Showing posts sorted by relevance for query adventures dark and deep. Sort by date Show all posts
Showing posts sorted by relevance for query adventures dark and deep. Sort by date Show all posts

Wednesday, June 24, 2020

Retrospective, Review and Refit: M3 Twilight Calling (BECMI)

If there is an "Alpha and Omega" to my D&D games with my kids then the title could be held by Gary Gygax, but most likely the titleholder would really be Tom Moldvay.

It has been his adventures that my family have enjoyed the most.

X1 Isle of Dread (w/ David Cook)

His Basic set rules are what really got me deep into D&D, maybe even more so than Holmes. 

So it is really not such a surprise that when I began to look for a "Big Finale" sort of adventure my attention would turn to the Master Series.  

While I initially thought that Bruce Heard's M1 Into the Maelstrom would be my choice (and it is still a fine choice, for something else I have in mind) it was quickly replaced when I discovered Tom Moldvay's M3 Twilight Calling

Twilight Calling is actually rather perfect.  It is a high-level adventure that feels like a high-level adventure. The main focus of the adventure is around a rising power among the Immortals, Alphaks the Dark.  He wants to release the ancient Carnifex race (more on them in a bit) who are sealed away in an extra-planar pocket dimension.  He can't do this himself, only Lawful creatures can enter the realms protecting it and thus break the seals.  The adventure begins all the way back in the "Broken Lands" of the D&D Expert Set (both B/X and BECMI) but soon the characters go on an extra planar romp through the "Seven Realms" to the final location, Carnifex Castle.

The Carnifex
Carnifex are an evil species akin to both lizards and dinosaurs.  We get a good insight to Moldvay's Pulp sensibilities here where evil lizard men with alien brains and cold-blooded evil are the bad guys.  For me, it works. Works much better than orcs or even drow.   They are described as lizard-like humanoids.
Not much more than that.  So given the adventures I had been taking the kids through a thought occurred to me.  What if the Carnifex are the progenitors of all the reptilian races of the D&D?  Lizardmen, troglodytes, Yuan-Ti, and others.  We learn very, very little about them in this adventure.
We know that Carnifex means "butcher" in Latin. It also translates also into executioner, hangman, tormenter, murderer, scoundrel, and villain. So yeah, these are not supposed to be nice guys. 
This all made me think about the Silurians from Doctor Who. An ancient race related to the dinosaurs.  This also made me think of the "Dinosauroid" or the "Dino Sapiens" that scientists have imagined as a humanoid descendent of the Troodon.


If you are thinking of a Sleestak you are not alone. 

This is fantastic really.  But for my Dragonslayers' game has no context for Alphaks the Dark.  And the Carnifex really could be anything.  So.  How do I take this adventure and make it work for my group?

Enter The Dragon. Well The Dragon #38 to be exact.

Dawn & Twilight: Dragon 38 (1980) and M3 Twilight Calling

Dragon 38, still called The Dragon then, was one of those issues that are just full of great ideas.  I had a copy on my Dragon Magazine CD-ROM, but I knew about it beforehand for the famous Gygax From the Sorcerer's Scroll article "Good Isn't Stupid, Paladins & Rangers."  I played a lot of Paladins back then so this was a must read.  BUT that article pales in comparison to what the rest of the issue gave me.
In the same article it is mentioned that dwarf women have beards.  Great. But I said dwarf witches do not. In fact that is the surest way to be called a witch in dwarven culture, if you can't grow a beard.
There is a story from Gardner Fox, a comic by Darlene that is better looking than most of the comics in Dragon before or since. But three articles in particular grabbed my attention.

Tesseracts by Allen Wells gave me some wonderful ideas for when I ran Baba Yaga's Hut and other crazy adventures.  It gave me the frame of reference of how I wanted to run M3.

Leomund’s Tiny Hut: The mighty dragon by Len Lakofka gave me the hook I was looking for, though not in the way I am sure he thought it would.  Len's article is a great one and it gives us out very first look at the Yellow, Orange, and Brown dragons.  Brown dragons, of course, would later appear in the Mater Rules as the Chaotic counterpart to the Gold Dragon.  I did a version of my own Orange dragon (really more of a Pumpkin Dragon) in my Pumpkin Spice Witch book.   The Yellow Dragon then was a new one. And it fit perfectly into a hole I had.  In M3 there are different color realms that all correspond to the color of a chromatic dragon; Green, Red, Black, Blue, White, and then Yellow.  But no Yellow dragon.  Until Len gave me one. He also has updated stats for Tiamat and Bahamut.
This got me thinking.  What if Aphaks was not just some rogue would-be immortal?  What if he/she were a third Dragon god?  The Master's set has four dragon rulers. The Forgotten Realms has more than two as well (IIRC). Or how about even a better idea.  What if Aphaks was Apsu, Tiamat's "dead" consort? The Carnifex could have been his creations.  The ancient evil enemy of the Dragonborn?

The Seven Magical Planets by Tom Moldvay can read a proto version of M3.  This article leans more on the alchemical aspects of the seven planets, the Sun, Moon, Mercury, Venus, Mars, Jupiter, Saturn. They do not line up as well with the M3 sequence, so I might change them a bit.  If I go with Babylonian/Summerian ideas then I would rename the planets to their Summerian names. Mercury with Nabu (Nebo), Venus with the goddess Ishtar, Mars with Nergal, Jupiter with Marduk, Saturn with Ninurta (Ninib), for the classical planets (and suggested by Moldvay in the article) and Sin/Nanna for the Moon and Utu/Shamash for the Sun.
I am not sure if the alchemical correspondences still line up. In the end it might not matter all the much as long as the feel is right.  This is a D&D game, not a Hermetic study on Alchemical principles. 

So where does this leave me?

Well, long ago Tiamat reigned.  She battled with the gods over her creations, the dragons.  Her blood was spilled and from that the Dragonborn were created including their god Marduk. Gilgamesh in this world view was the first Dragonborn King.  Enkidu was "like an animal" or human.

When the Dragonborn came into this world they encountered the evil Carnifex. They had been old even when the Dragonborn where new. They harkened back to a deep time of the world when it was a hotter place and populated by reptilian beasts and eldritch horrors. Their wars were long and bloody and they could only defeat them by sealing them up in a demi-plane of imprisonment.   I posted about this in my Dragonborn in Oerth

I have an evil, or at least corrupt, god, Apsu, who is murdered by his own children.  His former consort, Tiamat then gives birth to dragons to fight the gods that killed Apsu.  But maybe he is not dead in the same sense that humans consider.  Maybe he is now in the realm of death (like Aphaks the Dark). This helps explain the undead encountered in M3 (and there is a lot) and why he would want the Carnifex loose.  Destroy the world your children made by letting their ancient enemy out.  It's a good plan really. 

I might need to find a copy of Dragon #38 just to have really.  I'll have to check my FLGS.


Thursday, March 4, 2010

Black Rose, Part 1

I had no idea people would like this one so much.  I mean to me it seems a no-brainer.   Let me roll back a bit and talk about why I think so.


I love Ravenloft.  It was *my* world for all of 2nd Ed.  I loved the Gothic horror feel, I loved that there were all these worlds and this was some sort of cosmic dumping ground of evil.  But mostly I loved the atmosphere, there was something about it that was different than all the other AD&D worlds out at the time.  Greyhawk was basically dead, I hated the Forgotten Realms, Planescape was cool but I hate stupid made up slang.
But I had a basic problem with Ravenloft.  A world drowning evil is not always the best one to play in.  Or as I used to say, Ravenloft was great at night, but during the day it was lacking.

Well I put Ravenloft away when I did my great D&D break of the late 90s.  When D&D 3 came out I purchased one of the limited editions Ravenloft core books.  After all it was being done by White Wolf and they know horror.  While it did make me interested in the lands again, the spark was gone.  Besides at this time the Kargatane was breaking up and Ravenloft was not as fun as before.

Then a new game came into my life.  Blue Rose.   In Blue Rose I felt there were a lot of the same things I liked about Ravenloft.  Emphasis on character development and story telling, less on combat.  One by nature the other by choice.  I know a lot of people disliked Blue Rose, but it did give us True 20.  And in True 20 I saw the answer to a lot of the problems I had with Ravenloft.  Ravenloft as an idea was Gothic Horror stapled on to a fantasy action adventure game.  True 20 was systemless.  It was much easier to represent more people with combinations of the Expert, Warrior and Adept classes than the standard D&D ones; or worse the 36 some odd classes we had in the d20 Masque of the Red Death.



Blue Rose also took on some of the same issues that Ravenloft did.  That of being an outsider for one, or working for a cause of light vs. darkness.  People criticized BR's morality, but that is a perfect morality for Romantic Fantasy or Gothic Horror.

In the last couple of years we have seen a surge of books that fall under the term "Urban Fantasy" or "Horror Romance" and even "Chick-Lit".   Typically these books feature a strong willed female protagonist who sometimes makes mistakes but in the end finds her own inner strength.  Sometimes she gets the guy (or girl, or both) all in a world where magic, vampires, werewolves and other horrors are real.  Maybe she is even one of those horrors herself.  Plus many of the authors of those early Ravenloft novels are now "names" in this market such as Elaine Bergstrom, Christie Golden, P. N. Elrod and Laurell K. Hamilton.  Modern urban gothic fantasy is in Ravenloft's DNA.   Blue Rose as a concept supports this type of roleplaying very well.

So I sat down with my Blue Rose book and my d20 Ravenloft book and I started to notice too all sorts of places where they were the same.  So I had this idea, blasphemous as it sounds, to mix in Ravenloft with Blue Rose. I wanted to cast a shadow of Aldea, something is not right any longer. The Queen still holds court, lovers still walk hand in hand, and there are still adventures to be had.   But I had questions I needed to answer. Why has Aldea and Ravenloft "merged"? Or were they always together?
If they merged what was the catalyst? Why now?
What is the effect on the populace with this new influx of evil and dread?

One of the things I have wanted to do is bring Ravenloft out of "mists" and into a real world. Yeah I know that looses someof what makes Ravenloft unique, but I also like the idea of "horror is everywhere" and not needing to go someplace remote to find it.
By bringing Aldea and Ravenloft together I can have "days" and "nights" covered.  Aldea becomes a near perfect landscape with some deep seated malaise over it.  A dark cloud on the horizon.  Or as I call it in my games, "the oncoming darkness"

Here are my first thoughts.

The Races and other Groups
Humans are humans and remain untouched.

I plan to keep Sea Folk for now, but given my Lovecraftian background I will certainly introduce some dark spawn that plauges them. Something like the Shadows out Innsmouth or something.

Night People are the easiest to deal with since their creation is basically to fill that game playing niche of half-orcs. But they also serve other purposes as well, as a constant reminder of the dangers of dark magics and in the case of good and noble Night People, to remind the players and characters that you cannot judge a person by their birth. In all these regards they are nearly identical to the Ravenloft Calibans.

Both games describe these ersatz Half-Orcs much in the same manner. They are products of dark sorcery; they are feared, hulking brutes. I will use the Night People racial modifiers from the BR Core and the backgrounds of both races into one since there is no conflict between them.

Roamers will be replaced by the Vistani from Ravenloft. There is just so much information on the Vistani that it makes sense to use them in place of the Roamers. I will keep the Roamer name, that is what native Aldeans still call them. I will still use most of the information on Roamers from the World of Aldea book, in particular the sayings. Where they contradict is simple. The Vistani are a large group with many Tasques, something that is true for one in not true for the other. Or true depending on where they are. Or, let’s face it, neither group is very forthcoming with information to the giorgios. I have to decide whether or not to use the “Half-Vistani” race. In the Vistani lore there is ample evidence that these children are different than their full blooded cousins. And not using them robs me of a plot device where a young half-blooded Vistani goes on an epic quest to discover “her father’s people” and ends up discovering herself instead. Plus I love the Tarot work on backgrounds. So I will see if it can be adapted to use the Tarokka deck. Maybe when adventures get ready to go on their first epic quests a Vistani vardo comes to town and reads their fortunes to them (using the Ravenloft rules) and then shows them their character (Blue Rose rules).

Vata are still more or less Elves, or more to the point, the Sidhe of Aldea. Ravenloft has elves and half elves, but not a lot of them. My solution then is to go with Blue Roses’ idea and have all the Elves (Sidhe, Vata) be extinct. I have not decided with domains to pull in, but I have figured out that the Ravenloft Domain of Sithicus was the last Vata/Elf country before they were destroyed. Now it is a sad, haunted land.
I might remove the Vata’an and Vata’sha as races and instead use a feat to represent “Vata Touched”. Still thinking about that one really.

Dwarves, Halflings and Gnomes exist as rumors or fairy tales only. They might have existed somewhere in the past, but no longer.

More on the lands and bringing these worlds together later.

Monday, February 21, 2022

Monstrous Mondays: The AD&D 2nd Ed Monstrous Compendiums, Part 2

It's a Presidents' Day Monstrous Monday.  I am continuing my dive into the AD&D 2nd Edition Monstrous Compendiums.  Today I want to talk about the next three that were important to me in terms of what I call the "core" of the AD&D 2nd Ed monsters.   

The AD&D 2nd Ed Monstrous Compendiums, Part 2

It is a commonly held belief that during the AD&D 2nd Ed era that settings were at their height.  The remaining Monstrous Compendiums focused on these settings.  For me it was a perfect systems really.  I could keep monsters in with my core rules, like I did with Greyhawk, Dragonlance and Mystara. Or keep them with my boxed sets of campaigns, like I did with all my Ravenloft stuff.  So let's go with the ones I integrated (to the best I could) into my core set.

MC4 Monstrous Compendium Dragonlance Appendix
MC4 Monstrous Compendium Dragonlance Appendix

Ok, this one bugged me at first. I bought it and it said Draonlance Appendix on the front even though it was the second two-ring binder.  I didn't play Dragonlance, I was doing Greyhawk and would soon be eyeballs deep in Ravenloft.   My irritations were put to rest when I opened and the cover, while having the same art, just said Monstrous Compendium Vol. 2.   For a while I used both alphabetically, vol 1 with A through M and vol 2 holding N to Z and the tables and blank forms.  Today I use vol 1 for my core monsters and vol 2 for everything else.

Dragonlance falls into "everything else" for me.  The monsters are good, and many that have made their way back into my core monsters.

The PDF from DriveThruRPG is 96 pages, 82 monsters and at a price of $4.99. The monsters range from "Anemone, Giant" to "Yeti-kin, Saqualaminoi."  It covers all the various races of Krynn including the various types of dwarves, all the different kinds of elves, the kender and Dragonlance's lizard men and minotaurs. It was the first to include the Death Knight and Skeleton Warriors, though I always felt they belonged in Greyhawk. Certainly worth it for the Draconians and tips on Dragonlance's dragons which help redefine dragons in D&D in the first place. 

MC4 Monstrous Compendium Dragonlance Appendix

The cover of the PDF is a little dark, but the pages inside are sharp and clear.

MC5 Monstrous Compendium Greyhawk Adventures Appendix
MC5 Monstrous Compendium Greyhawk Adventures Appendix

Personally I always felt that Greyhawk should have had a Monstrous Compendium long before the others, but I can see why it came out when it did, given all that history.  The Greyhawk Adventures book for 1st Edition had a "preview" of monsters in 2nd Edition format. I remember being quite excited about this and really liking the new stat block even though it was much larger than before.

More so than the other MC Appendices, I tried to integrate these monsters as much as I could into my "core" Monstrous Compendium.  To me Greyhawk was the "home world" of D&D.

The PDF from DriveThruRPG is 64 pages, runs $4.99, and includes 63 monsters; Beastman to Zygom.

Many of these monsters have their origins in the AD&D 1st ed modules and Fiend Folio, but there are few others here from the Monster Manaual II.  The only creatures here that really saw "Greyhawk" to me are the Grell, Greyhawk Dragon, the Sword Wraiths and the Drowned Zombies.  There are some here that are more generic like the hobgoblin (how did that one only make it in in MC5?? Corrected. Hobs are in the core set. Hobgoblin, Norkers are in this set!)

MC5 Monstrous Compendium Greyhawk Adventures Appendix


Monstrous Compendium - Mystara Appendix
Monstrous Compendium - Mystara Appendix

First Edition was all about Greyhawk. Second edition was synomous with Ravenloft for me.  But Mystara, or before that name, the Known World was where my gaming began.  So the Mystara Appendix for the Monstrous Compendium was one of my "core" core sets.  

The Mystara appendix take a few diversions from the other core world sets.  For starters this one is 128 pages and $9.99 on DriveThruRPG now.  It is also full color, a indication of the change of publishing style at TSR.   This book was also published as a standalone softcover, perfect bound, book.  It seems that by 1994 the loose-leaf era was indeed over.

The PDF though does allow you to go back to that era and print the monsters out as you like.

This set has 174 monsters from Actaeon to Zombie, Lightning.  Many of the old favorites from the B/X and BECMI days are here too.  Living Statues, Kopru, Decapus and the Thoul are all here in their 2nd Edition glory as well as many of the Gem Stone Dragons.

If you were/are a fan of the D&D Creature Catalogs then this really is a must buy. I find it interesting that this Compendium came out just a year after the DMR2 Creature Catalog.  I'd have to go through them page by page to see if there are any differences in the monsters presented, but they feel very much alike. 

The DriveThruRPG scanned PDF is very bright and clear. I would love to see this as a print-on-demand some day. 

Friday, February 17, 2017

Kickstart Your Weekend: The Book of Passion

It's the week of Valentine's Day.  My wife and I have a LONG overdue date night and Misfit Studios has released their latest Kickstarter for OGL 3.75 (D&D 3.5 and Pathfinder I take it).

The Book of Passion, by authors Will Wells and Margherita Tramontano, adds role-playing rules for love and sex to your OGL 3.75 campaign. Long-time game designer/editor/developer, Christina Stiles, will publish the book via Misfit Studios.


To find out more about this project I went to the authors to ask some questions.

Interview with Will Wells and Margherita Tramontano

(Full Disclosure: I work with Misfit Studio on the Strange Brew line of Witch and Warlock books.  Margherita has contributed to my book. This book and Strange Brew share editors Christina Stiles and Robert Hudson in common as well as artists Jacob Blackmon and Peter Bradley.)

Tim: So with tell me who you are and what your other publications of note have been.

Will: Well, I'm an English teacher from Cleveland who has been gaming since 1999 (see next question) and has been creating fan-made rule systems and modifications to the same for basically just as long.  I love to translate what I see in film, books, and video games into tabletop rules (likely from my start with the Fusion system, which did that for Bubblegum Crisis - again, see below).

Most of the time, this sort of thing has just been for my own personal use.  In fact, that's how the Passion Mystery started.  Sometimes I post my system modifications on the Paizo forums for others to use as well (again, as seen with the Passion Mystery).

As for official paid publications, my only current publications are outside the gaming realm - although that is about to change in a big way - Margherita and I have been doing a lot of work for Christina Stiles the past few months.

Also - fun fact - I've been trying to write a bio for the front-matter of some of the aforementioned work, and haven't been able to hit the right tone.  I think I just did here, so if you don't mind, I'm going to steal basically everything I just said for my official bio.

Margherita: Well, I am an Italian Literature teacher and a mum of two boys. I always wanted to be a writer since I was a little child. I published two volumes of poetry and some chapters of my fantasy novel… then I began sending articles to Wayfinder. The Paizo forums put me in contact with so many great persons that also were authors and publishers, so I tried to send something to them too. And here I am, working with people I look up to.
In recent years, I published articles in several issues of Wayfinder, on the Kobold Press blog with a series of options for their shaman class, and in the new version of Green Ronin Publishing’s Advanced Bestiary (Teratocephalos template). I also co–authored four Letters from the Flaming Crab for Flaming Crab Games and created the Esotericist oracle archetype for The Knotty–Works; for Everyman Games, I am the author of Childhood Feats and Mysteries of Passion; and I contributed to The Colossal Creatures Bestiary for Zenith Games with the kaiju Dypthera. For Christina, Will and I co-authored and developed the Talented Adventurers of SpirosBlaak line. This year more projects in which I am involved should see the light!

Tim: I suppose I should ask how you all got into gaming. So. How did you get into gaming?

Will: Back in 1999, I picked up a copy of the Bubblegum Crisis RPG because I was a huge fan of Bubblegum Crisis.  Having bought the book, it only seemed right to try it out.
From there, I jumped into 2nd Ed D&D just before the release of 3rd Ed - and 3rd Ed just made so much more sense to me than THAC0.

Margherita: It was a little tragic. I was involved in a game run by a friend, and since I always was curious about RPG, I accepted (it was a 2E campaign). It did finish well for my character, but much less well for me. I thought it would be an heroic Arthurian fantasy manga campaign, while the master and the other players were all into gothic dark Arthurian fantasy manga gaming. Like so many newbies, I couldn’t keep myself and my character separated, and the game’s flavor caused me a long period of deep depression and anger.
Fortunately, this stimulated me to learn more about the game, to understand whether I was wrong or my master was. I read manuals, tried to translate rules, created my own characters, campaign, game world and novels, and- well, ultimately I fell in love. I began to write my own rules at first just for myself. I found many beautiful netbooks of rules written by gamers (one was the Netbook of Witches and Warlocks, another the Complete Guide to Unlawful Carnal Knowledge!).
I never loved 3E or 3.5E much, however. But one day I found Pathfinder. The rest is history.


Tim: Great.  Now tell me about the Book of Passion.  Who’s idea was this and what are you hoping gamers can get from it?

Margherita: It was in part a coincidence. Will had started a thread on the Paizo forums with his first draft of the Mystery of Passion. I was searching for a way to convert one of my 2E characters to Pathfinder (the same that became my iconic romance oracle in the Book of Passion), and his idea was the nearest thing to her I could found then. So I answered to the thread with some ideas to make the mystery better. Before we knew, we were working together, exchanging ideas for the mystery, then for oracle archetypes tied to the mystery, then for other classes… I don’t remember which one of us had first the idea of making a book, but we liked it more and more. I had already proposed some pieces to Owen K. C. Stephens and Christina, so I thought to try sending some examples to them. And now, after some years of work, the book is nearly ready to become a reality.

Will: For me, it started with the release of Paizo's Advanced Player's Guide.  I loved the Oracle class during the playtest, and was eagerly awaiting the final book to see what interesting options would be released for clerics of Calistria.  I preordered the book and, when it finally arrived, I practically tore it open to get to the Oracle section and - nothing.  No mystery was listed for Calistria.  I was really disappointed - and after a brief snit, I decided that the best way to fix this was to make my own.

Except, of course, that Oracle mysteries are intentionally broad, so I couldn't make one specifically for her - I had to pick an aspect that she represented.  Plus, since I was also a huge fan of the works of Jacqueline Carey (particularly Kushiel's Legacy), I kept Naamah in mind as well.  Sacred prostitution is a shared theme between both goddesses, so that's where I started.

Tim: I am looking forward to that, I have used Naamah myself in other games.  What is one of your favorite features about this book?

Margherita: Among the parts I wrote, I like the Merciful Oracle archetype -the one that my iconic uses- but also the Chasmalim angel, which is the good counterpart of a succubus, and of course my pregnancy and hybridization rules, and the stats of my character. Among the parts Will wrote, maybe the richest of hints, flavor and fantasy are his descriptions of sex-oriented societies. But the Mystery of Passion is the book’s nucleus, the one from which everything else has grown, and we wrote that together!

Tim: What sort of games/stories do you expect that people will use this for?

Will: Any story that features romance, love, or sex.  Many (if not most) published Pathfinder adventures (by any publisher) feature these things, but they were usually on the "plot" side of things with no mechanical elements.  For example, in one adventure I can recall off the top of my head, it is a minor background note that two of the major NPCs are in a lesbian relationship with one another.  Aside from some motivations, however, this has no impact on the character builds.

With the Book of Passion, that could change.  Now, if there are two characters (PC or NPC), they could choose to take "Marriage Feats" - a special kind of teamwork feat that only works between individuals in a romantic relationship (they don't actually have to be married, but if you are choosing feats together, that's pretty significant commitment).

It can be as simple as that - or as complicated as the GM and players like.  During the playtesting for this book, I ran a game that resembled a fantasy romance novel.  There was a lot of political machinations, covert intelligence gathering, and - yes - a lot of seductions and romances.  Characters fell in love, entered into complex relationships (including a particularly complex polyamorous relationship between a married couple, their lover, her other lover, and his fiancee), suffered heartbreak, and in one case got murdered by a botched assassination aimed as the person sitting next to them.  The game was high melodrama and a lot of fun, with the archetypes, feats, and spells from the Book of Passion being a great way to flavor a character.  In fact, two of the three iconic character we present in the Book of Passion are from that game.

On the far end of the spectrum, we also playtested in a grim low-fantasy setting more reminiscent of Game of Thrones with a bit of Berserk (the manga) thrown in than anything like the usual Pathfinder setting.  And there, too, the Book of Passion was highly useful.  While there was far less magic in this game, several of the archetypes proved useful, as did a number of the more sinister monsters from the Book of Passion's Bestiary.

That's the thing - sex and romance are part of most of the stories we tell.  Whether they are the main focus, like in the romance novel game, or they are part of the tragic background, like in the low fantasy game, they're almost always there, somewhere.  Being able to make romance more core to a character, either through an archetype, feat, or spell, allows that oh-so important part of our characters' lives to be represented in their builds.

Margherita: I hope it will not be used to traumatize players or GMs! (Laughs) The book can be used not only to decide if a character gets pregnant or not, it also offers great tips for roleplaying many different situations and relationships in which sex must not necessarily be involved. If someone is just in search of “new positions”, then this is not the book they want.


Tim: It has to be asked, but is this just “Sex in D&D”? (nod to any old-school gamer that remembers that one).

Will: Yes - and no.  We do an update to some of the more common rules for sex presented in several different 3rd and 3.5 books, but that is literally the first half of the first chapter.  Sex has been part of D&D for a while now, and Pathfinder in particular has embraced that to a much greater degree than previous versions of the game.  However, while sex is a present and important aspect of the game, there is little a player can do to use sex meaningfully as part of their character.

That's where a lot of our work in this book comes in.  By far the largest chapter is a series of archetypes and class features for every class from Core, APG, Ultimate Magic, Ultimate Combat, and Advanced Class - all of which have to do with sex or romance in some way.  These features aren't just about flavor - they're about making sex and romance useful.  If you are a cleric or oracle who is granted spells by a god or goddess of fertility or sexuality, you should gain powers from that deity that relate to those aspects of the deity.  If you want to play a high class prostitute who uses sex to draw out information from his patrons, you can do that.  Or, if you want to play a knight with a pledge of courtly love to a noblewoman, you can do that too.  Archetypes for all of these concepts - and many, many more - are supported in such a way that even games that stick to a "fade to black" style PG rating can still use them.  A lot of game tables don't like to get into specifics but still use sexual themes, and we wanted to make sure they were covered as well.

Margherita: Nooooo. Love has many facets, and sex is just one of them. Will appreciates quality erotism, while I have a more romantic and platonic approach. We integrated both these points of view into our work. There is the temple prostitute inside, but there also is the virginal healer, the platonic lover, the courtly love-voted cavalier and bard. Passion is a nearly limitless subject.

Tim: So a related question.  What about the supposed “adult” content in this book. What do say to potential critics?

Will: First of all, I would ask where they were during 3.5 when at least five books on this topic (working sexuality into D&D) were released.  The concept of this book is nothing new - it's the execution, and the fact that it hasn't been done for Pathfinder yet, that make our book special.

Secondly, if you're talking about nudity, then I would remind any potential critics that the 3.5 "Book of Erotic Fantasy" used actual photographs of real models for its nudes, often photo-shopped in a very "uncanny valley" way to attempt to create magical effects.  We're using drawings - beautiful, well crafted drawings.  Again, anyone in a snit about this is nearly a decade late to the barbecue.

Does the book talk about sex?  Yes, quite a bit.  In fact, I make a point in chapter 1 to define sex as "oral sex, anal sex, vaginal sex, tribadism (aka scissoring), manual sex (aka hand-job or fingering), brachiovaginal insertion (fisting), or any other direct stimulation of one or both partners' genitals."  We don't just talk about sex - we talk inclusively about sex, making sure to cover various types of sexual relationships.

We also talk about the concept of "sex-positive" both as it applies to the book at large and to societies in various game settings.  Unlike some previous books on the topic, we don't make any assumptions about what a given race's sexual mores are and instead provide guidelines how sex-positive social mores might interact with various alignments.

Of course, we also talk about love and romance.  As I mentioned before, our archetypes are as likely to be focused on the emotion of love as they are to be on the physical act of sex.

Margherita: We always used a respectful language and a respectful approach to the many ways in which people see love. Some of the monsters and characters included in the book enjoy rape or non-consensual domination: these are evil. Many more enforce reciprocal trust, fealty and sincerity in a relationship, and defend even love that some would find “wrong”. These are the good ones and the model roles we hope to show to our readers.


Tim: Last question, something I always ask.  Who is your favorite witch, wizard or magic-user and why?

Margherita: Tiffany Aching. Because she will be the greatest witch in the Discworld and has surpassed even her teacher. She has all her teacher’s virtues and none of her teacher’s quirks. Though if I were a witch, I’m afraid I would be more a Magrat than a Tiffany.
Oh, and the witch I created for Christina, Marena Lenoire, is cool too. (Laughs)


Will: Favorite Witch?  Wow, how specific.  Okay - for me, that would be Anthy Himemiya from Revolutionary Girl Utena.  While she isn't a "traditional" witch, that is how she's described in the show, and she does have the power of illusions.  As to why - Anthy's story is that of a victim breaking free of her own guilt and finally walking away from her abuser.  She makes mistakes along the way and betrays her best friend, but it is that very betrayal - and her friend forgiving her for it - that finally makes her see that she can't keep being that person anymore and needs to change.  And change she does.  Her character arc is both tragic and uplifting, horrible and beautiful, and I love her to death.

--

Personally I think it looks like a lot of fun.

Monday, May 8, 2023

Monstrous Monday: Union of the Snake

Ophidian
One area where classic Swords & Sorcery fantasy intersects with sci-fi and modern cryptid tales is that of  Snakefolk and Lizardfolk.  My desire to use these creatures as foes date back to Doctor Who's Silurians, Sea Devils, and Draconians, but also before that with the Sleestaks of Land of the Lost.  They are great foes and can be quite literally cold-blooded.  

Against threats like these, even an orc has more in common with humans.

In my games, both fantasy and sci-fi, the Snakefolk and the Lizardfolk have an alliance in their ultimate goal of killing most of the mammals except what they need for food and slave labor.  Of the two, the Snakefolk are more cunning and often (very often) more evil.

I have talked about both of these groups before, and I'll place the links below. Today I wanted to get some stats up for the Snakefolk.  

Snakefolk aka Ophidans

Snakefolk, snakemen, serpent people, or ophidians have a long-established history in fantasy, sci-fi and horror. They are a good fit for what I want to do. There are even a lot of snake cults if I wanted to tie in some witchcraft ideas.  Not to mention all the monsters associated with snakes like the gorgons, basilisk, hydra, and even the Great Serpent himself (I could go on here, but you get the point). 

Ophidians in D&D

Snake folk are such a huge feature in many of the works of the various "Appendix N" authors that one would expect to have seen more with them. Granted there are lots of adventures, especially later one, that feature the Yuan-ti.  Maybe it is because they are always featured as a species in decline. This also works for me. 

Trouble is Yuan-ti are set as Product Identity and therefore not part of the various OGL SRDs out there. But there are alternates.

Swords & Wizardry featured Ophidians in their Monstrosities book.  Pathfinder has their own Ophiduans as well. Both pull from similar sources, namely Lion's Den Press: The Iconic Bestiary -- Classics of Fantasy.   These are "updated" to 5e and are found in Frog God's Tome of Horrors for 5e. There is also the related Inphidians for Pathfinder

I do want to point out that both the Ophidian and the Yuan-ti both premiered in the AD&D 1st Ed Monster Manual II.  They don't even look that different from each other, and their descriptions are also very similar.

Ophidian

Yuan-ti

One became popular (Yuan-ti), and the other was forgotten (Ophidian) when the SRD was released. Did we merge these into one creature back then? I can't recall, but that sounds like something I would do.

Here is what I have in B/X format.

Ophidian

Ophidians are ancient people dating back to a time when humans were little more than savages living in caves. They claim descent from the time when giant reptiles roamed the land and only reptile life was to be seen. This is not entirely true since ophidians are, in truth, the descendants of an ancient group of human snake cultists. Through dark and twisted magics long forgotten, they have become more and more snake-like. The mage-priests of this cult were wiped out by the noble caste who knew of their history and now only the emissary caste remains and they are closely watched by the nobles. 

All ophidians appear as snake-like humanoids. The noble and lesser castes have human upper torsos and the lower bodies of giant snakes. The nobles have human-like heads, while the lesser have snake-like ones.  The Emissary caste (the descendants of the ancient mage-priests) look nearly human save for some snake-like features.  On the opposite ends of the spectrum are the monstrous abominations and the nearly human-looking progenitors. All ophidians are denizens of hot climates, deserts, and jungles, often found in forgotten cities or temples from when their race held greater sway in the world.  Ophidians can speak with snakes at will, as per the speak with animals spell.

All ophidians are immune to the bite of other ophidians and other snake-like creatures.   Ophidian emissaries also have a potent charm ability. Anytime they use charm magic, they confer a -1 penalty to whomever they are trying to charm. Conversely, all ophidians are subject to the same charm magic saving at -1 on any charm attempt by a foe.  This includes other ophidians (for a -2 total). 

Breeding and childbirth is tightly controlled by the nobles. All eggs produced and fertilized are kept in hatcheries controlled by the nobles and specially trained emissaries.  Criminals, human slaves, the old, and the infirm are tossed into these pits to become food for the next generation of ophidians. 

Regardless of how the ophidians see each other castes, they always view humanoid mammals, especially humans, as inferior. Squabbling noble houses will put aside all differences if they are attacked by humans or other humanoids.  For example, the Ophidian wars with the Derro are numerous and go back for a thousand years. 

Although largely humanoid in form, the ophidians still have the mentality of reptiles. Concepts such as mercy and compromise are unknown to them. They are utterly ruthless and have little concept of honor. Survival and victory are their only goals, though they can employ subtle or deceptive methods to obtain them. 

Ophidian, Lesser*

Armor Class: 4
Hit Dice: 3+1 (20)
Move: 120 (40)
  Swimming: 120 (40)
Attacks: 2 weapons or bite
Damage: By weapon (1d6) or 1d6 + poison
Special: Poison Bite
No. Appearing: 1d10 (2d100)
Morale: 8
Treasure Type: None
Alignment: Chaotic (Chaotic Evil) 
XP: 75

The Lesser Ophidian are the rank and file of Ophidian society. Lesser only reflects its status in the ophidian hierarchy and caste. They are the workers, warriors, and slaves of the Ohidian nobles. 

Lesser ophidians appear as large snakes with the muscular upper torso of a human. There are no human secondary sex characteristics among these creatures since they are reptiles. A male lesser ophidian typically has a thicker tail than a female. The males are sterile, and their only function in Ophidian society is to labor and fight. Of the females, at least 50% of these creatures are also born sterile. They are given the same roles as the males. The 50% capable of reproduction are often used as harem slaves or given tasks by the noble caste. Regardless of their caste or station, even the lowest ophidian considers themselves above all humanoids, especially humans, whom they despise. 

These ophians can attack with weapons in either or both of their human-like hands. They prefer long curved blades like scimitars and serrated or jagged edges that inflict vicious wounds. Unless directed otherwise, lesser ophidians fight to kill and then eat their prey.  They also have fangs in their snake-like heads that have a deadly poison. A bite will cause 1d6 points of damage, and the victim must save vs. poison or dies within 1d4+2 rounds. Neutralize poison magic (spell or potion) will prevent this if given right away. They are immune to the bite of other snakes and snake-like creatures.

Lesser ophidians do not collect treasure in the strictest sense, but they will keep a trophy from a fallen foe. All other spoils by ophidian law belong to the noble caste.

Ophidian, Noble***

Armor Class: 4
Hit Dice: 9+3 (68 hp)
Move: 120 (40)
  Swimming: 120 (40)
Attacks: 1 weapon or bite
Damage: By weapon (1d6) or 1d6 + poison
Special: Poison Bite
No. Appearing: 1d4 (2d20)
Morale: 10
Treasure Type: H
Alignment: Chaotic (Chaotic Evil) 
XP: 3,000

Ophidian nobles are the ruling caste of the Ophidians, and they do so with an iron fist. They appear as do the lesser ophidians, with humanoid upper bodies with the lower body of a large snake. Their heads, though are more humanoid in appearance. Though their heads are covered in fine scales, and their eyes are slitted like a snake, so they are never mistaken for humans. Similar to the lesser ophidians, only 10% of these creatures are fertile, either male or female, with the fertile ones standing above the infertile. Births among nobles then are rare.

These creatures can also fight with a weapon and prefer the same sorts as their lesser brethren. They typically only fight with one weapon when they have too, but mostly they have 2d8 bodyguards of lesser ophidians to do their fighting for them.

Like all ophidians, they are immune to the venom of other snakes and snake-like creatures. These nobles are also immune to the petrification attacks of medusae and basilisks. 

Ophidians delight in cruelty, and none more so than the nobles. The only art they create, if it can even be called that, are ways to torture and kill their enemies.

Ophidian, Emissary**

Armor Class: 6
Hit Dice: 6+2 (39 hp)
Move: 120 (40)
  Swimming: 120 (40)
Attacks: 1 weapon or spell
Damage: By weapon (1d6) or spell
Special: Spells (Illusionist magic)
No. Appearing: 1d6 (1d10)
Morale: 10
Treasure Type: O
Alignment: Chaotic (Chaotic Evil) 
XP: 950

Ophidian Emissaries are the most human-like of all the known ophidians but never say that to their faces. They appear as normal, if quite thin, humans with some snake-like features. Their tongues are slightly forked, their skin is covered in very fine scales, and their eyes are slits like a snake.  They even go as far as displaying secondary sex characteristics of humans, though they are not mammals and do not nurse or even care for their young.  Ophidian emissaries, as the name suggests, are often the means which ophidians interact with the world of mammals and humans.  They are, however, entirely subjugated by the noble class.

Ophidian emissaries can attack with weapons, but they rarely do. They all have a natural ability for illusion magic and can cast spells as a 5th-level illusionist (magic-user). Their charm ability is superior, and any Charm spell used by an emissary is at a -1 penalty for saving throws. 

Unlike their brethren the lesser ophidian class, emissaries chafe under their domination by the noble caste. However, the nobles control every aspect of their lives right down to their breeding. Nearly 90% of all emissaries are fertile, but they are only allowed to breed with nobles, never other emissaries. Emissaries discovered in unsanctioned breeding and reproduction will have their eggs or young destroyed (often eaten).  The worst offenders will even be subjected to the horrible eldritch right of Abomination, where they are transformed into a mindless ophidian abomination. 

Ophidian, Abomination**

Armor Class: 3
Hit Dice: 10+2 (65 hp)
Move: 120 (40)
Attacks: 2 slams, bite + poison
Damage: 1d6+3 x2, 1d6+3 + poison
Special: Poison Bite
No. Appearing: 1d4 (1d8)
Morale: 12
Treasure Type: None
Alignment: Chaotic (Chaotic Evil) 
XP: 2,300

The ophidian abomination is a monster in the truest sense of the word. Large muscular torso springs from a snake-like lower body that can be one, two, or more snake-like tails. some have arms ending in viscous claws, and others have long snakes for arms, complete with snake heads and mouths filled with fangs.  No two abominations are alike.  Abomination only knows anger and hate for all living things. Their fear and hatred of the noble caste is all that keeps them in check.

Amboniations attack with their claws or fists (slashing or slamming, respectively). Those with human hands can use weapons, but all prefer to attack bare-handed. Their bite is poisonous, save vs. poison or die in 1d4+1 rounds. Abominations with more than one tail, or snakes for arms can also constrict like a large python. These creatures attack without provocation and save their greatest hate for humans. Once engaged they will keep attacking until all foes are dead or they are.  For this reason, the nobles use them as front-line troops and shock troops. They are ill-suited for bodyguard work. 

Abominations come about in two distinct ways. The first, and the most common, is via birth. The offspring of a noble ophidian and a lesser ophidian has a 1 in 10 (10%) chance of being an abomination. The offspring of a noble with a noble has a 1 in 5 (20%) chance, and between a noble and an emissary a 1  in 20 (5%) chance.  The chances of an abomination being born between two emissaries are only 1 in 100 (1%).  This is one of the main reasons the nobles control the breed of their people so heavily.  The other means is via a dark ritual known to the emissaries from the mage-priests of old.  This ritual can change any type of ophidian into an abomination. They consider this to be worse than death. 

Ophidian, Progenitor***

Armor Class: 7
Hit Dice: 9 (50 hp)
Move: 90 (30)
Attacks: 1 weapon or spell
Damage: By weapon (1d6) or spell
Special: Cleric and wizard magic
No. Appearing: 1 (1)
Morale: 8
Treasure Type: Q, S
Alignment: Chaotic (Lawful Evil)
XP: 3,000

The ophidian progenitor is an extremely rare Ophidian outside the caste system.  They have no recognition within Ophidian society, but it is believed that they are the original Ophidian race and the one from which all the others come.  Unlike all the other ophidians, these creatures appear to be completely human.  The truth is, quite literally, only skin deep. They wear a skin they have created over a body covered in soft, snake-like scales.

The progenitor will rarely attack as they are far more concerned with extending their lives. It is believed that each progenitor is hundreds of years old, and some were even alive when the Ophidian nobles seized control from the mage-priests. The progenitors are all that is left of that caste.

Each Ophidian progenitor can cast spells as a 5th-level magic-user/wizard and as a 4th-level cleric.  They are even believed to know the secrets to turn a converted abomination back into their original caste.

Members of the noble caste will kill a progenitor on sight if they can or have them killed. They fear them too much. It is speculated that some emissaries know the locations of a few progenitors. But to conceal the location of a progenitor will also result in death. 

--

I'll likely have more of these guys. I have a lot of notes and other ideas.

Links

Wednesday, December 16, 2015

Class Struggles: The Illusionist

It's a logical extension from my talks about wizards over the last two weeks to go right into illusionists. I have always been curious about the illusionist class and it's genesis. For starters it is one of the few classes that really only exists in AD&D first edition. Editions after that make the illusionist a "speciality wizard"; a type of magic-user/wizard/mage. It also didn't exist in OD&D or Basic D&D (with exceptions, that I will get too).

Last week and the week before I killed a lot of photons explaining that "magic-user" was a generic term for any sort of magic using character class. So wizards, necromancers, mages, witches and naturally one would assume illusionists would fall under this umbrella term. It is interesting then that the illusionist is viewed as so different to merit its own class.

My research has turned up the first mention of the Illusionist as coming from the pages of The Strategic Review - Volume 1, Number 4 from Winter 1975. That's pretty early on really. The article, ILLUSIONISTS!: GENERALLY APPEARING AS A NEW CLASS FOR DUNGEONS & DRAGONS was written by Peter Aronson. Though Gygax and Blume were still the editors, so it had their tacit approval, if not explicit. The opening to the article states:
Illusionists are a sub-class of magic-users who, as the name implies, employ illusion and similar powers. Their prime requisite is dual, in that they must have both a good intelligence and a dexterity of not less than 15 as a high degree of manual conjuration is involved when they cast their spells. Although severely limited in the number of magical items they can employ, Illusionists make up for this restriction by the power of their magic.
So in theory then it is harder to become an illusionist, but their magic is stronger.  I am not so convinced this is completely true. Afterall there is no fireball, lightning bolt or wish in their spell list. Sure there is more to magic than that, but a well placed fireball is still good to have.  Looking over the XP tables the Illusionist needs MORE xp than even the magic-user.

Peter Aronson comes back in no less an illustrious issue as The Dragon #1 from June 1976. Here more levels of the illusionist are listed and spells up to 7th level are detailed.  Here some of the more interesting and uniquely illusionist spells are introduced.  Here we also see that illusionists get a +4 to any saves vs. illusion or light based spells.  This is expanded on in The Dragon #12 by Rafael Ovalle. Here the illusionist is also given the chance to recognize any spell cast by another illusionist.  The spell lists have been tweaked a bit as well.

This was the same time frame that EGG was working on his Magnum Opus, AD&D.   Illusionists now appear in the Players Handbook as a subclass of the magic-user. They have their own XP values and spell lists separate from magic-users.  It is also noted that while only humans, elves and half-elves can become magic-users, gnomes can become illusionists.  The saving throw bonus has been dropped, but the XP values are now less than the magic-user.  The illusionist is still limited to 7th level spells, but many of the illusion spells it shares with the magic-user are usually a level lower.  Still, I have a vague memory of the magic-user being a better illusionist than the illusionist itself.  I can't find any tell-tale evidence of this.

The Illusionist and The Witch
At this point I want to point out something.  For the last two weeks I talked about the flexible nature of the magic-user and how, when played as intended, almost precludes the need for a separate witch class.   Then bam! here comes the illusionist to completely shake that idea up. Though it really only confirmed it my mind.   The illusionist was born in the pages of Dragon magazine, as was one of the many incarnations of the witch.  Plus there is this entry which we have all read before.


Yes, I know that the witch was added after the fact by persons unknown, but I was still promised witches.  But imagine for a moment if we had gotten a witch and illusionist class.  It is entirely likely you would not be reading this blog!
In fact, one of my first AD&D characters was a female illusionist named Cara that I styled as a witch-like character.  I pretty much based her on this art from D1-2 Descent into the Depths of the Earth by Bill Willingham.



Post AD&D 1st Ed
After this the Illusionist disappears as it's own thing really. In 2nd Ed it becomes a prime example of a speciality mage. The advantages of course are now the illusionist gets access to a wider variety of spells than before, but still less than the generalist wizard. In many ways this is a full realization of the "magic-user" concept. The same is true for 3rd edition. Personally I rather liked this idea since it fits in with the narrative of my idea of a magic school with different "Schools" of instruction.  Though on the other side of the coin is that this also took away some of the things that made the illusionist a unique class.  Some of that "uniqueness" has been taken over by the Sorcerer.  Yes, they are not the same thing, but both are compared, favorablly or ill, to the wizard.

The Basic Illusionist
No talk of the illusionist class can happen without talking about the Basic Illusionist.

The Basic Illusionist is the brain-child of +Nathan Irving and was first seen during the S&W Appreciation Day Blog Hop. You can get it from RPGNow, http://www.rpgnow.com/product/140543/The-Basic-Illusionist?affiliate_id=10748 or from his blog,  http://secretsoftheshadowend.blogspot.com/. In both cases it is 100% free.

Before I delve into the book itself. Lets take a moment to look at this cover.
Seriously. That is a cool ass cover. I am not sure what made Nathan Irving choose this piece ("Beauty and the Beast" by Edmund Dulac) but I love it.  The title works in seemlessly, like they were meant for each other.  The woman in foreground is no longer the "beauty" but she is now an Illusionist.

The book is overtly for Swords & Wizardry, but there isn't anything here keeping you from using any Original of Basic inspired system.  I know it works out well in Labyrinth Lord and Basic D&D and it really should work well in ACKS, Spellcraft & Swordplay or any other system.  Astonishing Swordsmen & Sorcerers of Hyperborea might be a trick, but they have an Illusionist class already (more on that later).

Getting into the book now we have 34 pages (with cover) on the Illusionist class. The book starts off with a helpful FAQ.  Personally I think Nathan should also put that FAQ on his blog as a page so every knows why they should get this.  The Illusionist class itself is in S&W format, but the only thing keeping you from using this in any other Basic or Advanced Era game is a table of Saving Throws.  Copy over what ever the Wizard or Magic-user is using in your game of choice and give them bonus to saves when it comes to illusions. I like the original -4 (or +4) but as much as -1/+1 would be fine too.

The Illusionist gets a power or feature every odd level, but nothing that is game breaking when compared to the wizard.  The Illusionist trades flexibility for focus in their magical arsenal. There is even an Illusionist variant class called the Mountebank.  Which is more of a con-artist.  Not sure how it compares to other classes of the same name.

One of the best features of the book is a guideline on illusionist magic and how to play with illusions.  Great even if you never play the class.

What follows next is over 150 Illusionist spells.  Many we have seen before and come from the SRD.  That is not a bad thing. Having all these spells in one place and edited to work with the class is a major undertaking.  I for one am glad to see them here.  Spells are alphabetical instead of sorted by level.
A list of conditions ported over from the SRD is also included. I like that personally.  We all love how the older games and the clones play, but in our zeal we tend to forget that 3.x and later games did in fact have some good innovations and ideas; this is one of them.
We end with a couple of monsters and a two page OGL statement.
Really, this is a fantastic piece of work and really should be the "go to" document if you ever want to play an illusionist.

Other Clones
The design of the Illusionist class is such that adding it to any game should really be a breeze.  Adventurers enter a new land and discover a new brand of wizard.  Compared to other custom wizards out there the illusionist is more powerful than his counterpart in 1st Ed. AD&D.

ACKS Player's Companion
The Gnomish Trickster has a number of good spells that work well for the Illusionist.  All the arcane spells tagged as (ill) for illusion would work nicely as well.  I will go out on a limb here and say the gnomish trickster is basically the "Basic" interpretation of the Gnome Illusionist.

Adventures Dark and Deep
+Joseph Bloch's own magnum opus and dedication to a game that never was is also a good place to look for any ideas on class evolution.  I have to admit I am curious what he uncovered about the illusionist in his own research.  Why was the class included and so on. His game has both an illusionist and a mountebank classes.  Not to mention plenty of illuison spells.  This book also retains the link between gnomes and illusionists, in this case the Deep Gnome.  This illusionist feels very much like the 1st Ed or even the OSRIC Illusionist.

Astonishing Swordsmen & Sorcerers of Hyperborea
+Jeff Talanian's fantastic Astonishing Swordsmen & Sorcerers of Hyperborea also has an Illusionist class. Like all the classes in the book it is limited to 12th level.  I had a quick glance over the spell lists and there wasn't anything that jumped out at me; the spells are drawn from similar sources.  There is is information though that owners of either could use. Obviously the Basic Illusionist covers many more spells but more importantly it has the guidelines for covering how illusions in the game work.

The Companion Expansion
This is another "Companion" style book for Basic-era D&D and clones and is something of a forgotten treasure.  It also has an Illusionist Class that is roughly equal with the Basic Illusionist, but the real feature of this book is the expanded spell list.  If you are looking to extend your illusionist a bit more with more spells then this is a good way to do it.

Labyrinth Lord Advanced Edition Companion
Given it's aim to emulate AD&D via the Basic D&D-like rules it is no surprise then this illusionist cleaves very close to the source material. This is the illusionist of old.

Magical Theorems & Dark Pacts
+Dyson Logos' Magical Theorems & Dark Pacts is an excellent book for playing all sorts of wizard types.  That is, oddly enough, except Illusionists.  This however is not issue; The Illusionist fits in quite nicely here.  The Enchanter from MT&DP would have some spells that might be good for the Illusionist as well.

Theorems & Thaumaturgy
Another great free product. Theorems & Thaumaturgy comes to us from +Gavin Norman and introduced his Vivmancer class.  Vivimancers and Illusionists are about as different as one can get really.  But Theorems & Thaumaturgy does have some things that the Illusionist can use.  For starters there some more Illusionist spells in T&T that any Illusionist could use.  Both this book and the Basic Illusionist make the assumption that Illusionists should have access to 8th and 9th level spells.  If you are going to play an Illusionist then it is worth your time and effort to get a copy of Theorem & Thaumaturgy.

The Witch
Witches and Illusionists share the ability to cast various figments and charms/mind affecting spells.  I would say that in any game that has both classes that Illusionists should be limited to charm spells up to 5th level and witches any type of figments up to 5th level.  Illusionists then get all (or most) of the Illusion spells and witches get all the curses.

There is only two things I really want.
To combine all of this into one place and to have a bound book version.  I think it would be excellent.

Thursday, December 3, 2015

DIY D&D

One of the great things about the whole self-publish, self-produce, osr movements is the ability to  not only have games we loved in no forms, or books we never had (B/X Companion and Adventures Dark and Deep) but it has allowed us unprecedented access to all sorts of material both new and old.

My fondness for PDFs is pretty well known.  But I love books, first and foremost. Hardcovers especially.  Thankfully I grew up in a town that had a book bindery so I managed to get this done:


It's not great, but it is a hard cover of the old Realms of Horror "super module" of the S series.
The nice thing is it has lasted me nearly 30 years.  So I guess I should not complain.

Today we have Lulu.com and DriveThruRPG/PRGNow (and I assume others) for our PDF or physical book needs.  We just have to provide the digital files.

Since I already was providing the files for the print copies of The Witch and Eldritch Witchery, I thought I would make my own hardcovers as well.


I like the hardcover a lot.  I generally like the hardcover Witch better than the softcover one, but prefer the softcover Eldritch Witchery to the hardcover.

Since I was at I thought why not round out the whole collection.


I am not selling these.  You can still find my old netbooks online somewhere. But these were for my own collections.

You might see where I am going here.

So what am I supposed to do when I have this:


But my Rules Cyclopedia looks like this:


Sad. I know.

Well. I love the RC, but cover never really struck me as being "D&D" enough.  But you know what is D&D enough? Uriah Heep's "Demons & Wizards".  So some scanning. Some work late night when I couldn't sleep and I have this:



I will freely admit I am unsure of the legality of this.  I mean I will never sell it (I have my name in it now anyway).  It looks like if I own the PDF I can print it for my own use. Of course I don't own that cover art.  This would be a "table copy".
That aside I think it looks pretty sweet.


It has been a nice little challenge to put together versions of book I have physical copies and pdfs into something new.

My favorites are this combined Basic and Expert hardcover and a combined World of Greyhawk one.


Again, just my own private use at the game table.  But I think they are pretty nice.

I have done something similar to some print outs I made of the Basic and Expert PDFs, which can see here: I Cut up My B/X books!   I think I am going to have to print out the B/X Companion as well and stuff it into this binder.

Now we just need Wizards of the Coast to start giving us more POD options for classic D&D books.

Thursday, August 16, 2012

Witch Books, Part 4. The New Old

The New Old.  
These are new products to play old school style witches. Generally speaking these are all throwbacks to the Basic or First Edition days for games like Labyrinth Lord, OSRIC or any OSR game.

Classic Fantasy Review: Volume 1, Issue 2
This might be one of the first Old-School style witches that I purchased. In this supplement for OSRIC we get the Diabolical Witch.  A witch that gains her powers and spells from the various demon and devil lords.  Its a cross between a cleric and wizard, maybe with more emphasis on the cleric side of things.  The level progression is closer to the cleric than the wizard to be honest.  There are new spells, just a redistribution of current OSRIC spells.  They get a number of special powers, some make sense (clerical turning and shapeshift) others not as much (limited thief abilities).   A nice feature is how witches of different demon lords, devils get different powers.

Darker Paths 2: The Witch
I am always a bit hesitant to review other peoples work on witch-related classes since I have products of my own out there. I fear of being too critical or too lax, each to out weigh the other. In the end I think I just need to review the product as is. Like DP1: The Necromancer this product is for the "Adventures Dark and Deep" RPG, OR any other near-clone of AD&D. Also like the first Darker Path book this presents the witch as an evil character class; not the Earth loving priestess of old faiths or even the spiritual seeking witches of modern tales. This must be recalled when reading the rest of this book. These witches are more Baba Yaga and not Circe for example. There is the obligatory disclaimer on Contemporary Witches and how this game is not that. (As an aside, as someone that has written these myself this one does seem more of a disclaimer of "don't email me" rather than a "I am not trying to offend", but that could just be me. EDITED: I did get an email clarification on this and the author was very much in the "I am not trying to offend, but these are different things" camp, which is cool by me.)
Witches in this game are all evil and their main ability is Wisdom. Their Charisma must start high, but it degrades as the witch rises in level. Interesting. I am not sure I like that since it seems here that Charisma is used as an "Appearance" proxy and not as a "Force of Personality" one. It would make it hard to make a character like Circe, who was evil, attractive and had a lot of force of personality, as a witch in these rules. That is fine, she would have to be something else, but I do want to point it out.
Witches advance to 13th level; so reminiscent of the druid. She has a nice variety of spells to choose from (more on this) and there are rules for her brewing potions and poisons. Like other witches of folklore, this witch can also have multiple familiars. A nice touch in my mind.
The spells are the real gem of this book. Nearly 50 new spells there are a lot of classics here. There are spells on Candle Magic (and done differently than my own) and nearly every base is covered (curses, storm summoning, afflicting others).
Like with DP1, the art is a mix of new and public domain art, but all of it is appropriate to the feel of the book. In the end this is a very good evil witch class. It does make me wonder how the author might do a good witch.

ACKS Player's Companion: The Witch
This one is not out yet for the public, but I have seen the witch for it.  It was actually based on some OGC I produced a while back with some significant changes.  I didn't write it, but it has it's DNA in stuff I did write. So I have recuse from a proper review, but I will say this:  I like it a lot. It is compatible with my two other "OSR" witches but still covers new ground on it's own. At the same time is still new and fresh.

The Complete B/X Adventurer: The Witch
I have talked about the the TCBXA before, but I want to focus on the Witch class from it.
For starters the class works best if you also own the B/X Companion.

I have to play special attention to the witch.  Not just because it is a witch class, but because it is different than the other spell using classes.  For starters the witch can cast in groups to cast higher level spells. That is a nice feature really and something very much in tune with the archetypal witch.  The witch is the class in the book that is stated up all the way to 36th level AND built to gain powers to that point, also something I rather like.  Why?  Because a 36th level witch is the only class that can cast 10th level spells.  Yup.  This one goes to 10!

Crafting spells.  The witch does not memorize a spell, but she does have a limit on how many she knows.  The witch needs both a high intelligence (to know the spell) and a high wisdom (to learn and scribe it down in the first place).  So a first level witch with a high Intelligence knows 1+Int mod 1st level spells.  She can also scribe spells of 1st level + how ever many extra levels equal to her Wisdom mod.  I like it.  It is a nice quick way to know what can be done.  In fact I would like to use that for clerics since gods should know ahead of time what spells their flock need and then they just give them to the cleric at that time.

For the witch though I would reverse it.  Intelligence to write or scribe the spell and Widsom to know how many they can cast.  Witches are often called the "Craft of the Wise" afterall.   But all in all I like it.
10th level witch spells are nothing at all to sneeze at.  This is a powerful witch class.

The 10th level spells are a nice solution to the "Coven spells"/"Powerful magic" vs independent witches.  I can't see too many witch covens in groups.  Maybe two or three at a time.  With what JB has done here is given us a way to have powerful magics in groups at lower levels and keep those same magics out of the hands of solitary witches till much later.  This then does not make them a more attractive solution over Wizards/Magic Users.