Thursday, June 17, 2021

Review: The Runewild Campaign Setting

Putting the Hex into hex crawls.

A while back I mentioned the Runewild Campaign Setting Kickstarter. I was quite excited about it and happily backed it.   I got my books and my PDFs, but it was in the middle of my Covid-19 fueled busy summer last year. The book has been sitting on my desk, mostly ignored since then.

That is a damn shame.

With all the fun I have been having with Van Richten Guide to Ravenloft lately I wanted to revisit this book and see what I can add to it from this book.  The short answer? A lot.  So much in fact that while there are some great ideas in this book for Ravenloft, there is a TON more for my War of the Witch Queens campaign for Basic-era (B/X, BECMI, OSE) D&D. 

So for this review, I am going to refer to both the Softcover print and the PDF.

The Runewild Campaign Setting

Published by Sneak Attack Press, written by William Fischer, art by Joyce Maureira, and Cartography by Toy Fayen.  306 pages. Full-color covers and interior art. Available in PDF, Hardcover, and Softcover versions. For 5th Edition, recommended levels are 1 to 10.  Available on DriveThruRPG and at your FLGS.

The PDF is fully bookmarked with hyperlinked Table of Contents. 

The Runewild Campaign Setting (Runewild) is overtly a "Dark Fantasy fairy tale" campaign sandbox guide and a hex crawl in one volume.  That is it in a nutshell but does not really do it justice.  Best to break it up a little more.  

From the introduction,

This book includes:
  • A history of the Runewild and its surrounding settlements
  • 150 detailed encounter areas for player characters to explore 
  • 8 new Backgrounds and a new Feat: Fey-Touched 
  • 21 unique magic items (like witch embers and the staff of clarity and confusion) 
  • 32 new monsters (including clockwork dwarves, fey lions, giant forest sloths, and the terrifyingly beautiful Golden Bodach) 
  • Detailed descriptions of the histories, motivations, and weaknesses of the witches of the Runewild, including the Whitebone Sisters; Missus Switch, the swine hag; Korthsuva, the Witch of Hours; and the Hag Queen Griselda, Mother of Ogres 
  • New optional rules for exploration and resting 
  • Advice for running a sandbox campaign 
  • Dozens of random tables designed to help GMs make a Runewild campaign their own

That is quite a lot. Frankly, I was just happy getting the material on the Witches of the Runewild, the rest is gravy for me.  I turn the page and suddenly my "gravy" turns into another dessert course when I am introduced to the "Witch Wars."  Oh. This will be fun.

The book is split into four sections, Running the Runewild, Magic of the Runewild, A Runewild Gazeteer, A Runewild Bestiary.

Runewild Magic

Running the Runewild: This section covers what the Runewild is and a bit of its history.  It also introduces the idea of a Sandbox Campaign.  While many gamers of a certain age will already be familiar with the idea of a sandbox (and even where the term comes from) this might be new to the majority of younger D&D players.  No inditement of their experience; everyone learns something new at different times. This is a good overview of this style of play for the newer generation of players.  

The advice given about Sandboxes vs. Adventure Path is solid and there is even something here that warms the cockles of my old-school heart.  To quote page 10, "e of the greatest difficulties in running a sandbox-style campaign is balancing encounters. In short, there are no balanced encounters in the Runewild."  Players and Characters need to get used to the idea of running away. 

While this might be a shift for some 5e players, it is not a hard or difficult one.  In fact, it is presented in the light of the characters have the ultimate freedom to do what they want.  It is wonderful really and to quote Darkseid from the Synder Cut of Justice League, "we will use the old ways."

The Old Ways describes Runewild to a tee. 

Among the "old ways" are plenty of Random Encounter tables with brief descriptions of what is encountered.  Adventure Hook tables, Scenery tables, Fey prank tables, general Runewild strangeness, random animals, random NPCs, and more.  For new schoolers, this will make the area feel vibrant and alive. For new schoolers, this will feel strangely homelike. Note at this point, 30 pages in, there has been very, very little in the way of stats. An encounter with a Skeleton is listed for example, but where you look up your skeleton is up to you.

We do get into Runewild Backgrounds which are 5e backgrounds.  For 5e they are great really, lots of great information here, and none of them feel overpowering (they grant a skill and a tool proficiency and usually a language) for other games, you can use the native skill system (Trained would be the equivalent in 3e, free Proficiency in AD&D 1.5) or wing it. One of my favorites is a Polymorphed Animal.  You used to be a normal animal and now thanks to strange magic you are human-ish.  Really fun stuff.

Magic of Runewild: This section covers some more game-specific information such as some new feats, curses, and new magic items (lots of these).  But the star attraction of this section has to be the Goblin Market.  There is so much here and frankly, they could have published this on its own and it would have been a great seller.  There are random tables of trinkets, goblin charms, treasures, and of course a list of vendors and encounters.  

Goblin market
“We must not look at goblin men, We must not buy their fruits:
Who knows upon what soil they fed Their hungry thirsty roots?”

One thing that I felt was missing from this section? Spells.  There are no new spells here.

A Runewild Gazetteer. This starts out with the hex maps of the Runewild. Numbered just like all old-school hex maps too! The hex encounters are then detailed throughout the chapter with a corresponding Challenge Rating. An improvement from older Hex crawls to be sure.  So yeah the party of first-level characters can enter a CR 0 hex with no problem and come out ok. They can also enter into a CR 10 hex with the same level of difficulty (that is, none at all) but they are not going to leave it as easily!  That's a hex crawl. There are no signs saying "You Must Be Level 5 or higher to Enter" if the player goes there, then their characters will pay the price.

Each hex of course has different levels of detail, but they are all given some quick bullet points to help the DM out.   For example:

2. The Last Tower (CR 4)

  • A ghost haunts the tower 
  • Ten giant rats feast on bandit corpses in the tower’s basement 
  • The bandits carried stolen treasure

Then more details follow.  NPCs are noted ad are monsters. There are maps where needed (even a player's map in a few cases!) and yes more random tables. There are 150 such encounter areas and it covers a little over 200 pages. Some encounters are a paragraph or so, others are multiple pages. 

A Runewild Bestiary: Now you know I love this section.  There are over 30 new monsters, monster variants, and (and this is my favorite) listings of  The Witches of Runewild. This includes a bunch of various witches (mostly hags), new types of hags, and the two major and one minor covens.  Again, if they had sold this separately I would have scooped it up the moment it hit DriveThru.   

Here is an example of one of the witches.

Goodie Sharktooth

There is no Witch Class.  Part of me is disappointed, but another part is happy since I can now do what I want with them. 

The chapter and book ends with Monster Variants. 

The art in this book is quite great and helps give the proper mood for this dark fairy tale land.

Using this with Basic-Era D&D

The book feels like a BECMI Gazeteer.   I could set this outside of Glantri and it would feel right. There are 5e stats, but not a lot.  Most of the monsters have an analog in other games.  For example, if you run this with say, Old School Essentials, just swap out the monsters.  BTW this would work FANTASTIC with the Dolemwood products

Runewild OSE

This is a wonderful book and resource and I am very pleased with it. My only regret with it is I wish I had picked up the Hardbound version instead!

Wednesday, June 16, 2021

More Mystoerth

While I was driving on vacation, I get a message from Matthew Fenn, AKA "Matteus," on Facebook. It was his new version of the Mystoerth map.   Now I likely saw it right as I was getting ready to leave and responded back with a "wow, that is cool!" and then I sadly promptly forgot about it.  In my defense, it was 900 miles later when I actually sat down to look at social media again.

The map he sent to me is fantastic.  Click for a larger version.

Mystoerth

It is based on the James Mishler and Chatdemon map I love so much.

This would have been reason enough for me to talk about it today, but there is more! 

There is a discussion about this map on Facebook,

And at the Piazza Message Boards.  I even dusted off my old Piazza account to join in on the posts.

I am going to add some of these links to my Mystoerth page.   I also went to Map to Globe to get a globe of the world rendered.

Mystoerth globe in space

I also uploaded the huge TimeLine my co-DM from the 1980s and early 90s compiled to cover the combined Mystara-Greyhawk world.

While writing this I was chatting with Matthew and he is getting the map printed on cloth.  This made me think of my own Victorian London map I had printed by Banners on the Cheap.  I am going to check that out in a bit.  Though, maybe not as big as the one I have now.

London Map from Banners on the Cheap

So. Where does that leave me?

Well, it was not that long ago when I was talking about using the Orignal Known World for War of the Witch Queens.  

My problem is I love maps.  Every map is a new world to explore.  I have been using Old-School Essentials for my system of choice for WotWQ and I just got my OSE-Advanced Fantasy books and will be using those going forward.  Since OSE-AF is a nice mix of Basic and Advanced versions of the D&D game, why not use a world that is a nix mix of the Basic and Advanced worlds?

Ugh. I hate having to choose! Why can't I use both?  Right. Time. 

Maybe I can cheat. Make my Mystoerth hollow (I do love a Hollow Earth!) and use the Moldvay/Schick Known World map as the interior of my Mystoerth.  Hmm. I do like that idea.  It would help explain some similar names on the maps.  Though it gives me some problems with the Underdark.  The Moldvay/Schick map is much smaller, implying a smaller surface area.  It's been decades since I took calculus to figure out the interior surface area of a sphere. I could compare the outer surface vs. the inner surface and then work out the "depth" between the two worlds.  The crazy Hollow Earth book I have here assumes a "thickness" of 8 miles. I forget what the Rules Cyclopedia assumes. 

Sounds like time to do some math!

Tuesday, June 15, 2021

Mail Call: Old-School Essentials Advanced Fantasy

I am back at work today after vacation and buried in emails and work.  I am also buried in physical mail too, but among the bills and junk mail, there was a nice little treat.  My Old-School Essentials Advanced Fantasy books came. 

Old-School Essentials Kickstarter

These books live up to the hype of the OSE Core rules.

I opted for the "limited edition" covers as I did for the first Kickstarter.

Old-School Essentials Kickstarter Books

The Reference Booklet and the Carcass Crawler zine fit into the box, but the adventures do not. Not due to shape or size, just because the box is full!

Old-School Essentials Reference bookOld-School Essentials books and box

I have not delved into the books yet, but I am already very happy with them. 

As I have mentioned with Advanced Labyrinth Lord and Basic Fantasy, these books do not represent the D&D we bought back then, but more likely the D&D we played back then.   An odd mixture of AD&D and D&D. 

Currently, this is the ruleset I am using for my War of the Witch Queens campaign. So for me the rules are just right. 

I got my Swords & Wizardry Complete Boxed Set just two weeks ago but due to vacation, I have not really read through it all that much yet.

Swords & Wizardry  and Old-School Essentials boxed sets

I am going to need to go through them both and compare and contrast them.

Both seek to scratch that old-school itch, but in different ways. So this could be a lot of fun.

Boxed Sets

They do all look nice together.

Monday, June 14, 2021

Monstrous Mondays: Boo Hag

Back at it!  I was on vacation all last week. I was down visiting my in-laws in South Carolina. It was fun, but the South is not for me.  I am happy to be back home in Chicago.

But while I was down there I looked into any monsters, cryptids, and urban legends they had.  There are a few, like all places, and many are familiar at least to readers of this blog.  There are lizardmen, bigfoot, and the usual variety of ghosts.  One of the creatures, from the Gullah descendants of African slaves, is the Boo Hag.

Boo Hag by Ashere
The Boo Hag by Ashere
Boo Hag

Medium Fey (Aquatic)

Frequency: Very Rare
Number Appearing: 1 (1 or 3 covey)
Alignment: Chaotic [Chaotic Evil]
Movement: 90' (30') [9"]
  Swim  150' (50') [15"]
Armor Class: 4 [15]
Hit Dice: 6d8+6*** (33 hp)
THAC0: 12 (+7)
Attacks: 2 claws, 1 bite or special
Damage: 1d6+1 x2, 1d4+1, special
Special: Constitution drain, fear, gaseous form, sleep, witch spells
Save: Witch 6
Morale: 10 (12)
Treasure Hoard Class: U (VI)
XP: 1,250 (OSE) 1,280 (LL)

Str: 15 (+1) Dex: 17 (+2) Con: 13 (+1) Int: 14 (+1) Wis: 17 (+2) Cha: 4 (-2)

Boo hags are semi-amphibious hags without skin of their own. In their natural form, they appear as hunched humanoids with no skin and exposed musculature, stringy white hair, yellow bulging eyes, and grimacing mouths of jagged teeth.  They live in swamps.

The sight of a boo hag without its skin forces a creature to make a save or become frightened. A boo hag lives within a swamp but makes sure there are human or demi-human settlements nearby. At night, they venture from their swamp, find a lonely cabin or farmstead, and take gaseous form to enter the house.

They then pick a strong, male victim and sit on his chest, stealing away their breath and life energy. A hag squatting on a person inflicts one level of Constitution damage per 5 minutes. Every 5 minutes, the victim may attempt a new saving throw to awaken.  Victims killed by a boo hag are skinned. The skin is used as a disguise. While it is inside a person’s skin, the boo hag is affected as per the change self spell.

Boo hags can be distracted for 1d6 x10 minutes by brooms, the straws of which they are compelled to stop and count. If attacked while counting straws, the hags flee with their brooms, that they may count the straws at their leisure in a safe place.   Victims of a boo hag are recommended to keep a broom by their bed.  When the boo hag returns they will count the straws in the broom and not attack.  If morning comes they will flee back to their lairs. 

Boo Hags have a weaker spellcasting ability than most hags, only able to cast as a 4th level witch.

Boo Hags hate swamp hags, maybe more so than other forms of the hag.  Boo hags turn their anger onto the River Hags, who they see as a lesser type of hag. They avoid either kind whenever they can unless they form a covey with them.  A common covey with a swamp and boo hags includes a green or river hag.  A boo hag adds the powers of Gaseous Form to the covey once per day.

There is some relationship between the boo hag and the Soucouyant.  Some believe that the victims of the boo hag will become a soucouyant when they die.  Others believe that that soucouyant is an undead form of the boo hag.  The general consensus is on they are undead versions of the boo hag, but nothing definitive is known. 

--

Looking to expand the entries to all the hags I have. 

Friday, June 11, 2021

#FollowFriday Ravenloft Giveaway!

I can't believe it is Friday AND the Friday before my Birthday.

So let's do something fun.

I am really enjoying the new Van Richten's Guide to Ravenloft. A lot.

I played through the first Ravenloft module on my birthday so many years ago and now I want others to have the same joy.

So I want to give away a copy, shipped by me anywhere in the contiguous United States.  Sorry Europe and the rest of the world, but I need to work out the logistics of that first.

So here are the rules.

I am going to share this post on Twitter.  

To enter I need you to do the following:

  1. Like the Tweet. 
  2. Retweet it. In the Retweet tell me your favorite villain/big bad from any edition of D&D.
  3. Follow me on Twitter.
  4. (Bonus) Follow me on Instagram and Facebook for extra chances.

Do those three things (or four!) and I'll put your Twitter ID into a spreadsheet and pick a winner.

I will also pick two runners up who will each get one of my witch books of their own choice.

Winners agree to send me their mailing address to ship the book.  I'll send out one of the standard covers as pictured above.

I am going to be out over the weekend but I will pick the winner Sunday, June 13th before 11:00pm Central Time.

So let me know on Twitter and GOOD LUCK!

Thursday, June 10, 2021

OneBookShelf / DriveThruRPG Price changes

Quick one here.

One Book Shelf

So last week I got a note from OneBookShelf about changes in their prices.  This will not go into effect until July, but I wanted to make you all aware.

This means that some prices might be changing for some of my books.

No idea which ones yet.  My inclination is to leave the prices of older titles the same and take the hit on the increase, but I need to figure out how much that is.  

Also, while I am still picking away at my High Witchcraft book as the last of my "Basic Era" witch books, I have also been mulling the idea of a "Complete Witch" for the new Swords & Wizardry boxed set.

It would be for Swords & Wizardry. 1-20+ levels and contain all the material from all my S&W books. I would put a big disclaimer on it to let people know what they are getting. It would be the class, all the traditions and spells, and magic items.  No monsters unless they are needed (like for a spell).  Same digest size as the S&W boxed set.  Maybe, maybe, some new content.

Thoughts?


 

Wednesday, June 9, 2021

Van Richten's Guide to Ravenloft, Part 4. Do You Wanna Build a Darklord II?

Nothing exists in a vacuum. RPGs are no exception to this rule. While Van Richten's Guide to Ravenloft is a great tool for a DM wanting to add horror to a D&D game and it is the tool to use to run a D&D 5e Ravenloft game, it is by no means the only tool.  

I have so many horror RPGs that I have tools for just about any type of horror game I ever want to run.  I have not even gotten into doing things like adding WitchCraft's Book of Hod to Ravenloft (and I have been doing it for years) or even getting into the material from World of Darkness or Call of Cthulhu RPGs.  

WitchCraft, World of Darkness, and Call of Cthulhu are all fantastic games.  Each one has a different approach to their own types of horror.  If I am fighting against the cosmic horrors then CoC is my game.  If I want to explore the horrors of existence within myself as a monster tr something that is no longer truly human then WoD.  If I want a mixture of the two with a grounding in philosophies of the world as all being true then WitchCraft/Armageddon is my game of choice.  This is only three games. I can grab from Chill, Kult, Little Fears, and more.   All are great. All are fun. Not every one of them is great for a Ravenloft game.

So. Let's build another Darklord like I did last week with Darlessa. I am not going to go into the same level of detail as I did with her.  Instead, I am going to use some other horror sources to do my heavy lifting.  NOW to be sure, I don't NEED to add anything to Ravenloft for me to use it.  Everything I am doing here I could do from scratch from the material in Chapter 2 of VRGtR. I happen to also have all these other books with great ideas. 

I have this thing that happens with all my campaigns.  I collect a lot of data, materials, products whatever for a campaign. I pick, I choose, I write, I rewrite and in the end, I get something that is often not at all exactly like what I wanted, but that is great really. But I also have this stack of other "Stuff" that I didn't use but is still compelling to me.  My campaign "Ogre Battle" grew out of my old "Shadow War" for example.  I ran this huge war that worked as a prequel to this big AD&D campaign.  The Second Campaign grew right out of Come Endless Darkness.  Right now my big campaign taking a lot of my creative energy is War of the Witch Queens.  I have barely got into it (characters are 3rd level) and I already have leftovers and plot threads that have grown larger than the campaign can handle.

Before I pull that into this conversation let me shift gears and talk about Pathfinder.

Pathfinder is the biggest alternative to D&D out there.  They gained a lot of traction in the 3e days and boomed in the 4e days as the go-to choice for D&D-like games.  I have a lot of really cool, really well-written Pathfinder books. None of them are currently in use because I am not currently playing Pathfinder.

For Ravenloft, the best Pathfinder book you can get is Pathfinder Horror Adventures.  I reviewed this book a while back and there is a lot overlap between what this book does and what Ravenloft does. The Pathfinder book is more "Domain agnostic" so it has more room for things like new classes and spells.  The Pathfinder book also covers sanity, fear, and madness.  I mentioned in my overview of Ravenloft that I usually don't like how most games do "madness." What they do here works well, for Pathfinder, I am not sure how it would work for D&D 5.   I do like Pathfinder's approach to Darklords in their Dread Lords. I am going to keep this in mind for the next bit.

Note: The Horrific Inspirations on pages 252 to 253 in Horror Adventures covers movies, television, and print for the same types of Horror Genres found in Van Richten's Guide to Ravenloft. 

Land of the Ice and Snow

Pathfinder forever gets a special place in my heart because it gave me Irrisen, the land of the Witch Queens. Home to the Daughters of Baba Yaga and has included such notables as Tasha/Tashana/Iggwilv. I have a bunch of material from the Winter Witch Queen adventure path from Pathfinder and other books.   I love the idea of Winter Witches, both in fiction and history.   If I am going to pull in some Pathfinder bits from various books then why not build a Dark Domain that is Pathfinder based.

So. Let's do this.  Irrisen is a land ruled by a Witch Queen and she gets 100 years to rule until Baba Yaga comes in a pulls her out. There have been a few that rebelled and try to go longer and there is always a rivalry between the various Daughters of Baba Yaga over who will get to rule. Queen Elvanna is a good example. There is a lot of potential her then for someone to be a little more pissed off and try to kill her rivals. Now. That in of itself is not a good enough reason to drag someone into the mists. In fact, Baba Yaga encourages such machinations to guarantee the strongest one will rule. It's hard to imagine then what a Witch Queen would need to do to get the mists' attention.  One would have to assume a crime or act so vile that mists have to take notice.

Building a Pathfinder / Ravenloft Domain

Let's take an easy example.  I'll start with Elvanna, but I don't have to.  Let's just say any Winter Witch Queen.  We don't know what happens to these queens when Baba Yaga is done with them.  Tashanna is the only we do know about, but she has been banned from returning to Golarion.  We can assume that Grandmother Bony Legs doesn't let them retire to a beach home in Florida.

When Elvanna was defeated let's say she came up with a plan, if she could not rule Irrisen then no one could.  She whips up a ritual to destroy the whole land in a winter that even the inhabitants of Irrisen would fear.  She started her ritual managed to wipe out a village or two, the key here is that people important to Baba Yaga have been killed. Either the mists open up to grab her OR maybe Baba Yaga has the power to summon them. One thing is for certain.  She killed her own sister, who was going to be the next Queen. Her name likely ends in "-anna."

I would steal some ideas from the 4e adventure Winter of the Witch.  I could even use Koliada the Winter Witch. I did 5e stats for her, but I really don't need stats.  I also have access to the Snow Queen a Winter Fey creature from Kobold Press' Tome of Beasts for 5e.

Snow Queen

If it looks like I am going for evil Elsa, then you would be right. Well. Elsa actually was evil before Disney got to her.

The idea with this Domain is to use the rules presented in Pathfinder Horror Adventures to get my ideas and then the rules from Ravenloft Chapter 2  to detail them. 

I do admit, I am likely to steal some ideas from the old Domain of Vorostokov from the 2nd Ed Darklords book.  The Darklord of that land, Zolnik, was not all that interesting as a Darklord, but the land was.

Think of a landlocked in an endless deadly winter.  Everyone is poor, miserable, cold and the only source of food is what the hunters can bring in.  I would call it Ikkesen.  Combining the Norwegian word for "not" (Ikke) and Irrisen. 

The Dark Domain (5e) / Realm (Pathfinder) is one of Dark Fantasy, but it is also really Survival Horror and just enough Folk Horror to keep you on your toes. Ikkesen rarely gets above sub-zero temps and never above freezing.  It is a dark land of endless winter.  Wolves of the worst sort roam the woods. There are skinwalkers, wendigos, undead and worst things. It is what happens if Ragnarök occurred and the Frost Giants won. 

I will detail this one some more, but I am also waiting to see what I have leftover from War of the Witch Queens.