The Other Side
Monstrous Monday: Basic Assumptions about Basic Bestiary

I was recently (this last weekend) going through an old hard drive I rebuilt (ugh...never buying a Seagate drive again), and I found some files from 2013. One, in particular, was filled with monsters I had written for a Pathfinder project that was never picked up. It has about 170 monsters on it but the point of view is of a fantasy Earth. Many of these creatures already have similar entries in BB. Other ideas went on to live in Monster Mash and Monstrous Maleficarum. But many of them are still good and worth giving new life to.
This leaves me with two conundrums. Both relate to a basic assumption I am making about Basic Bestiary.
When I was working on Basic Bestiary, I focused on the monsters of myth and legend, especially the cool, lesser-known monsters. Many, if not most, of these creatures are very much tied to a specific location and cultural set of myths. The assumption is then I would be crafting these using an Earth-based or Earth-like frame of reference. Something that many publishers try to avoid.
So Conundrum 1 is "How do I make Angels work?" D&D has angels. I have a lot more. They are very much tied with the myths, legends, and stories of various real-world religions. They are the biggest section of BB I still need to finish. My wife suggested I move them over to my demon book and make it "2024 problem." There is a certain amount of logic to that. Angels and Demons are more alike to each other than they are to say to dragons or goblins. It might be a good idea to move them on over. It would reduce the total monster count right now, but this new batch I found would more than make up for it.
Conundrum 2 deals with my Earth-centric focus. One of the monsters I found was a very Norwegian-focused Troll. Another was a very Algonquin-focused. Do I clean those up or lean into them? Classic wisdom suggests I make it all more generic, but other publishers have had some solid success keeping an Earth focus. I am thinking of leaning into them to be honest. So when I say a monster is from Norwegian mythology and tales readers can know where to put it in their own worlds.
I know. I keep finding ways to over complicate this project, and I have been doing it for so long I nearly lost my window to publish. So I think I am going to try to wrap this up soon. I'd like to be done with this one and maybe even BBII by this year.
One can hope.
#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 20
This door looks like it leads to another guard room (like 19 before it).

The floor of this room is trapped. If a pressure plate is stepped on the floor gives way and all occupants slid down (away from the door) to the next level below.
A thief can find this trap, but not disable it. They can however avoid it.
#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 19
Turning to your right the hallway continues on. On the corner to your right there is, if the proper rolls are made, a secret door. This is very similar to Room #7.

This room is found behind a secret door in the corner of the hallway, not on the flat walls.
This room appears to have been a guar room. There are chairs for three with a small table and weapons on the walls. There are slots in the wall where guards can watch both hallways.
This room has been untouched by the waves of denizens here. There is a axe +1, short sword +1, and 2 +1 crossbow arrows stored here for the guard's use in addition to some normal items. There had been food but it has since rotted away.
Finding these treasures is worth 2,300xp.
#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 18
The cell opens easier than the others on this level. Thieves get a +5% bonus to any pick locks roll.
Opening this door will reveal that this cell is also very different on the inside.

Inside is a bas-relief of the Vampire Queen. It is newer than the surrounding rock.
As the party approaches and gets within 5' of the 7' tall relief its mouth will open a spout of red acid will spill out. Everyone within 5' must make a save versus Breath Weapon or take 2d8 points of damage. The acid used to be much stronger.
There is no treasure in this room.
#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 17
Continuing down this hallway is the next cell.

This room is filled with Green Slime. There are two on the floor, and one dripping from the ceiling. They are packed in so tightly there is no chance of surprise. One on the floor gets an "attack" as it rolls out.
Destroying the slimes will reveal 2 Swords +1. These are all that are left from the last group of adventurers.
#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 16
This door is open and there is light coming from a portal inside the room.

This room also has a large number of goblins, 1d6+3. Again these goblins are different than all the previous ones (from yet another world, these goblins have monkey feet) these goblins are a bit tougher and all wield +1 maces or +1 spears. Their world is rather magic rich.
They have XP as a 1+1 HD creature.
Each goblin has a bag of 6 GP and 1d6+5 SP.
The portal will close in 1d4 rounds and reopen again in 6+1d12 days.
Monster Mash Classes as Old-School Essentials Advanced Classes
Monster Mash is now out in both PDF and Print on Demand, and I am very, very happy with it.
Work is going on for Monster Mash II: A Green and Pleasant Land now. Classes are built, just need some edits. I also bought a bunch of art from Dean Spencer so his art will fill the book for a single artistic vision.
But one thing people have asked me is, "Can I use Monster Mash" with the OSE-Advanced Rules?

While my intent was always to stick with OSE-Classic, there is nothing stopping you from using OSE-Advanced rules. In fact, here are my guidelines.
For this, I am going to use the races and classes from OSE-Advanced. If there is another race or class (say from one of Carcass Crawlers or other sources) you can use the closest analog.
Races
OSE, for the moment still uses the out-moded "Races." I fully expect that will change but until I am using it as a "rules term" only.
Note: ANY Game Master can over-rule these level limits as they see fit.
In every case these different races retain any abilities from 1st level on.
Awakened Golem
Requirements: 13 or greater in STR and CON, 10 or greater in WIS
Ability Modifiers: +1 to STR and CON, -2 to CHA
Acrobat: NA
Assassin: 10th (must have a DEX score greater than 13
Barbarian: 14th
Bard: NA
Cleric: NA
Druid: NA (and I would add they are so far removed to nature they can never be druids)
Fighter: 14th
Illusionist: NA
Knight: NA
Magic-User: NA* (special cases could arise)
Paladin: NA
Ranger: NA
Thief: 14th
Gothic Witch: NA
Profane Necromancer: 10th (similar special cases)
Catflok
Requirements: 12 or greater in DEX
Ability Modifiers: +1 to STR and CON, -2 to CHA
Acrobat: 10th
Assassin: 10th
Barbarian: 9th
Bard: 7th
Cleric: 8th
Druid: 9th
Fighter: 10th
Illusionist: 7th
Knight: NA
Magic-User: 7th
Paladin: NA
Ranger: 8th
Thief: 10th
Gothic Witch: 9th
Profane Necromancer: 7th
Ghost
Requirements: None
Ability Modifiers: STR, DEX, and CON are effectively 0
Ghosts can be anything but are limited to 10th level.
Hagling
Requirements: 12 or greater in WIS
Ability Modifiers: +1 to WIS
Acrobat: NA
Assassin: NA
Barbarian: 8th
Bard: NA
Cleric: 10th
Druid: 10th
Fighter: 10th
Illusionist: 10th
Knight: NA
Magic-User: 11th
Paladin: NA
Ranger: NA
Thief: 10th
Gothic Witch: 13th
Profane Necromancer: 13th
Hobgoblin
Requirements: None
Ability Modifiers: +1 to CON
Acrobat: NA
Assassin: 8th
Barbarian: 10th
Bard: NA
Cleric: 5th
Druid: 6th
Fighter: 10th
Illusionist: NA
Knight: NA
Magic-User: NA
Paladin: NA
Ranger: 5th
Thief: 10th
Gothic Witch: 4th
Profane Necromancer: 4th
Lycanthrope, Wererat
Requirements: 11 or greater on DEX and CON
Ability Modifiers: +1 to DEX
Acrobat: 8th
Assassin: 8th
Barbarian: 5th
Bard: 5th
Cleric: 4th
Druid: 4th
Fighter: 6th
Illusionist: NA
Knight: NA
Magic-User: NA
Paladin: NA
Ranger: NA
Thief: 8th
Gothic Witch: NA
Profane Necromancer: NA
Lycanthrope, Werewolf
Requirements: 11 or greater on STR and CON
Ability Modifiers: +1 to STR
Acrobat: NA
Assassin: 8th
Barbarian: 10th
Bard: 5th
Cleric: 4th
Druid: 4th
Fighter: 10th
Illusionist: NA
Knight: NA
Magic-User: NA
Paladin: NA
Ranger: NA
Thief: 8th
Gothic Witch: NA
Profane Necromancer: NA
Revenant
Requirements: None
Ability Modifiers: +1 to STR, DEX, and CON
Revenants can be anything but are limited to 9th level.
Shade
Requirements: 12 or greater on CHA
Ability Modifiers: None
Shades can be anything but are limited to 10th level.
Shadow Elf
Requirements: 15 or greater on DEX
Ability Modifiers: +1 to DEX
Acrobat: 10th
Assassin: 10th
Barbarian: NA
Bard: 10th
Cleric: 5th
Druid: 5th
Fighter: 10th
Illusionist: 9th
Knight: 10th
Magic-User: 8th
Paladin: NA
Ranger: NA
Thief: 10th
Gothic Witch: 10th
Profane Necromancer: 10th
Vampire
Requirements: 13 or greater on STR and CHA
Ability Modifiers: +1 to STR
Vampires can be anything, but combined with a class they are limited to 12th level.
Classes
Monster Mash also includes two "human" Classes, the Gothic Witch and the Profane Necromancer. The Gothic witch follows the same format of my other witch classes. The Profane Necromancer is essentially a Necromancer with various evil Cleric abilities added in.
Here are some suggestions.
Gothic Witch
Drow: 10th
Duergar: 7th
Dwarf: NA* (Dwarf witches are known as Xothia and use other witch rules.)
Elf: NA* (Elf witches are known as Kuruni and use other witch rules.)
Gnome: NA* (Gnome witches are known as Good Walkers and use other witch rules.)
Half-Elf: 14th (Half-elves can choose a variety of witches.)
Halfling: NA* (Halfling witches are known as Herb Women and use other witch rules.)
Half-Orc: 10th* (Half-orc witches are also known as Bogglebos.)
Human: 14th
Svirfneblin: NA (Svirfneblin would likely be a type of Xothia.)
Profane Necromancer
Drow: 9th
Duergar: 7th
Dwarf: NA
Elf: 8th
Gnome: NA
Half-Elf: 9th
Halfling: NA
Half-Orc: NA
Human: 13th
Svirfneblin: NA
A note about the Profane Necromancer.
There are so many Necromancer classes for Basic-era rule and OSR rulesets. Even OSE has its own Necromancer. Mine is an homage to the Death Master of the late Len Lakofka. But use whichever one you like the best, and feel free to use some or all of my spells with it.
Again, individual GMs can make adjustments as they see fit.
#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 15
Continuing down this hallway, there is another door on your left. Like all the cells on this level, this one is locked.

This room is empty though there is an eerie, eldritch glow to everything. Lying on the ground is a large shield.
The shield is heavy and requires a Strength of 16 to use properly. It is magic. It provides +2 to AC and even a +1 to magical attacks that are directed (fireballs, magic missiles, curses) but not non-combat-based magic (area of effect spells where the bearer can walk in or illusions).
Witches (and Monsters too) to the Rescue, Part 2
I did some fundraising over the weekend. Not a lot, but I hope it helped.
Last week I mentioned that I was going to donate all the profits of my various witch books to the Trevor Project in support of LGBTQ people, but in solidarity with the trans community. When the print copy of Monster Mash went live yesterday, I thought, what the hell, I'll add yesterday in as well.
The results are in.

Not as much as I would have liked to be honest, but I guess I can't complain.
So $40.00 in sales. I said I would match all sales, so $80.00 and I figure I will round that up to $100.00.



So donation was sent in, and I asked my day-job employer to match my donation, which they will since I know The Trevor Project is on their list of approved charities.
IF you buy a copy of Monster Mash this week and want your purchase to go towards this donation then just shoot me an email and I'll get it added in a future donation (likely next week).
Thanks, everyone!
#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 14
After turning the corner to get to Room 13, you continue on. All doors are on the right-hand side of this hallway.

Inside room 14 is a human male looking over another portal. On the other side of the portal is a dungeon room that looks very similar to the one they are currently in.
The man, a Warlock, will speak to the characters in a language they do not understand. After a few tries of failing to communicate, he will blast what he believes to be the wizard with an Eldritch Blast. He has to roll to hit (THAC0: 19), and it causes 1d6+2 points of damage. He can do this every round. He has AC 9 and 11 hp.
There is a 30% chance he has a magic item suitable for a wizard/magic-user.
The portal leads to another world that looks exactly like the one they have left, and they might not even realize they have gone anywhere. The world is the same, but the rules here use the Dungeons & Dragons 4th Edition rules. Tell the players to give you back their sheets and hand them the same characters for the 4th Edition version of the game.
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This monster for this room was inspired by the old Monster & Treasure assortment for the Second level.

I figure if he was a warlock, then he might as well be a 4th Edition one!

Monstrous Monday: Monster Mash in Print!
This one took a little longer, but I am very pleased with the results.
As of today, you can now get my Monster Mash in Print on Demand!


Monster Mash Now in Print on Demand
This FULL-COLOR Hardcover is A5 sized, 148mm X 210mm, (8.3" x 5.8"), so it will look great sitting next to your copies of Old-School Essentials on your shelf. It will look even better sitting next to it on your gaming table.





I admit that I think this one is the most attractive of all my recent books. I have never done a full-color book on my own, and I am pleased with the results. It has given me some ideas on how to improve it for next time.



It looks great with Old-School Essentials Classic as well as my OSE witch books and my A5-sized books like Craft of the Wise and the Pumpkin Spice Witch.
I guess now is as good as a time as any to mention I am working on Monster Mash 2: A Green and Pleasant Land. Hopefully in your hands soon now that the OGL drama has died down for now.
#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 13
This room has another open portal. Coming through is a sight terrible to behold.

Coming through is a group (6) of Madhatter Goblins. These goblins do not appear to be similar at all to the other goblins encountered so far.
These goblins wear the skulls of their kills on their own heads. The leader is the one with the most heads.
The portal closes when the last goblin comes through. Any character on the other side when it closes is lost forever.
#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 12
This room is locked as the others are.

When the door is opened the room empties of its contents.
Inside are three Titanic Centipedes. These creatures are like Giant Centipedes but much larger. They have 2HD each. Their bites cause 1d8 damage and the same poison of their smaller kin.
Inside their stomachs are a total of 42 gems worth a total of 2,300 GP.
#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 11
The door to this room is also open and there is a commotion coming from inside.

A group of 3 goblins is attacking a single kobold. There are three other kobolds dead on the ground.
The goblins will attack the party when they enter, the kobold will try to find a way to escape. It will attack the party to get out of this room.
Each goblin has a sack of 50+1d10 CP and 2+1d4 SP. They have spears and daggers. The kobolds have 20 CP in total.
Kickstart Your Weekend: Demons! Classes! Adventure! and Mice!
Lots for you this week. All worth your time to look into.
Demonology For Old-School Essentials - Zinequest 5

We always need more demons. While I do have my own I have been using for a while now this will be a welcome addition to my OSE library.
Kibbles' Compendium of Legends and Legacies

I am still supporting third-party 5e folk. I am sure they panicked when the OGL fiasco broke, so I am here to boost their signal. Still looks like a lot of fun.
After Winter Dark: Aihrde A Fantasy Campaign Setting

How do I love thee Castles & Crusades? Let me count the ways. Wait, that will take too long. Instead I'll just back this new book!
I mean this just looks so cool, and I have been dying to do something that I have been calling "endless Winter" in my mind. Maybe this is it?
Escape from Undergarden - RPG Adventure for 5e D&D

Another adventure and it looks like a lot of fun. I will admit a certain level of dissatisfaction with some of the D&D 5 adventures of late. This one looks like it could turn that trend around. Of course I would run it under Castles & Crusades now.

https://www.kickstarter.com/projects/peterelroy/feathertail-falls?ref=theotherside
Ok now this one looks like a lot of fun. From the creator:
This adventure collection is a mouse-fantasy tabletop role playing game that builds on the free Mausritter rules, a deceptively simple system perfectly suited for mouse-sized expeditions. The collection’s adventurous yet melancholy tone is inspired by Over the Garden Wall, Hilda and Studio Ghibli’s Arrietty, as well as the art of Júlia Sardà.The adventures take place in Feathertail Forest, a place little mice pups may know from bedtime stories, about mice that dream to fly. When you start to explore it, you will find that the unwelcoming forest has been petrified in time. It is up to you to decide if and how to reawaken it, and how to deal with the consequences as you discover more of the forest's secrets.
This would be great for the right group!
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So much great stuff and so little time and money.
#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 10
Room 10 is in the middle of this long hallway. This door is not only not locked, but the door is also slightly ajar.

There is a golden glow coming from this room. Inside the room is a shimmering portal. The portal connects this room to another room elsewhere. The elsewhere is much warmer, and the night time sky can be seen outside of large windows. The room seems to be in a palace in a desert somewhere.
Inside this larger-than-expected room (160' x 160' x 20' tall) are 10 large Constrictor Snakes that attack.
The snakes guard a treasure of 10,000 GP in gems. Rubies, emeralds, and sapphires. There are also three bags of gold worth 150 GP each.
The room has no other doors. The windows are 15' to 20' up. If the PCs climb (via any ropes they bring) they can see they are in a tower some 350' up from the desert floor below.
As the PCs leave the room back through the portal, it closes.
Witches to the Rescue
It is no secret. I really love witches and anything and everything to do with them.

It is also no secret that I used to be a pretty solid Potter-verse fan. I have read all the books, seen all the movies, been to the theme park, and played the mobile game. It was something fun I could do with my family, and we all enjoyed it.
And then, J.K. Rowling began to show her ugly side. I am not going to debate what she said here. Why? She is wrong, plain and simple, but I am not out there burning my Potter books (besides, burning books is a coward's move) I am just not supporting her and trying in my own small way not to popularize her. Trust me, I have no illusions about my effectiveness here.
So the new game coming out was going pass by these pages unremarked.
Then I saw this post on both Facebook and Twitter.
All of the profits that @JonGilmour, @SpenserStarke & I earn on DriveThruRPG this Friday for Kids on Brooms will be donated to charities supporting trans folks.
We want to make our love and support for the trans community clear every day—but especially this Friday.
And I realized that, yes, there is something I can do. I have a LOT more books about witches.
So. In solidarity with Kids on Brooms team and always in solidarity with the LGBTQI, but especially the trans community I will donate ALL profits from ALL my witch books starting at 12:00 am Midnight Friday, Feb 10, 2023 to 11:59 Sunday, Feb 12, 2023 to the Trevor Project.
So every book. Every profit. Even my newest one, Monster Mash.
Yeah, I know some will call this "Virtue Signaling," but I want to clarify where I stand and let others know what their purchases will do this weekend. Besides, calling out Virtue Signaling is just virtue signaling to other assholes. Don't like what I do here? I don't care. Get your own fucking blog and books and sell them how you like.
So pick up some books about witches this weekend. Go grab Kids on Brooms tomorrow and some of my stuff later. And avoid the Potter game.
#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 9
This room is up from Room #8 and is also locked.

Behind this door are three giant rats.
How they got in is anyone's guess, but now they are too large to leave and they are starving. There are the bones of many other smaller rats here, ones they have eaten prior to this.
Due to their hunger they gain +1 on initiatives and attacks. They also suffer a -1 penalty to their AC since they are not taking the time to guard themselves. Their morale is 12 and they will fight to the death.
There is no treasure in this room.
Converting D&D 5 to Castles & Crusades: Character Conversion
Like my last conversion, this is not going to be a full conversion but rather a character with a high concept. While the OGL kerfuffle has more or less died down into a steady state of noise, the issues brought up then are still good now. There are more games out there than just D&D5.
Today I am converting a major NPC of my Second Campaign to Castles & Crusades.

I have often said that Castles & Crusades is the spiritual descendent of AD&D, so let's see how that works out.
So in truth this one is likely to be very easy in terms of game system. The Second Campaign is made up of a lot of AD&D 1st ed and BECMI D&D adventures. Ones I enjoyed but were not part of the Gygaxian-cannon. Other adventures for it to help fill in some gaps are all solid OSR ones. So converting the actual adventures was something I had to do anyway to make them work for D&D 5e. Now I am converting them to Castles & Crusades and that conversion is so much easier.
The Second Campaign began, much like the Order of the Platinum Dragon/Come Endless Darkness, as an AD&D 1st Ed/OSRIC game and, for a brief moment, as a BECMI game. Over the years, it morphed into other things until it settled as a 5th Edition game.
The next adventures for this campaign have been fairly well decided:
The Desert of Desolation series:- I3 Pharoah (levels 5-7) (maps)
- I4 Oasis of the White Palm (levels 6-8) (maps)
- I5 Lost Tomb of Martek (levels 7-9) (maps)
- X4 Master of the Desert Nomads (levels 6-9)
- X5 Temple of Death (levels 6-10)
- I9 Day of Al'Akbar (8-10)
- Gary Gygax's Necropolis d20 / Swords & Wizardry / 5e (starting levels 7-9)
My NPC going along with the group then is a traveling scholar. I wanted her to be something of a magical dabbler, an occultist, and lore expert. Given the desert theme here I was thinking of someone like Rachel Weisz's character Evelyn Carnahan from the 1999 movie The Mummy. I
The Character: Celeste Holmes
Celeste is a character concept that has seen a few iterations over the years. This current Celeste is as much Charlie Bradbury from Supernatural as she is Evelyn Carnahan. There is also a bit of Poppy Kline in her from the Magicians series. Both characters, Charlie and Poppy, were played by Felicia Day, so it makes sense that she looks like her. Given the Basic-era roots of the character giving her the last name of Holmes seemed to be the right thing to do. Very recently I also remembered that Celeste, as she is presented in D&D 5 for me, is also a nod to "Lady Nyctasia Selesqe Rhaicime brenn Rhostshyl ar'n Edonaris" of the Silverglass series, a witch and noble who pretends to be a student and bard. I always pronounced her "middle" name, Selesqe, as "Celeste."
Also, Celeste is not the firepower of this group. She is the translator and the one who sets up the shield spells and figures out what monsters will attack or talk.
In D&D 5e Celeste is a Wizard/Bard multiclass. This gave her a lot of skills and some magic, but not as much as her level might suggest. She is not a combat character, so feats largely went to improving how many languages she knew.
She has 5 levels in Wizard (Order of Scribes from Unearthed Arcana then Tasha’s Cauldron of Everything) and 1 in Bard (College of Lore). Again to get a few more cantrips and 1st level spells, but mostly for the skills. I see her Bardic inspiration as being able to urge the team on with her pep talks.
What would she be like in Castles & Crusades?

Castles & Crusades has a lot of "multiclass" options, and they would all work for her. But there is one I think is suited to her concept the best. Celeste is a "Class and a Half."
I mean, it fits her concept well, and it is a uniquely Castles & Crusades option. She is a 5th-level Wizard/1st-level Bard, so in C&C Class-and-a-half, that will make her a 5th-level Wizard, giving her 2nd level in Bard (main class divided by 2 and rounded down).
She would need more experience points than a Wizard alone. So Wizard plus 1/2 of Bard per level.
She gets all the same powers, spells, and abilities of a Wizard here, plus some bard. The C&C Bard is not a spellcasting one, but they get some powers. The half-class bard does not get the Fascinate or the Exhort Greatness powers. Exhort Greatness is a 9th-level power, so it would not be an issue until she is 18th level anyway, and by then, I am sure she will have plenty of spells. The Fascinate one is a loss, but one I can deal with, to be honest. I really wanted the Legend Lore, Dechpire Scripts, and Exhalt powers. This also gives her slightly better HD and hp; d10 for the bard and d4 for the wizard gives us a d6 and +2 after "name" level.
Wizard pretty much stays the same. Spells and some other cool stuff at higher levels.
Honestly, the concept is so much fun I do want to try other class and half combinations. But that is for another time. I have to look for a way for her to be able to speak all the languages I want her to be able to speak. In D&D 5e she can speak Abyssal, Celestial, Common, Draconic, Elvish, Infernal, and Primordial, thanks to Linguist Feat. Her Intelligence is 19 so that is +3 languages in addition to "common." Thankfully the C&C rules are pretty open here. There are options from Amazing Adventures I could borrow from. For example, sacrifice a level for the ability to speak a lot of languages. I am not sure how to do it yet, but I know there is a way. Actually, there are a few ways I can think of. She could be Powered 1 (for the languages) and then the Wizard 5/Bard 2 which would give her the 6 total levels she has in D&D5. Hmm. I think I will try that combination at a future date. Today I want to concentrate on the Class and a Half today.
Moving over to C&C from D&D5 is simple. So simple I went back to my C&C PHB just to ensure I did it all right. Yup. Everything looked good.

Human Wizard (Bard) 5/2 LG
STR: 12 (+0)
DEX: 13 (+1)
CON: 16 (+2)
INT: 19 (+3) *P (wizard)
WIS: 15 (+1) *P (choice)
CHA: 16 (+2) *P (bard)
AC: 11 (no armor)
HP: 23 (HD d6)
BtH: +1
Weapons: Dagger, Staff
Class Abilities
Wizard (5th): Spells and spellcasting, bonus spells
Bard (2nd): Decipher Script (Int), Exalt (Int), Legend Lore (Cha)
Spells
Cantrips (5): Arcane Mark, Detect Magic, Light, Mage Hand, Message
1st level (4+1): Burning Hands, Charm Person, Comprehend Languages, Identify, Magic Missile
2nd level (2+1): Locate Object, Ray of Enfeeblement, Shatter
3rd level (1+1): Clairaudience/Clairvoyance, Tongues
Details
Height: 5'5"
Weight: 129 lbs
Age: 22
Gender: Female
Hair: Red
Eyes: Brown
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Saves are largely the same in D&D5, and C&C. Primes help cover that. The spells are also very much the same drawing from the same sources. Weapons, armor, and the like are all virtually identical. Alignment and classes have the same names and work largely the same.
So yes, I am quite pleased with this build, and I am eager to try other class-and-a-half combinations. With just the Players Handbook alone, I can see about 150 possible combinations. Less when you remove ones that don't actually work out, but still, that is a lot to try.
To extend my Felicia Day/Charlie Bradbury reference a step further, the D&D 5 version of Celeste is Charlie in the "normal" world and the C&C version of her is Charlie from the Apocalypse World.

Edited to add: I was reminded that there is an official D&D 5 to C&C conversion document. Get is here for free.