Showing posts sorted by date for query Maryah. Sort by relevance Show all posts
Showing posts sorted by date for query Maryah. Sort by relevance Show all posts

Wednesday, January 21, 2026

Character Creation Challenge: Day 21, Aviva Aamadu

 Today's character is another child of my two OSE characters, Asabalom and Maryah. Aviva is the oldest and named after a witch they both knew. Aviva's current quest is to find the witch she was named after. The first Aviva is bit of a legend in my games, more "cautionary tale" than actual character. She was another "good witch" who slipped into demonology and diabolical magic. In truth she only exsists as a name in a history I wrote about the Warduchess. This Aviva is good, and she is seeking out the other Aviva to discover what went wrong. She has been travelling the world ever since.

<a href="https://www.vecteezy.com/free-photos/woman">Woman Stock photos by Vecteezy</a>
Woman Stock photos by Adam Zubek-Nizol - Vecteezy

She began life as the daughter of a druid (Asabalom) and a ranger (Maryah), and her magic is very much "Green Witch"-style, but as she progressed, she became more distinct from both a Green Witch and Pagan witchcraft. 

Looking for her namesake has taken a while. Mostly because I am not 100% sure who the first Aviva actually is myself! But until then, this Aviva will keep looking for her.

Aviva Aamadu
Aviva Aamadu

21st level Human Witch, Neutral Good

Secondary Skill: Herbalist

S: 10
I: 15
W: 17
D: 12
C: 12
Ch: 17

Paralysis/Poison: 5
Petrify/Polymorph: 5
Rod, Staff, or Wand: 6
Breath Weapon: 8
Spells: 7

AC: 6 (leather armor +3)
HP: 46
THAC0: 12

Weapon
Dagger +3 1d4/1d3

Familiar: Hawk "N'dege"

Occult Powers
1st level: Familiar
7th level: Speak to Plants & Animals
13th level: Pass without Trace
19th level: Immunity of the Fae

Spells
Cantrips: Spark, Chill, Mend
First level: Call Spirits of the Land, Cure Light Wounds, Glamour, Elf Arrow, Message, Sharp Ear, Witch's Watchman, Night Vision
Second level: Animal Messenger, Chameleon, Aqualung, Clear Eyes, Fumble, Raven Spy, Ward of Harm, Evil Eye
Third level: Fly, Hold Person, Ash Storm, Dance of Frog, Nondetection, Spit Venom
Fourth level: Confusion, Charm Monster, Dispel Magic, Moonstruck, Witch Laugh
Fifth level:  Hold Monster, Witch Jar, Call the Swarm, Teleport
Sixth level: Eye Bite, Horror, Claws of the Eldest Crone, Wall of Thorns
Seventh level: Breath of the Goddess, Dreadful Sleep, Creeping Doom
Eighth level: Frightful Aspect, Storm of Vengenance, Storm Bolts

Theme Song: Edge of Midnight (it's a younger witch singing a song with an older witch, like my two Avivas.)

I love the ideas of both of my Avivas and want to do more with them. I just need to figure out who the older Aviva was and what her importance was to Asabalom and Maryah. Enough to name their oldest child after her. AND what happened to the first Aviva?

This Aviva is (unknown to her) on the same journey that Phygor was on in my deep history. So right now, she is in line to become one of my more powerful witches. Not intentionally, but her own personal journey is taking her there all the same. For this I have been taking powers and spells for her from all my books.

Honestly. I find that more interesting than how many orcs she has killed or dungeons she has explored.

Character Creation Challenge


Friday, August 8, 2025

Fantasy Fridays Review: Forgotten Realms Campaign Setting Revised

Forgotten Realms Campaign Setting Revised
We are in the AD&D 2nd ed era for sure now, and today I am planning on finally tackling the boxed set that launched a 1000 campaigns or more. The AD&D 2nd Edition Forgotten Realms Campaign Setting Revised.  I purchased mine relatively recently to be honest. Well. More recent than 1993. This is the second Forgotten Realms Campaign setting boxed set. The first, of course, was the famous "Gray box" for AD&D 1st Edition.  It was an instant classic, but I think many of my readers will agree that it was AD&D 2nd Edition where the Realms really grew in popularity. Even me, stuck in my lonely little corner of Ravenloft knew how important the Realms was. Forget that, all you had to do was be online in the early 90s when the Internet was still a wild and untamed place to know of the Realms' popularity. 

I will be honest. Of all the Realms products out there, this one feels like the hardest to review properly. But I will carry on. 

Forgotten Realms Campaign Setting Revised

1993. by Ed Greenwood, Jeff Grubb, and Don Bingle. Art Clyde Caldwell (book covers), Fred Fields (box cover), Interior art by  George Barr, Dennis Beauvais, Tim Conrad, James Crabtree, Eric Hotz, Robin Raab, Uttam, and Valerie Valusek.

NOTE: For this review I am considering both my original* boxed set and the PDFs** from DriveThruRPG.

Ok, there is a note on my note. First, I got my boxed set in a game auction. So I know for a fact there is extra material in my box. I have a second set of maps that look different from the other set. I am not entirely sure which set belongs. This is the problem when buying collections, going to auctions, and inheriting other collections. There is a lot more in this box. SO, I bought the PDFs for this review. I figure I might as well (I didn't have them) AND the PDF version has a different cover. Now I had that boxed set for a bit, but it was beat to all hell. I didn't know which one came first. So I kept the best looking box and best books. Likely, that is why I have extra stuff. 

I learned that the "gold" cover box that had the same art as the 1st Edition set was the first, and the one I have was the second printing/version. Either way, the interior contents are the same.

Except mine that is. Mine is special. ;)

Forgotten Realms Campaign Setting Revised

Ok, all that aside, let's jump into this bit of D&D history. The box set has three soft-cover books that I'll take in turn.

A Grand Tour of the Realms
A Grand Tour of the Realms

This 128-page softcover book is the player-facing book for this set.

I think the biggest surprise for me was that this is where (at least for me) the Relams absorbed the campaign settings of Kara-Tur (previously part of Greyhawk at least in practice), Maztica, and Zakhara. Now of all these Zakhara was the most interesting to me and I flirted with buying the campaign setting a few times in the early 90s. But I was still an undergrad and there was always another Ravenloft book. Each setting gets a little overview here.

Likewise, the various peoples of the Realms are mentioned. Humans predominate, but dragons, dwaves, elves, goblins, gnomes, and more also get a mention here. The standard D&D species/races are here. Indeed, here is where many learned of these races for the first time in conjunction with AD&D 2nd edition rules. 

Up next, the standard classes are covered here. It's 2nd edition now, so Bards are not relegated to the back of the book. I would argue that is was 2nd Ed Realms where Bards got their proper due. 

Our next large section is all about Faerûn. This is the continent that people think of as synonymous with "the Forgotten Realms." The larger sections of the continent are covered briefly here. This is helpful for me since I never really know what people mean when they say "The North" for example. The map following this is even better. The large poster maps are great, but unwieldly to be honest. 

Some print is given over to the months and years, which I love. In the two Realms campaigns going on here in my house (my "Into the Forgotten Realms" and my oldest kid's "It's Always Sunny in Waterdeep") I have gotten fairly used to thinking of times in Dale Reckoning.  The current year for this set is 1368 DR.

Languages are next. It is really fun to see the Dethek writing here after seeing it the Baldur's Gate 3 video game. 

Up next are more detailed descriptions of various locales. The Dales and the Elven Courts, Cormyr, Sembia, The Moonsea, The Vast, The Dragon Coast, The Western Heartlands (including the Sword Coast), Waterdeep, and beyond (Evermeet, Moonshaes, etc.). Each gets a few pages to discuss important sites and people. There are adventure seeds galore.

There is a lot here, but not a lot of details on any one thing. This is actually good in my mind. It gives me room to work (I know... remarkably naïve on my part), but it did give some ideas for the next adventure I am going to run. 

The back cover has a list of the Forgotten Realms Adventure Backlist with prices up to that point. Still impressive by 1993, to be honest. I know I am missing a lot of these, but my Forgotten Realms buying is limited (on purpose) to what I can find via my local game auctions or Half-Price Books or other used sources.

Running the Realms
Running the Realms

This is our DM's book. It's 64 pages and features one of my favorite Clyde Caldwell pieces ever. I have a signed print in my game room. An aside. There is something about the size of the TSR-era 64 page books. Hits my nostalgia for the BX books.

Here we get a good and proper introduction to the Realms. The voices of Jeff Grubb and Ed Greenwood ring out loud here in their respective introductions. And we learn this is the 3rd Age of the Realms. 

We start the book proper with a Campaigns for New Players. I am neither a new player nor unfamiliar with the Realms, but I found this to be a good read with some great advice. Some of this reads very similar to the 1st Edition Gray box. This falls under the "if it's not broke, don't fix it" rule. 

Wild Magic and Dead Magic zones are discussed. I am not sure how much I would have used these back then, but I am going to make an effort to use them more now. 

There is a great timeline from -2637 DR to 1368 DR. I am still in 1357 DR in my games.

After this, some News of Realms covering recent local events follows. It reads like a set of newspaper articles. 

There is a section on the Secret Power Groups. The Harpers, the Cult of the Dragon, and the like. I have learned to use these sparingly. The Cult of the Dragon can be huge and my players would want to hunt it down and take them out for good. And the Harpers can swoop in and steal all the glory. Now other groups like the Red Wizards and Zhentarim are still great to use. Likewise, there is a roster of Select NPCs. The usual suspects are here. Again, this is a season to use sparingly. BUT it is nice to have these here. It is also nice to have a picture and pronunciation guide for some of these names. Because seriously Ed? What the hell?

There is a section on Gods that is good, but will see expanded in the next few years. Gods are ever changing bunch in the realms. The names stay roughly the same, but powers and portfolios can vary. It is always fun to read these starting with Ed's Down to Earth Divinity from Dragon Magazine. 

There is some "player" information here, but I feel the idea here is that DM will parse that out as they feel necessary. 

The back cover has Forgotten Realms novels published to date.

The Fogotten Realms novels are like cheeseburgers. Some are great and really fill you up. Others are the fast food variety; great when that is what you want and often cheap and easy to get. Others are sliders. They seemed like a good idea at the time, but when you are done you are questioning your choices. Now I have not read a lot of these to be fair, and really I should not judge; I read all the Ravenloft novels.

Shadowdale
Shadowdale

This 96-page softcover book is part location guide, part base of operations, and part adventure. 

Reading through this now I am reminded of how important the Dalelands used to be in the Forgotten Realms. It was *the* place to adventure back then. Back then I wasn't sure if it was from the novels or that's where Elminster had set up shop. I think now it must have been largely due to this book. I could be wrong, it's hard to judge cultural phenomena (and that is what is was in online D&D discourse) 30+ years later.

But, I am not here to judge this on past or perceived merits of the past. I am looking at the text in front of me. 

This book is broken up into sections detailing the history of Shadowdale and the lands including the farm lands around it (aside: growing up in the Midwest I don't think enough people understand how important farms were/are and how much land they can take up. Thankfully most of the AD&D guys are of the same background as I am.)

We also delve into the Village of Shadowdale, places of interest, and the temples. These include, respectively, Elminster's Tower (which should be a tourist location by now) and the Temple of Mystra.

About half this book is given over to the adventure "Beneath the Twisted Tower." Which was briefly profiled in places of interest. It is an adventure for parties of 1st to 3rd level and set after the Time of Troubles. The tone shifts here and I wonder if this was the contribution of Don Bingle.  To continue my BX D&D association, this would be the Caves of Chaos to Shadowdale's Keep on the Borderlands.

This book has the most "new" information to me. There is a huge underground cave system here with a lot of potential. The best part is that it gives new players a solid taste of what is in the realms. It's like a charcuterie board of Realms favorites, served in easy-to-eat sizes. The areas of Wild and Dead magics are also clearly marked, so that is fun. I gotta remember to use those more when the time is right.

Another Aside: I need to look into how and why Wild and Dead magic began here. Was it a side-effect of the Time of Troubles or did it happen before? I thought it was a side effect, but maybe I am wrong.

The adventure looks fun, but reading it is not playing it. If my party gets to the Dales I might give it a try. The one thing I don't lack is low-level adventures in the Realms. 

The book ends with a comprehensive Index of all three books. It is easy then to see what entries get coverage in which books, sometimes multiple coverage. 

Other Materials

Forgotten Realms Box Contents

Forgotten Realms Box Contents

I mentioned before that my boxed set seems to have materials from other sets and I have not identified which is which. 

There are the four large poster maps of Faerûn (I have two different sets), and the clear hex maps to place over them. This was a great idea. While I loved the maps from the D&D Basic and Expert sets, they always looked like they were drawn to fit the hexes. These are maps and the hexes come later. 

There are full color card-stock inserts of various symbols, sigils, and signs from the Realms which is great to show players what they are looking at.

And much to my pleasure AD&D 2nd Ed Monstrous Compendium inserts. My Forgotten Realms MC binder is getting quite full now.

Forgotten Realms Monstrous Compendium

DriveThruRPG PDFs

The PDF/Zip file from DriveThruRPG has all three books plus the Monstrous Compendium pages in one large, 312 pages, file.

The text is sharp and the tables of contents are hyperlinked. The index in not. The images are bit dark, but not so much so that they are hard to make out. I should note that some of the images are also dark in my boxed set, so that could just be how they came out in the color to black-and-white conversions.

I did print out the Monstrous Compendium pages so I could keep the originals in the box set intact and for better alphabetical sorting.

The zip file contains JPGs of all the inserts, including the acetate hex map overlays (why??), front and back of all the cards (which is good, now I don't have to cut up the ones in my boxes), the maps, and the poster that came with it. Wait a minute! My boxed set doesn't have the poster!!

Conclusion

This set is not exactly what I imagined it would be. Well, let me clarify that. This set is not what 1993 me thought it would be. It is actually better.

This box is bigger than the 1st Edition Realms boxed set. Plus the white background and 1990s trade dress make it a lot easier to read than the 1st Edition one. 

Many of the differences in terms of rules come from the shift from AD&D 1 to AD&D 2. For example Barbarians and Cavaliers are gone, Bards, Specialty Wizards and Priests are in. Speaking of which, it was in the Realms where the Priests of specific gods really shone and took full advantage of the new AD&D 2nd rules. When I get to the Faith's & Avatar series I am going to focus on this. Likewise we see in-world application of the Specialty Wizards in the Red Wizards of Thay. Yes, the Known World of Mystara also did this in the 1980s with the Schools of Magic in Glantri, but that was adding on to the rules; this was the existing rules being made manifest in the world. 

Honestly. This is one of the reasons why I associate AD&D 2nd Edition and Realms so closely with each other. The world informed the rules, the rules shaped the world.

Updates on Sinéad in the Realms

In my Realms game I have been using my character Sinéad to help view the Realms as someone learning about the world the same way I was.  One of the other reasons from the delay in getting to this product is that Sinéad and Co. have not yet caught up!

3D print and Character sheets of Sinéad
Primed 3D print and Character sheets of Sinéad

Well, for starters, Sinéad is a proper single-class Bard now. It was really 2nd Edition I had in mind for her since Bards were now a regular class. Also, I imagined she was some sort of wild-magic user, which is something I'll also explore.

Her partner in crime, Nida (who is important for some Ravenloft stuff later on) is still with her. These were my two main characters in this and my thoughts were always of 2nd Edition for them. Over the years, Sinéad has gone from a witch to a wild magic user.

What about the others?

Other 1st Edition Characters

Ok, so there some things I need to consider.

First off is Jaromir. He is a barbarian and those don't exist anymore in 2nd Ed. Well, unless I pull out the Complete Fighters Book.  Rhiannon (and I realize I am breaking my own rules here, this is my THIRD Rhiannon.) is a Dragon #114 witch.  While I could convert her to use the Witch kit in Complete Wizards Book. I might hold her off till I cover Spellbound. In fact that is a good idea.  Ok. Rhiannon and Jaromir have returned home to Rashemen. 

Argyle was a Dwarf from Mystara who got trapped here in Faerûn. He is a dwarf with no clan, family or a home. So...maybe he finds some dwarves to live with. I don't know. I am going to assume he is retired now.  I know that Druid and Ranger couple Asabalom and Maryah, eventually come to call a wetlands area their home where they protect it. I was hoping to get some more gaming in with them as NPCs so I could figure out what they were all about. I have an adventure they appear in later on to help the PCs, I just wanted to figure out how they got there. Lastly there was the young elf turned werewolf Arnell Hallowleaf. I know where he is going, but I'm not sure how he'll get there.

So for now, my main NPCs for my "Into the Forgotten Realms" are Sinéad and Nida, that is if the Players can get to the Dalelands for me to use them again. 

To say there is an entire world to explore here is cliché, but it is also the truth. My collection of Realms products is small, comparatively speaking, but it is still larger than I can ever hope to use in my lifetime. 

Wednesday, March 13, 2024

Review: Return to the World of Maximum Mayhem

 I have a slight sidestep today. I have been playing around with something for a bit. You all know I am a fan of Mark Taormino's Maximum Mayhem adventures from Dark Wizard Games. I have been getting his latest in both the 1st Ed and 5th Ed versions, one for me and one for my kids. I have also mentioned that while they are designed overtly for "First Edition Rules" or what I call "The Advanced Era" the adventures top off at the 14th level, making them compatible "in spirit" with my beloved B/X rules.

The obvious solution to this was to run some sort of mutant B/X-Advanced hybrid. The ruleset that won out was Old School Essentials-Advanced Fantasy Edition. While there are some bumps, it is a surprisingly good fit. To be honest, I would love to test out OSE-Advanced vs. 1st Edition vs. OSRIC and see how they all fare with the same sort of character. I have not done this, nor do I think I will. I think that the differences would be so minor as to be unnoticeable in actual play. 

Maximum Mayhem adventures with OSE-AE

But I do have the characters. 

A while back, I introduced a lovely druid couple, Maryah and Asabalom. They were OSE characters from the very start. They have connections to previous characters of mine, but nothing major. I see Asabalom as the grandson (or maybe great-grandson) of my "Beastmaster" character, Absom Sark. Because of this, I am fudging things a little and giving him the ability to wild shape into a wolf at the 4th level. He just doesn't have the control a 7th-level druid does. Right now, he can only shift into a wolf. 

For a variety of reasons that are too minor on their own but added up, these two characters are my natives of Mark's Maximum Mayhem world. One that uses OSE-AE. They are the ones I am taking through these adventures, and their son, Áedán Aamadu, will go through the 5e versions. 

The biggest issue has been finding the time to do these. With his new Kickstarter now live, I figured I needed to get caught up. 

So. I will review these, knowing I really can't go through them anymore. Sorry, Mad Master! I am reviewing these in "campaign order" and not in release order.

Maximum Mayhem Dungeons #0: Village on the Borderlands

by Mark Taormino, 64 pages. For levels 1-3. Art by Justin Davis, Jacob Blackmon, Carlos Castilho, Daniel Commerci, Jeff Dee, Felipe Faria, Mark Lyons, William McAusland, Brian McCranie, Matt Morrow and JE Shields. (How's that for a who's-who among OSR artists?)

Maximum Mayhem Dungeons #0: Village on the Borderlands 1eMaximum Mayhem Dungeons #0: Village on the Borderlands 5e

First Edition PDF (DriveThruRPG). First Edition PDF and Print Dark Wizard Games Store.

Fifth Edition PDF (DriveThruRPG). Fifth Edition PDF and Print Dark Wizard Games Store. 

The first edition has "blue" maps, and the fifth edition has full-color maps.

A lot of us freely mixed Basic D&D and Advanced D&D back in the early 80s. It was not uncommon then to find groups that had gone through B2 Keep on the Borderlands and T1 The Village of Hommlet. Mark knows this, and this adventure is a nod and homage to that experience.  This is also Mark's biggest adventure to date.

While this could have come off as pastiche or, even worse, a bunch of hamfisted clichés, instead it is a nod and even an homage to not just how much fun those old adventures were, but also to the experiences we all had. Don't get me wrong, there is a great a adventure here; but if you were playing the Keep or the Village or Giants series back in the early 1980s then this will hit differently. 

The is best described as "what if the Village of Hommlet was set outside the Cave of Chaos and not the Keep?"  You have a local village in need of help. There are roving bands of ogres and weird fungi and skeletons. Whats a local farmer to do? Easy, call upon some brave, and expendable, adventurers for help. 

There are some hooks for the adventure but for me they are unneeded. THOUGH I will add that the whole Valley of the Moon was a great hook for me. Not just because the name is similar enough to where my characters Maryah and Asabalom were from, but it is nothing if not a nod to one of my earliest crushes, Moon Unit Zappa

We have all sorts of classic monsters, rumor tables, nods to (in)famous NPCs, tarot readings, standing stones, name puns, an inn to meet in, places to buy equipment and weapons. 

The Inn of the Whistling Pig is wonderfully detailed and loaded with all sorts of characters. In fact, while reading, I half expected to see stand-ins for Duchess and Candella

I said, "Caves of Chaos," but there are only a few caves where a lot of the "out of town" action takes place, and that is plenty. The Hill Giant cave is the first. There is also the Forest of Fallen Oaks, the Ruins of Sternholm Keep, and the Caverns of the Wicked Peaks.

A great non-linear adventure where the party can start at the Inn and head out in any direction to find adventure. They can come back, heal up, spend their loot and go back out, OR keep going. That last one is not advisable as everything here has a good reason to see the PCs dead. 

There are hooks here to other Maximum Mayhem adventures, too.

The plot and organization of the first and fifth editions are the same. The Fifth edition version features color maps.  

Maximum Mayhem Dungeons Mini Adventure #1: Shadow of the Necromancer

by Mark Taormino, 16 pages. For levels 1-3. Art by Phred Rawles, Chet Minton, Adam Black, Brian Brinlee, Carlos Castilho, Bradley McDevitt, and Phred Rawles.

Maximum Mayhem Dungeons Mini Adventure #1: Shadow of the Necromancer 1e Maximum Mayhem Dungeons Mini Adventure #1: Shadow of the Necromancer 5e

First Edition PDF (DriveThruRPG). First Edition PDF and Print Dark Wizard Games Store.

Fifth Edition PDF (DriveThruRPG). Fifth Edition PDF and Print Dark Wizard Games Store

The first edition has "blue" maps, and the fifth edition has full-color maps.

This is a mini adventure, and the first one Mark has done. Much like his Vampire Queen adventure I have used a figure called "The Necromancer" in my own games. Get out of my head Mark!!

These are designed to be played in one or two sessions. We managed to get through it in three short sessions. It has a great "Hammer Horror" vibe to it, and honestly, I rather love it.

The adventure comes with a map, in beautiful old-school blue for the 1st ed version and full color for the 5th edition version. The module is 16 pages (one page for title and credits, one page for OGL , and one-page blank).  The adventure is a simple "strange things are going on! The PCs must investigate!" situation. It turns into "stop the minion of the Necromancer from finishing his evil plans." It's tried and true, and it works fine here.  As with many of the Darl Wizard/Maximum Mayhem Dungeons, the adventure is a deadly affair. Not as deadly as the Hanging Coffins of the Vampire Queen, but it is not a walk in the graveyard either. It is a fun romp and really captures the feel of old-school playing. Both versions are great, and I can keep the 1st-ed version for myself and give the 5th-ed version to my kids to run.

Exactly what you want in an adventure. Despite the size and scope Mark gives this one the same love and attention he does to all his larger adventures.

The plot and organization of the first and fifth editions are the same. The Fifth edition version features color maps.  

Maximum Mayhem Dungeons #7: Dread Swamp of the Banshee
Maximum Mayhem Dungeons #7: Dread Swamp of the Banshee

by Mark Taormino and Alan Chamberlain, 48 pages. For levels 4-8. Art by Jacob Blackmon, Brian Brinlee, Ed Lacabanne, Mark Lyons, Brian McCranie, Matthew Ray, and Phil Stone.

First Edition PDF (DriveThruRPG). First Edition PDF and Print Dark Wizard Games Store.

A noblewoman has returned to her family estate and finds it has been taken over by a swamp. Worse, there is an evil banshee stalking the lands. But what is the noblewoman hiding?

This adventure is for characters of 4th to 8th level. But I will say this. 4th and 5th level characters are going to die. This is not a meat-grinder like Hanging Coffins, but it is deadly. There is a mystery here too so, so it is not all fireballs and swordplay. But there is a lot of that too.

Like the adventures of old, there are also new monsters here. Mark always adds a little something like that. I also get the vibe that Mark and Alan were reading a lot of B3 Palace of the Silver Princess. Not for the plot but just the feeling. It works here to be honest. 

In the series, I would run this one after Vault of the Dwarven King and have the characters between the 5th and 8th levels. Not that Vault is easier, just not as deadly as this one. 

Maximum Mayhem Dungeons #6: Moving Maze of the Mad Master
Maximum Mayhem Dungeons #6: Moving Maze of the Mad Master

by Alan Chamberlain, 40 pages. For levels 6-10. Art by Jacob Blackmon, Alan Chamberlain, Ed Lacabanne, Mark Lyons, Brian McCranie, and Phil Stone.

First Edition PDF (DriveThruRPG). First Edition PDF and Print Dark Wizard Games Store.

This one is by Alan Chamberlain, who was also on The Dread Swamp of the Banshee and Vault of the Dwarven King. So the feel is right. In fact, until Mark kickstarted his Maximum Mayhem #8: Funhouse Dungeon of the Puppet Jester, THIS was the funhouse dungeon. 

The premise is simple but very effective. A bunch of metal monsters are attacking small towns and villages, and the PCs decide to help. What we get is an honest-to-Gary, Mad Scientist building all sorts of clockwork and autonomous horrors. To get to him, you need to get through his maze of deadly traps and clockwork terrors. 

If the other adventure is a meat grinder, then this one is a food processor. It's brutal, but of course, the fun is just as great.

You could get this one for the circular maze map and all the stats of the clockwork creatures alone (6) for a total of 11 new monsters. 

It's insane, really.

Maximum Mayhem Dungeons

Maximum Mayhem Dungeons - Nearly complete


I am not sure any character can survive this campaign.

Don't forget Mark has two more of these adventures on Kickstarter nowLegend of Seven Golden Demons & Slime Pits of Sewer Witch both for 1st Edition and 5th Edition rules.

Monday, August 22, 2022

#RPGaDAY2022 Day 22 - Who is your current character?

Johan VI
One thing I never quite understood was the assumption that anyone has just one character at a given time. I have dozens!  I might be playing them all, but they are there.  Here are some of my favorites.

D&D 5e

This is my current 5e character, Johan Werper the VI. He is a cleric/paladin. He is the great-great-great-great-grandson of my first ever D&D character Johan Werper, the Cleric.  Johan the First was followed by Johan the II (Paladin), Johan III (Cavalier), Johan IV (Cleric, Prestige Paladin 3e), Johan V (Paladin, multiclassed feat Cleric, 4e) and to the new generation.

It has been a real joy to have a multi-generational arc for my characters and great to play with this concept of the Lawful Good paladin across all generations of the D&D game.  Each has given me something slightly different and all have been a blast to play.

Some of my other characters for 5e that jump between PCs and NPCs are Tayrn Nix,  Half-elf Warlock (Fey Pact), Celeste Holmes, Human Wizard (Sage), Cassandra Killian, Human Sorcerer (Divne Soul), Jassic Winterhaven, Gnome Bard (College of Lore), Sasha, Cleric (Knowledge Domain), and Áedán Aamadu, Human Druid (Circle of the Land).

Old School Essentials

Some of my OSE include the druid couple Asabalom and Maryah and my Pagans Lars and Siân.  

AD&D 2nd Edition

I have two I have been working with. I was just telling my oldest last night I need to pull them out again and do more with them.  Both are AD&D 2nd Ed interpretations of a Witch, Goodwife Sinéad (Witch Kit) and Nida (witch of Hala/Witch of Rashemen kit)

DragonQuest

My character for this game is still Phygor

--

Of course, I do have to mention my iconic witch Larina, who gets stated up in every game I play.

Larina by Djinn



RPGaDAY2022


Saturday, January 9, 2021

Character Creation Challenge: Dungeons & Dragons, 5th Edition

We now come to what be the most popular version of D&D ever published in terms of units sold and public discussion.  While the debate can be held on the relative popularity of 1st ed vs. 5th ed one thing is certain that 5e has outsold all other versions of D&D and has introduced a new generation to the game that has been unprecedented. 

The Game: Dungeons & Dragons 5th Edition

I have described D&D5 as being something akin to the "Greatest Hits" of D&D.  I see bits of 1st ed here, 2nd Ed there, lots of 3e, and even bits of 4e.

Released in August of 2014 we (my family and I) were not originally going to pick it up.  I still had a ton of 4e material and my sons were looking seriously at 1st Ed to give it a try, but we starting hearing more so I grabbed the "D&D Next" playtest materials and thought, ok, let's give it a try.  When August 8, 2014, rolled around the boys and I went out at midnight to get our copies (and tacos).

5e quickly became the home system here.  My oldest ran games for his friends from high school and then college, he even ran games with his gaming group that has been together since they all met in pre-school.  My oldest played and eventually started the Table Top Club at the local high school. Between the two of them, they must have gotten somewhere around 40-50 new players to the game.  Of course many had heard about it via Critical Role first but remained players to this day. 

The Characters: The Coven

right away I was asked if I was going to do a witch for D&D 5.  Certainly, there are a lot of good reasons for me to do one, but in truth I was pretty happy with a lot of the options that D&D 5 already gives me. Plus I wrote my Old-School witch only after years of playing, writing and playtesting. Even when I published my first OSR witch book in 2012 I had over 30 years' worth of playing under my belt and a few published books.  I didn't want to just knock together something and slap a 5e label on it.

Plus with the advent of the DMsGuild (and 5e adopting the OGL) there were and are plenty of witch options from others for 5e. I spent all of October detailing them

So instead of making a witch class, I worked on characters that were RAW but I could make witchier.

I worked out some ideas and called them "The Coven."  The idea here was to take a very basic old-school idea.  Take a class and play it how I like.  In each case, I took a by-the-book spellcasting class and took the options to make them feel more like a witch.  The idea behind this group of witches is they all met in The Library, each searching for a particular tome.  All six managed to end up at the same place at the same time and each one wanted the same book, the infamous Liber Mysterium.  As it turned out the author of the Liber Mysterium, my iconic witch Larina, was present. She took all six under her tutelage.  Each class is a magic-using, spell-casting class, and each one has some connection to learning or deeper mysteries.  They all adventure and make appearances in my games as information brokers. 

Since I am doing six characters today I am going to link out to their sheets on D&DBeyond.

Tayrn Nix
Half-elf Warlock (Fey Pact)

Taryn was the first "witch-like" character I tried.  She is Larina's half-elf daughter.  She is a warlock, fey pact, and is my "embrace the stereotype" witch character.

Celeste Holmes
Human Wizard (Sage)

Celeste was a character I was planning on creating when I was going to go back to 1st ed before 5th ed came out.  She would have been a Magic-user but playing as a witch.  She was the first character I imagined going to The Library.  Felica Day is my model for this character.

Cassandra Killian
Human Sorcerer (Divne Soul)

With a backdrop of The Library, Cassandra became a no-brainer.  She is very obviously modeled after Cassandra Cillian from the Librarians played by the lovely Lindy Booth. She is also a nod to another character in my shared world. When my High School DM went off to college he created more of his world and a character named Killian.  Killian was major figure in his world and he created many adventures to go with it; Killian's Tower, Killian's Maze, Killians Dungeon, and so on. True old-school Gonzo affairs. 

For my Cassandra, I wanted someone whose magic felt like second nature to her. She didn't learn it so much as live it. So the Sorcerer seemed like the best route. Know of the great wizard Killian she took his name as her own.  She was the second character to enter the Library.

Jassic Winterhaven 
Gnome Bard (College of Lore)

Jassic is a character I have used off and on since my 3e days. I will admit he was created as a response to so many people I have gamed with saying how much they hate gnomes.  Jassic is a great guy.  He is a bard but I play him like a Benandanti witch.  He is also best friends with Taryn.

Sasha
Cleric (Knowledge Domain)

Sasha is an interesting one. She is a tiefling and claims to be the daughter of Glasya and is Taryn's Half-sister (same father, different mothers). She is a cleric, but again I play her like a witch priestess. I would suppose that the closest analogy would be if Sabrina (from Chilling Adventures of Sabrina) was Rowena's (from Supernatural) daughter instead of Lucifer's.  She is wanted by all the key players in Hell's Hierarchy but she herself has no power or pull beyond what she gets from her Goddess Cardea/Hecate (clerical).  Cardea led her to the Library.

Áedán Aamadu
Human Druid (Circle of the Land)

Áedán is a druid pagan who is the son of my two druids from OSE, Asabalom and Maryah. They were great friends with Larina (that is they were all part of my OSE playtests and games in summer of 2019).  Áedán is a circle of the land druid that I play as a pagan. Yes his name is Irish, but he looks like Will Smith.  I am pretty sure that he and Taryn are going to have a thing. 


Each one brings something different to the table for me.  I can't wait to convert them back to Basic/OSE for my War of the Witch Queens!

Character Creation Challenge

Tardis Captain is the originator of this idea and he is keeping a list of places participating.  When posting to Social Media don't forget the #CharacterCreationChallenge hashtag. 

RPG Blog Carnival

This month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month.

Check out all the posts going on this month at both of these sources.

Tuesday, May 26, 2020

Review: ePic Character Generator

I like to think I have some solid talents. I am at an age where I know what I can do well and what I still need to learn how to do better.  And what I am terrible at.

I am a terrible artist.  I don't even try anymore.  That's fine really. I know plenty of great artists and the things I am good at have allowed me a lifestyle where I can buy the art I want.  But I still love to create.   And that is where character generation software comes in.
I was a HUGE fan of the Brazilian Factory of Heroes (Fábrica de Herois), the City of Heroes character builder, the Skyrim one, and the character builder with the added benefit of 3D-Printed minis, Hero Forge.

A few weeks ago I was in the market for a new character builder, potentially one for a project I have coming up.  Well in one of those rare instances of serendipity while I was doing my Google searches I was approached by András Bondor of Overhead Games.
András offered to send me a copy of the ePic Character Generator to try out. I figured it would be fun.  Well it is. I'll get into the details in a bit.

The character builder is free. You can download it and start right away.  There are even ways to gain free "packs" of design elements.  Their model, and I think it is a good one, is to charge for various design packs.  You see something you want, say the "Sorcerer" pack or the "Drow Spellcaster" pack then you can purchase them and add them to your suite.  You get four packs for free to start, "Female", "Male", "Large Male" (think demons and centaurs), and "Season #1" which combines a lot of smaller releases.
Prices range from $5 to $150.  So there is a pack for every budget.  There is a special perk I am going to talk about later, but it helps offset those costs for me.



For this review, I built a bunch of characters over the last month or so, but for today I'll walk through the building of my new favorite character, Maryah, a Ranger for Old-School Essentials.

Your opening screen has the four basic packs I mentioned above.  If you are going with just the free version for now then the Female pack has the most options.  Click on your pack and hit "Start".
Now at this point you might want to click on the tutorial first.  But I'll leave that to you.


Clicking start gives you the Female demo pack.  In my screens, you see the other packs I have installed.  Hey, you know me, if I can't make a witch first thing then I lose interest pretty fast. ;)


You can choose a pack and start with that. OR you can choose Load Fantasy, Load Modern, or Load All.   Typically I like to load all.   The advantage is you can mix and match all your elements in one design.  The disadvantage is you have lots of screens you might have to click through.


Once you do that you are given a workspace and your new character.  You can try clicking on "Random" to see what you get or click through the various options.
"Skin" also includes species options. So if you want a drow, an elf, a catgirl, or even a zombie this where you start.



There are options for scars, tattoos, and even dirt.  These options are a little limited.  For example, you can't design your own tattoo nor move the presets around.



Some options also exist as "Presets."  So in the "Hair Preset" it is a style and a color.  But what if you want a style, but a different color.  Or a different color anything for that matter?  There is a color palate wheel at the middle bottom of your screen that will allow you to change the color of your current selection.   You move your cursor to the desired color and get a standard RGB notation for it as well as a palette of recently used colors.  The ability to type on the RGB numbers is a great plus.  I might not be able to move my mouse where I want it exactly, but I can type in the numbers.


The ability to do this helps when matching clothes later on.  After the body mods you can then choose how your character appears.  Different packs give you different options.  since I am working on a ranger here, I am going to choose light armor/clothing and favor greens.


You can choose all sorts of items like weapons, back items. and even magic effects.
You can also add tails, horns wings and other elements depending on your packs.



Lastly there are backgrounds and other effects. In this section there are a lot of backgrounds, or you can choose to make the background clear.  You can add companions as well.  I rather like the choices of the animal companions, but the people companions look a touch "off" to me.  No fault of the software or the design team, I think it is a bit of an "uncanny valley" situation.



You can also move any element to the foreground or background.
In this section there are also auras, magical effects, and other items.

Let's move Threnody to the front.

The BEST part of this section is the ability to take your character and make Tokens or Cards. I have not tried to save these and import them into software like Roll20, but I can't see that it would be difficult.




If you have the paid version you can also remove (or turn back on) the Logo.



NOW here is my least favorite part of this software.
Saving and Loading is not at all intuitive.
You click "Settings" then are given the option to "Save" or "Load".

Thankfully if you attempt to exit or go back without saving you will be warned about losing your characters. You can also export your files as a PNG (with optional transparent background) or as Photoshop PSD (if you purchase that option).  Every element in the software is saved as a layer in the PSD file.  Very convenient really.

Not sure why her hair lost it color, but that is not a big deal.
Other Packs give you the option of making character portraits or monsters.

Honestly even with just a couple of packs, including the free ones, you can have a nearly endless supply of choices.  Of course, the packs are very, very tempting and I have been very pleased with the ones I have grabbed.  Overhead Games is always making more.

I did try the software out on my Chromebook as well, installed via GooglePlay and it worked well enough.  Not enough to make me want to switch over from my Windows 10 machine, but it is an option.

Chrome vs. Windows 10
The big thing that caught my eye was their full Commercial License.  Yup, if I want to create some art here and add to one of my books I can do that!  It won't (nor is it intended to) replace an artist, but it will give me some spot art or filler art for characters.  Especially the portrait options.


Overhead Games has strong customer service and support.  In the short while I have been using it I received a customer questionnaire asking about features and prices.  They also have customer forums where others share tips, tricks, and creations.   All my interactions with the company have been great and they are eager to answer any questions.

Another perk are the updates.  The software is updated often.  In fact sometimes I went in to my software and was told: "because you purchased XXXX we are including YYYY now for free." Or something to that effect.

If you are already competent with any 3D art software like Daz3D then you won't need this.
BUT if you are like me and can't even draw a stick figure OR you just want something designed to do RPG-style art then this is a good buy.  It is at least worth the download.

I have played around with it for a while now and I have been able to create most characters I wanted.  I did try to create a passable "Batman" but it did not turn out the way I wanted, but that is much harder to do really, and I am sure Overhead Games wants to avoid people being able to create such a recognizable character.

I was able to get a couple great looking versions of Larina.


It was worth getting the Sorcerer pack for the broom and witches hat.  I know what my priorities are.

Plus some classic D&D characters I'll talk about more next week.  Aleena and Morgan Ironwolf!



I even made a card, exported and edited in Photoshop. Pretty much set up for an RPG as is.



So yes the ePic Character Generator is a ton of fun.  I also see a use for it in the future for some books, but I'll have to judge that according to the book since I most often prefer older looking art.

The pricing model is also great. 

My only complaint is the saving and loading features, but otherwise it is a fantastic bit of software. I can't to make some more characters and see what else this can do.

Get it here: https://overheadgames.com/epic-character-generator/