Friday, January 23, 2015

Friday Night Videos: Werewolves

This is something I wanted to start the year off with, but for some reason didn't get it set up.

Maybe it is the age I started playing or the time, but there was a strange alchemy that has forever link D&D (and most RPGs) and music together for me.  When I was in Jr. High we would not start playing until we saw at least one Iron Maiden video on the then commercial free MTV.  And in High School it was through D&D that I was introduced to scores of new bands and music that I remain a fan of to this day.

So it is with that in mind that I introduce my newest weekly feature.
Friday Night Videos.  I'll post a couple of videos, maybe around a theme, and talk about how they tied into my games.  I won't just focus on the 80s, though there will be a lot of that, nor will my focus be purely D&D related.

For my first post I want to include a video that I first saw on the show "Friday Night Videos" on NBC back in the day.  Just like the original, I'll have this up on Friday nights at 11:30 PM Central time.

First up is Ozzy Osbourne with the title track from his 1983 album, Bark at the Moon.
Honestly to this day I can write about werewolves and NOT think about this video.  I put this album on repeat when I was working on the monster section of Ghosts of Albion.



My Jr. High DM introduced me to Ozzy and my High School DM introduced me to Rush.
Of course the song has more to do with paranoia (and Paranoia) and a police state, I took it more literally as an enemy within yourself.  From 1984's Grace Under Pressure, "The Enemy Within".



Finally. Really how can we talk about werewolves and not include Warren Zevon's classic.
Excitable Boy was one of those albums that my DM threw at me and told me I had to listen to it before I came back for our next game (we were doing the Slave Lords adventures then).  The album is fantastic and it is almost regrettable that people usually only know "Werewolves of London".  You do get people that know about "Lawyers, Guns and Money", but most don't know what album it is from.   "Lawyers, Guns and Money" of course I used in my Buffy/Angel games.

"Werewolves of London" is honored in my games a number of ways but the most obvious is my vampire run strip club Mayfairs.



So what songs remind you of gaming?  Put in your requests below and I might pick them up on next weeks Friday Night Videos!  (People posting on Friday nights get to move to the front of the request lines).

Return to Dolmvay

So on a whim (and to celebrate the fact I sold like 6 print copies of the Witch in December) I spent some of my hard earned freelancer money on +Pete Spahn's  hardcover of the Guidebook to the City of Dolmvay (Special Edition).



Sorry for the blur on the spine.  But I wanted to show that this is a thick book.

What I have said in my earlier review of the PDF version still applies here.
The font size is larger than I expected. This is both good and bad. Good for my Grognard eyes but a smaller book might have been nice too.  In the end, I think it is a good thing.

The book will look great on my "OSR" shelf.  It will help build up that shared world idea I have.

So what makes this the "Special Edition"? Well it includes the adventure "Oak Grove Whispers" adventure for 1st to 3rd level characters.  The pdf of this adventure lists at $4.95, so to including this in the special edition is a real treat.


The book really nice to be honest.  A nice hefty tome at 261 pages. If you want to see what it looks like, grab the PDF, it is Pay What You Want.

Still want to make a Witch Cover for it.  Now that I have the Oak Grove adventure I have some better ideas.

Thursday, January 22, 2015

Gog and Magog for Advanced Era Games

Don't you love it when you are doing a bit of research on a couple of different things and suddenly you read one thing and all these disparate threads come together as a nice whole?  Jung used to call it Synchronicity.  I say that if you bury your head in something for long enough your research numbed brain will see connections everywhere.  In either case this is some thing that clicked for me the other day.

I was doing research on the the original Balor/Type VI demons in 1st Ed AD&D and how there are only six of them.  The DMG lists them as Balor (their leader and the largest), Errtu, Ndulu, Ter-Soth, Alzoll, and Wendonai.  Wendonai.  Doesn't exactly fill you with fear does it.  Since I am using the OGC Balor as the basis of my own Baalor in my games I wanted to expand them a bit.  So these names are purely off limits (save for Balor).

That tied in with all the myths I have been reading (well, since forever) of Ireland, England, Scotland and Wales (er Walesland?).  There was a Balor there too.  Only he was a giant with one eye on his forehead and another on the back of his head. I was reading about all these giants when I came across Gogmagog.

I had been familiar with Gog and Magog and Gogmagog because of an off-hand reference on Doctor Who years and years before.  I had scribbled down that Gog and Magog were akin to Ogres, but divine.  I choose ogres because of something the Doctor said "Gog, Magog and Ogre",  pronounced 'O-gree'.  In the book of Revelations Gog and Magog were the ultimate enemies of God's people.  Though to be fair Gog and Magog hopscotch all over the Bible and one is never really sure if they are individuals, peoples, or lands.  Gog and Magog also appear in the Qur'an as a monster (the monster of Gog and Magog) or again as a land.


Recently I reread the Silmarillion by J.R.R. Tolkien.  The chief of the Balrogs was a being known as Gothmog.  I knew I was on to something.  Obviously Tolkien, a professor of English literature and languages (especially Old English) knew of Gogmagog. In some early versions of Tolkien's work Gothmog is even described as a "son of Melkor and the ogress Fuithluin",  Later a "Gothmog" was also the orc in charge of Mordor's army in the Return of the King.  Obviously named after the Balrog (and less confusing than Glorfindel of Rivendell vs. Glorfindel of Gondolin).

All of this though has given me some ideas.

Here they are using OSRIC and  LL Advanced  Edition Companion.  All text below is considered Open for use under the OGL.

Section 15: OSRIC Chapter V copyright 2007-08 by Stuart Marshall, Chris Hopkins, James Boney, Robert Ross, Jeremy Goehring, Mike Davison, Daniel Proctor, B. Scot Hoover, Chris Cain, Bill Silvey, Floyd Canaday, Vincent FrugĂ© and Matthew James Stanham.
Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor. Author Daniel Proctor.
Adventures Dark and DeepTM Bestiary, Copyright 2011-2013 BRW Games, LLC.
Gog and Magog for Advanced Era Games, Copyright 2015 Timothy S. Brannan.

Gog and Magog
Class F Standard Order (true) Demons
Frequency:  Very Rare (Unique Demons)
No. Encountered:  2
Size: Large, 13' (Gog), 13' 5" (Magog)
Move: 60 ft; 150 ft flying (AA:III)
Armor Class:  -3 (Gog) / -4 (Magog)
Hit Dice*: 10d8+10 (Gog), 10d8+21 (Magog)
Attacks: 1 bite or by special attack
Damage: 1d12+4
Special Attacks: Flaming great sword (2d8) (Gog) or Flaming great axe (2d8) (Magog) + 3d6 fire
Special Defenses: +2 or better magic weapon to hit
Magic Resistance: 75%
Lair Probability: 0%
Intelligence: High
Alignment: Chaotic evil
Level/XP: 9/3,750 + 13/hp**

Gog and Magog are two unique demons of the same sort of Balor.  While they are larger and more aggressive than their kin, their natures preclude them from ruling large numbers of lower demons as their brethren might.   Gog and Magog are described as "brothers" and this has never been proven by any occult scholar.  They share a physical similarity to each other.  Gog is large, predominantly red in color with black hair and beard. He wields a large flaming sword in battle.  Magog is larger, predominantly black in color with red hair and beard.  He wields a large flaming great axe.  Either causes an extra 3d6 points of fire damage per hit.
Gog and Magog can also use the following powers at will: detect invisibility, detect magic, dispel magic, fear (as the wand), pyrotechnics, read languages, read magic, suggestion, telekinesis (600 lbs.), and symbol (despair, fear, sleep, and stunning).   A +2 or better magical weapon to hit.
Unlike other demons, Gog and Magog cannot gate in lesser true demons.  Instead they may summon 2d6 demonic Ogres each.  These creatures appear as normal ogres save that their skin is red and they are immune to fire, poison, sleep and charm spells.  They also need a +1 or better magical weapon to hit.  Demonic ogres always have the maximum hitpoints for ogres.
Much like other demons, these two will bicker and fight and even plot against each other.  However when confronted with a common foe the will work together to defeat them.  They are completely loyal only to each other. They are often found in each other's company.
They are most often found on the Material Plane, the summoning ritual for one will also summon the other and only rarely in the Abyss.
They are violent, aggressive and constantly angry.  Neither is much for planning, but when pressed they are good strategists and have been used as generals by stronger Demon Lords and Princes.  They have even been known to serve the Baalseraph Ahriman, also known as Angra Mainyu.  A common tactic among the Demon Lords that engage their services are to choose a location and let the brothers go.

*Many "Advanced Era Games" use a d8 for monster HD. I prefer to use a d10 myself.
** Adjust according to your preferred system.

Wednesday, January 21, 2015

Monster Guides over at The Power Score

The Power Score, a great blog that could use some more attention has been doing some great D&D monster guides.

In these Sean has been taking various monsters and looking at their growth and changes across as many editions of D&D he can as well as supplementary products.

So far he has covered:

Plenty of art and comparisons between the editions.
The thing I like is he treating the editions as evolving understanding of the monsters.

So pop over and check these out. A leave a comment or two. That's the neighborly thing to do really.


Owl & Weasel Wednesday #25 April 1977

Here we are, at the end of all things.  Err. Not really. It is April, 1977 and this is the last issue of Owl & Weasel.  I missed noting last issue's price increase to 20p.  It could have just been for the double sized issue, but the increase remains here.  Maybe it is the special Silver Jubilee price.

Our editorial details the end of Owl & Weasel and the start of White Dwarf.  Well at least overtly. It is loaded with a bunch faked melodrama that frankly I would have been happier not reading.  I am going to chalk it up to actual emotion and the separation of an entire ocean and nearly 38 years.

The index for the Article Competition is up and on page 3.  Ian Livingstone spends some time talking about them and mentioning that they will be looking for more material like this for White Dwarf.

Page 5 covers various news items. One item mentions the Dungoneer magazine.  That is one I would like to cover sometime too, but I am missing some issues and the ones I am missing tend to be quite expensive on eBay when they show up.

Page 6 is the "Big Reveal" of the White Dwarf contents and cover.  Of course at they only have an artist mock up and it doesn't look like how the magazine will later look. But that is ok.  They talk about what they will be doing; D&D articles, society news, letters and "The Other World" a section on non-SF/F gaming.  That never really happened. They also talk about what they are looking for in terms of contributions.

Pages 7 and 8 cover D&D Society news including more names and addresses.

Next up we actually have some content. There is a review of FGU's Gladiators game. It is a board game, with no board or pieces. Seems a bit odd to me.

Next up is a reader contribution on what makes an interesting dungeon.  The advice is solid, if a bit dated.  Make sure it is interesting, has some traps, some new monsters...that sort of thing.  It is 1977, benefit of the doubt here.  The next page is another reader contribution. This time about how to store counters for games.  No Container Stores or Ikea's yet in England of 1977 I am guessing.

We end the issue with the Games Workshop price lists.

Wow. What a run.  I have a few more things in mind for White Dwarf Wednesday; mostly book keeping sort of things.  But I Really hope you have enjoyed all of this.  125 issues of both White Dwarf and Owl & Weasel.  It's been a great deal of fun.


Tuesday, January 20, 2015

Reviews: Titles from Sacrosanct Games

I picked up a few PDFs over the last couple of weeks for ideas for my big 5e game.  The rule system is 5e, but the adventures themselves are all 1st ed or Basic.  

In the process I noticed that I had picked up a few titles from Sacrosanct Games and I thought I would share what I found.

B1 Journey to Hell
This one grabbed this because I needed an adventure geared toward 18-20th level.  Also it is about Hell, so that got my attention.  I bought it on a whim based solely on level and "hell".
First off you get a lot of adventure for your buck. 45 pages of adventures and maps (granted it is the same adventure twice, but still).
The artwork is great, coming primarily from sources like The Inferno. This is quite fitting given that the adventure itself is quite reminiscent of Dante's great tale.  It does include some art from the Larry Elmore CD that was out years ago, but doesn't properly cite it in their OGL page.
It is dual stated for the OSRIC and Altus Adventum Role-Playing Game, always a plus in my book, but it can be played with any number of OSR systems or their fore-bearers.
4 out of 5 Stars

Classes of the Far East
Grabbed this because my youngest wants to play a ninja like character.  It has a ninja, as well as a monk, a mahoutsukai (spell caster that uses both magic user and cleric spells, and a lot of them), and the yokai which is a race as a class of animalistic humanoids, and of course the Samurai.
Weapons are listed (damage and cost) but no descriptions are given and no artwork of the weapons.  And that is pretty much it.  If you don't know what these weapons look like, then you are on your own really.
Looking over the mahoutsukai it is grossly overpowered. It basically advances as cleric and a magic user at the same time.  So by 14th level it has 12 each of 1st through 5th level spells, 7 6th level and 1 7th level.  It has limits, namely limited to the same arms and armor choices as a magic-user, limited to 14th level and can't turn undead.  But that is still a lot of spells.  Honestly it should one spell list that combines select magic-user and cleric spells and it should have some limits on what it can and cannot do.   Right now it is not a class I can recommend using.
3 out of 5 Stars

Reclaiming the Caves on the Borderlands
I picked this up because I do enjoy seeing what others can do with such well trodden ground as the Keep and the Caves of Chaos.  The cover claims to be 5th Edition compatible and uses the current OGL to get there.  Personally if I were a publisher I would be staying away from this.  It is murky legal ground right now and one I would not tread on.  But lets move on.
The cover is nice and drew me in right away.  The book is 24 pages, but minus 1 for cover, 1 for ogl, 1 for a blank page, 1 for an ad, 4 for maps and 1 more for a character sheet. So 15 pages of text.
The Good:  There is a good section on pages 4 and 5 on playing humanoid races such as orcs, bugbears, gnolls and so on.  Just the stats, nothing really on "how to play them" No big, these are the standard baddies for the last 40 years. We know them.
There is detail on how the caves are controlled and what can be the expected losses of the various groups of humanoids living in the caves over time.
The Not As Good For Me: The caves and the rooms themselves are not detailed.  There are blanks left for the DM to write in what is there from monsters to items.  The main conceit here is that the inhabitants of the Keep have taken over the Caves now.  It is all very sandboxy which is fine, but not what I was expecting.  I am perfectly fine with sandboxes, but that it not why I buy pdfs.  I buy graph paper for that.
The Bad: This PDF uses scanned images from the original map of the Caves of Chaos from B2.  It has been run through Photoshop and some alterations have been made, but I can overlay a scan of the blue/white Caves map and line it up perfectly (including grids) to the "Reclaiming" maps. Not very professional at all.
The Ugly:  Additionally there is a really bad scan of the old D&D Basic era Character sheet.  It has been edited (poorly) to make it more in line with 5th Edition, but honestly it is just plain ugly. The artist would have been better off starting from scratch and making a 5e sheet that looked a bit like the Basic one rather than include this. Better still would be not to include one at all.  It is just ugly, shows really poor Photoshop skills and a copyright infringement to boot.
So in the end, despite some promise and high hopes, this falls really flat.
2 out of 5 Stars 

Monday, January 19, 2015

Grimm

Have had a few colds or upper respiratory tract infections running through the house the last few days.  Not a big deal, but my efforts have been more focused on taking care of others rather than gaming.  But I did manage to get something fun in.
My wife, my youngest son and I have all been binge watching Grimm.  We burned through Season 1 and are not 3/4 ths of the way through Season 2.

It's great fun and my youngest (much like me at that age) loves all sorts of spooky, mystical stuff.

I was, as I typically do, working on some projects while watching.  I was also spending more time with my D&D 5 DMG.  It got me thinking about what sort of system would be the best for Grimm.

Typically if it is mystical or is modern monster hunting, then I first look to Unisystem; and Cinematic Unisystem at that.  After all, it is TV and I quickly figured out several Qualities and Drawbacks that the star Nick Burkhardt could have as a Grimm (Enhanced Senses, Honor, Increased Strength, Hard to Kill...and so on). It's not a difficult exercise.  But CineUnisystem, as much as I love it, is not really a perfect fit.
Despite some potions and some odd powers, there really is nothing along the lines (well yet) as magic as I defined it Ghosts of Albion or as was defined in Buffy/Angel.  Sure, Army Darkness might work but still not just right.

So I was thinking Chill and it's more modern cousins, Majus and Cryptworld.  I even know already there is a zombie episode coming up, so Rotworld is also in.
Why these games vs. the Unisystem line?  Well I believe that system strikes a tone with how you play.  Which is also why I ruled out Call of Cthulhu (despite how much I enjoy it).  People in the Grimm world are, well, regular people.   There are some monsters, some Wessen. But Cryptworld can deal with that. If I would opt to have Wessen as PCs then I can use some cues from Majus.

I thought about looking into the Fantasy Flight Games RPG "Grimm",  and it looks like it could work a little too.  But I don't own it and only know it through reputation.  Other than that there does not seem to be a Grimm tie in RPG.    I did a search and seems like most people would use Buffy/Angel/Ghosts of Albion, which does give me a bit of professional pride, even if I am not agreeing with them.

Does anyone watch the show? NO Spoilers please!  If so, what system would you use? What do you think about Chill vs. Unisystem.

Sunday, January 18, 2015

Gen Con 2015

Chatted with the family and we are heading to Gen Con again this year.

So far we have no big plans.  Last year was dedicated to D&D5, this year no plans yet.
I might run something.  I have a couple of Ghosts of Albion games I would love to run.

The kids are thrilled.  I am excited.
Looking forward to it!

Saturday, January 17, 2015

Zatannurday: Zatanna and Constantine

Last night was the return of Constantine to the small screen.  We still have no clear idea yet if it will be renewed for a 2nd season, but I am not getting my hopes up.
This certainly means we won't see John and Zee together on the screen anytime soon.

So here they are on the smaller screen.



Bleedin' Las Vegas by conjob1989 on DeviantArt


Zatanna and Constantine by m0nstersInside on DeviantArt


Constantine And Zatanna That old Black magic... by samayoa on DeviantArt


Surprise by armadillo-CDQ on DeviantArt


Justice League Dark Combo by elena-casagrande on DeviantArt


Commission - Deadman, Constantine, Zatanna by tyrannus on DeviantArt


Zatanna and John Constantine by montrosity on DeviantArt

Hope we get to see more!

Friday, January 16, 2015

Happy Anniversary Hero Press!

Today Tim Knight is celebrating 8 years of blogging with Hero Press!
http://heropresstwo.blogspot.com/2015/01/eight-years-of-heropress.html



A very worthy achievement.
You can see his first post here and it gives you no indication of how useful or how vital Hero Press has become.

For me Hero Press is usually where I hear about all things comic, movie, sci-fi television or gaming first.  All with a style and a quality that I think only Tim can bring to it.

Let's all be honest here, blogging is as much about personality as it is about content.  Sometime those personalities can be so grating that it drowns out the content.  This is not so with Tim Knight.
I always feel like the implied welcome is "come on in, have a pint, hey did I happen to tell you about this thing that has me really excited right now?..."
No one has ever said a bad thing about Tim Knight or Hero Press ever.
Yeah I know I was just railing against personality cults last night.  But it doesn't count if the person is a genuine nice guy.

So please join me in celebrating Tim's great accomplishment. Stop by Hero Press now and give Tim your congratulations.  

I want to hear more about the Acrobatic Flea and Barney the Bunny and how your kids are doing. Keep telling us more about the new TV shows you are getting before we do and visa versa.

You have kept us entertained and informed for 8 years.  Here is 8 more!

Thursday, January 15, 2015

I Want My Own Cult

Seriously.  Where do I sign up for that?

I spent part of my day arguing with a group of people (non gamers) about something and despite overwhelming, demonstrable evidence to the contrary of their opinion I and my small band of like minded rationalists were overwhelmed by their cult like mentality.

I could not even get to click on one link to Snopes that destroyed their entire argument.

I left that after my wife told me to stop poking the zoo animals with pointy sticks.  I came back to it just an hour ago to find the situation far worse.  I did the only sensible thing. I gave up.

Come back here to the safe haven of RPGs only to see more Cult of Personality type behavior and the inexplicable fawning over people vs. ideas.

So while I am watching these two "cults" fight each other over who thought up what ever idea first I have decided I want my own cult.

It really shouldn't take much. I'll post like I always do. You just agree with what I say!  You don't even have to read what I posted!  I get a sense of self-worth, you get that nice warm feeling of belonging to something larger than yourself.   Best part is when I eventually do something really stupid you have deep conversations with people on what it was I was really saying or not.  And when I totally go off the deep end you can have a moment of clarity and talk about how you knew all along I was full of shit!

So how about it? Join my Cult of Personality. No weird initiations. No fees.  But if I get enough people then maybe we can have a secret handshake. Or a secret milkshake. Whatever.

Quagmire

This has been passed around a lot lately, but still an interesting read.
The development of the module Quagmire by Merle Rasmussen.

https://medium.com/@increment/quagmire-the-making-of-a-1980s-d-d-module-c30e788ea5f2



The article is less about module design than it is about commercial module development.  It is insightful on how things were created in the heyday of TSR. Also if you look hard enough you can even see the seeds of TSR's eventual demise here.

I post this though because it is an interest footnote to me.  I remember this adventure. I picked it up and completely gutted it because what I wanted was a swamp with a tower in it.  All that hard work detailed above and I chucked it all!

This article did make me want to pull my old copy out, but I remembered that it was one of the many pre-2e materials I lost back in the mid-90s. Thankfully I do have the PDF.  I might use it in my current game, but everything is so packed now I fear I will end up doing exactly what I did in the past; chuck the adventure and make it an interesting locale to stop over in.




Wednesday, January 14, 2015

Owl & Weasel Wednesday #24 March 1977

Issue 24 of Owl & Weasel is fresh off of their packed Games Days and moving right on in their D&D Day.  To celebrate this issue is an all D&D issue.  My favorite bit in the editorial is where they mention the hall only holds 250 people and that unless you get there early you could be turned away.  "Sorry, you can't play D&D today, it is just too popular right now!"
The issue is pretty solid really. Very, very much like what we will expect to see in White Dwarf.
Though they do start off with some pretty bad game fiction. Yes it is supposed to be humorous. but I got bored with it really fast.

Page 5 gives some advice on dungeon mapping. Not bad really, but very much an "early days" sort of article.  You don't see stuff like this outside of blogs anymore.
In typical O&W fashion there is a naked angel at the bottom of the page telling us "the end is nigh! See page 11 for details."

Pages 6 and 7 are dedicated to the D&D Day hall and schedule. It runs 10 hours and there competitions for best mini, best room and best magic item. I do admit a certain level of curiosity to know what won.

Pages 8 and 9 give us some meat to chew on.  We have two new character classes.  The Samurai and the Psionist.  The Samurai is what you would expect; it is a take on the fighter with more attacks per round and an unarmed attack.  Not a lot in terms of flavor, but that was supposed to be what the player brought to the table and what the DM gave a background for.
On the other side of the coin we have the Psionist. Using the psionics rules from Eldritch Wizardry this class excels in psionic attacks, defenses and effects, but not much else.  They get a d4 for hp and then after level 10 they get .5 hp per level!  Their powers are determined by level and they have a 15% cum chance per level to develop another random talent.  There are Standard and Special abilities.  Despite it's lack of detail the class looks pretty solid and playable.   I could have used this class back in 1989 when I was playing an OD&D campaign with psychic (not exactly psionic) characters.  It is also something my youngest would like.
There are also some new weapons, interestingly enough nothing particularly related to either class.

Pages 10 and most of 11 are dedicated to the 80 names of people in the D&D society. This is the full list to date. Bottom of page 11 is the announcement that next issue is the last issue of Owl & Weasel. Ian and Steve tell us that they want to shift focus to more SF/F games with an occasional dip into other games.  The new magazine will be called White Dwarf and have higher production values.  Subscriptions will transfer over to White Dwarf from Owl & Weasel unless of course you don't want to.

Finally Page 12 covers all the games that Games Workshop has to offer in their store.  Far more than a year ago.

This is the most "White Dwarf-y" feeling issue to date. In fact, other than the size and layout it feels more like White Dwarf #1 than Owl & Weasel #1.

Next week, The End.

Tuesday, January 13, 2015

Crisis on Infinite Earths

This month is the 30th anniversary of the the biggest event in comics history.  Well. At least from my point of view.  In truth if it had not been for 1985's Crisis on Infinite Earths we would not have seen a lot of the big events in comic we have seen over the last 30 years.  That can be good or bad.


Sure Marvel's Secret Wars predates it by almost 6 months, but Crisis was a much bigger deal to me.
At the time I was reading a lot of sci-fi and I loved the idea of alternate Earths, parallel dimensions and all that good stuff.  One of my favorite books from the time was Fredrick Pohl's "The Coming of the Quantum Cats" (1986) and Robert A. Heinlein's "Job, A Comedy of Justice" (1984).

I have always wanted to do my own Crisis-like arc.  Back in the day it wasn't too difficult of a prospect.  Back then we all played in Oerth. Greyhawk was the campaign setting of choice.  The idea was to do a huge Crisis like event and in the end have all of our worlds merged into one.

Later I thought about doing it with different systems; where each Earth was represented by a different game system.

Needless to say it has left a deep imprint in my psyche.

Now in DC we are coming up the new Multiversity.
The optimistic would say it has been all part of a larger super-arc.  The pessimist would say that DC is out of ideas and cashing in on their last good one 30 years ago.

One day I will do a Crisis-like campaign in one of my games.  Maybe something like CoIE where it is a large in scope but limited in duration sort of mini-campaign.

In any case I am sure it would be fun.

Monday, January 12, 2015

Witch spells for Nox

I have expanded on my write-up on Nox, Goddess of the Near Dark, for the Petty Gods project.

Here are some new spells for followers of Nox and a new minion.

As always the material below (except the art) is released as Open under the terms of the OGL.

Section 15: "Witch Spells for Nox" Copyright © 2015 Timothy S. Brannan.

Summon Fyre Fae
Affiliation: Nox, Goddess of Near Dark
Level: Cleric (Nox) 3, Magic-User (Wizard) 3, Witch 3
Range: 150’ + 50’/level
Duration: Special (see below)
By means of this spell the cleric or witch may summon a Fyre Fae, a small pixie like creature the glows much in the same way as a Will O’ The Wisp.  The cast beeches a boon from Nox, who knows the location of hidden things, and summons the fyre fae to find what they seek.  The caster must be specific in what they are looking for and it must be within the range of the spell.  So for example a caster can ask “please help me find the key to unlock the door to the Dungeons of Dragoth-umar” if the key is within the range, then the fyre fae will find it and return to the caster. Requests like “help me find the safest route” or “help me find the way home” may not always have the most direct route, but they will lead the caster in generally the correct direction.
The duration of the spell is equal to 10 minutes plus 1 minute per level of the caster.  The spell though will always end once the last rays of the sun are gone and true night has started.  When the spell ends the fyre fae will disappear.
Attacked fyre fae also disappear.  Casters that summon the minions of Nox and attack them will also discover that they will no longer be allowed to summon a fyre fae.

Summon Gloaming
Affiliation: Nox, Goddess of Near Dark
Level: Cleric (Nox) 5, Magic-User (Wizard) 5, Witch 5
Range: 50’
Duration: Permanent/till dispelled
The followers of Nox know that her power lies not in light or dark but in the shadows and near dark in between.  While many know of the playful fyre fae that serve Nox, few know of her other servitors, the Gloamings.
A gloaming is a shadow-like creature that often takes the shape of a large, but indistinct animal. The gloaming summoned will attack a group of creatures that the caster chooses.  The gloaming will attack until the creatures or itself are dead.
The caster may summon 1 gloaming + 1 per every other level.  A summoned gloaming does not have the fear causing effects of a naturally occurring one.

Gloaming*
Armor Class: 14
Hit Dice: 5*
Alignment: Neutral
No. of Attacks:  2 claw / 1 bite + Fear
Damage: 1d4/1d4 1d6 + 1 point Strength loss + Fear
Movement: 45'
No. Appearing: 1d6, Wild 1d10
Save As: Fighter: 6
Morale: 12
Treasure Type: None
XP: 660

A gloaming is a shadow creature that is typically found in wild, untamed places.  Mostly discovered in the time between sunset and the full dark of night these creatures appear to be large, but indistinct shadow creatures. They are on four legs and stand about 3’ to 4’ high with a massive head. The only features that are distinct are their eyes which glow amber, red or green.  Sometimes confused with hell hounds, a gloaming is an undead creature. It is the undead creature of a large predatory animal, but it does not attack on sight.  Typically a gloaming will radiate an aura of fear (as per the spell, cast by a 5th level caster) to scare off interlopers.  Failing that they will attack with a claw/claw/bite routine.  Only on a successful bite attack will a gloaming drain 1 point of strength.
A gloaming is an undead creature and can be turned as a 5 HD creature (or as a Wraith, depending on your system of choice).

Dungeons & Dragons 5th Ed DM's Screen

On Friday I picked up my new DM's screen for the 5th Ed. D&D game.



Like the 4e and Pathfinder screens this is a sturdy, thick screen of 4 panels.
Like 4e (but unlike Pathfinder) it is presented in Landscape format.



In comparisons to the screens of the "good old days" there seems to less information on these.  Granted the D&D5 rules are more abstract than the AD&D 1st ed ones were.  It does have the Conditions, and some various DC related tables.  There is also a panel dedicated to random NPC generation.

It is a good screen, but I might be taping my own tables on it after a while.  Though the conditions are nice to have right in front of me.



The feel is certainly similar to the 4e one, as well as the production values.
Looking over the 4e screen again made both miss and hate my time behind it.  I did have fun with 4e.  But the combats took SOOOOO long.  Even when I shortened them up.  In D&D 5 Ican whip through combats really fast.


I have had a love-hate relationship with DM screens.  I love the idea; iconic art on one side, useful tables on the other.  The trouble is the useful information is usually not the information I need.
The 1st ed one had a bunch of psionics information, which is cool when I was running a psionic game.   I might print out some tables of my own.  Like examples of various traps and their DCs to find and disable. Or situations where players have Advantage or Disadvantage.

Now all I really need is a good B/X DMs screen.

Sunday, January 11, 2015

Hero Forge Mini

Yesterday I got my Hero Forge mini in the mail.  Here is Larina!



The mini is nice but there is far less detail than I expected.  True I picked the "Strong" mini and not the "Ultra Detailed" one, so I think I need to try that one out.

Shipping took about 4 weeks, no idea what it would take now.
If I get the other characters I want I am going to be in the market for someone to paint them!

Saturday, January 10, 2015

Zatannurday: First New Zatanna of the Year

This one has been making some rounds but I really love it.
It is part of the Justice League Series by Mike Mahle.

I first saw it on the DailyDCU tumblr page.
Who reblogged it from Long Live the Bat.
Then my good friend Calvin posted it on his recent "Z is for Zatanna" post.

I'd love to find this one as a print.



Friday, January 9, 2015

New Monster: Urhag

She came to me in a dream.  

I could tell by her voice that she was of regal bearing and intelligence, but at first I could not see her.  I was looking out over a darkend grey and cold plain.  In the far distance I saw mountains; mountains I know I had never beheld before with mortal eyes yet no less real.  In the sky above flew beasts, for that was the only world for them.  They appeared as mad paintings of Hieronymus Bosch, a mass of flying, winged semi-human creatures.  Their appearance was as women, save shamefully unclothed, though it was difficult to see this from the filth that covered them.  The smell was worse than any charnel house I could recall; the decay of death, the reek of excrement, and the sour odour of unwashed sweaty bodies.   Their hair was wild. Their teeth were long, yellowed and many were broken.  This is how I knew I was still in the dream. Such details would have escaped me given their distance. In truth, I wanted to be no closer to these hideous creatures.  Their eyes burned red like coals of hellfire.

I watched as they flew and they attacked and ate other beasts in sky.  They were aware of me and my companion, but made no move towards us.

"What are they?" I asked and I turned to meet my unseen companion.  To my shock she appeared as they did, save she was not a filthy degenerate creature, but a woman of regal bearing. She had the same clawed hands, the same large bat-like wings and most horribly the same eyes.

"They are Ur-hags." she had said.  "They are our sisters."

- From the Journal of Larina Nix

I have been rereading H.P. Lovecraft's "The Dream-Quest of Unknown Kadath" a story that both fascinated me and frustrated me in my youth.  For my group of gaming friends and our extended group of their older brothers, it was always an unspoken, but a well-understood rule that it didn't really matter what Lovecraft story you began with, but your last one had to be "Kadath".  So I am rereading it for the first time since 1987.

It is just as phantasmagorical as I recalled. Reading it now is also a treat that I have better understanding of the mythos and the creatures mentioned throughout are now well known to me.
But one creature captured my attention that I had not seen before and forgot.  The Urhags.
That night I had a dream about Maleficent, so I knew I had something here.

I checked various games that cover Lovecraft-type monsters such as The Realms of Crawling ChaosAstonishing Swordsmen & Sorcerers of Hyperborea and various Call of Cthulhu books but only found one mention of them in H.P. Lovecraft's Dreamlands.   They are interesting, but I kinda liek what I came up with a little more.  These urhags are released from their Dreamlands origins and brought closer to Ur-Hags.

"High over its jagged rim huge ravens flapped and croaked, and vague whirrings in the unseen depths told of bats or urhags or less mentionable presences haunting the endless blackness."
- H.P. Lovecraft, Dream-Quest Of Unknown Kadath

Here is my take on the urhag.  In "Basic Era" format to use with The Witch.

The follow is considered Open under the terms of the Open Gaming License.
OGL Section 15: "Urhag" Copyright © 2015, Timothy S. Brannan

Urhag


Degenerate  Noble 
Armor Class:                    3 [16] 4 [15]
Hit Dice: 5*+2 (25 hp) 8*+13 (50 hp)
No. of Attacks: 2 claw, 1 bite; stench   2 claw or weapon, spell
Damage: 1d4/1d4/1d6 1d4/1d4 or by weapon type
Special: Stench, Magic, see below      Magic, Harmed by iron, see below
Movement: 30' / 90' fly 30' / 90' fly
No. Appearing: 1 1
Save As: Witch 5 Witch 8
Morale: 7 9
Treasure Type: Special Special
Alignment: Chaotic (Evil) Chaotic (Evil)
XP: by system by system

Scholars debate the relationship between the races of hags. While many look to the vile and evil Night Hags as their progenitor, scholars who have pierced the veil between Reality and Dream claim that such a progenitor race is known as the urhags.

The Urhags are found in two basic varieties, the Degenerate and the far less common Noble.

The Degenerate Urhag appears to be a hideously ugly humanoid woman. She appears naked, but covered in filth, with long clawed fingers, wild hair and inhumanly long feet and toes. What is the most curious feature of the urhag are her large bat-like wings.  One is immediately reminded of a harpy; which scholars also claim are an offspring of this creature.  The urhag does not speak, but only screams and shrieks.  The urhag can attack with a claw/claw/bite routine which is their most typical attack.  They are also surrounded by a horrible stench. Characters within 10' of the Urhag must save vs. Poison (Constitution, Fortitude) or suffer a -2 on all attacks against the creature.  The urhag may also cast spells as a 3rd level witch.  Spells that attack and due damage are preferred over all others.
Urhags are immune to all cold-based effects and are immune to cold and cold based spells. Dengerate urhags are carnivorous and their preferred  source of meat is humanoid flesh.  They are able to enter the dreams of people sleeping in their territories; usually within 300 yards.  Through this special attack the urhag will Charm a sleeping male into breeding with them. Once complete the urhag will then wake thee male to kill and eat him.  They prefer to wake their victims because they enjoy hear the sounds of their screams.  Within 3 months the urhag will lay a leathery egg in which a juvenile urhag will emerge. The new urhag will not expect any care or succor from her mother; in fact the mother is just as likely to eat her offspring as she did her offspring's father.

The Noble urhag is a different creature, though no less evil.  Like the degenerate urhag, the noble appears to be a winged woman with long taloned hands and feet.  Noble urhags also have horns growing from their heads that often causes them to be mistaken for some sort succubus or other demonic creature.  While not demonic, the noble urhag is still quite evil.  While the degenerate urhag is hideous and covered in filth, the noble urhag is regal, attractive, and clothed in only the fines wares. Her features are sharp and possibly indicate a relationship to the fae that other, more common hags, share.   The noble urhag can be harmed by iron in the same fashion that fae are; iron weapons cause +2 damage and +1 to hit.
The noble urhags can cast spells as a 7th level witch.  She may also take the occult powers of a Malefic or Faerie tradition witch.

While the degenerate urhag is indiscriminate about her choice of mating partners, the noble urhag prefers only the finest quality human males.  They do not care for elves since elves do not dream in the same manner as do men.  Also noble urhags do not always eat the men the lay with.  Some prefering to return to the same male time and time again as instinct drives them to reproduce.

Unlike common hags urhagss of either sort are not tied to a particular locale or environment.  Degenerate urhags do prefer colder wastes and demon-haunted lands and the noble urhag prefers temperate forests there are no restrictions on either.
Unlike night hags, urhags are not interested in the transport of souls or the outer planes.
Urhags can, in theory form coveys as other hags do and maybe even with other  hags, but none have been observed doing so.

Thursday, January 8, 2015

Updated Witch Links

I spent some time over my Christmas vacation to update my witch links page.
I have expanded it to include message boards as well as blogs.

These are only links, you will have to go to the blog in question to read the article.

Have something you think needs linked here?  Shoot me an email or post below.

Wednesday, January 7, 2015

Owl & Weasel Wednesday #23 February 1977

February 1977 gives us Issue number 23 of Owl & Weasel and at 20 pages it is the largest O&W to date (and ever in fact!).  Though a lot of those new pages are dedicated to the 1977 Games Day, as the cover so proudly tells us.

The editorial has an introduction to Games Day and gives new comers an idea of what to expect.
Moving on Page 4 (and some of 6) cover an introduction to Table Top games, which at this point still refers mostly to war games.  So far the content leads me to believe that they expect most people at Games Day and/or reading this zine not to be familiar with the types of games that will be there.  This strikes me as a bit odd to be honest.

Page 5 (and 6) Ian covers the British 1977 Toy Fair with an eye towards the game manufacturers represented there.  There seems to me to be more American game companies listed here than they discussed last year. To be fair they were pretty down on the Toy Fair last year so it could just be that they didn't mention it.

Page 6 contains the overflow of the previous articles, but of interest to me is the 1977 Scrabble championship.  My brother is a big Scrabble fan (we all have our things) so I found this kind of interesting.  Wonder how he would have fared? Well, terrible really, it was another year till he was born.

Page 7, 8 and 9 have ads. Lots of them in fact.  These are all companies at the Games Day, stand numbers are included, but it is still interesting to see as this represents a shift closer to White Dwarf in terms of content.  Games Workshop is hosting the D&D booth and a "Totally NEW concept in game design".  Again the joy here is not simply nostalgia at looking at something I have already seen, but that feel of when everything was still new and untested. I guess this is also one of the reasons I have always worked at start-up companies and moved on when they get older and established.

Pages 10 and 11 have the map of the hall and the time table of events.  Still not Gen Con, either then or now, but it looks like a lot of fun was had. Matchday, Diplomacy, Monopoly, and of course Dungeons & Dragons games are featured many times.  The whole thing runs 10:00am to 6:00pm that day.

We get another 3 pages of ads, and then a page on "What Do I Do After Games Day?" It is actually a nice little bit of advice and something that Gen Con could even add to their programs. Though many of us know this stuff instinctively.  They do explicitly state that many people that come to Games Day are new to all these games, so the split them up into "Family Games", "Board Games", "Table Top Games" (we call these Wargames now or miniatures games) and "Fantasy Games" or RPGs in the current nadsat.  The continue on with "Postal Games" (play by mail), and "Abstract Games".  They list some of the big name game shops in the area, along with publications and clubs.

Pages 18 and 19 are dedicated to the D&D society, including interestingly enough, an org chart of how the society is run on the national and local levels.  Nice, but I wonder if it happened this way in practice. I will be honest, I don't recall reading much about the D&D society in White Dwarf.

Finally we get to the last page with the items Games Workshop is selling.

So a much larger issue, but only this one time. The overall impression is the hobby is growing steadily but as we know the big boom is yet to come.  O&W makes more of it's evolution towards White Dwarf, but the next issues will be more telling.

Tuesday, January 6, 2015

First Blog Challenge of the Year - Witches & Witchcraft Reading Challenge

I read a lot of books all year round.  I have them on my phone, on my tablet, I listen to them in my car. I have even been known to pick up an honest to goodness dead-tree paperback or hardcover.

So a reading challenge is right up my alley really.  What makes it even better is this challenge is made up of "Witch" books.


http://melissaseclecticbookshelf.com/2015-witches-witchcraft-reading-challenge-sign-up-post/

It should be fun. And as always as a "value add" for my own readers I will translate what I can into game terms.

So. Time to start gathering up some books!

Edited to add:
Here is my first book for the Challenge!
http://www.amazon.com/Witches-Echo-Park-Amber-Benson-ebook/dp/B00ISEOLZU/




Monday, January 5, 2015

New Year, New Game 2015

It's a new year and DriveThruRPG is running their New Year, New Game sale for 2015.


There some great games here all at 15% off.  Many I have talked about here in the past.

Here are some of my top choices.
So lots of great choices here and even more on the site.
Do yourself a favor and try something new.

Plans for 2015

So what are your gaming plans for 2015?

Personally I want to get more gaming in with my 5e group.  We have been having a great time and it has been a blast.

Get my Kickstarter projects done before +Erik Tenkar features me on his blog!

Maybe get some other smaller things out too.  I have a Healer class for the OSR that I have kicked around and used for a number of years.

I have some ideas for some AD&D 1st ed / OSRIC / LL AEC material.  But my current joy is 5e, so who knows really.  I do know that there is still demand for old-school material.

For my blogging I want to wrap up the last couple of issues of Owl & Weasel.
Not sure if I want to pick up another magazine to go through or not.  I have all these copies of Imagine and a few others.  I have some Challenge mags, not a full set, all issues of Pegasus (I think).  But not sure if there is any demand really.  I enjoy them. There is a lot I get out of them.

Right now I don't have any other special features in the planning stages.

I would like to give a shout out to some more new blogs for "The Best Blog You Are Not Reading".  Have someone you want me to cover?  Send the link here.

I am going to cut WAY back on the Kickstarters.  Both supporting and posting about them.  I have been burned a lot recently with things I have backed.

More reviews of course. More goings on in my own games.  More blatant self-promotion.


Let's bring on 2015!

Sunday, January 4, 2015

On the Road to Averoigne

So over the weekend my D&D5 group completed the castle portion of Castle Amber and the adventurers have entered Averoigne.  They are currently taking a long rest before heading out to find the four items they need to return home.

So far this adventure has been fantastic.  I forgot how much fun X2 was, both as a player and as a DM.

I am still playing around with the 5e rules.  I might use the option that makes healing more like AD&D, but so far I still very happy with how things go.

Story wise I have been dropping hints of the "Oncoming Darkness" with both the ghouls and the Brain Collector/Neh-Thalggu mentioning it.   Once they complete their quest here typically they are brought back to their own world.  Instead I am going to have them go directly to Ravenloft via the mists and defeat Strahd.  In both adventures they get items necessary for them to survive the adventures to come.

I am going to try out this Ravenloft I6 D&D 5 conversion I found here.
Ravenloft is one of my favorite adventures and I am really looking forward to it.

I still need them to come up with a name for their group.

Friday, January 2, 2015

A Witch Class for 5e

Brian McDaniel has created a new witch class for 5e D&D and I am going to give it a spin.

http://www.enworld.org/forum/showthread.php?401243-Witch-Class

It has some really nice features.  It is not a one to one conversion of any of my witches, though my Basic Witch is listed as an inspiration (among a bunch of other witches).

I thought I had heard that we were eventually going to get a "witch" build for the wizard class in 5e.  I have not really thought much about it or even considered making a 5e witch myself.  I am too busy with my new Pathfinder and Castles & Crusades witch right now.
Maybe in a year or so.  I like to play the game a while before I rework classes for it.

But this one is a great class to try out.  Not sure how it will play yet, but I think I will introduce it in my next free session.

Thursday, January 1, 2015