Wednesday, May 11, 2011

This is why I enjoy reading blogs

James at GROGNARDIA has posted a bit on his thoughts on White Plume Mountain. As many of you know I am currently running my kids through WPM as part of their Dragonslayers campaign.

Well reading the comments I see that there is another add-on for this called Outside the Mountain. Which has another legacy weapon, Frostrazor (don't like that name though).
It doesn't add a lot to what I already have, it's list Dragotha as a Black Dragon Dracolich rather than the Red Dragon Dracolich as everywhere else, but it is still fun to have.

I suppose one day I could run "Return to White Plume Mountain" but I think that when the Dragonslayers are done here then the old volcano will fade back into the mists and the local will not speak of the horrors of the mountain, but of the brave adventurers that conquered it.

Now if work would just let up I can get back to finishing this with my boys.

Tuesday, May 10, 2011

Evil!

Because Good is dumb.




From Bruce Timm via  Movie Meatloaf.

Review: Vornheim

Notice: I am not taking down this post because I feel it is more important to leave it up, but also update everyone on what is happeing now as February 11, 2019. Please see this newer post first. http://theotherside.timsbrannan.com/2019/02/i-am-going-to-talk-about-zak-today-and.html

Vornheim the Complete City kit is a massively huge city setting so strange, exotic and new that your players might not ever want to leave. Designed by artist Zak Smith/Zak Sabbath (of "I Hit it With My Axe" and "D&D With Porn Stars" fame) and playtested in his rather unique blend of oldschool D&D and 3rd edition with his equally unique group it is not too much to state that you have not seen a city like this before.

Vornheim reads like a city designed by M.C. Escher and H.P. Lovercraft on a bender. Streets bend and twist on each other and I swear so do the inhabitants. This comes I feel from Zak being a artist first and a game designer second. Compared to other city books there is a lot that this book doesn't do and lot of other things it does.

What doesn't it do. Well for starters no where is it defined where this city is. It could be anywhere, from anywhere. Secondly do not expect a lot of details. The author has very specifically left a lot to the designs of the individual DMs out there. So while some people are mentioned (I rather likes the three witches) there are a lot of details left to you.

What does it do. It is a framework and notes of a great city. There is a fantastic set of superstitions listed and there are NPCs, monsters. Stats are given in a simplified version of the d20 rules, favoring an old-school bent, but there are plenty of conversion notes for every edition of the Worlds Oldest FRPG.

There are tables after tables of things that can happen in the city beyond just random monsters, but also legal issues, things you might find, people you could encounter. The place is huge.

The layout is simple and dense. There is a lot of text in the 70+ pages and the whole thing has this real cool retro vibe to it. Almost like it had been published in the 70's (was Zak even alive then?) and it works great.
The art is Zak's own and it has it's own surreal weird style that really sets the stage for this place. The city map itself is massive and reminds me of an old medieval tapestry. Yes, that does appear to be Mandy Morbid on the cover too.

Visit the Immortal Zoo of Ping Feng, or the Library of Zorlac or just "crawl" across the city.
Vornheim the City is not for the faint of heart and Vornheim the book is not for the DM that is afraid of a little prep time (though with the tables you can be using it in minutes) or bringing his/her own ideas to the table.

I have to admit I am rather impressed.

5 out of 5 stars.

Monday, May 9, 2011

Tale of the tape...er Story of the Stats

Going over my visit stats for April.  Looks like the A to Z blogging deal did pay off.
In general my visits were much higher for April compared to previous months.

Maybe I am just getting better at writing.

All things witchy

Started on the most recent Rachel Morgan book today, Pale Demon.  Just a bit into it and Rachel is already in a mess not of her choosing.  So it was with witches on the mind that All Things Urban Fantasy posted their top 10 favorite witches, http://allthingsurbanfantasy.blogspot.com/2011/05/top-10-list-mk-hobsons-favorite-witches.html.

Oddly enough I only agree with some of them.   I liked Howl (of Howl's Moving Castle), Endora (Bewitched) and Angelique (Dark Shadows) but the rest were only ok. Well, Maleficent and Baba Yaga are cool.

Have a lot of work to do tonight, so this is a brief one.

Saturday, May 7, 2011

Zatannurday: Mother's Day

Tomorrow is mother's day. And for Zatanna that means dressing weird and finding out her memories had been messed with thanks to dad. She must have learned that trick from him.

Anyway, what do we really know about Zee's mom? Not much. Her name was Sindella and she was one of the Homo Magi race; an offshoot of Humans that can perform magic at will more or less. In DC that means that Zee is a magician (father's side) and a witch (mother's side).  Here is the costume that she showed up in one day when she went to join the Justice League.


This is from right around 1978-79 I think, Justice League of America #161.  This may be the worse costume I have ever seen Zee in. Normally turning evil makes you hotter, but I think she got it wrong here.  Maybe she was stoned again.  Anyway.

Turns out it was the same costume that her mother wore when Zatara met her.  We find out later (#163-165) what was going on that her mother wasn't really dead, but a super powerful magic battery and being used as such.  Now she really is dying and Zee is a good replacement.




You can tell he is evil by the beard and calling Zee a half-breed.

Zee is only about 20 or so here and spent her life without a mother, her mother does what any mother in this situation would do. She sacrifices herself so that her daughter may live free.

Course she grows up and gets involved with John Constantine a lot, but hey.

This does bring up an interesting idea.  Let's say Zee was in her 20s at the end of the 70s (that would make her a HUGE Ramones fans in my mind) and use the Constantine idea that she ages at the same rate as the real world, then she would be in her early 50s now.  Since she is a member of the Homo Magi race, a notoriously long lived one, then she could still appear to be in her early 30s easy.

Let's hope John Zatara II has better luck with his mom.

Friday, May 6, 2011

Clerics in D&D

There has been a lot of talk of clerics and their value in a D&D game.  This ranges from the the old school of whether or not the Cleric is an appropriate trope for a fantasy game to the new school of whether a cleric is needed in a game that also has healing surges.

Here are some posts to illustrate what I mean,
http://www.wizards.com/dnd/article.aspx?x=dnd/4ll/20110426
http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20110503#74170
http://lawfulindifferent.blogspot.com/2011/04/god-i-hate-clerics.html
http://daegames.blogspot.com/2011/04/who-wants-to-play-cleric_26.html
http://theresdungeonsdownunder.blogspot.com/2011/05/making-cleric-cleric-blank-religion.html

I am firmly in the camp of Clerics are as much a part of D&D as Fighters, Wizards and Thieves.

My first character ever was Father Johan Weper, Cleric of the God of the Sun, Hunter of the Undead. He was a bit of a generic cleric to be honest, and I choose the sun god because I thought that as a quasi-medieval priest  the sun would be a major feature of all the is holy, bright and good.  Plus I had been reading a bunch of Greek Myths and I though Apollo would make for a good god.  But the real reason I choose the cleric; Turning Undead.  That was an AWESOME power in my pre-teen mind.   So that has colored my views of the cleric ever since.

In real life I am an atheist, but I like the play the religious character.  So clerics, witches, druids, all fascinate me.  But clerics are where it all started.

Clerics as Occult Researchers
In nearly every other game I have ever played there have been occult researchers.  There is usually someone that is the pary's muscle, the magic-guy, the sneaky guy and then the smart guy.  Sometime the magic guy and smart guy are the same, sometimes though they are not.  The Cleric takes on the roll of the Smart Guy or the Occult Researcher.  The books, the ill fitting glasses, and the wisdom to know what to do is the roll of the cleric.

It is fairly well known that the idea behind clerical undead turning  came from Peter Cushing's Van Helsing characters in the various Hammer Dracula films.  Why not extend the metaphor to include the rest of Van Helsing's portfolio.  As a class that puts a high value on Wisdom then the cleric should be a font of knowledge. Sure, this can also be done by the Magic-User / Wiazard,  but the cleric's input should not be understated.

In D&D 3 and 4 knowledge of the undead fall within the Knowledge (Religion) or just Religion category.   These characters tend to have more training in this area than other characters.  While wizards are typically the font of magical knowledge, clerics should be the source of knowledge beyond the ken of mortal man and into the realm of the gods.

Clerics as the Party Leader
The cleric also can serve the roll as the leader. While the cleric can run the gamut of influential high priest to crazy street prophet to diabolic cult leader, players typically take on the roll of the cleric of the local church, usually good.  Certainly that is what D&D4 wants you to do and that is fine.  This type of cleric also works as the default leader, whether he/she is or not. So if this is the hand you are dealt, then play it because clerics make great leaders. Under most circumstances they access to power, money, a hierarchy and can expect a modicum of respect from the locals.  All this adds up to instant authority figure.  Even if they are not.

Cleric as the Party Medic
The obvious role.  Clerics have healing magic in earlier editions of the game, have spontaneous healing spells in the 3.x era and can activate healing surges in 4th.  The role of the cleric cannot be overstated.  Parties with out a cleric die.
During my run between 1st and 2nd Ed I created a Healer class.  It shared a number of features that my Witch class did including the ability to heal by touch as she went up in level.  Completely unneeded in 3.x of course, but in 2nd Ed it was quite a game changer.  I also made an NPC healer a pacifist.  She would never raise a weapon to any creature, unless of course it was undead and then she went all Peter Cushing on them.  But running that class and character (she was the only character I ever made for that class) showed me how important the healing aspect was.  There was not just the regaining hit points, there was the player morale.  Also since the character was an NPC it was easy not to have her fight, but the Players really did everything they could to protect her.

BTW. Her name was Celene Weper and she was the youngest daughter of Father Werper above.  Yes clerics in my world get married and have kids, since it is a life affirming thing.
Plus keep in mind that Clerics as Healers has a long tradition even in our own world.  If ever a character decided to become a pure healing cleric and take an oath of non violence then I would give them XP for every hitpoint cured and a share of combat XP.  I would also give them 2x the starting funds (even though they would give what they don't spend back to the church) to represent the investment their churches/hospitals have made in them.  After all, can't send a healer out into the world with shoddy armor. Reflects bad on their organization.

Clerics as Combatants?
It almost seems counter to the above, but clerics are the second best major class when it comes to fighting.  Only fighters (and their related classes) are better.  The get good saves vs. magic due to their high wisdom, or Will saves for the same reason and their saves are pretty decent to start with.   Plus they have one thing fighters don't have, the  ability to use magic.  So what you say, so can Wizards and even your favorite witch.  Yes, but can they do it in field plate armor?  Clerics can.  Sure they do not get the combat spells the wizard gets, but they have a few good ones too.  Creeping Doom is a nasty little spell for Druids.  Finger of Death and reversed Heal spells can also ruin someone's day.
In games without Paladins, Clerics are the "righteous fist of (their) god".  Wizards don't smite.
Clerics can also be one of the few character types that can actually kill monsters with out the moral hnagups.  Even fighters, who get paid, and thieves, that might be working as assassins, don't get the same kind of "get out of jail free card" as do clerics operating within the doctrines of their faith and church.  Think back to the Crusades and the Inquisition, the faithful got away with murder, torture and even more horrible crimes in the name of their God and the law had little to say about it or were in collusion with them.

Clerics might then be one of the more well rounded characters in the group.