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

Tuesday, April 6, 2010

Sanctuary

You feel lost. Hurt. 
Helpless. Desperate. 
Alone.

Something happened to you or to people you love.
And no one understands. 
No one believes.
And no one can help.

But we understand. 
We believe.
We can help.

We are Sanctuary.
Someday everything is going to be alright.

Sanctuary

Sanctuary began in my 1st Edition AD&D game.  Located in the Principalities of Glantri (from Mystara and Basic D&D), Sanctuary was a group of healers that specifically dealt with the attacks on normal people by supernatural creatures, werewolves and undead in particular.  Since many of the rulers of the land were the very monsters they were fighting Sanctuary had to become covert and hidden.  The only way to know you were in a "Sanctuary" was by a open palm hand in blue paint.
Eventually they were one of the groups that lead to the political coup of Glantri, tuning it in to a Theocratic Monarchy, but that was many years ago.

I revived the idea of Sanctuary for modern horror games back around 2004 or so.  They are  group that helps people deal with the after-math of a supernatural creature attack.  You or your loved ones are attacked by a vampire or werewolf?  Well going to the police or the hospital won't be much help (even if they do know) and talking to a therapist will either get you a nice quiet rest or hooked up with enough anti-psychotics to dull every pain (and in fact many do just that).

But Sanctuary is different.  They staff doctors, social workers, psychologists and even an array of computer experts to help rebuild lives.  Like all social services they are understaff, over worked, under funded and at least six months behind on their case loads.

I had wanted to introduce them in Season 2 of my Willow and Tara game, Season of the Witch.  But it never worked out.  Instead they worked out much better in my Season 3 Willow and Tara game, Generation HEX. Here the girls could contribute to Sanctuary a little more.

In the world they are a bit like occult social services and clinic as well as occult relocation program.

In an episode or adventure I use Sanctuary in my modern occult/supernatural games as part resource and part plot device.  Typically in their role of helping someone the monster of the week does not want helped.

I have not worked out any stats for the group, typically all I need is an NPC ready to go as a councilor or social worker and the monster.  Though in Generation HEX I did have an older Sarah Bailey working at Sanctuary.  She basically was there to yell at the cast saying she often had to clean up the messes and broken lives they left behind.

As a group they are not very old, game time wise.  I put their development around the 1990s.  Maybe they got their start up funds from the Clinton administration. But this goes along with my theory of supernatural games needing to up the ante each generation.  Back in the days of Chill monsters were rare, but as time went on more and more of the beasties were crawling out of the woodwork. So there has been more of an in-game and in-universe need for a group like this.

Those with a good memory might be able to guess where the name and the symbol of this group comes from.

Friday, March 19, 2010

Hard Core Gamers

Notice: I am not taking down this post because I feel it is more important to leave it up, but also update everyone on what is happening now as of February 11, 2019. Please see this newer post first. http://theotherside.timsbrannan.com/2019/02/i-am-going-to-talk-about-zak-today-and.html

In case you have been living under a rock all week, the new video version of the hit blog Playing D&D with Porn Stars is out now.

Called "I Hit it With My Axe" it features, well, porn stars, playing D&D.   It's actually quite a good blog and features not only some interesting insights to the game and how people play but also commentary from the likes of Mandy Morbid, Satine Phoenix (below), Zak Sabbath (blogger & DM) and special guests like Sasha Grey and Justine Joli.



It certainly busts a few stereotypes. Like that all gamers are geeky guys hiding out in their basements and all porn stars are sex craved but empty headed.

Looking forward to more!

Sunday, February 21, 2010

Taking a new path

So. I had a plan. It was a good plan as far as these things go. That is till my regular DM decided to do something unexpected.

We have a few games going, I have one with my kids (3.x), he has one with his (4.0), we have one together with some friends (4.0) and one with both families (4.0).   I was going to finish out my game with my boys and start up a 4.0 game with them to go through all the classic modules.

That is till last night.  Turns out that my DM now wants to use Pathfinder.

Now don't get me wrong, I like Pathfinder, it is a nice book and really a good looking game.  I also happen to think that there is some life left in the D&D 3.x game too.  But this does mess up my master plan. ;)

We were talking today about what adventures he wants to do with this group (him, his three boys, me and my two) and it was very, very similar to my plan I had for 4th Ed.

Last night I was less than thrilled about "going back" to 3.x, but today I am actually quite excited about it.

I have been on Paizo's website and there is a ton of fun stuff there. And the Pathfinder stuff is compatible with all my other 3.x stuff.   Plus I am going to get to play their witch (which is not exactly like mine for 3.x, but close enough).  So this could be very fun to be honest.  I can still use all my 4.0 stuff with my boys, I just might need a new plan on adventures.

So it looks like I'll be playing D&D 4.0 AND Pathfinder/D&D 3.65 (or something like that).
Anyone else playing Pathfinder? Any tips or advice?

Thursday, February 4, 2010

WotC does Retro? Clones go Advanced? Up is Down!

Well a few things going on have the OSR on notice and many are ready with the "I told you so!"s.

The big one of course is the new Dungeons & Dragons Essentials,  which is everything you need to play the D&D 4th Ed game in a basic, condensed form, with counters and dice all in a red box.  So. A Basic Set in a Red Box.  Sound familiar?

 
or even,


More about that can also be read here, http://daegames.blogspot.com/2010/02/essentials.html

That and a new Gamma World game is coming out, Castle Ravenloft gets the board game treatment that sounds almost like it is solo-D&D, and even D&D 4 evangelist (and I mean that in a good way) Mike Mearls is going on about how the best way to write a D&D 4 adventure is do it in OD&D or BD&D first.

What is cool about all of this is that Wizard's sees that the OSR is a vital community and has their finger, well maybe not the pulse, but a pulse of the gamer community as well.  Call it what you like, I call it cool.

And moving at least into the 80's, the one of the OSR darlings, Goblinoid Games, has released their expansions to Labyrinth Lord, the Advanced Edition companion. A game that bridges the gap between the "Basic" and "Advanced" games of the Golden Age.

I grabbed the "artless" version since I am not sure what I doing in or with the OSR "Basic" scene these days, but this book is really cool.  I am reminded of the old days of sitting in my bed room roughly age 11 and trying to figure out why my Expert Set Cleric was not the same as the one I was reading in the Player's Handbook and not figuring out why.  This is not a D&D Rosetta Stone by any means, but it is a good translator.  I would have loved this game back then and today, well I still think it is pretty damn awesome.
I like it much more than OSRIC and it might even replace Basic Fantasy RPG as my Basic go-to-game-clone. Which, oddly enough had replaced LL in the same context.

Now of course I am itching to write up a witch for Basic and Advanced versions of the "Greatest Fantasy Roleplaying Game of all Time"

Monday, February 1, 2010

Monks come from Blackmoor, part 2

So reflecting on my previous post, Monks come from Blackmoor, I went back and looked over my new (new as of Gen Con) 4e Blackmoor book.  Right there, just as I remembered was the Mystic.  Not what I liked about this Mystic class is it reminded me so much of the old D&D Rules Cyclopedia Mystic.  I am not sure how they stack up against the official 4e Monks, but right now that doesn't matter much to me since these Mystic look like they fit the bill I want as is, right now.  So well in fact I am going over my 4e Blackmoor book with a renewed interest.

Their power source is "Spiritual" rather than "Psychic", but that could just be splitting hairs.  The effect is largely the same for my use.  Though Spiritual is a bit better sounding for what I want to do with them.

They do compare well to some of the other 3rd party monk classes I have seen for 4e, so I Am inclined to say, balance or not, they are roughly compatible with the 4e monks.

Given the roots that Blackmoor share with Mystara I might even go out on a limb here and say Blackmoor has no clerics in the traditional sense.  The people of Blackmoor worship, or at least honor, immortals.  They are not gods and don't grant spells.  Clerics, normally the healers of a group, can be replaced by nobles  who have healing powers and the wokan who also have healing powers and herbalism.  This is not really a big issue as one might think.  D&D4 is using the paths to immortality that was fairly common in Basic D&D and with the Leader roll and everyone having access to healing now, the cleric can be left be things other than the party medic.  Nobles then could gain this as part of their background fluff.  They are trained as both healer and soldier. This also gives the the Nobel class something to do. The hands of the king are the hands of the healer anyone? The msytic/monk then can focus on the spiritual aspects of life.

The people then of Blackmoor do not believe in gods per se. They know their are supper powerful beings out there, but they are hardly owed worship.  Honor in some cases yes, for their deeds, not their words.

I like this idea to be honest with you. Sets up a very different sort of culture for Blackmoor and I like that.

My game world is taking shape.

Friday, January 29, 2010

What Should an OSR Witch Do or Be?

So Eldritch Witchery is on the (far) horizon and it has been getting me thinking.
What should an Old-School Witch do?

One of the strengths of the older games, and maybe something we have gotten away from in newer game design, is trying to do more with less.  The older games had four classes (give or take) and these represented roles of the characters, it was then up to the player to detail and refine those roles and characters.

Lets look at the class "Magic User" for a bit.  Magic User does not automatically mean "Wizard".  It took me a while to get that  (I blame 2nd Ed).  We lost this distinction in later versions of the game and even in popular thought during the "golden age".  But really Magic User should really mean anyone that uses magic, whether you call them Wizard, Wu-Jen, Sorcerer, Illusionist, Mystic, Necromancer or even Witch is up to the player (but not Cleric or Priest...).  For most people this is fine.  Others want more definition to the role.
In Spellcraft & Swordplay we already now have a Necromancer.  One could argue there is a bit of "divine" magic that a Necromancer must channel to do his job.  He is still a "magic user" just a very specific one.  Same was seen in AD&D 1st Ed with the Illusionist, but that was a separate class.  Druid, Ranger, Paladin and Assassin are the same way for their respective roles.  It is is easy to see why it happens and even why it needs to happen.  So accepting there are general roles and then some specific roles where can we go with a concept like a witch?

The witch then, as a class, should be something special.  When I write for Buffy, WitchCraft or even Witch Girls Adventures, the witch is the defacto magic using class, but in a world where magic is largely unknown.  In D&D and it's clones the Wizard is the main class.  The role of the witch then should be to provide that air of mystery and "otherness" that the wizard and other magic-users no longer supply*.
*The caveat here being "in many games", there is nothing saying you can't have mysterious wizards in your game.

When I did the witch for 2nd Ed AD&D, she was basically a type of divine spell caster with access to various arcane spells and occult powers.  In 3rd Ed/d20 I flipped that to make her an arcane spell caster with access to divine spells and occult powers.  The same seems mostly true for all the other d20/3.x witches I have seen over the years.  IF (that's a big if) I were to do a witch for 4th Ed then I would up the occult power angle with access to "divine" and "arcane" powers.

Looking to games like Spellcraft & Swordplay, Basic Fantasy RPG or Labyrinth Lord I think I want to keep the arcane power base, to make her mostly similar to the current "Magic Users" in those games, but continue to shuffle to spell list to offer some differences. Add things like some minor healing spells (at later levels than the Cleric gets them), and certainly increase her ability to make potions and other minor magics.  Someone has to be stocking all those dungeons with potions and Amulets of Protection.  To aid that air of mystery she should have some powers that wizards/magic-users don't have.  Something that when she uses them the other characters need to be thinking "how did she do that?"

One thing I don't want though is class bloat.  That seems too much against the Old-School thought.  I have an edition of D&D with 100s of classes.  Actually I have more than one edition.  But an OSR game should be tight. Add what is needed and no more than that.

So what is a witch in an old-school game?
She is an arcane spell caster. So she learns her magic from other agents, be they familiars sent by powers unknown, the powers themselves or handed down mother to daughter.  She also gains certain divine magics due her ties with the natural world. This puts her at odds with more traditional wizards, who see her as little more than a hedge wizard, and clerics, who see her as a heretic to their beliefs.  Witches also gain a set of occult powers, magical effects she can use like spells, but come without study or practice.  Witches learn in Traditions (how their magic is taught to them) and form Covens, groups of other, like minded witches.

The prime ability for magic-users is Intelligence.  For clerics it is Wisdom.  Witches have been called "the craft of the wise" and I have been using Wisdom as their prime ability for years.  But I think a strong case can be made for Charisma here. This is the section on charisma from Spellcraft & Swordplay:
Charisma is a combination of a character’s personal magnetism, presence, and appearance. The higher the charisma, the more impressive the character is. Whether this manifests as an ominous intimidation or an ethereal beauty is up to the player in question.
If the witch is dealing with other-worldly agents to learn her magic, then only the most successful ones are the ones with the personality to hold their own.  I think charisma then is the way to go here.  Plus if we have three magic using classes now (magic-user, cleric and now witch) then it makes sense that each one uses a different mental stat for their magic workings.  I would say though witches still need a high wisdom in order to be successful.  Of course this leads to the all witches are therefore good looking cliché seen all too often in games and stories.  Not that I have anything at all against a sexy witch (far from it), but Baba Yaga is also a witch and mentioned in the OD&D books.  Obviously then Baba Yaga has a very high charisma, but in the terrifying and intimidation sense, not in the hot witch sense.

Why do witches go on adventures?
In the pulps and related fictions that had an influence on the fathers of role-playing games, witches occurred fairly frequently.  But they were often the means of the quest, not on it.  The heroes went to the the witch, or she was the one sending them on the quest or the reason they were questing.  In games terms that puts them in the NPC category fairly squarely.    A witch though might want to go on adventures for the same reasons that wizards and other magic users do; to learn more magic.  Or maybe she is on a quest of her patron power.  Or she is on a pilgrimage to a sacred site.  In truth any reason why a wizard or cleric would adventure is a good reason for a witch.  And let's not forget the most tried and true reasons, to become a hero or at the very least kill things and take their stuff.

Do witches belong in D&D?  Well that would depend on your own games I think.  But given all the attempts over the years, from the earliest Dragon magazines to Paizo's latest playtest, I think there is certainly a desire to include her by many.

Here is hoping that Eldritch Witchery lives up to all of that!

Thursday, January 28, 2010

Monks come from Blackmoor

I have been re-reading all my old original D&D books lately.  Fun stuff.
But I caught something today that I know I have read before, but now it jelled differently.

The Monk Class was introduced in the Blackmoor supplement.
Monks come from Blackmoor.

Now I am thinking for my Blackmoor, whether I use an OSR game or 4e, will have monks.  Sure it might not fit, but it is certainly an interesting concept.

Of course when most people think monks they think Kwai Chang Caine or Oriental Adventures. What if this sect of Monks were still psychic ascetics who trained their mind and body, not so much for a higher religious purpose, but more like something from the psychic awareness boom/New Age we saw in the 1970's.  So less Caine and more Uri Geller.

Yeah, the more I think about this idea the more I like it.   New Agey, crystal wearing hippie monks with psychic powers come from the "forgotten lands" of Blackmoor.  In the community of Blackmoor they replace the clerics as the spiritual leaders, getting people to work out their problems through peace, love and understanding.  When that doesn't work, they go all Neo on you and bend a spoon on your ass.  I'll look over  the "Mystic" class again in my 4e version of the Blackmoor book and see if there are any parallels that I can make work with this concept.

Blackmoor is quickly becoming my go to place for doing some cool Old School sandbox creating.

Wednesday, January 27, 2010

Elmore Art for Old School

I am working on Eldritch Witchery for Elf Lair Games and I have the bulk of it written now.  There are some editing issues and I need to tweak a few of the spells and monsters to fit the old school theme a bit better than when I originally wrote them.


But I do have a question to pose to the OSR.  Elmore art, use it or not?

I love the art in the Spellcraft and Swordplay and would love to have something very much like that in EW.  I also am a fan of Larry Elmore and since for as long as I can remember (or at least since 1986) I have wanted to do a witch book with Elmore art.  It's a thing.

I know that the original version of S&S that had Elmore art was criticized and the new art is a lot better, but Elmore and witches have such a close relationship in my mind that I would not be doing myself justice if I didn't include at least one piece.

I know many in the OSR equate the advent of certain artists to be indicative of "the end of the Golden Era" (mini rant here: Yeah like the art in the LBBs was so excellent it could never have been improved on!) Which I have to say is not very fair to the artists in question.

But at the same time I do respect the feelings the OSR has.  After all if it were not for that passion 90% of the old-school/retro-clone games would have never been made and I would not have had the chance to even do this book.

So Old Schoolers, what do you say?

Thursday, January 14, 2010

Going (Up) to Hell? Cosmology


I was reading a very interesting post by Mike Mearls the other day about dropping the structure of the planes in favor of something more local. Read his post here, http://kotgl.blogspot.com/2010/01/kill-planes-abyss.html.

Ok? good.

I think his reasons of course are sound and fit nicely with something I have wanted to do forever. When I first picked up that 1st Ed copy of Deities and Demigods I loved the Planes. It had so many interesting places and so many things to do. I got very attached to the Great Wheel cosmology that I began to evaluate fantasy and later horror on how closely it fit that model. Then I began to get lazy. Not in the sense that would not write, quite the opposite, I would come up with elaborate schemes to make things fit the model or not. Whether it needed to or not. Even in my AD&D Grand Opus Adventure the characters went to Hell to confront the evils that invaded their world there was still the Great Wheel. It worked, then, but now I feel it's limitations. Well along came 3rd Edition and suddenly the planes are mutable, changing and even expected to be different depending on how you look at them; 4E changes this even more.

Mike Mearls mentions in his blog that one of the issues of the planes being "out there" that they lose some of their value. History tells us that demons, devils and other bad things came from under-ground, or beyond that mountain or from across the sea; here there be monsters. Monsters come from "beyond the sky" in Lovecraft related fiction, which is fine for tentacle horrors, but devils at least are concerned with the same things humans are. Devils need to be close. They need to be something the common man, woman and child fears. Not just because they are evil, but because they are nearby.

Mike says move the Abyss to your world, I say move Hell.




Hell in 4e now seems to be a planet floating somewhere in the Astral Sea. This puts it on par with everything else, even Heaven. Now I am not a religious person, but doesn't Hell lose some of what makes it Hell if it just a planet with bad environmental conditions? They describe it as planet some 7,000 miles in diameter with the "layers" lower and lower subterranean continent sized caverns. Like Mearls, I say take all that and shove it inside your world. Drill down a few hundred miles and there is the entry way to Hell. Just like Dante described. What keeps the devils in? Same thing that keeps them there now, gates. Like the roach motel it is, it is easy to get, impossible to get out. Or nearly such. Of course the point between the Underdark and Abyss sharing a nature is sound, I think I can get the same thing with the Nine Hells really. In fact I might even make Lolth more like a devil (she is more devil like than demon like anyway) given her status as former Goddess, cast out and down. Sound familiar? It certainly fits with what Hell is supposed to be better, an underground dungeon for the damned. The Abyss is a maelstrom of evil and chaos, it fits better in the planes.
Of course this is not without issues. First, and the one that concerns multi-versal games the most, is that Hell inside a planet means that for every copy/twin/multiverse that planet is in there is a corresponding Hell. This might be fine really. I don't care for some of the changes made to some of the Arch Dukes in the last few books (3 & 4), but I can write that off as that is just the way things are in that universe. Which is something we all do anyway, I am just making it explicit. Of course the new 4e cosmology also gives us the Shadowfell and the Feywild, which I like, but if they are dark and twisted reflections of our own world then what about the Hell for those worlds? I say that their Hells are ours. That if you drill down in the Shadowfell you end up in the same Hell as if you did it in the Feywild or the campaign world.
Back in the day there was a great series of Dragon articles about the various Arch Dukes and Dukes of Hell. The article began with a bit of fiction about a Paladin (a holy warrior for good) marching on to Hell to defeat evil at the source. This scene works better today than it even did then with Devils now generally evil rather than exclusively "Lawful Evil". And it works better if the Paladin is marching to Hell, not paying a wizard for an Astral Projection spell.

Sure *where* it is physically located might mean little to PCs and DMs with access to magical means of travel, but the world should make sense to normal people too. What is there to fear about a creature, evil and immortal or not, if it takes a great amount of magic to get them here.

Gygax was a reader of Dante, Milton and of Ovid. These authors, as much as anything and maybe more so, shaped what we think of when we think of Hell. "Planet Hell" inside the Earth/World then fits very well with all these writers. More than a plane "out there" somewhere. Which does bring up an interesting point. Here is a quote from Milton's "Paradise Lost",

"Orcus and Ades, and the dreaded name Of Demogorgon."
— John Milton, Paradise Lost II. 966.

So. Lucifer is cast out of Heaven and down into Hell, he meets up with these demons in some…what, ante-chamber of Hell, a place where Chaos rules with Night. Sounds like the Abyss, but where is that again? I have often wanted to merge Hell and they Abyss into one place where demons are the masses of creatures and devil are the upper-class. If I put Hell inside my world (or the Abyss like Mearls) then do I have room for both? Do I need both? Are they the same thing with different names? Then there are other issues I have avoided because of the aforementioned laziness. Tiamat is described in myth as "chaos" and her body is destroyed to make the firmament of the Earth. But then she gets tossed into Hell? Sure, it fits the outcast god model, but Tiamat is chaos. Lilith is also cast out, but she wants order, her own order, but order all the same; at least that is how I read it. Grazzt looks like a Devil, but is a Demon or maybe he is not. And there is the bit from Milton. So what is a world builder to do? And where is this antechamber of Hell were Demogorgon and Orcus act as the Welcome Wagon for Lucifer and the cast out Angels, now Devils? Hell has the River Styx, where the souls of the dead are ferried across, but now the souls of the dead move through the Shadowfell. This makes me want to break out the WitchCraft RPG seprioths and see if I can't make it all work.


Well here is my stab at it. The Antechamber is of course the Underdark. It is hundreds of miles below the surface of the planet. Here in the deepest pit was where the fallen angels were cast. It is here that they meet the demons. There is a great battle, Orcus (then a dark god) is killed only to come back from the dead, Demogorgon has his head cleaved in half (to regrow as two heads) and Ades…well that was the last anyone heard of him. The devils (as they are now known) take the realm once controlled by demons. Once there though the devils discover that Hell is not the home of the demons, it was only the realm they could control this close to the world. The devils seal the opening to the Abyss, place Tiamat there to guard against demonic entry and the devils themselves descend lower into Hell. Physically the Abyss and Hell (and Tarterus and Pluton and Gehenna) are all the same place locked deep within the Earth in a area were the Prime Material, Shadowfell and Feywild all intersect. The nine layers controlled by the Arch Dukes and Devils is known as Hell. Everything else is simply "The Underworld". The conditions are, well Hellish, it is inside a planet afterall, but great and powerful magics keep the denizens alive, though it warps other magic and prevents them from escaping. The areas known as the Abyss are open and there is much fighting, the area known as Hell is gated. It is supposed to be a prison after all.

At the bottom there is a dark chasm who feeds into the elemental chaos. I like the description of the Abyss in the new Manual of the Planes, it makes it sound like a black hole in the Astral.

It needs some work to be sure. Demons, like Demogorgon, Orcus, Pazuzu and others have more interest in human affairs than the mindless hoards of demons because they are more devil like, and thus, more human like. Older demons such as Dagon are more elemental chaos. Even Tiamat now is more demonic than diabolic. This helps explain the Bloodwar a bit better, explains the similarity between demons and devils and why in popular parlance (in the world) they are often confused. It also helps explain why some seem to switch sides every now and then. Or simply put, devils are the cast out immortals of good that betrayed or otherwise became evil. Demons always were evil.

Of course I could keep the Abyss as is in 4th Ed. There are plenty of good reasons to keep it in the elemental chaos in the Astral. Demons are more elemental, more chaotic obviously and more alien. Of "demon" can just be a term to refer to anything that is evil that is not a devil. If I go that route then "Devils" would refer only to the Fallen and things like Ice Devils, Malebranche and the like are demons, just a different kind. After all, Succubi were demons and now they are devils, so it's not like there isn't precedent.
What does removing the demons and devils from the "outer planes" rob us of in D&D? Well, Planescape to a large degree would need to be rethought. To a lesser extent the nature of Tieflings will need to be changed, though maybe not. Typically to get to those outer planes takes characters of some power, so there is the build up to go to their home turf and fight that is now gone; ie. anyone can find the opening to Hell and stumble in.

OR maybe demons come the "Hells" of the Shadowfell and Feywild.

Of course there is one huge advantage of reshaping the planes. I can shape them in a way to work with either my 4th Ed game or my OSR/Basic game or even something like Ghosts of Albion.

That is the fun thing about fantasy cosmology, it can be a mutable as I need it to be.

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.