Friday, January 17, 2014

Custom World Maps to Globes?

I love old maps and old globes.

But what I would really love is a globe of my game world.

All I have is this map:





I didn't even make that. That comes solely from the skills of +Rich Trickey and +James Mishler.
Nor really do I have the skills to do it myself.

But I have always wanted a globe of my game world. Something I could use, but mostly put on display in my game room.

Anyone know of anyone that has done something like this?  Anyone know of place where I could get one made?

D20 Dark Ages: D&D 40th Anniversary Blog Hop Challenge

I have been following d20 Dark Ages for quite a while now.  To celebrate 40 years of D&D Stelios is hosting a blog hop in February and I am joining in!



I think it is going to be a lot of fun to do AND to read what everyone else has to say.  In truth you can pick over the last few years of my blog here and find my answers to most of these.  But getting them all into once theme and place will be nice.

So go to his blog, sign up and start working on your posts!

Thursday, January 16, 2014

Ghosts of Albion: Shaniezak demon

Been going through a lot of my Ghosts of Albion materials.  Seeing if I would like to run anything for Gen Con.  One adventure I have ran in the past and would love to try under different systems is "Obsession".
I could run it under a different system each night...

Well I am not likely to run it under Ghosts of Albion anymore and it would not really work under the OSR rules.  Since I running to a meeting here in a bit, here is a demon for you that would work for any game.

I am not embarrassed to say that this was one my influences on this adventure and demon.  I thought Astrid Plane was hot.

Shaniezak Demon

“This creature at first reminds you of a fetal human.  Its wrinkled pinched face, bald head and fat features bring to mind a cherub, only this no angelic child.  Its eyes are a black with orange irises, set in a head that seems too heavy for its unseen neck.  Two fat arms extend for it like normal, but its own obesity has made the thick digits of its hand all but useless.  Its skin around its upper body is a sickly yellowish hue, like it had been soaking in bromide wash, tuning dun brown as moves down.  Its entire body is covered in a sheen of foul looking slime.  Where its legs would have been has fused into a single thick fluke that noisily slaps against its host.  Tufts of black hair appear hear and there on its body. Most disturbing though is its maw.  Starting from it’s sternum down to its malformed waist is a gapping maw. Slime issues forth from it as it suckles against the body of its host.  Its head has turned nearly 180 degrees around in order to peer at you though it’s damned hellfire orange eyes.

The entire creature brings to mind the working of an insane artist asked to make a portrait of a child.  Instead of a mother and babe we get this abomination and its host that is no more than a bag of skin over bones.  It starves while the Shaniezak gets fat.”
- From the Journal of Tamara Swift


Long ago the Shaiezak demons were banished to lowest parts of the Nether Realms where they fed on the waste and offal of other demons. There they were to be forgotten, but sometimes these disgusting parasites are summoned to the Earthly realms to cause havoc.

Shaniezak (demon enhanced human)
Ghosts of Albion
Type: Possessed human
Attributes (numbers in parentheses are original values): Strength 7 (3), Dexterity 3, Constitution 7 (2), Intelligence 2, Perception 3, Willpower 7 (2)
Ability Scores: Muscle 20, Combat , Brains 12 (9)
Life Points: 69 (30)
Drama Points: 2
Special Abilities:  Emotional Problems (Cruel), Emotional Problems (Obsessed with someone), Hard to Kill, Increased Life Points, Magic Immunity, Unattractive (1)

Shaniezak (demon enhanced human)
Basic OSR
Armor Class:  5 [14] (aura of protection)
Hit Dice: 6d8+12* (39 hp)
No. of Attacks: 2 fists
Damage: 1d4+2 (x2)
Special: Makes saves vs. Magical attacks as Wizard 10
Movement: Twice base creature
No. Appearing: 1
Saves As: Wizard 6 (10 vs. magic and spells)
Morale: 12
Treasure: Special: The Shaniezak possessed human will collect trinkets from their victims or the focus of their obsessions.
Alignment: Chaotic Evil
XP: 450

The Shaniezak appears at a demonic parasite attached to a host body.  It gives the host certain powers, strength, increased health and magic immunity but feeds the darker emotions of the host; fear, envy, hate and obsessions.  The demon prompts its host into greater acts of violence and depravity to feed off of fear of the victims and the frustrations of its host.

An Exorcism spell will remove the demon, but kill the host in the process.  Since the removal of the demon always kills the host many opt just kill both.

Wednesday, January 15, 2014

After Happily Ever After

Writing about witches I read a lot of fairy tales. Trust me, the real ones don't have Disney-style endings.
If you are here you already know that.

But did you know that sometimes it is even worse than that?

The Glass Slipper Confessionals deal with life with Cinderella after her divorce. And presently it is cracking me up.

Here are the first and last episodes just to give you an idea what it is like.






Yeah things are rough for Cindy and Tink. Vodka and pixie dust.

They join other Unreality Shows, BAMF Girls Club and Adult Wednesday Addams.

Watch and enjoy!



Yeah I might need help.

White Dwarf Wednesday #93

Before going back to September of 1987 for White Dwarf #93 I want to mention that White Dwarf in its present incarnation will become a weekly magazine.  The Press Release was just posted today over at Games Workshop. So an interesting time in the history of WD.

Today's issue features the first Warhamer 40k inspired cover.  When you get right down to it, WH40k is pretty much everything White Dwarf ever did in one game. It's fantasy (like WH, D&D and RQ), it is Sci-Fi (like Traveller), it is horror (like CoC) and it is minis.  I guess it really is no surprise.

Mike Brunton delivers his last editorial urging folks not to read editorials and instead read the rest of the magazine.

Open Quest hits us with five Games Workshop related products.  Block Mania and Mega Mania are board games, Death on the Reik is a supplement for WH, The Talisman Dungeon a board game expansion and GW's reissue of RuneQuest Monsters.  The Talisman Dungeon board game expansion is an interesting one to me since I recently did something similar to my own sets of TSR's Dungeon game (not related).  Also covered are a couple of TSR aAD&D books. The I3-5 Desert of Desolation series (which Jim Bambra liked a lot) and Treasure Hunt a "well crafted and truly creative" adventure from TSR. Something that Carl Sargent says is a rarity these days.  There is a board game called "Chase" from TSR as well.  Mike Brunton calls it easy to learn but easily one of the hardest games to play (in a good way). It sounds interesting but I don't recall it all.

Awesome Lies discusses how soon you will be able to see your own local GW store! There is mention of TSR releasing Car Wars books, I am not sure if that is a typo or something that never came to pass. More on the New Infinities and TSR troubles.  One bit of interest to me is a mention of the GW Dracula game.  Later released as The Fury of Dracula. I rather enjoyed the plot behind this one, 8 years (7 in this article) later Dracula is back and fighting the original hunters.

Critical Mass covers more books, but the only one I had read on the list was Wielding a Red Sword by Piers Anthony.  I also had a number of issues with this book, though not the same as the review.  I tried to read Mirror of Her Dreams, but gave up and decided that Stephen Donaldson just isn't for me.

The first feature article is a Tournament Adventure for AD&D. Getting Away From Most Of It is designed for 8 characters of levels 2-4.   Interestingly enough the idea here is the characters are on vacation and have motivations while they are here (to get a tan, to get drunk, to buy/get souvenirs).  It is a bit tongue in cheek, but the fatality rate looks like it will be pretty high. The adventures are pressed into returning a minor artifact to a demon and they only have 2 hours to do it. That is 2 hours of real time.  Looks like it would be fun with the right people or even in a convention setting.

Vances Evocation of Arcane Delight covers, what else, the "Vancian" magic system of D&D.  The author, Simon Nicholson, states that the magic of Jack Vance is far more interesting than what we typically know of it in AD&D.  Reading through this I am motivated (again) to do more with my *D&D spells and motivated (again) to read the works of Jack Vance.  Spells should have cool names and, well, magic about them. This is one (of 100s of) thing CoC gets right.

The main focus of the issue is next, a huge color supplement/advertising for Warhammer 40,000.

Some miniatures awards are next.

Eureka is a smaller adventure for Warhammer Fantasy.  Though it is overshadowed in my my mind by the next adventure.

"Letters from a Foreign Land" easily wins the golden WTF award for concept.  It is an adventure for Warhammer Fantasy, Call of Cthulhu and MERP. Imagine the Venn Diagram of that. What can possibly be the spot where all three overlap.  And why not just throw AD&D into the mix while you are at it! This is one of those adventures I would want to run just to be able to say I did it. Granted, this is not a crossover, but a triple-stated one.  Still though.  It is a decent size and would take a couple of sessions to run.  If it were smaller, say four hours, it would a fun thing to try at GenCon, running it under a different system each night.

'Eavy Metal covers painting.  I new painting minis is hard, but there are lot more steps here than I ever knew about.

All The Lonely People gives us some NPCs for Judge Dredd.

Sound Familiar? discusses familiars and pets for your FRPG. While nothing I haven't seen elsewhere, it is a nice treatise on familiars and how they can be used.

We end with letters and ads.

In general I have to say the articles are improving. Everything is actually better quality than it was in the last two years.  Yes the focus is shifting, but it mirrors what was going on in gaming at the time too.  At this point in 1987 I wasn't playing much myself. Though there is an interesting note. I introduced a friend to the game around this time and her character later stuck around in my games as an NPC that became a vampire.  That character is still being used in my games today as the only known human to have ever been cured of vampirism.

I keep expecting each issue to have less and less that interests me, and that is roughly true, but the issue themselves have been quite good.

Tuesday, January 14, 2014

Come Endless Darkness,Part 2

So yesterday I posted this great idea I had for adventures for my kids for their 1st Ed game.
I *thought* I had a cool original-ish idea.  Well...not so much.

It was pointed out to me (thanks Sciamantis!) that this was already done in a series of 2nd Ed adventures.

I must have had some knowledge of these, at least in a broad sense.  I don't own them and they date from my D&D hiatus of the late 90s.  They are written by +Bruce R Cordell, so that gives me confidence but otherwise I know very little about them.  Anyone have any experience or knowledge of these?  I'd like to know more about them before I start cruising  Half-Price Books and eBay for them.  They are not up on DnDClassics.com yet.

That also brings up a larger issue.  I am using modules in my game here to give my kids a shared experience with other gamers.  B2 is a rite of passage, the GDQ series is equally iconic.  These are things they can talk about with others.  Hell I don't even need to describe them, I can just say B2 or GDQ. 
But these other adventures are not the same are they?  They might be great, they might even be perfect for me, but if I didn't even recall them then how much of a shared experience can they get?

Monday, January 13, 2014

Come Endless Darkness

No. Not the Gary Gygax book, but related.

I have been thinking a lot about the 1st Ed AD&D game my kids are in now.   They love play 1st ed more than 3e I feel, but what is missing from this game, at least how I initially conceived it, is an epic arc.

In this campaign the characters are going to get involved in something huge, something world changing.  Since these characters are the sons and daughters of their 3e characters I also want some thing that alters the feel of the game world to help explain the shift in rules from 3e to 1st Ed.

So I am going back to an idea I had years ago that I originally wanted to try for 3e.  It was going to be called Shadow Earth and bits and pieces live on in my other products and posts.
I am planning to blot out the sun.
This was something that I toyed with now and again and thought it might make for a good plot. It was also one of the ideas I threw out later on as an idea for my "no big bad" game Season of the Witch.

The idea is a simple one really.  The vampires, drow and mind flayers* (or maybe the mi-go have not decided yet) join forces to blot out the sun.

The PCs discover part of this plot after they bust up a slaving operation being run by vampires (A series).  Unlike like other games though, the bad guys succeed in their plans and the sun goes dark.  While the big powers of the world are meeting to discover how to reverse it (and thus not able to help out their offspring) the new generation is sent off to investigate reports of giants attacking a village nearby (GDQ).

So yes I am using modules with this.  I figure I have come up with say about 100 unique adventures over the last 35 years or so.  These allow me to ease some of the heavy lifting AND also to give my kids a shared experience with other gamers.
Here is the plan so far.
  • B1 In Search of the Unknown, levels 1-3 (played at Gen Con 2012)
  • B2 Keep on the Borderlands, levels 1-3 (playing now, will include a shrine to an evil god of chaos)
  • T1 Village of Hommlet, Intro-levels (might not use now, depends on how the Temple of EE fits in)
  • L1 The Secret of Bone Hill, levels 2-4 (maybe)
  • X2 Castle Amber, levels 3-6 (the MiGo plot)
  • A0 to A4, levels 4-7 (the vampires get their victims from the Slavers)
  • A5, The Last Slave Lord, levels 5-9 
  • I1 Dwellers of the Forbidden City, levels 4-7  (snakemen - minions)
  • C1 The Hidden Shrine of Tamoachan, levels 5-7
  • G123, levels 8-12 (drow)
  • D12, levels 9-14
  • D3, levels 10-14
  • Q1, levels 10-14
They are currently going through Tomb of Horrors under 3e, and I am thinking of running Expedition to the Barrier Peaks under AS&SH.

The idea then will be that the PCs discover the plot and have to destroy the device blocking out the sun on Lolth's plane.  IF things work out and we have more time or they want to go on then I *might* work in the old H4 Module, Throne of Bloodstone and redo it a bit to give them a second part to destroy.

Things I have not yet figured out.  I would love to use my Ophidians in there somewhere.  I should really since they a cool race and work well.  I will have to use my take on Demogorgon then as well.

Mindflayers seem like a no brainer to me which means I should really investigate why I am using them.  I think they should be part of a more Mythos-like mindset.  Their goal of course is to enslave the entire world.  But do they have a demon lord they answer to? Not likely.  Given this many factions I need to figure out their motivations.  Why? Well that will tell me how the players will be able to succeed.
Maybe the Ophidians are in league with or controlled by the mind flayers.

I want to give them an epic. I want this to feel like opera; like all three parts of Wagner's Ring Cycle.
At the end I want to be able to look over the table at their faces and know they know what it is to shake the pillars of Heaven.  I felt that when the I was done playing in the "Dragon Wars" in 1988 and again when I ran "The Dragon and the Phoenix" in 2002-2004.

Regardless how epic it might be, it will be fun.