The Other Side

#RPGaDAY2022 Day 5 - Why will they like this game?

I guess this is continuing on from Day 3's choice.

Why will they like this game? 

Well for Basic D&D you can get up and running really fast. Character creation is quick, you can be right into the action in under an hour.

I also use D&D Basic to sell people on the game by appealing to their sense of history, I talk about how many others have traveled the same paths they have. I appeal to their nostalgia.  With "Stranger Things" so prominent in the media now this is a good hook.

Gateway to Adventure

"So many heroes have walked this path, but so many more are now forgotten. Which one will you be?"


RPGaDAY2022



100 Days of Halloween: Into The Breach: The Witch

 The WitchMaking my way through various Pathfinder books this one caught my eye a while back. 

As always I will be following my rules for these reviews.

Into The Breach: The Witch

PDF. 32 pages. 1 cover, 1 title, 1 credits page, 1 table of contents, 1 OGL, for 27 pages of content.  $5.99.

This book has quite a bit of good content. 

There are new archetypes: Bailiwick Hermit, Bog Builder, Bulwark Theurgist, Dweomer Weaver, Foul Temptress, Gluttonous Crone, Marjara Bound, the Scorned Heart, and Voodoo Crafter.

Each archetype has a number of new associated powers. 

There is a new  Base Class related to the witch, the Sèvitè which is the worshiper of a lost creator god. Essentially this is a Voodoo practitioner in Pathfinder terms.  The interesting thing for me is their ability to Syncretize various gods. Very interesting to be sure. 

There are a couple of very interesting Prestige Classes presented as well. The Heathen and The Scarred Shaman. 

Like all good witch books for Pathfinder, this one has a number of Hexes, Major Hexes, and Grand Hexes.  There are also four new Patrons and quite a few new feats.

I rather like it to be honest. Lots of fun options here. The Voodoo-themed elements are nice and I would love to explore more with the syncretism of the gods. 

#RPGaDAY2022 Day 4 - Where would you host a first game?

This one is easy.

If it is the first game for people I don't know well and I am teaching them the game then I usually want to do it at my Favorite Local Game Store, Games Plus in Mount Prospect, IL.  This way if they want to buy the game in question everything they need is right there.  Plus it is a nice neutral environment.

Games Plus

If it is for people I know well then I prefer my game room here at my home.  I always wanted my own game room and now I have one.

My Sanctum Sanctorum

I just need to convince my kids they need to clean up when they are done using it.


RPGaDAY2022


100 Days of Halloween: Witches and Bats

Witches and BatsHalloween is coming...in a couple of months, but you are going to need to be ready and here is something to help with that.

Witches and Bats

These papercraft minis to print and cut out.  You get 6 wicked witches, 4 giant bats and 1 small bat swarm. There is a preview on the DriveThruRPG page.

I do not own a Silhouette/Craftrobo cutter, I just printed them out on a laser printer and made little stands for them.  I use them as part of a village of witches.  My kids have learned that "paper minis" are NPCs that don't interact much while "plastic minis" are main NPCs.  So of course they want to talk to all the paper minis!  At least these ones are interesting. 

One page at $2.95 but that is fine really, I don't think art has to follow the same rules I use for reviewing other materials.

Do I use these with my War of the Witch Queens?  Absolutely. I need a lot of witches to populate the Tredicim (the gathering of Witches) and these are great to fill out the ranks.

I mix them with Ghostly SpiritsDemonsDevils and ImpsScarecrows and Jack-O-Lanterns (a favorite), Evil Cultists, and Gothic Statues for a full-on Halloween Village feel.

The Other Side - 100 Days of Halloween

#RPGaDAY2022 Day 3 - When were you first introduced to RPGs?

I believe I have shared this story before, but it never hurts to re-share.

For me, it was the Winter of 1979.  It was "quiet reading" time at school and I had already read everything in our school's small library on science and my new fascination, Mythology.  So instead of picking up "D'Aulaires' Book of Greek Myths" for the 100th time, I borrowed a friend's book that also covered all the same monsters and creatures. 

The book was the AD&D Monster Manual.

D&D gateway

The rest is history.  I tried to figure out to play on my own, made up a bunch of stuff, and then finally got a copy of the Holmes Basic book. A poorly Xeroxed copy to be exact. Until I got my hands on the Moldvay Basic set this was how I tried to play D&D.  

RPGaDAY2022


100 Days of Halloween: 1,000,000 Witches

 Two different products from two different publishers that aim to do similar things. But combined?  Oh I may have found something rather amazing here.

As always I will be following my rules for these reviews.

100 Witches10,000 Witches

100 Witches

PDF. 19 pages. Color cover and pages. Black & white art.  $1.99.

This book has 100 different witches with names and a paragraph for their background.  Need a quick NPC witch? Roll a d100 and you will have one. There are no stat blocks, just the names and backgrounds.  But that is exactly what they adveritse, so we are in great shape really.

10,000 Witches

PDF, 1 page, no art. $1.50.

Another one of Lee's Lists products. This one features two d100 tables, one of names and the other of titles or honorifics.  So a roll of 23 and 85 produces "Isadora the Bald."

What it lacks in length it makes up for in versatility.  You can in fact create 10,000 different witches here. 

--

Now how can I get 1,000,000 witches? Take both products and run your generation methods; a 3d100. The first d100 gives you the name, the second d100 gives you the title honorific, and the last d100 you use to get the backstory.  100x100x100 or 1003 or 1,000,000 witches.

Combine this with a product like Build a Witch and you can create a nearly endless supply of witches.


The Other Side - 100 Days of Halloween

New Releases Tuesday: Witch & Warlock Bundles

It's Tuesday and that usually means new releases.  It is also Lughnasadh (well yesterday) and the first of the Pagan harvest festivals.

I thought some "new" releases were in order.  They are not new per se, but they are new bundles.

Pagan Witch Bundle2022 Pagan Witch Bundle

This combines several "Pagan" witches into one set.  Five books for four different OSR rulesets (Old School Essentials, Labyrinth Lord, Blueholme, and Swords & Wizardry).  Plus the Witch/Warlock Character Folio. 333 pages.

It includes:

The idea is to take whichever class you want, a Pagan Witch, or a Green Witch, and use the ruleset of your choice. Use all the spells, powers, and monsters from all the books.

And not to let the witches have all the fun, I have a warlock bundle as well.

2022 Warlock Bundle2022 Warlock Bundle

Five books for four different OSR rulesets (Old School Essentials, Labyrinth Lord, Blueholme, and Swords & Wizardry).  Plus the Witch/Warlock Character Folio. 333 pages.


If you purchased any of these books in the past then DriveThru will apply a discount. 




#RPGaDAY2022 Day 2 - What is a great introductory RPG?

There are a lot of great choices out there, but I am still rather partial to the 1981 Moldvay Basic Set.  Starts you out simple and lets you build as you go on.  While the Mentzer Red Box Basic for the BECMI line gets a lot of kudos (and got the sales to be sure) I am still more in the camp of Moldvay.

I suppose it follows then that Old-School Essentials is also a good choice as is Basic Fantasy.

RPGaDAY2022

 

100 Days of Halloween: Advancing with Class: The Witch

 The WitchBeen spending some time with various Pathfinder supplements. Tonight I want to look over the Knotty Works book Advancing the Class.

As always I will be following my rules for these reviews.

Advancing with Class: The Witch

PDF. 27 pages. 1 cover, title page, back cover, 1 ad, 2 pages of ogl. 22 pages of content.

This book has a bunch of new material for the Pathfinder 1st Ed. Witch class.

There are five new Patron themes (with patron spells listed); Arcane Patron, Courtly Fey Patron, Nature Fey Patron, Summer Patron, and Whimsy Patron.

There are 54 new hexes in four categories along with the general, major and grand hexes.

The 17 new feats are interesting since I do like to play with the idea that witches are almost a different type of human.  So there are lot of "blood" nature feats.

The witch Archetypes give you different roleplaying ideas, with some mechanical advantages. We have the Eldritch Witch, Fey Touched Witch, Harrowed Harlequin, Madness Matriarch, Mystic Astrologer, Occult Scholar, and Shadow Mistress. 

There are also three NPC witches using them material above.

There are certainly some great ideas here and some archetypes I'd love to try out.   

The layout is ok. The font is very readable, but the blue boarder seems unnecessary.  The art is a bit of a mixed bag.  But for just under $3.50 it's a good deal.


The Other Side - 100 Days of Halloween

Monstrous Mondays: The D&D 3rd Edition Monster Manual

It is the year 2000. We don't have flying cars, but I have a brand new baby, and Wizards of the Coast, the brand new owners of Dungeons &  Dragons are putting out their new 3rd Edition material.  The Monster Manual was the last of the three core rule books.

Monster Manuals for D&D 3.x

For today I am going to consider the 3.0 and the 3.5 versions of the Monster Manuals.  I am also considering the Print and PDF versions from DriveThruRPG.

Monster Manual 3.5Monster Manual 3rd Edition

3.0 220 pages. 3.5 324 pages. 425 monsters.

More so than the AD&D 2nd Edition Monstrous Compendiums or Manual this book felt like the Monster Manual of old.

It was the start of the new millennium (almost) and we all survived Y2K.  I had been moving away from D&D for some time by this point and this was the edition that brought me back.  I do sometimes still get the urge to play 3.x and this book is one of those reasons.

The art budget for D&D (no more "Advanced") was heavily increased. Art that would have been chosen for cover art for products in the 1990s now joins several more just like for interior art. Every monster in illustrated in full color now and the book itself is a work of art.

Inside are all the favorites and many new ones to boot.  Demons and Devils are back AS Demons and Devils, although they also retain their bowdlerized names of Tanar'ri and Baatezu respectively. This works out to Wizards of the Coast's advantage since now those names can be considered Product Identity under the newly formed OGL. Sure other publishers can, and do (and boy do they!), talk about demons, but Tanar'i are off-limits.

What is special about this book, and 3.x in general, is now monsters are built using the same rules as characters. They have the same abilities, a great wyrm blue dragon has a strength of 39, and built like characters are with the same skills and the new feat system.  So that same ancient blue dragon can have a fly-by attack feat.  I can't say everything is perfect, but it is certainly better than the catch as catch can abilities of AD&D where a Will-O-the-wisp can has ridiculous stats. 

The implication is here is that some monsters could even be characters. For a crazy example take the Skum (p.229). It has 2d8+2 HD. At the bottom of the stat block is a "Level Adjustment" of +3. Skum start out at 3rd level but still 0 XP. Once they gain enough to get to 4th level they can advance. Usually, there is a preferred class listed, but almost everything can advance as a fighter. 

Creatures also get a different hit die based on their type. Faeries get a d6 while undead gets a d12. Type is very important here. 

There are also templates which is a great idea. Have a 14th-level fighter who is changed into a vampire? Well in older forms of D&D he would have gone down to the HD of a vampire.  In 3.x he is now 14th level (yeah level drain is gone, more or less) and you add vampire abilities on top. It was something hinted at with Ravenloft, now it is part of the rules.

I mentioned the art, it is great though there are some changes between the 3.0 and 3.5 versions.

Nymphs

In fact, there are some monsters not illustrated in the 3.0 version that do get illustrations in the 3.5.

It is really a great resource.  My one complaint is that the one monster per page layout is gone.  This does conserve space and makes the book smaller, I just had gotten used to the format with 2nd Ed.  4th Ed would bring it back.

I have very fond memories of this book. My oldest son as a small child would spend hours flipping through it, just like I had done with the original Monster Manual. 

I should also point out that because of this book and the Open Gaming License I was able to get my first ever professional RPG writing gig working on Eden Studios' Liber Bestarius.

Liber Bestarius

Blue Rose: Who is Admiral Celeste Vorcolio?

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

But who is  Admiral Celeste Vorcolio of Six of Cups?

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

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

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

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

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

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

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

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

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

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

Welcome to Garnet

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

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

New Release Tuesday: Blue Rose Six of Cups

I have been waiting a bit to share this one with you all.  I have an adventure in the newest Blue Rose RPG book, Six of Cups!

 Six of Cups

Yes, that is my name at the bottom. 

I am quite excited about this really. There are a lot of great adventures here from a lot of great authors/designers.  Working with Green Ronin was a joy really. I am honored to have been able to contribute even just a small part to the World of Aldea.

My adventure, appropriately named "Witching Weather" deals with the birth of five children all of who have some sort of magical power and the forces of darkness that are closing in around them.

In addition to the adventure, I was given the privilege to add a bit more detail to the City of Garnet. 

I have seen the world of Blue Rose described as "fantasy Seatle" which may or may not be true, but Garnet as I have written it is "Fantasy Alton, IL."  Alton is a blue-collar riverside town with some great history, some unexpectedly good restaurants, and the shadow of the Piasa Bird everywhere you go.  Vyon Bloodwing, one of the adversaries of the adventure, is my homage to the Piasa Bird.  

So grab this book. It has my adventure in it and a bunch of other great adventures and guides to lesser-traveled places in Aldea.  When you are walking along the "Riverwalk" or "Restaurant Row" in Garnet please don't forget to raise your drink, be it a hearty stout or an equally strong tea, to both the Sovereign and the famous Admiral Celeste Vorcolio. Both the pride and joy of Garnet.  

Monstrous Mondays: Basic Bestiary Movement (& updates)

Basic BestiaryIt has not only been a while (nearly a year) since I last talked about the Basic Bestiary, it has been a while since I have actually worked on it.  That is too bad really because while I have been sitting on my thumbs and doing whatever the hell else I have been doing others (at least three I can think of) have gotten their monster books out or into Kickstarter. And there is a lot of overlap in monsters here.  

Frankly, I could not be happier!

I love monster books. I have said this here a thousand times. And more monster books are always welcome. I'll spend some time with these other books later this week.

But I still want to get my own book out.

I am NOT going to do a Kickstarter for it. Nothing against it, but I don't want want to go there yet. So that means the art will be what I can buy when I can buy it with money from my other books. So that means it will be a bit longer.

I also believe that my monster book will be a value add to all the other monster books out there.  There are a lot of great monsters and monster books out there. Mine will be influenced by what I have read and played over the last decades. 

Also, instead of saying mine is "Labyrinth Lord" or "Swords & Wizardry" compatible or even the very popular "Old-School Essentials" compatible, I am sticking with my own "Basic-Era Compatible."  That might end up costing me some sales or promotions, but my stat block here is not something that is pure for any one system. In truth, I could very well put "Advanced-Era Compatible" on these books as well since I am designing the stat block to cover both systems, even if the style esthetic is going to be Basic-era.  I talked a bit about this in my "Detailing a 'Universal' Stat-block" post and that is where I want to go today.  All based on the question "how many miles per hour is that?"

Movement

One of the things that always tripped me up moving from Holmes Basic to Moldvay Basic and then to AD&D was movement rates.  Let's go back to my universal stat block breakdown and look at the movement rates for the Orc.

Holmes: 90 feet
Moldvay: 120' (40')
Mentzer/BECMI/RC: 120' (40')
AD&D 1st ed: 9"
AD&D 2nd ed: 9 (12)
D&D 3: 30 feet (6 squares)
D&D 4: 6 (8 while charging)
D&D 5: 30 feet

These speeds all are "per round" though what a round is can differ.  Holmes' speed is more in line with AD&D. D&D 3 to 5 are all the same despite different notation.

In my Basic Bestiary I note it like this:

Movement: 120' (40') [12"]  

With "AD&D" notation in the brackets. Note that my orcs then look faster. Rounds in Basic are 10 seconds and rounds in AD&D/D&D3-5 are all 6 seconds.  This means that my 120' movement rate orc in Basic has a different "Real-time" speed in AD&D.  My converted orc moves at 12" and not the 9" listed.  Is this a problem?  Actually, no. I don't feel that it is.

According to the Labyrinth Lord RPG book, 120' is the exploring speed per turn and 40' is the combat speed per round and 120' is the full running speed per round. So my question. How fast is this in MPH?

120' per round is 120 feet per 10 seconds or 720 per minute or 43,200 per hour or 8.18 repeating.  I opt to make the miles an easier 5400* feet to get 8 miles per hour.  So an orc can run full-on at 8 miles per hour. 
(*5400 is divisible by 2 and 3 so it gives me better numbers to work with.)

This brings up an interesting notion.  How fast can a particular monster move?

I looked at my entry for Archangel and see they fly at 360', which translates into 24 MPH. Not very fast from our point of view, but fast when compared to a mundane horse.  Maybe they have a Haste at-will spell and can fly at 48 MPH?  If it is a "Greater Haste" say at x3 then 72 MPH feels a little more respectable. Fantasy creatures don't always translate well into the real world.

Ideas like this have been helping drive my design philosophy.  When working on a monster I often ask "how do they relate to the PCs?" or "what sort of situations will this monster be in with the PCs?" since the Player Characters are the focus of all adventures.  Now I do also ask "How does this monster relate to Normal Humans?" and this has shifted my view on many creatures, in particular the undead.  There are consequences to both of these.

On the PC-centric side, we get the Succubus/Whispering Demon issue I mentioned a while back when I covered the BECMI Immortal Rules.  To quote:

A Succubus in AD&D is a 6+6 HD creature (average hp 33), her physical attacks are not great, but her kiss drains 2 life energy levels. In BECMI a Whispering Demon has 15* HD and 70 hp! Oh and her AC is -6.

A 6 HD creature is more than enough of a challenge for normal humans, it is also a pretty good (and scary) challenge for low-level characters. But a 15 HD succubus? That is a challenge for many!  But I do notice that in nearly every movie or tale about a succubus the demon is defeated in the end.

6 HD is what you get when you aim for Normal Humans.  15 HD is what you get when you aim for PCs.

The Basic Bestiaries will take on the point of view of Normal Humans for the most part. So my succubi (I have a couple) will be more along the lines of 6 HD.  My Archangels however will likely be flying at 72 MPH.

Friday Night Videos: Stranger Things Season 4

You all know I am a huge music fan AND I am a huge fan of Netflix's Stranger Things.

So in celebration of Season 4 here are some songs great for fighting monsters.

These would be the songs on my playlist 1986 that is for sure. Where would I have been on a Friday in July in 1986? Playing AD&D of course!

We need to start with the biggest comeback hit ever. Kate Bush's (who was already a D&D meme) Running up That Hill.

Seriously, could not have happened to a better person.

I grew up in the 80s. I played AD&D. I listened to metal. So I relate to Eddie Munson. I KNEW Eddie Munson, or at least people that had aspects of him.  I thought his "and that is why we play." line about D&D was going to be his signature line.  

No.

His "Chrissy. This is for you." got me where I live.  If "Running Up That Hill" was the song for Part 1, then "Master of Puppets" owns Part 2.

To quote Dustin, "Dude. Most. Metal. Ever!"

Another song from the time, Journey's Seperate Ways, got a spooky sounding remix.  

This isn't a song about two people drifting apart as much as it is now a song about our heroes all fighting their own personal battles.

It is really difficult to express how much "classic rock" was part of the 80s, especially in middle America. I mean think about what was popular vs. to what you were listening too.  For me 1986 was a combination of The Police (who had promised us new songs in 86), Dire Straits, Peter Gabriel, to Beastie Boys, Run DMC, as well as Pink Floyd, The Who, and Joe Walsh. So seeing a couple of classic rock songs make the series feels right.


Now we have to wait nearly two years until the next and final season. The ending credits left us with none other than the transcendent Siouxsie Sioux and The Banshees' "Spellbound."


Follow Friday: Wobblies & Wizards

Wobblies & WizardsI like Podcasts. I can't keep up with all of them out there, but I do enjoy them and you get a different feel from them than you get from say a blog post.

Here is one of my new favorites.

Wobblies & Wizards

Run by Shane Thayer aka Logar the Barbarian. It is an old-school, new-school, and all-around cool geek-based podcast.

If anything he leans more into old-school and the OSR scene, but that is a matter of these are the game he enjoys. You certainly get the vibe here that all games are welcome AND all gamers are welcome.

I was on (should be up soon) and we spent time talking about The Misfits and Black Flag. He has some great OSE content, Satanic Panic, and talks a lot about world-building.

Really worth checking out. Give him a listen and follow him on social media.

https://anchor.fm/wobbliesandwizards

https://twitter.com/LogarHailCrom

https://www.facebook.com/wobbliesandwizards

https://www.patreon.com/wobbliesandwizards

Mail Call: Call of Cthulhu Classic Edition

Drive-by today. I backed the Call of Cthulhu Kickstarter a while back and received my books in the mail a few days ago.

I am rather pleased with what I got to be honest.

Call of Cthulhu boxed setCall of Cthulhu boxed set

The box is thick and sturdy.

Call of Cthulhu boxed set contents
Call of Cthulhu boxed set contents
Call of Cthulhu boxed set contents
Call of Cthulhu boxed set contents
Call of Cthulhu boxed set contents
Call of Cthulhu boxed set contents

There is enough material here for a life-time of play.

It also works nicely with my leather Anniversary edition from a couple years back.  

Call of Cthulhu boxed set and anniversary editions

The dice that came with the boxed set even match my leather edition.

This works out well for me.  My son is all about Call of Cthulhu 7th Edition. He has a ton of material for that. I get all the pre-6th edition material.  Sure they are still largely compatible, but it makes for a nice cut.  Plus this is the edition I like to play Cthulhu by Gaslight with.

It's July!

I can't believe it is July already.  I don't have an overall theme for this month except to get to some games I have wanted to try out.  Not sure if those will be reviews, play reports, or characters.  Maybe a little bit of all the above.

Other updates.

Posting might be light here for a bit. My oldest sister Terrie passed away due to an aggressive glioblastoma. She had already lived longer than the doctors had given her.  I am ok (ish) but I feel bad for her kids and her husband tom.  I also feel sad for my dad and my oldest brother Pat. My older brother Mike died about 10 years ago. He, Terrie, and Pat were all closer in age and very close. Now there is just Pat.  Not sure when the service will be.

 Brian, Daniel, JessicaBrannans Christmas 1979.
Sadly everyone in the top row except for my oldest brother Pat (beard, glasses) are now gone.

I have some projects I really must get done.  My creativity has been in a serious lull and I need to figure out how to get those ideas flowing again.

I have a thing coming up for Halloween I am excited about. I have picked out a lot of "good" horror movies for my October Horror Movie marathon.  I will also participate in Dave Chapman's #RPGaDay for 2022.

Let's see where the month takes us.

Monstrous Mondays: The D&D 4th Ed Monster Manual (Overview & Review)

A few months back I went through a number of the AD&D 2nd ed Monstrous Compendiums and talked about the advantages and disadvantages it had over the 1st ed Monster Manual. Also at the time, I mentioned the design choices made that also separated them from their 1st edition counterparts. 

Since today is the 4th of the month, I figure it is a good time to talk about the Fourth Edition Monster Manuals and what also made them special.  

Dungeons & Dragons 4th Edition Monster Manuals

To begin with, I was and am a fan of 4th Edition Dungeons & Dragons. I know it was not everyone's favorite edition, to put it mildly, but there are some really great things about it.  For starters, I applaud the design team for daring to try something new and different with the D&D game. Of course, most fans don't want new. They want the same thing, but even for the open-minded D&D 4 was a bridge too far.  Secondly, D&D 4 was a masterwork of modular design. You could take out and move around sections of it as you needed.  Yes, everything worked together, but many of the pieces could be swapped out for other pieces.  This design notion extended to the layout of the books. Nowhere is this better seen than with the Monster Manuals.

To me it seemed that 4th edition took the design elements that had made the Monstrous Compendiums successful; namely one monster per page, and all sorts of information on the monster's habitat, environment, and variations.  It is also one of the main reasons I still keep my 4th edition monster books. There is so much information here that I have been using them to inform details in my 5th edition game. 

In all cases here, I am considering my hardcover books and the PDFs from DriveThruRPG.

Monster Manual for D&D 4eMonster Manual for D&D 4e

Hardcover and PDF. Color covers, full-color interior art. 288 pages.

This was the third book published for D&D 4th edition, though that is a mere technicality since all books were published at the same time in June of 2008. I picked mine up as a boxed set at the midnight release.

Much like AD&D second edition, the monsters for D&D 4th edition are presented as one page per monster. More or less. Sometimes the monster runs two or four pages, but always a complete page.  Where 3e had monsters built exactly like characters, 4e monsters have their own rules, much like how 1st and 2nd Ed built them. 

Fourth Edition was most certainly a "miniatures" game or, as it was hoped, to have a lot of online support and content. That did not materialize in the way Wizards of the Coast wanted and strong sales of Paizo's rival "Pathfinder RPG" kept D&D sales low for the first in the history of RPGS.  Make no mistake, D&D still sold well, it just wasn't out selling everything else.  

That was too bad really.  D&D 4 had a lot about it I liked and still like.

Monster Manual 4e


The 4e Monster Manual is 288 pages with over 170 monster entries. Many entries have multiple monsters. For example, there are three different types of Aboleth, six types of kobolds, and seven types of orcs. Along with the stat blocks, we get an idea of the role each monster plays in combat, like Controller, Brutes, Skirmishers, or Leaders, and what tactics they can employ. All the monsters have Lore with appropriate DCs for learning more about them or what a particular die roll will bring up.  The monsters also include plot hooks and ideas for using them in adventures.  

Some interesting changes happened in 4e.  For starters, some major demons, like our cover guy Orcus here, got their own entry outside of the demons category.  He also had major henchmen listed with him. 

Orcus

Also, a conscious effort was made to redesign the cosmology of D&D. The effect here was to have Succubi now listed as "Devils" and not "Demons." 

not your typical devils

This caused some interesting in-game fluff with books like Erin M. Evans' "Brimstone Angels" trying to explain this "in-universe" from the perspective of the Forgotten Realms.  This lives on in 5e with succubi as now independent evil outsiders. Other changes were made to various monsters, Daemons/Yugoloths we moved over to the demons, including making them Chaotic Evil.  This might have messed with ideas of the Blood War, but there is no reason why there needs to be continuity between editions, it is just nice.

One of the things that irritated some people was not the monsters it had, but the ones it did not have.  It particular Demogorgon is nowhere to be found and many of the named devils are also not here. 

Monster Manual 2 for D&D 4e

Hardcover and PDF. Color covers, full-color interior art. 224 pages.

This book was published about a year later in May of 2009. This book also has over 170 monster entries. Some are expanded, like Giants (and I love what they did for giants in this edition) and more demons. This book also gives the impression that many monsters were held back for a second book.  Unlike previous books with the same name, Monster Manual 2, this one doesn't feel like added-on monsters. This feels more like the Vol 2 of the AD&D Monstrous Compendium.  In addition to some that are expected, there are some new monsters too.

Our cover guy this time is Demogorgon. He and all his minions get 9 pages. 

Monster Manual 3 for D&D 4e

Hardcover and PDF. Color covers, full-color interior art. 224 pages.  This is also the only book of the three that you can also buy as a Print on Demand softcover. 

This book was released in June 2010, another year after the MM2. Lolth is our cover girl this time. It would have been interesting to see Graz'zt, but Lolth makes sense too. Eclavdra also shows up in Lolth's entry.

Page for page, this one has a lot more new monsters. Not just new to D&D 4, but new to D&D.  These include the new Catastrophic Dragons which I had been looking forward to. There are a lot of new monsters and some additions to MM1 & MM2 ones, like new Fire Giants.  That is one of the features of this edition, each variation of a monster needs a new stat-block.  To be fair, D&D 3 and D&D 5 also did this a fair bit. 

Monster Manual 2 for D&D 4eMonster Manual 3 for D&D 4e

The layout is such, that like the AD&D 2nd Edition Monstrous Compendiums, the D&D 4th Edition Monster Manuals PDFs can be printed out with just the monsters you want and organized in a binder.  The modularity of the design is so well planned out that it really makes me want to print out these PDFs and just make my own Monstrous Compendium style binder for it. Sure the page numbering will be wonky, but that would not matter, everything will be perfectly alphabetized.  I could even re-integrate demons like Orcus and Lolth back to where they belong under demons. 

The art is amazing really. The visual style of the monsters flows from the 3rd Edition monster books to provide a sense of continuity even if the worlds do feel different. 

I am not currently playing D&D 4th Edition, but I find these monster books still so incredibly useful even in my D&D 5th Edition and Basic/Expert edition games.  They are also just great-looking books.  

If you are curious, there is a list of all the 4th Edition monsters

One Man's God: Castles & Crusades Gods & Legends

Castles & Crusades Gods & LegendsA couple weeks back I posted a One Man's God using the AD&D 2nd Edition Legends & Lore.  I mentioned at the time that this falls outside of the scope of the original concept of my OMG posts; that is can I take creatures from the Deities & Demigods and re-classify them as AD&D 1st Edition demons. Not historical demons, not mythological demons, but 1st Edition demons.

Since I have spent this week discussing Castles & Crusades I have often talked about how this game is the spiritual successor to AD&D.  Do their books on gods also follow?  Or to be more precise, can I do a One Man's God post on the C&C god books?

When it comes to discussing gods, demigods, and heroes Castles & Crusades is really second to none here. There Codex series, written by Brian Young, is some of the best-researched material for an RPG ever produced.   

Gods and Demons in Castles & Crusades

You are not going to find stats for gods in C&C.  They are not meant to be fought. There are however plenty of gods to encounter. I covered many of these in the various Codex books by Brian Young.

There is also the Gods & Legends book which I'll cover here and use as my basis for this One Man's God.  

Demons are well covered in the Tome of the Unclean from Troll Lords.  Tome of the Unclean follows pretty close to the AD&D standard demon with what I often refer to as "the Usual Suspects," so all the "Type" demons and succubi.  So while I could more properly compare the C&C gods to the proper C&C demons, I think everything is close enough that I can continue with my original purpose of comparing these gods to the AD&D demons.  If there are any differences they are so minor as not to be an issue.  Besides. These are gods and demons we are talking about, there will always be exceptions to the rules.

Gods & Legends

For the purposes of this review, I am considering the PDF from DriveThruRPG. 

PDF. 144 pages. Color covers, black & white interior art. Bookmarked and hyperlinked.  Written by Davis Chenault with contributions by Steven Chenault, Brian Young, Jason Vey, and Todd Gray.

This book largely replaces the Of Gods & Monsters book from a few years back, though it is smaller in size, 144 pages vs 162. I say replaces, but this is a new set of work. The original Of Gods and Monsters was written by James Ward of Deities & Demigods fame.  There are similar gods in both books but this new version is a rewrite of the older work with new entires to work better with the Codex series.

This book is divided into three(ish) large sections.

The Anvil of the Gods

This section covers how gods work in a Castles & Crusades game, how the Castle Keeper can play them, and how the characters can relate to them. This section also gives advice on designing a pantheon. Unlike the original Deities & Demigods that seemed to want to shy away from religion, this book acknowledges it and all the myriad combinations (within the space of this book) religions can take.  The focus here though is not a religious academic text (and Troll Lords has at least two people, Young and Vey, on staff with graduate degrees in religious studies, literature, and history) but more on how these manifest and work in an RPG, and in Castles & Crusades in particular. To this end there is advice on how to run and play gods and how they should interact with the PCs. 

Common deific abilities are defined with Greater, Lesser, and Demi-god statuses. Details are given to how the gods relate to the clerics and paladin classes, alignments, and other archetypes.  Holy symbols and characters with divine traits are also covered. Divine traits include the healing touch.

Of the Gods

This is the largest section of the book, detail-wise. This covers what could properly be called the Gods of Aihrde, the Castles & Crusades campaign world.  A brief overview of the basic deity characteristics is first. Up first are the human gods of Aihrde. This is the section that is most like the older Of Gods and Monsters book.

Gods of Aihrde

Some sections are the same as in the older book, many do look to be rewritten.  The art is used from the older text but I do not see an issue with that. Many gods here get more text as well.  Many of the Aihrde gods take cues and ideas from Earth gods. This is also not a big deal and in fact no different than the gods of the Forgotten Realms. In fact I am going to go out on a limb here and say the process to create these gods (from the Chenault home games no doubt) was very similar to what Ed himself did when he created the Forgotten Realms Gods.  Maybe one day I need to go through this pantheon and the Forgotten Realms ones and see what gods they have in common.  The obvious "Earth" gods are the All Father (Odin), The moon sisters (Diana, Artemis), Frafnog (Fáfnir, Midgard Serpent), Tefnut, Toth, Unklar (Chernbog), and Wenafar (Titania).  Again, I like seeing this stuff. It immediately gives me a hook.  If Frafnog is the god of dragons and there is a Fáfnir connection beyond the surface then there is a great reason why dwarves hate dragons more than just the Hobbit connection (which is of course drawn from the story of Fáfnir and The Ring of the Nibelung). There is deep religious animosity here. Is this what the Chenaults do in their home game? No idea, but this is what is happening in mine.

Following humans, we get the gods of the Dwarves, Elves, Halflings (LOVE the art of the halfling gods!), Gnomes, and then the humanoids (bugbears, gnolls, goblins, orcs, hobgoblins, lizardmen, giants, ogres, and trolls) there are even dragon deities, fey deities, and gods of mermen and sahuagin.  It is a wide variety and shows some original ideas beyond what we typically think of in the Deities and Demigods, but not quite the level of detail as found in the very focused Forgotten Realms Demihuman Deities book.

All the Other Gods

This "section" is actually many sections, but they are mostly the same format. They cover the various gods and pantheons found in our world and are covered in detail by the Codex series.  Where the Codecies give us a lot of details on the myths and stories of those pantheons, this section just covers game based stats. No stats as in hp and AC, but alignments, worshipers, granted attributes, preferred weapons and the like.  No details on the gods themselves, for that you will need the Codies.

Covered are the gods of the Celts, Greeks, Egyptians, Germans, Norse, and Slavs.

Who should buy this book?  Anyone playing Castles & Crusades and wants to go deep into the mythologies of Aihrde.  Also, anyone that owns the Codies and wants more game content. 

I also say this is a good book for the AD&D (first or second eds.) player/game master that wants a bit more detail on the gods in their Deities & Demigods/Legends & Lore books. Or who just want a different set of or more gods than they currently have.  Indeed the title of the book, Gods & Legends, seems to state that it is a book with the AD&D books in mind.

One Man's God - The Demons of Aihrde

As I mentioned the Demons of Aihrde are already the Demons of AD&D.  But what about the monsters and gods here in Gods & Legends?  Let's see what we have here.

The obvious choices will be the Lesser Gods and the Demigods in terms of the power level near that of the Demon Princes. But I am not going to ignore the odd Greater God if they fit.

For the Aihrde human gods, Frafnog might fit the bill, though he is really powerful. Onduhl is the god of evil beings and has a strong Lucifer or Loki vibe to him.  Unklar looks like a demon and has the Chernobog connection I mentioned above, but he seems more devil-like than demon-like. 

The gods of the Dwarves, Halflings, and Gnomes do not have anyone.  The Elves have Talahnatilia but that is something other than a demon or devil really. 

It is not really to we get to the gods of the humanoids that we find good candidates.

Jarga the Bloodless is worshiped by many humanoid types (gnolls, kobolds, orcs). He is a lesser god and chaotic evil. He is a god of blood and battle. He might or might not be a demon, but he will certainly has their hatred of life. His plane is listed as The Wretched Plains, one of only three gods to claim this plane. 

Bugbear gods here are Chaotic Evil. Hobgoblin gods are mostly Lawful Evil.  This detail tracks with my own personal use of them. Bugbears are goblins with demonic ancestry and Hobgoblins are goblins with diabolic ancestry. So. If I am searching for demons I am going to look towards the Bugbears first. The bugbear gods are both greater gods and don't really fit the AD&D notion of demons. Same is true for the hobgoblins.

Gnolls have been long associated with demons in AD&D through Yeenoghu. Most of these gods are either too powerful (Greater) and/or Lawful Evil.  Here is one of the issues of trying to apply the "rules" of one game on to another. They don't have to follow the same logic or premises. 

Among the Goblins, Beerkzurd could be a demon, a powerful on to be sure. He is Lawful Evil, but he feels more Chaotic Evil really.  He is also one of those gods people pray to not so much to get boons from him, but in order for him to leave you alone.

The Orc gods are quite war-like and many are Lawful Evil. They mostly seem like larger, more powerful versions of orcs. Which I guess can be said about most gods. They are just larger more powerful versions of the people that worship them.

Vasser of Lizardmen is another good choice. Lesser God, chaotic evil, looks like a demon. The same is all true for Grudznar of the Kobolds and Barg of the Trolls. In fact, all three do feel very demon-like. The lack of proper stats are really the only thing keeping me from deciding a definitive yes or no.  Barg though is such an interesting being in a demented sort of way. I wish I had knew of him during my Troll Week a while back.

I am not considering the Dragon gods. They are really their own thing and many listed here do not fit the idea of a demon well. Yeah...I know I have both Tiâmat and Leviathan as eodemons. Plus I mentioned Frafnog above as a potential demon.

Same with the Fey. They are really their own thing. Though in my personal campaign the Fey do war against the demons. So it could be possible a "fallen fey" is a demon (fits what history did to them in our world).  Not an evil fey. A "good" faerie still has more in common with an evil faerie than they do a demon.

Flathin of the Sahuagin also is a good choice as a demon. If we take the myths of Flathin and his sister Trimon it could be that Flathin was "cast down" as the patron of mermen and now is the patron of their evil counterparts, the Sahuagin. He is a chaotic evil lesser god and looks like a giant octopus with 10 tentacles (a decapus?). He grants little to his followers, save for what they get at their religious/war ceremonies.  

Again. I might be extending my One Man's God to the point of breaking.  Let this be a lesson in how scope creep or extending your theories beyond your testable hypotheses is a bad thing.

Other gods from Earth mythologies have been covered in previous postings of One Man's God.

Class Struggles: Castles & Crusades - Core and Player Archive

It has been a while since my last Class Struggles post.  Since I featuring D&D this month and focusing on Castles & Crusades, in particular, this week I thought a look into the Castles & Crusades classes was in order. I am going to focus my attention on the Castles & Crusades Player Archive, but I will talk about more than just that.

Castles & Crusades, Players Handbook

One can't really talk about classes and not first look to the core, the Players Handbook.  This book serves the same purposes as the D&D Players Handbooks; it introduces the rules and the classes.  In this case, the comparison to AD&D 1st edition is most appropriate. 

Players Handbooks

I have repeatedly made the claim that Castles & Crusades is the spiritual successor to AD&D 1st Ed. No slight against 5e or other versions of D&D, but if you want modern rules and a 1st ed feel, your game is Castles & Crusades.  Obviously, the publisher, Troll Lords, feels the same way given the new cover art for the 8th Printing of the C&C PH.  

The classes in the C&C PH are: Barbarian, Bard, Cleric, Druid, Fighter, Illusionist, Knight, Monk, Paladin, Ranger, Rogue, Wizard, and the Assassin (a special class).  Compare this to the ones from the AD&D 1st Ed Players Handook: Cleric, Druid, Fighter, Paladin, Ranger, Thief, Assassin, Magic-user, Illusionist, Monk, and a special class for the Bard.  Add in the Unearthed Arcana we get the Barbarian and Cavalier along with the Thief-Acrobat.  So all in all a very, very similar list of options.

In Castles & Crusades, each class has a Prime Attribute which really helps define the class. This is a bit more "hard coded" into the class than say it is in AD&D.

The classes, even with the same name, do have some differences. For starters, all the spell casters can cast spells up to 9th level in C&C.   

A few details.  Bards do not get spellcasting ability here but a number of spell-like powers. Clerics are limited to wielding the weapon their deity favors. So a cleric of Thor naturally gets a hammer, but one of Odin might take the spear. Druids get a lot of abilities and spells. Fighters actually get a few abilities as well, especially involving weapon specialization. As mentioned Illusionists get spells to the 9th level.  The Knight fills the roles of the Cavalier.  Monks are fairly similar to their AD&D counterparts.  Both Paladins and Rangers are similar enough to their AD&D counterparts.  They both have a number of special powers but neither has actually spell casting powers.  At first, I did not like this particular change, but I did not miss it as much as I thought I might with the paladin.  I did in the Ranger, but I tended not to spend a lot of time on spells for my AD&D rangers to even begin with, save for spells that helped their normal ranger powers/skills.  Rogues are very close to their Thief ancestors.  Wizards get a nice boost at the 13th level when they start to get some new powers/abilities. It reminds me, rules-wise, of the BECMI magic users from the D&D Companion set.   The Assassin is a special class that is designed to be added to another class with the C&C Dual- or Multi-Classing and Class-and-half rules. 

Just looking at the classes, C&C can provide an interesting twist on the AD&D experience while retaining the essential feel of these archetypes.

Castles & Crusades Player ArchiveCastles & Crusades Player Archive

The logical extension of the Castles & Crusades class discussion is to go through the Castles & Crusades Player Archive.  

I will give a brief review of this book so people will know what I am talking about.  For this review, I am only considering the PDF from DriveThruRPG. I thought I had the hardcover version of this as well, but I guess I don't.  Will need to remedy this.

PDF, 128 pages. Hyperlinked and bookmarked. Color cover art and black & white interior art.

This book collects most of the classes published in various Castles & Crusades books including the core and the Adventure's Backpack.  What is not here are some of the classes from the various Brian Young Codex books. There are some here, but I would have to go through all the books to know how many are here and how many are not.  I do not see this a miss. Many of the Codex classes are very specific to their time and place and to remove them from that context they would loose something special.

This book covers the basic (levels 1 to 12/13) and advanced (expanded) information (levels 13 to 24) for all the classes.  The classes are:

Arcane Thief, Archer, Assassin, Barbarian, Bard, Chromatic Mage, Cleric, Divine Knight, Druid, Duelist, Dwarf (Heisen Fodt), Elf, High (Oraalau), Ethereal Knight, Fighter, Foresworn, Gnome (Hugrin Dun), Goblin, Eldritch (Ieragon), Halfling (Felon Noch), Illusionist, Knight, Luminary, Magic-User, Monk, Oathsworn, Pacer, Paladin, Pirate, Primal Druid, Ranger, Rogue, Rune Mark, Seeker, Skald, Thief, Warrior Priest, and Wizard.

There is a split between the classes "Basic" entry which covers levels 1 to 12 or 13, and the Expanded entry later in the book for levels up to 24.  This has some immediate consequences. While I am not a fan of my class information getting split up like this, many games only go to about levels 12-14 anyway.  So this would cover the majority of all games played.  It does give us a nice split today port these classes over to any OSR game based on B/X D&D (max level 14) or something Hyborea (max level 12). Then you can pull in the expanded information as it is needed if it is ever needed.

The Core/Players Handbook classes are here as are some classes that only appeared in limited-run products. It is really nice to have them all in one place. Great for anyone playing a C&C game, you just need to make sure that your Castle Keeper agrees on them.

Old School Games based on D&D usually do not handle multi- and dual-classes as well as say more modern versions of D&D. Castles & Crusades makes some vast improvements here with rules on this.  They also add options of "Class Plus" or add some features from another class, Dual classing and Reclassing.  What is missing here is the Class and Half from the Core Players Handbook. While anyone with this book will have the Players Handbook, it might have been nice to see here.

I mentioned in my coverage of the Adventurers Spellbook that the spells can be ported over to other D&D and D&D-like RPGs. In particular, I mentioned the Chromatic Mage being used in the OSR clone Chromatic Dungeons. The class is presented here in the Player's Archive. Yes, this class can be moved over rather easily, maybe even easier than moving it over to AD&D.  Likewise nearly any class here can be used in AD&D or OSR clone.  Want to play a Primal Druid in Old-School Essentials? No problem, they can be added with ease.

Note: Speaking of which the layout here aims to give each class a two- or four-page spread to keep referencing the classes easy to read and view at the table.  The PDF then allows for ease printing of these classes.  Playing a Warrior Priest and don't want to cart your hardcover around? Print pages 90 and 91 back to back and staple them to your character sheet.  Everything you need. This does mean there is some unused white space after each class, but for me, this is well worth it.

With this book and the option within I could spend an entire month creating and posting characters and no two would even be remotely the same.  A must-have for any Castles & Crusades fan.

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