The Other Side

Witchcraft Wednesday: More Witches on TV

A Discovery of Witches This past week, I finished a couple of newer witch-related TV shows. One was because we watched it all, and the other was because I just couldn't finish it. Both were based on popular books.

A Discovery of Witches

This was the treatment of Deborah Harkness's books. I read book 1 and book 2 some time back and had issues with them, enough that I avoided the series until now. But my wife wanted to watch it, and who am I to say no? 

Well. I am happy to report that the series was much better than the books. A lot of what annoyed me about the books was lessened or done differently when it hit the small screen. Diana Bishop was much more assertive in this, and any issues she had with being uncertain about the world of "creatures" were just that: uncertainty about a world she had chosen not to participate in not because she deflected to Matthew all the time. She even showed off some power which was nice. 

The casting was good, really, with Alex Kingston as a constant favorite. Matthew Goode performed well as the vampire Matthew Clairmont, making him much more interesting than he was on the page. Teresa Palmer was good as the witch Diana, though often I felt the script worked against the part she was trying to play. There were moments when the Diana I wanted to see came out. But maybe my expectations were out of line. Swedish actress Malin Buska was Finnish witch Satu Järvinen, who got a much larger role in television. Honestly, I wanted a lot more of her. Even Emily gets better treatment here, even though she still dies in the end of Season 2/Book 2. But it was not an empty, off stage death like it was in the books.

They made a little more sense of the time travel aspects, which is good, cause the book made zero sense. Still the rules of Diana's Time-Walking are a bit fuzzy.

I can't judge how well the story in Season 3 stuck to the events in Book 3, but it was much better than expected series. It also was nice to watch a series with a proper beginning, middle, and end. 

It was produced by Doctor Who's Bad Wolf Studio, which also gave us the televised version of "His Dark Materials" (for more great witch moments). Netflix described it as "Outlander meets Twilight," and that is fair. 

All in all, it was enjoyable and redeemed the books in my mind. I mean, I am not going back to re-read them, but the bad after-taste is gone.

Mayfair WitchesMayfair Witches

I really, really, REALLY wanted to enjoy this one. The AMC version of "Interview with a Vampire" has been great even with, or maybe because of, the changes. And I loved Anne Rice's Mayfair Witches books. Well...the first two anyway. And I adore Alexandra Daddario, who I still hope will get to play Zatanna one day soon.

But this show is a train wreck. Ok, the casting is great really. Harry Hamlin is brilliant as Cortland Mayfair, Beth Grant gave us a Carlotta Mayfair you both want to hate and understand at the same time. 

But there are just so many places where this show doesn't fall short; it falls right on its face.

Lasher is just annoying. Not the evil pervasive influence in the lives of the Mayfairs, but more like a stalker boyfriend or that ghost Beverly Crusher was having sex with in Star Trek: The Next Generation. 

And where the hell is Michael Curry? Some other characters are missing or seem to be merged with others. For example, Ciprien Grieve seems to be a combination between Aaron Lightner and Michael Curry. 

There is also a fair share of "idiot plot" here, the characters, who should be smarter than this, doing stupid things. 

I am not sure how far I am in this one, but I am ready to bail. I mean it has been 25+ years since I read these books, maybe my opinion of them could be less favorable now, but the series is just not great. 

Netflix still has a few more witch series I can check out, maybe one of the European ones I should check out.

TidelandsHonorable (??) mention, Tidelands

Ok. I am slightly embarrassed to admit this one. 

Described as "beautiful garbage" by IMDB it is really an excuse to watch attractive Australian people run around without any clothes on. It deals with a group of people known as "Tidelanders" who are the offspring of sirens. They have a drug smuggling operation to fund their Queen's (Elsa Pataky) search for an ancient Sumerian (sure why not) clay horn that summons sirens (their mothers) and maybe destroys all the men in world? or Humans? Not clear. There is a rogue Tidelander, Cal aka Caliope (Charlotte Best), who spent 10 years in jail for a murder her human mother set her up for. She is really a powerful Tidelander and her brother (full human) sells all the drugs. 

Cal takes a lot of showers, a lot of baths, has sex with a lot of people and learns that the Queen wants her dead. 

The series ends on a cliffhanger and that was from 2018. Though given the lifespan of Tidelanders Season 2 could take place 10 from now. 

Why mention it? Well, it came up on my suggested watching and I was done with Mayfair Witches. My wife and binged watched the whole thing just to see how bad it would be. Spoiler it was bad. But like I said beautiful garbage. 

Maybe I should go back to watching questionable and dubious documentaries on Tubi.

Use in NIGHT SHIFT

I think I have done witches in NIGHT SHIFT, but the idea of Tidelanders, or more specifically the offspring of sirens or mermaids, has not been done by me.

Photo by Polina TankilevitchPhoto by Polina TankilevitchDaughters of Tiamat

I'll take the Sumerian horn seriously for a minute and say that these half-sirens are offspring of the ancient Goddess Tiamat. Back when she was spawning monsters to fight the new Gods, one of her creatures was the Siren. Their role was to seduce and kill Tiamat's enemies. They also worshipped Dagon, but their ancestry is from Tiamat.

Sirens (full or half) gain the following abilities.

Saving Throws: Sirens gain +3 to Toughness Saving throws. This increases by +1 per 3 levels (3, 6, 9, etc.)

Ability Bonus: Sirens gain +1 to Strength and +1 to Toughness. This may raise their abilities above 20.

Sea Adapted: Sirens can breathe air or water with equal ease. Full-blooded sirens adapt quickly, while half-sirens need one round to fully adapt to breathing the new element. Additionally, Sirens can see in darker depths and withstand the pressures of deep-sea life.

Charming Voice: Sirens can charm as per the spell. Once per day per the number of character levels the siren has.

Slow Aging: Sirens age slower than humans to age of about 300 years. Subject to their Feed (below).

The Feed: Sirens must return to the water, particularly the oceans or seas, or they will begin to lose their abilities and age like humans. Abilities are lost at random for each month, whether the half-siren is land-bound or each day, the full-blooded siren is.

Many sirens also believe that they must lure a human to the water to drown. In truth, they are compelled to do so, and they do derive pleasure from the act, but it is not required to keep their powers. 

Mail Call: Nightbound by Creative Jam Games

 Nice little weekend mail call this past weekend for today. A game I backed due to interactions with the creators.

Nightbound is a Powered by the Apocalypse (PbtA) game from Creative Jam Games of modern urban horror. It was originally named "Nightshift" but we (Elf Lair Games that is) had to let them know that name was being used for our modern urban horror RPG already. They were super cool about it and changed their game to Nightbound. Because of that we all (ELG) promised to back their Kickstarter.  Well, the books are now coming in.

Nightbound by Creative Jam Games
Nightbound by Creative Jam Games
Nightbound by Creative Jam Games
Nightbound by Creative Jam Games
Nightbound by Creative Jam Games
Nightbound by Creative Jam Games

The game is great looking as you an see. While I am not a huge fan of Powered by the Apocalypse games, this one has a lot of potential. Plus they have a lot more titles than I knew about. 

I have a "Plays Well With Others" for this coming up, but I am waiting on one other thing first. 

Also, and I said this before, there is room on my shelves and table for more than one modern horror game, and I am certain that whatever version of "Night Shift" people choose to play, there are plenty of ideas from the other game to use as well. 

NIGHT SHIFT and Nightbound


Monstrous Mondays: Monstrous Maleficarum #3 - Nymphs, Daughters of the Gods

 Today I release the next Monstrous Maleficarum! For Volume #3 I present 13 nymphs for use in the 5th edition of the World's Greatest Fantasy RPG.

Monstrous Maleficarum #3 - Nymphs, Daughters of the Gods

Volume #3 of Monstrous Maleficarum - Nymphs, Daughters of the Gods

Tales of the nymphs are as old as the Gods themselves. Semi-divine protectors of the natural world have also always been a part of the Fantasy RPGs since the beginning. 

With Monstrous Maleficarum #3 I return nymphs to the latest edition of the World’s Greatest Roleplaying Game. Nymphs, Daughters of the Gods for the new 5th Era.

Herein, you will find 13 types of nymphs to challenge and wonder your games. The sylph, whose feet hardly ever touch the ground. The melinoë who dance by the light of the moon. The mighty themeid, warriors among the nymphs. The underworld lampad, and the naiads, nereids, and oceanids, of their watery realms. 

Note: This product contains classical art that depicts some nudity.

One of the routes I came to Dungeons & Dragons was via Greek Mythology. I noticed a while back that the 5th edition of the game, both the 2014 and 2024 flavors, did not have nymphs as a creature type. I thought this was a serious oversight. So with Monstrous Maleficarum #3 I added them back.

I hope you enjoy!

Fantasy Fridays and Other Features

 I made a few new choices about some of the features here on Ye Ole' Other Side blog today. Well...I have been planning these for a bit, but this morning over what has appeared to be one too many cups of coffee the ideas finally jelled.

some of the games I will cover

I have been calling 2025 The Year of Fantasy RPGs, and this is going to continue. One of the ideas I had for this year was to do the April A to Z of Fantasy RPGs. I have a bunch ready to go, but only three written. To provide a full and proper review for a post like what I want takes a lot of reading and about a week's worth of writing here and there. So, it's not really something I want to cram into a month for 26 different games.

My goal was also to find games people could play that could, in a sense, replace D&D on their tables for a bit. Like I have said, I love D&D, and I likely always will, but there are a lot of games out there that are equally deserving of our attention. I can't do that in the way I want by only focusing on a bunch of games for a month.

Also, I have, for a while now, been pretty sour on the idea of supporting others' Kickstarters with my "Kickstart Your Weekend" feature. I mean honestly to be rather blunt about it. I spent a lot of time letting people know about Kickstarters, only to watch the ones I was part of creating not hit the levels I wanted. Selfish? Maybe. Pissy? Certainly. But I have to support the home team more. Yeah, I am still reviewing other people's games, but that feels different to me. 

All these combined have led me to my new feature, Fantasy Fridays. Each Friday over the rest of this year I will try to cover a Fantasy RPG in detail. I love reading these and making new characters so this could be a lot of fun. I would allow myself a little more flexibility regarding "fantasy" too. In June, I like to talk about Sci-Fi games, so this would be perfect for a Sci-Fi Fantasy game. I have a few others that are not 100% pure fantasy, but still would work fine.

I am still trying to clean up and publish all these works in progress I have collected over the years, so that will also continue (new one on Monday!). 


Witchcraft Wednesday: Larina Nix and Skylla for Lands of Adventure

A while back I picked up the classic RPG, Lands of Adventure. While it is fair to say the game is not great, there is something about it I can't quite put my finger on that I love. Is it the  Bill Willingham art? Is it Lee Gold's attention to historical detail, even when the details are wrong? Ok, to be fair, some these details may not have been "wrong" when she was writing. But she is certainly good at building an interesting world.

No. I don't know what it is, but given this is my year to try out more (and different) fantasy RPGs, I owe it at least to myself to try this game out.  It will not replace *D&D on anyone's table today. But for a moment, let me pretend it is 1983. I'll put on K-Tel's CHART ACTION '83 and work on some characters!

Lands of Adventure

Character Creation

This is the most tedious process of this game, really. The rules for playing are largely pretty simple. However, I do admit that I am really in the mood for a complicated character-creation process today. 

For this I'll start with the Lands of Adventure core rules and make adaptations based on the Culture Packs I have. I will do my two favorite witches, Larina and Skylla, for Medieval England and Ancient Greece, respectively. If I had had the other proposed Culture Packs I would have tried something for them as well. 

The game has 11 (yes, eleven) primary stats, but of those, only four are purely random. The others are often the averages of the others with some more randomness added in.  You can roll the d20 or d10 as needed, OR you can allocate 110 + 2d10 points among the 11 characteristics. 

The minimum score is 1, and the max is 20. 

Piety is also important and has it's own means of calculation, but to get that, I'll need some skills for the characters. Skills can also increase other stats.

This game also has three different "Hit Point" pools; Energy Points (EP), Body Points (BP), and Life Points (LP). Damage affects them differently, but none should be 0.

Skills are a roll-under mechanic of percentages, with 5% (96-00) always as a fumble. To roll 10% under your skill is a maximum or flawless success. There are 10 Skill categories and their base scores are based on a Major Characteristic and Minor Characteristics. So for example MAG (Magic) is TAL (Talent)/2 and then squared + INT (Intelligence).  Unlike some games, height and weight have mechanical effects on how fast you can move and how much you can carry respectively.

You have as many skills as you do PRU, the max you can have in any skill area at the start of the game is 10% of the skill area score. Given that this are also not starting characters I will use the options for Prior Experience Points to buff up some skills and spells.

Spells are an odd mix to be honest. I am not sure what would be right to choose since I am not 100% certain of all the game effects. But I can say that the magic section does feel like it is bolted onto this system and there are bits of game-design bondo and duct-tape holding it together. Not that this can't be fun, AD&D did it for decades. 

For Larina and Skylla here, I am certainly aiming to give them a witch-like background. Turns out that is pretty easy to do with this game. The Ancient Greece Culture Pack has the Pelasgians who are characterized as worshipping a Maiden-Mother-Crone Moon Goddess from the belief that older civilizations were more Matriarchal than Patriarchal. Following in the same logic, or even from the same logic, in the Medieval England Culture Pack, Gold lists Margaret Murray's now discredited "The Witch-Cult in Western Europe" as part of the suggested reading. I say "discredited," but I still use the central thesis in my own game writing for my books. Hey. I am writing about witches, not an academic anthropological treatise.  Though given Gold's inclusion of Murray, I would also have gone with Jane Harrison for Ancient Greece and Jessie Weston for Medieval England for a trifecta of Late Victorian/Early 20th Century independent women scholars.

Makes my choice of witches to stat up for this game even more appropriate. 

Larina NixLarina Nix

Species: Human
Gender: Female
Height: 5'4"
Weight: 125 lbs (light frame)

Culture/Religion: Medieval England/The Old Faith
Piety: 6

CRF (Craft): 12            DEX (Dexterity): 12
TAL (Talent): 18          VCE (Voice): 19
INT (Intelligence): 16  PRU (Prudence): 14
APP (Appearance): 18 AGY (Agility): 12
STR (Strength): 10       CON (Constitution): 10
CHA (Charisma): 19   

COM (Communication): 52%
KNW (Knowledge): 44%
MAG (Magic): 97%
MAN (Manipulation): 32%
MIR (Miracle Working): 99%
MOV (Movement): 28%
OBS (Observation): 36%
PER (Persuasion): 55%
Melee: 16%
Missile 26%

Local KNW: 144%
General KNW: 84%

Non-Combat Specialized Skills
Reporting Accurately (Com), Legend Lore (Knw), Medical/Herb Lore (Knw), Astronomy/Astrology (Knw), Languages Speak (Knw) (English, French, Celtic)

Specialized Spell Skills
Stop Behaviors (Compulsion) PL 5, 10x10, 5 rounds, 1, 200 ft.
Energy Shield (Energy) PL 3, 10x10, 5 rounds, 1, 10 ft.
Energy Bolt (Energy) PL 4, 10x10, 1 round, 1, 200 ft.
Enchantment (Enchantment) PL 6, 10x10, 30 min, 1, 10 ft.
Darkness (Illusion) PL 5, 30x30, 5 rounds, 1, 10 ft.

EP: 36
BP: 12
LP: 10

Weapons: Dagger, Staff

Armor: None
Shield: None

Free Load: 60lbs

--

Skylla
Skylla

Species: Human
Gender: Female
Height: 5'4"
Weight: 130 lbs (average frame)

Culture/Religion: Ancient Greece/Moon Mother
Piety: 4

CRF (Craft): 12            DEX (Dexterity): 11
TAL (Talent): 16          VCE (Voice): 14
INT (Intelligence): 14  PRU (Prudence): 10
APP (Appearance): 14 AGY (Agility): 12
STR (Strength): 9        CON (Constitution): 10
CHA (Charisma): 17   

COM (Communication): 37%
KNW (Knowledge): 34%
MAG (Magic): 78%
MAN (Manipulation): 29%
MIR (Miracle Working): 80%
MOV (Movement): 23%
OBS (Observation): 36%
PER (Persuasion): 42%
Melee: 22%
Missile 24%

Local KNW: 134%
General KNW: 74%

Non-Combat Specialized Skills
Lying (Com), Legend Lore (Knw), Medical/Herb Lore (Knw) x2, Astronomy/Astrology (Knw), Languages Speak (Knw) (Greek, Egyptian)

Specialized Spell Skills
Stop Behaviors (Compulsion) PL 5, 10x10, 5 rounds, 1, 200 ft.
Energy Bolt (Energy) PL 4, 10x10, 1 round, 1, 200 ft.
Enchantment (Enchantment) PL 6, 10x10, 30 min, 1, 10 ft.

EP: 31
BP: 13
LP: 10

Weapons: Dagger, Staff

Armor: None
Shield: None

Free Load: 65lbs

--

Ok. There is a lot here and even more that I didn't do. These are better than starting characters, certainly, but not 100% reflective of stats for them I have posted in the past. For the Point Allocation method, Larina has 160 points (30 above max) and Skylla has 137 points (7 above max). 

Magic is an odd affair, mostly using the "Spells on the fly" method. I could explore it more IF I ever choose to play this game. But I have enough here for now.

A few interesting quirks. The Culture Packs give a lot more detail to the characters, BUT you should have them next to you when you develop the characters. Skylla, for example, ended up having the Goddess Athena in her maternal line and thus added to some of her stats. Not sure how a virgin goddess was able to do that, but ok. Skylla gained an extra Herbalism skill as well. Larina had a mystical encounter. Since I was recently re-reading her 4th Edition D&D stats, I am going to say she saw a unicorn when she was a little girl. 

This game is rich in atmosphere, but the system itself leaves a little to be desired. Maybe I am just used to simpler systems now or unified mechanics. I do admit I am still very happy I have this game and I will likely come back to it. 

Mail Call: Monty Python's Cocurricular Mediaeval Reenactment Programme

 I almost forgot I had backed this! But this came in the mail yesterday.

Monty Python's Cocurricular Mediaeval Reenactment Programme

I got the Public School Edition because, as always, I am a sucker for a book with a ribbon bookmark.

It came with a lot of stuff.

Monty Python's Cocurricular Mediaeval Reenactment Programme
Coconuts
A lovely bunch of coconuts. But we already had our own!
Merits and Demerits
Dice
Game Master Screen
Game Master sash
Game Master Screen
Game Master Screen
Game Master Screen
Game Master Screen
Monty Python's Cocurricular Mediaeval Reenactment Programme Book
Monty Python's Cocurricular Mediaeval Reenactment Programme Book
Monty Python's Cocurricular Mediaeval Reenactment Programme Book
Monty Python's Cocurricular Mediaeval Reenactment Programme Book

There is so much here. I have no idea if I'll play this or not, but it is a very silly game.

I know my oldest is going to love it.


Monstrous Mondays: DMGR4 Monster Mythology (2e)

DMGR4 Monster Mythology (2e) I want to pick back up my reviews of my collection of Forgotten Realms books, I also want to keep up my exploration of various monsters that have appeared in past versions of the *D&D game. With the lack of "playable humanoids" in the current Monster Manual, I returned to my collection and found a book that fits my needs.  While this means I am skipping over a couple of books in my chronological order, they are all connected to each other, so I can justify it. 

Of note, this is another book I obtained from the Grenda collection. So that is also a good reason to feature it. It can also stand-in as an entry to my "One Man's God" series. 

DMGR4 Monster Mythology (2e)

1992, by Carl Sargent. Art by John Lakey, Laura Lakey, Keith Parkinson, Terry Dykstra. Softcover, blue&white and full color art. 128 Pages.

This book was the fourth in the DMGR, or Dungeon Master's Guide Rules, series for AD&D 2nd edition. I did not purchase many of these when they were new. At this point, most, if not all, of my gaming money went to Ravenloft-themed products. 

This book covers, not monsters really, but their gods, demigods, and heroes. The format is simialr to that of new Legends & Lore book for 2nd Edition, and it would be a prequel of sorts to various Forgotten Realms "Faiths & Avatars" books, with Demihuman Deities being its direct descendant. 

Now to be fair, Monster Mythology is not a Realms book per se. A lot of what goes on in this book will later get adopted to the Realms. Author Carl Sargent, also know for his Greyhawk From the Ashes boxed set, makes many mentions of various Greyhawk secific gods. It seems that he felt these two products would work together. And they do, quite well in fact, but the Forgotten Realms are also explicitly mentioned. 

What does this book actually have in it?

There are gods for the Elves (including sea elves), Dwarves, Gnomes, and Halflings, specifically for the Forgotten Realms, though we have seen these before in one form or another. There are "Goblinoid Deities" of the orcs, goblins, bugbears, kobolds, and others.  

There are the Gods of the Underdark: For Drow, Underdark Dwarves, Illithids, Beholders, Myconids, and Deep Gnomes. 

Gods for the Giants, for other monsters, and many more are also mentioned. This includes the Elder Elemental God, aka the Elder Elemental Eye. This book does nothin to clear up that confusion, but that is fine. I like my gods messy. Case in point, the Demon Lord Juiblex is listed as a Lesser God here. Indeed, one man's god is another man's demon.

In addition to Juiblex, other demons are mentioned and get deity-level treatment. This includes Demogogn, Yeenoghu, Kostchtchie, Baphomet, and Lolth (naturally). Additionally, other "monsters" get god-like treatments, such as Bahamut and Tiamat. 

Vampires, liches, and even hags get gods. Though I am not sure I'd ever use them as gods and more as "powerful examples" of each type. 

It is an interesting mix, especially rereading it with 2025 eyes. Some gods were ported over from the various Gods of the Demihumans articles from Dragon magazine, and others from previous Realms-based books and earlier as well. The Underdark gets more detail. It's no surprise; the early 1990s were all about the Underdark and Drow in particular.

All gods get mentions of their Specialty Priests. So in general, this book has more value to the game than does the Legends & Lore book proper. 

A couple of thoughts, though, of my own.

I'm not sure what happens with the gods of the Kobolds as they became less "goblin" and more "dragon."  I am likely to say that these gods were once powerful kobold heroes that fell into a sort of ancestor worship. 

I also can't see the Illithids or the Beholders having gods. For the Illithids, I say that their two gods, Ilsensine and Maanzecorian, are not real beings but rather constructs of the Illithid shared mindscape, something akin to a Tulpa. The beholders, on the other hand, have their "Great Mother," who I say is not so much a divine figure, but actually the mother of all beholders. So in a way she is more akin to Vlaakith of the Githyanki. 

The book is flexible enough to be used in any campaign setting, and it mentions just about every campaign setting from that time. 

While the book has been superseded by newer AD&D 2nd Ed books in the Forgotten Realms and by shifts in the pantheons in different editions, this is still a solid book.

The details on specialty priests alone makes it worthwhile.  

Legends & Lore with Monster Mythology


This Old Dragon: Issue #176

Dragon Issue #176 Time once again to dip into the box of old Dragon Magazines under my desk. Today's magazine takes us back to December 1991. AD&D 2nd Edition is the new kid on the block, but there are still AD&D 1st ed holdovers. Hook and Star Trek VI: The Undiscovered Country are ruling the box office. In the US Michael Jackson's "Black or White" knocks out the superior (in my opinion) "Set Adrift on Memory Bliss" by P.M. Dawn. And on the magazine racks and shelves is Issue #176 of This Old Dragon.

As was common in the 1990s, this is a "feature" issue, and this month's feature was elves. Always a winner, to be honest. The cover art featuring elves fighting a group of goblins and gnolls, comes to us via Lissanne Lake. She would go on to do work for White Wolf and the Affliction: Salem 1692 game. 

The cover also tells me there is a Giant poster inside. But my issue doesn't have that. Neither does my Dragon DC-ROMs. A search reveals it to be a poster of the cover of Dragon #166.

Open to an ad for GDW's Dark Conspiracy. Nice to still see ads for other companies and games here. There is also an ad for "The NEW Easy to Master" Dungeons & Dragons Basic boxed set.  I covered this set a while back and it is fun.

Letters covers the concerns over the lack of a proper African campaign setting or myths in D&D, which  the new Egyptian art in the AD&D 2nd Ed Legends and Lore getting a particular call out. 

Is that Isis or Freya?Is that Isis or Freya?

Dragon responds back with various excuses where a "Yeah, you are right, we should do better" would have been enough. 

Roger Moore's Editorial touches on this in a way. Providing some forward-thinking on how we should deal with people who are different from us, be that other ethnicities or other species (in D&D and ShadowRun terms). He does point to Star Trek the Next Generation as an example. 

More ads. Which, and lets be honest, are as fun as the articles. In this one for Waldenbooks (pour one out all you Otherworlds and Preferred Reader members out there!) and has some new D&D books on the way. One if the Ravenloft Van Richten's Guide to Vampires...and Other Undead. Ok so the content and cover changed from this to publication. Not the first time we have seen this. Nor the last.

We now get into our featured section on the Elves.

Servants of the Seldarine by Chris Perry covers and updates what we know about the gods and goddess of the Elves (and Drow) to AD&D 2nd Edition, with a bit of a lean in to the Forgotten Realms. I also have Monster Mythology sitting here on my desk for my next foray into the Realms, along with The Drow of the Underdark, so this is timely. This article predates Monster Mythology. While the information here for elven specialty priests will be superseded by newer books, the information is great to have and I'll add it to my cache of random Realms lore

If You Need Help - Ask the Drow! from Ed Greenwood and Steven E. Schend also adds more to the total of Realms lore. This time, obviously, about the Drow. This article also ties in with FOR2 The Drwo of the Underdark. There is a map of the Promenade of Elistraee, the "good" Drow Goddess and covers her specialty priests in more detail. 

And that appears to be it for the elves special feature. 

Forum covers some of the topics of the day, as usual, mostly related to past issues. The topic de jour deals with "psycho-pathic players" from issue #172's Forum. I am unsure if the authors' mean "players" or "characters."  The examples do lean in on characters, but the players have something to do with it. No advice is given really. 

Friend of the Other Side Bruce Heard is up with his Voyage of the Princess Ark, now up to Part 23. If you love Mystara/The Known World as much as I do then these are great reads. Nothing sets the tone for the BECMI line quite as well as these do. There is fiction here, but enough playable crunch to keep me coming back for more. 

The Convention Calendar gives us the run-down on the latest gaming conventions of the Winter of 91-92. None local to me though.

Ad for Vampire the Masquerade. Wonder if it will do well?

Spike Y. Jones has advice for "dressing up" your modern games in Propping Up Your Campaign. Though I can't see any GM wearing a suit and tie to a game session. Though there is some fun advice here. Among the things it suggests is raiding your little brother's toy box (with permission). A whiel back we did a huge cleaning and took a bunch of old toys from when the kids were little to WINGS. We kept anything that might be good for D&D props like toy dinosaurs and even some weird knock-off Pokemon and Yugioh toys we bought on a trip to Chicago's China Town. 

TSR Previews covers what is new for December 1991 and January 1992. Your mail-in registration for Gen Con 1992 is on the next page. Early bird entries much be post marked by January 31, 1992. 

The Lessers (Hartley, Patricia and Kirk) are back in The Role of Computers. Games covered are Heart of China (5 stars), J.B. Harlod Murder Club (4 stars), Phantasy Star III (4 stars), A-10 Tank Killer (5 stars), and Space Quest IIII (4 stars). 

Michael G. Ryan gives us this month's fiction piece, Time for an Experiment

Doug Niles is up with Role-Playing Reviews. He covers The Awful Green Things from Outer Space by Tom Wham and from Steven Jackson Games. This is an update of the same game that appeared in the pages of Dragon #28 all the way back in 1979. Niles still loves it. The Scotland Yard game from Ravensburger (German company fairly well known for their puzzles today) is a "whodunit" game where the players track down "Mr. X." It honestly sounds fun. He also covers the Battle of the Bulge game from who else, Avalon Hill. 

Marvel-Phile is up with lesser known characters like La Bandera, Windshear, and Witchfire. Ok, so I did already know Witchfire.

Ah. I knew thos toys we saved would come in handy! Gregory W. Detwiler gives us prehistoric beasts in Playing in the Paleozoic. These are AD&D 2nd Ed monster stats, but not the full monster listings with Combat and Habitat/Ecology sections. Still. We went to the Field Museum and the Illinois State Museum more times than I can recall. So we have tons of plastic prehistoric monsters here. This one is fun!

Playing in the Paleozoic

Skip Williams is up with Sage Advice. This time, covering the effects of various wizard spells. 

Not a review, not an ad, but somewhere in between is Novel Ideas by Marlys Heeszel. This time we cover the new R. A. Salvatore novel Canticle.

David Wise updates us on the AD&D Collector Cards in The Game Wizards

DragonMirth has our comics for the month including Yamara and Twilight Empire. 

Gamers Guide has our small ads. Ads for play-by-mail games (those will soon die out), music tracks for your games on cassette. Wargames West has their ad. A couple of ads look like they were printed out on a Macintosh pritner. Sign of the times. 

We end with Robert Bigelow's reviews of new minis in Through the Looking Glass. At the time of this issue I had maybe one or two minis I had saved up for. I read this ad now on a desk covered in all the minis I have been printing from our 3D printer. Currently all the lords of the Hels and then some are sitting here waiting for a coat of primer. 

So. A fun issue really, but the "special feature" was a little weak even if the articles themselves were pretty good. Loved the Paleozoic monsters the most really. 

Review: The Forgotten Realms Atlas

The Forgotten Realms Atlas Last month I presented a few characters from Grenda's collection of Forgotten Realms material. It got me thinking I needed to continue my exploration of the Realms.  Among the books in his collection is the amazing The Forgotten Realms Atlas. Under normal circumstances at this point in my exploration of a new world I would go right to a publication like this. The fact that it is the next book in chronological order and it was part of my friend's collection makes it an even better choice. 

The Forgotten Realms Atlas (2e)

1990. By Karen Wynn Fonstad. Forewords by Ed Greenwood and Jeff Grubb. 178 pages.

Before I get into this book, I have a few words about Karen Wynn Fonstad. She is not a name usually associated with the Realms, but she is a "name." Prior to this book, she had given us the equally extensive Atlas of the Dragonlance World. She came to these via her work on The Atlas of Middle-Earth, The Atlas of Pern, and the Atlas of The Land from "Chronicles of Thomas Covenant." All epic works of cartography and staples of the Science Fiction and Fantasy Book Club during the 1980s.  All her books have a similar feel to them, and all are meticulously well-researched. She had been the Director of Cartographic Services at the University of Wisconsin–Oshkosh and had fallen in love with Tolkien's world back in 1975.  I don't know if she felt the same love for Toril, Krynn or Pern, but her work in all three was top-notch. She passed in 2005 at the young age of 59. She was remembered fondly in the New York Times this past January, nearly 20 years after her death.

The Atlas itself is a massive work. The book itself is 178 pages, with 3-color art. The only illustrations in the book are Fonstad's maps and there is nearly a map per page. These are not just geographical maps of places, there are maps of towns, homes, castles, even standing stones on the Moonshae islands. Everything is footnoted and cross referenced. 

It covers all the Forgotten Realms products, novels and RPG sources, up that point. So it is pretty comprehensive. 

The atlas is divided into four major sections.

Part One: Regions

This covers the large regions of the known world of the Forgotten Realms circa 1990. It includes large area maps of the Western Realms (most familiar) north and south, the Hordelands, and the Eastern Realms where Kara-Tur had been newly re-set. 

Part Two: The Moonshae Isles

This covers the Moonshaes and the places (and events) of the Darkwater Trilogy novels. I should probably read those at some point. The level of detail here is rather amazing, to be honest, and you do get the feel that this is a living, breathing world. 

Part Three: The North and West

Again, the areas most familiar even to the most casual Realms fan. Though, while I admit that now I am likely more than a casual fan, the amount of detail here is staggering to me. There is so much I don't know here. Reading it makes me feel like I have missed a lot since there are many references to the novels. I know I am never going to ever read everything Forgotten Realms, but this does make me appreciate the in-world and real-world history here.

Part Four: The Western Heartlands

This is the bulk of the book and is just packed. Here, I am further outside of the areas I know. Hell, even the areas I know I know I don't know well. But I think I am going to come back to this book very often.

The Forgotten Realms Atlas

Honestly. This book is a treasure. I had flipped through a copy of Fonstad's Atlas of Middle of Earth years ago and was blown away by it. I have the same feeling here. It is almost too much to take in at once.

Her References alone would be the basis of a great adventure, academically speaking, to read up on the Realms from 35 years ago. It is more than I could ever hope to read and still manage to get all my other reading in! But it also gives me ideas of other products to review, beyond what I already have. 

 

Orcs and Drow, Klingons and Romulans

Star Trek as Space FantasyToday is the release day of the new D&D 5.5 Monster Manual. It does not have "monster stats" for orcs or drow (nor elves, dwarves, halflings, gnomes, and other playable species). In general, I am okay with this. I can add my own if I want. But the treatment of orcs, in general, seems to have some people bothered. My post on Nouveau Orcs has been constantly in my weekly top five posts since I posted it back in July. It also seems the most noise is coming from a section of gamers who have also bragged about how they have not played any D&D published in the last 10 or 25 years.

Frankly, we are still on the same road that Gygax put us on.

Drow and Romulans

I have mentioned that my wife and I are rewatching all the episodes of every series of Star Trek. Right now (tonight even) we are going to rewatch the classic "The Balance of Terror."  The first time since we rewatched it's alternate-timeline counterpart, "A Quality of Mercy."

The Balance of Terror changed Star Trek forever. We see its effects in the "Reunification" trilogy of episodes, its effects on Star Trek The Next Generation, Star Trek Picard, and Dungeons & Dragons.

I have mentioned it many times here before, but the introduction of the Drow as "Evil (with a capital E) Elves" was a parallel to the Romulans as Evil Vulcans in Trek. It was obvious to me back in the early 1980s when I first played through it, but sadly, that plot point was spoiled for me. I don't know the effect either the D-Series adventures or The Balance of Terror had on those unaware.  Since then, Drow and Romulans have followed a similar development path. 

Both of our pointy-eared races have begun to be more like their good-aligned cousins since their mutual rediscoveries. Relations with the Romulans were beginning to get better even in the time of the Next Generation and practically friendly in Picard to allies in the later seasons of Discovery. Same is largely true for the Drow, save we have not hit the friendly part yet.

I would add that the same relationship and development cycle has become true for Orcs and Klingons.

Orcs and Klingons

When the Next Generation was in the idea stages, creator Gene Roddenberry originally did not want any Klingons in it. The rumor is that the fall of the Soviet Union, the "Evil Empire" of so many decades, prompted him to change his mind and see Klingons as becoming part of the Federation. Good thing too. Klingon episodes were always some of the most interesting ones in the franchise. 

Orcs are taking a similar role to Klingons. Granted, while there are individual good, even heroic, orcs, none have stood out yet like Worf Son of Mogh or Drizzt Do'Urden. But this is the early days of orcs now being a part of our Dungeons & Dragons "Federation."

Personally, I have stopped using orcs as pure antagonists for a long time. I almost always got for undead, demons, or evil cultists of any humanoid sort. Does this mean orcs are off the menu? No more than Klingons were. It is amazing for allies how many battles between the Federation and Klingons we saw not just in The Next Generation, but also Deep Space Nine and Voyager. Discovery even began with a fight with the Klingons that started the Federation-Klingon war.

So really. Maybe it is time to shift away from orcs as always evil. They can still be warlike and brutal, but giving them a little more credit can only make them more interesting. Take Orkworld, for example. John Wick was doing what D&D is trying to do now, 25 years ago. 

Games should evolve. Otherwise, you are just doing the same old thing all the time. And if I choose to say have orcs and drow and whatever as antagonists again? Well. I can still do that.

But maybe, just maybe it is time to see what orcs can add to the game as a culture.

Monstrous Mondays: Monstrous Maleficarum #2 - Return of the Orcs

 Today's Monstrous Monday is a special one, the return of my erstwhile series "Monstrous Maleficarum." In this new and revised version for "5th Era Fantasy RPGs" I am featuring the return of the Orc as a monster you can have as an antagonist. 

Just in time for tomorrow's new Monster Manual release. 

Monstrous Maleficarum #2 - Return of the Orcs

Volume #2 of Monstrous Maleficarum - Return of the Orcs

Orcs have been a staple of FRPGs since the dawn of the hobby. These creatures are as iconic as they are ubiquitous. 

With Monstrous Maleficarum #2 I present the return of the orcs to the latest edition of the World’s Greatest Roleplaying Game. Orcs for the new 5th Era.

Herein, you will find the classic Pig-nosed orc, the mighty green and gray orcs, the blood-thirsty Blood Orcs, the violent Ghost-Face orcs, the noble and good Desert Orcs who call elves “brother,” and the intelligent and equally dangerous High Orcs.

What is Monstrous Maleficarum?

Monstrous Maleficarum is a series of smaller publications to feature new monsters for the 5th Edition of the World's Greatest Role-Playing game. Sometimes these monsters are from previous editions, brought into the new era via the Open Gaming License. Sometimes they are new takes on classic creatures of myth and legend. And other times they will be brand new creatures.

Each “issue” will feature a theme of related monsters.
Every issue will feature 100% Open Gaming Content text.

I will have more to say on Orcs and other "missing monsters" as time goes on.

In Search Of...Drelnza, Iggwilv's Treasure

Drelnza, Iggwilv's TreasureDrelnza holding Daoud's Wondrous Lanthorn aloft.
Art by Jeff Easley, 2012.My son is getting ready to run Module S4, The Lost Caverns of Tsojconth, one of my all-time favorite adventures. And as it turns out I recently re-acquired my original S4 from my old DM's collection. So I have that, the 5e version from Quests from the Infinite Staircase, the 3e extension, and other variants so I am well prepared to help him out.

Then he asked about Drelnza.

Of course I know who she is in the context of this adventure. I know who she is in relationship to Iggwilv, but beyond that...there is just not a lot about her. So I set out to discover more. Was she once a Lawful Good Paladin? Who was her father? How did she become a vampire? I might not be able to answer all these questions, but I will give them a try as I go In Search of Drelnza, Iggwilv's Treasure.

In Search Of...Drelnza, Iggwilv's Treasure

What can we say we know for certain?

Drelnza (sometimes Drelzna) is a vampire found in the spherical chamber guarding Iggwilv's stash of magical treasure. 

She is called "Iggwilv's Treasure" and is her daughter. Whether that is a biological daughter can be debated.

 She is a standard vampire in the original S4 for AD&D 1st Ed. In later editions, she gets a few upgrades, including fighter (or Samurai) levels and a really powerful sword (named "Heretic").

What is tantalizing about her is how little we really know. 

From reading the original Winter Con V version of the adventure, we do know that she was originally just a "vampiress lord" sleeping on a stone slab, a bit like Sleeping Beauty, and designed to catch the characters and players off guard. It is a ruse that is only likely to be used once and lampooned in the later Castle Greyhawk adventure "Temple of Really Bad Dead Things."

Outside of that, there is very, very little about her in the adventure itself. However, I have learned that on Oerth-Prime, she was killed by Melf.

Drelnza - Quests from the Infinite StaircaseDrelnza's Life and Unlife

Nearly nothing is known here. We have one tidbit of information, though. The warlock Mary Greymalkin is the daughter of Drelnza and an Eladrin. This makes Mary the grand-daughter of Iggwilv. Something I should explore more. 

According to the Dastardly Decimal System Podcast, Drelnza was a warrior Princess. I like the idea of her being something akin to Xena. 

In any case, she must have had Mary while she was young, which means she is not a very old vampire at all.

Who's Your Daddy?

Gary never confirmed, or even really knew, who Drelnza's father was. He firmly left that in the hands of the players to decide in their own games if they ever felt the need.  According to Dragon Magazine #336 (October 2005), Drelnza was born between 481 and 491 CY. But this seems really late into Iggwilv's rule of Perrenland and not long enough ago to be "centuries" since Iggwilv was last seen. Reminder the "current" year in Greyhawk is considered to be 591 CY.  

In the article "History Check: The Iggwilv-Graz’zt Affair" from Dragon #414 it is stated that her father is still unknown and she might be the only being in the multi-verse Iggwilv ever truly loved.  So I'd like to think she was born early enough in Tasha's/Iggwilv's life when she was still capable of loving someone. 

Let's say that Iggwilv conquers Perrenland with her undead army in 481 CY. She is a Queen, but she needs a general, and who better to be a general of her undead army than her own vampire daughter, who also happens to be an excellent fighter (or even paladin/anti-paladin). 

So, her exact date of birth is really in question (by me), but honestly, I would push it back to the 460s or even the 450s. This would give Drelnza time to grow into a woman, have her own child (Mary), and then get turned into a vampire, likely something caused by Iggwilv herself. 

As for her father, there are many interesting prospects here. Let's look at them one by one.

Graz'zt

He has been the father of Iuz since his time with Iggwilv, but it is almost universally agreed that he is not the father of Drelnza.

Mordenkainen

Now here is an interesting idea. I like the idea that Iggwilv, maybe when she was still known as Tasha, and Mordenkainen having an illicit affair resulting in a daughter. The basic trouble here is one of timing. Back when Iggwilv/Tasha was young she had not met Graz'zt yet and it widely held that Iuz is older than Drelnza. Unless Drelnza is older, but was turned into a vampire and the age refers to her "living" age. Still...the timing is not exactly right. 

Tasha and Mordenkainen

Ok. So not Drelnza's father, but maybe there is another child out there where Mordy and Tasha are the parents. Maybe this is the origin of the "Son of Pohjola" who she gave birth to on an alternate Earth?

Orcus

This is who I went with when I created the Noidan Tytär, or the Daughters of Iggwilv. However, I think I will stick with this for Iggwilv's Nine Daughters. I feel less inclined these days to make Drelnza among their number. This means Noidan Tytär, Iuz, and Drelnza are all half-siblings.

Tsojcanth

We also don't have many details on who Tsojcanth was. The ever-helpful OSR Grimoire features a bit of an interview with Gary about Tsojcanth, stating he was a powerful wizard, and almost certainly Good and human. This contradicts what is presented in Iggwilv's Legacy: The Lost Caverns of Tsojcanth. I am more inclined to go with Gary's notion that Tsojcanth was human and good if not Lawful Good. The "fiend" Tsojcanth feels lazy and dull to me. Not to say he was not corrupted later on, but it still feels lazy. Plus it just means that Tsojcanth is the same as Iuz, only instead of Graz'zt and Iggwilv it is Fraz-Urb'luu and Vilhara. Even down to the imprisoning. No. We can do better. 

I am more likely to go with Tsojcanth dying and Fraz-Urb'luu pretending to be Tsojcanth turned evil.

So let's say Tsojcanth was a lawful good wizard. Iggwilv in her search for more power seduces and corrupts him (she is evil, after all) but there is an unexpected consequence; Drelnza. Drelnza becomes a fighter, no, a lawful good Paladin, until Iggwilv twists her into her "treasure" and makes her a chaotic evil Anti-Paladin Vampire.

I like it. It is evil, devious, and filled with tragedy. 

BUT the dates don't work here either since Tsojcanth was also supposed to have been dead for centuries. 

Lerrek

One last choice comes from The Oerth Journal. In Issue #13 Lerrek (and sometimes "Lerrik") is mentioned as the father of "Drelzna." According to author Andy Seale (aka Fallon, Ranger-Sage of the Vesve), Drelzna was born in 453 CY. 

Now this is from a fan publication, but the Oerth Journal has some weight behind it, and in the absence of other details we might as well use it. 

Given her two "birth" years, I am going to say she was born in 453 CY and turned into a vampire between 481 and 491 CY. That 453 CY works well with my own thoughts on when she should have been born. 

Drelnza's Character sheet

Ultimately, I guess it doesn't really matter who Drelnza's father was. The more important relationship is between her and her mother Iggwilv.

In the current state of things, Iggwilv is shedding her past to become the new Arch Fey Zybilna, and her alignment is drifting from Chaotic Evil to Chaotic Neutral. I guess we all slow down as we get older. While it is often stated that Iggwilv truly loved her daughter, I don't think there would really be a joyous family reunion even if Drelnza had somehow survived. 

Still. I would like to say she did somehow and is still out there somewhere in the Multi-verse. Is she searching for her mother? And if so what will happen if they meet up again after so many years apart?

Sounds like something I might want to run someday.

Drelnza welcomes the characters to Iggwilv's treasure room

Links


Drelnza sleeps

Character Creation Challenge 2025

 A few days late to report this, I completed TARDIS Captain's 2025 Character Creation Challenge with 40+ characters. I am mentioning it today because last night, I finally got all of Grenda's characters added to protective sleeves and put into a three-ring binder.

Grenda's Characters

No idea how many this is, upwards of 250 characters. Most have multiple sheets. The binder itself can hold close to 1000 pages. The characters are predominantly AD&D 1st Edition with an odd GURPS, AD&D 2nd Edition, and D&D Basic Edition character here or there. 

If I ever need an NPC, I'll have one, or a score, ready to go.

It was a bittersweet exercise and I admit I really pushed the limit on the spirit of the Challenge. Not exactly new characters, all the same system. But I was really happy to do this. These characters were important once upon a time, and I wanted to make sure that, if just for a month, they were important again. 

31 Day Character Creation Challenge

Follow Timothy's board 31 Day Character Creation Challenge on Pinterest.


Character Creation Challenge by Aurora StarkCharacter Creation Challenge by Aurora Stark

Looking forward to next year, though I don't know what I'll be doing yet.

Year of Fantasy RPGS: Cd8 The Return of the Fearless Five!

 I am still having fun with Jason Vey's Cd8 Fantasy Roleplaying game. I thought I would give it a spin with some more characters. Getting a feeling of what the various power level benchmarks are and so on.  So I thought, let's bring back the Fearless Five and give them a go at it!

Cd8 The Return of the Fearless Five!

Not sure what mission they will be going on next. They got already Bargle. I just 3D printed Kelek on a Warg so maybe they are going after him.

Skylla
Skylla

Name: Skylla
Species: Human
Attitude: The only thing important is power

Gumption: 3
Moxy: 3
Chutzpah: 1
Childlike Wonder: 7
Cut of My Jib: 5
A Certain Je ne Sais Quoi!: 1

Life Points: 26
Armor: 0 None
Speed: 30 ft

Skills: Detecting 2, Doctoring 2, Fighting 1, Herbalizing 4, Magicking 6, Mythologizing 2, Performing 1, Running 1, Shooting 1

Benefits/BugsEnhanced Senses 1Prodigy (Magicking) 1 (3pts)Super stats (Child Like Wonder) 4
Super stats (Cut of my Jib) 4Psychic 3- TK, PK, Mind contrtol
Weapons
Staff

Aleena
Aleena

Name: Aleena
Species: Human
Attitude: Helping others

Gumption: 3
Moxy: 1
Chutzpah: 1
Childlike Wonder: 4
Cut of My Jib: 2
A Certain Je ne Sais Quoi!: 1

Life Points: 10
Armor: Heavy
Speed: 30 ft

Skills: Doctoring 4, Fighting 1, Magicking 3, Mythologizing 2, Researching 3, Running 1, Shooting 1

Benefits/Bugswhy me? -5
Weapons
Mace


Mogan IronwolfMogan Ironwolf

Name: Morgan Ironwolf
Species: Human
Attitude: Hitting things

Gumption: 1
Moxy: 1
Chutzpah: 3
Childlike Wonder: 1
Cut of My Jib: 4
A Certain Je ne Sais Quoi!: 3

Life Points: 21
Armor: Medium
Speed: 30 ft

Skills: Detecting 1, Driving 1, Fighting 6, Running 3, Shooting 3, Sporting 3, Tumbling 1

Benefits/BugsTakes A Licking 1Keeps on Ticking 5Lucky 3
Weapons
Longsword, Bow
Duchess
Duchess

Name: Duchess
Species: Human
Attitude: Helping herself

Gumption: 1
Moxy: 2
Chutzpah: 3
Childlike Wonder: 1
Cut of My Jib: 4
A Certain Je ne Sais Quoi!: 1

Life Points: 20
Armor: Light
Speed: 30 ft

Skills: Detecting 3, Fighting 3, Performing 2, Researching 1, Running 2, Shooting 3, Sporting 1, Tumbling 3

Benefits/BugsLuckyIron ConstitutionYou Want to Get Out of Here Real Fast? 4Stat Increase 4
Weapons
Short Sword, Dagger


CandellaCandella

Name: Candella
Species: Human
Attitude: Helping herself and have a good time doing it!

Gumption: 2
Moxy: 2
Chutzpah: 3
Childlike Wonder: 1
Cut of My Jib: 3
A Certain Je ne Sais Quoi!: 2

Life Points: 17
Armor: Light
Speed: 30 ft

Skills: Detecting 3, Fighting 3, Performing 2, Researching 1, Running 2, Shooting 3, Sporting 1, Tumbling 4

Benefits/BugsLuckyStat Increase 4
Weapons
Short Sword, Dagger

 OK! These are fun. I did not detail Skylla's or Aleena's spells, really. They have them. If I expand them into a one-shot, then I may. I would totally run a game at a convention with these—some sort of heist where everything goes sideways.

That is not really a bad idea. I already built them all for ShadowDark and now again for Cd8. Well, minus the Sorceress. She was done with Skylla's interference. 

Cd8 does not have "levels" for characters. The game assumptions between this and level/class systems are too different. But for this round, I was working under some assumptions about how many XP to give out to equal a level. So far, my numbers have panned out, but I want to try it with a few more to be sure. 

So far I rather enjoy this game

Year of Fantasy RPGS: Cd8 Fantasy

 I want to spend some time focusing on other fantasy table top RPGs this year. I still love my D&D and likely always will, but I also have a lot of other games I enjoy as well. Here is one I have been playing around with for a little bit now. It is the newest from Jason Vey at Elf Lair Games. Cd8 Fantasy Role Playing.

Cd8 Fantasy Role Playing

Cd8 Fantasy Role Playing is described as a "beer and pretzels" fantasy RPG. Everything you need to play (minus paper, pencils, some d8s and some friends) is included in 32 pages.

It is designed to be picked up in an afternoon and have you playing right away. It is based on his previous RPG, Chutzpah! A Certain Je ne Sais Quoi. While designed as a bit of a joke and a design challenge, it turned out to be a very solid game. Cd8 Fantasy takes that same game design and applies it to fantasy. You do not need either game to play the other. 

You have the same attribute stats as Chutzpah, "Gumption," "Moxy," "Chutzpah," "Cut of My Jib," "Childlike Wonder," and yes, a "Certain Je ne Sais Quoi," and build your character. It is a point spread, so you are given 10 points to fill in each attribute. Minimum 1, max 3 with 2 as the human average. Then can go all the way up to 10 with experience.

You have your skills, 13 of them, and another 10 points to spend. Obviously, some of these are going to be 0.  

Rolls are a number of d8s equal to Stat + Skill or sometimes Stat + Stat or Stat x2. So, it is a d8 dice pool mechanic. Rolls of "6," "7," and "8" are called "Fist Bumps" or successes in other games. An "8" counts as having rolled 3 "Fist Bumps," and a roll of 1 takes one away.  

Let's say that you want to cast a spell. That would be your Childlike Wonder stat (we will say that is a score of 3) and your Magicking skill (say a 2) for a total of 5. Roll 5d8. You get 1, 3, 5, 8, 8. That two "8s" counts as 3 fist bumps instead of 2. But the die roll of one takes one away, so you have a total of 2 fist bumps. The God of Me (GM) says you need 2 fist bumps (above average difficulty) to cast the spell, so you got it!

That's it. That is the entire system! Granted, the next couple of dozen pages have more details, but you can learn the game that fast.

There are options to change the die from a d8 to something else to adjust the difficulties. There are options for fantasy species ("Elves and Dwarves and other Crap?") and examples of various monsters. 

Given this is an Elf Lair Games product, there are also conversion notes for Wasted Lands. 

To give your characters more depth or variety, there is an appendix on Benefits and Bugs, an advantage/disadvantage system. 

Honestly, it is a really fun game and simple to pick up.

Characters

Characters are terribly easy to make in this game. Over the weekend my oldest and I decided to try out the new D&D 5.5 system and make some characters. I will come back to that in a bit, but on the average it took about 15-20 minutes to make a character.  

With Cd8, I can create a character in about 5 minutes. This year, I will spend a lot of time comparing and contrasting a few characters. So here are a couple of my iconic characters. 

Johan Werper VII

For these experiments, I am going to start a new Johan. This guy is the son of Johan VI and Lana, mine and my wife's D&D 5.0 (2014) characters, respectively.  I did do a version of him for D&D 5.5 that I will detail later on.

Name: Johan Werper VII
Species: Human
Attitude: Do good things

Gumption: 1
Moxy: 2
Chutzpah: 2
Childlike Wonder: 1
Cut of My Jib: 3
A Certain Je ne Sais Quoi!: 1

Life Points: 12
Armor: 3 (Heavy)
Speed: 30 ft

Skills: Doctoring 2, Fighting 3, Magicking 1, Mythologizing 1, Running 1, Shooting 1, Sporting 1

Benefits/BugsProdigy (Fighting): 1 (3pts)
Honorable: 1 (-3pts)
Weapons
Sword: 3 + FB

Not bad, really. I like it, a great starting character. 

How about a much more powerful one?

Larina Nix

Of course, I am going to try my witch in this. 

Name: Larina Nix
Species: Human
Attitude: Do witchy shit
Experience: 440

Gumption: 5
Moxy: 6
Chutzpah: 2
Childlike Wonder: 8
Cut of My Jib: 2
A Certain Je ne Sais Quoi!: 4

Life Points: 15
Armor: 1 (Light)
Speed: 30 ft

Skills: Doctoring 4, Fighting 1, Herbalizing 5, Magicking 8, Mythologizing 6, Performing 2, Researching 6, Running 1, Shooting 1

Benefits/BugsEnhanced Senses (Magic): 1
Prodigy (Magicking): 1 (3pts)
Psychic
- ESP- TK
Resist Magic
Everyone I Care About Dies: -1
Weapons
Staff: 1 + FB
Spells

Again, very quick, and I like the results. I gave her 440 experience to spend. No idea if that tracks well with a 20th-level Wasted Lands character, but it feels right. 

Johan and Larina character sheets


Star Trek: Stardate 1000000.0

 I had a post ready to go for today but I am moving it in favor of this dream I had last night.

Andromeda Galaxy

My wife and I are HUGE Star Trek fans. One of the very first things we did as "just friends" was to watch the premier of the first episode of Star Trek the Next Generation together. When the episode "All Good Things" aired, we were taking our first vacation together as a couple. When Voyager began we were dating. When it ended we were married, had a house and a kid. Throughout our relationship Trek has been there.

Right now, we are in the process of re-watching all the Trek series. We didn't go in order, but we have watched Enterprise, Voyager, Discovery, and now we are on Strange New Worlds. Likely to hit The Original series next.

Where am I going with this? Well Trek has been on my mind lately. I was chatting with Steve over at Vulcan Stev's Database (a great place for Trek information) about his Beckett Mariner post that inspired my own. I have been doing TARDIS Captain's Character Challenge and one of my popular posts was about my USS Challenger and Capt. John Adnerg. AND I have been talking a bit in the FASA Star Trek Facebook groups about printing more FASA-era Starships on my 3D-Printer.  So yeah. The fact that I am dreaming about Star Trek is no shock or surprise; save for what I was dreaming about.

Stardate 1000000.0

One idea I keep coming back to is extra-galactic travel in Trek. During the Next-Gen eras travel was still confined with the Alpha and Beta quadrants of our galaxy. The Gamma (Deep Space Nine) and Delta (Voyager) quadrants had been stepped into, but only a little bit. Even in the post-Burn, post-reformation of Starfleet and the Federation of the 32nd Century (Discovery, 3190) have not ventured outside the Galactic Barrier

I must have had the DC Comics "DC One Million" on my mind as well. This takes place in a future where DC comics, from their then current numbering system would hit issue 1,000,000 of Action Comics. That would be  853rd Century CE.

For my Stardate 1000000.0 I figured it would be 200 or so years after the end of Discovery. Trekguide.com tells me that Stardate 1000000.0 is Thu Jul 23 3407 08:33:20 GMT-0500 (Central Daylight Time). So, the start of the 35th Century CE. Memory Alpha has nothing for this time period.

So what is this all about?

The mission for this Trek game (and I have NO idea what system yet) is a newly constructed ship made mostly of programable matter and holotech, leaving our galaxy to explore the Andromeda Galaxy. This obviously goes way beyond warp drive. It is 2.5 million light-years from Earth.

Extra-galactic travel is not really a thing in Star Trek. Though there have been some run-ins with refugees from the Andromeda Galaxy in Trek (some androids, the Iconians) there has been enough to explore in our own Galaxy. Extra-galactic travel is a thing in many other franchises like Dune and Doctor Who, and very recently Star Wars. 

I don't know what system to use yet (13 Parsecs maybe), nor what the general adventure hooks are save for "explore strange new worlds." I am not planning on a huge horror element, but given that this is me talking horror is going to be there somewhere. I don't even know what sort of drive will get them there or even what ship. At Warp 9.0 it would take 2000 years to get there and I have no idea how fast the new (3191) Pathway Drive is. 

In any case, this is not something I am going to take on soon. But I'll keep thinking about it and see where I end up.

New Release: Dungeons & Dragons 5.5 Monster Manual

 I went to my FLGS yesterday and picked up the last of the new Dungeons & Dragons 5.5 core books, the new Monster Manual.

Dungeons & Dragons Monster Manual

It was the original AD&D Monster Manual that got me into D&D originally, so any new Monster Manual has a long climb to impress me.

Yes, it is true. There are no orcs in this book, nor humans, halflings, elves, dwarves, duergar, dragonborn, or gnomes.

There are goblins, bugbears, and hobgoblins. Also, monsters still have alignments. So the oft repeated rumor that WotC/Hasbro was getting rid of alignments is not true. There are still plenty of purely evil creatures to kill. Note: Goblins are now chaotic neutral. I actually like this, more akin to how I have been playing them.

The art is gorgeous, as expected, and there is art for every monster and then some.

The stat blocks are mostly the same as D&D 5.0 (2014), they are a bit clearer to read. Saving throws are all listed now, even when they are just the same as the ability modifier. 

The new book sits at 384 pages. The 2014 Monster Manual was 352.

Monster Manuals

Following in the footsteps of every major "Even" release (2nd ed, 4th ed, and this as 6th ed) each monster fits on 1, 2, or 4 whole pages. This makes reading the monster stat easy while in game; everything is right there. It also follows the trend established by many OSR and D20 publishers. Lots of monster books have been doing this, going back to the Creature Collection from Sword & Sorcery Studios in 2000. While it does make reading easy, sometimes narrative text and lore takes the hit to make room for stat blocks. I am mixed on that. I love the layout, and I am generally a fan of one-page monsters, but I feel like some monsters get shorted.

My biggest pet peeve, though, is the alphabetical organization. For example, Blue and Black Dragons are listed under "B" right along with Balor. Red Dragons are under "R."  This continues for all groups, including Giants, demons, devils, and everything. 

An interesting little quirk of this and a logical extension from the 2014 MM, Succubi are now an independent fiendish creature and Neutral Evil. They are also distinct from the Incubus. They are no longer separated by gender, but by role. Succubi (male and female) drain life via physical touch and Incubi (male and female) drain via dreams. I like the split in roles and it allows us to have two creatures to fill the role of the mythological succubus.

Succubus

You can see this movement away from "gendered" monsters throughout the book. The art for the dryad is androgynous, which is fine. I have had male and female Ginko Dryads ever since I learned that ginko trees can be male or female. There are female satyrs. Again, there is precedent for that in art.  Sphinxes are no longer Andro- or Gyno- but rather Sphinxes of Wonder, Secrets, Lore, and Valor. Ok, that I actually like.  But, there are no nymphs.  I came to the D&D Monster Manual by way of Greek myths, so this feels a bit odd to me.

Monster Manual 5.5e
Monster Manual 5.5e
Monster Manual 5.5e
Monster Manual 5.5e

Honestly. I have been moving away from Orcs as my big bads for a while now. Goblins have always been too much fun to make completely evil. Give me gnolls, yuan-ti, or beholders as my monsters, and I can slaughter them indiscriminately. 

Even Star Trek made allies out of the Klingons and, eventually, the Romulans, so why can't D&D grow in its nuanced takes as well.

While the book is plenty large, I am disappointed there are no named Demons and Devils here. No Demon Princes, no Lords of the Nine, no Slaad Lords.

Monster Manual
Dungeons & Dragons 5.5 core rules

This book completes the Dungeons & Dragons 5.5 aka 2024 version of the Core Rules. I am not 100% sure I'll get much more of this line. I am not playing D&D 5 in any flavor at the moment. But who knows. 

New Releases Tuesday: The Swan Maiden Class

 I have a new release for fans of the Old-School Essentials game (and any Basic Era game).

The Swan Maiden Class

The Swan Maiden Class

Whether you are a fan of Poul Anderson's "Three Hearts and Three Lions," or old Welsh myth and tales of the Gwragedd Annwn, or the Swanmay from AD&D, this is the class for you.

From the DriveThruRPG page.

The swan maiden has appeared in the pages of literature and tales of legend. Many of which were the foundational tales of the Fantasy RPG hobby.  In this new supplement, you can now play as a member of this shapeshifting sorority of protectors of the natural world.

Inside, you will find:

- The Swan Maiden Class for Old-School Essentials (compatible with other Basic-era games).
- New spells for the swan maiden (and for rangers and druids if you choose).
- New magic items, including their fabled Cloak of Feathers.
- Alternate swan maidens including the Gwragedd Annwn, Crane Wives, and the evil Strix.

Requires Old-School Essentials Core Rules.

One and Two-page spreads are offered.

Classic Classes

This class came about while I was going through all of the material I was bequeathed from my late friend and former DM R. Michael Grenda. He had so much unfinished work here that it reminded me of my own oft-mentioned unfinished classes I have. So, I resolved to finish them up this year. This is the first.

I am calling this series "Classic Classes," though some are not "classic" per se, save for how long they have been languishing on my "to be completed" lists. I do not have a projected timeline for them all yet, but I plan on completing the Healer, the Sun-Priest (I just need to give it a new name), and a few more. For now, the plan is only to complete my own unfinished work. Grenda had his reasons for not wanting his published, and I have to respect that. However, some, like the Swan Maiden here, will get pushed up the line because of material of his I have read. 

Though there is a "Classic" in another sense. I have been going through and rereading all the Appendix N works and many of the "Further Reading" mentioned in the D&D Basic book from Tom Moldvay. So, my opinions on what those classes will do will be informed by those readings.

I am most likely to publish these for the Old-School Essentials RPG. I like the rule set, and the levels 1-14 are a nice sweet spot. But I leave myself open to whatever system works the best. 

Most of these classes will be classes I was working on at the same time I first developed my witch class. Some might even have some cross-over, but for the most part they will be non-witch classes.

I could not find the option to list this when I set up the title, so I'll state it here. 

This product has no AI art, and no AI/LLM was used to generate text. 

Why would I need AI to generate more text? I have hundreds of notebooks and files filled with notes. The last thing I need is a new way to generate MORE.

Monstrous Mondays: Mini Monsters

 I love HeroForge minis. I have made hundreds, but I can't afford to buy all the ones I want. Thankfully, I spent my Christmas break getting our resin 3D printer working. Once I got going, I went nuts.

mini devils and demons

That may not look like a lot, but it takes a while for them to print, and there are many casualties along the way. But I wanted to get all the Archdevils and Demon Lords from the AD&D Monster Manuals.

All of these demons and devils were made with HeroForge, and then I downloaded the STL files.

Geryon, Asmodeus, and TitivillusGeryon, Asmodeus, and Titivillus


Moloch, Mephistopheles,Moloch, Mephistopheles, and Beelzebub 
Belial and FiernaBelial and Glasya (Fierna broke)
Lilith and a succubusLilith and a succubus.
Lilith is from the cover of Eldritch Witchery and the Succubus is my version of the Sutherland Succubus

Kelek on a WargKelek on a Warg
Camazotz and AkelarreCamazotz and Akelarre
Camazotz and Akelarre are two demons from my own games.


Archdevil ZarielArchdevil Zariel. The only "newer" devil I use.
And I had to do a witch!
Larina

I bought this STL (3d printer file) online from Torrida Minis because I thought it looked like Larina. It is Tasha, from D&D, but she has been looking more and more like Larina over the last few years anyway. I still prefer her 3.x look. I kinda want his BloodRayne one too. My wife painted it for me. She also painted Belial and Akelarre above.  

I am going to try my hand at painting some of the demons and devils here but that is WAY outside my comfort zone. I am not very good at all. I still need to prime them all first. That at least I can do.

These are all resin prints, but Akelarre is from our FDM printer (which I still need to get fixed) and is a lot heavier than the others. 

Still have a few more to print out, but I am having a blast with this.

Character Creation Challenge: Rhiannon

Rhiannon the WitchWell, here we are at the end of another Character Creation Challenge, and I found a little treat. And I just counted and this will be my 40th character this month. Not too bad really.

Grenda and I shared a love of computers, bad horror and fantasy movies, Dungeons & Dragons, and music. ALL my D&D games had a lot of music associated with them, something my oldest has also picked up. Now, I don't play a lot of music while gaming these days (I get distracted) I used to. So it is no surprise really that we all had characters based on songs or bands (looking at you, "Molley Hachit").  Today's character is no exception.

I have one rule for witch characters in my games. If you play a witch, you are allowed one "Rhiannon." I did mine, this one is Grenda's. 

I know very little about this character. I think she was pre-gen for some game. There are a dozen characters just like her on notebook paper. 

She is AD&D 1st Ee. I do not recognize her god or land, but others I do as his big "rebuild" of all of his lands and gods to divorce them from Greyhawk, Greek and Norse gods. She has "Spell Points" so I am going to say this puts her between the time of 1988 and 1994 or so. Another character in this group is a Dwarven Wayfinder, which was an AD&D 2nd Ed kit, but the character is also an AD&D 1st ed character.

Rhiannon the WitchRhiannon

Class: Witch
Level: 8
Species: Human
Alignment: Evil Twilight
Background: Scholar

Abilities
Strength: 11 (+0) 
Agility: 16 (+2) 
Toughness: 15 (+1) 
Intelligence: 17 (+2) A
Wits: 17 (+2) N
Persona: 14 (+1) N

Fate Points: 1d10
Defense Value: 1
Vitality: 36
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +4/+3/+1
Melee Bonus: +1 (base) 
Ranged Bonus: +1 (base)
Saves: +5 vs spells and magical effects (witch and scholar)

Arcane Abilities
Beguile, Precognition, Shadow Walking

Heroic (Divine) Archetype: Magic

Spells
First Level (4): Black Flames, Chill Ray, Mystical Senses, Read Languages
Second Level (3): Eternal Flame, Invisibility, See Invisible
Third Level (3): Clairvoyance, Dark Lightning, Globe of Darkness
Fourth Level (2): Black Tentacles, Kiss of the Succubus

Gear
Bracers of defense, dagger of venom

If my Rhiannon is based on Stevie Nicks (and maybe then Arnell is my Lindsey Buckingham), then this Rhiannon is someone different. 

I have to admit, I kinda want her as a rival to Larina. They had the same spiritual mentor, my original Rhiannon. When she died, this Rhiannon took her mentor's name. 

I like it and unlike my other characters, Larina never really had a proper antagonist, and Grenda LOVED creating antagonists for my characters. I still can't say the name "Kirkroy" without saying "Fucking Kirkroy!" all the time. 

Wow. That is it. 

I still have another 100 or so more characters in his stack here. I might pull some out for a special occasion or if I need a quick NPC.  I also think I am going to come back to Rhiannon here more often. I think it is a good thing to do more with her. It would have been fun to have had some input on her from Grenda himself.


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

Character Creation Challenge

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