Tuesday, July 17, 2012

Putting my Monster where my Mouth is. Baobhan Sìth

Rended Press is working on an OSR monster book.  I think it is a great idea, especially if they are all OGL complaint. The issue with me though was "any monster posted in June".  Well that is cool, but I didn't post any in June.  So I mentioned that on the blog the other day and gave the suggestion that if it was say all of 2012 then I could do something.

They opened it up to all of 2012.  And I looked.

Sheepishly I noticed that I didn't post a single OSR/OGL monster in 2012.  Plenty for other systems, but nothing an OSR book would need.

So here is one of mine from "The Witch".

All text that follows is considered Open under the OGL.  Full OGL text is listed here, OGL Declaration/Statement.


Baobhan Sìth
Armor Class: 2 [17]
Hit Dice: 9d8+2** (43 hp)
No. of Attacks: 2 claws, 1bite
Damage: 1d4+2 / 1d4+1
Special: Blood drain, captivating dance, dying words, spell-like abilities, vulnerable to iron
Movement: 30’
No. Appearing: 1-3
Saves As: Fighter 9
Morale: 9
Treasure: None
Alignment: Chaotic (Chaotic Evil)
XP: 1,800

The Baobhan sìth (bavaan shee, “faerie woman” in Scottish Gaelic) are evil female fey that feed on the blood of living creatures.  By entrancing creatures with their dance, they lure men to their deaths.  Baobhan sìth are always female; no males of this race are known to exist.  These creatures are generally found in remote locations such as unclaimed forests or overgrown and ruined keeps, castles or the like; always a secluded location, but close enough to a populated area that the baobhan sìth can feed when hungry.

Often called the “White Woman” of the Scottish Highlands, the baobhan sìth are often confused with vampires.  Though they are not undead, they do have a lot of similarities.  Both feed on blood and use seduction in order to lure their prey into their grasp.  Baobhan sìth also are vulnerable to cold iron, much like a vampire to silver.  The baobhan sìth also avoids bright sunlight, it is not dangerous to her, but they avoid it all the same.

Local legends claim that when young women fall to the allure of witchcraft and lie wantonly with men they will die and return as baobhan sìth.

Their lairs are typically clean; the monsters have disposed of the rotting corpses of past victims.  They are solitary creatures and rarely work in groups.  There is however a popular tale of a group of four men traveling in the Scottish Highlands that were seduced and attacked by three or four (depending on the tale) Baobhan sìth working together.  Baobhan sìth each have their own hunting ground and to intrude on another’s is certain death.

Baobhan sìth prefer to use their abilities against male humanoids, particularly elves or humans, and most of all bards.  They generally avoid dwarves and halflings, though if food is scarce they have no qualms about draining the blood of just about any living creature.  They do not drink the blood of animals; no matter how hungry they are, as they see this as primitive and savage.

A baobhan sìth stands 5 to 5-1/2 feet tall and weighs roughly 120 pounds.  Her hair ranges in color from black or brown to golden yellow.  Eye color varies but is usually brown or green.  A baobhan sìth wears flowing, loose fitting robes or tunics of white or green often tied at the waist with a scarf of red or black.
They speak Common, Elven, and Sylvan.

A baobhan sìth prefers to attack a lone target and generally avoids combat with groups, fleeing if confronted by such a party.  Stragglers are often the subject of the baobhan sìth’s attention if the straggler is far enough behind its comrades.

When first encountered, a baobhan sìth opens combat with her captivating dance.  Creatures that fail to succumb are entangled (saving throw vs. Paralysis).  Once she has captivated at least one foe, she moves in and uses her sharp nails to draw blood from the victim’s chest or throat and then it drains the victim’s blood.  It deals bite damage and drains blood, dealing 1d4 points of permanent Constitution drain each round it maintains the hold.  At Constitution 0, the victim dies.

The Baobhan Sìth may cast spells as a 3rd level witch.

If overwhelmed or outnumbered, the baobhan sìth uses her entangle ability (if she hasn’t already used it) and tries to slip away into the surrounding forest.

Leanan Sìth (Leanan Sídhe, Lhiannan Shee, “faerie mistress”): The Leanan Sìth is the Manx (Isle of Man) counterpart to the Baohbhan Sìth.  This creature can be found all across the British Isles.  She has the additional power of being able to turn invisible at will, as a spell like ability (9th level).  The Leanan Sìth will typically feed on the blood and life force of young poets.  They drain the victims slowly, and in a state of ecstasy.  Such poets create works of unsurpassed brilliance while in the clutches of these women.




Section 15 Copyright Notice

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
Liber Mysterium: The Netbook of Witches and Warlocks is Copyright© 2003, Timothy S. Brannan and the Netbook of Witches Team.
Basic Fantasy Role-Playing Game Copyright © 2006-2008. Chris Gonnerman.
Labyrinth LordTM. Copyright © 2007, Daniel Proctor. Author Daniel Proctor.

"Baobhan Sìth" Copyright ©2012, Timothy S. Brannan

Monday, July 16, 2012

Post-Game Day

It was "mini-con" this past weekend at the Brannan household.

Saturday my oldest son played old school Traveller and had some of the crappiest dices rolls in the history of dice.  He was disappointed, but not in the rolls themselves but he was looking forward to playing rather than rolling up characters.

Saturday evening was Ghosts of Albion at EN World Game day.  I didn't have a full roster so I invited him to come along (my youngest had a friend spending the night).  He played William Swift, Protector of Albion. He did a great job.   He thought I had made the character especially for him! Everyone else had a great time and it was great to run Blight one last time.  It dis give me some ideas for new adventures and maybe even a hook to bring my boys into this game.


Sunday was D&D 4: Keep on the Shadowfell with the kid's group.  The group agreed to take out the Kobold lair for the nice price of 100gp each.  The got past the kobold ambush and the kobolds outside the lair, but they have not gone it yet.  The kids did great really.  They are learning to work together more and that is a good thing.  I have a couple of players that want to retrain or swap out some feats.  It is a generally accepted house rule here (and at the games my son and three of the other players play at) that you can make "free" modifications to your character to better suit you, the party or whatever.  My youngest is playing a Bard, he is thinking he wants to add a little bit of warlock to that and maybe rearrange his stats for a better Dex.  My oldest is playing a Paladin multiclassed with Warlord, which works, but he did this thinking we would not have any "Leader" types.  With my youngest now playing a Bard (instead of his usual ranger) and one of the others playing a cleric, he wants to drop the Warlord in favor of Sorcerer, his other favorite class. So the idea is that he had some military training (was Warlord, now it will be more of a background) and during his adventures the stress of combat has awakened the Celestial Dragon blood in his veins and now he can call on Dragon magic. It works.  I still need to talk to the other players too to see if they want to make any alterations.

The kids' 4e Group still doesn't have a name of their own yet.  In the game they are called the Heroes of Winterhaven.  Though in the arc a better name for them would be Death's Champions; though that sounds darker than it is supposed too (they will be making sure that that Death and Life are saved from Orcus).  They have an unknown ally in the form of a mysterious girl named Nera and one of the Arch Dukes of Hell will offer his aid as well. 'Enemy of my Enemy" and all.  Should be a great time!

Sunday, July 15, 2012

Game Day and Blight

Game Day Chicago went fantastic yesterday!
I had a good group to play Blight and I thought it went really well.

Today is D&D4 and then it is 1 month till Gen Con!

Friday, July 13, 2012

Thursday, July 12, 2012

London Map updates

So a while back I learned about Banners On The Cheap and their desire to "get into" the RPG map biz.

There was no single tabletop map I wanted, but I have always wanted a large map of Victorian-era London for my game room.  I finally settled on a map.

Click for a really, really big version
It is London of 1890, rather than my preferred of 1838, but that is cool.  This is the "classic" Victorian London and good enough for me. It will work great for nearly all the Victorian games I own.

The process could not have been easier and frankly the prices were a lot cheaper than I expected.  I'll get this one by the end of the month and I will let you all know how it works out.

If you want to try them out for yourself then here is the link.

Custom Yard Signs

I have pretty high hopes for this.  If it works out well, and takes dry-erase or water markers well, then I have a bunch of others I'd love to do.

Nothing Like The Sun...

Chanel Divinity: The Triple Moon Goddess Heresy

NOTE:  This is something I had submitted to WotC during their open submission window for Dragon.  They took a pass on it.  But that is cool, because it means I can expand it and pass it on now to you for free.

From the Ancient Dragon Scrolls, #54:
Selûne was created from the primordial essence of the universe, along with her twin sister, Shar. Together, they created Chauntea (the embodiment of the world of Abeir-Toril) and some other heavenly bodies and infused these areas with life. The two goddesses then fought over the fate of their creations. From these struggles emerged the original deities of magic, war, disease, murder, death, and others. Selûne reached out of the universe and from a plane of fire, brought forth a flame and ignited a heavenly body in order to give warmth to Chauntea. This greatly enraged Shar, and she began to erase all light and warmth in the universe. Desperate and weakened because of Shar's actions, Selûne hurled some of her divine essence at her sister. Selûne's essence tore through Shar, bringing some of Shar's essence with it. This magical energy combined to form the goddess Mystryl, the original goddess of magic.
"So says the legends of the Realms. Selûne and Shar, sisters locked in eternal battle, eternal struggle. But this is not the observations of a few; the chosen to know the truth. It is true that siblings fight, they argue, yet do they also not love each other still? Are they not more alike than different?

These were the first questions asked by the first of our order, the truths they lead to though would make us shunned by both the Light and the Dark. Shunned, because deep down they know their own teachings are only half-truths their litanies incomplete. Shunned because we know the terrible, wonderful truth that the Goddesses of the moon, Sehanine, Selûne and Shar, are in truth aspects of the One Triple Goddess."


Followers of the Triple Goddess, known amongst themselves as the Sisterhood of the Triple Goddess (aka Sisters) believe that the Goddess always has been, it is mortals that have artificially split Her into component Goddesses because they can not comprehend Her in Her true form.  She is Sehanine, Selûne and Shar individually and all at once.  There is no contradiction.  Followers of the individual Goddesses fight among themselves because their doctrines are so close to each other, yet they only have a small piece of the truer picture.

Each Aspect is much as the Goddess she represents; Sehanine is the ever youthful Maiden, Selûne the powerful Mother and Shar, the most misunderstood but still shrouded in shadow, decay and death.

The Maiden.  In Her guise as Sehanine Moonbow, the Maiden is ever young. She is represents new beginnings, youth and re-birth.  It is the Maiden that represents the freedom of youth but also growth.  She is most often seen in lush green vegetation, the eternal Spring, the Waxing Crescent Moon.  For this reason she is also most often associated with the elves and the Feywild.  She is young, capricious and fickle as befits Her nature. She dallies with Gods (and sometimes Goddesses) to sow the next generations. When she does she becomes the Mother.

The Mother. In Her Aspect as the Mother, She is most often worshiped under the name Selûne.  Here She is the Goddess of the Summer, the Full Moon. She is associated with the Prime Material and the practical.  She is the Mother. Strong, proud, and stern if needed, but loving and understanding.  Since the Spellplauge She is depicted as being full with child.  Some say she is pregnant with the reborn Mystra and it is through the Mother that Magic enters the world.

The Crone. The most misunderstood of all the Aspects of the Goddess.  Though to be evil She is demonized as Shar, the Dark Moon. The Crone is far, far more than that.  True, She is responsible for death, darkness and decay, but these are natural processes of Life, Death and Rebirth.  She is the Crone of Winter and all souls pass by Her.  Forgive her if She seems bitter or cold, She only knows of Death.  For this She is most often associated with the Shadowfell.  She honors the followers of Shar, but does not understand their fascination with death.  Death is needed so that others may live and grow.  The harvest must be sown, the fields must be cleared, sometimes burned, so that new seeds and growth can occur.  The Crone knows much, but the price of Her wisdom is high.



The Worshippers of The Triple Goddess

The lay worshipper of the Triple Goddess is typically female (thus the name Sisterhood), as the Goddess waxes and wanes in course with the moon, so does a woman as she progresses in life as Maiden, Mother and Crone and through only monthly cycle.

Tenets of Faith
The Triple Goddess is worshiped by anyone that worships one of her Aspects, but Her faithful know the truth.
• She is the Moon, waxing and wanning as the Moon does
• She brings Light, Life and Darkness to the World.
• She is the Goddess of Rebirth, Life and Death.  Therefore her true believers can never use, or have used on them, any Raise Dead Spell; only Reincarnation.

• Share the word of the Triple Goddess, but do not attempt to convert others.  They will come into the fold when they are ready.
• Do what you can to help followers of the Goddess' Aspects.
• Destroy undead. They are an abomination to the Rebirth, Life, Death cycle and therefore an affront to the Goddess.

Relations between the Worshipers.

The Sister of the Triple Goddess share many of the same practices of faith as do the followers of Sehanine, Selûne and Shar.  In fact it is not uncommon that a follower of the Triple Goddess will be part of one of the other members' sects.  She (and the followers are most often a she rather than a he) will quietly perform her duties next to her unsuspecting sisters, all the while knowing that only she knows the whole truth.
If discovered the follower is usually asked to renounce their heretical beliefs, other service or punishments may be required depending on the sect she belongs too.

Sehanine
The followers of Sehanine view the Triple Goddess as an interesting curiosity.  They are more than willing to assume that Sehanine and Selûne could be the same and of course there are still many among the elves that believe that Sehanine is part of a Trinity with Hanali Celanil and Aerdrie Faenya, so this is not a stretch for them.  Sisters are usually only asked to maintain pleasant relations with the rest of Sehanine's followers.
The Sisters see the followers of Sehanine as sweet, but hopelessly naïve.  This they see as a consequence of only following the Maiden Aspect of the Goddess.  They lack the experiences and wisdom that would come to them from learning from the Mother and Crone.

Angharradh
There is much similarity between the Elven Goddess Angharradh and the Triple Goddess.  Cheif among these are Sehanine and their similar symbols.  Sisters see Angharradh as a separate Elven Goddess more representative of the deep-seated desire in the elves to reunite their race.  Unlike Angharradh, who is both the same as and seperate from her aspects, the Sisters believe that The Triple Goddess is One and Three as the same time.  There is no separating Sehanine from the Goddess.

Selûne
The Selûnites see the Sisters as also being naïve, but not about the true nature of their Goddess, but instead underestimating the evil and influence of Shar.  Some of the more Orthodox members even see the Sisters as a threat set up by Shar Herself to undermine them from within; something they refer to as the Heresy of the Dark Moon (in which they completely ignore Sehanine).  It is not the Triunity or even Trinity they have the issues with, it is the fact they include Shar in it.
Though it is speculated that there are Sisters in some of the highest ranks of the Selûnite church.
The Sisters see the Selûnites as being blinded by their hatred of "Shar" to see the full reality; there is no "Shar" as a separate Goddess.  Shar, The Crone is necessary for life to continue and grow.

The Orders
Swords of the Lady: The "Lunatics" appreciate The Sister's stance on undead, but feel their belief that Shar is  part of their Goddess to heresy in the extreme.   The Sister's see the Swords as dangerous fanatics.

Oracles of the Moon: The Oracles and the Sisters actually get along quite well. The Oracles tend to see more than the other followers and the Sisters find the Oracles very knowledgeble, but removed from worldly concerns.

Silverstars: Silverstars are wary of the Sisters, feeling like the Swords, that cleave a little too closely to Shar for their liking.  However individually they do tend to get along since Sisters value life above all else.  The Sisters admire the Silverstars and feel their cause is worthy and just.  They just wished they could find the way to seeing the full Goddess.

Shar
The Followers of Shar tend to be a dark, evil lot.  They view the Sisters as cowards for not embracing true evil and watering down their belief with the likes of Sehanine and Selûne. They have nothing but contempt for them.  Punishments can include forced re-conversion by torture.  When the Sisters were first discovered within the ranks of the Sharites they were captured and infected with Werewolf Lycanthropy.  What shocked and surprised both sides were that the Sisters so infected retained their own minds when transformed; something even the Selûnites could not do.
The Sisters see the Sharites as perverters of the Goddesses true form.  Yes, the Crone is shadowy and surrounded by death, but it is the ultimate destination for us all.  To focus on that aspect alone is perverse.  The Sisters run the greatest personal risk from the Sharites, but they are also the ones the Sisters feel the need to reach out to the most.

The Orders
Dark Justicars: The Justicars consider the Sisters to be dangerous heretics and usually kill them on sight. The Sisters avoid the Justicars at all costs.  Some souls can't be saved.

Order of the Dark Moon: More accepting of the Sisters since their own tappings into the Dark Weave has lead them to believe that is of the same nature as the Weave.  If this is true, then the teachings of the Sisters, as radical as they are, could also be true.  The Sisters find the Order to be very austere in their thinking and are not surprised that their single minded dedication to the Shadow Weave also blinds them to the greater being of the Triple Goddess. They are not to be taken lightly, but represent the best inroad into Shar's cult they have.

Nightcloaks/Nightbringers: The Orthodoxy of the Church of Shar see the Sisters as a threat and one that must be destroyed.  The Sisters view the Nightcloaks as the true poison in Shar's worship.  If this dangerous element can be removed the Sisters feel the rest of the followers of Shar will become followers of the Triple Goddess.

Others
As an unaligned deity the Tripple Goddess is misunderstood by the clergy and lay member of most of the other faiths.  The followers of Chantea in her form of the Great Mother have much in common with the Sisters.  While the dogman and tenets of faith are very, very similar, there are enough differences to keep them from being close.

Centers of Worship
The Sisters are found everywhere that the worshipers of Sehanine, Selûne and Shar.  In particular they are located in the Moonshae Isles. There are centers of worship in Waterdeep as well.


Fourth Edition

The Triple Goddess is the Unaligned Goddess of the Moon, Magic and Change.

Type: Greater God
Alignment: Unaligned
Gender: Female
Sphere: Moon
Symbol: Three interlocking circles
Domain: Arcana, Change, Moon

Special: Worshipers may take any feat or Paragon Path that is limited to Sehanine, Selûne and Shar, with alignment considerations.

The Triple Goddess find worshipers among all sorts of peoples. She is predominantly worshiped by Witches, Celestial Sorcerers, Fey and Dark Pact Warlocks, Moon Elves and Half-Elves.  She is also worshipped by good or unaligned Half-Orcs.  Regardless of race or class Her faithful are mostly women. Those that devote themselves to destroying Undead will also pay Her homage, especially if they hunt at night.

The worship of The Triple Goddess is strongest anywhere where the Prime Material, Shadowfell and the Feywild overlap.  There is known activity in Winterhaven.

Third Edition D&D

The Triple Goddess
Goddess of the Moon, Change, Magic and Mysteries
Greater Deity
Symbol: Three interlocking circles
Home Plane: The Moon
Alignment: Lawful Neutral
Portfolio: Moon, Magic, Night, Mysteries
Worshipers: Women, witches, Astrologers,
Cleric Alignment: Any
Domains: Arcana, Change, Moon
Favored Weapon: None (magic)

Dogma
The world is more complex than you know and there are still great mysteries.  The Triple Goddess is the keeper of these mysteries, but to understand them you must first understand Her.



References

http://en.wikipedia.org/wiki/List_of_Forgotten_Realms_deities 
http://en.wikipedia.org/wiki/Sehanine_Moonbow
http://en.wikipedia.org/wiki/Sel%C3%BBne
http://en.wikipedia.org/wiki/Shar_(Forgotten_Realms)
http://en.wikipedia.org/wiki/Mystra_(Forgotten_Realms)
http://en.wikipedia.org/wiki/Triple_Goddess_(Neopaganism)

http://forgottenrealms.wikia.com/wiki/Sehanine_Moonbow
http://forgottenrealms.wikia.com/wiki/Church_of_Shar
http://forgottenrealms.wikia.com/wiki/Shar
http://forgottenrealms.wikia.com/wiki/Silverstars
http://forgottenrealms.wikia.com/wiki/Sel%C3%BBne
http://forgottenrealms.wikia.com/wiki/Angharradh

http://www.sorcerers.net/Worlds/FR/45.php
http://timbrannan.blogspot.com/2010/02/gods-demigods-and-heroes.html
http://timbrannan.blogspot.com/2012/06/new-game-new-world.html
http://timbrannan.blogspot.com/2012/07/gods-of-new-game.html 





Wednesday, July 11, 2012

White Dwarf Wednesday #23

Issue 23 puts us into 1981 proper.  February and March to be exact.  We have an interesting cover by someone only listed as Emmanuel.

We start off with a few pages of ads and then an interesting editorial from Ian Livingstone.  The editorial talks about the future of games, RPGs, as computer games.  Could you imagine being in 1981 and seeing the games we have today?  Skyrim or World of Warcraft or any of them?  I know exactly what I was doing then, trying to get a Radio Shack TRS-80 to do simple graphics in BASIC and saving them to a cassette tape.  It would have blown my mind.  But interestingly enough this editorial, unlike the others, is not as timeless even if the debate is still going on.

First up we have a milestone article from Lew Pulsipher, his grand "An Introduction to Dungeons & Dragons".  Frankly this one still works right now and I am considering making copies of it when I give my "What is D&D" speech when I bring in new players. There will more parts of this article in future issues.  While the numbers of players might be off, the "feel" of the article is right.

Next up we have the White Dwarf interview with Traveller's Marc Miller.   While this could be debated, I think Marc Miller has contributed just as much to the RPG hobby as did Gygax and Arneson.  Oh note they use the term "FRP" where we would use "RPG" today.  The article is an interesting read into the genesis of one of the "old guard" games.

Fiend Factory is back, this time with a theme of Flymen (no Flygirls in sight) as previewed in Issue #20. These monsters are all connected to the adventure later on.  The Flymen are insectoid-humanoid creatures.  Or more to the point, humans with fly heads. They are only 1/2" tall/long but have magics that can alter their or other's sizes.   The associated adventure, "The Hive of the Hrrr'l, is an interesting one and I give them credit for really trying something new.  The over effect is great. New monsters and a good hook.   I am not sure they would make for a great recurring enemy.

Open Box has reviews for us.  Up first is Warlock, a game I owned at one time.  Charles Vassey gives it an 8/10 and that roughly meets my memory of it.  Cults of Prax from Chaosium is next. I never played this one, but it gets a rare 10/10.  Might have to find that one. We are also treated to TSR's Deities and Demigods, the first AD&D Hardcover I owned.  This one of course does feature the much sought after Elic and Cthulhu mythos.  The book gets a 8/10 from Andy Slack, mostly due to the fact that he likes his own gods and this is a "DM's only" book.  We wrap up with Adventure 4 for Traveller, Leviathan. It gets a respectable 9/10.

In Character Conjuring Stephen Bland gives us the Elementalist.  As you can imagine it is an elemental based Wizard.  This is the first one of this type I recall seeing, but there were many more after it.
This one seems pretty good to be honest.  Spells up to level 9, but only 5 per level at max.

Starbase and Roger E. Moore present the Khazad-Class Seeker ship for Traveller.  I remember this article as another one from a collection I had from 81-82 or so.  I loved the idea of creating my ship.

Bill Milne writes "A Spellcaster's Guide to Arcane Power", one of the first Mana/Spell-point systems I can recall seeing.  It is a reasonable effort and shares traits with a number of other like systems, costs for spells, differeing rates of power recharge.

In Treasure Chest we get a number of "non-magical" items such as a knuckle dagger, a garrotte and a sword with a dagger in the hilt.

We wrap up the issue with Classifieds and a few more ads.

All in all a solid issue, what I'd call a utility issue.  I remember back when I first read this of using the Elementalists and only allowing him to use the Spellpoint system.  I thought it would be the best way to bring them both into a game.  It struck me later, after I had made a character, that these two systems really don't play well with each other.  So I dropped that idea.