Showing posts with label WotWQ. Show all posts
Showing posts with label WotWQ. Show all posts

Wednesday, October 12, 2022

Cauldron: Bubble and Boil - Deluxe Edition (2017)

Cauldron: Bubble and Boil - Deluxe Edition (2017)

Ah, now this one has a special place in my heart. I backed this on Kickstarter years ago and went in for the deluxe edition. This allowed me to add a character design to one of the cards.

I'll get to that in a bit.

Cauldron: Bubble and Boil - Deluxe Edition (2017)

Cauldron is part of the "new wave" (or at least to me) of board games that have a lot of resource management and various goals.

In this game you take the role of witches and warlocks in a potion-brewing contest. Play involves planting gardens, harvesting ingredients, and hexing your opponents.  There are points you collect and the goal is to win the potion-brewing contest and win the coveted Witches Eye.

There are game pieces that represent ingredients and all players get a little cauldron to put all their materials in. There are four Cauldrons and four player mats, so the max is four players. 

Players start the game with five resource cards. These cards tell you what you can do each turn. They all have a hex, ingredient and recipe. Each player on their turn can choose what to do with the card. They can hex an opponent which could take their ingredients or steal their victory points. They can add an ingredient to their cauldron or get a recipe. They discard and draw another. Then we move to the next player.

The strategy comes from knowing when to complete your own potions or stop another player from theirs.  Hexing another player costs victory points

Once your ingredient is in your cauldron you need to keep track of them.  You are never allowed to look into your cauldron or into other players!  There are also black "Corruption" tokens that can ruin your potions by destroying an ingredient. The player with the most corruption earns 5 points. The player with the least earns 10 points.

Once you have the ingredients in your cauldron (colored cubes) then you can make the potion listed on your card.  BUT be careful! if your ingredients are wrong your potion fails. The goal is to get the most of seven potions.

There are expansions to this as well. Like the Moon Deck which will add or subtract effects from other cards. Like removing corruption or adding extra ingredient colors.  There are other expansions like the Cove pack (which I am a fan of).

It took a bit to get into it but once we did it moved pretty quickly. Our first game took a little bit longer than an hour, and the next one was fast at just under an hour.

The biggest issue were people (who will be nameless) remembering what was in their cauldron.  This was a combination of one not paying attention and another not actually caring what they had in their cauldrons. 


Bubble and Boil - Deluxe Edition (2017)

Bubble and Boil - Deluxe Edition (2017)

Bubble and Boil - Deluxe Edition (2017)

Bubble and Boil - Deluxe Edition (2017)

Bubble and Boil - Deluxe Edition (2017)

Bubble and Boil - Deluxe Edition (2017)

Bubble and Boil - Deluxe Edition (2017)

Bubble and Boil - Deluxe Edition (2017)

Bubble and Boil - Deluxe Edition (2017)

Bubble and Boil - Deluxe Edition (2017)

Bubble and Boil - Deluxe Edition (2017)

Bubble and Boil - Deluxe Edition (2017)

Bubble and Boil - Deluxe Edition (2017)

Yes! That is Larina!Yes! That is Larina!

Bubble and Boil - Deluxe Edition (2017)

The art for this game is amazing. I really love it.  The characters are interesting as well. 

For Use in War of the Witch Queens

Feeding deep into my Traveller envy today. My idea was that this Potion Making contest is something they have at the Tredecim. Which has grown from just a meeting of high-level witches to something akin to a carnival of seven days where the high witches hold their conferences and meetings, but all witches gather to discuss plans, trade secrets, and generally enjoy themselves. 

I still might do this, but in this round I do not have enough magic using characters to make it work.  Ah well.

100 Days of Halloween: The Witch Queen of Cair Urnahc

The Witch Queen of Cair Urnahc

Another witch Queen tonight and this time she comes in Pathfinder 1e and D&D 5e versions.  So let's jump right in.

The Witch Queen of Cair Urnahc

For Pathfinder 1st Edition and D&D 5th Edition.

This adventure series was Kickstarted back in 2020.  I am grabbing the versions found on DriveThruRPG. It looks like the PDFs were sent out as soon as the Kickstarter finished from what I can tell.

I will be reviewing both versions and pointing out where the differences lie.

PDF. 84 pages. Color covers and interior art. Levels 3 to 6.

Before I get into the adventure itself I do want to say something about Page 3 which covers the basics of how "Zan's Adventures" work and the layout.  I know there is no reason at all that people need to conform to a "book" layout, especially since many people will read this on some sort of device. The adventures do not follow a book layout per se, but they do add a few things. For starters, color is used more to denote different sorts of outcomes or text. This is great, unless you have some sort of Red-Green color blindness. Rare yes, but these are the things I look for.

But there are some very strong benefits here as well. For example, the NPCs, including the Witch Queen herself, are well-defined in easy-to-read blocks to aid the DM/GM while running the adventure.  Same with the locations. 

The areas are defined as our three main antagonists. It is possible that one or more are freed from their tombs to enact their evil plans. Well we have character sheets in the back for those. Also, there are other NPCs and a ton of monsters to interact with.  Now given that one of the encounters is not 1 but 2 Death Knights, I think this one should be scaled up a bit. When I run it I might use just one Death Knight with skeletal minions.

There is a whole section of possible outcomes and endings. The adventure is not quite a free-form sandbox, your locations are limited, but how the players investigate them are up to them.

The biggest differences in these two come from the NPC and Monster statblocks and how the various skill checks work. All in line with the rules of Pathfinder and D&D.

The end has maps you can print out. There is also an additional product, Map Pack for the Witch Queen of Cair Urnahc for VTTs and Roll20 in particular.  I also find these are good to print. For an extra $2.00 it is worth it to me.

There is an OGL at the end, but the author might want to swap out "DM" in their text for "GM" for OGL compliance.

All in all not a bad adventure. Pretty straight forward to be honest. There are some new monsters so that is fun. I would have liked to see some unique treasure if nothing else the Spellbook of Witch Queen Morfa.

Use in War of the Witch Queens

Evil witch queen coming back from the dead? I wonder how that could happen in my world?  Hmm...

Yes, this is a good candidate for a War of the Witch Queen adventure.It practically is begging me to use it. Since there is no POD version (yet) I can print this out and then do the 5e material on one side and the Pathfinder on the other. But that is also moot since I am going to convert the whole thing over to Old School Essentials anyway.

A note about that.  Whether by design or by happenstance (I am going with design) the game-specific material is usually confined to a single page. So doing a conversion is largely a matter of writing up (or copying) a stat block or converting a DC for a skill check into an ability check. THIS also makes the layout and design more useful to me. 

So yeah, I am rather pleased with this.


The Other Side - 100 Days of Halloween


Tuesday, October 11, 2022

Old-School Essentials Class Compendium

Ok, this is not a product you can buy, but one made out of necessity.

Old-School Essentials

My War of the Witch Queens is moving along rather nicely, to be honest. I would like to get more games in but that is the way things go when you kids are older and have lives of their own.  My oldest, for example, has his own games going. For his annual all-weekend-long Halloween horror game-athon he is going to be running his first Old-School Essentials game.

That, plus War of the Witch Queens, has prompted me to collect all the various classes and class information from all the OSE (and related) products I have.

So I gathered up all my OSE books, all my copies of Carcaa Crawler, some Complete Vivimancer, Wormskin, Octhorrorfest, my witch and warlock, and more and printed them all out.

OSE Classes

OSE Classes

OSE Classes

OSE Classes

OSE Classes

OSE Classes

OSE Classes

OSE Classes

OSE Classes

OSE Classes

OSE Classes

OSE Classes

OSE Classes

OSE Classes

I also added all the spells and some equipment. Everything the player needs to start their characters. 

It is a nice addition to my growing collection of OSE material.  It will be a "table" copy along with my spiral-bound classic rules.

OSE Collection


Monday, October 10, 2022

100 Days of Halloween: The Witch of Wydfield

Witch of Wydfield
A while back I downloaded the adventure The Witch of Wydfield by Brave Halfling Publishing.  It is a fun adventure and is designed for 0-level characters for Dungeon Crawl Classics. I used it as a "Session 0" with new B/X characters for the War of the Witch Queens.

I'd love to put up a review of the adventure itself, but it is no longer available from DriveThruRPG. It is however still available if you download the Map Bundle.

The Witch of Wydfield (Adventure)

PDF. 10 pages, color cover, black & white interior. 

By John Adams & Colin Chapman. Art by Steve Zieser & Mark Allen.

This is a Level 0 Adventure for the Dungeon Crawl Classics RPG, something they call "the funnel" it is a great idea but I used it for B/X, handing out copies of the Moldvay Basic red book to all the players.

The adventure is pretty strait forward. It is a classic Hammer Horror-style Witch Hunt. Honestly, put on Rush's Witch Hunt or The Necromancer and you have the vibe perfectly.

There is one location, the witch's cabin. The monsters are her minions. We ran it all on cold winter's afternoon and evening.  Kill the witch, save the girl, and collect the treasure.

The adventure is gritty DCC RPG which is a great start for me and this campaign.

The Witch of Wydfield (Map)

My family loves terrain, minis, and maps. So the map for this was a big incentive for them to play. I spent a Christmas afternoon printing out the maps and gluing them to cardboard. I did the outside on one side  (with flaps for secret areas) and the witch's lair on the other. Worked so fantastic that I really want to use it for something else now.

We augmented it all with some terrain my youngest 3D printed and some trees and other materials we bought from Michael's craft store. 

Witch of Woodfield

Note: If you buy the Map and Adventure bundle you do not need to buy the map alone. But the Map and Adventure bundle is the only way to get the adventure now. 


War of the Witch Queens

This was the first adventure I used for my War of the Witch Queens campaign. I knew the campaign was going to use some flavor of Basic D&D rules. 

Since this is a DCC adventure for 0-level characters I had everyone roll up three characters.  All very simple. I used the classic Moldvay Basic rules and had everyone choose Cleric, Fighter, Magic-User, or Thief at 0 level.  Once everyone got to 1st level I had them specialize into an OSE Advanced Class. My goal was to say "yes" first and then direct them to something that works.

I had everyone roll 2d6+3 for stats. Yes, that made them all rather low on their abilities, but they are also just starting. I then had them roll another 1d6 per ability (arrange as wanted) when they got to the 1st level.  This did make their abilities a touch higher than average.  I am ok with that. 

Since they were super low-level and below-average at that point I said they are all refugees from another village destroyed by terrible weather. This was of course the first "attack" of the evil witches with the Witch Queen now dead.  No queen means the more evil elements of the witchcraft world are running free.  The witch of this adventure is another such witch.

Also, I had Yulina's dying words be "the Queen is dead."  Dela the girl they saved also said this as they gave her back to her parents in the village. The phrase has come up a few more times since this adventure. 

I had plenty of copies of Moldvay Basic so everyone had one.  I used my Old-School Essentials book and my GM1a Game Master's Screen from New Big Dragon Games Unlimited.  Since one of my goals is to use as many different kinds of OSR products as I can, I think I am off to a good start. Everyone had so much fun.

The Other Side - 100 Days of Halloween

Sunday, October 9, 2022

100 Days of Halloween: DL15 Mists of Krynn

DL15 Mists of Krynn
When I talk about witches and D&D one of the last places that usually comes to mind is Krynn and Dragonlance. BUT believe it or not, there are some strong connections between my witches and the first Dragonlance Trilogy.  Usually this can be summarized with me thinking that "this could use some more witches" where the "this" is the trilogy.  Witches are mentioned in the first book but that was only a tease.

So. How does DL15 Mists of Krynn fit into all of this? Glad you asked.

DL15 Mists of Krynn

PDF. 128 pages. Color covers and maps. Black & white interior. 

This book contains 12 mini-adventures (pages 2 to 100), nine discussions on various creatures and races unique to Krynn with adventure hooks or lairs, and eight NPCs. I printed the monster section out and stuck it into my Dragonlance Monstrous Compendium binder.

I am going to be upfront here and say this is not a review of the entire book, but rather just of the mini adventure The Tanglewood Keep, and I'll briefly touch on one of the NPCs, Ladonna.

The Tanglewood Keep

This adventure is a basic MacGuffin hunt, but it has some nice features about it. First off it was written by a friend of the Other Side Vince Garcia. I have featured his Quest of the Ancients RPG many times here.  Secondly, while the adventure is simple, that is its greatest strength. It is not really about the quest to find a stone, it is about getting the PCs from their home world (Greyhawk or now the Realms) to Krynn via the magic mirror in the adventure.

The characters are introduced to kender, tinker gnomes, and draconians in short order. They get the full Dragonlance introduction before the mud on their boots from their home world is even dry.  

I ran this one for my family at home and at Gen Con 2021 and in no short order they all wanted to kill poor Twil Topknot! It was a fun adventure and I am glad I got to do it.

Twil Topknot

The book itself does have an "Adventure Path" feel about it with adventures to take the characters from the 1st to 15th level. Tanglewood Keep is for adventurers of 1st to 3rd level. If you want to play in Krynn and don't want to do the War of the Lance, or do what I did and have it as a "background noise," then this is a good choice.

This adventure also introduces us to the magic-user cough*witch*cough Stevie. I'll get to her later.

Ladonna

I admire the layout of this book. Everything is rather modular with the monster/race bits fitting on a front and back page (reading the PDF) and the NPCs fitting one per page. It makes printing this out rather convenient.

Ladonna is another entry from Vince. She is a 17th-level black robe (aka evil) wizardess. But you would be forgiven if you read her entry and didn't think she was a witch. I mention her here since, well she is witchy and from Vince Carcia.

Stevie aka Sarana

In the adventure, we meet Stevie. She is a 12th-level white-robed Grey Elf wizard. Given the adventure is for characters levels 1 to 3 there is no way the PCs are going to mess with her. Her description is pretty much Krynn's Stevie Nicks. I mean she is better qualified to go get her rock than the characters are. So is Twill for that matter. But none of that is important really. What is important is the fact she is here. 

Stevie also has a not-too-coincidental resemblance to another Garcia character, this time it is Sarana from his Quest of the Ancients.  

For my run of this, I combined Stevie (grey-elf) and Sarana (human) into one character, Sarana (half-elf). Seriously if I had pulled out a witch-like character named Stevie in front of my family they never would have taken her seriously. They know who I am.  Much like the PCs, Sarana is trapped here from her own world. Unlike the PCs she has decided to remain.

War of the Witch Queens hook

At the end of the adventure Sarana/Stevie tells the group she fears the Queen is dead.

Sarana aka Stevie

Honestly. If I never get to the other adventures these NPCs, the little adventure, and the monster pages has all made this a great choice for me. 

The Other Side - 100 Days of Halloween

Saturday, October 8, 2022

100 Days of Halloween: Reign of Winter

Reign of Winter: Snows of Summer
When Pathfinder wanted to introduce us to their witch class they did so with a lot of pomp, circumstance, and many great adventures. The Magnum Opus of this has to be their Adventure Path: Reign of Winter.

Once again we are taken to Irrisen and to the court of Witch Queen Elvanna. Only now her reign is at an end and she won't go quietly.  The PCs have to intervene.

Reign of Winter Adventure Path

Six adventure books, print (oop), and PDF. Full-color covers and interior art. Each book 100 pages.

First a bit about the adventure paths. Paizo created their adventure path idea largely as a means to to support  D&D 3.5 and then their Pathfinder Core RPGs. They were a direct competition the D&D Adventure League (in format anyway).  While D&D has moved on to larger hardcover adventures for 5e now, Pathfinder was still doing the Adventure paths in six or so various softcover adventures for characters 1 to 20.  

Land of Ice and Snow

Reign of Winter dealt with the Witch Queen Elvanna, daughter of Baba Yaga, and her machinations to keep control of Irrisen now that her reign of 100 years is over. There is involvement with Baba Yaga, her dancing hut, the Demon Lord Kostchtchie, The Mad Monk Rasputin, AND none other than THE Anastasia Nikolaevna Romanova.  Now I have been a fan of Baba Yaga for decades, but I also am a huge fan of the whole mystery of Anastasia Romanova and whether she could have still been alive.  So all of this and add world hopping on top of it all?  Yeah! Sign me up!

While I have all of the adventures and supplementary materials in PDF, I am missing a couple of the physical books.  I did grab as many of the minis as I could.

Each adventure has an overview outline of the major events to help explain what will happen. Lots of new monsters, NPCs, great-looking maps, and more. I will say this, Paizo goes all out on these.

Each Adventure path module is released every month, so a half of a year from start to finish.

Adventure 1 (of 6): Snows of Summer

The PCs start at 1st level and should end the adventure at or around 4th level. This is the adventure that introduces them to Irrisen.  The hook is winter is moving southwards and encompassing more lands.  It is here that we learn that the Great Witch Baba Yaga has been captured and imprisoned. 

Adventure 2 (of 6): The Shackled Hut

Here the PCs must find Baba Yaga's famous hut and use it to find her. But there is an entire city filled with monsters between them and the hut. And then they have to deal with the Winter Witches. This adventure is for PCs 4th to 7th level.

Adventure 3 (of 6): Maiden, Mother, Crone

The PCs are transported around the world. They end up in another frozen wasteland of Iobaria on the far-off continent of Casmaron. Here they find three magically linked dungeons and the secrets of the Demon Lord Kostchtchie the Deathless.  
A note about Kostchtchie. Back in the late days of TSR the notion came about that Orcus was once a human. I always hated that notion. Now we get the same thing here with Kostchtchie and I like it. It works so much better for him than for Orcus.

This adventure is for PCs levels 7 to 10.

Adventure 4 (of 6): The Frozen Stars

In a true world-hopping adventure the PCs will take the Hut to Triaxus, the seventh world in Golarion’s solar system, now in the midst of its decades-long winter (of course!). Here the gain useful information on the whereabouts of Baba Yaga.

This adventure is for PCs levels 10 to 13.

Adventure 5 (of 6): Rasputin Must Die!

Now THIS is an adventure! You have to go to Baba Yaga's home world of Earth in 1918 to retrieve her and stop her captor the Mad Monk Grigori Rasputin himself. The PCs have to face him, his minions and 20th-century tech of WWI. 

I have to admit for a lot of reasons this one might be my favorite out of all six. 

This adventure is for PCs levels 13 to 15.

Adventure 6 (of 6): The Witch Queen’s Revenge

The PCs have found Baba Yaga but she is trapped in a matryoshka doll. They have to free her AND still defeat Queen Elvanna and put a new Witch Queen on the throne.

This adventure is for PCs levels 15 to 17. Leaving the last three levels for something else I guess. 

Adventure 7? Witchwar Legacy

Interestingly enough the adventure I reviewed a couple of nights ago, The Witchwar Legacy, is for characters level 17 and up. It also features contact with the Witch Queen Elvanna of Irrisen.  In fact it reads like a rough draft to this adventure. It was written by Greg A. Vaughn who wrote the Witch Queen's Revenge.  If I used this then it would need to be the new Queen of Irrisen or Baba Yaga that sends them on their way.  I am safe in saying "new Queen" because if the PCs don't defeat Elvanna in Adventure 6 they will surely be dead.

Personally, I like this plan. Given that I have an overabundance of Winter Witches I could run this independently of my War of the Witch Queens.

The Witch Queen’s Revenge

Maybe I'll convert the whole thing to Pathfinder 2 or D&D 5/One D&D someday and run that. There is just too much fun stuff here NOT to use.


The Other Side - 100 Days of Halloween

 

Friday, October 7, 2022

100 Days of Halloween: Winter of the Witch

My search for my Winter Witch for War of the Witch Queens continues. Today's candidate comes in two flavors 4e and 5e. She gets a few extra bonuses as well.

As always I will be following my rules for these reviews.

Dungeon #162 (4e) - Winter of the Witch

PDF. 111 pages, color covers and interior art.

I am not reviewing the entire issue of Dungeon here, though I will briefly talk about the other contents. Robert J. Schwalb has two adventures here. A Scales of War Adventure Path adventure and “Depths of Madness” from the Madness trilogy. Schwalb does great work and I am sure these are both top-notch. 

Winter of the Witch is by Stephen Radney-MacFarland with illustrations by Dave Allsop, Eric Deschamps, Izzy, William O'Connor, Wayne Reynolds, Amelia Stoner, Sam Wood, and cartography by Jason A. Engle, and Sean Macdonald. 

This adventure calls the characters back to Winterhaven to the Keep on the Shadowfell. The plot is similar to what we would later see with the Night King and Winterfell in Game of Thrones. (But this was published in 2009.) Koliada is marching south with her army of Undead and winter follows after her. This could easily be tied in with the HPE series of adventures from 4e if you could find a way to slot them in. All the right elements are here it is a matter of working it out. OR it would make for a great epic-level adventure for some other D&DF 4 campaign. It is set for levels 21-30.

Personally, the adventure is fine, but the true star here is Koliada the Winter Witch. She is so much fun that I have used her in BECMI D&D and made my own D&D 5 stats for her. I also thought she might make a great Dark Lord if part of Pathfinder's Irrisen got sucked into Ravenloft as Ikkesen.  She is a standout character and one I love to keep coming back to.  The fantastic Wayne Reynolds art doesn't hurt either.

The adventure is a tight 34 pages.

Winter of the Witch (5e)
Winter of the Witch (5e)

PDF. 32 pages. No art.

This conversion is from Michael "solomani" Mifsud making use of the WotC fan license to convert older products. This is a conversion of the Monsters (and just the monsters) from the Winter of the Witch adventure from Dungeon 162.

Monster stats are limited to one per page to make printing easy with the notable exceptions of our white dragon Kurikveaeri and Koliada herself.  His stats don't match mine save where we both drew from the original, but he has a some good ideas here to be sure.

The product doesn't not try to convert the whole adventure. It also doesn't claim to try to convert it all either, this is just the monsters.  For just under $2 that's not bad, but I would have liked some more. Still this is a lot of work and plenty to get me going.

--

For use in War of the Witch Queens

I can use this adventure largely as is, I would drop the Orcus involvement altogether. She is interesting enough on her own.

Why is Koliada invading now? Simple the High Witch Queen, whom even she feared, is now dead and she thinks there is no one to stop her. Even the PCs should have time trying to stop her to be honest. Regardless of how I use her, she is too interesting to NOT use.

Koliada, the Winter Witch