Showing posts with label osr. Show all posts
Showing posts with label osr. Show all posts

Wednesday, September 4, 2019

Favorite Basic Clone? You Tell Me!

I ran this poll over on Facebook, but I wanted to collect some more responses.  Since this is my year of "Back to Basic" I wanted to hear about what you are all playing and enjoying.


So please, answer the survey below and let me know.  This is 100% anonymous and I am not tracking anything but the choices you make.


I believe I have the top choices here, but there is also an "Other".
Note: I am considering Swords & Wizardry its own thing for the purposes of this survey.

Tuesday, August 27, 2019

Cult of Diana: The Amazon Witch for Basic Era Games

The first of TWO related releases for Lughnasadh and Mabon and continuing my Back to Basics series.

Cult of Diana: The Amazon Witch for Basic Era Games


https://www.drivethrurpg.com/product/286580/Cult-of-Diana-The-Amazon-Witch-for-Basic-Era-Games?affiliate_id=10748

Diana, Queen of the Hunt!
“Let us be Diana's foresters, minions of the moon”  - William Shakespeare

Artemis and Diana, Forever Young. Forever Wild.
Time out of mind the symbol of Diana meant freedom. And in freedom there is Power.

This book introduces the Amazon Witch Tradition. Witches from the ancient time of myths and legends.

 - The witch class and two new witch covens

 - 40 Spells and 8 Rituals for witch characters

Fully compatible with BLUEHOLMETM and other Basic-Era games.

Fully compatible with other witch books from The Other Side.

All for the low, low price of FREE.

Overtly this is designed to go with the Blueholme Prentice Rules. This gets you going using my Holmes inspired witch class for the price of a couple of clicks.

Also, check out the first of my Back to Basics witch books, The Daughters of Darkness for Basic Era Games.



AND Coming soon...

Children of the Gods: The Classical Witch Tradition also for BLUEHOLME!


Wednesday, August 21, 2019

In a time of Ancient Gods...

There were the ones that beseeched these gods for power and it was granted!

These are the witches of the Classical Traditions and their closely allied sisters the Amazon Tradition.



Coming soon for the BLUEHOLME Journeymanne and Prentice Rules.


Sumer. Egypt. Greece. Rome.
These are the foundations of civilization. Where mythology, religion and magic collide in a fertile land.
It is a time of Gods and Witches!

This book introduces the Classical Witch Tradition. Witches from the ancient time of myths and legends.
  •         The witch class and four new combination classes
  •         Guidelines for playing any species of witch
  •         Six witch covens of the Classical Tradition
  •         120 Spells and Rituals for witch characters
  •         24 Monsters to challenge or be allies
  •         29 magic items and six artifacts
  •         Three Non-player character witches from pages of mythology

Also fully compatible with Daughters of Darkness: Lilith and the Mara Tradition.



Thursday, August 15, 2019

#RPGaDAY2019: Door

Today's topic is Door.

There are a lot of doors in D&D.  Which reminds of that old saying and my response to it.


D&D taught me that closed doors are supposed to be kicked open.

I feel the same way about "Gatekeepers".  This is a topic that has been coming up a lot lately.

Some groups are claiming that other groups are gatekeeping and those groups are claiming they are not.  I can't speak to any groups really, save my own.

Take the lessons we all learned in D&D. If you see a door, or a gate, kick it the fuck open.

Or better yet, say fuck you to those groups and do your own thing.  Someone says you can't play their way, kick in the door and take their shit.


I don't normally call out groups but I do want to mention what is going on in my back yard.

So a while back there was this new movement started to counter what they thought were some of the more regressive elements of the OSR scene.  They called their movement #SwordDream and I personally think they have some interesting ideas.  I am not 100% sure what they are doing will last, but I don't know.  I can't say though I could name a product that has been made yet under the SwordDream banner, BUT that has more to do with mether

Should the OSR be worried? No. In fact, they should be thrilled this is happening.  Competition should bring out the best in everyone and if one group wants to do things one way and another wants to do another thing then we should all be happy right?

Well...there is that whole gatekeeping thing.  SwordDream has mostly been met with derision among some old school stomping grounds and outright hostility in others.  Yeah I know, I have read the posts.  These are also the same people that will claim NOT to gatekeep. 

See the problem is that gatekeeping is not just telling people they can't play it's also telling them their way of play is wrong.  Or thinking their way of wanting to do things is wrong, or lesser, or stupid, or whatever.

Is the OSR full of regressive types? Full? maybe not. Are there a bunch of old fucks that don't want people to sit at their table? Yeah there is.  Are there good people in the OSR too?  Of course! Lots really.  I kinda wish that the critics of the OSR would see those people too.

What are you the new young gamer supposed to do?  Kick in their door.  Or better yet tell them you don't want to sit with them anyway.

Kick in that door. Do your thing. Do you.

Tuesday, July 9, 2019

The Other Side, A Look Forward

Trying to organize some thoughts here on what I want to do next on the old Other Side blog, figure you all might want to help me!  Or at least listen to my ramblings.


I am prepping for Gen Con now and trying to get another book done in time for Lughnasadh/Lammas so my posting here is going to be a little sparse.

#RPGaDAY
Dave Chapman will be doing (I think) his annual #RPGaDAY in August.  I am not sure what the questions will be, but I do like to participate.  Plus my Twitter followers have really increased this past year, so that might be nice to share.

The Other Side Rewind
Still plugging away at this! June was my Facebook experiment month, while July had been my month to try some other tools.  I am hoping to kick it off full steam in August or September.  Again, if you are reading here then you won't really notice anything at all.

One Man's God
While this one has been great fun, it was not designed to go on forever.  I am going to do the Celts (part 2) and the Chinese and Japanese, though I admit I know very, very little about these.  I am going to do the Demi-humans and do a special on the Cthulhu and Melibone mythos. But once I am done with those then the series will end save for some special editions.  Though this will lead to my next thing...

The Usual Suspects
I am going to spend some time, maybe a lot of time, going over all the various demon books I own and some I don't yet and talk about how to use them in your games.  I really love demons and demonic lore.  The title of this series "The Usual Suspects" comes not only from the notion that all evil in the worlds can be traced back to the machinations of demons (and devils) but every OGL book on the market today has the same half-dozen or so demons and a similar number of devils in every book; aka The Usual Suspects.  I think this will be fun, to be honest.


This Old Dragon
I still have some left and I want to get back to them.

Class Struggles
I have been too long away from this one. I have started writeups on the Alchemist and the Bard.  Been playing a couple Bard variants to get a good feel for the differences.  Sometimes there are more differences between two different bards than there are between most fighters and rangers!

So. Let's get to it!

Tuesday, June 18, 2019

Review: Odysseys & Overlords

Odysseys & Overlords is a new Old-School setting and rules system from Travis Legge and Aegis Studios.  Travis has an impressive bibliography with over 400 publications on DriveThruRPG.  So when I saw these were out I jumped on them as soon as I saw they were published.  I also admit I was drawn in with the Dean Spencer art.

Odysseys & Overlords uses Basic Fantasy as it's ruleset and I think that is a good idea. Of all the clones out there BF is one of the more flexible and easily approachable to new gamers.  If you are using a Basic-era ruleset of your own then it will work with that.  For example, while reading up for this review I compared and contrasted these rules to rules in Labyrinth Lord and Blueholme.  I found no issues.

Odysseys & Overlords Player's Guide
PDF. 56 pages, color cover, b&w interior.
The Player's guide has what you should expect a Player's Guide to have.  Here you get a bit of background on the campaign world of the O&O game.  It's fine, as far as these things go, but I have no emotional investment in it.  It does help situate some of the game-design choices and that is nice.  Still, I see a campaign guide or gazetteer sometime in the future.  Since this is a Basic-era OSR game based on Basic Fantasy races and classes are separate. With this, we get some new races, called genus in this book (a more apt name really).   We get Abyss-kissed, which are like other games' Tieflings though more in-line with this game's mythos. Spellscorched, which cover the same niche as elves only here children of the gods.  Wild folk, humanoids with animal traits and blood. And garden variety humans.  No elves, dwarves or halflings here and that is great by me! (Note: they also do not appear in the Monsters section of the Game Master's book)
Classes include the favorites of Clerics, Fighters, Magic-users and Thieves and also adds another take on the Bard class.  Might need to give that one a try sometime.  Bards do not have spells but do have songs they can learn for different in-game effects.
Additionally, there is a section on equipment. I'll be honest, I don't pay much attention to equipment lists anymore. I have so many games with so much equipment that if I need to find something I am sure I have it OR I can just make it up on the spot.
Spells follow next.   Spells for both clerics and magic-users only go to 6th level.  Personally, I still like my magic-users to have more spellcasting power than clerics and would have liked to see magic-user spells go to at least 7th level.  All the expected suspects are here. 
We get some adventuring rules and finally some combat rules.
The layout and art is really good and has a solid old-school feel. The book just looks nice and fills you with all sorts of old-school nostalgia.  I do wish the book though offered some more new unique classes to go along with the new unique races.   A little more on the world background as it applies to the characters would also have been nice.
There is a character sheet at the end of the book. You can also get the character sheet here for free.

Odysseys & Overlords Game Master's Guide
PDF. 63 pages, color cover, b&w interior.
This book covers a bit of material not found in the Player's guide. 
Again we get some great Dean Spenser cover art and again we get the same overview of the campaign world.
We get into a section on various encounter areas, including my favorite, Urban Encounters.   Tips on dealing with players, hopeless characters, and weapon and armor restrictions.
There is also a good section on XP advancement and narrative advancement, which has come to be called "milestone" advancement in D&D 4 and 5.  It provides some nice balance. I am using both types in different games and it has the effect of taking the focus away from combat and more onto role-playing for Narrative/Milestone advancement. 
Magical research into new spells and new magic items are also discussed.
There is a monster section following the discussion on dungeons and wilderness exploring.  The problem I have with the monsters here is that you are directed to use Basic Fantasy there are not any new monsters.  Nearly all, save for two, can be found in what I would call the "common canon" of the OSR.  There was a real chance here to set this book apart from others with some new and unique monsters, or at least some rare ones.  It is too bad this chance was not taken.
Magic items follow next. A good variety here, but again I would have liked something unique to this world to stand out.
We end with the Kingdoms.  Ah! now here is the new and unique material I was hoping for.  There is a good amount here to work with without being overly detailed.   The descriptions are good, but a map, even a rough one, would have been great.  Tip: Can't afford a good cartographer?  Scribble one out and call it "an adventures map found in a dragon horde". 
Interestingly enough, there are maps in the books from Dyson Logos, but that causes an awkward mix of the OGL and Creative Commons Licences that I have been told to avoid doing.  Hope this works for them!
I think there is something here to the world put forth, I just would have liked to have seen more of it.

I have not picked up many of the adventures yet, but here is one.

Temple of the Harpies
PDF. 14 pages, color cover, b&w interior, two maps
This adventure is a pretty straightforward affair that can be run in a long afternoon. Designed for four to six characters of 2nd to 3rd level, the character must retrieve a missing child, defeat harpies, kobolds, and an ancient curse and not awaken an army of undead. Suitable for any OSR game or really any d20 based fantasy game with tweaks.  This one also includes some new monsters, which I always like.


I think there is a lot of potential with this line and would like to see more.



Wednesday, May 15, 2019

Review & PWWO: Maximum Mayhem Adventures

Mark Taormino of Maximum Mayhem Dungeons is in the final week of his latest creation, Maximum Mayhem Dungeons #6: Moving Maze of the Mad Master.

I thought today might be a great time to discuss his previous adventures.


#1 Hanging Coffins of the Vampire Queen
This adventure, written by Mark Taormino might be an homage to the first Palace of the Vampire Queen adventure, but it is more likely an homage to those meat-grinder, total-party kill, fun-house dungeons of the late 70s early 80s. There is a basic plot here, enough to get you in the door and moving along, but really this adventure is about killing things and avoiding getting killed. Example, in one of the first encounters you have to run a gauntlet and get past a bunch of fire giants and their hell hound pets. This is "room 1". It is downhill from there. It has demons and other vampires in the wander monster table. Liches, demons, succubi, greater devils, nearly 50 vampires in total, tons of other monsters and of course the Queen herself, Lady Neeblack.

This is not an adventure to challenge the resolve of hardy role-players. This is an adventure to survive and leave a trail of bodies behind you. It is old-school, but old-school through the eyes of 40-somethings looking back on their times as teens.
The adventure itself has a great lead-in to get you interested, but that is just the carrot on a stick, most people buying and playing this module are going to want to jump right in. Another example (this is not a spoiler), you are captured by Lady Neeblack and told you have to run through her crypts for her amusement. The conceit is the characters will feel coerced into doing this, so they slide down a passage to the previously mentioned Fire Giants. In truth, my players wanted to jump in like they were doing a dive at the pool.

Though to claim people will play this for nostalgia reasons is completely unfair. Mark did a great job of this. The rooms are detailed and what detail! There are interesting encounters and Lady Neeblack herself should really move up the ranks as one of the more memorable NPCs ever. In fact I am hoping that she comes back for a sequel sometime soon. Just like a good Hammer villain she should find ways to come back from the dead. Mark Taormino, this needs to happen.
The text of the book is big, easy to read and despite the "old school" claims still has boxed text to read (screw you Grognards! I still like boxed text even when I don't use it.) Each room is unique and feels like it belongs. Plus the "Hanging Coffins" themselves are the coolest idea in vampire graves since the Lost Boys.
The proof of any adventure is not in the reading but in the playing. So I played it. It rocked.

Now the game is designed for OSRIC but can played with 1st or 2nd Ed AD&D. I played it with 5th Edition D&D. I just replaced the monsters and made a character sheet for Lady Neeblack. I ran the same group of people that I had taken through the original Palace of the Vampire Queen and we all treated it as an unofficial sequel. I worked out well enough. We all had fun, but if this module reads as a deathtrap on paper it's a killer in the playing. So make of that what you like.
Personally I would love to run it again using AD&D1

#2 Secret Machines of the Star Spawn
Let's play a game of what if. What if the Expedition to the Barrier Peaks had been written in the 80s instead of the 70s? What if there were influences of Star Wars, Buck Rogers, 50s sci-fi movies and just a little dash of 70s Blaxploitation?
You might get something like The Secret Machines of the Star Spawn, but it would not be as good as the module Mark Taormino wrote. The module follows a similar flow of the other Maximum Mayhem Dungeons; something weird is happening, there are rumors, a long history of strangeness and a thin excuse to go adventuring. What they PCs will uncover is...well I don't want to spoil it. It's no shock that this adventure will feature a downed starship and some lasers. But it doesn't end there. In truth there is a lot to really, really like about this adventure. In a different setting, the monsters would be scary ass deadly and really, really awesome. Also there is so many references to pop culture, espeically sci-fi and 80s pop culture, that it would be pointless to address them all. The rock band KILL was one of my favorites. Designed for OSRIC, I played bits and pieces of this using D&D5. Though it would work just as well with AD&D1, Castles & Crusades or any other OGL based clone game. The one issue I have with it (and very minor) is that players that didn't grow up in the 70s and 80s would not get all the jokes. I ran Hanging Coffins for my kids and they loved it, but some of the jokes fell flat on them here. No surprise they have no context for them. I thought they were hilarious to be honest. Loved the Pinball Wizard! If I were to run this again I would either merge it with a little bit of Expedition to the Barrier Peaks and run a huge Star Spawn mega-adventure. Or I'd run it as is with some disposable characters and guys that grew up in the 80s too.

#3 Villains of the Undercity
What if the Keep on the Borderlands was destroyed and then humans came in and built a new keep on top of the ruins. Let's also say the caves of Chaos have been cleared, but not all the monsters were killed. Where did they go? What did they do? Now invite the Slave Lords from the A series over. You would get Villains of the Undercity! This adventure is an ode and homage to the great dungeon crawls of the day. While this adventure fits the gonzo style of the other Maximum Mayhem Dungeons this one can also be played straight. Well...sorta. There is a crazy Halfling Illusionist Assassin, but that is for the players to figure out.
With this adventure, anyone that has ever been inside a classic dungeon will find something to love. There are lots of deadly traps, monsters and puzzles to figure out. Of course plenty of treasure too. This adventure is also the one that I can see fitting into a larger campaign, even with adventures from other publishers. I was mentally placing it in Greyhawk or even Dolmvay. Just really a lot of fun.
Like the B and A series it takes so much nostalgia from, this is an introductory module.  But just because it says character levels 1-3 it is still expecting some experienced players or very experienced players with somewhat fuzzy memories!  Like the MM modules, this one is action and combat. Yes, there are some puzzles to solve and everything is deadly.

#4 Vault of the Dwarven King
Another what if scenario for you.  What if the dwarves of Moria were completely crazy for Indiana Jones?  Well, you might get something like Vault of the Dwarven King.  There is the aforementioned vault, part of a vast underground dwarven city.  There is a giant monster that's on fire.  There are also mine-cars, goblin moonshiners, blue trolls and dwarf tossing.
There is a thin coating of silliness over a really fun and REALLY deadly adventure here. All to reclaim the lost dwarven artifact, the Fireheart.  But does it belong to the dwarves or the goblins?  Will you even live long enough to find out?
Like the adventures that came before it, it is an unapologetic romp down memory lane.  This adventure though, maybe more so than any of the others might be more accessible to anyone that didn't grow up in the 80s.  The biggest nostalgia pull is, of course, the Lord of the Rings movies, in particular, Fellowship of the Ring, but that is only one (though very loud) note.  There is enough going on here to keep every player on their toes and their characters running.   This one is also the most classically "fantasy" than the others which also draw on sci-fi, horror and crazy humor.

#5 Palace of the Dragon's Princess
Palace of the Dragon's Princess might be my second favorite adventure in this whole series right after Hanging Coffins.  The premise is very similar to the classic Palace of the Silver Princess.   In this case, the Princess is trapped by a green dragon and you must go rescue her.  Sound easy?  You obviously have not paid any attention to the other four adventures in this series.
This one has a lot of background information, more so than the others.  We know a lot more about Princess Francessca than we do about Lady Neeblack the Vampire Queen (Could Lady Neeblack be Princess Francessa's dead mother??!!?).  There is a knight, a dragon and Torgo. Yup, a nice riff on MST3k with Torgo and the Master.  But is the princess REALLY in danger?  That will be up to the Gamemaster to decide.  There is a lot going on here and because of the backstory a lot more that a crafty DM can add.  I am a touch disappointed there were no three-headed creatures like the Ubues, but that is fine. They were silly enough then.
Like the Vault of the Dwarven King this one is more classically fantasy and it is also one best ones in the series to "run straight".  Meaning you could strip out some of the silliness and have a pretty deadly, serious adventure if you wanted.
In any case, this is one is a lot of fun and a worthy addition to the line of Maximum Mayhem Dungeons.

So check out Maximum Mayhem Dungeons #6: Moving Maze of the Mad Master.  It looks like "Willy Wonka in Hell" so you know it will be fun.

Plays Well With Others
The Maximum Mayhem Adventures are designed with 1st Edition/OSRIC in mind.  But If you organize them in level like this.


I can't help but notice a solid campaign of levels 1 to 14.
Just like B/X D&D.


With some tweaks, mostly to the monsters and alignment, you could have a solid set of adventures for the B/X line of D&D.  Sure they are a bit tough and have some out-there elements, but nothing that B/X couldn't deal with with the right DM.

I have not tried this yet.  I have played these adventures using D&D 5th edition, but I can't see why it would not work.


Plus the boxes look nice together.
Isn't this how we all played back then anyway?  Mixing our AD&D and BD&D all the time.  I think I first went through the A-Series using the Expert set anyway.

Thursday, May 9, 2019

Mail Call: Bloat Games

Quick one today.  Yesterday I got a nice package in the mail.






Vigilante City is here! 
These books are much larger than I expected and I rather like them.
The print versions look fantastic and I can't wait to play around with them some more.

As soon as I can I'll need to devote a week or so to this game. Reviews, characters, and some ideas.
Printing a bunch of sheets now.


Tuesday, April 9, 2019

Review: Blackest of Deaths Ashcan Version & Kickstarter

Bloat Games has been putting out some quality games for a little bit now and they are certainly the new "It" company in the Old-School scene right now.  Their newest Kickstarter is now up, The Blackest of Deaths - A Dire Old School Fantasy RPG and I have been given access to the "Ashcan" copy of the rules.   Let's have a look and see what this Kickstarter is all about!

There is The Blackest of Deaths - Dire Old School Fantasy RPG - KS Sneak Peek on DriveThru now. It is free so have a look.

The Rules
We are greeted on the very first page with a "Caution" and "YOUR CHARACTERS WILL DIE."  I think that sets the tone for the game quite well.  The aesthetic reminds me of Dungeon Crawl Classics mixed with HackMaster to be honest.   Not my usual vibe, but I like what I am reading so far.
My favorite is the line "yes, this is the type of game your grandparent’s preachers warned them about in the 70s & 80s!"  Ok then!

We start out with what are the two big "rules" of the game;
1. "Rulings vs Rules", there is no rule for everything in that can happen in the game.  The GM is in charge and will make up what they need to make up to keep the game going.
2. The Core Mechanic.  Roll a d20 and d6 at the same time.  If the d6 comes up 1 you get a Hinderance. If it comes up as a 6 then you get a Benefit.  2, 3, 4, or 5 are ignored.  There are also Advantage and Disadvantage rules.

The character Attributes are the same, but instead of a range of 3-18 you just have your pluses or minuses.  Max is 3, the lowest is -2.  You start with 10 hp +/- your Con score.  The only way to get more is via magic!  There is no leveling up! This is you.
To offset this all characters have some Luck points.
Armor and Dex scores don't add to "AC" but reduce damage given.

There are four races, elf, dwarf, goblin and human.  Races can raise or lower your scores.
There are six classes, Assassin, Barbarian, Monster Slayer, Necromancer, Ranger, and Street Rat.
They work as you expect, each one with a specialized purpose.  Monster Slayer has a unique talent for killing a particular monster you choose for example.
There are a limited number of spells (no levels) and most deal with combat.
Equipment and weapons finish off the Player's Section.

The GM's section is the other half of the book.
We go over the basic rules again and discuss some difficulty checks.  This is where the game's "New School" roots show from under their "Old School" dye job!   But in truth, it all works great.

There is a good sized monster section with the monsters in a very distilled format.  Just the essentials.
All the favorites are here and it is easy to see why and how these monsters will mow through most characters.

There is also a good-sized section on treasure and magic items.

The game is fast to pick up and lethal.  It is close to an OSR "Beer and Pretzel" game to be honest.  Great for a single night or weekend or even as a side-quest with a "Magnificent Seven" style adventure.

The Kickstarter
Well, one thing you know.  The rule book is finished and ready to go, it's now all about those stretch goals.  And there is a good set of those!
https://www.kickstarter.com/projects/ericfrombloatgames/the-blackest-of-deaths-a-dire-old-school-fantasy-r?ref=theotherside

As of this writing, the game is funded (in the first 2 hours!) and they are at the first stretch goal of 20 more monsters.  There are plenty more where that came from too.

Really looking forward to seeing what this game does.

Monday, March 25, 2019

Monstrous Mondays: Lady Midday

One of my favorite games is Leagues of Adventure along with the Leagues of Gothic Horror setting.   It is a Ubiquity power game and it gives me the same feeling I get from Cinematic Unisystem.  So I was quite pleased to see three more books are coming out for it;  Guides to Faeries, Hags, and Walking Dead.

I'll post more about this later in the week, but today I wanted to update a monster I have used in the past, but have not featured here before.  Since I am on a Basic-era kick, let's do stats for Basic D&D (esp. as presented by Blumeholme and B/X Essentials) and Ubiquity.

Poludnitsa, Lady Midday


The Poludnitsa or Poludnica, also known as Lady Miday, is a relative of the more common Hag races. She is a creature of faerie (like all hags).  Unlike the more common hags, Lady Midday is very beautiful, unearthly so, and is only encountered on midday on hot summer days (thus her name). She appears as a very tall, beautiful pale woman with long white hair wearing a long white dress. Though it is said her true form is that a sundried corpse.

She will often appear in the middle of fields of wheat, barley or rye carrying a large set of antique looking shears or a scythe.  She will stop to ask anyone working in the field a question. If they fail to answer to it or answer incorrectly she will cut off their heads with the shears.
She is also known to kidnap girls under the age of 12 to take them back to her lair where she teaches them witchcraft if she doesn't eat them first.
Those she doesn't kill she can curse with madness or the "Heat Sickness".  Those that are not treated will die.

Poludnitsa lives in vast underground complexes, filled with ovens and roaring fires. Her captured slaves fulfill her wishes, roasting sheep and baking bread for her, all day long. Poludnitsa exits her underground lair only during sunlight hours. She usually perches in the immediate vicinity of her lair, waiting for unwary travelers to pass.

She is not commonly encountered, but parents of children commonly warn about her. Any child that wanders off, especially into fields of rye, run the risk of being captured by Poludnitsa. Parents will often warn “Don’t go to the rye, Poludnitsa will eat you!” or “Poludnitsa will burn you up!”

It is unknown if she is a unique creature or if there are many such creatures, but very, very rare.

Poludnica’s Sheep
The sheep Poludnitsa keeps are anything but ordinary. Each is a Large sized monstrosity, with wool the color of fresh blood.

Poludnitsa Basic-era stats
AC: 5
HD: 6d8 + 12hp
Move: 30'
Attacks: 1 weapon + Heat Madness
Damage: 1d8* (beheading on a natural 20) + Special
Alignment: CE
Treasure: none
XP:  1,280
Abilities: Strength +1, Intelligence +1, Charisma +2

Poludnitsa can only appear during the hour before and the hour after midday.  During the Sumer Solstice though she can appear during all hours of daylight. 
She may only attack those that refuse her questions or answer them incorrectly.  Once that has happened she will attack with her shears or scythe.  They are treated as "vorpal" weapons in her hands (treated as normal weapons in anyone else's).

Once per day, usually at the height of noon or moment of greatest temperature, she can curse one humanoid creature with heat madness.  They must make a saving throw vs. Death or be strickened.  A successful save means the creature is dazed and cannot attack for two round.  If the save is failed then the victim suffers the full effect of the heat madness. They are treated as if they had a combination of Slow and Feeblemind spells cast on them. Failing the first save means they will need to make another Death save in one full day or die.  Failing the first save and making the second means the victim is bedridden for four (4) days, minus their Con adjustment.  A Bless, Heal or Remove Curse spell will remove the heat madness.

Poludnitsa is immune to all heat and fire based attacks. She takes double damage from any cold-based attack.

A witch or cleric can "turn" (but not destroy) Poludnitsa as a Vampire if they present a Moonstone.

Poludnitsa Ubiquity Stats
Patron 1
Archetype: Hag
Motivation: Survival
Style: 1
Primary Attributes:
Body 3, Dexterity 3, Strength 3, Charisma 2, Intelligence 2, Willpower 3

Secondary Attributes:
Size 0, Move 6, Perception 4 (8), Initiative 4, Defense 6, Stun 3, Health 8, Horror n/a (human form) or 4 (corpse visage form)

Skills: Athletics 5, Brawl 5 (Grapple 6), Intimidation 8, Stealth 5 (Hiding 6)
Talents: Fearsome 2 (Can temporarily frighten foes)
Resources: None
Powers: Madness, Immune to Fire and Heat based attacks.
Weaknesses: Cold vulnerability (She takes x2 damage from any cold-based attack.)
Flaws: Thirst for Flesh (+1 Style point when its unholy appetite reveals its true nature)
Weapons: Shears 7L


Wednesday, March 13, 2019

Isaina Lyd’ar for The Witch for Swords & Wizardry White Box

I don't think it is hubris to say I know my witches.

My first knowledge of Thomas Denmark was when I picked up a copy of the absolutely fantastic d20 book "Way of the Witch" by Citizen Games.  His work is featured throughout the book and on the cover. For me, it really helped define the feel of that book and the classes involved.


Since then I have worked with nearly all the authors of that book and Christina Stiles and Megan Robertson joined me on the Strange Brew d20/Pathfinder project which we all felt was the spiritual successor to Way of the Witch.   Sadly Citizen Games was a casualty of the d20 bust.
The text lives on in Strange Brew and the art lives on with Thomas Denmark.

So it was not a big surprise, but a pleasant one all the same, when I saw the art for Isaina Lyd’ar in Beasties II.    In fact, I have seen it before.


I was very, very pleased that Thomas could use his art again in his own products.  It is too good to let lie forgotten in an out of print book.

It is only fitting then that his "magic-user" should really be a witch in the proper sense.  She is 100% Open OGC in Beasties and my The Witch for Swords & Wizardry White Box is as well, so it is a perfect match in my mind.

Isaina Lyd’ar
Human Female
4th level Witch, White Witch Tradition
(or perhaps Sinderan Tradition)

Strength: 11
Dexterity: 13 (+1)
Constitution: 12
Intelligence: 14
Wisdom: 14
Charisma: 18 (+3)

HP: 12
Alignment: Neutral Good
AC: 7 [12] (Leather Armor)
Saves Base: 12
THAC0: 18 [THAC20: 19]

Equipment: girdle of stealth, this confers near invisibility for 3d6 turns. It takes half a day to recharge.

Occult Powers
Familiar: Visions* (instead of a familiar Isaina gets dreams that instruct her on what spells she needs.)
Herbal Healing

Spells 
Cantrips (6): Arcane Mark, Dancing Lights, Knot, Lift, Mend, Object Reading,
First (2): Locate Animal or Plant, Protection from Evil
Second (2): Extra-Sensory Perception, Sleep

Description From Beasties 2:
Isaina has always been an outsider. She would rather talk to animals than humans. When she does make friends she is incredibly loyal and close. She always thinks about how her actions can lead to the greater good, and she believes it is each individuals responsibility to bring more happiness into the world and reduce suffering.

She often has visions and haunting dreams of a coming disaster. She is driven to prevent these from really happening.

She is a bit too enamored with ale, wine, and intoxicants and is occasionally willing to try out new experiences.
Section 15:
The White Witch for Swords & Wizardry White Box. Copyright © 2018, Timothy S. Brannan, Other Side Publishing
Beasties 2, Copyright 2019, Night Owl Workshop

Now that is a cool character.  Can't wait to use her in a game.

Monday, March 11, 2019

Monstrous Monday: Beasties II from Night Owl Workshop

Now I have gone on the record, many, many times, talking about how much I love monster books. My first glimpse into D&D was way back in 1978-79 when I first saw and read the Monster Manual.  Very few books have come close to that feeling of unlimited potential.  So when a new monster book comes out, I have to take a look and usually grab it.

Beasties II from Night Owl Workshop has something of a pedigree in my mind.  The art and text are from none other than Thomas Denmark.  He is responsible for some of my favorite art during the d20 boom, in particular, Citizen Games' "Way of the Witch".   Plus I LOVED Beasties I so grabbing this was a no brainer for me.

Beasties II is a digest-sized book. 90 pages with black & white art. According to the sales text on DriveThru the book contains:
27 Monsters
8 NPC's
40 Drawings
1 Map
Article on Goblinology

The book follows the same format as Beasties I. Like the first Beasties it certainly punches above its weight class in terms of monsters and content.  All the text and art is by Denmark himself. 

The book is designed for "Original Fantasy Rules" but plenty of conversion notes are given for OSRIC and Basic Fantasy.  There are also some conversion notes for Nite Owl Workshop's other games Colonial Troopers, GuardiansWarriors of the Red PlanetRaiders of the Lost Artifacts and Freebooters.

The definition of "monster" is certainly very old-school too, with some traps, "minor monsters", and NPCs included for good measure. 

But the REAL reason to get this book is goblins.  There are several goblin hybrids; Blorc, Bugbearzerker, Gnomblin, Hoblin, Hoblin (Cruel), Koblin, Zoblin and a whole article on Goblinology or the Ecology of the Goblin.  Frankly, the book is worth it for all of this alone. 
Seriously. If you like goblins then grab this now.

There are also some undead and some really fun fiends.  The Drumph gets a full publication so that is now.  A new aquatic humanoid race is introduced, the Shahatha.  I rather like them to be honest and will be porting them over to my 5e game.

The NPCs are also a lot of fun.  One, Isaina Lyd’ar, reminds me of the work he did for Way of the Witch.  So much so I might convert to a White Box Witch.   She looks like she would be fun to play. Maybe she is a Sinderan Witch tradition.



So a lot of great content for $4.  Plus the entire work is released as "Open" under the OGL so that is a nice touch.

Bookmarks in the PDF would have been nice as well as a PDF clickable table of contents, but that is a minor thing really.

If you love monsters get this book.
If you love goblins you REALLY need to get this book.

Thursday, March 7, 2019

Maximum Mayhem Mail!

Got home last night to a mail call from Mark Taormino.  This is always a good time.



The box came with his new adventure module #5 Palace of the Dragon's Princess and some dice in a bag.  The dice are actually quite nice.


The box is nice an sturdy.


It holds all five of the Maximum Mayhem adventures and the monster book, Monsters of Mayhem #1.  It will also hold a bunch of his characters sheets once I print them out on goldenrod paper and all the extra perks that came with the adventures (posters, 3D art).


There is also enough room in the box for a rule set.  While the monsters and adventures are overtly "Advanced" in design (OSRIC, Advanced Labyrinth Lord), the maximum level for the adventures is 14 and that screams B/X to me.   I'll have to find the right OSR rules that fits the feeling of these.

You can still get a box while supplies last directly from Dark Wizard.
The adventure modules, monster book, and character sheets can be found at DriveThruRPG/RPGNow.


I should spend some time and go through all of these in detail. Maybe look over different games to run them under.

Monday, March 4, 2019

Monstrous Monday: Snakes. Why did it have to be Snakes?

A little something different today for MM.  I want to talk about snake people.


Snake people, serpent folk, Ophidians, Yuan-ti whatever you want to call them they have been a staple of fiction and D&D since ... well likely forever.

They were common enough in the pages in the Conan that even as a casual reader of the pulps I had heard about them.  They have had a prominent focus in AD&D with the Yuan-ti; so much so that there are one of the very, very few monsters that are IP and Closed to the OGL.
So yeah, they come with some history.

I think it is also that snakes seem so loathsome to humans.  There is just something "evil" about them in our collective subconscious.   That makes them a great old-school threat.

Review: Serpentine - Oldskull Serpent Folk

Serpentine - Oldskull Serpent Folk from Oldskull, aka Kent David Kelly is a nice RPG for adding and using Serpent Folk, known as Serpentine here, in any old-school like game. The book is 41 pages with cover and OGL statement. Everything is 100% open minus the usual trade dress and some names.  The book is full color, but mostly public domain black and white art.
The purpose of this book is to bring together various mythos and stories together to present a cohesive whole narrative of a primordial race of serpent people.  In this respect, it works rather well.
History and Pre-History of the Serpent Folk. Drawing on the works of Dunsany, Lovecraft, Howard, and Smith Kelley weaves a history (or Hisssstory!) that combines the Hyborian Mythos and the Cthulhu Mythos, with other myths of the world added for good measure.  While overtly for the Oldskull world it can be added and modified as any game master needs.  One of the reasons it works so well here is that Kelley draws on some primordial myths and legends.  The same that influenced the authors of the stories being used.   Quotes from those authors are found throughout this book.
Up next we get a Serpent Folk Truename Generator.  A useful tool to help you name all those NPCs (or even PCs) you plan on using.  This is followed by Description or what your serpent folk looks like.  A section on Ability Minimums, Maximums and Modifiers is next. After that are sections on Behavior, XP modifiers, and views on Alignment.
There is a list of serpent folk deities from other myths.  It is a good list, but I have a few issues with some of the gods on it; for example Brigid. But the vast majority I see why they are there.  Mostly Serpent Folk are going to worship Yig and/or Tsathogga, though Set is a close runner up.
We get into a section now on Class Options for Serpent Folk. Most are going to fall into the various fighter classes and thief-related classes.  Also presented here is the new Soul Slaver class, which combines Cleric, Shaman, and Necromancer all in one serpent-related class.  It's a good class and it adds a lot of flavor to the Serpent Folk.  I might tweak it to be less Necromancer and more Shaman myself, but that is only personal bias, not a shortcoming of the class.  Basically, the class draws on the souls of the deceased to perform magical feats. There are spell lists, mostly from the classical B/X and Advanced sources.    They advance as Magic-Users, but have their own spell progression and, in a nice old-school touch, level titles.
There is also a section on Racial Powers serpent folk get and what kinds of snakes they are likely to summon.  This also included specail attacks and special limitations.
There is a nice section on how Serpent folk get along with Dragons (spoiler, they don't) that really sealed the deal for me.  I have been using various serpent-like races (Yuan-ti, Naga) as the ancient ancestral enemies of the Dragonfolk (Dragonborn) for years.
We end with a recomended reading list.
So for just $3 and a little over 40 pages this book packs a lot in.  There are so many cool ideas it is hard to figure out where I want to start with it.  I think that since Kelley tapped into some primal myths here that all gamers have an idea of these creatures, he just put it down in writing for us.

PWWO: Serpentine in Other Old-School Games

Astonishing Swordsmen & Sorcerers of Hyperborea has been my obsession over the last few weeks. Given the background of both AS&SH and Serpentine, it should really be no surprise then that I see the two of them working quite well together.  With the addition of Serpentine you can really "punch up" the stats for Sanke People in AS&SH. Already an interesting monster, now with this addition Snake People go from "just another monster" in the Bestiary section to potential Big Bad material.  Growing cult activity? Serpent People. More dinosaur sightings? Serpent People.  Increased slave trade? Yup. Serpent People.   Plus AS&SH and Oldskull Serpentine draw from exactly the same sources. They just rearrange things in a different order.  Both books feature Yig and owners of one book should find it to be of positive use when used with the other book.

Serpentine features the often used Clark Ashton Smith god, Tsathoggua.  Here he is considered to be a god of the Serpent People. AS&SH has the god Xathoqqua, which is the same god.  There are some differences in how they are portrayed in each book, but gods are supposed to be mutable.  Of course, the best source for Tsathogga (yet another spelling) is from the Frog Gods themselves in their Tome of Horror Complete.  Here he is presented as a demon, but that is perfect for me really. The same book (and the Tome of Horrors 4) have the Inphidians, which are their versions of the Yuan-ti, save Open for the OGL. Speaking of the Frog Gods, in their Monstrosities book feature Ophidians, a name I have also used in the past, as snake men.

The OSR games Blueholme and Adventurer Conqueror King System both have rules within their systems to allow Serpentine player characters. All you need really is the Serpentine book.


Union of the Snake: The Second Campaign

The heroes of the Second Campaign, my D&D 5e nod to old-school gaming, have already had their first encounter with the Yuan-ti.  They have encountered other snake-like creatures and reptiles worshiping snake gods, but everything is about to go into overdrive when they hit their desert-related adventures.

While the campaign is 5e based there is a lot of old-school influences in it.  I plan to take a bunch of the material above, put it in a blender then bury it in a desert for 3,000 years and see what comes up.
For me a lot of it is leading up to the ultimate confrontation with Demogorgon.
Borrowing from Advanced Labyrinth Lord I am using Demogorgon as the cult leader behind the snakes and snake men.  This fits in with my use of the blood apes as one of the three factions the worship Demogorgon; with human cultists and Ophidians/Snake Men/Serpent Folk being the other two.  The campaign will take a solid desert/Egyptian turn here soon.  I just need to figure out the Set-Apep-Yig-Demogorgon connection.

Of course, there will be creepy ass snake-men and cultists. All part of the alchemy of my past. Yes. My influeces for this are an forgotten Dirk Benedict horror movie and Duran Duran.  My game, my weird ass childhood.