Showing posts with label Legacy DnD. Show all posts
Showing posts with label Legacy DnD. Show all posts

Tuesday, January 12, 2010

Why I still enjoy the OSR

I was going through a bunch of my OSR books the other day.  Played around with converting (again!) my Family D&D night over to some unholy version of D&D Rules Cyclopedia and Basic Fantasy Role-Playing, but dropped that idea for some good reasons (if my kids are going to play D&D in other places then I should start them out with the rules that are most popular in their school). I do really like the idea of picking up a "Basic" game sometime.  I figure using the D&DRC and starting everyone out at 5th or 6th level is close to the experience they would have with D&D 4th Ed.

Don't get me wrong. I am really enjoying D&D 4, and yes it is entirely possible to have an "old school experience" with this game.  It is less (to me) about the rules and more about what you do with them.  Yeah I know there are plenty of people out there that will tell how "wrong" that is or I am, but who cares? I am having fun.

I was also reading over my Original Edition D&D books this past weekend.  They are fun to have and one day I will play that version again.   The White Box edition of Swords & Wizardry is getting a lot of noise out in OSR land now and that is cool.  Spellcraft & Swordplay though is still my favorite OSR book and that is not just because I am friends with Jason, but because it really works for me.  I like the "garage band" feel of it.

I hope the OSR does not loose any steam anytime soon.  It has been very cool watching this grow and prosper over the last year or so.  The messages boards and blog posts are still going strong so that is a good sign.  The books also keep going out and that is the best sign of all.

Friday, January 8, 2010

The Church of Lolth Ascendant

In the "Anything worth doing is worth doing in excess" category:  Some fluff for the D&D game.

There is a growing cult found among the elves of the world. Whispered in ears and it’s writings forbidden it is yet still gaining strong standing among elves, surface and drow alike, a simple, but heretical belief.

Lolth was betrayed.

The members of the Church of Lolth Ascendant firmly believe that Lolth, the Demon Queen of Spiders and Goddess of the Drow was in fact Araushnee, the Elven Goddess of Fate and Destiny. This is not in dispute. What is disputed however, are the events that lead Araushnee to become Lolth and what happened after.

Araushnee was born the same time as all the Elven Gods in the time just After Dawn. She was the most beautiful of all the Seldarine, her ebon skin glistened in the moonlight and looked like carved wood in the sun. Corellon said she was made out of piece of pure midnight and her hair reflected the light of the stars above. For this he gave her domain over the stars and secrets they keep. They say that the other Gods were jealous of her, but she did not see this, for Araushnee was born with the Sight. She could see the complicated strands of fate, understand the webs they could weave and make predictions.
It was these predictions that lead to her downfall.

Araushnee predicted that the peace of the elves would end in violent wars where elf battled “fearsome beasts” (orcs were not yet created), dwarfs and other elves. She was laughed at, but she knew her predictions were true. When the orcs were created and threatened elf territories the others still did not listen to her.

She saw the future Elf/Orc war and tried to warn Corellon. But he ignored her advice and was too busy dallying with the three goddess Sehanine Moonbow, Hanali Celanil and Aerdrie Faenya.

When the elves finally did respond Araushnee had another vision. She saw Corellon defeat Grummush and destroy the all of the orcs. But genocide was not enough for the victorious and bloodthirsty god. He attacked the dwarves and destroyed them, and then the gnomes, Halflings and finally humans. Araushnee saw a world in which only the Elves would remain and Corellon ruled all as a bloody tyrant. Arushnee loved Corellon, giving him two children, but did not want him to become a monster. She knew she had to stop him.

She turned to Sehanine Moonbow, the Goddess of Artisans, who she felt was a sister (despite her infidelity with her husband), to ask her for guidance. But Sehanine was jealous of Araushnee and her dominion of the night sky and of her place at Corellon’s side. She told Araushnee that the only way to protect the elves was to let the orcs know of their surprise raid. Araushnee agreed and left alone for Grummush’s lair. Sheanine remained behind in Arushnee’s home to wait out the battle.

Araushnee went to Grummush and told him of the surprise attack to happen and the strength of the elven forces. He commanded that she remain with him, she said no that it was her fate to die in the battle in the elvish fortress. This she had seen.

Araushnee returned saddened, but knowing that she had prevented Corellon from becoming an even greater monster than Grummush. She stood in readiness for battle with her kin and her children. She did not even notice that Sehanine was not with them. When the battle began the elvish forces were nearly overwhelmed. While they did fight the orcs back and achieve a victory, it was not the slaughter that Corellon was wanting. Orcs still lived, Grummush, wounded, still lived. Corellon raged, demanding to know who had betrayed them. Araushnee said nothing, still in shock over not dying in battle and wondering if her visions had been wrong. Then Sehanine returned, claiming she had been imprisoned by Araushnee, that she had discovered the Drow Queen’s plans to warn and join with Grummush.

Corellon confronted her asking if these claims were true. She admitted to telling Grummush, and that is all Corellon had heard. He went to strike her down but their son Vhaeraun stood in between them. Corellon struck him down instead. Now Araushnee grew enraged. She had sacrificed everything so that the elves could live and Corellon would remain a just ruler, but she was still the mother of this boy and no one, not even the First of the Seldarine, dared touch him in anger. Using all her own power she attacked her former lover. She knew his every move and was able to counteract his every attack and land her own instead. She would have succeeded in killing him had it not been for the lesser goddesses Sehanine Moonbow, Hanali Celanil and Aerdrie Faenya combining their power into one deity to defeat her.

With Araushnee defeated, broken and beyond everything else, despairing over the path Fate had lead her down. Corellon angered, cursed her, her form and her name. Cast her into the Abyss with her son and condemned all drow. He gave her powers to Sehanine Moonbow. He also cast out Eilistraee even though she had stood with her father.

Lolth, as she was now known, hid herself deep in the Abyss and wept.

The Worshippers of Araushnee

The lay worshipper of Araushnee is typically elven, though her voice finds an ear among half-elves and some humans. Her flock is typically younger than other new cults. It is believed that this is due to the fact that drow, once a feared nearly mythical boogeyman 20 years ago, are now more common of a sight. Even good Drow have been known to exist.

Tenants of Faith

Araushnee, now known as Lolth, was a member of the Elvish pantheon.
• She was unjustly banished and imprisoned in the Abyss.
• She wished for nothing more than to be reunited with her fellow elves. She forgives Corellon and even the goddesses Sehanine Moonbow, Hanali Celanil and Aerdrie Faenya. She wants them to welcome her back.
• The Drow are evil, but their evil is one that began with a lie and has been perpetuated by the Drow matriarchy.
• To achieve Arushnee’s reunification with the Seldarine, elven worshipers must achieve reunification with the Drow.
• Evils done in Lolth’s name are often the work of the evil Drow matriarchy, other demons, or even the Seldraine themselves.

Fourth Edition D&D

Araushnee
Lady of Fate, Banished Goddess, Queen of the Demonweb Pits
Unaligned Greater Goddess

Auaushnee, known to the world as Lolth, sits alone in the Demonweb Pits, the prison constructed for her by her former husband Corellon. She presides over Drow and spiders that mimic her ability to weave the stands of fate. Araushnee never answer summons, but communicates to her true followers in prophetic dreams and omens.

Araushnee does not make many demands on her worshippers, feeling that life is demanding enough. But she does hold all her worshipers to the following:
• Find your own fate and follow it.
• Honor Arsushnee not in words, but in deeds and actions.
• Seek to reunite that which has been sundered.

Worshipers: Drow, Dark and Star Pact Warlocks, Fortune Tellers, Diviners

New Feat: Web of Fate [Divinity]
Prerequisites: Channel Divinity class feature, must worship Araushnee (not Lolth).
Benefit: You can use the power of your deity to use web of fate.

Channel Divinity: Web of Fate Feat Power
The strands of fate play out before you like the silken threads of a spider. You may pluck a strand, altering fate in your favor.
Immediate Interrupt Close burst 10
Trigger: An ally in burst makes an attack roll or skill check
Target: One ally in burst
Effect: The target immediately rerolls the attack roll or skill check he or she just made, but must keep the second result, even if it is worse.
Special: You must take the Web of Fate feat to use this power.


Third Edition D&D 

Araushnee
Lady of Fate, Banished Goddess, Queen of the Demonweb Pits
Intermediate Deity
Symbol: A spider web or a drow woman holding a distaff
Home Plane: Demonweb Pits
Alignment: Chaotic Neutral
Portfolio: Drow, Fate, Chaos, Night, Stars
Worshipers: Drow, the oppressed, fortune tellers, those that seek redemption, witches
Cleric Alignment: CG, CN, CE
Domains: Fate*, Drow, Chaos, Darkness
Favored Weapon: Distaff (staff)

*Found in Complete Warrior

As the former Lady of Fate, Araushhnee was also responsible for the management of the Weave for elves. It is because of her weaving strands of the Weave into the fate of all elves. This is why Elves are the most magical race and it is something that all elves to this day still feel.

Avatars
Araushnee rarely sends avatars to consult with worshipers preferring to communicate via prophetic dreams and omens. She does this since she feels as living creatures her worshippers need to choose their own fates.

Dogma
Araushnee’s followers are guided to find their own fates and follow it. There will be signs for those that can read them and these signs will guide you. In the spirit of reunification the followers are encouraged to make whole things that have been broken apart. A typical tactic is a group of pilgrims from one elven community to another will ask for odd jobs to do fixing things. While the male members will work, the females will stay with the others to speak of another who wishes to mend. Fortune tellers and others that deal with reading the fates for a price also work in the Word for Araushnee.

Clergy and Temples
The Clergy of Araushnee tend to be young, spirited and have an absolute sense that what they are saying is in fact correct. They will often quote passages out of the Elven canon describing Araushnee’s betrayal and even produce so called “lost works” of Elven scholars that have been deemed to heretical for inclusion. While such works are in fact quite old what is lost to time is whether they were not included because they were heretical, or simply not true. Where they are open the Cult of Araushnee will preach their message of reunification with their Drow cousins and speak of “mending old wounds” both among the elves and among their gods. They firmly believe that if they can get enough worshippers the Seladrine will have to allow Araushnee’s return.
The lay worshipper of Araushnee is typically elven, though her voice finds an ear among half-elves and some humans. Her flock is typically younger than other new cults. It is believed that this is due to the fact that drow, once a feared nearly mythical boogeyman 20 years ago, are now more common of a sight. Even good Drow have been known to exist.
Temples are usually temporary affairs since the cult is tolerated at best and hunted at worse. A typical worship center for the Cult of Araushnee is outdoors in a woodland area (for elven sensibility) and usually at night (out of respect of the Goddess they revere). It is considered a good omen if there are spider webs found in a potential spot and a great omen if spiders spin their webs during the worship service. A sign that Araushnee is pleased.

Second Edition AD&D

Araushnee
Intermediate Power of the Abyss
CN

PORTFOLIO: Fate, darkness, chaos, spiders, the drow race
ALIASES: Lolth, Lloth (Menzoberranzan and Uluitur), Megwandir, Moander, Zinzerena
DOMAIN NAME: 66th level/Lolth's Web (the Demonweb Pits)
SUPERIOR: None
ALLIES: None
FOES: Deep Duerra, Eilistraee, Ghaunadaur, Gruumsh, Ibrandul (dead), Kiaransaleen, Laduguer, Moander (dead), the Seldarine, Vhaeraun, Blibdoolpoolp, the Blood Queen, Diinkarazan, Diirinka, Great Mother, Gzemnid, Ilsensine, Ilxendren, Laogzed, Maanzecorian (dead), Psilofyr
SYMBOL: Female drow holding a distaff or a spider’s web
WOR. ALIGN.: N, CG, CN, CE


Specialty Priests
Fate Spinners

REQUIREMENTS: Wisdom 13
PRIME REQ.: Wisdom
ALIGNMENT: CG, CN, CE, N
WEAPONS: Any
ARMOR: Any
MAJOR SPHERES: All, astral, animal, chaos, combat, divination, guardian, healing, protection, summoning, sun (reversed only)
MINOR SPHERES: Charm, creation, wards
MAGICAL ITEMS: As clerics
REQ. PROFS: Etiquette, weaving
BONUS PROFS: Animal training (spiders), spellcraft

• Fate Spinners are allowed to and encouraged to multiclass.
• Fate Spinners are immune to all spider venoms.
• Fate Spinners can communicate with spiders of all kinds, and spiders never harm them in any way.
• At 2nd level, Fate Spinners can cast spider climb (as the 1st-level wizard spell) or spidereyes (as the Ist-level wizard spell found in Wizard's Spell Compendium, Volume 3 or the Ist-level priest spell in The Drow of the Underdark) once per day. If spider climb is cast, it does not prevent spell-casting so long as two limbs grip the surface being climbed, and light objects do not stick to the priest's hands and feet. Spidereyes allows the caster to see through the eyes of a single normal or giant arachnid within 60
yards, but it does not grant any control over the arachnid's movements or direction of gaze.
• At 5th level, Fate Spinners can cast dispel magic (as the 3rd-level priest spell) or web (as the 2nd-level wizard spell) twice per day.
• At 7th level, Fate Spinners can cast summon shadow (as the 5thlevel wizard spell) or spider summoning (as the 5th-level priest spell) twice per day.
• At 10th level, Fate Spinners can cast true seeing (as the 5th-level priest spell, but with twice the normal duration) or spiderform (as the 5th-level priest spell) twice per day.
• At 13th level, fate spinners can cast dream (as the 5th-level wizard spell) once per day.

Fate Spinners are allowed the same spells as are the Arachne if they are drow.

Araushnee in the Campaign

Forgotten Realms
Araushnee has the strongest presence in the Forgotten Realms world of Toril. Her cult, while not wide spread, does have some concentration in the more urban centers of the world where ideas can easily be shared and of course high among the elves. In particular the cult has gained a foothold among the students of the University in Silverymoon and on the streets of Waterdeep. In Silverymoon more humans are found among the cult’s members than anywhere else, though elves still outnumber the human cultists. In Waterdeep, Araushnee’s message is whispered from trader to trader and in the shops and in the fortune tellers’ stalls. A small temple(in truth a small shop) is maintained in the Field Ward. The Temple is in good standing with the city having paid all their dues and strictly adhering to all the laws. So despite complaints the city officials have no cause to throw them out.
It is from these two strongholds of faith that the cult has spread. Recently the cult has been spotted in Baldur’s Gate as Elven travelers have left other parts of the world to come here.

Greyhawk
With little surprise the stronghold of faith for the worship of Araushnee lies in the City of Greyhawk itself. Once felt to be a minor esoteric cult grown out of the idle speculation of University students the cult has spread to many lands where there are elves. There are however more Drow in the Araushnee cult on Oerth than on Toril. Why this might be is unknown, but plannular scholars suspect it might be due to the lesser presence of other good-aligned Drow gods such as Eilistraee on Oerth.
Due to city laws there are no standing temples to Araushnee in the city and the members of the Oligarchy have spoken out about it.
Arushnee’s cult has taken longer to establish here than in other worlds since the events of the Temple of Elemental Evil are still within living memory.

D20 Modern – (Urban Arcana, Shadow Chasers, Dark*Matter)
The worship of Araushnee is open and widespread. Considered to be a neo-Pagan Goddess that has been “re-discovered” she is celebrated as a symbol of triumph (in particular female triumph) over adversity (in particular male adversity). She is revered both by humans and elves alike. Her popularity has grown since she was used as the “spokesperson” for the phenomenally successful “Lolth Fair – A Celebration of Women in Music” event of the previous decade.



Drow in power are less likely to follow Araushnee than those living in the streets or slums of the modern world. Though she has also found solid ground with the various feminist movements among the elves, they differ is feeling Araushnee should not have beg for forgiveness, but rather it is the other elven gods that should be asking for hers.

Witches of Arashnee

Given her status as a “rejected” or “outsider” goddess, the priesthoods of Araushnee could best be described as witches in the classical sense. They worship a god felt to be evil by all of those around. They could also be described as witches in the modern sense, worshipers of downtrodden and most misunderstood goddess.

1st and 2nd Edition, Complete Netbook of Witches
My suggestion of course would be to use my own “Complete Netbook of Witches and Warlocks”. It is a free netbook that is all over the internet now. Just Google it.

Witches of Arashnee are of an Eclectic or Faerie Tradition. Typically they will belong to a small coven of eight or less, eight being the primary number of significance for Arashnee’s cult.
The Gypsy Elves in this book are also among her worshipers and are one of the primary means for the spread of her cult.
Arashnee’s Witches have the following Occult Powers:
Lesser: Brew Truth Drug
Minor: Acquire Familiar (Spiders and Arachnids only)
Medial: Immune to Supernatural Fear
Greater: Fascination
Superior: Foretell Future

3rd Edition, Liber Mysterium, the Complete Book of Witches and Warlocks
While there are a number of d20 compatible witches on the market, I also suggest using my “Liber Mysterium” book on witches. Again, it is free and can be found with a Google search, most likely that same search that works above.

Witches of Arashnee are of an Eclectic or Faerie Tradition. Typically they will belong to a small coven of eight or less, eight being the primary number of significance for Arashnee’s cult.
Typically the Witches of Arashnee hail from Eclectic or Faerie (Kuruni) traditions, with most witches being human and elf respectively.
They have the following Occult Powers
Minor (7th Level): Fate’s Luck
Medial (13th Level): Dream, as per the 5th level Wizard spell.
Greater (19th Level): Foretell Future

Links

A cool blog post I found about Lolth and Ereshkigal, http://dovearrow.wordpress.com/2008/02/10/the-descent-of-lolth-and-the-goddess-ereshkigal/
That Wikipedia thingy, http://en.wikipedia.org/wiki/Lolth
Forgotten Realms wiki, http://forgottenrealms.wikia.com/wiki/Lolth
Yet Another Fantasy Gamer Comic, Lolth is a semi-regular, http://yafgc.shipsinker.com/

Sunday, January 3, 2010

My first new Game of 2010: BASH


Well had my regular GM and his family over the other night for New Year's Eve and I was introduced to BASH, Basic Action Super Heroes. It is a simple supers RPG that I am sure I am going to be playing more of in the near future. But what has impressed me the most are the number of conversions that the BASH fan community has already put together. I converted one of my M&M characters over to BASH fairly quickly. I have another character I am working on now that started out in BESM 3.0, re-done in M&M (as PL 5), then converted over to Marvel Super Heroes. It will be interesting to see if the BASH conversion goes over well.

The system is really simple, a good thing these days, and looks easy to learn. I also looks pretty flexible too. There are BASH Fantasy and BASH Sci-Fi games too, which I will need to check out.

Like most Supers games, well pretty much every game, I look at the magic first. So far the powers look very Champions or Mutants & Masterminds like, i.e. I choose the "Blast" power and call it "Arcane Blast". I plan to look at Fantasy BASH for more classical, ritualized spellcasting. Given my GM's preferences, I also expect we will be diving into Sci-Fi BASH at some point this year as well.
Since that seems to be the thing to do I'll post some conversions for BASH myself, after I have read it a bit more.

Other games I want to play in 2010:
  • D&D 3.x (running) – I want to finish up my oldest son's campaign to defeat Tiamat. The characters in this game will the mytho-historical figures of our next, 4e game.
  • D&D 4e (playing) – I have at least four 1st to 2nd level characters that I have started on various games and I want them to progress.
  • Doctor Who (running or playing) – I am going to convert my Ghosts of Albion adventure "Obsession" over to Doctor Who. Fitting really since one of its inspirations was the 4th Doctor's "The Talons of Weng-Chiang". I thought about doing it for Victoriana, but part of plot is somewhat contradictory in a world where everyone knows magic is real.
  • Witch Girls Adventures (running or playing) – I have a few things I am working on for myself that look like they would be a lot of fun.
Otherwise here is to some good gaming in 2010!

Tuesday, December 8, 2009

Mal Havoc: I was waiting for this?

So back in the day I gleefully stole pretty much anything for my games. It was the 80's and we were all doing it. But one thing I remember fairly well was from The World's Greatest Superfriends. The episode was "The Lord of Middle-Earth" and the villain of the week was this Anton Le Vey, vampire looking wizard called "Mal Havoc" (or maybe just Malhavoc). I was psyched about this episode because at the time I was sucking up anything related to Tolkien, or rather more to the point, anything related to the Hobbit having seen the old cartoon on TV recently (well back in 77 or 78).

Well......that is not what I got.

I got trolls, and something like a Drider and a dragon. Which was all fine, but even then I recalled the episode was weak. But I did like the character of Mal Havoc (and I guess I am not the only one). So I began to use him in my D&D games. Though I admit I messed with the character a little. He was still a wizard, but I turned him into a real diabolic one. Not that he was fiendishly clever (he was) but diabolic in the sense that he worshipped Beelzebub. Did I mention it was the 80's?  Oh. and he was also a vampire.  So Mal Havoc became a "hellspawned vampire of the court of Beelzebub" and a semi-reoccuring bad guy in my games.  When I later went on to develop "The Dragon and the Phoenix" for the Buffy game I was running I knew I wanted one of my old D&D bad guys.  Mal Havoc was a serious contender, ultimately he lost out to Yoln (another baddie) since I didn't want to confuse my game with anything Malhavoc Press was doing at the time.

Watching it now I am struck by how bad these things really were (and I own several Superfriends DVD collections) and yet how much potential could have been here.  I can attest that Mal Havoc can be one serious bad ass.  Ok so he smacks around Superman, but that is fine Supes always had a problem with magic.  But he also does the same to Wonder Woman and Batman.  Aquaman doesn't even try.  He also a serious evil vibe going on.  He enslaved a race of trolls (ok more like gnomes really) and has some inhuman or subhuman lackeys working for him.  His "ultimate power" can even kill all the trolls in "middle earth". That serious shit right there.

Given my love (yes, it remains) for the old Super Friends I decided to give Mal the "Bruce Timm" treatment.  I updated the character look to seem more of physical threat, think Glenn Danzig only taller and with a goatee.  He is a wizard still or maybe one of the very, very few cases where I would use the term "Warlock" in a modern game, and look fiendish (and might even worship some devilish or demonic lord), but his deal is he is a vampire crime lord.  "Crime" in he is not interested in crime for money, it's just the things he does keeps him on the wrong side of the law; ie murder, kidnapping, theft, not your typical saturday cartoon fare.  Though in the original SF he had enslaved trolls to mine diamonds, so slavery, forced labor and diamond smuggling is also possible.  He has group of followers, his "Coven"  (not "Camarila" to stay true to the 70's/80's vibe) and of course lackeys and conscripted labor (ie slaves).  Maybe a tad mature for games with kids, but a perfect foe for a group of adult gamers looking to rid the world of evil.



So given that, it looks like that stating him up in Muntants and Masterminds is a must!
My M&M is a bit rusty, but here it goes.

MAL HAVOC
PL: 13 (200 pp)

Str: 22 +6
Dex: 18 +4
Con: NA NA
Int: 16 +3
Wis: 15 +2
Chr: 22 +6

SKILLS: Acrobatics 2 (+6), Bluff 4 (+10), Climb 2 (+8), Concentration 4 (+6), Diplomacy 4 (+10), Disguise (+6), Drive (+4), Escape Artist 4 (+8), Gather Info 4 (+10), Handle Animal 2 (+8), Intimidate 7 (+13), Investigate 3 (+6), Arcane Lore 10 (+13), History 2 (+5), Tactics 4 (+7), Theology and Philosophy 2 (+5), Medicine 2 (+4), Notice 4 (+6), Ride 4 (+8), Search 2 (+5), Sense Motive 2 (+4), Sleight of Hand (+4), Stealth 2 (+6), Survival 4 (+6), Swim (+6)

FEATS: Assessment, Fascinate (1), Fearless, Fearsome Presence (1), Leadership, Minions (2), Blind-Fight, Improved Critical (1), Power Attack, Rage (1)

POWERS:
2 Supersenses
5 Mind Control
1 Drain Constitution (blood Drain)
2 Hellfire Control
30 Immunity (Fortitude Effects)
2 Insubstantial (mist)
7 Protection
5 Regeneration (blood drain based)
1 Shapeshift (Giant Bat)
5 Magic
   5 Mystic Blast ("Hellbolts")
   1 Trasform (humans to trolls)
   5 Teleport
   5 Drain Powers

COMBAT: Melee 13 [Unarmed +6 (Bruise)] Ranged 13 [Unarmed +6 (Bruise)] Defense 23 (16 flatfooted) Init +4

SAVES: Toughness 7 (7 flat-footed) Fortitude 0 Reflex 9 Will 10

DRAWBACKS:
Weakness -Blood Dependence [Freq DC 10] [Sev DC 5]
Weakness -Holy Items [Freq DC 10] [Sev DC 15]
Weakness -Sunlight [Freq DC 5] [Sev DC 5]

Wednesday, December 2, 2009

Uh...ok, wtf?

Dear Fringe Christian Right,

Thank you for the comedy. 



What is with these weird Christian groups and their use of the word "occultic"?  Isn't "occult" fine by itself?

Of course there is an "occultic" "Dungeons & Dragons game set", which currently has no characters, no rules, just one long out of print supplement (Manual of the Planes) and a supplement for another game entirely (ok, it is The Arcanum, which does have a cool red pentagram n the cover).

Originally posted here: http://www.theescapist.com/blog/tiki-view_blog_post.php?blogId=5&postId=95
And it's YouTube page is here, http://www.youtube.com/watch?v=BKRV6Mpm6cw

Tuesday, December 1, 2009

Old School Horde!

So I spent Thanksgiving with my family and look at what my younger brother dug up for my kids.  A set of a bunch of the old Dungeons & Dragons toy figure monsters!  A couple of these were mine (the Ogre, neo-otyguh and Kalak, who is missing, and maybe one of the others), some were my other brother's (the Bullywugs and orcs I am sure) and some are my youngest brother's (Tiamat).  Of course my son LOVED them.



You can see all I have left of Kalek is his spellbook.  Maybe I'll put that in my witch figure display in my game room.  I really like the ogre and the hook horror.  That hook horror looks like he walked out of my Fiend Folio and I still prefer this look to the "revised" one we get in D&D 3.x.



Of course what my son is most psyched about is the Tiamat figure.  She does not have her wings anymore, but he quickly said "she is the god of dragons, she can fly without wings if she wanted to".  Plus he has been coveting my aspect of Tiamat D&D mini for a very long time.  So this is a nice little prize for him.



While I doubt I'll use these in any of our games, my "Dragon Riders" campaign with my son using D&D 3.x is so off the wall gonzo now that they certainly would not seem out of place. Certainly the Skeleton Warriors could pass for say skeleton Cloud Giants. The Chimera, while goofy looking, is probably more to scale than the D&D mini one.

Of course while my oldest son got these, my youngest had to make do with a bag full of Generation 1 Transformers.  My inner geek self is still smiling. 
And no.  Nothing is for sale. Sorry. ;)

Tuesday, November 17, 2009

Eldritch Witchery, Back to Basics

I am returning to work on Eldritch Witchery, my guide to witches and warlocks for the Spellcraft & Swordplay RPG. The idea is simple really; make a witch class for the game. But I want to do this class justice and not just do a retread of the material I have written for other games.


So I am going back to school.


I have been rereading old Dragon and White Dwarf magazines from the 70s to the early 80s to get a proper feel for the game as it was then. What were people talking about and doing in their games. I have also been going over my basic assumptions. Why is a witch needed if we already have Clerics and Wizards? What niche does a witch fill in a Sword and Sorcerery game? For this I am indebted to Jason Vey who has been giving me a crash course in all things Pulp related. Conan (whom I never really read and now understand I know next to nothing about), the works of Robert Howard and how they relate to Lovecraft. Plus I have been thinking a lot about my own influences for D&D. Clark Ashton Smith is a big one for me. I have been rereading all my old D&D books and notes. My first witch character was made in October of 1986, I wrote my first set of rules (20 pages) around her.

What has this done for me?

Well I have a pretty good idea what I want to do and how I want to do it and it is different than say my d20 version of the witch, or even the magic I wrote about in Ghosts of Albion. What does a witch do in the world of Spellcraft & Swordplay. Well the witch is more connected to the primal nature of magic. I hesitate to say “beyond good and evil” but maybe before good and evil. She is like nature. I also want to incorporate a lot of what is old folklore and fairy tales about witches. So these are defiantly more Baba Yaga than Sabrina.

What do Witches Do?

In any game you need to figure out where a character’s niche will be. What is it that the character will do, what can she do and what will she bring to the adventuring party. Where does she fit in this world organically. I also want keep in mind the classical or stereotypical powers of the witch; casting spells, making potions, the evil eye, curses, charms, turning people into animals, flying on brooms, consulting with familiar spirits. The witch then for me needs to provide that air of mystery in a world already full of magic and magical-using characters. She needs to have something special about her, I want the other characters in the group to say, “We need her, she is a witch!”

Hopefully players will say the same thing.

Next time, more on the occult powers of the witch class.

Friday, October 30, 2009

Scarecrow

"Scarecrow on a wooden cross, blackbird in the barn…" - John Mellencamp, Scarecrow


When I think back to Halloweens of my childhood one image keeps coming back to me. No not vampires or witches, those were more artifacts of my later years. No the image that kept my 4-5 year old self up at night is a Scarecrow. We had the cardboard, jointed Scarecrow that that was common in the 70's. We hung up in our house for a couple of Halloweens. Given the house, I had to have been 4 or 5 at the time. That thing scared the hell out me. I don't feel that fear now, nor even the memory of it, just the memory of the memory, devoid of fear. It's odd really. So this year we wanted to find a Scarecrow for our house, now some 35 years later. I have NEVER seen one though that can match up to the memory I have. So it should be no surprise that I have used Scarecrows in all my games. In fact, Larry Elmore was channeling me (of course!) with this famous cover to Dragon Magazine. I loved the witch on it (and no one can do a witch quite like Mr. Elmore) but that Scarecrow is just plain evil.

For this Halloween here is a collection of Scary Scarecrows to add to your games. Not every game is here, but some of the ones I have used in the past.

Ghosts of Albion/Cinematic Unisystem
Scarecrow

Razzle dazzle drazzle drone. Time for this one to come home.
Razzle dazzle drazzle die. Time for this one to come alive!
- Parchment found near a risen scarecrow

Scarecrows are basic guardians similar to druthers, but not nearly as powerful. Like mundane scarecrows, their bodies are made of straw and cloth. They stumble clumsily about their assigned area and attack most anything that wanders through it. Some scarecrows are bound to a post, and use their paralyzing (fear) gaze to imprison any trespassers.
Scarecrows are assigned to protect a particular area. They never leave the area, even when chasing an intruder. They will attack anything humanoid or animal-like in appearance that walks into it's territory, unless otherwise instructed by their creator.

Name: Scarecrow
Motivation: To follow orders
Creature Type: Magical Construct
Attributes: Strength 4, Dexterity 2, Constitution 6, Intelligence 0, Perception 1, Willpower 0
Ability Scores: Muscle 16, Combat 5, Brains 0
Life Points:
Drama Points: 1
Powers: Fear Gaze (paralyze), Hard to Kill 2, Immune to cold, fear, poisons, sleep, water, and any mind effecting spell, Vulnerability to fire.

Manoeuvres
Name Score Damage Notes
Punch 5 8 Bash
Slam tackle 5 8 Bash
Takedown 6 4
Dodge 6 Defence action
Grapple 7 Resisted by Dodge

A scarecrow can paralyze a victim with its gaze via its fear attack. The victim needs to make a Willpower check (doubled) with at least one success level.
Because of their straw bodies, scarecrows are extremely vulnerable to attacks from fire. They take double damage from all fire attacks. In addition, a scarecrow guardian will catch fire easily after any attack that would normally ignite mundane items.

Construction
A scarecrow can be created easily by a standard ritual. A basic scarecrow is used for the body. It usually takes a couple of hours to construct a scarecrow, not counting the time for the ritual.

Animate Scarecrow
Quick Cast: No
Power Level: 3
Philosophy: Witchcraft
Requirements: The creation of a scarecrows body and an hour long ritual.
Components: Common components.
Effect: The witch must prepare the scarecrows body out of hay, straw and old clothes. This should take at least an hour or two to gather materials and make the body. Longer times are needed for more complex scarecrows, but never more than three hours. Successful casting means the scarecrow is animated and will respond to the witchs commands.
Spell failure or backfire results in a scarecrow that can never be animated. The witch will need to burn the wood and start over.
Creation: Alteration, minor (+3), Casting Time (-2), Touch (-1), Permanent (+6), Unusual materials (-1), Philosophy ().

Witch Girls Adventures
Scarecrow (Rank 2 Monster)

Body: d8
Mind: d2
Senses: d2
Will: d2
Social: d2
Magic: d2

Life Points: 16
Reflex: 11
Resist Magic: 5
Zap: 10

Skills: Fighting +2, Scare +6

Abilities
Construct: Scarecrows are created and are immune to Mentalism magic. They also feel no pain, never grow tired and do not need to eat or sleep.
Vulnerability to Fire: Scarecrows take x3 damage from fire.
Fear: Scarecrows are surrounded by an aura of fear. (Scare Skill at +6)

Magic
None

Equipment
Whatever they made with. Some witches will equip their Scarecrows with a mowing scythe.

Description: Scarecrows look exactly like normal scarecrows, though those with the ability to see magical auras will notice an aura around the Scarecrow and possibly an evil looking glow in their eyes. Scarecrows can follow very simple orders. "Guard this field from trespassers." "Keep everyone but me and those I am with out of this barn." The words are not as important as the intent of the words. As long as it is simple and the witch can put it in a sentence or two then the Scarecrow will follow her commands.
  • Cryptozoology fact: Scarecrows can be created by any witch with the proper spells, but regardless of the type of witch all Scarecrows "Seem" evil.

  • Cryptozoology fact: Witches cannot turn people into Scarecrows nor bind their spirits to one, that is only rumor.

  • Cryptozoology fact: Scarecrows are known for their fear causing effects and their difficulty to make; a Scarecrow in a field is a good sign that the witch that owns it is powerful.
Create Scarecrow Spell
Conjuration, Rank 3
The witch needs to construct a scarecrow and then use this spell in order to bring it to life. The spell is difficult to learn because it is no longer featured in most spell texts. The cost to make the Scarecrow materials and construct it is worth only 10 allowance points, but can take a couple of hours to fashion properly.

Spellcraft & Swordplay
Scarecrow

#App: 1 (1-2)
AL: N
SZ: M
AC: 3
Move: 40'
HD: 3 (13 hp)
Attacks: Slam (fists)
Special: Immune to sleep, charm, paralysis, compulsion
Treasure: None
XP: 20 + 39 (59)

Vulnerable (Fire)

D&D 3.x / d20
Scarecrow Guardian (From my "Liber Mysterium")
Medium-Sized Construct
Hit Dice: 3d10 (15 hp)
Initiative: -2 (Dex)
Speed: 30 ft.
AC: 10 (-2 Dex, +2 Natural)
Attacks: Slam +2
Damage: Slam 1d6
Face/Reach: 5 ft by 5 ft
Special Attacks: Paralyzing Gaze
Special Qualities: Construct, Fire Vulnerability, damage
reduction 15/+1
Saves: Fort +3, Ref -1, Will +4
Abilities: Str 10, Dex 6, Con --, Int --, Wis 16, Cha 1
______________________________________
Climate/Terrain: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 4-8 HD (Medium) 9-12 HD (Large)

Scarecrow Guardians are basic guardians similar to golems, but not nearly as powerful. Like typical scarecrows, their bodies are made of straw and cloth. The stumble about their assigned area poorly and attack most anything that wanders through it. Some Scarecrow Guardians are bound to a post, and use their paralyzing gaze to imprison any trespassers.

Combat
Scarecrow Guardians are assigned to protect a particular area. They never leave the area, even when chasing an intruder. They will attack anything, humanoid or animal like in appearance that walks into it's territory unless otherwise instructed by their creator. Paralyzing Gaze: Target can not move, as per the Hold Person spell as cast by a 10th level cleric, 30 ft., Will Save DC 15

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Fire Vulnerability: Because of their straw bodies, Scarecrow Guardians are extremely vulnerable to attacks from fire. They take double damage from all fire attacks.
In addition, a scarecrow guardian will catch fire easily after any attack that would normally ignite mundane items. A scarecrow on fire receives 2d6 damage each round (do not double this damage)

Undead ScarecrowSome Scarecrow Guardians are imbued with a spirit of a person. These scarecrows have all the same traits as a normal Scarecrow Guardian, except their creature type is undead, and have the same hit dice (though the type of die is changed to d12) and skills as their previous incarnations. Undead Scarecrows can still be bound to an area to protect, and still obey the commands of their creator. An Undead Scarecrow has the same CR as when he was living +1. An Undead Scarecrow whose master is killed has a 10% chance of being freed from his control, 25% chance of dying and a 65% chance of continuing to guard his specified area.

ConstructionA Scarecrow Guardian can be created easily by a standard ritual. A basic scarecrow is used for the body. The material components necessary for creating a Scarecrow Guardian costs 2,000 GP and require the Craft Wondrous Item feat. Understanding the ritual necessary for creating the Scarecrow can be done by a caster of at least 10th level. Completing the ritual drains 500 XP from the creator and requires the spell Animate Objects. The material components necessary for creating an Undead Scarecrow cost 10,000 GP and require the Craft Wondrous Item feat. Completing the ritual drains the creator of 1,200 XP and requires the spells Trap the Soul, Animate Objects, and Animate Dead, not to mention a living sacrifice (usually a small animal) which must be killed during the ritual to provide the life force.

AD&D 2nd Ed
Witch's Scarecrow (from my "Complete Netbook of Witches & Warlocks")
CLIMATE/TERRAIN: Fields or Gardens (Sub-arctic to Sub-tropical, always near a witch's lair)
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: None
INTELLIGENCE: Low (5-7)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1
ARMOR CLASS: 8
MOVEMENT: 6"
HIT DICE: 2
THAC0: 18
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Scare, Fear
SPECIAL DEFENSES: Fascination
MAGIC RESISTANCE: Special
SIZE: M (4-6')
MORALE: Fearless (19)
XP VALUE: 200
PSIONICS: Nil, Immune to Psionics

Appearance: Witch's Scarecrows are motley creatures pieced together from a variety of materials. Sticks, twigs, old leaves, straw and similar materials are used to stuff old clothing into a manlike shape. Their heads are often stuffed bags with crude caricatures of a face or hollowed out, carved gourds or pumpkins. These creatures are usually set on a stout staff stuck in he ground, and look completely unremarkable. So unremarkable that only a Detect Magic or True Seeing allows someone to distinguish it from a normal scarecrow when it is not in motion. A moving Scarecrow has an odd grace, joint-less and fluid. It seems on the end of collapse yet continues to walk in defiance of what it ought to do.
Combat: Witch's Scarecrows made for combat, they're only supposed to scare things away. These creatures are surrounded a powerful fascination aura that they can employ whenever they are seen to move. Any intelligent being observing a moving Witch's Scarecrow must save vs. spells or be so overcome that they can do nothing but gape at the moving creature. Once this fascination has a hold of a victim, it lasts until one turn after the scarecrow leaves the area, the scarecrow remains still for a turn, the victim is scared by the scarecrow, or the victim suffers a damaging attack.
The Witch's Scarecrow has two forms of magical fear. It can cause anyone meeting its gaze to flee in utter fear for 1d4+10 rounds, with a chance (adjudicated by the DM) of dropping anything they have in hand while they panic. Only Witches, Priests, and victims with 6 or more hit dice, are allowed a saving throw against this attack. Whenever a Witch's Scarecrow is actually pressed into a fight its fascination aura becomes so intense that it acts as anyone approaching within ten feet becomes stricken by an identical magical fear. Things that have no fear, such as golems or undead, are immune to this effect.
These creatures are immune non-magical missiles of less than siege size, any harmful effects of the weather. They are immune to some spells, including Call Lightning, spells that cause sleep, charm, paralyze, or hold victims, as well as spells that require a biological target like the carious cause wounds spells.. They are resistant to most forms of fire (+2 saves, & half damage). They are vulnerable to the flames hand-wielded, non-magical torches, suffering 1d10 points of damage per strike. Additionally so long as their creator lives or a witch inhabits her nearby dwelling, these scarecrows neither decay nor show any signs of aging. Habitat/Society: Witch's Scarecrows are guardians created, not to force or harm intruders, but to frighten them away. Their nature limits the places they can inhabit, but within those limits they perform well. The ceremonies that allow one of these creatures to be animated fail if not performed in a field, garden, or other cultivated area of land. Thereafter, the creature regards this area as its home. While it will keep watch over it's maker and her dwelling while they are nearby, it will not travel with her if she leaves or wander off on its own.
Witch's Scarecrows are not violent by nature, and only attack if they are struck first. They seldom pursue fleeing opponents, only doing so if their maker has been slain in their sight. Those knowledgeable about such similar creatures find Witch's Scarecrows have a one distinctive behavior. They are themselves fascinated by children. They will neither harm nor attack them regardless of the children's actions. They will entertain children with pantomime and play along with any of their games as best they can. It will try to interpose itself between fighting children, and anything attacking a child in the presence of such a creature will be attacked it turn.
Ecology: Witch's Scarecrows have no need to eat, respire, or even breathe. Unlike most magical constructs, they have some small effect on the local ecology. Simply, they're excellent scarecrows. Most animals, for birds and foraging rodents to deer and even bears, will be quickly chased from any area the Scarecrow guards.
These creatures are created by witches to guard their lairs. The three part process requires a small stone (and any natural stone will do) to be consecrated by a Bless, then covered with layer after layer of certain leafy herbs, soaked in water to make them pliable and bound with twine. When this is the size of a proper heart a body must be built around it, a task which requires no special materials or effort. Finally, the scarecrow must be taken to a field the witch owns for its animation. This must be done on a moonless night sometime between planting and harvest or the ceremony will fail. The Witch must prop the scarecrow up on a staff and cast the following spells: Animate Object, Cloak of Fear, Resist Fire, Spook and Quest. If successful, the witch hears a slow, steady heartbeat for a short time.
Of course, a number of legends surround Witch's Scarecrows. The tales of these creatures becoming fierce avengers of their mistress' murders are certainly from some form of divine intervention rather than any inherent ability of their own. The report of one such creature, who was often used as a target by local archers, hurling arrowheads from its bodies was most likely the result of some singular enchantment. Lastly, legends that such creatures may freely use a the powers of a magical wand concealed within one of their forearms or similar staff that they are propped up with are probably not true.

Wednesday, October 14, 2009

D&D4: Bringing out my dead (characters)

So I was playing around with D&D Insider the other night and I wanted to work up an Assassin and I came accross the Revenant. Nothing new there really, Iknew about it, but never considered it.

But then it dawned on me. I reworked an older 1st Edition Assassin character as new Revenant Assassin. A little fluff, a few hundred years and bingo. I have a character that I thought was dead and is now back for more.

Granted this might not work for every character, but it certainly has been an interesting solution. Except I have to figure out exactly how he died.

But it does bring up an interesting issue. Converting between 1st and 2nd Ed AD&D was easy. Converting over to 3rd Ed was fine, with some minor issues (feats, multiclass). But 4th Ed is an entirely different beast. Conceptually, I can convert things; but indivduals, are more difficult.
And I *still* have not completely figured out how to do witches they way I like and how I did them in previous editions, though Warlocks are really close.

All in all, still enjoying this new edition, I hope I get a chance to play my new, back from the dead, assassin.

Thursday, August 27, 2009

D&D Overload

I am sitting in my game room now, looking at my shelves. I have D&D. And by that I mean I have EVERY D&D ruleset there is. Original, Basic (3 different boxes claiming to be “Basic D&D” and none of them are very compatible with the others), Advanced, Editions 1, 2, 3, and 4. Not to mention OSRIC, Labyrinth Lord, Basic Fantasy, S&W, Spellcraft & Swordplay, Hackmaster, Castles & Crusades and now I am adding Pathfinder to my crowded “D&D” shelves, and this not even counting what is on my hard drive.

It has gotten insane. I NEVER need to buy another “D&D” product again. Yet I know I will.

But it has gotten so chaotic and even psychotic. If I look at the products released only in the last year on my shelf I can play 5 (maybe even up to 7) different versions of the “Largest Selling Role Playing Game” of all time. And that is not even cracking my books from back in the day. I have at least 15 different ways to play “D&D” and I am sure I have forgotten one or two.

I think I either need to choose one version of the game and stick with that (but which one) or design a simple, streamlined version of the game that fits my needs that includes elements I like from all the other versions. While that idea has merit and appeal to me, it is an awful lot of work. Plus the game has changed so much over the years that some concepts I liked in one version have no place in another.

I think I would start with fewer classes. Like in 2e, go with Priest, Rogue, Magic-User and Warrior. Then break it down into tiers like 4e. So 1 to 10 you can have 2e-like kits to allow role playing. A magic-user then takes a kit to be a wizard, warlock, illusionist and so on. Levels 11 to 20 are prestige classes (including prestige versions of core classes), Levels 21 to 30 are epic level. Use 3e as a base (I like the idea of feats), give the classes powers at each level (like Pathfinder), but start them out at a higher level. That is a Level 1 character in this version is more like a 5th level character in D&D3. In a way it is like using the D&D Rules Cyclopedia and just starting everyone on 5th level. Use 4e’s skill system or use more of an “ability” check system like from 0.
But that is all surface stuff. That doesn’t tell me anything about how to redo monsters, deal with magic or the numerous other rules that are effected (Pathfinder is 575+ pages of rules. And it is not complete!)

Well maybe we can see 5th Edition work out some of these issues, or just adds to them. Or I can just stick to playing Ghosts of Albion. ;)

Sunday, August 23, 2009

New RPG Groups on Facebook

For the fans of Victorian era role-playing games I have made two new Facebook groups.

The Victorian Gamers Association is very new and is for any game set in the Victorian Era or is at least Victorian in feel and tone. So games would in include Cthulhu by Gaslight, Victorian Age Vampire, Ghosts of Albion, Ravenloft: the Masque of Red Death, Victoriana, Rippers as well as Forgotten Futures, For Faerie, Queen and Country for the Amazing Engine and Space: 1899.

Please come by and visit.

More dedicated is The Ghosts of Albion group. It is dedicated to the Ghosts of Albion RPG as well as all the animations and novels.

Plus I feel I should mention two groups of games I am a fan of, Spellcraft & Swordplay and Witch Girls Adventures. Fan them as well!

Sunday, August 2, 2009

A Few Updates

Here are bunch of updates all at once as I am getting ready for Gen Con.

Hybrid Class Playtest and Character Concept IVb

Tried out Bodhmall as a straight Druid out of PHBII. HATED it. Didn't fit her at all. I also tried the shaman by itself, hated that one too. So in this case the hybrid Shaman/Druid is greater than the sum of it's (half) parts. I still will try this with Expeditious Retreat's "Nature Priest", which I think will make a much better fit in terms of her concept. Oddly enough I find myself once a again moving towards a Bard/Warlock or Bard/Sorcerer hybrid to do this. Hmm. Lots of choices really.

The Old School Renaissance Will Eat Itself, Part 2

I was not expecting the amount of discussion this one would bring me. In particular very useful insights from posters D7 and Thasmodious. I am still certain that the biggest hurdle that the OSR faces is not new editions of the game (those are hurdles we should not even try to go over) but rather the in-fighting and exclusionist nature. I am still very interested in what people have to say on this subject, I just don't always expect to agree with what they say.

Quest for the Dragon Part 4

This one is totally new and an update only in the broadest sense. Today my son and I did Part 4 of his great quest in D&D 3.0. His characters (I am letting him run a couple) and his hirelings (a bard to record their deeds and three goblins hired to carry their stuff) were in the deserts today searching for the fourth item they need to be able to summon Tiamat so they may defeat her. Today it was the scale of a green dragon located in a desert. We decided that there are five relics of Tiamat's greatest consorts, but they betrayed her so she killed them all and disperse their bodies amongst her cultists. Each relic was found in a place where that dragon type is never found. So a white dragon claw was found in a volcano range, the blue dragon skull on a tropical island, the green dragon scale in the dessert and a black dragon wing in a dungeon full of undead. He needs a red dragon tooth, found deep in the arctic, to complete the ritual, summon Tiamat and defeat her once and for all. After this he is retiring all of those characters and we will begin a new game where his heroes are the stuff of legends. I give the little guy credit, yeah I normally would not let a player detail the game so much, but this has been a lot of fun.

After this who knows? A retro clone or D&D RC? Maybe 4th Ed? I am sure whatever it will be it will be fun.

Gen Con

Getting ready. Blight is done and ready to go. Obsession has a few more props I need to print out, but looking good! I am running more games this year than ever before and playing in less. I want to stop by and see the guys at Starkweather Studios and check out their Shadow Girls project. I want to stop by and say hi to Jamie Chambers and Malcolm Harris, and hopefully get a game in with all of them. And yes of course, stop by and see the guys at Eden Studios!

Tuesday, July 14, 2009

Spellcraft & Swordplay goodness

Yesterday was a good day for me and Spellcraft & Swordplay.

I got my Deluxe Edition in the mail from Lulu yesterday and I am really digging it. If you are interested in S&S at all, then this is the way to go; all of the rules and some of Monstrous Mayhem thrown in for good measure. The hardcover is very nice and compliments all my other Old-School Renaissance books well.



Of course if you are still not convinced then there is the Spellcraft & Swordplay Basic Set, which you can download for free or get a physical copy cheap. In all cases all you need is two 6-sided dice.

Of course the real issue now is getting a chance to play. My sons are still in the middle of a campaign in 3.x; my other regular group is still playing 4e (though we might be going for our 3rd reboot) and Family D&D night is 4e. So it most likely I might be able to get my regular group to try S&S, they also want to try LL and BFRPG too. Given the power curves, I might make some S&S characters and then some 4e versions of the same one. Spend some time in S&S and then <insert magical macguffin here> have them play 4e for a while. Maybe spend between 5-8 levels in S&S and then start them out as 3rd level in 4e? Weird mix I know. But there is appeal of this to me. Even if they are not very compatible with each other, part of me just wants to try it.

So many games; so little time really.

Wednesday, July 8, 2009

FREE Spellcraft & Swordplay Deluxe E-book

Spellcraft & Swordplay Deluxe E-book

For the next few days (Wednesday, Thursday and Friday) Elf Lair Games will be offering their (our really) flagship game, Spellcraft & Swordplay completely free.


http://www.lulu.com/content/e-book/spellcraft-swordplay-deluxe-e-book/7340307



Everything you need to get started, minus dice, is right here.

Inspired by the earliest days of the Fantasy Role-playign Game, Spellcraft & Swordplay is a great mix of old-school roleplaying and cinematic action. Designed by Jason Vey whose previous credits have been with Paladium, Eden Studios (AFMBE, Buffy) and others.

Or just read his post about it here: http://elflairgames.blogspot.com/2009/07/elf-lair-games-free-rpg-days.html


Monday, June 29, 2009

OLD D&D Commercial

See a very young Jami Gertz and Alan Ruck play D&D in this commercial from the early 80's.

http://www.retrojunk.com/details_commercial/61/

Thanks to The Gamer Dome for this one.

I can't recall if I ever saw this or not.

The narrator's voice though is familiar.

Though, where are their character sheets?

Tuesday, June 16, 2009

Everything Old is New Again, sorta

I was making the tour of the various Old School / OSR / Retro-clone blogs and forums today and I noticed a lot posts on new spells, new monsters, and various house rules. For a bit there I had to make sure I was not flashing back to 1992 for a bit during the height of the netbook days on the net.

In some cases you could just replace "anti-TSR" stances with "anti-WotC" ones and barely know the difference. Except for the fact that Wizards totally ignores the sites and still pretty much gives away their best toy ever, the OGL, for free and it powers all the clones out today.

Today of course people can openly SELL their D&D-like or D&D-inspired creations and Wizards is not even likely to bat an eye. Back then of course TSR threaten legal actions and all the best fan-created stuff had to go underground. I am still waiting for my password for Morpheus' Anti-TSR D&D site.

But that got me thinking. How much of that formerly "banned" material could make it back as retro-clone material?

Now certainly most of what made up the bulk of AD&D material on the net back then was the "new" Second Edition material. But 1st ed and Basic were still out there to be found. I mean could I pull out the AD&D Guide to Vampires (called the "Vamprinomicon" in places) and clean it up and present as "new retro"? Could I still raid the files of MPGN or the Great Netbook Archive to find items who has time has come again?

Most of those old sites are gone. Deleted when the doc com bust killed their ISPs, when people graduated college and just from neglect, not corporate interference. Modern technology, the OGL and Wizard's own website policy changed everything. People have higher expectations now even from a free game (though I still have my doubts over the legality of some).

Plus, and let's be honest here, the great majority of that stuff was dreck. I mean not just in terms of non-existent layout or editing, but in terms of just writing and game design. While sometimes the original rules they were supposed to be supporting were not much better, today's gamer again demands more. OSRIC is a prime example of why this is. There is nothing really in OSRIC that is not theoretically in AD&D 1st Ed, but the organization is much cleaner and clearer.

But who is to say? One person's dreck is another's gold.

What were your favorite Netbooks back in the day? What would you like to see come back under the umbrella of a retro-clone (either netbook or game)?

Monday, June 15, 2009

Desert Elves & Orcs

I was working on a desert based adventure for my son's game the other day and I got to thinking about some things I really liked from AD&D 2nd Ed. Desert Elves and Al-Qadim. In my Mstaroerth world I have an area that is roughly equal to the Sahara desert. I am thinking of putting some the Al-Qadim stuff there. I would include Desert Elves, that also appeared in 3rd Ed. For me the desert elves would be tall, thin, dark skinned and be the merchants and royalty of the land. I would use them to typify what is thought of as the best stereotypes of Muslims and Arabs (the hospitality, the reverence for tradition and religion), not that there would not be "Bad" ones per se, but I am saving my bad guy role for another race. Humans. Humans of this land fell prey to the Necromancer Kings and thus most humans are seen as defilers, infidels and outright evil. Most of the time this stereotype will play out.

But what about Orcs? Well if the desert elves are the sultans and emirs of the land, then the orcs are their body guards. That's right. I want elves and orcs working together. What happened was many millennia ago when the Necromancer Kings rose to power it was the elves and the orcs that fought them. Once united they then discovered that they had skills that were mutually beneficial to each other. Orcs are still militaristic with small war cadres connected to powerful elf families. For an orc it is an honor to serve since the more powerful the elf family the stronger their own cadre is respected. The stronger the orc cadre, the more respected the family is and the more likely they will get goods to trade. An elf sultan will travel without his wife for example, but never without his orc escorts. I am also thinking that these groups of elves and orcs have also never heard of the elf-orcs wars that plague their cousins. Again stealing a bit from Al-Qadim here, but that is cool. Unlike Al-Qadim I was thinking of making these elves monotheistic and the orcs still worshiping altered versions of their own gods. For example Grumush was a great military leader, not a blood thirsty killer.

There were no Halflings, gnomes or dwarves here. But I will use Yuan-Ti, or rather my world's counter-part, the Ophidians. I have not decided on classes yet, but I am sure they will be slight alterations on the existing ones. For example a Sha'ir will be a normal magic user in OD&D or Spellcraft & Swordplay, and maybe a special kind of warlock in 4e. I have not figured out all the lands yet other than basics, but I am getting the urge to pull down my Al-Qadim information. I'd add some Dark Sun into it as well, IF I felt it fit and it really doesn't. Dark Sun always felt more "John Carter of Mars" to me than "Arabian Nights". What I like most about this idea is it is not Tolkienesque-fantasty-Europe.





I mentioned my Ærypt is a pastiche of Arypt, Erypt and Egypt with Gygax's Necropolis and Ravenloft's Har'Akir thrown in. So this is the lands west of that.

Looking forward to seeing where this takes me.

Friday, June 5, 2009

Mystoerth: Hyborea / Hyperborea


One of the common links on my Mystoerth world is Hyborea / Hyperborea. Both seem to be about the same thing, that is a pastiche of "the cold lands to the north". Given the roots of D&D in pulp fantasy it seems odd not to have one. With my world the question then is not so much of why to have it, but where to put it?




Mystara's Hyborea is on the continent of Brun far to the north in what would be the Arctic Circle, a rough analogy to Earth would Alaska. Oerth's Hyperborea is also firmly in the Arctic circle, some 30 degree south of the north pole, west of the Dramidj Ocean, north of the Sea of Hyerpborea. Not really an overlap, but close enough for me. On the Mystoerth Map, what would have been Oerth's Hyperborea is now the Empire of Alphatia and the Island of Dawn. So my solution is to go with the Mystara placement of it. Works and helps me fill in that area some.

Now what to do with it? Ah, that is the reason for the post.

Over at Jason Vey's The Wasted Land Blog he has been working on his Hyperborea. Now I respect Jason's opinion when it comes to Old School, anything remotely Conan or Howard related, so if he has something to say about it I listen. Plus he has really cool ideas. I'll import the White Orcs from Mystara to use in place of his orcs. I like the idea of Hyborean Halflings/ Hobbits. This might even help me solve the "problem" of hobbits vs. Halflings and why both hemispheres of my world are populated with the same sorts of creatures. The hobbits of my western world (Mystara) are the Tolkienesque hobbits that like to sit around, be fat and not really adventure. Hyborean hobbits are hardier and more prone to pick up a weapon. The Halflings of the eastern world (Oerth) are more adventure prone and are more like the Halflings of 3e/4e.

Adding Hyborea gives me license to add all sorts of other weirdness. And that is always good.

 

Tuesday, June 2, 2009

Mountain Dew Throwback, the Official Drink of the Retro-Clone Movement

Or something like that.




http://www.mountaindew.com/#throwback1.php


Mountain Dew, the caffeinated beverage of choice for gamers all over the world has "introduced" a new flavor for the summer. "Mountain Dew Throwback" looks like the can did back in the 60s and 70s. It is also made with cane sugar and not High Fructose Corn syrup. The taste seems odd at first, certainly sweeter, but also more citrus. It took a couple of cans, but I am really liking it. Of course it is very serendipitous that the Old School RPG (D&D really) movement is going on at about the same time. So I herby proclaim Mountain Dew Throwback to be the Official Drink of the Retro-Clone / Old School movement. Please conduct yourselves accordingly and only serve Mountain Dew Throwback when playing any Retro-Clone game. ;)


Of course for the rest of the D&D players in the world Dew still has you covered. http://www.mountaindew.com/#/home/gamefuel.php



Monday, June 1, 2009

Mystoerth, my Old School Campaign World

So I have been threatening this since 1st Edition gave way to 2nd, but I think I finally might be able to pull this off. I was inspired by the new Forgotten Realms smashing Abier into Toril to make a new world that I wanted to bring back a smash up I loved. Plus given all my love for the old-school movement, I think it is time for me to pull out my favorite old-school worlds.

Mystoerth






This combines Mystara (the Known World of BECMI/RC D&D) and AD&D's Oerth. This map is based on the work of James Mishler and Chatdemon.

Given this combination I am most likely to run this under my house-rules Basic Fantasy game that melds D&D and AD&D1 together. Though I would write anything generically enough to handle any version of the game.

As you can see it is a good merging of the Mystara Map http://www.geocities.com/havardfaa/mystara_continents.jpg and the World of Greyhawk Map. http://paizo.com/download/dungeon/desktops/Greyhawk_1600x1024.jpg

Both worlds have Blackmoor so I can use its destruction as a common element. I get to keep all the well defined areas of both worlds, leaving a bunch of areas to be developed. Both also have a Hyborea which is nice.

In the case of Mystara's "Arypt" and Oerth's "Erypt" I simply combine them to "Ærypt" and use Gary Gygax's "Necrocopolis" from SSS and some of the ideas from his Mythus game.

For the long dead Blackmoor use Blackmoor from all the new Dave Arneson supplements.

There will be a "Graveyard of the Dragons" from the D&D cartoon (one of the few cool episodes) and it serves as my lost Melniboné-like kingdom of a long dead race and the current home of the Dragonborn.

I have also decided that the world is not hollow (Mystara) and it does not sit in the center of it's solar system (Oerth); intellectual conceits on my part. It does have three moons, two of which can be seen and third that is invisible (Celene, Luna and Lilith). I have a spot for Kara-Tur but the descriptions would have to be changed to fit the realities of the maps. Though I have also considered recently to use some Forgotten Realms goddesses, so the moons might end up being named Sehanine, Selûne, and Shar. In fact, I like that a lot. Sehanine actually has a foothold in Greyhawk anyway and Selûne and Shar are very Greyhawk like.

Gods will be gods, but characters still have the chance to become Immortals. In some cases an Immortal might be more important to a region than say a God, who might aloof and distant. Immortals still involved themselves in world affairs. So I am totally stealing this from both the BECMI/RC Immortal rules and the Epic level tier from D&D 4.

Dates

The last year in Mystara was 1200 AC (Alphatian Calendar) according to the books. The last year in Greyhawk iwas 591 CY (Common Year) according to the books. I used the destruction of Blackmoor as a common element, and I came up with the date of -3000 AC and -3746 CY as the date (no idea how I did that). My present day according to my Excel spreadsheet (which was still in Excel 97 format) is 1661 AC and 915 CY, or about 460 years after the Gazetteers and 324 years after the Greyhawk books. Again, kind of a nod to the new FR book, but I still plan on playing this world with Old School rules.

So what would my world be like? Well here are a bunch ideas I have considered for other games and game worlds in the past. Most of these are random ideas. I'll start with races first and then get into cultures and history later.

Orcs

Orcs are still brutish, prone to violence and often in the employ of evil overlords, but orcs themselves are more mercenary. I would borrow a lot from Warcraft and Shadowrun, and a LOT from John Wick's Orkwolrd. I would make them more a more proud, tribal race. Orcs are still the ancient enemies of the elves, but because orcs tried to settle in elven lands and the elves attacked them. Orcs are still arrogant and prideful and take the smallest slight or insult as challenge to death. Male Orcs are expected to be warriors, female Orcs are expected to raise children and become the shamans of the tribe. An orc will still mostly like attack first and ask questions later. Most orcs have difficulty learning Common, and are thus often seen as stupid. While an orc is generally no less or no more intelligent than a human, it is their prowess in battle that determines their social rank and not their intellect. To an orc there is nothing greater than glory in battle. To die in battle ensures them a place at Gruumish's side in the orc afterlife. Half-orcs are not the result of orc rapes of human women, orcs are far too proud for that; only orc females are worthy enough to bare orc children. Half-orcs are the result of orcs and humans living with close confine to each other for mutual survival and sometimes the will of an overlord looking for the strength of orcs and the intelligence of humans.

Goblins

Goblins are small and crafty. While obviously related to orcs they are smaller, a little more cowardly, and fond of human cities. Goblins in the wilderness areas are typically bugbears or hobgoblins. Real goblins want to be where the crime is. Attracted to money, goblins will run all sorts of scams in order to obtain more. They rarely have the talent to run businesses and the concept of a banker or even an account (someone that deals with someone else's money) is an unheard of concept to a goblin. Money is to be kept in an old sock under the bed or better yet, held on the person. Goblins can learn to speak a large number of languages, mostly to deal with other races. Goblins can interbreed with just about anything humanoid, but the offspring is always a goblin. Hobgoblins and Bugbears are larger and more evil, believed to be an ancient goblin/demon or goblin/devil crossbreed.

Dragonborn

Yes, I'd like to try out some Dragonborn in my old-school games. They live on a small island ("Fireland" on the old World of Greyhawk maps) that is full of active volcanoes. Think of Iceland, only with dragons. The "Dragon Isle" would be a cross between Iceland, Melniboné and the Graveyeard of the Dragons. Dragonborn are an ancient race that have been inactive for centuries. They would take the place of the "dying race" in my games. Something that elves, dwarves and gnomes have done previously. This is place where it is believed that dragons first entered the world.

Elves

Elves are much like they are now. I'll borrow a lot for various editions and have a bunch of different elven races. Right now I plan on using High (Eladrin), Wood, Valley, Grey, Moon, Sun, Desert and Gypsy Elves.

Drow

Drow are evil elves in my world, but I want to take them back to the days of G123, D1-2, D3 and Q1 when they were secret evil masterminds. I will incorporate some ideas I have had about "night elves". I am also considering making drow albinos. Drow had been Night Elves/Star Elves before their fall.

Dwarves

Dwarves will have a more prominent role in the world. Much of what is considered "elvish" stereotypical will fall to dwarves. They are the most populace after humans. Dwarven females do have beards and a dwarf woman without a beard is considered to be too young to marry or to be cursed.

Gnomes

What I wanted to do with them has been done in 4E, so I am likely to use them as their appear there.

Halflings

Going back to the roots and Halflings will be Hobbits.

Mind Flayers

One of my few purely evil races. Mind Flayers came "from beyond the Stars". Their goal is the conquest of all. They have a mad plan to blot out the sun and leave the world in cold darkness.

Saurians

Another evil race Saurians (lizard men, troglodytes, and the like) battled the Dragonborn back when the world was young. They also seek to rule the world and place all the mammals under their yoke.

Trolls

Not green and rubbery, but rather like thin ogres. They are for the most part unchanged but are closer to the trolls of Norse myth.