Tuesday, May 14, 2013

Blogfest: May Monster Madness

May Monster REVIEW Madness


Continuing May Monster Madness here are some reveiws for some Monster books I have been enjoying of late.

The Teratic Tome

The Teratic Tome is an "old school" monster book for OSRIC or any old School "Advanced" version of the game.
What do you get? Well a lot. Let's start with some of the things that others have not all mentioned first. This book is 100% OGC. So if you want to use one of these horrors in one of your products go right ahead. Just abide by the OGL. There are a lot of reasons why you might want to use these monsters too. They are some of the most original horrors I have seen outside of indie horror games.
The layout and feel is evocative of those "monster manuals" of old. It does quite a nice job of it too. The art though is much better than what you would have seen circa 1980. The art varies in style, but all of it is quite good. Now is a good time to point out that the art and the monsters they depict are not for the faint of heart. There is a lot of "body horror" here. The grotesque mixed with the commonplace or even the erotic. The feeling is more Clive Barker than H.P. Lovecraft and I think that was a great direction to go.
Truthfully I would have picked this up for the demons and dragons alone, but there are 120 pages worth monsters here. Even the halflings are evil little buggers in this tome.
If you like horror and new creatures, and your players can handle it, then this is a great monster book.
If you like horror and monster books in general, then this is great to have as well.
Plus who can argue with a $6.66 price tag?
Who should not get this? I don't know really. I mean I am not going to use any of these creatures in my games with my kids. So that does lessen the utility for me, but I can still use some ideas. And that is just as good.

The Nemesis Bestiary Volume One

An interesting concept. 20 monsters complete with stat-blocks, art and description of their special abilities. There is almost no "fluff", just "crunch" to this book. The idea is you create the background yourself.
A lot of the monsters have origins that can be explained (undead, abberation) others just beg for their story to be told (whore eater and God Sperm for example).
Each monster was created in response to a piece of art. So somethings form can flow from function (Arm Stealer) or something else entirely.
If you want a book of ready use monsters, sans backgrounds, then this is a good choice.

Monster Focus: Skeletons

Six pages with cover and OGL.  Presents some material for customizing skeletons and those that deal with these low level monsters.  New uses for Knowledge (Religion), new feats, alchemical items and spells.  New magical items, new monsters and some adventure ideas.  Crammed into just half-a-dozen pages, pretty good really.

Monster Focus: Ghouls

Six pages with cover and OGL.  Presents some material for customizing ghouls and ghasts. New uses for Knowledge (Religion), new feats, alchemical items and spells.  New magical items, new monsters and some adventure ideas.


Swords and Wizardry Monstrosities

Swords and Wizardry Monstrosities is a new monster book. New in that is newly published, but some of the monsters we have before either in the SRD or other books. That though does not detract from it's value as this is a 560+ page book since in addition to that there are some new monsters. The cover is very evocative of the old-school (pre 1980) covers. I love this cover.
There is much in common between this book and The Tome of Horrors. Each monster is given a page of stats, description and a plot hook. While ToH used some recycled art, this all seems to be new art. Even Orcus (which we now have 3 listings for) is new. Actually the art is pretty darn good and I don't mind the occasional repeat of a monster to see some new art.
Honestly there is so much great stuff in this book that even with the occasional repeat monster this is still a top notch collection. If you play S&W then this is a great monster book to have. I am even going as far as to say it is a must have for any serious S&W GM.

Rappan Athuk Bestiary Swords and Wizardry Edition
Rappan Athuk Bestiary Pathfinder Edition

For under the price of a large latte you can get the S&W or Pathfinder versions of the monsters from Rappan Athuk.  There are some overlap here with other Fog God Games books, but this is still a solid collection of monsters.  26 monsters ready to use in any S&W or Pathfinder game.

101 Variant Monsters (PFRPG)

Like is says on the tin. 101 Variant monsters (44 pages), ordered by CR for Pathfinder.
Takes the normal monster from the Pathfinder Bestiary and provides an alternate or variant version.  Perfect to spring a little new life into that standard monster (some of which have their roots in the game going back 30+ years).
Sure you can come up with all of this on your own, but there are lot of clever ideas here and for $6 you get 101 "new" monsters.  Not a bad deal at all really.


Enjoy? Please check out the other monster posts today!


Monday, May 13, 2013

Monsters: Demon vs. Dæmon and Daimôn

In many RPGs the words "demon" and "dæmon" often lumped together into the same group or groups of creatures.  This reflects a Judeo-Christian bias in popular thought that a "demon" has to be an evil, malign creature.  This was not always the case with dæmon.  in the ancient Greek tradition these creatures were something more along the lines of creative, benevolent spirits.

The dæmon is most famous to AD&D players as being the Neutral Evil race found between the Abyss, home of the Demons and Hell, home of the devils from Monster Manual II.  I liked the idea of more variety to the fiends but thought about these guys in terms of what a normal human would think of them.  That is how does one say "demon" vs. "dæmon"?  That was the start of my disappointment in them as a D&D monster type.  They would later change the name Yugoloth, the only time I felt the 2nd ed name changes were an improvement.

Other games have taken the concept the other direction and made the "demon" more like the classical "dæmon" and had the name mean anything that came from somewhere else.  Also not preferable really.

I had forgotten about all of this until recently when I started working on demons for Eldritch Witchery.

Dæmons seem to be much creative, if chaotic types.  Somewhat like what Deborah Harkness has in her books, A Discovery of Witches.  But in truth her Dæmons feel more like Fae or Changelings to me.  Moving mine more to the "outsider" type I get a race that is very chaotic, but not really evil.  In a sense what Jim Butcher has done with the Fae  in the Dresden Files and maybe a little of what Kim Harrison has done (or is doing) with Demons (the ancient enemy of the fae) in her Rachel Morgan books.
More to the point I have a race I can swap with Slaadi.

Slaad began their life in the pages of the Fiend Folio as inhabitants of the Chaotic Limbo.  Trouble with the Slaad were that know one played them Chaotic Neutral. They always ended up as Chaotic Evil.  Plus Slaad are not open and are not found in the SRD.  Dæmon's though are chaotic, can be good or evil and somehow in my mind fit the idea of a creature living between the Chaotic Good fae (and planes of Olympus in the old D&D cosmology) and the chaotic evil demons living in the Abyss.

I have not detailed many dæmons yet except for a Personal Dæmon, which is a bit like a familiar dialed up to 11.  Given that they need more conceptual work I am not expecting dæmons to appear in Eldritch Witchery.  But do expect the monsters-formerly-known-as-daemons-or-yugoloths to appear as a demon type.  Too bad I can't use Slaad, but hey.

And just to make matters more confusing I think the ruling class of dæmons are known as daimôns.

Enjoy? Please check out the other monster posts today!


Old School Week at DriveThruRPG


DriveThruRPG is celebrating the best of the OSR this week.

For a limited time you can grab their selected 10 best OSR products for a special price.
You can use promotional code OSRF711F2 to get 15% off on these select titles till Sunday, May 19.

Personally I can't recommend these titles enough.  We have the immortal D&D Basic Book in new, clean PDF format, the awesome Astonishing Swordsmen & Sorcerers of Hyperborea and two of my favorite "what if" games, Spellcraft & Swordplay and Adventures Dark & Deep.  Plus three very different kinds of games with a great old-school feel, HackMaster, Dungeon Crawl Classics and one of my personal favorites Castles & Crusades.

Lots of great stuff here.

Monster Post later today.

Sunday, May 12, 2013

Second Edition Reprints

Wizards of the Coast has released the Limited Editions of the 2nd Edition of AD&D in some markets. I picked my copies on Friday.


These are the reprints of the second printing of the Second Edition rules.  Not the ones with the blue borders, but the ones with the red borders. So consequently the books these are the reprints of I don't actually own.  I do have the Monstrous Manual, my Monstrous Compendium long since gone.

Monstrous Manual
Dungeon Master Guide
Player's Handbook

AD&D 2nd Ed feels like the forgotten edition of D&D.  Sure there might be others, but between OSRIC and Pathfinder 2nd ed usually gets ignored, especially by me.  2nd ed was the game I ran in college but it is also the game that almost put me off of D&D for a while.

These books are not cheap, $50 each, but they are nice and like I said, they are still somewhat new to me.
I am going to enjoy going through these to be honest, the books look really nice and frankly I like sending the message to Wizards that these types of product are welcome.   I also like supporting my Favorite Local Game Store.

Plus they look nice with my special edition 3.5 and the 1st ed AD


Though unlike the above editions, the 2nd eds do not have a ribbon.  A little disappointing, but I didn't want to pay $75 each for them.  Might have to play some 2nd ed some time.


Saturday, May 11, 2013

Moms are Gamers too!

Bunch of sales coming up at DriveThru RPG.

Here is one of the first.


Tabletop Adventures, LLC is running their "Moms are Gamers too" sale for Mother's Day.
Get 20% off selected products between now and Wednesday.

Zatanna: Hellish Elementals

A couple of weeks back I put up a post about Zatanna vs Demons.

I wanted to come back to these monsters for the May Monster Madness.

In truth Zee doesn't fight a lot of monsters.  Bad guys, demons and arch fiends sure, but not your garden variety monsters.

The closest were a trio of demonic elementals that she fights in issues #4 and #5 of the recent Paul Dini run of Zatanna.

These creatures took the shape of old women, but underneath were hellish fire elementals in the shape of young women.

Zatanna wa able to defeat them by redirecting a swimming pool that had been blessed into holy water into her hotel room.








Hellions
Basic Era D&D / The Witch (because I can)

Armor Class:  3 [16]
Hit Dice: 6d8+4* (30 hp)
No. of Attacks: 2 claws /  breath weapon
Damage: 1d4+2 / 1d4+2 / 1d8 (fire)
Special: fear, flame body, ignite. Double Damage from Holy Water
Movement: 90’
No. Appearing: 1-3
Saves As: Fighter 6
Morale: 8
Treasure: None
Alignment: Evil
XP: 300

Hellions cause fear as per the spell (Save vs. Paralysis to negate).  They also breathe out a lick of flame while attacking, save vs Breath Weapon for half-damge.
Their bodies are made of flame, but they are not fire elementals in the strictest since. They are demonic spirits and thus unlike elemental they are intelligent and have individuality.  They can disguise themselves as human by finding a human and burning them from the inside out.  They then can crawl into their skin and use that as a suit.


Hellion
Ghosts of Albion, Unisystem

Creature Type: Demon
Life Points: 30
Drama Points: 1

Attributes
Str: 3
Dex: 3
Con: 4
Int: 3
Per: 4
Will: 5

Ability Scores
Muscle: 12, Combat: 12, Brains: 10
Special Abilities: Demon, Fear, Hard to Kill, Lesser Sensing, Water Vulnerability, Breathe Fire, Resistance (Fire).

Anyone seeing a Hellion for the first time must make a Fear check (Willpower x2).
Hellions do not take damage from fire but take double damage from water based attacks (treat water splash as acid).

Manoeuvres
Name Score Damage Notes
Claw x2 +12 6 bash + fire*
Fire Breath +12 12 fire* (extra fire damage based on SL)
Deflect +11 - Magic defence action; deflects spell 45˚

Friday, May 10, 2013

Blogfest: Ray Harryhausen Aprreciation

Today is a celebration of the work of Ray Harryhausen and is hosted by +R.J. Thompson at Gamers & Grognards.  Like many gamers my age I saw Clash of the Titans and IMMEDIATELY grabbed everything in it for D&D (yes. even that owl).  But that is not what I want to talk about today.

No, my favorite Ray Harryhausen movie is "The First Men in the Moon".


I am not sure exactly when I first saw this movie, but I am sure it was on WGN's Family Classics movies on Saturday Afternoon. (or was is Sunday) and it was the same time I was really into gaming. Anyway, the movie was a great distillation of all my interests at the time; sci-fi, horror, fantasy, Victorian England.  It was a heady brew to be sure.

Plus those aliens.  The stop motion was glorious for the time and those monsters were just so creepy.





I remember spending sometime trying to figure out how to get these creatures into my games, or at least some of these ideas.  There is though some obvious homages to this movie to be found in Q1 Queen of the Demonweb Pits.

The most obvious "child" though of this movie (and the H.G. Wells book) is Space: 1899. The game even features Selenites and an adventure on the moon.

For the longest time I wanted bugs on the moon because of this film.

Selenite
Selenites are a race native to Earth's Moon.  They are named after the Greek Goddess of the Moon, Selene.
They are smaller than humans, 4'6" to 5'3" tall, they are of a slight build and not very strong.  They appear to be some form of humanoid insect. They are hairless and large compound eyes.  They do require oxygen to breathe, but not as much as a human.  Most Selenites are members of a working caste.  They work on the Selenite cities and help harvest the great moon cows that they use for food. The Selenites psychology and behavior was very much like that of ants or other social insects. (creatures in the book had wings and could fly, I don't remember if they flew in the movie) When not needed a Selenite can go into a self-imposed coma-like suspended animation.
Selenite cities and machines are all solar powered. They were able to keep their cities lit and oxygenated, but during solar-earth eclipses all non essential machines shut down.  The Selenites would also use  this time to enter a rest phase of their own.
The leader of the Selenites is the Grand Lunar.  This being is smaller in size but commands a keen intellect.

Selenite (Ghosts of Albion)
Motivation: Serve the Colony
Critter Type: Alien
Attributes: Strength 2, Dexterity 2, Constitution 1, Intelligence 3, Perception 4, Willpower 3
Ability Scores: Muscle 8, Combat 7, Brains 9
Life Points: 30
Drama Points: 1
Qualities: Acute Senses (sight)
Drawbacks: Attractiveness -2
Skills: Armed Mayhem 1

Combat Maneuvers
Name Score Damage Notes
claw(x2) 7 4 bash
stun gun 7 6 +Con check stun

Selenite (OSR/Basic/S&W/D&D)
Hit Dice: 2
Armor Class: 8 [11]
Attacks: 2 claws (1d4) or solar gun (1d6 + stun, save vs. Paralysis)
Move: 18'
Save: F2
Alignment: Neutral
Challenge/XP: 2/200

The Grand Lunar has no move, lesser strength (1 and 5) but very high intelligence (7 and 20).
If you game uses psionics then there is a chance "he" has them.

Looking forward to seeing what everyone else does!

I am also participating in the May Monster Madness.  So today is my first post for that.
http://www.anniewalls.com/2013/04/may-monster-madness-sign-up-linky-list.html