 2 points Constitution damage
In the depths of space, their natural environment, Star Jellies are immune to the effects of sunlight. They can also grow to very large size (up to 10hd) if given enough living organic matter to eat.
Wednesday, January 1, 2020
New Year's Day! What's New for the Other Side in 2020?
Happy 2020 everyone! I expected to have more cybernetic implants by now, but hey at least we are not living in a futuristic dystopian hellscape right? Right?
Anyway.
I am now at a point where I can say I have been playing D&D for 40 years.
2019 was my celebration of 1979, the year I first learned about D&D and started to play. I thought that might be the end of my "Back to Basic" but I was wrong, I find I still have more to do and say.
If 2019 was my focus on Holmes Basic and the AD&D Monster Manual (my gateway drugs) then 2020 will be my focus on the Moldvay Basic Set and the games I was playing with that.
So here are some things I am looking forward to doing here at The Other Side in 2020:
Sci-Fi
This was a science-fiction Christmas break for me. We watched The Mandalorian, season 2 of Lost in Space, we started The Expanse on TV. We binged watched all of Star Trek Discovery and LOVED it. Saw Star Wars: The Rise of Skywalker in the theatres (I loved it) and we will see Doctor Who later today and then again at the Fathom Events special in the theatres. We really had a great sci-fi vacation. It all has me pretty pumped for a good Sci-Fi game.
The Expanse and Lost in Space have a grit to it that I really like. Both also have some elements of horror to them I also liked. All the things I want to add to my BlackStar game*.
(*just a reminder, BlackStar is not a game I am looking to publish, just something to have some fun with.)
I already knew that I was going to add elements of ST:DISCO to my game too, I just didn't what yet. With Picard coming up soon, season three of Disco after that AND the re-merger of Viacom and CBS it looks like a great time to be Star Trek fan.
Both Lost in Space and the Expanse (pre-warp Sci-fi) have also refueled my desire to finish "Space Truckers." I'd love for it to capture that late 70s Trucker movies and early 80s campy sci-fi.
Back To Basics, Year 2
2019's Back to Basics was so much fun I want to keep going. Last year was mostly dedicated to Holmes and my weird Holmes/AD&D hybrid. In the OSR this was best represented by Blueholme and Labyrinth Lord.
This year is the 39th anniversary of the Moldvay Basic set. Though the copyright date is 1980, it is good enough for me to call it 40. My focus this year then will be Moldvay/Cook/Marsh B/X flavor basic. This system is represented best by Old School Essentials (formerly B/X Essentials) and Pacesetter's BX RPG.
I do have at least four more witch books I want to get out. The Pagan Witch and the Warlock for OSE. For BX RPG I am wanting to do a Diabolic Witch book and one I am calling "The Secret Order, The High Witchcraft Tradition".
The nice thing about The High Witchcraft book is it will take me full circle back to my original notes and witch class. After this, I want to focus on other things. I love writing about witches but I have more I want to do as well.
So here is to a new 2020!
Anyway.
I am now at a point where I can say I have been playing D&D for 40 years.
2019 was my celebration of 1979, the year I first learned about D&D and started to play. I thought that might be the end of my "Back to Basic" but I was wrong, I find I still have more to do and say.
If 2019 was my focus on Holmes Basic and the AD&D Monster Manual (my gateway drugs) then 2020 will be my focus on the Moldvay Basic Set and the games I was playing with that.
So here are some things I am looking forward to doing here at The Other Side in 2020:
Sci-Fi
This was a science-fiction Christmas break for me. We watched The Mandalorian, season 2 of Lost in Space, we started The Expanse on TV. We binged watched all of Star Trek Discovery and LOVED it. Saw Star Wars: The Rise of Skywalker in the theatres (I loved it) and we will see Doctor Who later today and then again at the Fathom Events special in the theatres. We really had a great sci-fi vacation. It all has me pretty pumped for a good Sci-Fi game.
The Expanse and Lost in Space have a grit to it that I really like. Both also have some elements of horror to them I also liked. All the things I want to add to my BlackStar game*.
(*just a reminder, BlackStar is not a game I am looking to publish, just something to have some fun with.)
I already knew that I was going to add elements of ST:DISCO to my game too, I just didn't what yet. With Picard coming up soon, season three of Disco after that AND the re-merger of Viacom and CBS it looks like a great time to be Star Trek fan.
Both Lost in Space and the Expanse (pre-warp Sci-fi) have also refueled my desire to finish "Space Truckers." I'd love for it to capture that late 70s Trucker movies and early 80s campy sci-fi.
Back To Basics, Year 2
2019's Back to Basics was so much fun I want to keep going. Last year was mostly dedicated to Holmes and my weird Holmes/AD&D hybrid. In the OSR this was best represented by Blueholme and Labyrinth Lord.
This year is the 39th anniversary of the Moldvay Basic set. Though the copyright date is 1980, it is good enough for me to call it 40. My focus this year then will be Moldvay/Cook/Marsh B/X flavor basic. This system is represented best by Old School Essentials (formerly B/X Essentials) and Pacesetter's BX RPG.
I do have at least four more witch books I want to get out. The Pagan Witch and the Warlock for OSE. For BX RPG I am wanting to do a Diabolic Witch book and one I am calling "The Secret Order, The High Witchcraft Tradition".
The nice thing about The High Witchcraft book is it will take me full circle back to my original notes and witch class. After this, I want to focus on other things. I love writing about witches but I have more I want to do as well.
So here is to a new 2020!
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