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

Saturday, April 1, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 4, Room 1

 Level Four seems to be mostly rough-cut stone as if the entrance from Level Three was cut out of an existing cavern system.

When the PCs get to bottom of the very long stairs they find another door. It is locked but can be picked at a -10% to an Open Lock roll.

Level 4

The door is trapped on the level Four side. So one the character pass through the doors will close, trying to open them will release 1d4+1 poison darts. They "attack" as normal-level human causing 1d4 points of damage. They are coated with poison so a save vs poison is needed. The poison was stronger ages ago so in stead of death it causes violent sickness on a failed save. The character is useless for 1 hour. A cure wounds spell or potion of any sort will cure them.

Notes about level 4. 

These are natural caves that the necromancers and wizards cut into for their magical research. There are gems here as well as monsters. There is a magical glow about the place, but torches are still recommended.  

There are noises coming from everywhere. GMs should roll for random monsters using the tables for a Level 4 dungeon. 

There is a natural sink hole that leads to Level 5 later on in this level.

Thursday, July 13, 2023

Wasted Lands Playtest: Superheroes in the Dreaming Age, Part 4 The Demon's Daughter

The Demon's Daughter
Okay, let us scale things down a bit and see what we can do with some mystical characters and some that are not super-powerful. At least not yet.

Another concept that comes up is the Demon Spawn that tries to do good. These characters often appear in comics with magic as a theme and they are a great choice for a Wasted Lands game since there is likely to be a lot more interaction with demons. 

This character could be a lot of different things, and "demon" might even be an alien, say in the case of Karolina Dean from Marvel's Runaways. But my example here will be borrowing heavily from DC's Teen Titan, Raven.

Now there are a lot of ways to do Raven. We have Psychics, Sorcerers, and even Necromancers. But Raven's primary powers come from her empathic abilities and astral projection with some spells. So I am going with Psychic for her here.

The Demon's Daughter

Class: Psychic (Persona Aspect)
Level: 6
Species: Human-Demon
Alignment: Twilight Good
Background: Student

Abilities
Strength: 12 (+0) 
Agility: 13 (+1) 
Toughness: 14 (+1) 
Intelligence: 15 (+1) N
Wits: 15 (+1) N
Persona: 17 (+2) A

Fate Points: 10
Defense Value: None 10
Vitality: 30 (d6)
Degeneracy: 
Corruption: Unnatural Parlor

Check Bonus (A/N/D): +4/+2/+0
Melee Bonus: +2 (base)
Ranged Bonus: +2 (base)
Saves: +3 to Persona based saves

Psychic Powers

Supernatural Attacks, Sixth Sense, Empathy, Psychokinesis (Telekinesis, 2d6+1), Temporal Sense, Shadow Walking, Astral Projection

Superhero (Divine) Archetype: Rebilous Child of older God/Demon

Divine Touchstones
Level 1: Mystical Senses (as Sorcerer spell)
Level 2:  
Level 3: Additional Movement: Fly
Level 4: 
Level 5: First-level Sorcerer
Level 6: 

Spells
1st Level: Protection from Evil

The Divine Touchstones are really what separated the normal people from the heroes and the heroes from the legends. You likely will not use all of these on one character. I'll have some less-super examples coming up.

She has fewer to reflect that she is still just a teen or young adult. This also more likely the speed in which people will want to hand out the Divine Touchstones. 

Please check out and back the Wasted Lands Kickstarter.

Friday, December 23, 2016

Blue Rose and True20

Ok, so there are not a lot of products out there for Blue Rose.  There are for True20. Given that True20 required more of a publisher investment for some companies they really took the time to do them right. In other words, I didn't see a bunch of slapped together True20 products to make a quick buck off of an existing d20 product.
While there were/are a lot of good True20 products that will work with Blue Rose, I want to spend some time with the ones for Green Ronin themselves.

True20 Companion
This book follows the form, if not format, of the Blue Rose Companion. In this case the book covers different campaign models.  This includes Fantasy, Horror, Modern, and Sci-Fi.  Each section includes various character paths, skill uses, feats, and powers.
Outside of the True20 mechanics, there is good advice for running the various genres and sub-genres presented. In particular, I enjoyed the Fantasy and Horror sections. The big surprise to me though was the Modern section.  While I did enjoy the Modern d20 rules, I felt it really lacked something. Turns out it wasn't laking, it was over done. Thr True20 Modern is stripped down to just what you need and it is perfect.   I lament not running more Modern True20 games with these rules to be honest.  Of course, you can mix and match. I pretty much add Horror to everything so Horror-Fantasy, Modern-Horror and Sci-Fi-Horror are all things I do and they are all here.
What makes the PDF better than the print book is the ability to print just the sections you want.  True20 is not 100% modular, like say GURPS, but it is pretty close.
For Blue Rose: The ideas presented in the Fantasy genre mention Blue Rose specifically. Other ideas for incorporating other types of Fantasy are also welcome.  Of course I used the Horror chapter most of all.

True20 Bestiary
If I have said it once, I have said it 100 times. There is no such thing as too many monster books.  This is the book you want to fill your games with all sorts of nasty beasties.  The monsters are largely OGL derived and that is 100% fine by me!  As with the d20 rules, True20 monsters are built like characters, so a creature that has certain powers has to be an appropriate level to have them.  It means that monster building on the fly is a bit trickier till you get the hang of it.  But this book provides hundreds of monsters, so that is not an issue really.
The creatures have a fantasy origin, no surprise, given True20's fantasy antecedents. The creatures here though are constrained to fantasy settings though. Dinosaurs and Dragons can attack in downtown Manhattan and vampires work well in every setting just to give a couple of examples.
For Blue Rose: More monsters are good, but add them with care.

True20 Fantasy Paths
Using only the True20 classes of Expert, Adept and Warrior you can create all the standard, or at least the d20 3.x standard, fantasy classes.  Yes, Wizards in the D&D sense are not the same as True20 adepts, but you can get them there if you have this book.  Each class is defined and then progressions from level 1 to 20 are given. Of course, you can stray from the various paths to do your own thing, that a strength of True20, not a weakness.   Also, an added feature of these fully stated out level progressions is that if you need an NPC, say a 3rd level bard or a 15th level cleric, then you have those stats ready to go.  It doubles as a rogues gallery.
For Blue Rose: The rouges gallery is nice, but also following familiar fantasy paths, or converting characters, is now easier than ever.

True20 Adept's Handbook
Adepts come in many shapes and sizes. Sorcerers, pact-bound warlocks, goddess touched witches, divine clerics, psychics, and even more.  This book helps you figure them out and given them form. Various paths are given and all the expected ones are here; necromancers, occult scholar, wizard, voodoo priest and yes there are even witches. In addition to detailing various types of adepts and the genres they appear in, there are plenty of new adept/supernatural powers, skills, and feats.
There is even a section on items.
For Blue Rose: This should be obvious. Adepts are a key part of the heroes and villians of Blue Rose. A book like this will add a lot of options to your game.

Character write-ups
I also did some character write-ups for True20/Blue Rose using the above books over the years.
I also created True Spell Casting. An alternate magic system for True20/Blue Rose.  Itports over Vancian spell-casting to the True20 system.

Saturday, May 27, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 27

Just outside this corridor to the left there is a deformed area where the metal and rock merge. Outside of the metal area, there is a spiral staircase going up.

Room 27

These stairs look like they are the manufacture of the Necromancers (or more to the point, their slaves) that had lived here.

These stairs ascend to Room 15 on Level 4

If the players did not defeat the ghouls in that room they will try to meet the characters half-way. The Ghouls however will not enter level 5, bot even to avoid being killed by the party. They react in fear to anything on level 5.

If the characters use one of the "heat wands" the ghouls will try to run away as fast as they can as if "Turned" by a Cleric. 

--

The strange necrotic energies here are enough to scare away other undead. 



Wednesday, November 18, 2015

Class Struggles: Mara Witch Tradition

Witch by ivangod
Today's Class Struggles is going to be a total cheat.  After two weeks of psychic classes, I have read a bunch of psychic and occult material which, of course, gets me thinking about witches.  Since I spent a lot of time yesterday with Wee Jas and to a much smaller degree Hecate, I wanted to talk about the witches of Wee Jas as influenced by the witches of Hecate I have used in the past.

The Mara Witch Tradition

The Mara is a witch tradition that is very, very old.  They share more than just a little relationship with Night Hags, which some scholars believe may have been some of the first Mara Witches.
The Mara understand, maybe more so than most, the life is a constant struggle not against death, but towards it.  This struggle of competing forces is what the Mara seek out. Life and Death in a constant struggle to the inevitable end.

Role: These witches most often serve gods or goddesses of Death, Transition, Change or even Destruction.  There tend to be two basic archetypes of Mara detailed below, the chaotic Mara and the lawful Mara.

Joining this Tradition: To join this tradition the witch must realize that life if nothing but a transitory period between oblivions.  Even if there is life after death in the form of reincarnation the witch is not aware of it on this plane now.So the witch chooses not to be apart of this charade anymore and embrace the death in all of us.

Leaving this Tradition: Typically the witch has such conviction that the only way out is her death.

Occult Powers: The occult powers of the Mara are derived by the struggle of life and death.  There is magic in both life and in death.  There is magic and power in the transition.  While evil Mara are often accused (and rightly so) of killing newborn babies, good Mara also are there to wish children pleasant dreams and act as guardians.

Least, 1st Level: Familiar. The Mara witch gains a familiar.  The familiar is often a floating skull, a ghost or some other omen of death made real (a banshee, a barghest, a black dog). The witch can communicate with this familiar regardless of the form it takes.

Lesser, 7th Level: Dream Invasion. Once per day, the Mara Witch can invade the dreams, the so-called deaths of every day, of others.  She can use this invasion to gather information, learn about various targets or even drain the victim's on life force for herself.  She can drain a total of 1 point of Constitution per night for three nights (3 points total).  This draining she can add to her own pool of hitpoints. Each point of Constitution grants her 3 hp over and above what she normally has.  After the third day, she forfeits her ill-gained health and her victim will recover at the rate of 1 con point per week.

Minor, 13th Level: Nightmare Shape. Once per day, the Mara witch can polymorph herself into any type of undead creature and back. The creature in question must be of comparable size. The witch gains the powers of the creature and retains her ability to cast spells, but she also suffers from that creature’s associated weaknesses. She retains her own hit points and level.  If she is "turned" by a cleric then she is forced back into her "human" form and can not switch back till the next new moon.

Once the mara witch reaches this level, she gains the undead's intolerance of silver. Any silvered weapon will do an additional 1d6 points of damage to the witch if touched, similar in the way Holy Water damages undead. Unless a weapon is specifically listed as being silvered iron, then assume it is not.  The witch is vulnerable to silver in any form she takes.

Greater, 19th Level: Witch’s Curse. The witch can place a powerful Curse on one creature once per day. The curse can be of any sort, but will usually bestow a -4 to all to hit rolls and -2 to any saving throw rolls. Witch curses are quite powerful and require the use of two (2) remove curse spells to be fully removed.

Major, 25th Level: Dead Zone Mind. The mara witch has become so accustomed to turning into a nearly undead creature and moving closer and closer to death herself that her mind is no longer that of a living breathing person.  She becomes immune to charm and hold spells. Her mind can't not be probed or read via telepathy, ESP or similar powers.

Superior, 31th Level: Kiss of Death. The witch gains a Kiss of Death. When the witch wishes, she
can give a target a Kiss of Death. If the person has 9 or fewer hit die he dies, if he is over 9 hit die he must save vs. death or die. This may not be used in battle, only in a non-combat situations.

Special Benefits and Restrictions: Mara witches can use spells normally reserved for necromancers.  They are though barred from using any spell that could return a person back to life such as Raise Dead, Resurrection or Reincarnate.

Equipment:  Nothing special.

Preferred/Barred Covens: Typically evil covens.  There are usually a Night Hag or two present in their covens as well.

Relationship to the Patron: For chaotic Mara the Patron is usually the Bringer of Death. This is usually a bloodthirsty god or goddess that revels in death and destruction.  Lawful Mara have a Patron that is the Protector or Steward of the Dead.
The greatest Patron of the Mara is an ancient Hag named  Marzanna (in Polish), MorÄ— (in Lithuanian), Morana (in Czech and Slovene), or Morena (in Slovak and Russian). She is an ancient creature associated with Winter and Death, but also the rebirth of the seasons.  Other Mara patrons include Hecate, Lilith, and Wee Jas.  The Aztec Goddess of vice, Tlazolteol, also has many Mara followers.

Source/Views of Magic: Magic comes from the struggle of Life against Death. People live and they die and this creates powerful magic in the world.  While the chaotic Mara might focus on just the death magic, the lawful Mara also know there is magic in life and in the celebration of life.  Especially the celebration of life in the face of certain death.

Archetypes: There are two basic archetypes of Mara.  The "evil" Chaotic Mara. These witches revel in death and destruction.  The more death they are around, whether they cause it or not, grants them power.  The Lawful Mara could be considered "good", but in truth they also see the need for death.  Everything must die to allow new things to live and grow which in turn must die. Neutral Mara, generally speaking, do not exist as there is no middle ground between life and death.

The Mara for Other Witches

For Adventurer Conquer King's Player Companion from +Alexander Macris and +Tavis Allison the witch is limited to 14th level.  The 6 occult powers can be spread out over these levels.  I would remove the Witch's Curse and then evenly spread out the remaining five.

Similar plan for +Jeff Talanian's Astonishing Swordsmen & Sorcerers of Hyperborea's witch.  Though in this case I would also remove the option for "Lawful" Mara.  Mara in this world setting are nothing but evil.

For +Joseph Bloch's Adventures Dark & Deep, The Witch the BEST thing is adding spells from his Necromancer class.  Spread out the powers, replacing the ones listed for the Witch.

+Jonathan Becker's Complete B/X Adventurer also has a witch class. His witch lacks outright powers, but has plenty of spells.   So if you want to convert ANY of my witches to one of his make the Occult Powers into Witch Spells only that kind of witch can use.  Here is a quick anf dirty guide.

Basic Witch Occult Power B/X Witch Spell Level
Least, 1st Level 1st level Witch Spell, 1st level witch
Lesser, 7th Level 3rd level Witch Spell, 6th level witch
Minor, 13th Level 5th level Witch Spell, 12th level witch
Greater, 19th Level 7th level Witch Spell, 21st level witch
Major, 25th Level 8th level Witch Spell, 25th level witch
Superior, 31th Level 9th level Witch Spell, 30th level witch

For his 10th level spells you would have to come up with something appropriately cool.
Heck I might grab his 10th level spells for my own witch games!

Becker also spends some time with a Holmes-style witch, but I am not sure these sorts of powers would work for that.

So now regardless of what OSR Witch you use noe you can unleash the Mara on your players!

Wednesday, January 22, 2020

Class Struggles: The New* Basic Classes

2019 was the start of my Back to Basics theme here at the Other Side.  I have covered a LOT of Basic-era/BX/BECMI/RC type products.  It got me thinking. In addition to the the base four human classes and three demi-human classes how many classes have been added to Basic D&D?

Answer. 113*
This includes at least four kinds of Barbarians, Bards and Paladins.  Three types of Rangers and Gnomes and duplicates of many others such as necromancers and illusionists.
*There are likely even more.

I am not sure if all of these are needed, but I am glad they are here.  Variety is the spice of life after all and these classes are all about variety.

The trick now is, can they all be played in same world? OR maybe a better question.  Is anything missing?

Basic Classes
Cleric, Fighter, Magic-user, Thief, Dwarf, Elf, Halfling

ACKS Player's Companion
Anti-paladin, Barbarian, Dwarven Delver, Dwarven Fury, Dwarven Machinist, Elven Courtier, Elven Enchanter, Elven Ranger, Gnomish Trickster, Mystic, Nobiran Wonderworker, Paladin, Priestess, Shaman, Thrassian Gladiator, Venturer, Warlock, Witch, and Zaharan Ruinguard.

Advanced Labyrinth Lord
Assassin, Druid, Illusionist, Monk, Paladin, Ranger

OSE (Advanced)
Acrobat, Assassin, Barbarian, Bard, Drow, Druid, Duergar, Gnome, Half-elf, Illusionist, Knight, Paladin, Ranger, Svirfneblin

BX RPG
Druid, Gnome, Half-elf, Monk, Necromancer, Paladin, Ranger

Mazes & Perils Deluxe Edition
Enchanter, Shaman

Psionics Handbook
Monk, Mystic

Class Compendium
Acrobat, Alienist, Angel, Automation, Bandit, Barbarian, Bard, Berserker, Bounty Hunter, Burglar, Commander, Cultist, Damphir, Dark Elf, Death Knight, Dragon, Dragon Slayer, Eidolon, Explorer, Fairy, Familiar, Feast Master, Fortune Teller, Friar, Gladiator, Goblin, Greensinger, Half-Elf, Half-Ogre, Half-Orc, Huckster, Inquisitor, Investigator, Knight, Lost Boy, Lucky Fool, Metaphysician, Pirate, Raging Slayer, Rune-Smith, Samurai, Shootist, Sword Master, Sylvan Elf, Tavern Singer, Thopian Gnome, Treant, Undead Slayer, Wanderer, Warchanter, Watchman, Wild Wizard (That's 52 classes!)

The Complete B/X Adventurer
Acrobat, Archer, Barbarian, Bard, Beastmaster, Bounty Hunter, Centaur, Duelist, Gnome, Mountebank, Mystic, Ogre-Kin, Scout, Summoner, Tattoo Mage, Witch, Witch Hunter.

Magical Theorems & Dark Pacts
Cleric, Wizard, Elven Swordmage, Elven Warder, Enchanter, Fleshcrafter, Healer, Inquisitor, Merchant Prince, Necromancer, Pact-Bound, Theurge, the Unseen.

Odysseys & Overlords 
Bard

Theorems & Thaumaturgy Revised Edition
Elementalist, Necromancer, Vivimancer

Class Catalog for B/X Essentials
Aasimar, Dragonborn, Dwarven Priest, Dwarven Thief, Elven Rogue, Gnome, Halfling Burglar, Half-Orc, Pixie, Tiefling

Thursday, October 6, 2022

Board Game: Wizards (1982)

Wizards (1982)
I was reorganizing my shelves trying to find some room for some new books when I found this little gem hiding in my lower shelves.  I totally forgot I had this!

Wizards (1982)

Wizards is described as "Avalon Hill's game of fantasy adventure."  It is easy to see why they would want to make this game too.

1982 was some prime years for Fantasy RPGs and D&D in particular. 

There are board game elements to this as well as plenty of RPG elements.  For example you can choose what sort of wizard character (Order) you will play; Wizard, Sorcerer, or Druid. Each also has four levels (Ranks).

The first part of the game is setting up all the locations of the various islands on the hex grid sea map.

After that the various wizards race around the map to collect various gems for the High Druid. There are seven, six are needed to win.

While this is going on there are various Event and Task cards that send your wizard on quests, trap them or other hazards. These add time it takes to complete your missions but they can also raise your Wizard rank and make you more powerful. 

From the rule book. Here is what is needed to play and win.

  1. Join a Magical Order. Without that, you may not accept any Tasks or gain points of any kind.
  2. Acquire Tasks and complete them for points of Knowledge, Power and/or Perception.
  3. Fight the Evil Powers that take over the islands, making them inaccessible.
  4. Advance to Rank 4 in your Order. 
  5. When you are at Rank 4, collect all 6 Gems from the High Wizards.
  6. When you have the Gems, pass them to the High Druid RĂ¼ktal in the Center of the Sacred Circle to win the game.

The game uses two six-sided dice.  

Wizards (1982)

Hex map of the sea

Wizards 1982

Wizards 1982

Wizards 1982

Wizards 1982

Wizards 1982 Wizard Sheet

Wizards 1982 Play area

Wizards 1982

Wizards (contents)Wizards (contents)

I love the *idea* of this game, but while I enjoyed the set up I could not get anyone to play it here.  My wife does not care for board games with RPG elements and my kids would rather play D&D.

I am adopting some ideas from this game though for my own games, most notably the War of the Witch Queens, but certainly others as well.

Traveller Envy and the Avalon Isles

I have talked a bit about my Traveller Envy here in the past. To finally overcome this I am taking all the various board games I am going to cover this month and create a new area of my world; the Isles of Avalon. The origins here should be pretty obvious, I am going to base a lot of the mythology of the lands on England, Ireland, and the various islands around them. Also, I am drawing heavily from the Avalon Hill games, so much so that the currently unnamed main island has a place called Avalon Hill. It will be my world's Glastonbury Tor.  There is a volcano on one of the islands (this will be an archipelago) where a famous Warlock lives.  With a volcano I can also get representations of all the elements; Earth, Water, Air and Fire.

There will be a smaller island nearby that I am calling the Island of the Necromancers.

I will spend this month detailing this place further.

If I get nothing else out of these board games then I think I will be fine.

Wednesday, November 16, 2022

Islands, Hyperborea, and Party Like it's 1979

Sort of an overview, sort of me doing more mental gymnastics. 

Note: This one got away from the original thesis, so I cut chunks out for another post later. 

Some light reading material

I have been thinking about a few things this week, namely my 1979 Campaign and my Isles of Avalon one. I flirted briefly with combining them and then realized quickly that by doing so I would lose everything that made the 1979 Campaign special. So I might have ideas that work for that, but I think I need to keep it as it is for now.  One day I'll play it. 

Isles of Avalon is less of a campaign and more of a campaign location. I have a lot of ideas for it. Too many to be honest. But two things in it are prominent. 1.) It has to include an Island nation of Necromancers. 2.) It has* to be run under AD&D 1st Edition.

How are those connected and what does it have to do with today?  Well, I was going over the materials for the IoA idea and began merging the two projects. I quickly realized that I would lose what made the 1979 Campaign idea special to me (moving from a hybrid Holmes Basic/AD&D to pure AD&D) and I also thought maybe I am not wed to the idea of IoA as a pure AD&D 1st edition setting.

I love AD&D 1st Edition. Really I do warts and all. I do want to do a lot more with it in my personal gaming even if it is never seen by you, my reader. After all I never really talked much about the AD&D 2nd Edition games I was playing in here.

But these last two weeks (and most of October) have given me some moments to pause and think. The question remains "What is it I want out of this really?"

The AD&D First Edition Experience

This one is key. I want something like AD&D 1st ed. Which will prompt many to say "then play AD&D 1st Ed, dumbass!" Which is very, very valid. But I also have all these other games that I want to try and I played AD&D 1st ed, for over a decade. I love it, but it sometimes feels like moving back in with your parents or hooking up with your ex-girlfriend.  So. What are my options?

Old-School Essentials: Advanced Fantasy

This one is great, but it isn't really AD&D is it. Plus this is the system I am using for War of the Witch Queens and it is really great for that.

Hyperborea

I have been reminded this week of how much fun Hyperborea is. It is much closer to AD&D. The game is tied very closely to the world and it is a world I enjoy, but some pieces of it don't fit with my idea of what I want to do for my various campaigns. One thing is certain, the ethos of Hyperborea will inform what I do with my Isle of Avalon.

Castles & Crusades

I do love Castles & Crusades and it does provide the AD&D 1st experience I want. Plus I LOVE all the Codex books on world religions and myths. It doesn't quite have the same feeling to it as Hyperborea though.  On the continuum of gritty to light it goes Hyperborea, then OSE-Adv, then C&C. With the endpoints as DCC on the gritty and Hero's Journey First Edition on the light. Still, though I do love this game a lot and I really want to do a lot more with it. 

Special Note: The 1979 Campaign

This one is a special case. The purpose here is to recreate a certain style of play that I would have done in the Fall or early Winter of 1979.  I will only use materials that would have been available then or is closely related.  Rules are a mix of Holmes Basic (not B/X) and AD&D, in particular the AD&D Monster Manual.

--

Why all these mental gymnastics? I am aware that my kids are getting older and moving on. My oldest is a professional pastry chef now. My youngest is in college and spends all their time writing code. They don't have time for dad and his elf-game anymore. Well...they do still play D&D, just with their own groups of friends. My time to get some games on with them is limited and I want to maximize what I can.

So. Let's see what I can cook up here. I know...get to the point already.

Vampire Queen
Isles of Avalon

While I love this name, people who have seen it online and not bothered to read the posts (if you are reading this then that is obviously not you!) were confused with the Arthurian Isle of Avalon and felt they were informing on something. Thanks, but I wrote tons about that in Ghosts of Albion. Still, though, I might tweak the name to be Isles of Avalon Hill to honor its origins. 

So before I put together a campaign (and this would be a sandbox or hex crawl) and try to figure out what rules to use, I think I need to work out some details.

1. This archipelago of islands is old. Really, really old. An empire rose here, grew to greatness, fell into decadence, finally to infighting and decay, and then to dust and forgotten legends.  

2. There is an island of Necromancer kings. This was one of the key notions. Of all the islands, this one is the one that still yearns for the "old times." I think I am coming around to the idea that there is someone called "The Necromancer." Feels ominous. 

3. There is a small island that is home to the Vampire Queen. The Vampire Queen is a reoccurring character in my games. One of her influences is the classic Palace of the Vampire Queen from Wee Warriors, then Pacesetter, now Precis Intermedia.  Wee Warriors and Precis Intermedia also have the Misty Isles, which is another model for my own Isles.  The Vampire Queen lives on a remote island here. 

4. There is the "Big Island" that still has active wizards. The Empire is gone, but there are still wizards that come here for the same reasons there was an empire here. The connection to magical energies here is the strongest. Whether it is a confluence of ley lines, built on the remains of a long-dead but highly magical creature, a magical meteorite hit here, or some combination of all the above.  The only remaining edifice of those times is a place called the Citadel of Conjurers (or at least my original notions of what that place was when I read it in Dragon #91).

Not looking for grand plots. Not looking for world-changing apocalypses. Just a place to do some hex crawling.

Either Castles & Crusades or Hyperborea would fit this fine.

I am leaning more towards Hyperborea for this, but I really, really want to play some Castles & Crusades.

Anyway, random thoughts on a cold Chicago day.

Thursday, October 27, 2016

Review: Leagues of Gothic Horror

A while back I spent some quality time with the Ubiquity system reviewing a number of games including Leagues of Adventure one of my favorites.

Today I want to have a look at Leagues of Gothic Horror, the gothic horror (naturally) supplement to Leagues of Adventure.

Leagues of Gothic Horror (LoGH) is not an independent game but rather a "thick" campaign supplement with a lot of rule additions.  In it is designed to be used with Leagues of Adventure, but it could also be used with any Ubiquity game with a little work.  Actually with a little more work it could be used with any Victorian era game.   It is light on crunch really and full of flavor.

I am reviewing my hardcover and PDF from my Kickstarter backing.  The book is 158 pages, color covers with black and white interiors.  Again for my money black and white interiors are the way to go for both Victorian and Horror.

I am just going to come right out and say this.  This book is damn near perfect.
This really has everything I enjoy in one volume. Gothic horror, the Victorian era, black magic, science, horror, it's all here.

Chapter 1 covers new Archetypes for the LoA game.  These include some of my favorites of gothic and Victorian lore such as the mystic, the mentalist and an old favorite, the alienist.   There is even a subsection on how to play Ghost characters!  If I didn't love this book so much I might feel threatened that it was encroaching on Ghosts of Albion's territory!
There are also new talents, skills, and flaws for your character.  These are of course designed with LoA in mind so no idea how they might overlap with say, Hollow Earth (HEX) or other Ubiquity games. There are also new Leagues.  These are usable in any game.  In particular, I was thinking of Victorious the whole time.
Chapter 2 details horror and sanity mechanics.  Again this is expected. The sanity system is mostly relegated to phobias.  This is fine for me since this game deals more with heroic actions of daring-do.
This chapter also deals with more magic including black magic, pagan magic, ceremonial magic and ritual magic.  There is a great sidebar here on various Solar and Lunar eclipses during the late Victorian era.  Really handy to have.
The large section of magical texts, their translations and uses is also really great. Not just to use, but to read.  Many are based on real-world books too.  Along with that are new magics and magical/occult artifacts.
Chapter 3 is another great addition with new monsters. All the usual suspects are here; vampires, golems, werewolves, demons, even evil witches and a couple of different types of necromancers.  We get a section on major villains too, Dracula, Count Orlock, Brain in a Jar, Lord Ruthven, Varney the Vampire, even Rasputin.  Pretty much any Gothic-age or Victorian-age bad guy is here. Like the leagues presented in Chapter 1 there are some new sinister cults.
Chapter 4 takes us on tour to the Dark Places of the world. Great addition to LoA.  Reminds me a bit of the old AD&D Gazetteer to Gothic Earth.  Specific locales are given and more generic ones for use anywhere in the world.
Chapter 5 covers advice for the gamemaster and Chapter 6 has ideas for running games using this book. There is a great "Gothic History" timeline and list of "Who's Who" in the real world.  The last page has a nice list of references of Gothic literature, audio, movies and television.  I'll admit I had fun trying to guess the references from the material in the book.  I did pretty well if I say so myself.

I have already gushed over this book, doing so more will only make me look foolish, but I can't help it.  It is that much fun.  I call it a "must have" if you are playing Leagues of Adventure.

If you are playing other Victorian era games and want to add more Gothicness (as opposed to "Gothiness") then please consider this book.

This is going to be a lot of fun when Leagues of Cthulhu is released.


Tuesday, March 22, 2011

The Dragonslayers vs White Plume Mountain, Part 1b

So I picked up my 4e Draconomicon: Chromatic Dragons and read up on Dragotha.

Cool stuff really.  What they have there is largely compatible with what I want to do in my adventure.  Dragotha was Tiamat's consort, he was betrayed and left for dead.  In the Draconomicon he was "aided" by Kyuss.  I think I might not use that part or just not bring it up.

Course now is the big question.  Will Dragotha help the PCs or try to fight them?  I am going to have him under Kerapis' thrall, so as long as Keraptis is alive, then Dragotha will attack.  Would Dragotha know of the PC's quest?  They have not been secret about it to be sure.

So till next session, I'll hit the research.  Certainly I could "just make stuff" up, but I like the feeling of my little game being part of a larger world.  Plus one day, maybe one day soon, my boys will be searching for this stuff online too and I want them to be able to say "yes! I Was there, I did that."

What have I learned?

  • Keraptis was a contemporary of Acererak.
  • He delved into Necromancy, pretty deeply in fact.  He may have been one of Greyhawk's premier necromancers.
  • He is most certainly a lich now; if not dead.
  • The magical items are each connected to the elements, Whelm-Earth, Blackrazor-Fire, Wave-Water and a fourth, Seeker, an elven arrow for Air.  
  • White Plume Mountain is a place of ancient magics.

To be sure, this is a lot of background for a guy that is essentially the Level 20 Boss.  But a well developed villain is a good villain.

I might change Seeker to a bow and my other son has been looking for a sword called "The Dragon Blade" that he is certain has to exist. I'd give it pluses for killing evil dragons and allow the wielder to be looked apon favorably by good dragons.  He is not interested in Blackrazor at all.  It might end up in Omar's shop!

I even found a place for the final battle, the Cave of Bones.
http://www.wizards.com/dnd/article.asp?x=dnd/dx20010817a

Refs
http://www.canonfire.com/wiki/index.php?title=Keraptis
http://www.canonfire.com/cfhtml/modules.php?name=News&file=article&sid=465
http://www.canonfire.com/cfhtml/modules.php?name=News&file=article&sid=464
http://www.canonfire.com/cfhtml/modules.php?name=News&file=article&sid=447

Tuesday, November 1, 2011

Halloween Purchases

Every halloween I treat myself to a horror-themed RPG purchase.

This year was no different except I didn't limit myself to one.
So here are my Halloween RPG gifts to myself and what I thought of them.

Mutants & Masterminds Threat Report #43: Dracula
Drac is one of my favorite villains of all time and he is especially fun in a Supers game.  I really liked what they did here and the plot hooks are good ways to pull Dracula into your games quickly.

Savage Worlds Horror Companion
I am not a huge Savage Worlds fan, but you can't say I don't give the game a fair shake.  I also keep getting books for it in hopes that I begin to feel some of that same love that others do for this game.  I thought this one might do it.  But no.
Now don't get me wrong, this is a fine book.
There is a lot of meat here (145 pages).  There are new Hindrances and Edges for heroes (though a lot of the horror standards are in the main core book)  There are even ways to make monsters into friends (to quote the late, great Joey Ramone) or rather to make monsters into Player Characters.  I particularly like their Dhampyr and might yoink it for Unisystem.  There are new weapons, not as extensive as the listings in some other games, but still fine, though if you wanted to do "Savage Ghostbusters" or even "Savage Blade the Vampire Hunter" then everything you need is here.  There is an obligatory section on sanity. It is better than most, but I still don't like it (AGAIN that is more about me as a former QMHP than as a gamer).  There is a good section about Rituals and one about Magick (with a k) that does much in strengthening what I have always perceived as SW's greatest weakness, it's magic system. Lots and lots of great monsters too, much more than I expected. So this is a huge plus.   The book falls down a bit at the Game Mastering Section. But in it's defense what it does cover is perfectly suited to a Savage Worlds game.  So SW Gamemasters can start here and then move out to other sources to get more info. All in all this was a good purchase.

Rotworld
Believe it or not, I Am not a huge fan of Zombie games.  I love All Flesh Must Be Eaten, but as an addition to my WitchCraft/Ghosts of Albion games.  Rotworld will be similar.
Produced by Daniel Proctor of Labyrinth Lord and GORE fame, Rotworld capitalizes on the 5 billion dollar a year business of Zombies (As of October 2011).  RW uses the old Time Master system that Proctor bought from Pacesetter.  He did not however buy Chill, so he can't say it is compatible with Chill 1st Edition.  But with some work it is and that is why I picked it up.  I love Chill and plan to see what sort of goodness Rotworld could add to a Chill game.  OR the other way around.  Either way this small game (65 pages) packs a punch and shows that "Old School Gaming" is more than just making the next retro-clone of Holmes Basic or AD&D 1st ed.  I hope Rotworld is successful so Goblinoid Games does a generic horror game with this system.  There are not a lot of monsters in this book, outside of zombies, but there is plenty of  text on character creation, combat and skills.  There is a good Game Master section (Corpse Master) about how to setup and run a game.
Rotworld is a fine game.  It won't unseat AFMBE as the premiere Zombie survival game out there, but it is a lot of fun and great for an evening's distraction or even gathering up a bunch of friends with fond memories of gaming in the early 80s.

Darker Paths 1: The Necromancer
The Necromancer is the first in a set of alternate classes for the Adventures Dark and Deep RPG. Adventures Dark and Deep is an interesting "what if" experiment in gaming.  The what if here is "what if Gary Gygax had not left TSR and headed the development of the AD&D 2nd Edition rules. Based on interviews, publications of the man himself at the time, and a healthy dose of conjecture, we get a game that is familiar yet new at the same time.
The Necromancer is one of the more popular "alternate classes" developed for any fantasy RPG.  Almost always an alternate class and never a core one, the necromancer is the ultimate foe in many games or the ultimate PC in others.  But as long as horror and undead are popular in game, then the necromancer is right there with them.
Darker Paths 1: The Necromancer packs a lot of  punch in a small book. At only 24 pages, we get a new class, a "new" race and 75 new spells.  No small feat really. The material is for the Adventures Dark and Deep game, but it certainly can be used with any retro-clone, near-clone or any other game that emulate AD&D 1st ed or Basic D&D.  The art is mixed, but very evocative of the era.  Some new pieces and some public domain works (and it looks like the editor did his research too).
If you like Necromancers and play an older edition of the game, whether an honest older edition or a newer clone, then this is a good choice.

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.

Happy Halloween!

Monday, September 12, 2022

100 Days of Halloween: Otherworldly Invocations Advanced Witch Patrons

Otherworldly Invocations
If you are like me and love witches then Pathfinder is the system that just keeps giving and giving. A case in point today is one of many products I have picked up from Necromancers of the Northwest.

As always, to stay objective I will be following my rules for these reviews.   

Otherworldly Invocations: Advanced Witch Patrons

PDF. 51 pages. 1 page each for cover, back cover, title, and credits. 2 pages of ads. And 2 pages of OGL. 43 pages of content.  Color cover and interior art.

This product contains 10 HIGHLY detailed witch patrons for Pathfinder 1st Edition. 

Each patron is given some history, how they most often appear to mortals and witches, their goals, their typical followers and witches, as well as what sorts of familiars they have.

There is "mechanical" information as well. This includes what spells they offer with their pact, pact boons, and Pact Prices. Think of these as "anti-boons." Often these are tied to the boons they grant. 

They are all great, but for me the section on Baba Yaga is worth the price of the PDF alone. The rest are gravy.  Though Thyrvinistar, Don of Dragons is also rather fun.

Obviously, these are for use with Pathfinder.  BUT a little tweaking would make them work well with my own OSR witches or even D&D 5e's Warlocks. 

The artwork is largely stock photos but they make them work for this. Again the text here is what is important to me. 

It is just under $8, so figure about 80¢ per patron. Not bad really. 


The Other Side - 100 Days of Halloween

Tuesday, May 1, 2018

New Spells for the Deathwitch and Mara Witch Tradition

The Little Book of Adventuring Classes Vol. 1 was just released by Jason Paul McCartan.  It is for Swords & Wizardry but can be easily adapted to other games.  I will get a review out on it soon, but I want to wait on reading it since it has a class and race very similar to something my son and I have been working on and I don't want any undue influence.
(spoiler, what I have read is great and worth every penny!)

But the one class I did read was the Deathwitch. She also appears to be the cover girl of this book, so it has my attention. Also, the book was released on Walpurgis Night so many kudos to Jason for planning ahead.   

The deathwitch fills the same niche as my Mara witch Tradition.  They share enough similarities that ideas can used for one or the other almost equally, but both still retain their uniqueness. 

Both witches have very strong associations to death and the undead.  The deathwitch maybe a little more so.

I was already working on a big spell-related project and as it turns out necromancy spells really don't fit in well to it.   They do however fit in well here.

So here are some spells for both the Deathwitch and the Mara.  All are 100% open content.
(email me for a full section 15 if you want to reuse any.)

"Witch" refers to both the deathwitch, the Mara tradition of my witch class or a warlock
Note: Mara Witches, and other witches from The Witch, require material components. Deathwitch and warlocks do not.

Black Fire
Level: Witch 1
Range: 15’
Duration: 1 hour + 10 minutes per level
This spell allows the witch to create an immobile source of heat with black fire, emitting no light but providing warmth equivalent to a small campfire in a 10-ft. radius.  The fire is a diffuse source of heat that is not sufficiently focused to ignite combustible materials.  It can be used to slowly cook meals or boil water, although doing so always requires double the amount of time required with a normal campfire.  The flames are uncomfortable to the touch, but they will not cause any burn damage.  They can be extinguished in the same manner as a normal fire. 
Material Components: A piece of lampblack and a 1-lb lump of coal. 

Blight Growth
Level: Witch 1
Range: Touch
Duration: 1 week
This spell can be used in three ways.
Blight Garden - Growth is decreased by 20% during the duration of the spell When used on a natural garden, it will produce 20% less food.  This can be used to affect gardens up to 10 square feet per caster level. 
Blight Body - If cast on a living creature, they will recover one less hit point for each full night of rest.  
Blight Mother - This spell can also be used to decrease the chances of a woman getting pregnant, though it’s up to the GM to decide exactly how it’s affected.
Material Components: A drop of fetid water.

Bone Cage
Level: Witch 4
Range: Any 25' radius the witch can see and is within 100'
Duration: 1 round per level 
This spell is favored by evil witches, warlocks, and necromancers.  Upon uttering the command a cage of bones will erupt from the ground and trap up to 5 man-sized creatures in a 25’ radius.
The material component for this spell is a bone of a man that died in captivity.

Command Undead
Level: Witch Ritual 1, Deathwitch 2
Range: Undead within Sight
Duration: Instant
This spells summons the divine power of the Witch’s patron and gives her the ability to affect undead as if she were a cleric one level lower. This special ritual requires only one witch, but she must use a specially consecrated altar item such as her athamĂ© or pentacle. 
If she is joined in the spell by another witch or a like-minded cleric then she can add one effective level for each additional participant.
Material Components: A concencrated athamĂ© or pentacle.

Death Armor
Level:  Witch 2
Range: Self
Duration: 1 round per level
This spell causes the witch’s skin to become highly acidic.  Anyone touching the witch’s skin, via an unarmed attack or otherwise, receives 2d6 points of Acid damage (save for half).  The witch can make a touch attack with this spell.
Material Components: 100 gp worth of special creams, which must be rubbed over the witch’s arms.

Feel My Pain
Level: Witch 1
Range: 50’
Duration: Instantaneous
The witch transfers pain and damage to another target in line of sight.  She invokes the spell and either cuts herself or causes damage in some way, such as putting her hand in a torch fire.  She takes 1 hp of damage (regardless of how much would have been dealt normally) and she turns and magnifies that on her target causing 1d6 points of damage.
Material Components: The material components for this spell are the witch's boline or dagger or whatever she uses to cause herself pain.

Ghostly Slashing
Level: Witch 1
Range: 25’ + 5’ per 2 levels
Duration: Instantaneous
This spell creates what seems like a ghostly attacker that attacks the target.  In fact, the spell only causes an open wound on a person.  This spell deals 1d4 slashing damage +1 per level (max +20).  The placement of the wound is random.  This spell has no effect on the Undead or construct creatures like golems.
Material Components: A small flake of any kind of metal.

Hecate’s Spiritual Dog
Level: Witch 1
Range: 10’ per level
Duration: Special
This spell summons the spirit of a dead dog to act as the necromancer wishes for the duration of the spell.  The dog has one Hit Die for every odd level the caster has (1 HD for levels 1 and 2, 2 HD for levels 3 and 4, etc.) to a maximum of 5 HD. 
A non-combative dog is useful mostly for warning and will vanish after one warning or 1d4 hours + 10 minutes per level, whichever comes first.  A combative dog fights as a dog with Hit Dice as generated by the summoning and lasts until killed or 1d4 rounds + 1 round per level.  Both have an Armor Class in inverse proportion to caster level up to level 10 (level 1, AC 9. level 2, AC 9, … level 10, AC 0).  Past level 10, the dogs have AC 0. 
Material Components: The witch’s AthamĂ©, dog fur (for a non-combative dog) or a dog tooth (for a combative dog).

Mimic
Level: Witch 2
Range: the Witch herself
Duration: 1 hour
The witch uses this spell to mimic any voice she has heard.  She can’t use any of the languages spoken by the voice unless she knows them as well, but can mimic the voice perfectly.  A saving throw (modified by Wisdom bonus) allows a victim to notice the truth.
Material Components: The witch brings her hands to her mouth.

Shadow Monsters
Level: Witch 4
Range: 30’
Duration: 1 round/level
The witch may create phantasmal pseudo-real monsters in an area of 20’. The monster or monsters created cannot exceed the witch’s level in HD. Monsters created in this fashion must all be the same type. They have 2 HP per the creature’s normal HD. Victims are allowed a Wisdom check to realize the creatures are only partly real. The phantasmal monsters are able to attack and deal damage as per a normal creature of their type to any being that fails this check. If the check succeeds, the phantasmal monsters damage is halved. 
Material Components: The witch makes a shadow of a monster with her hands while casting the spell.

Skull Guard
Level: Witch 3
Range: One Skull
Duration: Until sunrise (8 hours)
The witch casts this spell on a normal skull and sets it out to guard at night. Any creature that approaches the skull causes it to glow. If a creature moves past it closer to the witch it will begin to cackle, howl or otherwise make a noise to awaken the witch.  The noise is magical and will always wake the witch. The witch can enchant one skull for every 2 levels.
Material Components: A skull, preferably of a hanged man.  If the witch plans on casting for multiple skulls then she will need those skulls as well.  The skulls are not consumed in the casting. 

Tears of the Banshee
Level: Witch 4
Range: 100’ + 10’ per level)
Duration: 1 minute + 1 minute per level
This spell calls a thick green mist to roll forth from the earth, completely obscuring darkvision/infravision and reducing regular vision up to 5 feet.  All those within the mist are shielded and are at a -5 to hit. Furthermore, those within the area of effect must make a saving throw (fear-based) or be scared by the eerie qualities of the fog, as strange sounds such as wailing, laughter and screaming persist for the duration of the spell.  Affected creatures suffer a –2 to all attacks and saves, but do not have to flee as if they were panicked.
Material Components: Water from a bog where a childless woman has killed herself.

Waves of Fatigue
Level: Witch 5
Range: 30’
Duration: Instantaneous
The witch sweeps her arms in a long arc and a wave of negative energy renders all living creatures in the spell’s area fatigued.  Fatigued characters can’t run and they take a -2 penalty on any Strength and Dexterity rolls (including attacks and damage).  Fatigued characters require 8 hours of rest.
This spell has no effect on a creature that is already fatigued. 

Thursday, June 4, 2015

Troll Lord Games Sale, Part 2

Here is part two of some of my favorite Troll Lord Games products.
I know. I am gushing, but I really enjoy this game and wish I played it more often.

Castles & Crusades Black Libram of Naratus
Obviously I grabbed this one since it deals with darker magic and was part of the Haunted Highlands campaign (which I also enjoy).  There is also the cover which is a call back to the infamous Eldritch Wizardry of OD&D.
The first part covers necromancers and necromancer spells. This includes a way for normal spell casters to gain a level of Necromancer. A nice little add on for any CK really.
There is also a great spellbook in here called the "Grimoire of the Witch Queen" that makes the whole book worth it to me all by itself!
That's the first half of the book. Later we get into Ritual/Sacrificial magic, magic items and some new monsters.  Given the types of games I run and the magic I like to have this is a "Must Have" book for me. The book is a tight 38 pages.  Covers, title/ogl page, so 35 pages of solid content.

Castles & Crusades Book Of Familiars
I love playing magic using classes. I also love having familiars.  Nothing it more iconic that a witch and her cat or a wizard with his owl. Or a necromancer and a floating skull!
This book covers the basics; what is a familiar? How is it different than an animal companion?  What does it do for a wizard?
We move into a number of familiar "abilities" that a caster can use.  Now these look an awful lot like feats from 3.x. That is no shock, this book began as a d20 supplement and this is the new C&C version.  That is fine, they have been reworked and it works well here.  Don't think of them as feats really. Familiars also get a few special abilities themselves.  A lot of these are true special abilities and set the familiar off from the rest of animal kind.
We get a list of "standard" familiars and the benefits they grant. We also get "Greater" and "Supreme" Familiars.  Pretty much anything can now be a familiar.
If we wanted to just talk about basic familiars we could stop here.  But we don't.  Next chapter deals with the familiars Assassins can get. This is followed by a chapter on Barbarian familiars and special mounts.  This is includes an awesome bit on Totem Spirits. Buy it for the wizards, keep it for the barbarians! (and we are only 1/4 of the way through!) This is followed by chapters for Bards, Clerics, Druids, Fighters, Monks, Paladins and Knights, Rangers, Rogues, and finally special ones for Wizards.
We get 12 pages of new animals and 25 pages of new monsters.
We get 2 pages of new spells and 4 of new magic items.  All in all 210 pages. Pretty nice really.

Castles & Crusades Night of the Spirits
I LOVE Halloween themed adventures.  This one comes from Brian Young who also gave us Codex Nordica and Codex Celtarum.  The adventure takes place in the Codex Celtarum version of the world over three days of Samhain, or Halloween to you heathens.
The veils between the worlds are thin and there is every chance that fae lords and lady or even th Lord of the Dead himself will make an appearance.
Personally I am a little jealous of this one.  It features the machinations of a Dark Druid. I ran something similar myself many years before. I am jealous because this one just oozes style and creepy atmosphere.  The adventure is not long.  It could be played in a couple of sessions or a longish one on Halloween night. Start at 6:00 or so and you can be hitting the end of Act 3 at Midnight.
Honestly. There is so much I love about this adventure I kinda want to blame Brian Young for hiring clairvoyants to get exactly what I wanted out of my head and on to print.
It is that good and I hate him forever for it.
(not really...but maybe a little bit)

Castles & Crusades The Goblins of Mount Shadow
Another Celtic/Fey themed adventure for characters 1st to 5th level.  This time they have to deal with the rise of the Grey King (who I really, really want to call Jareth).  The book is 26 pages with the artwork you come to expect from Troll Lords.  Also written by Brian Young this adventure feels like someone should be playing uilleann pipes in the background.  I love that C&C can effortless emulate old-school D&D, but these adventures take to someplace new...or rather someplace old. Someplace that is a little darker.
This adventure is simple enough (as it should be) but it also might be more difficult in terms of the challenges faced.  Granted life in Celtic, even pseudo-Celtic, times was supposed to be harsh.  I would say have the characters start at 2nd level instead.

Castles & Crusades A Druid's Lament
A nice little adventure that can be played in a single session.  While not specifically tied to the Celtic world of Codex Celtarum, it does work well with it.  It is an introduction adventure so there are many of the tropes of that, but that is fine. It works here.
If you have an afternoon and couple of bucks then this is a great choice.

Castles & Crusades The Giants Wrath
Another Celtic-themed adventure featuring some classic Irish and Welsh monsters and situations.  Giants used to populate the lands but now men do.  Some of those giants are not happy about it.
This adventure is 26 pages and can be played in a couple of sessions.  Be warned though, it is a tough one given that there are a large number of giants to fight.  Characters should be strong and the party should include a fair number of fighters and rangers.  A wizard would help too.
This adventure also makes for a good bridge (somewhat literally) between the normal fantasy of C&C to the Celtic-fueled darker fantasy of the Codex Celtarum.
Also a good way to introduce the lands of faerie to new players.

Magnificent Miscellaneum Vol. 3
These books are a collection of various items for use in C&C by James Michler.  Vol. 3 includes a couple of new artifacts, about a dozen new "White Box" menaces (monsters) and finally (and why I bought it) 3 new druid spells.

Magnificent Miscellaneum Vol. 4
These books are a collection of various items for use in C&C by James Michler.  Vol 4. has to offer five new artifacts/magic items and 10 new White Box style monsters.

Still have more to look at.

Monday, December 6, 2021

Monstrous Monday: Demon Prince Orcus fo AD&D 2nd Edition

Going back a bit to do some more level setting and based on a conversation I had last week with a friend.  He was looking for some stats for Orcus for 2nd Edition AD&D.  I have stats for all versions of AD&D/D&D for him, but none for 2nd Ed.  I had always felt that Orcus was dead throughout all of 2nd Edition (thanks to The Throne of Bloodstone) but the events of Dead Gods brought him back. 

I did have some older AD&D 2nd Ed stats I had created in something I call the "Red Book."  The notes are largely cribbed from 1st Edition sources. 

To rebuild this I am going to also look to other sources like Swords & Wizardry and Pathfinder.  

Orcus for AD&D 2nd Ed

Orcus, Demon Prince of the Undead

Climate/Terrain:  The Abyss
Frequency:  Unique
Organization:  Solitary
Activity Cycle:  Any
Diet:  Carnivore
Intelligence:  Supra-genius (20)
Treasure:  P, S, T, U
Alignment:  Chaotic evil
No. Appearing:  1 (Unique)
Armor Class:  -6
Movement:  18, Fl 36 (B)
Hit Dice:  25 (130 hp)
THAC0:  7
No. of Attacks:  3 (see below)
Damage/Attack:  1d10+3/1d10+3/2d4 + special
Special Attacks:  Fear, spell-like powers, summon and command undead, Wand of Orcus
Special Defenses:  +3 or better weapons to hit
Magic Resistance:  85%
Size:  L (15' tall)
Morale:  Fearless (19-20)
XP Value:  36,000

Orcus is the Prince of the Undead, and it said that he alone created the first undead that walked the worlds.

Orcus is one of the strongest (if not the strongest) and most powerful of all demon lords. He fights a never-ending war against rival demon princes that spans several Abyssal layers. From his great bone palace he commands his troops as they wage war across the smoldering and stinking planes of the Abyss. Orcus spends most of his days in his palace, rarely leaving its confines unless he decides to leads his troops into battle (which has happened on more than one occasion). Most of the time though, he is content to let his generals and commanders lead the battles.

Appearance:  Orcus is a grossly fat demon lord, some 15 feet tall.  His huge grey body is covered with coarse goatish hair.  His head is goat-like, although his horns are similar to those of a ram.  His great legs are also goat-like but his arms are humanoid.  Vast bat wings sprout from his back, but these are usually tucked out of sight when he is not in flight.   His long, snaky tail is tipped his a poisonous head.

Combat: It is probable that this creature is one of the most powerful and strongest of all demons. If he so much as slaps with his open hand the blow causes 1-4 hit points of damage. His terrible fists can deliver blows of 3-13 hit points. If he uses a weapon he strikes with a bonus of +6 to hit and +8 on damage. Additionally, his tail has a virulent poison sting (-4 on all saving throws against its poison), and his tail strikes with a 15 dexterity which does 2-8 hit points each time it hits.

Orcus prefers to fight using his wand. (see below)

Orcus radiates a 60-foot-radius aura of fear (as the spell). A creature in the area must succeed on a saving throw vs. Spell or be affected as though by a fear spell (caster level 30th). A creature that successfully saves cannot be affected again by Orcus’s fear aura for one day. 

Orcus can, at will, use any one of the following powers: 

Orcus can command or banish undead as a 15th-level cleric, controlling up to 150 HD worth of undead at one time. He casts spells as a 15th level cleric and 12th level magic-user, and can use the following magical abilities at will: animate dead, charm monster, darkness, dispel magic, ESP, fear, feeblemind (1/day), lightning bolt (12 die), speak with dead (as 20th level cleric), symbol (any) and wall of fire.

Additionally, he has an 80% chance of gating in any demon of type I-V (but only a 50% chance of gating a type VI or VI and will never call upon another prince). 

Orcus furthermore is able to summon the undead, for he is their prince. If random calling is desired by the referee the following is suggested:

  • 4-48 Skeletons
  • 4-32 Zombies
  • 4-24 Shadows
  • 2-8 Vampires

Habitat/Society: When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies.

He has a following of human worshippers as well; warlocks, death masters, necromancers, and evil priests.

Ecology: Orcus controls several levels of the Abyss he claims as his own including the 113th and 333rd layers.  When not at war with the forces of good and life he wars with all the other demon princes for control of all the Abyss.  Orcus' goal is to see all life extinguished and death reigns supreme. 

Wand of Orcus

Wand of Orcus: Mighty Orcus wields a huge black skull-tipped rod that functions as a +3 heavy mace. It slays any living creature it touches if the target fails a saving throw. Orcus can shut this ability off so as to allow his wand to pass into the Material Plane, usually into the hands of one of his servants. Further, the Wand has the following magical powers: 3/day—animate dead, darkness and fear; 2/day—unholy word.

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Might need to tweak it some for my own uses, but this looks like it works well enough.  These stats are not perfect by any stretch, but they feel pretty close. 

I reject the fan theory that so many have adopted that Orcus was once human.  Though this does fit in with the Mystara/BECMI Immortals Set version of Orcus. Though THAT Orcus also has 39 HD and 620 HP.  

I prefer my own where he is a remnant of a former god. He has memories of God-like power, but nothing else.  After all according to Milton Orcus was in Hell when the Devils first arrived.

In any case, I do see that Orcus became more powerful after the events of Dead Gods. Maybe also explaining why he went from being "immensely fat and covered in grey hair" to the red demon of 21st century D&D. 

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