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

Tuesday, February 4, 2014

D&D40 Bloghop: Day 4

Day 4: First dragon you slew (or some other powerful monster)

I will be honest with you. I can't remember the first dragon I killed.
I am pretty sure it was a blue one, but outside of that I can't recall.

Now I do remember what was one of the most powerful monsters I killed.

It was Jr. High and I was in a game with my friend Jon Cook, from posting #1.
His older sister was running us through a dungeon crawl one summer night and I remember we ran into a Lich.  
This was big deal because I had been mostly playing this odd collection of AD&D and D&D (B/X) and had not run into a Lich yet.  Plus Mary was your typical Chaotic Evil DM. So this Lich kept jumping in and out of the Ethereal plane and she ruled I couldn't turn it since it wasn't on my sheet.

We, that is Johan and Sneaker the thief, managed to kill it with best weapon we had.  We burned down the building it was in.

Still love throwing Liches at players.  It brings out the CE DM in me as well.


Tuesday, June 7, 2022

D&D Edition Wars: Why CAN'T I Play a B/X Paladin?

All D&D
It's June and I have mentioned that it is D&D month around here. 

The natural question then is, "Which D&D?" All of them! "Even that one?" Yes. Even that one.

I was going through a bunch of material I need to review and Review (reading for my own benefit vs. a full review) and it got me thinking about a bunch of topics.  Should I play more Castles & Crusades? What should I do with all this Pathfinder stuff? Where did my copies of Dungeoneer's and Wilderness Survival Guides go? (seriously. where are they??).

This got me thinking about the various editions and edition wars.  I want to share the story of my first skirmish in the never-ending edition wars, but first I want to talk about the latest side battle in it and my point of view on this in general.

D&D Edition Wars

I am not sure if this will be a regular feature or not.  Typically I avoid edition wars and find them remarkably pedantic to be of any actual use. Don't like a particular edition? Fine. Don't play it.   BUT every so often something bubbles up that takes my notice and I want to comment on it.  The latest one comes to us courtesy of Stranger Things.

If you have not seen the new Season 4 of Stranger Things, please do. It is back to form and good drama.  Sure there are a LOT of characters now and no one is getting the spotlight for very long, but the last episode of Part 1 did a great job of tying together many of the seasonal arcs to set us up for the epic finale.  

They also get to play some D&D.  There is a bit where they deal with the Satanic Panic of the 80s.  I would talk about that now, but I have done that already and most recently back in April. So no real need for me to do that. But in the same milieu of edition wars we are getting some nagging from older gamers like myself complaining that Erica Sinclair's character should have been a Thief and not a Rogue. Well. That is technically correct yes. It was supposed to 1986 and the Rogue does not come into play until 1989. Lots of people are claiming this is a mistake.  Here is my point of view on that.

The Duffer Brothers did not make a mistake. 

Look in the very next scene of their game Dustin (played by the wonderful Gaten Matarazzo; seriously this kid is going to be a hell of an actor someday) drops lines about Vecna (the focus of their game and the season) having been destroyed by Kas. They already mentioned the lack of an eye and hand.  This is not deep lore to us, but to the causal viewer, it is.  And that's the thing. This show has to appeal to all viewers. Those that know D&D but mostly the vast majority that do not.  Here is her line.

"My name is Lady Applejack, and I'm a chaotic good, half-elf rogue, Level 14. And I will sneak behind any monster you throw my way, and stab them in the back with my poison-soaked kukri."

Remember the character is Chaotic Good (which we all understand) and supposed to be a heroic character.  IF she had said "Thief" it would not have the same level of understanding to the causal viewer as "Rogue" does.  Han Solo was a rogue. Robin Hood was a rogue. The normies get what a rogue is. A thief is someone who steals. Yes, yes, it has a different connotation in D&D but that is not the majority of the audience.  I posit that the Duffers knew exactly what they were doing. 

It reminds me of when my main character at the time was a Paladin.  I'd explain to others, who I was trying to get into the game, that my character was a Lawful Good Paladin. Which would ALWAYS be followed by "what's a Paladin?"  Eventually, I gave up and just started saying "Knight."  This is the same thing.  Also it is a nice segue into my next section.

Why CAN'T I Play a B/X Paladin?

The 80s were an amazing time for a lot of reasons. Even in my small home town there were multiple independent D&D groups and clubs happening all the time.  I got invited to a game by a friend one evening. This had to have been either very late in Jr. High I am guessing summer of 82 or 83.  In any case, I was going with my regular DM, he got to play for a change, and a bunch of people I never met. The DM called me ahead of time and asked if I would be willing to play a Lawful Good Paladin. I said sure! I was already playing a Lawful Cleric in my other game so this seemed like a good fit (and it was, but more on this).  Now is the time to be pedantic.  See I was playing a "Lawful Cleric" as in B/X D&D. My regular DM played AD&D and we ran our games as an unholy mix of the two. Not uncommon from what I know now and we had a lot of fun. My first experience with D&D was Holmes Basic and the AD&D Monster Manual.  My new DM just told me to bring my Expert book.

D&D Expert vs AD&D

Well...that was a mistake. I brought my Expert D&D book to an Advanced D&D game and you would have thought I had brought a D&D Coloring book instead with the reactions I got.  Thankfully my DM was still cool about it, even if the other players held their noses in disgust.  

Nowadays of course people talk about their B/X days with pride and fond memories. Especially me.  But that was a contributing factor to me not picking up the BECMI sets when they came out soon after.  I was all in on AD&D from that point on.  No "kiddie" D&D for me! 

That was the first salvo in what I would later come to know as "The Edition Wars." There were many skirmishes between the Basic and Advanced folks back then. Nothing major, I can recall though.  The next battle was fought over the fields of "Unearthed Arcana" and then the "Proficiency Battles" connected with Dungeoneer's and Wilderness Survival Guides (seriously, where the hell are mine??) 

I still have my Paladin from that game. He went on to great glory in the Bloodstone series. I would also roll up my own paladin later, he was the son of my B/X Cleric. 

Now thanks to the OSR scene I have a lot of options to play a B/X Paladin.

B/X Paladin

If Johan II was my Advanced D&D Paladin and son of D&D Cleric Johan I. Then maybe I need to make a Kara Foke II as an OSE Paladin, son of Kara Foke that AD&D Paladin I played so long ago. 

Sunday, October 23, 2022

100 Days of Halloween: Witchblood

Witchblood
I have reached the end of all the adventures I have on hand for War of the Witch Queens and before I pivot onto my next, and last series for this #100DaysOfHalloween, I really wanted to do something special. I had not found anything perfect yet. I had about four or five different ones that I kept rotating through.

Then I was contacted by Rose Bailey. The author of the great "Die For You" RPG, which I reviewed five years ago to this date in fact. That, and what her game does makes it the perfect choice for today's #100DaysOfHalloween.

Starting today and through the rest of these till Halloween I am moving my posting to the day and exploring the topics in more detail.

Witchblood

PDF. 237 pages. Color cover, black & white interior art.

There is a hardcover option for this book, but I do not have it. Yet. 

I knew this game was going to be good when I started reading it. First off the authors list Howard's Conan and Tanith Lee's "Kill the Dead." Seriously. I LOVE Kill the Dead. I love Tanith Lee. We are off to a great start. Also listed are Russian Folk Tales and Gimm's Fairy Tales.  Also mentioned is Ron Edward's Sorcerer, a game I do rather enjoy.

Rules Basics

Ok we learn that this game is based on One Roll Engine.  Knowledge of that game is not needed here, which is good because while I know it I have never played it.

This is a character focused game so we are going to focus on that.  All characters (called Wanderers here, more on that) have Identities and Qualities. Identies come in pairs and characters have three of them. They are numbered from 0 to 5.  This is a dice pool game where you will roll a number of d10 based on the Identities and one of the Qualities. So anywhere between 3 and 10 dice. Successes, Critical successes and failures are also detailed. 

The Fiction

The world of Witchblood is the Forrest. A giant forest that covers an area about the size of Europe, which tech levels about late 18th early 19th century. Ok another plus for me.  The game discusses how to being to create the world.the 

The game is divided into this Basic Introduction, the Player's Guide, and  Storyteller's Guide.

Player's Section

Chapter 1: We start here with some background setting fiction to get a feel for this world. It sets the mood and stage well. For me it already feels familiar.  I have seen this world before. No. Not in print, but it is the world you see in fairy tales.

Chapter 2: Character creation follows.  The characters are known as Wanderers, people who wander the world to learn more about their world and themselves. You build a character in 6 steps. 1. Name and Concept, 2. Birthright. 3. Calling. 4. Profile. 5. Bonuses. 6. Finishing touches. 

Each Birthright is like your species or race. We have Changeling, Commoner, Ghostborn, Noble, Troll, Witchblood (thus the name), and Zver.  Each gets two pages and helps decide your Indenties and advancement paths. 

Callings are like classes or professions though they go deeper than that. They are the Balladeer, Devoted, Fortune Teller, Robber, Sellsword, Trader, and Wise One. Birthright is balanced against Calling. 

Chapter 3: We get the section on Identies and Qualities. Identities as mentioned before are in pairs, Patience and Cunning, Vigor and Grace, Understanding and Persuasion.  These are subdivided into two more pairs. For example Patience and Cunning also has aspects Generosity and Selfishness and Demonstration and Observation. 

Points in these allow the characters to perform actions.  

Chapter 4 covers these actions. The identies and qualities give you points that you then roll d10s. Roll these and look for matches or sets. So things like riding a horse in a dangerous situation would be Graceful Endurance. Just riding a horse would need no to roll.  Various sorts of rule situations are covered.

Chapter 5 is the chapter on Magic. Magic here is not the organized magic of D&D. Its not even the emotional but structured magic of say Mage. Magic is, in the words of this book, bloody, blunt, and feral. There are many ways magic can manifest. There is "Petty Magic" or minor magics and anyone with a supernatural birthright can have Petty Magics.  Charms are things you can pick up along the way and allow characters to do things others can't. Hunches are ways the characters can manipulate magic around them into effects.  They are not something the character "does" but rather "discovers."  Divination, Pacts,  Lineage and Deeds, Sorcerery, Spoiling,  Gifts and Shapeshifting are all magical talents that have their own means of working.  The variety here is amazing and paints a picture of a world steeped in magic.

Storytelling Section

Chapter 6: This starts our Storytelling section or GMs section. It explains again that this world is largely a combination of two genres; pulp fantasy and fairy tales. This first chapter goes over the elements of these two genres and how the designers break the down the themes and rebuild them in the world of Witchblood. It is an interesting breakdown of both genres and what makes them work.   

We also get some Storytelling tips. There is section on NPCs like Companions, or characters essential to the Wanderers and how they fit into the story, and Locals, or the NPCs that don't interact all the time with the Wanderers. Antagonists are those NPCs that work against the Wanderers. So exactly what they sound like.  Each of these types get their motivations defined. A good guide for any game really.  

Given the nature of magic in this world/game, Enchantments are the NPCs of magic.  They are continuing or permanent magics. So Sleeping Beauty's sleeping curse is a good example of what this sort of thing is.  They are defined more or less like other NPCs. Now this is a FANTASTIC idea. 

Chapter 7: Covers "The Village" or "Where the Mild Thing Are." Ok that is a bit glib on my part. It is about where the humans live.  This covers the various people living in the "Village." There are various roles like Butcher, Miller, Fisher and so on.  There are also people outside the Village, like Bandits, Creeping Trees (LOVE THIS), Predators and so on.

We get themes going on in the Village, like Abuse of Authority, Domestic Violence, Human Sacfrice and more.  This can be a dark game if you choose. 

Chapter 8: Encounters. This covers what is in the Woods outside Village. What I love about this is everything I wanted to be here, is here; So Spirits, Ghosts, and Witches. And things I didn't like The Aunts, the Burned Man, the Dead Robbers, the Hearteater, the Mancutter and more. 

This chapter is great. These encounters are so well detailed and thought out that I would love to add them to other games. Just so much flavor here.

--

This game is so rich in flavor and depth. I once said that even in D&D I don't explore dungeons, I explore characters. This is one of the better character exploration games. The Villiage, the Forest, even the Burned Man and the Mayor. They are all there for the sole purpose of exploring your character.  Think about the fairy tales you know, most are named for the lead character. This is what we have here. 

This game lets you do that. And to do that there is plenty of adversity here. Not just in terms of the features in the Woods but in the themes you are expected to explore. Not all of them will be comfortable or nice. It is Grimdark, but not always nihilistic. Characters work towards making things better OR at least that is their expectation.  In many ways this makes things much darker than say Dungeon Crawl Classics (no slight on DCC).

This would be a great game for a group of good friends to explore. I also think it is a good game for people to use to explore different aspects of themselves. I talked about notions where the characters we make are different extensions of our own psyche. For example my Paladin character Johan is a manifestation of a Freudian Super-Ego and my Witch character Larina is a manifestation of my Jungian Anima. Just to add some armchair psychology to it. This game would do the same.  

The game is fantastic and I am going to have to come back to it later this week.  Maybe create a character.

There is not a ton of art (though the cover is fantastic), but I don't see this as a negative thing. Reading this reminded me of a book of fairy tales and legends I had as a kid where the only art was on the chapter pages. It invoked that same feeling in me and that is likely exactly what the designers wanted.

This not a game to do in an afternoon and be done. This one should be played a few times. I would even suggest on a regular interval; much like you read to your children before bedtime every night, this should be done at the same time in the same place. Really get that feeling you are leaving this world and move into one that sits in that liminal place between dreams and nightmares and being awake.

Can't wait to explore it more.


The Other Side - 100 Days of Halloween


Thursday, March 2, 2023

This Old Dragon: Issue #91

Dragon Magazine #91
I thought I would turn back to pages of one of my musty old Dragons. Today's topic comes to us from October of 1984. Gygax is still at TSR. Prince and the Revolution still dominate the airwaves with "Let's Go Crazy" hitting number 1 following the success of "When Doves Cry" and preceding the success of the single "Purple Rain."  Nick Nolte and JoBeth Williams star in the number #1 box office "Teachers." All I remember from that movie was Crispin Glover was really insane in it. On the shelves in the local Waldenbooks is Issue #91 of This Old Dragon.

I did not own this one back in the day. My High School DM and I had an agreement to pick up every other issue. This was the one he got.  I found the cover to be really cool and thought that it would make for a great concept. Something we would try about four years later. 

I did finally get an issue. The one I have is beat up and missing a cover and some pages.  This image is from my Dragon Magazine CD-ROM.

We are introduced to the new Table of Contents page. It is easier to read than the older one with the gray background and will be the standard for a while.  

Letters praise the recent Katherine Kerr articles and have a few helpful suggestions. The recent Rust Monster ecology didn't fare as well. 

Nice ad for Milton Bradley's Broadsides & Boarding Pirates. Back when gaming magazines would run ads for their competitors. The ships from that game would make great props in a sea-faring adventure. 

The Forum is less praise-filled on Katherine Kerr's stance on playing evil characters. while I have played evil characters in the past I find playing them these days a bit tedious. Playing a good character was always more fun for me. 

Gary is up with From the Sorcerer's Scroll.  This one deals with some of the new demon information (and one demon) we will see in the upcoming Monster Manual II.

Long-time contributor Stephen Inniss is back with Realistic Vital Statistics. This is a new guide and system for how much a particular humanoid-like creature, from pixie size to titans, should weigh based on height.  The system certainly works and has a lot of internal consistency which is what you need in a game system. He points out some inconsistencies with the data provided in DMG and attempts to make it better. He does give practical and magical adaptations to the Square-Cube Law (though he does call his observations this, that is what it is) and it plainly sets out why giants could never have existed like described in D&D. I do like his notion there is some sort of magic at work here, maybe a low-level sort of levitation spell going on.  It is a very useful article.

Dragon Magazine MVP (certainly of this issue) Ed Greenwood is up with The Ecology of the Leucrotta. I will fully admit when I first saw this my first thought was "Why? There are so many other interesting creatures out there." Which I think is the whole point. This article and the one on the Slithering Tracker (the first Ecology of article I ever read) pointed out that even so-called "pointless" or even "useless" monsters can be interesting. It also helped shift my focus of D&D/AD&D as "character-centric" to "normal human-centric" and realizing that even a "pointless" monster can be a huge threat. This also reminds me I should do a retrospective at one point on all of these Ecology of articles. 

Ecology of the Leucrotta

More Devils. More Hell. And more Ed Greenwood! Nine Hells Revisited gives us some details about the devils and hells they live in. We get some new devils, some of which I have not seen repeated since. There are even a couple that share their names with others like the Greater Devil Dagon (formerly Jaqon), the Greater Devil Azazel, and the Arch Devil Gargoth (formerly Astaroth).  This is every bit as useful as the series from Dragons #75 and #76. 

Ed follows this up with Eight Devilish Questions. This is the article than also originally clued me it to how to figure out the HD of various higher level demons and devils. I say clued me, but in reality it was more along the line of "duh, why didn't I think of that!" 

Nice ad for White Dwarf.  Bigger ad for the 10th Anniversary set of D&D books. Really, really wish I had grabbed those then. Of course, if I had they would have gotten lost with all my other AD&D books from that time.

A big overview slash big advertisement is next the first Dragonlance novel, Dragons of Autumn Twilight in Chronicles: A Novel Idea. I know a lot of gamers around my age and older complain about Dragonlance, but frankly I don't get it. It did change the game, but in all ways for the better. 

Dragonlance

Ad for Bard Games' The Compleat Fantasy Series and The Atlantean Trilogy follows.

My entire middle section is gone here. It was The Treasure Trove. I am not sure if I took this out or if it was like that when I bought this box of old Dragons.  While by the rules I invented for myself saying I could not review what I don't have, I do want to make one minor breach of that.

What is missing?

As I mentioned, this particular issue was bought by my DM at the time. He took all the magic items here, and a few more of his own, that rewrote all the magic item tables in the DMG. Impressive or ADHD? You decide. Anyway, we were running a small side quest for my paladin, Johan Werper II, and decided that he was on a quest (something that I later would call a "Secret Journey" that all member of his holy order had to do.  On this quest, to make a long story short, he found the sword Demonbane. It fit so well with his quest that I made it and even the Citadel of Conjurers a part of my world mythos. MY Demonbane and Citadel of Conjurers took on a different life than the ones that eventually were published in the Forgotten Realms but history was made on that cold rainy afternoon in October.

Penny Perricord is up with Spies' Advice, some questions and answers for Top Secret. Normally this particular column was written by Top Secret Head Administrator Merle Rasmussen. Not sure why he wasn't here. Maybe out watching the Top Secret! movie?

Coming Attractions lets us know what is getting published soon by TSR. An Indiana Jones adventure  Crystal Death. Some Dragonlance metal minis. The second Conan adventure. The odd one, 2001: A Space Odyssey for Star Frontiers. I never grabbed this, but I wondered with a universe like Star Frontiers with lasers and robots and faster-than-light travel, we would get one about a ship that only made it to Jupiter.  Well that is the nature of licenses boys and girls. Indian Jones, Conan, and Dave Bowman here were all part of TSR's big license push. I am pretty sure they lost money on these.

Speaking of Sci-Fi the Ares section is up next.

"Does Anyone Here Speak Aslan?" from Joseph Benedetto, Jr. covers language skills in Traveller.  It is a pretty good guide and one I would adopt for other sci-fi games like Star Frontiers. 

Sadly I am missing the next pages of Day of the Juggernaut a Star Frontiers scenario by William Tracy. I am also missing the Marvel Phile of Cloak and Dagger, two of my favorite Marvel characters to be honest.

Alex Curylo is up with Careers in Star Law. This is a follow-up to Kim Eastland's article in Dragon #87. Not about lawyers, but law enforcement. 

Not to be forgotten but we do get some new Gamma World material in Don't Leave Home Without 'em! from Scott Hutcheon. This covers new gear for Gamma World.

Our short fiction piece, The Rune and the Dragon, is by Lawernce Watt-Evans.

Paul Smith reviews the Shōgun card game. Ken Rolston is back with full reviews of Mercenaries, Spies, & Private Eyes, Death at Dunwich from Theatre of the Mind Enterprises for Call of Cthulhu (I always like the cover of this one), and The Vanishing Investigator for Gangbusters. He has capsule reviews of Dragons of Despair (he didn't care for it), Marvel Super Heroes, and Bree and the Barrow Downs from ICE for MERP.

Gamers' Guide covers all the small ads. Including an ad for Texas Instruments TI-99 programs to create characters. So yeah computer character generators are at least 40 years old. The rather infamous "Who sez dragons don't fly" t-shirt is featured twice. Lots of other t-shirts too. 

Ad for the Indian Jones RPG.  Wormy, Dragon Mirth, and Snarf Quest wrap up this issue.

All in all a really great issue. Lots of great articles, including many that can still be used today. Did Malarea ever see her diabolic plans come to light? I must know!


Wednesday, July 5, 2023

AD&D Haul from the Jon Cook Collection

 This past weekend I went down to my old hometown to see my family for my mom's 80th birthday. She is honestly doing great, and it was a pleasure to see all my family.  I even got the chance to run into an old friend, Jon Cook.

Jon and I met in Jr. High, we both played saxophone in the school band. But it was D&D that got us to be friends. I had been playing around with my very rudimentary knowledge of D&D at that point, Jon had some AD&D books and, like me, the B/X books. So we spent our time in band class when she should have been practicing rolling up characters.

We decided to meet up because he wanted to sell me his collection!

How could I say no?

Jon Cook Collection

Jon Cook Collection

Not a huge collection, but a really great one to be honest.  It shows our strange, eclectic blend of AD&D 1st Ed and Basic/Expert D&D in a way that only 1981-1983 could produce. 

I am pleased to get all the Monster books, and it has given me an idea for some edits to Basic Bestiary. Getting his copies of B4 and A1 really took me back too. Especially his weird blend of A1 with his idea of a worldwide assassin's guild. It was also the scene of one of my first character deaths!

Jon Cook Collection

Jon Cook Collection

I think I might be most thrilled with these dice.  Those orange dice came with MY Expert set. Jon and I traded since his set came with blue, and I wanted blue. Now I have them back. They are going to go into my "Halloween" set.

Those armory dice markers are a rare treat.


Jon Cook Collection

Some art books that my youngest brother is going to hold on too till I see them next. He called these "Elmore Porn."

Jon Cook Collection

The Lejendary Adventures are like new, and I can't wait to try them out!

Jon Cook Collection

Another DM's screen!

Jon Cook Collection

Some more Dragons for This Old Dragon.  ETA: Looks like the only one I have not done here is #87.


Jon Cook Collection

And the infamous Grimtooth's Traps. Gods I hated it when he would pull out this book.

I can add all of these to his minis he sold me a couple years back.

Jon Cook Collection - Minis

Jon Cook Collection - Minis

Jon Cook Collection - Minis

Jon Cook Collection - Minis

Those are the real deal lead minis.  The last one was the mini I had used for my cleric Johan Werper, but back then he had a blue robe and white hair. He also had a hand. No, I did not paint him myself.

This is all rather fantastic to have.

I have already added some of these to my collection, others have gone into my "extras" pile for when people come over to play (an extra Player's Handbook is always welcome), and some others have been claimed by my youngest.  He already called dibs on the B/X books and adventures along with the Traps book. Pity his poor players.

Tomorrow is his birthday, and I know he will use the cash to buy some more train gear. This was his previous hobby before D&D and the one he and his son are really enjoying together now. 

So Happy Birthday, Jon! 

Thank you for all these books, the memories of going through the A Series with your crazy ass traps, and our own blend of Advanced and Basic/Expert rules. Your books have a loving home where they will get used all the time!

Wednesday, January 24, 2024

Character Creation Challenge: Darlessa for Wasted Lands

I meant to do this character earlier and kinda forgot. Well, today is the day I fix that. When it comes right down to it, no character really represents my shift from D&D to Wasted Lands quite as well as Darlessa the Vampire Queen.

Of course, everyone here knows Darlessa. She has been featured here many times and I already did her witch stats for Swords & Wizardry and her vampire stats for Basic-era D&D. She is also the central antagonist of my Dungeon23 Tomb of the Vampire Queen. She is responsible for the death of my first character, Johan, and ultimately, the cause for him to be elevated to a Saint. She even has (or had) her own Dark Domain, Arevenir.

Darlessa the Vampire Queen character sheets

I am using the Night Companion again for her so I can get the rules for making her a vampire. She has always been a witch, but a good case could be made for her to be a Spirit Rider, too. Maybe I'll give her a level in that later on, but today, I wanted to compare apples to apples: my OSR witches vs a NIGHT SHIFT witch.

Darlessa the Vampire Queen
Darlessa, the Vampire Queen

Class: Witch (Persona)
Level: 13
Species: Human Vampire
Alignment: Dark Evil
Background: Sorcerous

Abilities
Strength: 18 (+3) (+2 from Vampire)
Agility: 18 (+3) (+2 from Vampire)
Toughness: 18 (+3) 
Intelligence: 15 (+1) N
Wits: 14 (+1) N
Persona: 22 (+5) A

Fate Points: 1d10
Defense Value: -5
Vitality: 75
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +2 (base) +2 (touchstones) 
Ranged Bonus: +2 (base) +1 (touchstones)
Spell Attack: +7 (witch) +1 (touchstones)
Saves: +7 to Spells and Magical effects (Sorcerer & Scholar), +3 to Wits (vampire) +1 to All (touchstones)

Witch Abilities
Arcana, Arcane Powers (5): Succubus (6d6), Shadow Walking, Telekinesis, Beguile, Subtle Influence

Sorceress Spells
First Level: Arcane Darts, Black Flames, Chill Ray, Glamour, Object Reading, Armor of Earth
Second Level: Conjure Flame, ESP, Invoke Fear, See Invisible
Third Level: Clairvoyance, Create Zombies & Skeletons, Curse, Fly
Fourth Level: All-Seeing Invisible Eye, Black Tentacles, Improved Invisibility, Kiss of the Succubus
Fifth Level: Commune with Deeper Dark, Create Undead, Shadow Armor
Sixth Level: Instant Death, Zone of Death
Seventh Level: Wave of Mutilation

Heroic/Divine Touchstones 
1st Level: Additional Spell: Armor of Earth
2nd Level: +1 to Melee attacks
3rd Level: Spirit Guide: Undead Raven, "Lucifer"
4th Level: Favored Enemy: Lawful (Light) Good Clerics
5th Level: +1 to all attack rolls, defense rolls, spells, and saves
6th Level: Glamour at Will

Heroic (Divine) Archetype: Power

Gear
Dagger

Wasted Lands Vampires

Ok! This Darlessa is much more powerful than previous versions. This is due largely to proper rules on how to make a character a vampire and how that adds to the character's power. But also Witches in NIGHT SHIFT and the Wasted Lands are a bit more powerful. Lets not forget those divine/heroic touchstones. Those add a LOT of power to the character. This is a version of Darlessa that should properly terrify a group of characters. 

Vampires in the Wasted Lands are also more akin to Akivasha of Robert E. Howard's tale The Hour of the Dragon than they are of Stoker's Dracula. Indeed, Darlessa is cut from the same cloth as Akivasha. Well same cloth, but dyed in the same dyes as various Hammer Horror vampires. 

But in native Wasted Lands, the world envisioned by Elf Lair Games' Jason Vey, vampires are more dangerous and closely tied to the powers of the Deeper Dark. This works fine for me since I have always seen Darlessa as shedding bits of her soul for power to whatever demon would grant it to her. Now, for a pure Wasted Lands game and for the publication of the Tomb of the Vampire Queen, I might go with a different name and slightly changed background. But it will be Darlessa all the same really. 

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge

Tuesday, August 23, 2022

#RPGaDAY2022 Day 23 - What situation are they currently in?

Going off of yesterday's post here is what is happening. 

Phygor is "exploring the world." That is code for I don't know what I am doing yet.

Johan is still in the Demonweb with the other D&D 5 characters.

The OSE characters are all NPCs in the "War of the Witch Queens."

But let's talk about my AD&D Second Ed characters, Sinéad and Nida.  These characters are still rather new for me.  The stats I posted are not the ones I am playing. They are still both 1st level, and they are not in the same game. Well. At least for now.

We are trying out all different editions of D&D here and these will be my return to AD&D 2nd Ed AND my first real introduction to the Forgotten Realms.

Of the two I have only played Nida once. Sinéad is 1st level, but I have not taken her on any adventures yet.  Right now there is not a lot to tell them apart save that Sinéad is a half-elf and might be the daughter of my last AD&D 1st ed character.  Not sure about that one just yet. Though I do think I am getting a grasp on who they might be.

Nida
Nida, Witch of Rashemen

Sinéad
Sinéad, half-elf Bard/Wizard

The current situation right now is me needing to move them forward. 


RPGaDAY2022


Thursday, November 30, 2023

Into the Forgotten Realms: Baldur's Gate 3 Characters (and HeroForge minis)

Into the Forgotten Realms
 For my personal foray into the Forgotten Realms, I will name this series exactly that: Into the Forgotten Realms. This is also appropriate because my very first recollection of the Forgotten Realms was not the "Grey Box" but rather an adventure in the pages of Dragon Magazine.

When Ed Greenwood was exploring the Realms in the pages of Dragon, he had a guide, the Sage of Shadowdale Elminster. Elminster told him stories of the Realms and was the intermediary between his world and ours. 

But Elminster, like Ed, was an expert on the Realms. I am not. I am not even good. I am an enthusiastic novice with no idea how much I am trying to bite off here.  So. I also need a guide. But my guide has to be as naïve as me so we can discover it together. 

Generally, for these explorations, I have characters on hand. When I was writing about vampires and undead it was my Paladin Johan. When it is magic, the occult or witches, it is my witch Larina. They are great characters, but neither is appropriate here. Neither has anything to do with the Realms for starters and I need a native.

So introducing (again) Sinéad. She is a half-elf from the Moonshae Isles and her elven mother claims to have ancestry from Evermeet. And...that is all I know. Fun right? Now to expand her out I used her as a character in Baldur's Gate 3 and of the many games I have played of it I liked her run the best.

As I progress through the material and books I am taking the literary license of having her tell me what she shows me as my guide, munch in the same way the Ed has Elminster. Plus it feels like a fun little nod to Ed and Elminster as well. 

Sinéad

What do I know about her? Well looking back at my 2nd Ed idea I know she is a magic-user of some sort and a Bard. Given some of the material I have read I also like idea she has wild magic, something she is not quite capable of controlling. This is why she leaves home. She needs a reason to go away from a loving family after all and I am not reverting to the trope of dead parents. 

This worked great in my run with her in Baldur's Gate. But I'll get to pencil and paper details in future posts.

Since I had such a great time with her and I'll be using her in tabletop games next year I couldn't help but get a new HeroForge mini of her as an early Christmas present to myself.

Sinéad
Sinéad from HeroForge

Not too bad really.  Here is how she looks on the HeroForge site AND in Baldur's Gate 3.

Sinéad Hero ForgeSinéad Baldur's Gate 3

I rather like how she came out.  Of course, I had to do two of my favorite characters from the game, Shadowheart and Karlach.

Shadowheart, Sinéad, and Karlach

Shadowheart and Karlach

I rather like how they all came out.

Shadowheart:

Shadowheart

Shadowheart

Shadowheart

And Karlach

Karlach

Karlach

Karlach

Yeah. If I am going to do this, then I will do it right.

I am also doing runs with Skylla and Kelek in BG3. Those have also been fun.

Thursday, June 1, 2017

This Old Dragon: Issue #79

I like to post This Old Dragon on Thursdays.  Feels like a good day to do it really.  Today is June 1st which also means we have five Thursdays in June.   I should have been looking ahead since that sounds like a great time for a month of theme postings.  But since I rarely know which Dragon I am going to pull out of the box, and often know even less what's going to be in when I open it, planning ahead doesn't always work out.  Today's Dragon has no theme.  So let's head back to November 1983. I was a freshman in High school and this is Issue #79 for This Old Dragon!

I remember this issue. We used bits of it a lot in our games back in High School. My HS DM had it, but I don't think I read it till almost a year after it was published.

Well.  I am not sure about this cover. I doubt it is anyone's favorite but it is a fun one.  Feels more like an April fools issue or if it is a harvest scene then September would have been better. It also has nothing to do with anything else in the issue going by my first read.

Kim Mohan discusses some upcoming changes to Dragon, namely the change of typeface. This is the evolution of the magazine that I think many gamers my age remember the best.  There are more changes coming including the inclusion of The Forum feature (not in this issue) and the eventual demise of the Phil and Dixie comic.  In retrospect, it feels like another marker of the end of the Golden Age of D&D. That's not too bad though, some cool things are coming up.

Susan Lawson is up first with The Ecology of the Treant.  Interestingly I don't remember this one at all.  Rereading it now I see why. There is precious little information in the article.

Sage Advice covers some smaller letters sent in covering various topics from previous Dragon articles.

Coming up on the first meaty article, Magic resistance What it is, how it works. No author is given.  The article discusses the hows and some of the whys of magic resistance.  Namely, how does it nullify spell-effects and what control the creature with magic resistance has over this power.   The article tries to highlight some of the issues with the depiction of MR as presented in the AD&D rulebooks and I think creates more confusion than clarity.  The article is not bad, but it also doesn't help.  It is easy to see why MR, as presented in AD&D, was removed from later versions of the game.

We get some pictures from the Gen Con Miniatures Open '83. Some nice looking minis here too. Modern molding techniques and 3D Printing make some of these look, well, dated, you have to admire the artistry all the same.  This is an aspect of the hobby that will never go out of style I think.



Gregg Chamberlain must have enjoyed "The Twilight Zone: The Movie" from the summer of '83.  In his Blame it on the gremlins: Militaristic mischief-makers we get a bunch of the little monsters. In truth his version is closer to the old military superstitions of Gremlins than the Twilight Zone movie (or even the Gremlins movie due out in another 7 months; June 1984).
I always liked the idea of gremlins, but never the execution. Plus to me they seemed a little too 20th century to me.  If I want a mischievous creature I had loads of fae to choose from including the Brownie, Boggart, and Buchwan that also all did this sort of thing.   Though this article is very clever and has a lot of great ideas.  I could have my cake and eat it too by adopting these to "Trooping Faeries" of the more mischievous sorts. I think even Charmed did something like this. A little surprised the Supernatural hasn't yet.

Up next is an article we used a lot in our games.  Setting saintly standards by Scott Bennie details a divine class of ascending mortals, aka Saints.  Not being Catholic (or religious at all for that matter) this article had no connotations for me outside of D&D.  I really liked the character of St. Kargoth, king of the Death Knights and immediately figure that he had to be the "13th" Death Knight.  I used him a lot in my games.  At this point, my first generation (Basic D&D) of characters had retired and the next generation (AD&D) was going strong.  I worked with my DM (whose issue this was) to make my first character into a Saint according to these rules.  I figured if there is a "Saint" of the Death Knights then my character, Father Johan Werper, would be the patron saint of those that battle undead.  I have detailed his history here and his Sainthood is covered in the Guidebook to the Duchy of Valnwall Special Edition. So yes, not only did I make him a Saint, I made him an officially published OSR Saint!  It all started with this article.  It was also not the last time I used an "Ascended Human" in my games.  The whole plot of my Buffy Game "The Dragon and the Phoenix" revolves around an ascended witch.

The centerpiece of this issue is an adventure for Top Secret.  Wacko World by Al Taylor.  I never played Top Secret. Spy games were never my thing.  I have no means to judge this one to be honest.
If you played this adventure then let me know you think of it!

Page Advice II: Getting started covers writing for your favorite RPG.
The genesis of this article is stated in the first few lines, "However, it is apparent from those responses that the vast majority of readers who sent for the TSR submissions packet have had no experience with freelance design"
Well. Off course they don't! Your readers are fans. If they were like me at the time the most they ever wrote was a term paper.  The article though does go into some helpful tips.
Their advice, "Pick up a copy of The Elements of Style by Strunk and White - an invaluable book." is spot on and I think I picked up a copy soon after.  I still have it.  A bunch of other books are also mentioned and selection of *D&D modules, but the best advice they give is practice. You can't get better at anything without practice.  The article looks like it is setting up for a Part III, delievering what the publisher wants.  I'll have to look into that (or if I have an issue 80).

The fights of fantasy: Good generalship from a non-medieval viewpoint by industry leader Lew Pulsipher discusses the differences between a historical medieval battle and a fantasy one. Certainly this draws on the uniwque history of our hobby having grown out of historical miniature battles to fantasy battles.  Putting content of this article aside for a moment I want to address an meta-issue around this article.  As the first Generations of Grognards move on to the sandbox in the hereafter (not being a dick, it's sadly just true) the remaining generations, myself included, are moving further and further from these roots.  This is neither good nor bad, like old age, it simplly is.  Sometime though I feel the need to honor the grogs that came before me and do a real huge fantasy battle.  I have done some in the past, but I mean something truly epic.  World War II meets Crisis of Infinite Earths meets the Battle of the Pelennor Fields meets the battle of Endor/Death Star II.
Lew's article is getting saved for that day.

Lew is back in a double header this issue with Be aware and take care: Basic principles of successful adventuring.  Lew's article read a lot like his lecture series on YouTube.  You get the feeling of hearing a learned sage, but all along the answer you sought were with you all the time.  More or less. Reminds me of some lectures on Socrates I had some years later in college.
Both articles are good but also really long.  I wonder if they were light on page count for this issue and needed these.  The lack of a lot of art in this issue and the editorial about change leads me to think this.

We come to some ads next.

The On the Shelf feature deals with new books from Ray Bradbury, Orson Scott Card, Ursula K. Le Guin, Philip K. Dick, Peter Straub, and Alan Dean Foster. A "whos who" of sci-fi/fantasy literature.
At this time I was huge into my Tolkien and then Moorcock kick.

We end with Wormy and What's New.

80 pages.

Certainly some memorable articles and some I didn't remember at all.

Want to know what I was saying about White Dwarf magazine during the same month? Check out my White Dwarf Wednesday for issue #47.

Wednesday, July 13, 2022

Blue Rose: Who is Admiral Celeste Vorcolio?

Admiral Celeste Vorcolio
Often, very often, the NPCs I will put into a game or adventure will be drawn from either someone I know or a previous character of mine.  St. Johan Werper in the Guidebook to the Duchy of Valnwall Special Edition is/was my first ever D&D character. Nearly every non-player character in my Night Worlds "Generation HEX" and "Ordinary World" in NIGHT SHIFT were characters in my long-running Chill/Buffy/Ghosts of Albion games.  The Editor in "Weirdly World News" in the Night Companion was based on the director for the play "The Front Page" I was in several lifetimes ago. 

But who is  Admiral Celeste Vorcolio of Six of Cups?

The folk hero of Garnet in Aldis, in the World of Aldea, is not based on any real person nor character of my past.

Since I was modeling the City of Garnet after my childhood memories of Alton, Illinois I took it a step further and thought about the stories I was reading then. While the Tall Tales of Paul Bunyan or Pecos Bill wouldn't really be appropriate for what I wanted, there was another one.  I remembered reading, the stories of a giant sailor named Stormalong

After reading mythology, I followed up with the American equivalent, the Tall Tale. While I liked the tales of Pecos Bill and Paul Bunyan it was A. B. Stormalong that would actually feel like an adventure.  Pecos Bill was essentially a drunk cowboy soon to be upstaged in his antics by his younger, dumb brother "Florida Man." Paul Bunyan was a giant, but all he ever did was cut down trees. Stormalong, well he fought the Kraken! The idea that he boarded a ship and signed his name "Stormalong, A.B.," which would go on to mean "able-bodied sailor," stuck with me decades later.

I knew I wanted an admiral in the Aldean Navy.  I knew I wanted Garnet to be the heart of that Navy. So someone from Garnet needed to be the one that made the Navy into what it is today. 

I started with the idea of Stormalong, someone young and ready for adventure, jumping onto a ship and doing whatever they needed to do to be on that ship and rise up through the ranks.  The idea jelled for me when I thought about Star Trek The Next Generation.  Gene Rodenberry had described the characters of Picard, Riker, and Wesley Crusher as all being different parts of Horatio Hornblower.  Though originally "Wesley Crusher" was going to be "Leslie Crusher." Which gave me the idea of instead of Horatio Hornblower, why not Honor Harrington

If her adult form was Honor, then who was she as a (very) precocious child?  I mean, like annoyingly precocious. I saw her jumping on the ship and announcing to the crew that she was "Vorcolio, A.B. the greatest sailor in the world! And you will all be taking orders from me soon!"  Who from my readings would fit this mold? Easy. Pipi Longstalking.  Very soon a picture began to emerge.

Celeste, at age 12 runs away from home and jumps onto a ship to be a sailor. The laws at the time said she had to be 16 to join up, but she lied (her first lesson) to get on board.  She quickly proved that while she was a lot of talk, she was also willing to work hard. She took any and every job on the ship no matter how menial or difficult. She would whistle to herself and tell the crew that she wanted to know how to do everything on a ship so she could be a good captain.  When it was discovered that she lied about her age they were already too far out at sea.  The punishment for this was 10 lashes (it was a while back) she admitted she had lied and submitted herself to her punishment. All her other crewmates moved by her work and her willingness to stick to the rules, offered themselves up instead. In the end, the Captian agreed to not give her the lashes until a later date, but she had to learn the job of every crewman on the ship and be able to do it as good as they could.  She remained on that ship for years and when the time came to give her her punishment the Captain instead made her his first officer claiming that would be punishment enough.

She would later go on to have adventures of her own, find her Rhy-fen companion Jarry the Dolphin,  enroll in the Naval Academy where she would butt heads against other officers, fight giant sea monsters and pirates, battle with other Navies, and generally lived her life on the deck of on ship or another.

I don't know how she died.  I don't know when she started a family. I am inclined to say that in her later years she adopted a child and raised them as her own. I think that like many sailors, before and after, her only true love was the sea. 

There are no character stats for Celeste. When you get to Garnet she will have been dead a hundred years, unless you believe the talk of old sailors and they say she is still on the deck of her ship, The Stormalong, sailing the clouds of the storms.  If you listen close you can hear her shouting orders to her crew and laughing at the thunder and lightning.

Welcome to Garnet

Green Ronin currently is taking pre-orders for print of Six of Cups.  Order now and get $5 off AND for just $5 more (so retail price) you also get the PDF right now!  That is a hell of a deal.

https://greenroninstore.com/collections/blue-rose/products/blue-rose-six-of-cups

Wednesday, January 17, 2024

Character Creation Challenge: Kersy the Sea Witch for Wasted Lands

 Both the Wasted Lands and the "I" of D&D BECMI offer paths to godhood and/or immortality.  While the Immortal rules have some, well, issues they are still a fascinating glimpse into one possible end game for D&D characters.

The path to immortality is better defined in the pages of the Wasted Lands, but no less complicated for the character (the player has an easier time understanding). Indeed, there are very, very few characters that can make it to immortality. One of my own immortal characters, Johan I, got his forever-ever-after as a Saint. 

But I do have another immortal character, one that "went through the hoops" in BECMI to get there. Granted, not a Player Character but rather an NPC.  The Witch Kersy.

Kersy's character sheets

When my characters meet Kersy for the first (and likely last) time she is already an Immortal. She is from the adventure, M1 Into the Maelstrom, so I guess that makes her Bruce Heard's character, but even he admits she is just a thinly veiled version of Circe. That's where I come in. 

Kersy's Background

In the module, we are introduced to a nascent Immortal, Kersy.  She is using her human guise as a 30th-level magic User, and she is the ruler of the Island of Turkeys.  If you think she sounds a lot like Circe and her Island of Pigs, then you are correct.  But.  Doing some deeper research into Kersy gives me a stranger tale.   Over at the Vaults of Pandius, they have expanded on her background a bit more. 

She is described as the distillation of the would-be immortal Koryis's own unwanted thoughts, urges, and feelings.  

Koryis is the Immortal Patron of Peace.  While on his epic quest, he sought to purge himself of evil in impure thoughts. He was successful, and that "impurity" manifested itself as Kersy.

At least, that is what his mythology says. 

We learn from M1 that she is a "beautiful maiden" and a "30th level magic-user." But other details are scant. From the Vaults of Pandius, we learn that she is beautiful with long raven-black hair and amber-colored eyes.  She is the Patroness of Witchcraft and Charms.  Certainly, she is more than just some cast of skin of evil.

She is also described as having "milky-white skin" (boring!), but I have been looking for an excuse to use Vanessa Williams as a witch since 1997. 

Back in 2020 I got her stated up as a 31st level Witch, just on the cusp of her own immortality.

Today I am going to try her out as a starting witch with Immortality very, very far away. Now, in canon Kersy likely started out "life" as a 31st level witch or whatever it was that Koryis was. But here I recast her as a lower level witch and working her way back up to power. She has no idea who or what she is save she is drawn to the sea and to Koryis, whom she both hates and loves. 

Once again, I can only see a young Vanessa Williams as Kersy. Halle Bailey (from the live-action Little Mermaid) would also be great.

Kersey, the Sea Witch
Kersy, the Sea Witch

Class: Sorceress (Witch)
Level: 14
Species: Human
Alignment: Twilight
Background: Sorcerous

Abilities
Strength: 12 (+0) 
Agility: 16 (+2) 
Toughness: 14 (+1) 
Intelligence: 18 (+3) N
Wits: 17 (+2) N
Persona: 18 (+3) A

Fate Points: 1d10
Defense Value: 1
Vitality: 60
Degeneracy: 1
Corruption: 1

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +2 (base) 
Ranged Bonus: +2 (base)
Spell Attack: +7
Saves: +7 (+8) to Spells and Magical effects (Sorcerer), +1 to all saves

Sorcerers Abilities
Arcana, Arcane Powers (5): Beguile, Detect Thoughts, Enhanced Senses, Pre-Cognition, Subtle Influence

Sorceress Spells
First Level: Arcane Darts, Beast Speech, Command, Predict Weather, Sleep
Second Level: Beguile Person, ESP, Invoke Fear, Paralyze Person
Third Level: Breathe Water, Cure Disease, Curse, Dispel Magic
Fourth Level: Befuddlement, Control Temperature, Illusory Landscape, Metamorphose Other
Fifth Level: Comand Winds, Dominate Other, Summon Elemental
Sixth Level: Evoke Weather, Invisible Servant, Part the Seas
Seventh Level: Mass Metamorphosis, Widdershins Dance

Heroic/Divine Touchstones 
1st Level: 1st Level Spell: Glamour
2nd Level: Control Water, Minor
3rd Level: Mode of Movement: Water Walk
4th Level: Magical Recovery
5th Level: +1 to all checks, attacks, and saves
6th Level: Immunity to Spell damage
7th Level: Increased Glamour

Heroic (Divine) Archetype: Magic, Witchcraft

Gear
Wand, Bracers of Defence

Wasted Lands as D&D BECMI

If I were to ever run a pure BECMI game again, I would use Wasted Lands as part of it. Much like Hyperborea yesterday, BECMI and Wasted Lands feel right together.

Kersy, here in this version, makes for a great Sea Witch and growing in her power on her track to immortality. For these reasons I gave her a Heroic/Divine touchstone every other level. 

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge