Showing posts sorted by date for query quest of the ancients. Sort by relevance Show all posts
Showing posts sorted by date for query quest of the ancients. Sort by relevance Show all posts

Sunday, October 9, 2022

100 Days of Halloween: DL15 Mists of Krynn

DL15 Mists of Krynn
When I talk about witches and D&D one of the last places that usually comes to mind is Krynn and Dragonlance. BUT believe it or not, there are some strong connections between my witches and the first Dragonlance Trilogy.  Usually this can be summarized with me thinking that "this could use some more witches" where the "this" is the trilogy.  Witches are mentioned in the first book but that was only a tease.

So. How does DL15 Mists of Krynn fit into all of this? Glad you asked.

DL15 Mists of Krynn

PDF. 128 pages. Color covers and maps. Black & white interior. 

This book contains 12 mini-adventures (pages 2 to 100), nine discussions on various creatures and races unique to Krynn with adventure hooks or lairs, and eight NPCs. I printed the monster section out and stuck it into my Dragonlance Monstrous Compendium binder.

I am going to be upfront here and say this is not a review of the entire book, but rather just of the mini adventure The Tanglewood Keep, and I'll briefly touch on one of the NPCs, Ladonna.

The Tanglewood Keep

This adventure is a basic MacGuffin hunt, but it has some nice features about it. First off it was written by a friend of the Other Side Vince Garcia. I have featured his Quest of the Ancients RPG many times here.  Secondly, while the adventure is simple, that is its greatest strength. It is not really about the quest to find a stone, it is about getting the PCs from their home world (Greyhawk or now the Realms) to Krynn via the magic mirror in the adventure.

The characters are introduced to kender, tinker gnomes, and draconians in short order. They get the full Dragonlance introduction before the mud on their boots from their home world is even dry.  

I ran this one for my family at home and at Gen Con 2021 and in no short order they all wanted to kill poor Twil Topknot! It was a fun adventure and I am glad I got to do it.

Twil Topknot

The book itself does have an "Adventure Path" feel about it with adventures to take the characters from the 1st to 15th level. Tanglewood Keep is for adventurers of 1st to 3rd level. If you want to play in Krynn and don't want to do the War of the Lance, or do what I did and have it as a "background noise," then this is a good choice.

This adventure also introduces us to the magic-user cough*witch*cough Stevie. I'll get to her later.

Ladonna

I admire the layout of this book. Everything is rather modular with the monster/race bits fitting on a front and back page (reading the PDF) and the NPCs fitting one per page. It makes printing this out rather convenient.

Ladonna is another entry from Vince. She is a 17th-level black robe (aka evil) wizardess. But you would be forgiven if you read her entry and didn't think she was a witch. I mention her here since, well she is witchy and from Vince Carcia.

Stevie aka Sarana

In the adventure, we meet Stevie. She is a 12th-level white-robed Grey Elf wizard. Given the adventure is for characters levels 1 to 3 there is no way the PCs are going to mess with her. Her description is pretty much Krynn's Stevie Nicks. I mean she is better qualified to go get her rock than the characters are. So is Twill for that matter. But none of that is important really. What is important is the fact she is here. 

Stevie also has a not-too-coincidental resemblance to another Garcia character, this time it is Sarana from his Quest of the Ancients.  

For my run of this, I combined Stevie (grey-elf) and Sarana (human) into one character, Sarana (half-elf). Seriously if I had pulled out a witch-like character named Stevie in front of my family they never would have taken her seriously. They know who I am.  Much like the PCs, Sarana is trapped here from her own world. Unlike the PCs she has decided to remain.

War of the Witch Queens hook

At the end of the adventure Sarana/Stevie tells the group she fears the Queen is dead.

Sarana aka Stevie

Honestly. If I never get to the other adventures these NPCs, the little adventure, and the monster pages has all made this a great choice for me. 

The Other Side - 100 Days of Halloween

Tuesday, May 17, 2022

Review: MegaTraveller (1987)

MegaTraveller Players' Manual
It is 1987.  The year I graduated from High School and my first year in University.  I knew about MegaTraveller, anyone that read Dragon Magazine even as infrequently as I was then knew about it.  But again it is not a game I played.  I do recall seeing it* played at a local con (SIU had a bunch of them) but (and this is the asterix) I could not really tell if it was Classic Traveller or MegaTraveller at the time.  They had a lot of cool spaceships on a black hex map.

I would not actually read MegaTraveller until the late 1990s.  I was working on my Ph.D. and commuting all over Chicago.  I found a local library that would honor my U of I Chicago library card and they had a copy of the MegaTraveller Player's Manual.  I can't recall my impressions of the time all that much, just a memory of being on the commuter train and reading it.

Rereading it now I find the rules are largely similar to Classic Traveller.  I know some clarifications and changes have been made but I am not qualified enough to pick them out. 

The thing that is most obvious is the setting.  The Emporer has been killed along with all his heirs and his assassin is claiming the throne.  And so are about half a dozen or more people.  So the empire has fallen and this is called the "Time of Rebellion."   Does Traveller have...Star Wars envy??  I am sure that is not 100% true.  

I have NO data to back this up, but my perception is that MegaTraveller was a hit. I think it appealed to people that wanted to play but not have to get into 10 years worth of back product.  In many cases my D&D analogy extends here with MegaTraveller as AD&D 2nd Edition.  The Jim Holloway art certainly helps that along. 

My understanding is that MegaTraveller came as a boxed set. With Players's and Referee's books. Today you can get them as PDF via DriveThruRPG or from Far Future Enterprises.  I will be considering the PDFs from DriveThruRPG for these reviews.  It is nice to have these now after so many years.

In general, the scans are ok to good.  Some attempt has been made to clean them up, but they are obviously scanned from printed products and not the original files. They are OCR'ed and have bookmarks.  The scans look fine on my PC and on my iPad, but I don't think they would work well for Print on Demand yet.

MegaTraveller Players' Manual

PDF. 108 pages. Color covers, black & white interior art. 

This book covers everything the player needs to create a character, including Basic and Enhanced options, learn about the core mechanic (and the Universal Task Profile), skills, combat, and psionics. 

Reading through this I do get the feeling that this is a cleaned-up and updated version of Traveller.  While I can see the larger changes, the subtle ones are less clear to me.  My impression is that a MegaTraveller character could operate in a Classic Traveller game. 

Layout and rule-wise there are a lot of clarifications. For example, Page 9 details Task Resolution and the Universal Task Profile.  This would be called setting a difficulty level in other games.  There are the levels of difficulty and what you need to roll over (3, 7, 11, and 15) which is different (slightly) than the "just 8 or better" of Classic Traveller.  Rolls can also be altered by skills, risk, time, and other factors.  This page gives a great overview and the first place I see a real improvement.  Now my understanding is that many of the rules here came about in various publications, both books and supplements from GDW (Merchant Prince and Mercenary seem to be prime sources here) as well as periodicals.  IT IS POSSIBLE that by 1986 people were playing with rules that resembled this.  This the codification of all of those rules.

Character creation, both basic and Advanced/Enhanced are covered.  This is largely similar to what I saw in Classic Traveller (CT) except I did not see anywhere where you can die before mustering out.  The tables have been expanded to include military and non-military careers including Scouts and Merchant Princes.  Even the example is a Doctor now. 

Skills are detailed and this list seems to get larger with each new edition.  What I like about MegaTraveller is that skill advancement is right after this section and much clearer. 

Character creation and skills take up half the book.

SIDE NOTE:  A lot of the tables and other character creation details (like character flowcharts) are set to one page or two pages.  So printing out material from your PDF is easy.  I can take a page with me to know what my character needs to do to advance for example or keep a list of all the skills with me.  Page 9, the UTP is a prime example of this layout feature.

Combat comes up next.  Again not a surprise since combat is an important part of Traveller.  I don't think I expressed this before, but maybe MegaTraveller makes it more obvious, but combat looks like it is a deadly affair.  Again, no practical experience here, but going through the numbers I am surprised I did not notice it before.   There are charts of weapons and damage, but not the catalog of guns we found in Traveller 2300. 

The last dozen or so pages cover special rules, like mapping and special types of combat.

At the end, where it always is it seems, is the section on Psionics.

Throughout the book, there are little boxed texts that give some more background on the fallen Imperium.  Little bits of history and background to add flavor.  This new time period is the big deal with this edition. 

The inside cover maps of the Spinward Marches and the Third Imperium look like they were taken from a previous version of Traveller.  The Imperium map is dated 1115 and this game takes place in 1116 and beyond.

MegaTraveller Referee's Manual
MegaTraveller Referee's Manual

PDF. 108 pages. Color covers, black & white interior art. 

The Referee's Manual opens with the various factions vying for control in the Imperium.  Just a page, but it really set the tone for me. I can see how this would be a great game to play with the various factions working with and against each other for ultimate control while the PCs work whatever angles they can to either get more power or just stay alive.  I was skeptical of change when I first read it, but now re-reading it many years later I am very excited about it. 

This book covers similar territory as the Players' book, save from the game master's perspective.  Again I am drawn in by the parallels of the format and layout of this game as AD&D 2nd Ed. which will hit the stands in another 2 years.  I am not suggesting TSR copied GDW but instead that this was something that was a logical extension of many 2nd Edition games released around this time. 

There is a longer breakdown of Tasks and resolutions here that makes me happy to see. I never ran a Traveller game, but with this book I think I could.

Star System and World Creation is next including a discussion on world profiles. It is detailed, without being overly so, and will get any Ref going on world creation.  It doesn't have the same feel to me as the Classic Traveller section doing the same thing, but I think that is fine.  Lots of tables here and no equations to solve.  Kinda miss that. 

Sections on Animals and Encounters are similar to their Classic Traveller counterparts.  Detailed enough to keep you going for a while  

Trade and Commerce cover the next 10 pages.  Again, brief but enough to start. I imagine that entire books can (and maybe have) been written on this topic. I also imagine that this is an area where the Imperium's fall would also be a prime place for adventures.  Smuggling cargo, protecting shipping lanes, getting something like medical supplies to another part of the system but other factions want to stop you or steal what you have?  Yeah, lots of ideas.

Craft Design and Evaluation cover the next 34 or so pages. More craft seem to be available to the MegaTraveller character/group than the Classic Traveller ones. If this review is late in posting it was because I was making starships again.  With CT I like system building more, here I like starship building more.

This is logically followed by Starship Combat

We end with a couple of stellar maps. 

Reading through these now I kind of lament not getting in on this fun back then.  Classic Traveller with all its supplements, and add-ons, and alien modules, and board games seemed like a steep hill to climb.  I erroneously felt MegaTraveller was the same way.  Just looking through was DriveThruRPG and FFE have on their sites it doesn't seem to be that much to me know.   It is still far more than want to buy right now and far more than I'll ever play, but it is nice to know it is all there. 

More Notes

It appears that MegaTraveller, in addition to being a pencil and paper RPG was also a couple of video games, as if my Traveller Envy wasn't enough already. MegaTraveller 1: The Zhodani Conspiracy and MegaTraveller 2: Quest for the Ancients were released in 1991 for the Atari ST and MS-DOS systems and in 1992 for the MS-DOS and Amiga systems respectively.  These might be fun to try and find for the retro-gaming computer I built over the winter. 

GURPS Traveller

GURPS Traveller was released in 1998 for GURPS 3rd Edition.  It covers the same time span as MegaTraveller, but there was no rebellion.  I guess the idea was to preserve the feel of Classic Traveller. 

I like GURPS well enough, but I have stated before that GURPS has no soul to it; at least not to me. IT's too bad really since I do enjoy a good Universal game.  Their supplements have always been top-notch though. I have never been so happy to spend money on game I know I won't play.

Monday, February 1, 2021

Character Creation Challenge: Looking Back and Forward

And that is done!

I managed to get through the 31 Day New Year,  New Character creation challenge. It was quite a bit of fun.  In fact, I might continue this on the 1st of each month.  I still have plenty of games to cover.

For the record, here are all the characters created this past month.

31 Games, 38 Characters.  Not too shabby really.

Many of these characters will find some life again in my War of the Witch Queens.

Sunday, January 10, 2021

Character Creation Challenge: Quest of the Ancients

quest of the Ancients RPG

So an interesting thing happened this week.  I posted my Rhianon character for AD&D 1st Edition and I was pointed to a Dragonlance adventure that featured a very thinly veiled version of Stevie Nicks! Well, you could imagine my surprise at that.  Then double that I tracked down the said adventure, DL15 Mists of Krynn, to discover it was written by none other than Other Side favorite and the only guy more obsessed with witches than me, Vince Garcia.

I grabbed the adventure and read it through.  Yup. Totally Stevie Nicks. 

This got me thinking.  The adventure is low-level, deals with a powerful witch, but one that is here to help the party, not fight them. 

It also deals with a witch traveling across the planes. 

Seems like a perfect fit for my War of the Witch Queens campaign!

The adventure was written in 1988, so a little bit before Garcia's publication of the "Druids of Rhiannon" Dragon Issue #155 and his Magnum Opus, Quest of the Ancients.  Given the Stevie-like character on the cover of both editions of his game, it seemed certain that they were somehow related.

The Game: Quest of the Ancients

I will admit I am rather fond of this game.  I spent some time talking about it in the past here so you can read all of those posts for more detail. But suffice to say that this game is a Fantasy Heartbreaker in the classic sense, still though I can't help but be fond of it.

The Character: Sarana

So there is a character in DL15 Mists of Krynn, Stevie, who really is a very, very thinly veiled version of Stevie Nicks. Now I am totally fine with that. But she isn't the only one. On the cover of the 1st Edition of Quests of the Ancients, pictured above, is Sarana. She is the one in the pink dress.  She is also a thinly disguised version of Stevie Nicks.  In the book she is listed as a 20th level Witch/Bard, but no other stats are given.

The Second Edition/Printing cover makes this a bit more obvious.


And if that wasn't enough, here is the dedication found in both printings.


Again, I am right there with him on this. He even mentions Dark Shadow's Angelique here and then again in REF5 Lords of Darkness as an NPC vampire. 

Sarana is an interesting case.  I can be perfectly ok with the idea that Sarana from QotA and Stevie in Dragonlance are one and the same. Sure, Stevie is listed as a grey elf and Sarana as a human.  One or other of those could be glamours or disguises.  I am likely to say elf or half-elf.  

Now "how" do I get her there? Well for that let us follow the story of her co-cover girl Raven TenTolliver.  I gave some insight to her goings-on in this post of her appearance in the Forgotten Realms.  Raven has been known as "Raven," "Whisper," and even "Rhiannon" (!) over her years.  It looks like in the Forgotten Realms book, LC1 Gateway to Ravens Bluff, she is largely retired and runs an inn.  You can read some of the details here, here (lifting words from LC1), and a bit on the Inn she runs in Ravens Bluff.  While retired she was a 25th level witch/20th level assassin!

So Raven left her group of adventures and then settles in Ravens Bluff in the Forgotten Realms, Sarana finds her way to Krynn, where she gets trapped and is sometimes known as Stevie. I split the difference and made her into a half-elf. She is a follower of the Faerie Goddess Rhiannon.  Given this I *might* have her in the Feywild and not Krynn.  I need to read over the adventure more to see. 

Sarana
Sarana (Quest of the Ancients)
13th level Half-Elven Witch

Armor rating: 0
Tactical move: 10'
Stamina points: 68
Body points: 15

Stots: St 10; Ag 13; Cn 15; IQ 18; Ch 19; Ap 19: Lk 7

Attack 1
Combat phase: 3
Dmg: 1D4+1 (dagger) or by spell
Ethics: G
Size: 5'1", 125#

Witch Abilities
A: Create Focus ()
B: Additional Combat Skill Slot (2 for 4 total)
C: Create Potions and Elixers
D: Form Coven

Skills (180 pts)
Animal Handling: 40%
Nature Lore: 60%
Calligraphy: 40%
Danger Sense: 10%

Spells

Rank 1: Beguile, Catfall, Evil Eye, Helping Hands, Lirazel's Silent Scream, Magic Dart, Read Magic Script, Slumber, Trick, Witch Warrior
Rank 2: Discern Magic, Enchant Bracers, Fire Darts, Fire Tounge, Net, Night Sight, Stone Speak, Tell Sight, Witch Wand
Rank 3: Charm, Crystallomancy, Energy Blast, Laughing Skull, Sheet Lightning, Spirit Talk, Witch Mark
Rank 4: Hex, Illusion, Shape Change, Shooting Stars, Transform, Witches Eye
Rank 5: Cauldron of Magic, Lirazel's Pocket Dimension, Polymorph, Witchfire
Rank 6: Aura of Fear, Control Weather, Pentagram of Protection, Talisman
Rank 7: Vision Globe, Witch Ward

That's a lot of spells.

For my War of the Witch Queens, I made D&D witch stats for her too.

Character Creation Challenge

Tardis Captain is the originator of this idea and he is keeping a list of places participating.  When posting to Social Media don't forget the #CharacterCreationChallenge hashtag. 

RPG Blog Carnival

This month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month.

Check out all the posts going on this month at both of these sources.

Thursday, May 10, 2018

This Old Dragon: Issue #155

Ok this is an "emergency pick".  My basement got some water in it for the first time ever.  The only thing that was damaged was this issue.  So I am flipping through it now and tossing it when done.  I might end up tossing it before I am done, to be honest; it's in really bad shape.  So let's head back to March of 1990 for Issue #155 of This Old Dragon!

We have a cool cover from Carol Heyer. It features a little faerie in a faerie ring. It is an appropriate cover to our theme this issue.

Some ads for Spelljammer and a couple of TSR board games, The Hunt for Red October and Red Storm Rising. I had forgotten about those last two, to be honest.

Letters are first.   We get a request for the Witch from #114.  The eds remind the reader what issue it was in and no, it should not be used as a PC.  Don't worry, mine was almost done at that time.

Skip Williams is up with Sage Advice.  Mostly covering questions from the new Monstrous Compendiums.  Ah. We get to the Demons and Devils issue in AD&D 2nd Ed. The answer they give is:
The answer, in short, is at present there are no plans to include devils, demons, and similar creatures in the AD&D 2nd Edition game. ... The demons and devils in the old Monster
Manuals were a prime weapon in the campaign of misinformation directed against gaming, so they were dropped from the new edition. It's possible that demons and devils will be revised into a format that preserves their usefulness in adventure design and does not give the game's detractors cheap ammunition, but that format hasn't been found yet.
Another letter points out the error on the Vampire sheet, front and back are the same.

Next is our feature "Realms of the Faerie".

He had the Grugach elves introduced last week (Issue #67) now 7 years and 4 months later we get Wild in the Wood: The Point of View of the Grugach-Wild Elves by Eric Oppen.  The article is actually pretty cool talking about life amongst these almost primitive elves.

Denise Lyn Voskuil is next with four new deities in The Elfin Gods. They are Araleth Letheranil, lesser god of light.  Kirith Sotheril, lesser goddess of magic. Melira Taralen, lesser goddess of fine arts and finally Naris Analor, lesser god of healing, suffering, and death.   All these gods made to the present day.

Up next is the article I remember the best, In the Frost and Snow by David S. Reimer, introduces the Snow Elves.  I had also created a snow elf race back in the day, and there are some similarities here. All of which are due to the similar material we were drawing from.  But my snow elves were smaller than regular elves, his are taller. Also, mine tended to be pale-blue.   Still. A fun race that I like to use every so often.

Other Side favorite Vince Garcia is back, this time with The Folk of the Faerie Kingdom.  I must-read article if you ever plan on doing anything with the Faerie realms.  It is a nice long article and one I wish I could keep!  A little bit of Quest of the Ancients leaks into AD&D here with the inclusion of Rhiannon the Faerie Queen goddess and his "Druids of Rhiannon".  I appreciate Vince's obsessions here.


Gordon R. Menzies has The Ecology of the Satyr.  It's also good stuff. Now I want to play a half-Satyr bard!

Thank You for Your Cooperation is a survey for Top Secret/S.I. game by Jon Pickens.  I don't know enough of Top Secret history to know if this lead to something else.

The Game Wizards tries something new with Anne Brown, TSR previews ala gossip column.  It doesn't really work for me.

Another Other Side favorite Bruce Heard is back with another episode of The Voyage of the Princess Ark.  This time Part 3: To seek out new life and new civilizations.  Love the maps, but the maps have always been kind of a key feature of these articles.

Didn't read the fiction. Plus this issue is really getting on my allergies.

Gamers Guide covers all the small ads. There are a few Play by Mail games and ads here too.

Marvel-Phile has a couple character I know pretty well.  Captain Britain and Roma.  Captain Britain is a character that I always felt would translate well into a modern Ghosts of Albion game.  Roma is a Protector in all but name too.

Ah. Here are the TSR Previews.  Lots of Forgotten Realms stuff.  But this the Age of the Settings.

Jim Bambra reviews a few of the new Star War's games.

The Convention Calendar gives us the best cons of March and April 1990.  I swear there were more back then than now.

John C. Bunnell gives us some reviews of books.
Hartley, Patricia, and Kirk Lesser cover what's new for Macs in The Role of Computers. Most Macs were still monochrome at this point. Though I thought for sure there were some color ones.

Dragonmirth has a few artists and comics I am not all that familiar with.

Through the Looking Glass is completely soaked.  Eww.

So what do I have, save a huge mildew colony?  Well in truth a pretty cool issue.  Lots of great information on the fey and stuff I can still use today.

Friday, November 17, 2017

Skylla: Quest of the Ancients

I am posting this as part of the RPG Blog Carnival for November: The Past Revisited hosted by Campaign Mastery. This is a sequel to all my Skylla posts and my Quest of the Ancients posts.

Quest of the Ancients is one of those games I keep coming back to.
Not for the game itself mind you, but for the witch class.  Author Vince Garcia's love and devotion to the witch is equal only to my own and it shows in his game.

I reviewed the game a while back.  I figure it is close enough to *D&D that I should give my Skylla a try.

Skylla
Level 7, human Witch

Armour rating: 1
Tactical move: 10'
Stamina points: 18 (Die: d4)
Body points: 10
Stots: St 9; Ag 11; Cn 10; IQ 15; Ch 12; Ap 12: Lk 7
Attack 1
Dmg: 1D4+1 (dagger) or by spell
Ethics: E
Size: 5'4", 130#

Witch Abilities
A: Create Focus (Demon skull helm)
B: Additional Combat Skill Slot (4 total)

Skills (150 points)
Animal Handling: 25%
Herbalism: 40%
Nature Lore: 40%
Read & Write (Elvish): 45%

Spells
Rank 1: Beguile, Helping Hands, Light Ball, Magic Dart, Read Magic Script, Unlock
Rank 2: Discern Magic, Fire Darts, Fire Tounge, Net, Night Sight, Witch Wand
Rank 3: Charm, Electric Arc, Sheet Lightning, Witch Knock
Rank 4: Lirazel's Globe of Invulnerability, Staff of Absorption

Very interesting.  Her combat is not quite as good and it's harder to learn new languages.  But she gets a lot more spells.




Thursday, September 14, 2017

This Old Dragon: Issue #156

It's April 1990.  I am a Junior in University at this point and working on my very first psychology study (I compared incidents of violent imagery vs. sexual imagery in heavy metal and rap videos.  Conclusion: they both love sex. Gave me a solid appreciation of rap and hip hop).  Twin Peaks is on the TV for the first time ever. On my play list though is the newest Sinéad O'Connor album "I Do Not Want What I Haven't Got". I even skipped Calculus to go get a copy of it and an extra one for my then best friend (and now my wife). What I didn't have and didn't want though was This Old Dragon Issue #156!

Ok. I didn't own this issue at the time. I knew about it of course. I believe, in fact, I am sure I first saw it at +Scott Thorne's Castle Perilous.  I didn't know how good I had it then, to be honest.

Does it feel like I am avoiding the issue? Yeah. I am.  It's an April Fools issue and not at all one of my favorite ones. Let's get into because there are some seriously nice gems later on.
The cover. Daniel Horne does some great work. This is not one of my favorites, but it is one is funny.  Besides, haven't we all made this joke or some form of it before?

Letters.  Ok, these are all fake letters in an attempt to be funny.  Yeah. Not so much really.

Ad for Dungeon magazine.  Man, I loved Dungeon.  Maybe when I am done with this I could something with Dungeon.

First up in the April Fools section is Not Necessarily the Monstrous Compendium. A collection of "funny" monsters.  Ok, some are fun and I would use them in a crazy adventure like an Expedition to the Barrier Peaks or something with a lot of mutants.

A cool ad for I.C.E.'s Cyber Space game.  Was anything more 90s than that?  Cyber Punk vampires maybe.

Razznarock! is an adventure.
Yet Even More [Gods Forbid] Outrages From the Mages is a Pages From the Mages spoof.

It's not that I don't like humor in my games, it's I just don't find these all that funny.

The Game Wizards covers the newest in computer games.  Mechwarrior from Activision, Champions of Krynn from SSI/TSR and Sword of the Samurai from Microprose.   This is less of a review and more of a "coming attractions".

Another ad, this one from TSR itself, from their book department.
They sponsored a Writing Workshop!  Looks kind of interesting.



I wonder if anything came of this?

Speaking of the book department. J. Eric Severson is up with Novel Ideas, featuring three new Forgotten Realms novels: Iron Helm, Horselords and the Wyvern's Spur.  Again this is half preview, half advertisement. In the 90s novels were TSR's big cash cow.  I personally never read any of the Forgotten Realms books (well, till this year) but I bought and read every single Ravenloft novel printed.  Hey some of those Ravenloft novelists went on much bigger and better things, P. N. Elrod, Christie Golden, Elaine Bergstrom, Tanya Huff and newcomer on the scene, Laurell K. Hamilton.  More on that when I cover those issues.

Other Side favorite Vince Garcia is up with Can You Swim? Juggle? At the Same Time? a new skill system for D&D.  Now this is for the D&D game. The BECMI version, not the new AD&D 2nd Ed game that had a skill system.  Like everything with D&D it is simple and easy to learn.
It is no where near as complicated as his magnum opus Quest of the Ancients might later imply.

Dale A. Donovan is up with the Marvel-Phile with a bunch of villains I have never, ever heard of.  They seem to be based on Alice In Wonderland.

Wrestling with Style is Greek wrestling adapted to AD&D by Janne Järvinen.  It seems to mostly be based on the Illiad, which of course is fine.  At this point I had read the Illiad about two years ago, but damned if I remember any of it.

Let see, a ballot for the Origins Awards for 1989.

Sage Advice is split by a program for the Gen Con Game Fair for 1990.



The whole thing is still really small.

TSR Previews has the "must buy" items for March and April 1990.

Characterization Made Easy: A little personality goes a long way for all characters comes to us from Scott Bennie and is a guide for giving your character some more personality. At three pages it is not exhaustive, but the tips are nice especially in what is essentially a Pre-Vampire the Masquerade world.

Interesting note.  All the adds on these pages for companies in Great Britain.  Made me wonder at first if I had a British edition of this magazine, but my CD-ROM version matches it.

Through the Looking Glass has some great horror minis to show off shading techniques.

Convention Calendar has a lot of cons to hit for the Summer of 1990.

Ken Rolston is next in Role-Playing Reviews.  There is something to notice here first.



The review is copyrighted by the author.   This comes up every so often when people ask whay can't Wizards do another Dragon CD-ROM (well, Blu-Ray ROM now) collection?  OR (and this is my least favorite) since TSR is gone all those old Dragons are in the public domain (no. they are not.)
In this case this little copyright hits on both of those.  WotC, just like TSR before them, does not have the rights to this article.  Sure they printed the first Dragon CD-ROM and they got into a LOT of trouble for it.
Also. If you are reading this right now the Dragon copyright will not "expire" till long after you are dead.  Sorry. I don't make the rules.

So back to the reviews.  These focus on City and Urban adventures.  Now I LOVED playing in cities at this time so this review was heaven-sent.  I grabbed Greyhawk Adventures: The City of Greyhawk and I totally ignored the Forgotten Realms: City System.  I should have gone the other way around.  Though both products have their positive and negative aspects.

The Role of Computers gives us a proper review of Champions of Krynn, saying it is the best AD&D computer game yet!

There are few pages missing from my issue so I turned to the CD-ROM to find that some barbarian had cut out +Bruce Heard's first installment of Voyage of the Princess Ark!  I think I am going to take one of my "This Old Dragon" days and do a retrospective on this.  I have been dying to see it all together in one place as a whole for some time now.  Alas for toady though I can't talk about it since it breaks my rules.  If it is not in the magazine I can't talk about it.

Missing is the first page of the Ecology of Behir. This would have been fun when my players ran into one recently.

Dragonmirth has a bunch of comics complete unfamiliar to me.  Well, I guess I know of Yamara and The Twilight Empire, but I really don't know anything about them.

So the April Fools stuff aside, this turned out to be a fun issue.
While it was published back in the Halcyon days of 2nd ed, it did not contain a lot of 2nd Ed material.  The Greater Behir was notable.

Even at 27 years old this Dragon, for some reason, still feels newer to me.  Maybe because I never owned it back when it was new or maybe because it was out in a time when I was not playing so much I don't attach a lot of nostalgia to it.

What are your memories of this issue?

Monday, May 22, 2017

Witch & Witchcraft Reading Challenge: The History of Witchcraft

For this Witch & Witchcraft Reading Challenge I "read" (listened to) two shorter books that covered roughly the same topic.  The first was "The History of Witchcraft", written by Lois Martin and narrated by Brogan West.  The second was "Witch Mania: The History of Witchcraft", written by Charles Mackay and narrated by Greg Wagland. Witch Mania is actually part of the Charles Mackay's 1841 book Extraordinary Popular Delusions and the Madness of Crowds, which I covered another version of back in January as "Witch: A Tale of Terror".
So for these reasons I am going to classify this as one reading, not two.

The differences in the books are largely one of the historical perspectives.  The older 1841 "Witch Mania" book takes an interestingly pro-science approach that is congruent to the time's own growing industrialism and embrace of science.  "The History of Witchcraft" includes the findings of, subsequent dismissal of those findings of, Margret Murray's Witch Cult thesis.  History also covers the then new "The Triumph of the Moon" by Ronald Hutton.  But nothing is given in detail.

Mackay's 1841 book reads and feels like something written today to be honest.  There are only tidbits of information that would let on that it is not.  Though the perspective is still one of "those poor superstitious peasants".  Martin's 2007 book is a bit newer in it's topics, but the perspective has not shifted very much.

Both books come down on the side of this all being delusion by the participants with some mention of how to properly view historical events through the lens of the times they were in.
Both books cover many of the same horror stories that are familiar to anyone that spends time reading these tales.  A couple of interesting bits for me was the idea of how localized many of these accounts are.  These were common fears that involved local people on a global stage.  The newer "History" (2007) spent some time talking about how this was part and parcel the change over from superstition to rationalism.  Also, it seems there is a new push to see the witch trials as largely a secular issue rather than a purely ecclesiastical one. More on this when I cover the next history book on my list.



Both of these books came from Audible.
http://www.audible.com/

2017 Witches & Witchcraft Reading Challenge
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 13
Level: Mother
Witches in this book: Again, millions or none.
Are they Good Witches or Bad Witches: All were innocent in my mind. At least innocent enough to not warrant a capital offense.
Best RPG to Emulate it: Again, not the best question, but I would love to play a "Burning Times" RPG using WitchCraft.
Use in WotWQ: I will bring some of these ideas to the campaign, certainly the witch hunters and the paranoia.


RPG Carnival Post
Using witches, magic and occult practices in your games.
Both of these books got me thinking about how witches and the occult could be viewed in a game that is already full of magic.

The main feature of both of these books is fear. Fear of the unknown and fear of the very real and very known Devil.  Witches, no matter the stripe, are something to be hated and feared.
This also begs another question. Are Witches really Witches without the persecution?

In most fantasy role-playing games there are wizards, clerics and a host of spellcasters. Even "grimdark" games like Dungeon Crawl Classics and Lamentations of the Flame Princess have their spellcasters and they are, despite their "otherness" still part of a social unit of adventurers.  The witch, when she is included, often becomes another type of spellcaster. In the cases of AD&D 2, D&D 3 and D&D 4 she was merely a type of wizard.  Third party books have made strides to cleave the witch class to the historical witch, or at lease the fairy tale witch.  The RPG Quest of the Ancients, despite it's "Heartbreaker" status has done some rather interesting things with witches.

One thing I have done in my own games is to set up a dichotomy of magic. There is the "state" sanctioned magic used by wizards and the "church" sanctioned magic used by clerics.  Casters will fall, mostly, into one of these two realms. It is assumed that the powers in charge of these realms will police their own.  "Witches" are those that fall outside of these realms and their magic is somehow "outlaw" or "other".

Both history books mentioned above make a point of detailing both the religious and secular nature of the witch trials. This can be emulated in many RPGs with the method I also mention, with a secular or state wizard working with the church or spiritual clerics working to stop the "Evil" witches.  I say evil in quotes since an evil cleric, in this case, would still see they have more in common with a good cleric (both worship gods) than a witch.

I have done this to great effect with witches and psychic characters in my games over the years. In fact, witches had become so numerous in my games that I had to redo how psionic characters were dealt with my games just to set up this "other".

For all of it's outward appearances, D&D and games like it are not medieval Europe. The polytheism of most worlds is really at odds with the notion of Feudalism.  This lack of a monotheist faith, and interrelated government, really makes for a lack of a designated "evil enemy" for this church/state to fight against.   If there is no enemy there is no enemy secrets, cults or conspiracies.   In my mind the best enemies of society are the ones that seek to destroy it.
Maybe there is a cabal of evil (unsanctioned) wizards or a cult of warlocks.

For me, witches are the most interesting when they are slightly outside of the norm.  In modern parlance, they can be the terrorists OR (maybe AND) the Social Justice Warriors.

But I have always been fans of the outsiders, the strange and the different.


Tuesday, September 6, 2016

Review: The Wicked Cauldron

Troll Lords has been putting out some quality products since the 3.x/d20 boom days.  This includes not only their own "house" system, Castles and Crusades but also some 3.x material back in the day.
Well now they are dipping their toes into 5th edition and I could not more pleased.

This past Gen Con I picked up their 5th edition version of their adventure A3 The Wicked Cauldron. I already had the C&C version and I wanted to see how they compared.  Especially since D&D 5 really has a lot of ideas that C&C started with.


The Castles & Crusades version is 24 pages and designed for 3-5 characters of 3rd to 4th level.
The Dungeons & Dragons 5e version is 40 pages (larger font) and for 3-5 characters of 3rd to 5th level.

I am reviewing the print and pdf versions.

The premise is a fairly simple one.  There is a ruined ziggurat in the Barren Woods that is the home to many foul things. It also has a long and evil history and currently is home to one of the fabled Witch Queens.  The PCs must investigate and stop her.

The adventure itself is particularly original, but that doesn't make it less fun.  There is a good balance of overland and dungeon exploring, plenty of new monsters to fight, a threat of an ancient evil.  Given that this module is coded "A3" should give you an indication it is part of a larger series, and it is.  It can be played as part of Troll Lords "A" series that began with "Assault on Blacktooth Ridge" and "Slag Heap" and continues in other Airhde products and adventures.  But it can also be played as a stand-alone adventure.
The adventure is very reminiscent of the old Basic adventures of the early 80s, especially B2 and B4.  In fact, it is almost a perfect mix of these two classic adventures.  So in the nostalgia department, it gets a perfect score from me.

My biggest issue with the PDFs and the Print versions are the maps are fairly small.  I can redo them on my own and larger, but having something I can print out or read easier would be nice.

The 5th edition conversion is good and really, C&C is so close to D&D5 as to almost make the conversion unnecessary, but still I did enjoy looking through both to find the subtle differences.  The most interesting changes were to the Witch Queen herself.

The Witch Queen, Neb–Eprethat, is the central figure in this adventure and stopping her is the main goal.  In the C&C version, she is a Lawful Evil 5th level human cleric/wizard.  In the D&D 5 version, she is a Chaotic Evil 6th level human cleric.   In both cases, she could be better served as a witch.

There is no D&D5 witch class (yet) and I am not ready to publically reveal my C&C witch class.  But I can give her a try in my Basic-era Witch.  Though given that she supposedly worships and honors the "Horned One" she could be a D&D5 Warlock too.  In fact a warlock (as per D&D5) makes a lot of sense.


Neb–Eprethat - Witch Queen 
Chaotic Human Witch (Malefic Tradition), 6th level
The Witch stats

Strength: 11 Death Ray, Poison 11
Dexterity: 14 Magic Wands 12
Constitution: 12 Paralysis, Polymorph or Turn to Stone 11
Intelligence: 16 Dragon Breath 14
Wisdom: 14 Rods, Staffs, Spells 13
Charisma: 18

Hit Points: 20
Alignment: Chaotic
AC: 1
Dagger +4, Multiattack (allows 2 attacks per round)
To hit AC0: 18

Occult Powers
Familiar: Toad (multiple familiars)

Spells
Cantrips (7): Alarm Ward, Daze, Detect Curse, Object Reading, Open, Spark, Warm
First (3+2): Bewitch I, Cause Fear, Command, Minor Fighting Prowess, Sleep
Second (2+2): Biting Blade, Enthrall, Evil Eye, Hold Person,
Third (2+2): Bestow Curse, Continual Fire, Fly, Ghost Ward


She joins the ranks of the other Witch Queens that I have been gathering.

Can't wait to run this under my War of the Witch Queens campaign.

Wednesday, October 14, 2015

Class Struggles: The Necromancer

Very, very few classes or class concepts have been gone over more than the Necromancer.  For a class that was never part of the original game, and never actually a proper class in it's own right, a lot of ink and pixels have been spent on this class.  So much that I am sure to miss things and might even need a part 2.  Where do we start?

Well to begin with what exactly is a necromancer and what is it that appears in so many games?
Taken from the Greek a necromancer is someone that communes with the dead. So spells like Speak to Dead are a good example.  Historical necromancers, like for example John Dee, spoke to the dead to get advice. or foretell the future.   In modern parlance and certainly in games (maybe one caused the other) necromancy has come to mean a wizard that controls or manipulates the forces of death and unlife.

The easiest Necromancer is simple.  Play a Wizard/Magic-User and then only choose necromancy spells.  Wear a lot of black and hang out with undead.  This is also a very satisfying necromancer since all the trappings have to be role-played.  Alternately one could play a cleric of a god of death, take only reversed necromancy spells and command instead of turn undead.
I think though as time wore on people wanted something that wa little bit of both.

The first, or at least one of the first was from White Dwarf Magazine #22 from December 1980/January 1981.  Lew Pulsipher gives us an article about evil priests, the "Black Priests".  While these are more cultist, there is a lot of necromancy being thrown around.  This is followed by a true necromancer class also by Pulsipher in issue #35 from November 1982.  Either of these classes is fine and represent the design philosophy of the times.  Namely take and rearrange already familiar elements.  The Black Priest and this Necromancer have the same shortcomings though; a reliance of human sacrifice.

The Necromancer is turned up to 11 with the publication of Dragon #76 in August 1983 and Len Lakofka's death master class.  Designed to be an "NPC Class only" I remember seeing it first in the pages of Best of Dragon Magazine Vol. 3.  I admit, I rolled up a death master right away.  He became a major antagonist in my games for many years to come.

In AD&D1 the example of the Illusionist gave birth to the speciality wizards of 2nd Ed.  One of those speciality wizards was the Necromancer.  This continues in practice to the most current version.  Though unlike the Illusionist, the Transmuter or even the Evoker, the Necromancer got it's own book.  The Complete Book of Necromancers was one of those books that everyone seemed to want.  I remember picking it up back when it was first published. I paid $15 for it.  Later the cover price jumped to $18 and soon it became very rare. No idea why.  The aftermarket price jumped considerably and I ended up selling mine on eBay back in 2000 for $81. Not a bad deal really.   I recently picked up a copy at Half-Price Books for $9.  The PDF just about the same price.  Though the book is crammed full of necromancer goodies. Spells, magic items, undead familiars.

Moving out into the world of Fantasy Heartbreakers there is the near-compatible Quest of the Ancients.  This necromancer reads like the Death Master, but has some interesting spells and some powers.  The Arcanum/Bard Games also has a necromancer class.

3.x had, at the last time I looked, at least 3 different kinds of official Necromancer classes.  The two best are from Libris Mortis: The Book of Undead and Heroes of Horror.  Heroes of Horror featured the rather popular Dread Necromancer class.  There is also the Death Master class from Dragon updated to 3.0e.  The Crypt Lord from the aptly named Necromancer Games. Not to mention dozens of others from other third party publishers.  Most take the same elements and reorganize them, but every so often something new is produced.

4e had necromancers as well. It was a type of wizard (much like the witch was) and was introduced in the Player's Option: Heroes of Shadow book.  It had some rather neat features to it as well.

For the OSR things are really no different, dozens of different types and sorts of necromancers. I am only going to talk about a few.

One of the simplest also belongs to one of the simplest OSR games.  Basic Fantasy has a necromancer class on their downloads page for free.  It has a lot of spells and weighs in at an appropriate 13 pages.

I would have to say one of my favorites, at least in terms of style, is the one from Astonishing Swordsmen & Sorcerers of Hyperborea.  The necromancer here is cut from the "evil cultist" mold like their warlock and has a lot of great spells and powers.

Magical Theorems & Dark Pacts also has a great necromancer and the big feature of this class (and this book) is the number of spells.  While this book as more spells, the AS&SH class is slightly better in terms of what I want. Right along with that is the necromancer from the great Theorems & Thaumaturgy. A basic class, but some really nice spells.

Another really cool one in terms of how the necromancer is presented is the one from Adventures Dark & Deep.  Darker Paths 1: The Necromancer is certainly in the vein of the "this is an evil class" but +Joseph Bloch makes no bones about the fact that players will be playing these as evil characters.  It's sort of the point of his "Darker Paths" series. In that respect this is a good one to pick up just to get some ideas on how to play an evil character.  Plus it has some unique spells.


Back at home I have most of these printed out and put into a folder.  I also have a number of character sheets of all the different types of necromancers.  Basically I have six characters with two sheets each; a 3.x sheet and an OSR compatible one (the five above and an old fashioned MU with necromancy spells).  This gives me 12 different sorts of necromancers for 6 characters.  I call them the Order of Six based on a group I introduced in my Buffy games.  I am planning on using them as my bad guys in my games, but right now I am only playing 5e! So I can't really judge how well they all work.  Similar to what I did with the Witch's Nest.  Sounds like a plan to me.

By the way. My son has a 5e game he is in charge of.  He has a 15th level necromancer in that game and it is wicked.

I feel like there is alot more to say but I have only scratched the surface.

What is your favorite necromancer class?

Tuesday, June 24, 2014

Character Writeup Page updated

So I have something like a 1000 things to do, but to help clear out my head I updated my Character writeups page.
http://timbrannan.blogspot.com/p/characters-and-builds.html

They are sorted by character or property. One day I really need to sort them by game system too.

Until then here is a list of the systems I have used to stat up these characters.  Maybe there is something you like here.

4th Edition Dungeons & Dragons
AD&D  1st Ed.
Adventures Dark & Deep
Adventures in Oz RPG
Amazing Adventures
Astonishing Swordsmen & Sorcerers of Hyperborea
B/X Companion
Barbarians of Lemuria
BASH
Basic D&D
BECMI + Glantri Gazetteer
Big Eyes, Small Mouth (BESM) 2r
Big Eyes, Small Mouth (BESM) 3.0
C. J. Carella's WitchCraft RPG
Cartoon Action Hour, Season 2
Cartoon Action Hour, Season 3
Castles & Crusades
Chill, 1st Edition (Pacesetter)
Chill, 2nd Edition
Cinematic Unisystem
Cortex
Cortex Plus (Smallville)
DC Adventures
DC Heroes (Mayfair)
Dirty Nellie
Doctor Who: Adventures in Time and Space
Ghosts of Albion
Icons
Marvel Heroic Roleplay
Meddling Kids
Mutants and Masterminds, 2nd Edition
Mutants and Masterminds, 3rd Edition
OVA
Pathfinder
Quest of the Ancients
Savage Worlds
Spellcraft & Swordplay
Superbabes
Supers Unleashed
True20
Victoria RPG
Victoriana
Villains & Vigilantes
Witch Girls Adventures

40+. Not too bad.
Would love to throw a few more into that mix.

If you throw in my Willow & Tara page then I can add these too:

C.J. Carella's WitchCraft
Amazing Adventures
BASH!
Big Eyes, Small Mouth, 2ndEdition
Big Eyes, Small Mouth, 3rd Edition
Big Eyes, Small Mouth d20 (and SAS d20)
Call of  Cthulhu
Cartoon Action Hour, Season 2
Chill
Cortex
d20 Modern
DC Heroes (Mayfair)
Doctor Who Adventures in Time and Space
Fudge / Now Playing
Icons
Kult
Macho Women with Guns (Original and d20)
Marvel Heroic Roleplaying (Cortex+)
Mutants and Masterminds, 2nd Edition
Mutants and Masterminds, 3rd Edition
OVA
Savage Worlds
Slasher Flick: Director's Cut
Superbabes: The Femforce RPG
True20 / Blue Rose
Villains & Vigilantes
Witch Girls Adventures
World of Darkness (old)
World of Darkness (new)

Any system you would like to see me try next?
Any character you would like me to try next?

Saturday, April 19, 2014

A to Z of Witches. Q

Q is for Queen of Witches

I have talked about and around the Queen of Witches many times here.  It is one concept that you will see in almost all my games.  I have talked about it for Basic D&D, Ghosts of Albion/Buffy and even 3rd Ed/Pathfinder.  I even began this challenge with Aradia, the first Queen of Witches.

But what is a Witch Queen or a Queen of Witches?

In my games the Witch Queen is the most powerful witch of any given tradition. She would control many covens and their leaders, the high priestesses, report to the Queen and her Court.

The last season of American Horror Story: Coven gave us an idea of what Queen of the Witches would be like.  We had a Witch Queen, called a Supreme, and a Voodoo Queen.  It certainly gave me some ideas of what could happen when rival queens interact.

One point I have made in my books, but never really elaborated on was the fact that there is only one Queen of Witches per Tradition.  With magics like longevity and Timeless Body a powerful Witch Queen can reign forever...or at least a really long time.

I would say in traditions that are closer to nature, Craft of the Wise and Classical, the Witch Queen steps down after a number of years in favor of younger sharper minds.  In evil traditions, like the Demonic, Mara or Malefic I would say the Witch Queen is usually killed.  Other traditions might vary. I can see a Family or Gypsy Tradition doing either, depends on what they need.

I came up with the idea of a Queen of Witches from a lot of different places.  Most obvious was the well trod ground (for me) of the Sisterhood of Karn.  They were Gallifreyians! They were witches! Perfect really.

A member of the witch court and her Queen
I also thought Witch Queen had a nice sound to it.  Clerics had already laid claim to High Priest/ess so I felt something different was needed.  Plus there were already Faerie Queens and courts and Vampire Queens, it made sense.
Plus I was doing most of this writing in the 80s so this had some influence as well:




This was the hot stuff back in 81!

I have a few Witch Queens detailed out.  Interestingly enough my Witch Queen for the Voodoo witches is a Witch King, a character I have been using for years, Bone Man.  He is not a particularly nice guy, but as a character I really like him.
Another character familiar to Greyhawk fans is Iggwilv she is the Queen of the Demonic Witches and maybe one of the more powerful Queens in my game.  I think as a nod of respect to Vince Garcia and his Quest of the Ancients I might name my Queen of the Faerie Witches, Elvyra.




Supernatural AtoZ

Friday, February 21, 2014

D&D40 Bloghop: Day 21

Day 21: First time you sold some of your D&D books--for whatever reason.

Not sure when the first time was.  I do recall though a great 2nd ed purge around 1997 or 1998.  I had a ton of books and I wanted to get things down to the bare essentials.  This also corresponds to the time I was getting out of D&D.

I remember selling some items at the local Game Plus Auction, but I also sold a more significant amount on Ebay.

This was right before the Dragon magazine archive went for sale so I unloaded my old Dragons for a decent price. I sold all my 2e splat books.  My best sell was a near mint Complete Book of Necromancers. I had bought it for $15.00 and it was then being sold at $18.00  I made $83.00 on it.

I almost always regret selling my games and have often bought them back.  I have owned over the years 3 different copies of Chill and Quest of the Ancients, two copies each of BESM, Vampire, Mage and various Star Trek games. There are more.  Interestingly enough I recently picked up a copy of the Complete Book of Necromancers at Half-Price books for $9.00.  That is the same price as the PDF.