Showing posts with label 1st ed. Show all posts
Showing posts with label 1st ed. Show all posts

Friday, October 2, 2020

Kickstart Your Weekend: Bitchin Chimera and the Jaquays' Archive

Quite the collection today!

Lost Tomb of the Bitchin' Chimera - Dead Milkmen RPG Module


https://www.kickstarter.com/projects/justinsirois/lost-tomb-of-the-bitchin-chimera-dead-milkmen-rpg-module?ref=theotherside

The Dead Milkmen are releasing a D&D adventure about a "Bitchin Chimera." Do I really need to tell you more than that? No idea if Tony Orlando and Dawn, Beelze-bubba, Mojo Nixon, or a Punk Rock Girl will appear. 

Judges Guild Deluxe: Dark Tower, Caverns of Thracia, & More


https://www.kickstarter.com/projects/1409961192/judges-guild-deluxe-dark-tower-caverns-of-thracia-and-more?ref=theotherside

Ok, first and foremost this Kickstarter will not benefit any of the current racist owners of the Judges Guild.  This collects some of the best material of the early days of JG and all written by Jennell Jaquays. Some very, very solid stuff here, and Goodman Games puts out a solid product.

and finally one more look at this one now that it has made it's funding goal.

Hellbringers: The Sacred Heart


https://www.kickstarter.com/projects/hellbringers/hellbringers-the-sacred-heart?ref=theotherside

All are ending soon!

Wednesday, September 30, 2020

This Old Dragon: Retrospective, Pages from the Mages

Another This Old Dragon Retrospective today. Today I want to cover one of my favorite series in the run of Dragon, and one that had far fewer entries than I thought, Pages from the Mages. Again this series is by Ed Greenwood writing to us as Elminster. It's a wonder I wasn't a fan of the Realms until pretty much 2001.


The premise is laid out in the first installment, Elminster (or Ed, sometimes it is hard to say) wondering aloud why we don't find more unique spell-books in treasure hordes. He goes on to explain that such tomes are very rare.  The set up is solid and less in-universe than The Wizard's Three.  But like The Wizard's Three, this is used to give us some new spells and some magic tomes worthy to build an adventure around.  So let's join Ed and Elminster and pour through these pages of a nearly as legendary tome, Dragon Magazine, and see what treasures we can find.

Pages from the Mages

Our first entry is in Dragon #62 which has one of my all-time favorite covers; the paladin on horseback challenging three orcs.   This takes us all the way back to June 1982, the height of my D&D Basic/Expert days.  The magic books we discover here are:

    Mhzentul’s Runes, with details for making a Ring of Spell Storing. Rings that become guardian creatures (but no details) and the spells Fireball, Fire Shield, Fire Trap, and Delayed Blast Fire Ball.

    Nchaser’s Eiyromancia, this book gives us two new spells, Nulathoe’s Ninemen and Nchaser’s Glowing Globe.

    Book of the Silver Talon, this sought after tome has a number of good spells, Read Magic, Burning Hands, Comprehend Languages, Detect Magic, Erase, Write, Identify, Message, Shocking Grasp, Shield, Darkness 15’ Radius, Detect Invisibility, Knock, Ray of Enfeeblement, Web, Wizard Lock, Blink, Dispel Magic, Gust of Wind, Infravision, Phantasmal Force, and Protection From Normal Missiles.  Additionally, it has recipes for the ink for Read Magic, Buring Hands, Comprehend Languages, Detect Magic, Erase, Write, Identify, Message, Shocking Grasp, and Shield.  All in-universe and fluff, but fun all the same AND an often overlooked aspect of magic.

    Chambeeleon, the unique spellbook is described as a treasure.  In contains the spells, Water Breathing, Fly, Lightning Bolt, Fire Shield (cold flame version only), Ice Storm, Airy Water, Cone of Cold, Conjure Elemental (new version), Disintegrate, Glassee, Part Water, Spiritwrack, Cacodemon, Drawmij’s Instant Summons, Reverse Gravity, and Vanish. Which leads to the obvious conclusion that Drawmij was also moving between the planes between Greyhawk and the Realms.  This book is also considered to be a religious text by many priesthoods of aquatic gods.
 
In each case, we also get a little history and the last known or suspected whereabouts of the tomes. I say tomes, but thankfully Ed was not so limited in his thinking.  Some are books, some are collections of pages and others are stranger still.  I find it interesting that this entry is followed by the classic NPC class, the Scribe, also by Ed.

More Pages from the Mages

Our next entry comes from Dragon #69 which I also covered as part of my This Old Dragon Issue #69. Again a fantastic cover from the legendary Clyde Caldwell.  The article is titled "More Pages from the Mages" and has art by Jim Holloway. Interestingly there is a book in the art named "Holloway's Guide to Everything" could that be the next 5e book to come out?  The actual books covered here are:

    The Magister, this particular tome has no title so it is just called "the Magister". It consists of 16 sheets of parchment between two ivory covers.  It includes a treatise on illusion magic and the spells Change Self, Color Spray, Phantasmal Force, Detect Illusion, Mirror Image, Dispel Illusion, Nondetection, Massmorph, Shadow Door, Programmed Illusion, and True Sight.  There is also an alternate version of the Clone spell. There is also a lot of debate on what is exactly on the last page. 

    Seven Fingers (The Life of Thorstag), this tome is bound in leather. It describes the Void Card from the Deck of Many things. How wonderfully random! Yet so on point for an academically minded wizard.  There is also a recipe for Keoghtom’s Ointment, which may or may not be correct.  There is also some local history. 

    The Nathlum, is a rather non-descript book.  But there is some saying about books and covers.  This one will cause damage to anyone of Good alignment holding it! It includes recipes for poisons, so not all these books are limited to spells.  Something that honestly is not stressed enough. 

    The Workbook, there is no accurate description of this tome.  So Elminster isn't all-knowing (ok to be fair, Elminster and Ed would be the first to point this out).  This is rumored to include the spells Spendelarde’s Chaser, Caligarde’s Claw, Tulrun’s Tracer, Tasirin’s Haunted Sleep, Laeral’s Dancing Dweomer, Archveult’s Skybolt, and Dismind. All are new.

As I mentioned in my original post, back in the day I would go right for the spells, today I am more interested in the story behind the spellbooks.  Maybe the spells inside are some I have already seen, but that is not what makes it valuable to me now. It's the story, the history, maybe there is something really special about this book. Maybe the spellcaster is still alive. Maybe his/her enemies are and want this book.  My cup runneth over with ideas.

Pages From the Mages III

We jump to December 1984 and Dragon #92.  Damn. Another classic cover. This time it is "Bridge of Sorrows" by Denis Beauvais and he has updated it on his website.  what a great time to be a classic D&D fan.  This one is very special for me for many reasons. First, this was the very first PftM I had ever read. I didn't know a damn thing about the Realms (and I only know slightly more now) but as I mentioned in my This Old Dragon Issue #92 I remember going on a quest to recover Aubayreer's Workbook having only the glyph as a clue.  I don't remember all the details save that the quest was dangerous and the spells in the book were a bit anti-climatic given the quest.  Not that the spells are bad (hardly!) it is the quest was that hard.

This is also, at least from what I can tell, our very first mention of The Simbul, "the shapeshifting Mage-Queen".  I guess she is looking for a copy of this book too! I think I see a plot hook for my next Realms game (and playing on the events in The Simbul's gift).  MAYBE that quest was only half of the tale! Maybe the other half was really to get this book to The Simbul.  I am only 30+ years late.   Thank you Ed!  Of course, that is only one of FOUR magic books.  Let's have a look.

    Aubayreer's Workbook, this "book" is a long strip of bark folded accordion-style between two pieces of wood with a rune carved on it.  The spells are read magic, burning hands, dancing lights, enlarge, identify, light, message, write, ESP, wizard lock, dispel magic, explosive runes, fireball, and extension I. There three special spells  hailcone (a version of ice storm), and two new spells, Aubayreer's phase trap and thunderlance.

    Orjalun's Arbatel, not to be overshadowed this book's pages are beaten and polished mithril! Lots of Realms-centric details here. In fact this might be where many of these topics saw print for the very first time. This one includes two new spells Encrypt and Secure.

    The Scalamagdrion, bound in the hide of some unknown creature this book has a little surprise. The spells included are (and in this order): Write, erase, tongues, message, unseen servant, wizard lock, identify, enchant an item, permanency, blink, disintegration, feeblemind, fly, death spell, flame arrow, delayed blast fireball, invisibility, levitate, conjure elemental, minor globe of invulnerability, wall of force, remove curse, and dispel magic.  The book also has a unique monster bound up in the pages that will protect the book! 

    The Tome of the Covenant, named for the group of four mages that gathered together to stop the onslaught of orc from the north.  What this entry makes obvious is exactly how much detail Ed had already put into the Realms. There are four new spells in this book, named for each one of the Covenant wizards. Grimwald's Greymantle, Agannazar's Scorcher, Illykur's Mantle, and the one that REALLY pissed me off, Presper's Moonbow.  It pissed me off because I had written a Moonbow spell myself. Only mine was clerical and it was a spell given by Artemis/Diana to her clerics. My DM at the time told me it was too powerful at 5th level and here comes Ed with a similar spell, similarly named and his was 4th level!  Back then it was known as "Luna's Moonbow" named after one of my earliest characters. Ah well.  Great minds I guess.

Pages from the Mages IV

We jump ahead to Dragon #97from May 1985.  I also covered this one in This Old Dragon Issue #97. Rereading this article years later is the one where I thought I should stop being such a spoiled Greyhawk twat and see what the Realms had to offer.  It would still be a long time before I'd actually do that.  This one also had a bit of a feel of the Wizard's Three to it. The books covered here were:

    Bowgentle's Book, a slim volume bound in black leather. It has a ton of spells in it, so many I wonder how "slim" it actually was.  Cantrips clean, dry, and bluelight, and the spells affect normal fires, hold portal, identify mending, push, read magic, sleep, continual light, darkness 15' radius, detect evil, detect invisibility, ESP forget, knock, levitate, locate object, magic mouth, rope trick, strength, wizard lock, blink, dispel magic, fireball, fly, hold person, infravision, Leomund's Tiny Hut, lightning bolt, protection from evil 10' radius, protection from normal missiles, slow, tongues, water breathing, charm monster, confusion, dimension door, enchanted weapon, fire shield (both versions), minor globe of invulnerability, polymorph other, polymorph self, remove curse, wizard eye, Bigby's Interposing Hand, cone of cold, hold monster, passwall, and wall of force.  The two new spells are dispel silence and Bowgengle's Fleeting Journey. 

    The Spellbook of Daimos, this one has no title on the cover and described as very fine. Very little is known about who or what "Daimos" is.  The spells included are, identify, magic missile, invisibility, levitate, web, fireball, monster summoning I (a variant), slow, suggestion, confusion, fear, fire trap, polymorph self animate dead, cloudkill, feeblemind, anti-magic shell, disintegrate, geas, globe of invulnerability, reincarnation, repulsion, Bigby's Grasping Hand, duo-dimension, power word stun, vanish, incendiary cloud, mind blank, astral spell, gate, and imprisonment.   The new spells are flame shroud, watchware, and great shout.

    Book of Num "the Mad", this one is interesting. It is loose pages held in place by two pieces of wood and a cord.  Num was a reclusive hermit who learned a bit of druidic lore.  There are a few more spells here. But what is more interesting are the new ones. Briartangle, Thorn spray, and Death chariot.

    Briel's Book of Shadows. Ok, the title has my attention. Though it has little to do with the Books of Shadows I am most often familiar with.  This one has the following new spell, Scatterspray. It does have some details on uses of Unicorn horns and a recipe for a Homonculous.

These books really upped the number of spells included in each book.  Was this intentional? Is this the "Power creep" that was starting to enter the game at this point? It was 1985 and this was not an uncommon question to ask with the Unearthed Arcana now out (and now these spellbooks all have cantrips!) and classes like the Barbarian and Cavalier making people say "D&D is broken!"  The more things change I guess...

Pages from the Mages V

Dragon #100 from august 1985 was a great issue all around. From the Gord story, to Dragon Chess, to this. I really need to give it a proper This Old Dragon one day.  But until then Ed is back with some more magic.  
    Sabirine's Specular, the first book from a wizardess. It has a good collection of standard spells.  The new spells are Spell Engine, Catfeet, Snatch, Spark (Cantrip), Bladethirst, and Merald's Murderous Mist.
    Glanvyl's Workbook, what is neat about this book is it appears to be the book of a lesser magic-user and these are his notes. So like the workbook a student might have in a writing class.  There are three new cantrips, Horn, Listen, and Scorch. One new spell, Smoke ghost, which is level 4 so he had to be at least high enough level for that.  and the preparations for inks for the Haste and Lightning Bolt spell.
    The Red Book of War, this is a prayer book for clerics of the war god Tempus.  I liked seeing that spells for clerics were also offered.  These of course would differ from the arcane counterparts in many ways, or, at least they should.  Ed makes the effort here to show they do differ and that is nice. Many often forget this.  There are a number of prayers here that are common.  Also the new prayers/spells are Holy Flail, Reveal, Bladebless, and Sacred Link, one I enjoyed using back then.  None of these spells though would late make it to the AD&D 2nd published version of Pages from the Mages.
    The Alcaister, this is a book with a curse. Not the spell, but rather a poison worked into the pages that is still potent 600 years after it was written. Among the common spells it has three new cantrips, Cut, Gallop, and Sting. There is one new spell, Body Sympathy, and the last page of the spellbook is a gate! Destination determined at random.

Arcane Lore. Pages From the Mages, part VI

It is going to be a five-year jump and new edition until the next Pages comes in Dragon #164. The article has some subtle and overt changes. First there is a little more of the "in character" Elminster here.  Ed has had more time to write as the Elminster and I think this is part of the success of the novels. The overt change is now the spells are in AD&D 2nd Edition format.  Not too difficult to convert back (or even to any other edition) but it is noticed. It is December 1990, lets see what Ed and Elminster have for us. 
    Book of Shangalar the Black, a deeply paranoid wizard from 700 years ago you say?  I am sure this will be fun! There are only new spells in this short (4 page) spellbook. Bone Javelin, Negative Plane Protection, Repel Undead, and Bone Blade.  Well, the guy had a theme to be sure.
    The Glandar's Grimoire, now here is something else that is rarely done, at least in print.  This book is only a burnt remnant.  What is left of what is believed to be a much larger tome is four pages with new spells. Fellblade, Melisander's Harp, Disruption, and Immunity to Undeath.
    The Tome of the Wyvernwater Circle, this is a druids prayer book.  Now I know D&D druids are not historical druids that did not write anything down. So a "Druid book" still sounds odd to me.  But hey when in the Realms! This book has a few common spells and some new ones; Wailing Wind, Touchsickle, Flame Shield, and Mold Touch.
    The Hand of Helm, another clerical prayer book. This one is of unknown origin. It has 27 pages (and thus 27 spells; one spell per page in 2e), four of which are new;  Exaltation, Forceward, Mace of Odo, and Seeking Sword.

Is it because I know TSR had gone through some very radical changes between 1985 and 1990 that I think the tone of this article is different than the one in #100?  I can say that one thing for certain is that Ed Greenwood is more of a master of his craft here.  The history of the Realms is, for lack of a better word, thicker in these entries.  There is more background to the spellbooks and their place in Realms lore.  This is a positive thing in my mind in terms of writing.  It did make it hard to add them to my Greyhawk campaign, but by 1990 I was hard-core Ravenloft; shit just randomly popped out of the Mists all the time. If I needed one of these books I could make an excuse to get them there.



Pages From the Mages

It is now May 1992.  I am getting ready to graduate from University now and Dragon #181 is giving us our last Pages from the Mages.  It has been a fun trip.  A little bit of framing dialogue starts us off. I did notice we have gone from talking about "the Realms" to now saying "FORGOTTEN REALMS® setting" instead. 

    Galadaster's Orizon. This book is actually considered to be a "lesser work" in the eyes of the wizard-turned-lich Galadaster, but this is all that survived of his tower's destruction. Among the common spells there are three new ones. Firestaff, Geirdorn's Grappling Grasp, and Morgannaver's Sting.
    Arcanabula of Jume, another book from a wizardess (rare in this collection of books). This one is written in the secret language of Illusionists (which are, as a class, slightly different in 2nd Ed) and is a traveling spellbook. It has four new spells, Dark Mirror, Shadow Hand, Prismatic Eye, and Shadow Gauntlet.
    Laeral's Libram. I was just about to comment that while these books are fantastic, none of the names have the recognition factor of say a Tenser, Bigby, or even Melf.  Then along last comes Laeral. Now here is someone famous enough that I have box of her dice sitting next me! Laeral Silverhand is of course one of the famous Seven Sisters. So not just a name, but a Name. This spellbook has the common spells of feather fall, magic missile, spider climb, and forcewave.  As well as the new spells of Laeral's Aqueous Column, Jhanifer's Deliquescence, and Blackstaff.  The blackstaff spell was created by another Name, Khelben Arunsun.  This one would be worthy of a quest to be sure.
    Tasso's Arcanabula.  Our last spellbook comes from an illusionist named Tasso.  Tasso is almost a  "Name." I recognize it, but I am not sure if it was because of this article or some other Realms book I read. The spell book has what I consider to be the common illusionist spells and four new ones. Tasso's Shriek, Shadow Bolt, Shadow Skeleton, and Prismatic Blade.  That's where I have heard of him. I have used that Prismatic Blade spell before,

After this series, the Wizard's Three took over as our source of spells from Ed.

I have read that Ed created this series based on his love of some of the named spells in the AD&D Player's Handbook.  He wanted to know more about the characters and how they came to be associated with those spells.  I think that he showed his love here in this series. I also think it was made clear that sometimes the spell creator's name gets added to a spell not just by the creator, but by those who chronicle the spell, spellbook, or spellcaster later. Sometimes centuries later. 

We got away from this but now it looks like it is coming back. especially with the recent Mordenkainen, Xanathur, and now Tasha books coming out from WotC.

Monday, August 3, 2020

#RPGaDAY 2020: Day 3 Thread

Over the weekend two game-related thoughts kept going through my head.  Frist Gen Con and how we were all missing it and the adventures I was going to run for my family and the theme of Thread.

Since D&D 5 had come out I have been running my family through the "Gygaxian Classics." while we technically started with B1 In Search of the Unknown with AD&D 1st ed, we quickly moved to D&D 5.  From here we did B2 Keep on the Borderlands and moved through the Great Greyhawk Campaign.  We have been calling the group The Order of the Platinum Dragon


Our order of games has been:

T1 Village of Hommlet (forgotten by the characters, played as a flashback after I6)
B1 In Search of the Unknown (Gen Con Game)
B2 Keep on the Borderlands
L1 The Secret of Bone Hill  (Gen Con Game)
X2 Castle Amber
I6 Ravenloft (Gen Con Game)
C2 Ghost Tower of Inverness
A1-5 Slave Lords
C1 The Hidden Shrine of Tamoachan
G123, G4 Against the Giants  (Gen Con Game)
D12, 3 Descent into the Depths of the Earth, Vault of the Drow
Q1 Queen of the Demonweb Pits (Gen Con Game)

I wanted my family to have the "Classic D&D Experience) with this.  Communities are often defined by the stories they share. These are the stories we all share.  How did you defeat Strahd? Did you shout 'Bree Yark'? What did you do in the Hill Giant's dining room?   Did you survive the Demonweb?

One of the things I have been doing differently than the original narrative is thread everything together with a massive conspiracy.  Someone, or something, killed all the Gods of the Sun.  
The characters (and the players) have come to the conclusion that this something is the Elder Elemental Eye.  But they don't know who or what that is.
They have learned that Eclavdra betrayed her Goddess, Lolth, and has incited a civil war within the city of Erelhei-Cinlu.  The followers of Lolth vs the followers of the Elder Elemental Eye.

What they don't know yet is who has been manipulating these threads.  Behind the scenes, the Demon Lord Graz'zt has been scheming.  In my world Graz'zt has always coveted the Drow. He wants their devotion and is jealous of the iron hold Lolth has on them.  So he has been stirring her up into more and more desperate attacks on the Prime Material.  He is using Eclavdra and her devotion to the EEE to get to Lolth.  Eclavdra thinks Graz'zt can free the EEE from his prison in the Temple of Elemental Evil.  To this end Elcavdra has been using what is left of the EEE former followers, or rather their descendants, the Giants.  Titans and Primordials followed the EEE back in the Dawn War.  Graz'zt thinks he can control the EEE once he has the worship of the Drow.

What Elcavdra doesn't know is Graz'zt has no intention of releasing the EEE from the Temple of Elemental Evil, save as far as he wants that power too.  Graz'zt is not a demon at all, but rather a devil sent by Asmodeus to infiltrate the demon hierarchy and discover the source of pure evil for Asmodeus.  Graz'zt has gone too deep into the cold though and now he thinks like a demon lord. Asmodeus suspects this of course.  Both of these powerful evil creatures will betray each other on the first chance.

Graz'zt has long suspected that the Temple of Elemental Evil is the key.  Centuries ago he sent the Demon Lady Zuggtmoy into the Temple. He discovered she was essentially absorbed by the power of the EEE. Now her cults worship it. 

What none of the evil lords and ladies know though is that the EEE is really Tharizdûn. He is manipulating Graz'zt and Asmodeus to free him.  He tried with Graz'zt before and Graz'zt sent in Zuggtmoy.  Tharizdûn quickly overwhelmed, overpowered, and destroyed Zuggtmoy's form and spirit.  This gave Tharizdûn enough power though to put his final plans into action.  He needs the Temple of Elemental Evil open. Only Lolth has the keys to unlock the Temple.

And in my next adventure with the family, Graz'zt is going to get them.

That was supposed to happen this last weekend, but Gen Con shut down due to Covid-19 we did not get to do this.

One thing that never sat well with me, and many others, is that after this epic adventure of Giants and Drow and going to the Abyss the end antagonist is Lolth and her Spider-ship?  It seems a little anti-climatic. 

Instead of that my last layer of the Lolth Demonweb will be Skein of the Death Mother.  



The spider-ship will still be used in my ill-defined Q2 adventure, likely piloted by Eclavdra to invade the surface world, but starting with the houses still loyal to Lolth in Erelhei-Cinlu.

I am going to pull all these threads, and more, together with the grand finale, The Temple of Elemental Evil

Then I am looking forward to running my War of the Witch Queens.

Sunday, July 26, 2020

Troll Week Starts Tomorrow

I have been working from home since March 15th or so. It has been great really, work has provided me with all the tech I need. I wanted to make my life a little easier so I also set up my kid's old gaming computer in my office.  They still use for playing D&D online via Discord and Roll20, but I use it to test various things.  The computer still has CD-ROM and DVD-ROM drives.

While digging through some old back-ups I found a download folder I had thought had been lost.

On it was a copy of Ron Edwards' "Trollbabe" RPG. 
I was reading through it and forgot how much fun it was.  It also got me thinking about trolls, troll magic, and all sorts of related topics.

I remember back in the earliest days of my Dragon magazine reading and getting mail-order catalogs from Games Plus and the Dungeon Hobby Shop one of the products that always jumped out at me was Runequest's TrollPak.  

It was the exact sort of deep dive into a singular topic that appealed to me then and now.  Of course at the time I thought it might be related to Tunnels & Trolls.  When I discovered it wasn't I figured I could convert it and have a Troll-focused game.

You can't read a bunch of myths, legends, and fairy tales about witches and not run across the occasional troll.  They are all over the place.   Especially any of the stories of Northern Europe.

What I never liked though was how the trolls of myth and in particular the trolls from the Hobbit looked and acted nothing like the trolls of D&D.  Sure ogres are fine, but thin rubbery dudes that regenerate? Not so much.  As time went on I of course saw where the D&D trolls came from and why they were chosen; a stronger differentiation between ogres and trolls needed to be made.  But I still never really liked them.

In my games I made a new troll, the Earth Troll, that was more like the trolls I saw in the books I was reading.  These trolls were often the lackeys of hags, in particular, the Wood Hag.  These were much closer and I would later go one to make more trolls.  The idea here that trolls are highly adaptable to their environment.  They are Lamarckian Evolution played out in D&D.  Put a troll near water and in a couple of generations, they are adapted to it.  

But one thing I never did and will do this week, is adapt Troll Pak and Tunnels & Trolls to the Trolls of D&D.


Looking forward to seeing what I can come up with!

Friday, July 24, 2020

Silver Anniversary Time

Wednesday was my 25th Wedding Anniversary!  We had plans to be in Jamaica this year, but given how Americans are been told to stay in their own damn plague country, we settled for carry-out at our favorite seafood restaurant (Bob Chinn's FYI) and a nice walk (been walking 5k+ every night since COVID hit).

My wife and I are at an age where we don't really want a lot of things. For me, it was better to spend time with her, our favorite restaurant, and plate of sea scallops.  Besides we are also at an age where if there is something we need or want we just go get it. I didn't bust my ass in grad school for nothing.

BUT.  That doesn't mean I am not going to treat ourselves.
While my wife is going to get a new garden shed for her hobby.  I went to my FLGS and grabbed something I have been wanting for 20 years. Consequently, it is also a 25 year anniversary item.


My FLGS has had the D&D 25th Anniversary edition boxed set in their "glass" case for some time.

It is a premium item and likely cost WAY more than it should have (and more than I should have spent) but it is something I have wanted, it was my anniversary and I had promised I was only going to buy local once everything had opened back up.

I got it and I am very pleased.

I knew of the contents of course, but it was so nice to have them in front of me.


While they are all reprints I didn't actually own the separate G series modules and my copy of S2 White Plume Mountain walked years ago.  All I have is a printed PDF.  So those are "new" to me.

The copy of Ravenloft is nice and a little different from my 1983 original.



The "new" material for me was the history book and Len Lakofka's L3 Deep Dwarven Delve.





With L3 in hand, I now have the complete Lendore Isle's Trilogy. (Yes, I DO know there are more on Dragonsfoot.)



The set is very nice and there is a lot of room inside for more.  But not everything belongs inside to be honest.   But I figure my Silver Anniversary Return to the Keep on the Borderlands would be fine.


I just need a good copy of Return to White Plume Mountain as well. (ETA I see there is a POD version up at DriveThruRPG!)

BTW Return to the Keep is seriously under-rated. I use it now whenever I want to run a Keep adventure. I just typicall show everyone the B2 module so they think they are getting the full "orginal D&D experience."

This set is a nice companion piece to my Arts & Arcana for D&D history.



So happy 25th anniversary to me, my wife and D&D (just 20 years late on that last one).




Wednesday, July 15, 2020

Plays Well With Others: BASSH, Basic Astonishing Swordsmen & Sorcerers of Hyperborea

I love my Basic-era games, Holmes, B/X, and BECMI and their clones.
BUT I also love Astonishing Swordsmen & Sorcerers of Hyperborea.  The games are similar of course, drawing from the same sources, but there are also a few differences. 

Astonishing Swordsmen & Sorcerers of Hyperborea (AS&SH) is more closely aligned with "Advanced Era" D&D, but its feel for me has always been more OD&D, though over the last few years I have been treating it as another flavor of Basic.  


I have mentioned in the past that I see AS&SH as a good combination of B/X and AD&D rules.  Essentially it is what we were playing back in the early 80s.  Where I grew up it was not uncommon to come to a game where people would have an AD&D Monster Manual, a Holmes Basic book, and a Cook/Marsh Expert Book.  The rules we played by were also an equally eclectic mix.
AS&SH is like that. It favors the AD&D side more, but there are enough B/X influences that I smile to myself when I see them.

In fact, it works so well with Basic that I have featured AS&SH with other Basic-era books in previous "Plays Well With Others."
I find the game that useful and that inspiring.

Class Struggles: Which Each Game Offers
Originally this was going to be a Class Struggles post, but with the inclusion of the monsters below, I felt it had grown beyond just that.  

If Basic-era D&D lacks anything in my opinion it is class options. Yes. I know the classes are supposed to be archetypes to play anything.  A "Fighter" works for a Paladin, a Ranger, a Barbarian, a Knight, and so on.  But I like a little game mechanics with my flavor.  I also like to have choices.

AS&SH achieves this in a beautiful way that can be adopted by any Basic-era game, but in particular, ones that cleave closest to the original sources and of course Holmes, B/X and BECMI.

So we are going to go beyond the Basic Four (Cleric, Fighter, Magic-User, and Thief) here.  I'll talk about demi-humans in a bit.

In AS&SH we have our Basic Four; Fighter, Magician, Cleric, and Thief.  Each also gets a number of subclasses.  Fighters get  Barbarian, Berserker, Cataphract, Huntsman, Paladin, Ranger, and Warlock.  The Magician has the Cyromancer (a new favorite of mine), Illusionist, Necromancer, Pyromancer, and Witch (an old favorite of mine).  The Cleric has the Druid, Monk, Priest, Runegraver, and Shaman (see BECMI).  Finally, the Thief has the Assassin, Bard, Legerdemainist,  Purloiner, and the Scout.  Each subclass is very much like it's parent classes with some changes. Every class goes to the 12th level.


Looking over at the Basic side of things we have a few more choices.  Holmes, B/X, and BECMI all cover the Basic Four in more or less the same ways.  BECMI gives us the additions of Paladin, Avenger, Knight, Druid, Mystic, and the NPC/Monster classes of Shaman and Wicca/Wokani/Witch.

Advanced Labyrinth Lord gives us the Assassin, Druid, Illusionist, Monk, Paladin, Ranger in addition to the Basic Four.

Old-School Essentials' Advanced options give us the Acrobat, Assassin, Barbarian, Bard, Druid, Illusionist, Knight, Paladin, and Ranger.  It also gives us the new race-as-classes Drow, Duergar, Gnome, Half-elf, and Svirfneblin.

The B/X RPG from Pacesetter has the Druid, Monk, Necromancer, Paladin, and Ranger along with the Gnome and Half-elf.  (Yes, a review for this is coming)


AS&SH classes go to the 12th level.  Basic classes, at least B/X flavored ones, go to the 14th level.  I like the idea of splitting the difference and going to the 13th level. 

Additionally, AS&SH has different cultures of humans to provide more flavor to the human classes.

All the Basic-era books have demi-humans that AS&SH lacks. Lacks is a strong word, the game doesn't need demi-humans by design, but they are still fun to have.  Combining these gives us the best of all worlds! Kelt Elves? Dwarf Picts? Lemurian Gnomes?!  This could be a lot of fun.

Plus the mix of cultures in AS&SH is second only to mix found in BECMI Mystara in terms of "let's just throw it all in there!"

I might let people choose one of the Basic Four and stealing a page from D&D5 allow them at 2nd or 3rd level to take "sub-class."  I'll have to see what the various classes all get at first level vs 2nd and 3rd level.

Monsters! Monsters!
It's can't be denied that AS&SH has some great monsters.  Not only does it give us demons and devils (Basic-era is lacking on both) but also Lovecraftian horrors.  Sure, "At The Mountains of Madness" took place at the South Pole, who is to say there is not a similar outpost in the North? 

BECMI does talk about "The Old Ones" a lot and in the Core Rules is never very clear on who or what they are.  But it is not a stretch to think that those Old Ones and the Lovecraftian Old Ones have a connection.  


Oddly enough these things feel right at home in a Basic game.  If one goes back to the Masters and Immortals sets with the original idea that the Known World is our world millions of years ago this tracks nicely with some Lovecraftian mythology of our world.

I have talked about Demons in Basic/Mystara already, but AS&SH offers us "The Usual Suspects" and then some.  While Labyrinth Lord has always been good about opening the "Advanced" monsters to the Basic world, the monsters of AS&SH are of a different sort.

Maybe more so than the classes these require a bit more conversion.  Here is a monster we are all familiar with (and one I am doing something with later), drawing from the same sources to give us three or four different stat-blocks. 




Well. Not that different I guess. They are left to right, top to bottom, Advanced Labyrinth Lord, AS&SH, OSE, and B/X RPG.

AS&SH looks like a "best of" stats, combining features from both Basic and Advanced. Bite damage does a bit more on the average and the XP value is higher.  But nothing I am going to call game-breaking.

So the AS&SH monsters can be dropped pretty much "as is" into a Basic-era game. 

Anyone that plays these games should have no trouble with this really.

Putting it all Together and then Putting it in the North
It's settled then, AS&SH is part of my "Basic World" and where to put it is easy.
In the Known World of Mystara, there is already a Hyboria. It is one of the features of both D&D (Mystara) and AD&D (Hyperboria, Oerth) just as Blackmoor is (Mystara, Oerth). but Blackmoor is a topic for another day.

While none of the maps can be reconciled with each other to make one perfect Hyperboria, the concepts certainly can. This is something I have been considering since I first got the 1st Edition Boxed set.
I know that my family of witches, the Winters, come from the Hyperborean area.  Likely closer to more civilized areas, but not too civilized.  This became the basis for my Winter Witch book. 

BASSH is Born
So take what I love from AS&SH, mix in what I love from Basic and I have Basic Astonishing Swordsmen & Sorcerers of Hyperborea, or BASSH.  Yeah. This will be fun.

Monday, May 4, 2020

Upcoming Projects from The Other Side: Warlocks, Monsters, More Basic, and the LAST Witch Book

Well. April was kind of crazy.

I thought I take a moment to catch my breath and discuss some future projects here at the Other Side.

The Warlock
First up, I want to get the POD version of The Warlock out to you all. I am going to try for softcover and hardcover options. That way they can fit into whatever collection you like.
The printing is a little slow at DriveThru at the moment, so as soon as I get the proofs I'll get them up to you all.

Once I get that done I am going to release another Warlock book, this time for 5th Edition D&D.  No set date on that right now, but optimistically this Summer.

BECMI Month
Another big project I am starting now but won't start to roll out till June is my month-long overview of the ONLY D&D I never really played; BECMI.  I am going to spend roughly a week on each boxed set. Doing detailed reviews, overviews, and related topics. It should be fairly enlightening for me and I hope you all enjoy it.  I am looking forward to learning something new about this system.


If you know of anything BECMI related you think I should cover, let me know!

Monsters
Another project with no specific date in mind yet is the book-form of my Monstrous Mondays' posts.
The posts have been in a variety of formats and systems over the years, so I think I am going to opt to do this book to be compatible with "Advanced era" gaming, or some Basic/Advance hybrid.  So not really OSRIC compatible and not really Advanced Labyrinth Lord compatible, but something of an OGC combination of the two.  Much like how my Basic Witch is not designed for any single system, but an amalgam of Basic-era OGC.

So this would not be a simple "copy and paste" deal, I would want to rework all the monsters to fit the Advanced play better.  My goal is to have a book that would sit next to my Monster Manuals and Fiend Folio and play just like them.


Still workshoping names, but I think my own OCD requires that the name be an alliteration.

In truth, I am looking forward to trying out a "new" system for a change.

The High Secret Order: The Book of High Witchcraft
Ah. Now this one is a big one for me.  Why? Well. I am going to use this to get back to the witch class I was playing circa 1986, the dawn of my fully realized witch.  But more importantly, this will very likely be my last of the Old-School Witch books.
While I wanted this book to be the last of my Back to Basic books, this one might also need to be an Advanced Era book. Or some mix. I am not sure yet.

No date on this one either.  But this one will include the High Secret Order Witches, the Academic Warlock (with expanded Secret Masters of the Invisible College Lodge),  Hermetic Wizards and more.
I am also going to finally get my spell creation rules into one place, the same ones I have been using for years since the goals of the High Secret Order and the Invisible College is to create more magic.

This book, along with the monster book above, will represent my transition period from Basic-era to Advanced-era.   I think it is going to be a lot of fun.

The Books of the D_____
This is a brand new project. 100% Advanced-era with maybe parallel versions for 5th Edition.  Don't want to say to much about these just yet but they represent a new direction in my writing and I can't wait to get started on them.

So. I have enough to keep me busy for some time to come now.

Tuesday, April 14, 2020

Reviews: Conversion Guides to Caldwen

I am still spending a Virtual Vacation in Calidar's beautiful Caldwen.  But you know what every tourist needs?  A tour guide.  Thankfully our thoughtful travel agent Bruce Heard has supplied us with not one, but two new "tour guides" for anyone traveling to Caldwen.

CAL2a Conversion Guide to Caldwen for Vintage Roleplaying and CAL2b Conversion Guide to Caldwen for the OSRIC System.

Both books follow the same format. The only differences are the systems they are being converted too.  The books cover both CAL2 Calidar On Wings of Darkness and CA2 How to Train Your Wizard.  Knowledge of PG2 A Players' Guide to Caldwen and Game Mechanics for the World of Calidar is helpful.  (links are to reviews, not the products themselves.)

The books are 30 pages with full-color covers and color with black & white interior art. Prices at $3.95, but currently $2.95.  You do not need both, but I find it nice for my own system analyses.
Unlike the main Caldwen/Calidar books the art here is sparse, but that is by design since the focus of this book is the stats.  Here Heard make explicit the conversions he discussed in the main books using the Calidar game stats.  Depending on the system book you grab, you get easily familiar stat blocks and guides on how to use the books.  Now obviously the "vintage roleplaying" can be used with any 70s and 80s circa version of the World's Greatest Role-Playing Game. Or as I have called here, any Basic-Era edition.  It is labeled for "Labyrinth Lord" but any game similar enough to Labyrinth Lord can be used (ie. only a Law-Chaos alignment axis, race-as-class), or adapted.  The OSIRC-labeled version can also be used with any Advanced-era version of the game.

One of the main features of these books is the Mage Knight class. I am quite fond of this class so I wanted to try it out.  Now I have choices, a "Basic" or an "Advanced" version.  Now the class has been converted faithfully, so don't expect them to look exactly the same between the Basic and Advanced versions.  There is no description of the powers the Mage Knight has, you still need the Caldwen book for that, but this is expected.

After the Mage Knight, we get into the How to Train Your Wizard material. 

Throughout the book, page references to the sourcebooks are given. 
So the great thing about these books is if you play a particular system then you only need one conversion book.  True, it does mean you need two books, but for me the flexibility more than outweighs this minor issue.  I am a system guy, so I like being able to have multiple versions of the same material to blend between my games.  So yeah for 3 bucks it is totally worth it for me, hell it is worth it for 6 bucks to have both versions. 

There is an obvious logical extension here. CAL2C for Pathfinder and CAL2D for D&D5.

Up next, I try out a Mage Knight.

Thursday, February 20, 2020

Class Struggles: The Alchemist

The Love Potion by Evelyn De Morgan
Thought a Class Struggles might in order today.  I have been thinking a lot about the Alchemist lately and thinking that of all the potential classes, this the one Old-School AD&D/D&D talks around the most, but never actually executes. My history with the alchemist goes back to when I was creating a bunch of new classes.  There was the witch (obviously), followed by the necromancer, the "sun priest" and finally the healer.  The alchemist was one that I mentioned in conjunction with all these other classes, but never had much more than an outline of it.

So let's have a look at how the Alchemist has presented to us over the years and what the class has become today.

The Dragon Magazine Alchemist(s)
I want to start here since these are the first alchemists. The ones that even predate the information in the DMG.
To claim there is one alchemist from Dragon Magazine is a bit of a stretch.  While a claim can be made for the Dragon Mag witch class, the alchemist has seen less cohesion.
The first alchemist we see, and one that predates AD&D, is the  "New D&D Character Class: The Alchemist" by Jon Pickens in Issue #2, page 28. This is a solidlyOD&D class.  Here we get 20 levels of the alchemist class which functions as a slightly weaker version of the magic-user.  It can create potions up to 6th level, like spells.  This alchemist though has some special powers to go with it. It can detect and then later neutralize poisons and paralysis. It can identify potions and can prepare various poisons.  The class is playable, but feels limited to a support role in some cases.  The Prime Requisite is Wisdom, though I think Intelligence is a better choice.

A few more years in and we get a combo of classes for Roger and Georgia Moore in Dragon #45, "NPCs For Hire: One who predicts... ...And One Who Seeks the Perfect Mix." This gives us two NPC classes, the Astrologer and the Alchemist. While the Astrologer looks like a lot fun, I want to focus on the alchemist now.  This is a pure NPC; no class levels or XP, no hp, just what they do and how they do it.  There is a bit on hiring an alchemist as well.  The assumption here must be that these are all older professionals likely past their adventuring years.  Fo me I can see both versions working at the same time in the same class.  Pickens' class for adventuring years and the Moores' for after that.

Separate, these classes feel a bit lacking by my standards but are likely fine by others.  Together though they combine rather nicely into a complete whole for me.

In "Recipe For the Alchemist" (Dragon Mag Issue #49), Len Lakofka presents, in very typical Len fashion, a very complete alchemist class.  Like many of his classes, this one is an NPC only and should be considered something of a more useful henchman.  In addition to the powers of detecting and making potions and poisons there are skills on glass blowing and pottery making.  Two useful skills for an alchemist to be sure.
There are XP per levels given, but they add up to be a little bit more than the magic-user if you consider the first couple levels are "apprentice" levels with little more than pottery making and glass blowing skills.   While the class is very complete it is a bit prohibitive as a PC class. I am certain that is by design.

There is a bit of a stretch before we get to another one, but it is worth the wait. "Better Living Through Alchemy" from Tom Armstrong in Dragon #130 has become in my mind the defacto article on alchemy in D&D.  Armstrong gives us not only an alchemist class but also a primer on Alchemy and how it could work in the game.  This is also the only alchemist I have played and playing the class though was hard. It had higher XP per level than the wizard and there was little they could do without their lab. The article is dense. That is in the sense that there is a lot here to read and unpack.
The article reads like a cleaned-up version of all the alchemists we have seen so far and this one also has the benefit of a few more years of play on it. 

The Alchemist in the DMG and D&D Expert
In between all of those we get some notes on the alchemist from the Dungeon Master himself in the DMG.  Though if anything this only makes me want to have an Alchemist NPC class, or better yet PC class, even more.


While the alchemist is not needed for higher-level magic-users, someone is going to need them.  Plus someone out there is creating all those potions.   If Jonathan Becker's recent deep-dive into the Illusionist class is any indication we could have used a magic-user sub-class of an alchemist more than the illusionist!

The D&D Expert set also has guidelines for an alchemist and maybe the most iconic alchemist art there is in D&D.


For 1000 gp a month you can have an alchemist on hire. Likely less for that sketchy guy above.

So how do we get there?  Well, let's see what the 3rd party publishers have to say.

Bard Games



I have gone on the record many, many times about my love of the books from Bard Games.  Their Compleat Spellcaster is still a favorite and particularly germane to today's discussion is their Compleat Alchemist.


While the Compleat Spellcaster is my favorite for obvious reasons, the Compleat Alchemist seems to be the most popular.  There are two prints from Bard Games, the Arcanum (which combines all three) and then another one from Wizards of the Coast long before their D&D years.

This was one of the most complete (it says so in the title) alchemist classes for some time to come. At 48 pages the book was huge for a single class.  By necessity, the class was written for "any FRPG" so a lot of the language is coded since they did not want to run afoul of TSR. But there is enough information here for you to read between the lines to figure out what to do. 

Some time is given to the art and science of alchemy. This includes the use of special symbols and language to communicate with other alchemists. Prices and rarities of ingredients and equipment.  And even a component sheet to keep track of the alchemist stores.
Potions and Elixers are granted by level as one would expect, only, in this case, it details what the alchemist can do at their class level. Not by let's say potion level (like a spell).

This alchemist really was the gold standard by which all other alchemists were to be judged for years.  Enough so that it appeared in several different books by a few different publishers over the years.  So much so that it still appears in the Arcanum 30th Anniversary Edition from ZiLa Games.

The OGC / OSR Alchemists
Not to be left out modern authors have looked back to the Alchemist and created their own versions using the OGL.

Pathfinder
The evolution of the D&D game to Pathfinder has also given us an evolved alchemist class.  This is presented as a fully playable PC class. It is also so popular that while it was originally a "Base Class" in Pathfinder 1st Editon, it became a Core Class in Pathfinder 2nd Edition and the favored class of Pathfinder goblins.
I rather enjoy this version of the class since it more playable than previous versions of the class.  Good rationale is given as to why an alchemist would want to leave the lab and get out into the field of adventuring.   The class though does tend to be a little too "blasty" for my tastes and it seems that the 2nd Edition version has gone even more in that direction, but it is still a very fun class to play.

There is so much alchemist stuff  (over 300 according to DriveThruRPG) that there is even a product to collect all the OGC extracts into one place, Echelon Reference Series: Alchemist Extracts Compiled.

Pathfinder is not the only place though to find a "new" alchemist.  There are plenty of OSR/Old-school choices out there.  Here are a few I have grabbed over the years. In no particular order.

The Alchemist
Tubby Tabby Press
This is certainly one of the more complete alchemist classes I have seen. At 81 pages it is full of information on all of the class details, equipment, ingredients and everything the alchemist can create by level.  Designed for AD&D it can be ported over to any game. It is based on the Bard Games version.  There is only a small amount of art in this one and no OGL statements.  Despite that this is a very full book and plenty to keep players and GMs busy.

Basic Alchemist
Den Meister Games
This is a smaller product, but it is totally in line with the Basic-era games.  What makes this particular product useful is its flexibility.  Produced for Labyrinth Lord it is a solid B/X feeling class. The cover art even invokes the Erol Otus alchemist art from the D&D Expert book.  The alchemist can build potions, elixirs, and compounds and use them as magic-user spells.  Some examples are given and it has a great old-school feel. In particular, I love the alchemical failure table! 
At six pages it is not big, but it makes each page count. I do wish there more examples of spells though.

Supplement #1: The Alchemist
Vigilance Press
This is another smaller product. Five pages (1 cover, 1.5 OGL, 3.5 content) at $0.99.  It reminds me a bit of the Dragon magazine alchemists; Smaller XP per level needed, but only a few "powers" per level and some levels none at all. Slightly better hp and attacks set this off from other "magic-user" based alchemists.   I do wish this one had more to it than this, but it is a playable class.  If I were to use this one I might try it as a multi-classed Magic-User/Alchemist.  Get the advantages of the magic-user spells and the better hp/attacks of the alchemist.  Designed for OSRIC.

Old School Magic
Vigilance Press
This is an update to The Alchemist also by Vigilance Press. For another buck, you get more classes, another 23 pages and a better-looking layout. A good deal if you ask me.  The alchemist is very much like the one from the previous product.  Like the alchemist supplement, I might do a multi-class with this alchemist. Either as an alchemist-artificer or an alchemist-sage. 
The other classes include the artificer, conjurer, elementalist, hermit, holy man, naturalist, sage and seer.  Plus there are some new spells that I rather like.

The OSR Chymist
Jeremy Reaban
A slightly different version of the alchemist. Jeremy Reaban does some great classes and this one is no exception.  This chymist is closer in nature to the Pathfinder Alchemist but somehow this one feels more like an old-school class and manages to work well.   He includes some new formulae for alchemists/chymists and some sample NPCs.  Also there are tables for whatever old-school games you are playing. Sure conversion is easy, but this makes it all easier. 
It is PWYW, but my advice is to send him a buck or more. It is 16 pages so that is not bad for a dollar.

There are more, including many alchemists that are parts of larger books like Fantastic WizardryThe Crimson Pandect, and the previously mentioned Arcanum.


Thursday, January 30, 2020

Greyhawk and D&D 5

The next D&D 5 book, Wildemount, is already breaking sales records for D&D and is well on it's way to being one of the most successful D&D books ever outside of a core rule book.

Yet some people are still not happy.

In fact, what they want is Greyhawk.


I get it. I do. There are some things I would love to see too. I love Greyhawk, it was my world for my high school days...back in the 80's.

There are petitions out now and some have been out for a while.  And let's be brutally honest here, petitions like this never work. Combined they are still just over 1,170. In other words nowhere near the 773,000 subscribers to the Critical Role YouTube channel.

I see postings of people complaining about the lack of Greyhawk, Planescape, Spelljammer, and others.  I have to be honest here, they are often from people that I also see claiming they don't play 5e.   Even if they do, they a tiny, tiny sliver of the potential buyers.


Sorry. But there are just not enough of us to make it financially viable.

There is an option for people that want Greyhawk in 5e.  Just get the Greyhawk boxed set from DriveThruRPG.

The World of Greyhawk Fantasy Game Setting for 1st Ed is still all you need to play.
It is just under $10 too.  I grabbed my boxed set and in 130 total pages, I found four (that's 4) that would need conversion.  You won't even need to convert these if you never use the Quasi-Deities.   I never have in 40 years.

The gods are all in 1st ed stats, but gods should not have stats in the first place.

Really. I have everything I need for a Greyhawk 5e game.  Would I like a Greyhawk 5e book? Yeah! I would love one really.  I am very much in that slim crossover on the Venn Diagram of "Just These Guys".  I am These Guys.

Maybe WotC will come out with it someday.  But in the meantime, I am doing ok and I suspect many of you really are as well.