The Other Side

Next Projects, the OSE Witch & Warlock

Work has been busy as hell and I had a couple of other unexpected projects dropped on my lap.
What's that mean to you?  Well a long story short, that means my next scheduled release is going to be late.

Granted. These were all self-imposed deadlines.  So the only one here who is upset about this is me.

My next two books will both be for Gavin Norman's Old School Essentials.

I am extending my Back to Basic celebration a little into 2020 where I hoped to also publish a few books for D&D5.  Ah well.  This gives me time to give these two projects the more attention they deserve.



So what can I tell you now?

The Craft of the Wise: The Pagan Witch Traditions


This book follows the same series as the Daughters of Darknessthe Cult of Diana, Children of the Gods, and the Pumpkin Spice Witch.


This book covers the Pagan Witch Tradition and it is really about 75% done.  It has a bunch of new spells, a lot of new rituals, some new monsters.  I also talk about spell creation, magic item creation and running a Pagan campaign.  I talk about how the witch is a better fit with druids, barbarians and bards than magic-users do.  I am also working on a few more covens.  If you have any of those books then you have an idea what this one will look like.

This book is overtly compatible with OSE but it also harkens back a little more to the B/X sources.  You can probably see where it is going based on my posts since Halloween.  This book will also have more of an "Advanced Genre Rules" feel to it.

I wanted to post this on the Winter Solistice (ten days from now) but I am not going to make that. So instead look for an Imbolc (February 2) release.  It will be a "Letter-sized" or 8.5" x 11".  Aiming for 64 pages.

The Warlock for Old School Essentials



This book will present a new Warlock class for Old-School Essentials.  This book will fit more with the "Core Fantasy Rules" of OSE and I'll present some options for "Advanced Fantasy".  It will be largely compatible with my other Warlocks and the spells can be used by witches or warlocks.

The idea here is that both books will be complete unto themselves but also can be used to complement each other.  This one is not as far along.  I was aiming for an Imbolc release and I think I will stick to that.

This book will be "Digest sized" or roughly 6"x9" or 5.5"x8.5".  I need to check what DriveThru supports.

There will be lots of new spells (at least 60) and new invocations.  Not sure if there will be any monsters or not.  Likely it will not have any demons since they really don't fit the feel of OSE or B/X.

Right now this book is only about 45% done.  Aiming for 32 or 48 pages.

I am disappointed I am not going to make my dates, but I think it makes for better books.

Review: Reimagined: Fanfic Role-Playing Game

Ok, now this is a fun one. At least it made me smile.

Reimagined: Fanfic Role-Playing Game

Reimagined is a "fanfic RPG" in which you take some other world and run with it.
If you have ever read (or written) fanfic or have a personal "head-canon" (or even know what that is) then this might be the game for you.

The author, Katarzyna Kuczyńska, comes in with some solid street cred, just different than what I have seen in the past.  This is a good thing.

The game is for two players using the X-Card system (a system I was not very familiar with).
You decide on the fandom, what level of romance you want (Gen, Lime, Lemon and Smut), what sort of story you want (lots listed) and who the charaters are and what the themes are.

Now you and the other player work out your do's and don't (or yeses and noes) and move on the storyline.
You have some tables you can roll on with a d6 (which makes it a game and not a series of collaborative storytelling).  The tables will depend on the tone of your game and type of story.

The players go back and forth being the "actor" and the "director".   I think with some tweaking it could be modified to accommodate more people and thus more characters.  This is one of those games where people that really know each other is where it would work the best.

There is also an example of play given and some examples of the worksheets filled out.   I love the example card shown of "Captain Carol and the God of Thunder" a Superhero story with Lemon (aka steamy) levels of Romance and tension.  On the Noes are "Children being hurt", "torture" and "alcohol" ok, fine and on the "yeses" are Dragons!


Images for illustrative purposes only...
Among our themes are "Superheroes Showing off", "Passionate Foreplay" and "Space Battles" you know...I am enjoying this one more and more.
The main storyline, "Heroes team up to save an alien planet using their powers and spaceship."

Seriously, how does that not sound like fun?


Seriously off the top of my head, I came up with about 30 fandoms this would work with.  Even some I wish I hadn't (gives the Mallfoy-Granger shippers some side eye).

I'd have to try it out. You need the right group to do this game with, but I think it would be fun. This is a very different sort of game for me and I want to try it out.

The PDF is full-color at 39 pages.  There are also extra sheets included.

All for $3.00. That's pretty good really.

Plays Well With Others: BlackStar

Of course, this got me thinking.  If this works well like this, maybe I could use the Story generation functions of this game in my other games.  Sit down as a Session 0 to determine what we all want to do out of a series.  IF that series is media-tie in, say like Star Trek, Star Wars, Doctor Who, or anything, then it might be a good starting point.

So.  Let me try it with BlackStar.

BlackStar is part of the Star Trek Fandom, but it also has heavy doses of Cthulhu.
It's going to be Dark, but Gen.  Sorry, there won't be time for romance among the stars for this crew, I'll save all of that for the Captain and the Thunder God above.

It is an Alternate Universe and partial crossover. 
The only character I know right now is Captain Valerie Beaumont.  BUT she is not in charge of the ship.  She was supposed to be, but it has been taken over by NPC Commodore Taggart.  He is the project leader and a complete dick.  So that will make up some of the interpersonal dynamics.

I want to cover the themes of "Horror in/of Space", "We are not alone", "Science as a Candle in the Dark" and "Adventure! ...but don't go insane."

I am saying yes to Monsters, Insanity, Death, and Visions of Hell.
I am saying no to Vampires, Klingons (sorry!) and no to Deltan and Betazeds.  Not because I don't like them, I love them, but empaths will have a really bad time here.

These are the voyages...Yeah.  This sounds like fun.

Monstrous Monday: Grýla the Christmas Witch

Grýla, by Þrándur ÞórarinssonBaby, it's cold outside, so wear a coat over your armor and grab a sword since for the next few Monstrous Mondays I am going to deal with Christmas monsters.   Let's start with a classic, Grýla the Christmas Witch.

Grýla, The Christmas Witch

Grýla, and her husband Leppalúði, haunt the dark, frozen mountains far to the North.  Grýla is a foul hag that is rumored to be descended from the ancient Frost Giants.  Every year on the shortest day of the year Grýla comes down to find the naughtiest children in the lands. She captures them, stuffs them into a large magical sack (treat as a bag of holding). 
She takes these children to her 3rd husband (who is too lazy to leave their cave) where she puts these children into a large cauldron to make her favorite dish, a stew of naughty children.

Grýla can move across ice and snow with no difficulty.  Her nose is infallible, she can dependently detect alignments.  She will avoid Lawful (Good) and Neutral characters if possible.  She will approach any Chaotic (Evil) characters to see if they have any children. She will also abduct children from their homes.

Much like the Callieach, Grýla is inactive in the warm summer months.  Her husband never takes action; he is simply too lazy.

Grýla can cast spells as 4th level witch of the Pagan or Winter Witch traditions.


Grýla, The Christmas Witch
(Labyrinth Lord)
No. Enc.: 1 (1) Unique
Alignment: Chaotic (evil)
Movement: 30' (90')
Armor Class: 2
Hit Dice: 8+8*** (44 hp)
Attacks: 3 (claw/claw/bite)
Damage: 1d6/1d6/1d8
Special: Enhanced sense of smell, acts as "Detect Alignment", witch spells
Save: Witch 9
Morale: 10
Hoard Class: None
XP: 1,700

Grýla, The Christmas Witch
(Blueholme Journeymanne Rules)
AC: 2
HD: 8d8+8
Move: 30
Attacks: 2 claw (1d6 x2), 1 bite (1d6+2), witch spells
Alignment: Chaotic
Treasure: None
XP: 1,700

Grýla, The Christmas Witch
(Old-School Essentials)
AC 2 [17], HD 8+8 (44hp), Att 2 claw (1d6x2), 1 bite (1d6+2) + detect alignment and witch spells, THAC0 17 [+2], MV 90’ (30’), SV D13 W14 P13 B16 S14 (8), ML 10, AL Chaotic, XP 1,700, NA 1 (1) Unique, TT None
▶ Detect Alignment: Grýla can "smell" evil. This enhanced sense works as a Detect Alignment spell.
▶ Vulnerability: Vulnerable to silver, magic weapons and holy items. 
▶ Witch spells: Grýla can cast spells as 4th level witch of the Pagan or Winter Witch traditions.

Wizard's Quest

Last weekend I was at my parent's home for Thanksgiving and my dad's 90th birthday (he is doing great and looking great!). My brother had a gift for me!

Avalon Hil's Wizard's Quest board game.



The box is a little beat up, but inside everything is pristine and like new.  In fact, it is all unpunched.






I have never played it myself but I am really looking forward to trying it out.



PArt of me though doesn't want to punch it because it is in such wonderful shape.


But games are meant to be played.

I due a admit to a little of what I call "Traveller Envy".  Traveller had such a cool RPG and board games that all belonged to the same universe.  I thought it was such a fun immersive idea.
I always wanted to run a D&D campaign that also featured board games in the mix.  Something other than just Dungeon! for the players to do.  I caught a glimpse of what might work back in the 4e days, but that one didn't manifest in the way I wanted.  Thought I think I could work Zanzer's Dungeon into it somehow.

Friday Night Video: Crisis on Infinite Earths

Not music videos tonight but the trailers for The CW's Crisis on Infinite Earths five hour crossover that begins on Sunday.



It is no lie or exaggeration that Crisis. the comic. had a HUGE impact on me and my games.  We did our own Crisis of Infinite Oerths back in 1986-87 to bring all our various worlds into alignment.  I am doing something like it again with my Come Endless Darkness campaigns for 5e.

But this is a big one.

So what do we have?

Lots.








Even the fan-made videos look great!







I have been waiting for this since I was 16.

Updated Witch Links

I have updated my Witch Links Page.   Every so often I search the blog archives and find links to articles, posts or what have you on what others are saying or doing with witches.  Yeah, I am a tad obsessed, but anything worth doing is worth doing to excess.


So here are some of the ones I found that I thought were fun or interesting from the last six or so months.

If you visit, let them know I sent ya!
If you have a link you would like to share, post it in the comments below.

Boccob's Blessed Blog
20 Pathfinder Witch Quest Ideas
https://boccobsblog.com/2019/05/17/20-pathfinder-witch-quest-ideas/

Daemons & Deathrays
Eastern Gothic – Creatures of Slavic Folklore (Part 1)
https://daemonsanddeathrays.wordpress.com/2019/11/22/eastern-gothic-creatures-of-slavic-folklore/

Eastern Gothic – Creatures of Slavic Folklore (Part 2)
https://daemonsanddeathrays.wordpress.com/2019/11/29/eastern-gothic-part-2/

Greyhawk Stories
Iggwilv: Mother of Witches
https://greyhawkstories.com/tales-from-the-flanaess/iggwilv-mother-of-witches/

Greyhawkery
Witch Queen Iggwilv Discussion Tonight
http://greyhawkery.blogspot.com/2019/09/witch-queen-iggwilv-discussion-tonight.html

Hall of the Mountain King
Project - Blackmoor Land of a Thousand Witches - the Sisterhood
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/05/project-blackmoor-land-of-thousand_16.html

Project - Blackmoor Land of a Thousand Witches - NPC Tuure
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/05/project-blackmoor-land-of-thousand_17.html

Project - Blackmoor Land of a Thousand Witches - The Moon Hall
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/05/project-blackmoor-land-of-thousand_22.html

NPC - Linnea Schnai Witch
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/12/npc-linnea-schnai-witch.html

Hero Press
Which Witch Are You?
http://heropresstwo.blogspot.com/2019/10/which-witch-are-you.html

I Don't Remember That Move
a peeper deeper, Ready to Harvest the Witch's Garden
http://rememberdismove.blogspot.com/2019/10/a-peeper-deeper.html

Tales of the Grotesque and Dungeonesque
Conjure Wife
http://talesofthegrotesqueanddungeonesque.blogspot.com/2019/10/conjure-wife.html

Satanic Temple, Witch Board Museum, Count Orlok, Lighthouse, Parasite
https://talesofthegrotesqueanddungeonesque.blogspot.com/2019/12/satanic-temple-witch-board-museum-count.html

Writeups.org
All of these are for DC Heroes Role-Playing Game

Tara Maclay (!) but sadly no Willow
https://www.writeups.org/tara-maclay-amber-benson-buffy-vampire-slayer/

Evil-Lyn (Masters of the Universe cartoons) 
https://www.writeups.org/evil-lyn-masters-universe-cartoon/

Große Gott! It's Krampus Night!

Tonight is Krampusnacht or Krampus Night.

So it would be a great time to grab a copy of my Krampus PDFs.

You can get it for 5th Edition or Basic/OSR games.


They are Pay What You Want, so have fun!

Because let's be honest.  Nothing say's Holiday Cheer quite like a demon put kids in a sack and whipping them.

I already feel more festive! Where's my Egg Nog?

Class Struggles: The Basic/BX/BECMI Witches

I have not done one of these in a while, and this one seems like a no-brainer. 

The Basic/BX/BECMI Witches

Maybe more so than AD&D, the witch, in one form or the other, has been a part of the Basic D&D game from the early days. 

Holmes Basic
The "Holmes Witch" has been talked about in old-school blogs for years, mine included.  The so-called Holmes witch never materialized, but it kept us waiting for years and kept bloggers entertained for even longer.

GAZ3: Principalities of Glantri
This is, without a doubt, my favorite of all the Gazetteers and one of my all-time favorite Basic-era books.  I reviewed this book in depth a while back and one of the most overt witches in my Basic book collection.
The Witches of Glantri are some of the most detailed of the Basic-era witches.  It's no lie, that red-head on the cover of the Glantri book was one of the inspirations for where I took my own witch character, even if the book came out a year after I rolled up the character (July 1986 for the character and June of 87 for the Glantri book if I remember right.  OR at least that was when I got it).

One thing I don't care for so much with this class is the charisma reduction, but it seems to come up a lot.

I detailed at least one witch, Skylla, using this witch class and it worked out well.  Also, years and years ago, I redid the Glantri witch to make it something closer to my Complete Netbook of Witches for AD&D 2nd ed.

In the AD&D 2nd Ed version of this book, Glantri: Kingdom of Magic, the witch is completely replaced by the Wokani.

GAZ7: Northern Reaches
This Gazetteer covers the lands Ostland, Vestland, and the Soderfjord Jarldoms.  I REALLY wanted to use this back in the 80s with the G-Series.
This book features the Wise Woman (Witches).  This class is considered an NPC Class, but we all know what that means right?  They get a nice balance of both Magic-user and Cleric spells (up to the 6th level), along with the ability to use magical runes.  I kinda wish I had done more with runes in my own Winter Witch book.
The treat I found here was Carrah the Witch Queen of Hel.   Given the focus on Basic/Expert rules, I would likely have made her 14th level.  Or more likely 13th. But there is some good backstory on her here. While the temptation would be to make her a Winter Witch, I think given her unliving status and her ties to Hel she might be more of a Mara Witch.  Maybe a Winter Witch who had been in a Mara coven.

D&D Master Rules Boxed Set
The D&D Master Rules, also the one I know the least about, has rules for non-human spell casters.  Shamans, who can use cleric and druid spells, and the Wicca who can use Magic-user spells.  The list of spells given to Wicca certainly has a witch feel to them. They are really only missing a cure spell or two.

Spells Usable by Wiccas
First Level Magic-User Spells
Detect Magic (B39)
Light (B40)
Protection from Evil (B40)
Read Languages (B40)
Read Magic (B40)
Sleep (B40)

Second Level Magic-User Spells
Continual Light* (B41, XI1)
Detect Evil (B41)
Detect Invisible (B41)
Invisibility (B41)
Levitate (B42)
Web (B42)

Third Level Magic-User Spells
Clairvoyance (XI1)
Dispel Magic (XI1)
Fire Ball (XI1)
Fly (XI2)
Lightning Bolt (Xl2)
Water Breathing (XI2)

Fourth Level Magic-User Spells
Charm Monster (X13)
Growth of Plants* (XI3)
Ice Storm/Wall (X13)
Massmorph(X13)
Remove Curse* (X14)
Wall of Fire (XI4)

Fifth Level Magic-User Spells
Animate Dead (XI4)
Cloudkill(X14)
Dissolve* (C20)
Hold Monster* (XI5)
Pass-Wall (XI5)
Wall of Stone (X15)

Sixth Level Magic-User Spells
Death Spell (XI6)
Move Earth (C21)
Projected Image (X16)
Reincarnation (C21)
Stone to Flesh* (XI6)
Wall of Iron (C21)
* reversible spell

The shaman and wicca are used throughout the Basic line in future books, though the name would later be changed to Wokan or Wokani.

GAZ10: Orcs of Thar
This Gazetteer covers playing orcs, goblinoids, gnolls and other humanoid creatures.  It also has a guide for using the book with AD&D. Goblinoid wicca are featured here but they use the rules already outlined in the Master's book.

PC1 Tall Tales of the Wee Folk
Several non-human creatures are given options for Wicca levels. There are also plenty of new spells for Fairy spell-casters.  Many have since gone on in other products to have even stronger witch associations.  I reviewed this one in-depth yesterday.

PC2 Top Ballista
This also covers several spellcaster non-humans and new races.  In particular, we get gnomes and harpy wicca.  Gnomes advance to level 12 as wicca which is not too bad really.

PC3 The Sea People
Sea Wicca are also presented in this book but by this time we know what to expect.

D&D Rules Cyclopedia
By this point, the Wicca has been renamed to the Wokan, or the plural Wokani.  The spells usable are largely the same. That is to say, no obvious differences jumped out at me.  It also includes a fairly comprehensive list of monsters and what level they can advance to.  Interestingly enough Hags do not cast as Wokani, but rather they cast as clerics.

So. Wicca, Wise Women, and Wokani.  All three share a certain level of similarity and have, over the editions, been used in place of the other.  A good example takes all the way back to the dawn of D&D, Dave Arneson's Blackmoor.  Not the original Blackmoor, but the versions we got from 3rd and 4th edition.  For the 4th edition rules I talked a bit about the Wokani and their relationship to both witches and druids.  That version is no longer available, but the 3rd Edition version is.

Dave Arneson's Blackmoor Core Campaign Book
This is not a Basic-era book. This is a 3rd Edition book, or more to the point, a d20 book.  I bring it up only because we get the Wokani here again.  They read more like primitive arcane spellcasters with a closer tie to the natural world.  That would work fine with most of the products above, to be honest.  These casters use wisdom as their prime and spellcasting ability.  The Blackmoor connection intensifies with it sharing a few gods with the Basic Gazetteers. In particular Hel (Gaz7) and Hella (Blackmoor).  There are more, but that is the one that interests me the most.
The Wokani here seems to move further away from the Glantri Witch, but there are still plenty of commonalities.

Honorable Mentions
I could let things go without a mention of the witches Karelena, Solorena & Trilena from Rahasia. Though these seem to be more of the "witches as weird female magic-users" rather than as witches as I usually mean.

Also, the witch class from Dragon Magazine #20 should get a mention as well.

There is a lot of material here, but not say as much as you could find for the wizard or cleric.  The witch remains one of the great almost-classes of D&D.  Given the dates of all of these works including Dragon Magazine #114, it seems I was tapping into something needed back in 86.   Or, more to the point, we were all exposed to the same influences in culture and this is another fine example of parallel development.

Review: PC1 Creature Crucible: Tall Tales of the Wee Folk

This week I want to go back and revisit another favorite of mine from the Basic D&D line, but this isn't an oldie for me, but one I picked up just a few years ago.  I am reviewing the PDF and Print version.  There is no print on demand, so my copy was one I scored in a game auction a while back.

PC1 Creature Crucible: Tall Tales of the Wee Folk

The PC Creature Crucible series came at the end of the Gazeteer line for Basic D&D.  AD&D 2nd ed was my game of choice then, but reviewing this now I think I missed out on something fun.  The author of this book, John Nephew, who would later go on to found Atlas Games.  While reading this I was looking for any clues to what would be Ars Magica, but I think I was just projecting.

The book is 96 pages with color covers and black, white and green interior colors.  The PDF is 102 pages (for maps and covers).  It is divided into a 64-page DM's section and a 32-page Adventures section.  This book is something I would have loved back then, and really enjoy now.
The book covers playing several woodlands or faerie races.  The new race-classes you can play are Brownie, Centaur, Dryad, Faun, Hsiao, Leprechaun, Pixie, Pooka, Sidhe,  Sprite,  Treant, Wood Imp, and Woodrake.   One of the features of Basic-era D&D is Race-as-Class, so a Sprite and Halfling can feel like different things with similar levels of progression.

As per Basic D&D each creature gets it's own advancement table and ability minimums and maximums. All, save the Sidhe, have level limits. All of these creatures have a 0 level and in some cases, negative levels, they need to meet the XP requirements for. It all works rather well for Basic D&D really.  We know it can work since we used to do the same thing in Holmes D&D, only not with this much guidance.  It would not be difficult with these guidlines to adapt this to any other version of D&D in fact.   You can look to the 4th Edition Player's Option: Heroes of the Feywild as an example.  Like PC1 Creature Crucible, you can play a dryad, satyr, or pixie.  They even have a similar spell-casting class (more on that later).

The book has a solid Lands of Faerie or even a Feywild feel to it.  A nice green character sheet (which is cool and all, but prints and copies poorly) only adds to that feeling.  The conceit of  the book is to present the information as if given to us from the mouths of four different woodland folk of renown; Olyrrhoe, a centaur prophetess (years before a centaur would teach divination at Hogwarts) tells us about centaurs, wood imps, ,  Lotis, the dryad, speaks for dryads and hamadryads as well as fauns, hsiao, and treants, Robin Goodfellow (yes, THAT Robin) for pixies, sprites and others, and finally Oberon (also THAT Oberon) for Pooka, Sidhe and wood drakes.



This book also deals with three different kinds of spell casters.  Shamans (like druids or clerics, but no turn undead ability), wicca (which you know has my attention! magic-users) and fairy spell casters.  There are some new spells here that very much feel like woodland/wicca/witchy/druid spells.

We get some new equipment, some woodland realms, some organizations and of course our NPCs and a few more besides. Though no Titania, which is odd given the obvious (and necessary) borrowing from Mid-Summer's Night Dream.

That gives us the first 64 pages.
The adventure book makes up the next 32 pages.  We also get an AD&D 2nd Edition conversion guide.  Using these guidelines would help in converting to other versions of D&D, in particular, 5e.

The adventures are short and all share a woodland theme.  They can all be run in a few sessions, usually one per session.

There is also a fun woodlands/faerie themed character sheet.


This is one of those products that I never gave enough attention too back when it came out, but I really wish I had.

Monstrous Mondays: Pyewacket for Basic era games

Working on some content for various projects.  One of which is the Craft of the Wise The Pagan Witch Tradition for Basic Era Games and designed for Old-School Essentials.

Pyewacket


Pyewacket is a familiar spirit, similar in many ways to the witch's normal familiar but more powerful.  They usually take the shape of a larger cat, often of some rare breed.  A couple of things set it apart from normal cat kind.  A pyewacket usually has some odd features about it.  Odd colored fur like green or purple, mismatched eyes,  or even small horns. Most often the observer can't tell you why the cat looks odd, just that it does. The paws of a pyewacket are particularly dexterous, allowing them to pick up small objects with ease.  Also, all pyewackets can speak.  They typically know 3-4 languages including the language of cats and that of woodland creatures (Sylvan).  Additionally, they are all arrogant and convinced of their own superiority over most creatures.
Some occult scholars claim they are fae in nature, others claim they are more akin to the nether planes of the hells.  Whatever the case the pyewackets will not say, claiming only they have been part of this world for thousands of years and remember a time when they were worshipped like gods.
A pyewacket can also cast spells as 2nd level witch.

Pyewacket
(Old-School Essentials)
A large strange cat with odd features. It speaks to you in an intelligent but bored, condescending voice.
AC 7 [12], HD 2* (6 hp), Att 2 × claw (1d4) + spells, THAC0 19 [0], MV 90’ (30’) , SV D12 W13 P13 B15 S15 (E1), ML 7, AL Neutral, XP 35, NA 1d2 (1d6), TT None
▶ Attacks with clawa
▶ Cast spells as a Witch 2nd level
▶ Serves as a familiar to special witches.



Black Friday to Cyber Monday Sales for the Other Side

Been out of town for most of the week enjoying some time with my family, so I nearly missed this.


Thanksgiving Weekend Sale at DriveThruRPG

I have a lot of titles on sale for the next few hours.

Some of my Basic-era books,


And a few of my Swords & Wizardry books,


Grab them while you can!

Mail Call: Old School Essentials

It's a great Thanksgiving for a lot of reasons.  But today I am thankful for getting my copies of Old-School Essentials.



The box is sturdy a heck. Very surprised by that.



The new books compare favorably to the  B/X Essentials books.


The only things the boxed set is missing is dice.  Luckily I had some that look like they would work great.


Really looking forward to playing this one!

New in Print: The Pumpkin Spice Witch Tradition

It's a little later than I wanted, but just in time for Thanksgiving!

The Basic Witch: The Pumpkin Spice Witch Tradition is now available in print on demand.


And if you act right now you can grab it for just $9.00 with DriveThruRPG's Thanksgiving weekend sale.

The cover ended up printing a little lighter than I expected, but not enough to make me want to go back and redo it.



The book look great and makes a nice addition to my recent series of Basic-era Witch books.



It also works great with your "Pumpkin Spice Flavored" adventures.


I hope you enjoy it.

Up next...The Pagan Witch for this:


Review: D&D Expert Set

December of 1979 was the time I was first introduced to Dungeon & Dragons via the Holmes Basic edition and the AD&D Monster Manual.  It was 1980 though that I got my hands on the Moldvay Basic Set and my love affair with B/X D&D.  But that is only the first half of the story.  The second half, the X of  B/X, was the Cook/Marsh Expert Set. 

D&D Expert Set
I am not exactly sure when I got the D&D Expert set.  I do know it was sometime after I had the Basic Set.  I know this because I have very distinct memories of going through the Expert book and just marveling at everything inside.  Just everything from the classes to all the new monsters.  The Moldvay Basic Set was the high mark for me at the time for what an RPG should be.  The Expert set lived up to that set and then blew me away.  That is getting ahead of my narrative.

For this review, I am going to look at the original boxed set, the mini boxed set from Twenty First Century Games S.r.i., and the newer PDF from DriveThruRPG.

On the heels of the Basic Set edited by Tom Moldvay, we have the first Expert Set edited by David "Zeb" Cook with Steve Marsh.  So we often call this the Cook/Marsh Expert set to distinguish it from the Frank Mentzer Expert Set.   This Moldvay/Cook/Marsh set of rules is often called B/X to separate it from the Mentzer BECMI versions.

The Expert Set came in a boxed set featuring cover art by Erol Otus. The art includes the art from the Basic Set; a wizard scries the female wizard and male warrior fighting the dragon.   It remains one of my favorite pieces of gaming art ever.  In fact, it is the current background for my phone.   Included in the boxed set was one of the greatest sandbox adventures ever, X1 Ilse of Dread and a set of 6 polyhedral dice; d4, d6, d8, d10, d12, d20 and a crayon. Note the PDF does not include dice (obviously).

The Expert book features the same cover art on a predominantly blue cover. The book is 64 pages of black & white art.  The cover is full cover and the interior covers are blue ink and feature the table of contents (front) and index (back).  The art features some of the Big Names of 1980s D&D art. Jeff Dee,  Wade Hampton, David S. LaForce,  Erol Otus, James Roslof, and Bill Willingham.  Some so iconic that they STILL define certain elements of the game for me.  Jeff Dee's halflingsDavid LaForce's giants, and Bill Willingham's vampire are to this very day the first thing I think of when any of these creatures are mentioned.

While we were promised "new classes" both in the Holmes Basic book and later by Gygax himself in the pages of Dragon magazine, we stick with same seven classes; four human (Cleric, Fighter, Magic-user, Thief) and three demi-human (Dwarf, Elf, Halfling).  While I had not really thought about the new classes when I got my Expert set, I was a little disappointed that halflings and dwarves didn't get more than they did.  BUT if that was the case I soon got over it since there was SO much more for the Cleric and Magic-users.

Part 1: Introduction. This book begins with some tables from the Basic game. Also we get some guidelines on how this book should be used and what to do if you have an earlier (Holmes edition) of D&D Basic.  Here we also note that the page numbers are X# compared to the B# number.  The idea here was for you to be able to cut up your Basic and Expert books and put them together in a three-ring binder.  Eventually, I did do this, but not with my actual books, but rather with the printouts from the DriveThru PDFs.


Part 2: Player Character Information. This deals with all the classes.  I thought, at the time, that the organization of this section was a vast improvement over the same section in the Basic Book.  Where Basic D&D went from 1st to 3rd level, this book continues on to 14th level for human classes and various levels for the demi-human classes.   Additionally, thief abilities extend to 14th level as does Clerical turning Undead and new, more powerful spells; 5th level for clerics and 6th level for Magic-users.  That was unheard of levels of magic for me.

Part 3: Spells. This section got about 90% of my attention back then.  New detail is given on Reversed spells for both Clerical and Magic-user/Elf spells.  Eight pages of new spells including the amazing Disintegrate spell, which was one of the spells outlawed in many of my local game groups back then.

Part 4: The Adventure.  Not only does this section open up the world of adventuring to the entire wilderness and beyond the dungeon, it gives us some of my favorite Erol Otus art ever. The Alchemist on page X21 defined what an alchemist needed to look like for me.

Part 5: The Encounter covers combat and includes morale, saving throws, and variable weapon damage. This also has all the necessary combat tables.

Part 6: Monsters. Ah. Now here are the pages of my memories!  I have mentioned before how much I love the Monster Manual for AD&D and how it was my monster tome for my time playing Holmes Basic.  But this.  This one was part of my new favorite rules and that made all the difference to me. The mundane rubbed elbows (or knees, or whatever) with the magical and the malevolent.  To this day there are still monsters here that I have not seen the likes of elsewhere. Well yes, I have, but you have to dig for some of them.  But let's be honest, when was the last time you pulled a Devil Swine out on your players? Some versions of monsters here I still prefer over their AD&D Monster Manual counterparts. Giants and Vampires as I have mentioned.


Part 7: Treasure follows.  While D&D lacked the infamous vorpal sword (for now), it made up for it by having better rules in my mind for Intelligent swords.

Part 8: Dungeon Master Information, is what it says on the tin.  We get rules for making ability "saving throws" and spell magic item creation rules.   What I had the most fun with were the castle and stronghold cost rules.  This chapter is chock full of goodness.  Handling players, NPCs, even the first bit of what was known as the "Known World" which later became Mystara.  To this day seeing the "haunted keep" fills me with ideas.


Part 9: Special Adventures this section covers waterborne adventures. 

This book is so full of great stuff and even though we were promised a "Companion" edition that would go to 36th level (unheard of!) there were still plenty of adventures to be had.
Let's be honest, 14 levels is a lot of levels even by today's standards.



The PDF of the Expert book includes the Ilse of Dread AND the Gateway to Adventure catalog.   All that for $4.99? That is a steal really.

The Twenty First Century Games S.r.i., mini boxed set is about 1/8 the size of the normal boxed set.  It came complete with a box, an Expert rule-book and mini copy of Ilse of Dread.  Twenty years ago it looked great! Today the font must have shrunk some because I find it really hard to read!






Monstrous Monday Review: Monster Manual II

Continuing my review of the monster books of my youth with what can be called the most polished of all the AD&D/D&D monster books, the AD&D Monster Manual II

This was the first book to feature the new "orange spine" and Jeff Easley cover art.   It is also one of the larger AD&D first ed books at 160 pages (save for the massive DMG).  Sometimes I wonder what an old-school cover would have looked like, something drawn by Tramp maybe.  That all aside, the cover of this book is great, but it doesn't quite grab you the same way that the MM1 or the FF did.  But inside is more than makes up for this "perceived" slight.

For this review, I am as usual considering the original hardcover and the newer PDF from DriveThruRPG.  There is no Print on Demand option yet for this title, but as a special feature, I'll also have a look at the miniature book from Twenty First Century Games S.r.i.

The book(s) and the PDF have full-color covers featuring art from Jeff Easley.  Inside is all black and white art from  Jim Holloway, Harry Quinn, Dave Sutherland, and Larry Elmore.  No slight to the previous book's artists, but the style and quality here is more consistent.  Some might see this as an improvement (I do) but others will point to this as a sign of the change from the Golden Age of TSR to the Silver Age.  Of course, it features the byline of Gary Gygax, though we now know that some of them were created by Frank Mentzer and Jeff Grubb.  In some ways, you can see this change in tone and feel that is happening at TSR in this book.

The Monster Manual II was the first hardcover after a year hiatus.  The book is better organized and layout than most of the AD&D hardcover books.  I have to admit I always credited this to TSR finally moving over to computer layout, but I have nothing to support this claim save for how the book looks.

There is a lot to this book too.  OVer 250 monsters there are a ton more demons, devils, and more from the outer planes, like the daemons, demodands, modrons, and even good-aligned creatures like the devas and solars.  We get a few more dragons and some giants.  We get a lot of monsters that feel inspired by the first Monster Manual. There are also many from previous adventure modules.  This book also gave us the Tarrasque, the Catlord, the Swanmay, the Wolfwere. and more.

This book also has nearly 30 pages of encounter tables at the end that covers all three books, very useful to have really and a selling point for the PDF. Get the PDF and print out the tables.

The Monster Manual II is still by all rights a classic.  While I don't get the same thrill from it as I do the Monster Manual or the Fiend Folio, but the monsters individually are great.

It remains to this day a lot of fun and a book I still get great enjoyment from.



The book from Twenty First Century Games S.r.i. is a great little reproduction. I picked this up back when it was new and paid $9.95 for it.  Now it goes for a lot more.  It is great to have but no way I can read it anymore.   The text is way too small.

BlackStar: Trek Videos

Been pretty busy with work and various projects.  But I am looking forward to doing some Trek gaming sometime soon.
To prep for this, I am watching a LOT of Star Trek videos made by fans for ideas.

Here is one that has a lot of ideas for me.
Since my Mystic Class is an NX or experimental ship, I figure it would be good to see some other failed Trek experiments.




And since the Mystic class also has the potential to be the fastest ship in Trek, but maybe not the deadliest, this one caught my eye.




For years I have been fascinated with the idea of Star Trek Phase II.  I am seriously considering having Xon show up in my game in some way.



I also wanted to learn everything I could about the Ambassador Class starship and the Enterprise-C




Review: AC1 The Shady Dragon Inn

Going through some of my favorite Basic-era books and games and I should really spend some time with another favorite, but one that became a later favorite.

AC1 The Shady Dragon Inn was one of the first accessories for the BECMI flavor of the D&D game.

This book also has the distinction of being one of the first Print on Demand books that Wizards of the Coast would release for the old TSR catalog.

The book also has special interest to me since it features the stats for one of my favorite characters Skylla.

I will be reviewing both the PDF and the Print on Demand versions.

The book is 32 pages with color covers and black & white interiors.  The print version is perfect bound; so no staples.   The scan is sharp and clean and PoD version is easy to read.

The book features the titular inn, but really the main feature of this book is the collection of NPCs.  Designed to be a bit like the original AD&D Rogues Gallery.  This product though is a little more robust.  The Shady Dragon Inn write-ups include some background on who these characters are, more than just a collection of stats.  Maybe indicative of shift between the AD&D and D&D lines.

The characters are split by class.   In each case, we get a dozen or so individual characters of Fighters, Thieves, Clerics, Magic-users, Dwarves, Elves and Halflings. with art by Jim Holloway and Larry Day.  While the art helps, each write-up includes a brief description.  This all covers roughly two-dozen pages.

There is another section of "Special" characters.  These are the ones with TM next to their names. Such notables as Strongheart, Warduke, Kelek and of course Skylla.

There is a bit at the end about the Shady Dragon Inn itself along with some pre-gen adventuring parties based on level.  A great aid for DMs that need some NPCs.

The Print on Demand version includes the maps to the Inn as part of the print.  The main PDF does not have them, but they can be downloaded as a separate file.   There are PDFs and image files to print out to use with minis.  So with some minor tweaks, you can use this with any version of D&D you like.  The characters inside can be converted to 5e easily enough.
Ignore the saving throws, and recalculate the base to hit as 20 - THAC0.  I find that 22 or 23 -THAC0 actually works out a little bit better for 5e.

The maps are set to 1" = 5', so D&D 3, 4 & 5 standard.
The Print on Demand versions do not come out to 1" exactly, but when you buy the pdf you get the maps as files to print on your own.

While this book lacks the numbers of NPCs the Rogues Gallery does, it is superior in every other aspect.  Starting in an Inn might be a D&D cliché, but a product like this makes you want to embrace the cliché anyway.

The Print on Demand version is fantastic really.







The maps are part of the book, not detachable, but that is fine really.





Here is the spine.  It is Perfect bound. No staples.



Various shots of the text.  It appears the same as the early editions.  Maybe a touch fuzzier, but nothing that I consider a deal-breaker.  Barely noticeable in fact.


How can you tell this is a new print versus a really, really well kept original?  This page. This is the same sort of page found in all DriveThru/OneBookShelf/LightningSource books.
Note how the bar code is not an ISBN one.

Merry Part, Witches' Voice

A non-gaming post today of sorts.

I just read the announcement that The Witches' Voice will be shutting down its service.
Witches' Voice, or Witch Vox, has been online serving the Pagan, Neo-Pagan and Wiccan community online since 1997.


Now to be clear, I am not a pagan, Wiccan or anything like that.  I have always been a pretty hard-core Atheist. But I liked Witch Vox and I like Pagans in general.

I liked going to WitchVox because it also kept me informed on what was happening in the community of Neopagans and Wiccans.  While my own witch books are what I like to think of a nice mix of myths, fairy tales, and legends, some of those myths are also modern myths.  See my Pumpkin Spice Witch book as an example.

Through WitchVox I was able to find several occult bookstores in my area, great back in the late 90s when I first moved out into the suburbs from Chicago.  I found a great little occult bookstore not too far from my Favorite Local Game Store.  Sadly that bookstore is gone. And much like WitchVox itself a lot of these places are closing due to people getting their materials online.  Amazon has replaced the occult bookstore and Facebook has replaced WitchVox.

I also used WitchVox as a starting point for research.  It was a crucial find for me back when I was putting together my first witch "netbook".   Prior to this, like all good little academics, I went through books and later journal articles.  WitchVox opened up new avenues of research to me.

Thankfully much of the original purpose of WitchVox can now be handled well with their Facebook Page, and potentially hit a much larger audience.

WitchVox may be shutting down their website, but the cycle of birth-death-rebirth is something that witches often believe.  So I am sure there will be a rebirth of WitchVox in some form or another.

Monstrous Monday Review: Fiend Folio

Last week I reviewed the penultimate monster tome ever created, the AD&D Monster Manual. this week I look at the second-ever produced AD&D monster book, and maybe one of the most loved OR most hated books, depending on who you ask; I mean of course 1981's Fiend Folio.

I will admit upfront, I enjoyed the hell out of this book.  There was something so different, so strange and so British about it.  I loved listening to Pink Floyd, The Who, The Beatles, and Led Zeppelin while watching Monte Python, the Young Ones, Doctor Who and more I was a died in the wool Anglophile.  In the 80s if it was British it was good was my thinking.  The Fiend Folio was all that to me.

Yes. I am 100% in the "I Loved It!" camp.

Now, that doesn't mean I was immune to the problems it had.  But I'll get into that in detail in a bit.

Fiend Folio Tome

First available as a hardcover in 1981.  Available as PDF ($9.99) and PoD ($11.99 or $13.99 combined) via DriveThruRPG.  128 pages, color covers, black & white interior art.
The Fiend Folio is something of the lost forgotten middle child of AD&D.  Don Turnbull, then editor of White Dwarf magazine had been collecting monsters for his magazine since 1976.   In 1979 He wanted to publish a book of these monsters through Games Workshop as a new monster tome companion to the then released Monster Manual.  Through various legal wranglings which included TSR wanting to buy GW and then starting TSR UK, the book came to be published by TSR in 1981.

The hardcover was the fifth hardcover overall, the second "in a series of AD&D roleplaying aids", the last to use the classic cover art style and dress, and the only AD&D hardcover never updated to a new Jeff Easley cover.    To cement the perception that this book was the "middle child" every book after it had the new Jeff Easley covers and about as many were published before it as after it.

When released the book caused a bit of a stir.  In Dragon Magazine #55 we had no less of a personage than Ed Greenwood blasting the book with his Flat Taste Didn't Go Away.  Ouch. That is a bit harsh Ed and the article doesn't get much lighter. I am sure there were plenty of old-school AD&D fans who were at the time saying "Who the hell is this Ed Greenwood guy and why do I care about his opinion?"  Sy though, Ed is no fan of this book and calls many of the monsters incomplete, inadequate and many are redundant.  AND to be 100% fair he is making some very good points here. The editing is all over the place, many of the monsters are useless or way overpowered in some respects.
Alan Zumwalt follows this with Observations of a Semi-Satisfied Customer.  An endorsement, but not the ringing endorsement one might want.
Not to be forgotten Don Turnbull,  Managing Director of TSR UK, Ltd. and Editor of the FIEND FOLIO Tome ends with his Apologies - and Arguments; his defense of the Fiend Folio.
All three articles make good points and overreach in others. In the end, I still love the Fiend Folio, not despite its weirdness, but because of it.  I have decided though that when I run a pure Forgotten Realms game that I will not include any of the monsters that Ed found objectionable.  I was going to say not include any from this book, but that includes Drow and we know that isn't going to happen!

There are some "translation" errors here too.  In particular when the monster was written for OD&D and then later updated to AD&D.  Others the art didn't seem to fit the description.  I still find it hard to see how the T-Rex looking Babbler is supposed to be a mutation of the Lizard Man.


That is all great and a wonderful bit of historical context, but none of that had any effect on the way I played and how I used the book.

Everyone will talk about how that is the book that gave us the Adherer, the Flumph, Flail Snail, Lava Children,  and my least favorite, the CIFAL.    But it is also the book that gave us the Death Knight, Skeleton Warriors, Revenant, the Slaadi, Son of Kyuss and more.

The D&D cartoon featured the Shadow Demon and Hooked Horrors.  The D&D toy line used the Bullywugs.  And creatures like the Aarakocra, Kenku, Githyanki and Githzerai would go on to greater fame and use in future editions of D&D.  Some even first appeared in other D&D modules that got their first-ever hardcover representations here; like the Daemons, Kuo-Toa, and the Drow.

Many monsters came from the pages of White Dwarf's Fiend Factory.  Even these monsters were a mixed bag, but there were so many.  So many in fact that there could have been a Fiend Folio II.

Flipping through this book I am struck with one thing.  For a tome called the "Fiend Folio" there are not really a lot of fiends in it.  Lolth, the Styx Devil, Mezzodaemon, Nycadaemon and maybe the Guardian Daemon.

While this book does not fill me with the deep nostalgia of the discover of D&D like the Monster Manual does, it fills me with another type of nostalgia.  The nostalgia of long night playing and coming up with new and exciting adventures and using monsters that my players have never seen before.



For the record, here are some of my favorites:  Apparition, Berbalang, Booka, Coffer Corpse, Crypt Thing, Dark Creeper, Dark Stalker (Labyrinth anyone?), Death Dog, Death Knight, Lolth, the new Dragons, the Elemental Princes of Evil, Drow, Errercap, Eye of Fear and Flame, Firedrake, Forlarren, Githyanki, Githzerai, Gorilla Bear (yes! I loved these guys), Grell, Grimlocks, Guardian Familiar, Hellcat, Hook Horrors (though I felt I had to use them), Hounds of Ill Omen, Huecuva, Kelpie, Kuo-toa, Lamia Noble, Lizard King (Jim Morrison jokes for D&D at last!), Meazel, Mephit, Mezzodaemon, Necrophidius, Neeleman (well...I didn't like the monster, I liked the SNL skit he reminded me of), Nilbogs (ok, no I didn't like these guys unless I was running the adventure), Norker, Nycadaemon, Ogrillon, Penanggalan (yes! loved these, but they should have been closer to the vampire as described in the MM), Poltergiest, Revenant, Scarecrow, Shadow Demon, Skeleton Warrior, Slaad, Son of Kyuss, Sussurus, Svirfneblin, the new trolls, Yellow Musk Creeper and Yellow Mush Zombie (Clark Ashton Smith for the win!).

The remainder of the book is given over to expanded tables.

The Future of the Folio

When I have talked about the Fiend Folio in the past most of the time I get a lot of positive remarks, so maybe the ages have been kind to the odd little middle child of D&D.

Since it's publication the Fiend Folio has seen a little more love.
The 14th (!) Monstrous Compendium Appendix for AD&D 2nd Edition was based on the Fiend Folio, though it would be almost 10 years after the hardcover version.   MC14 Monstrous Compendium Fiend Folio Appendix is available in PDF.

The 3rd Edition years gave us TWO different versions of the Fiend Folio.  The 3e Fiend Folio from WotC features many of the original Fiend Folio monsters, but also a lot more fiends; so living up to it's name a bit more.  Not to be outdone, Necromancer Games gave us the first of the Tome of Horrors books which feature many more of the original Fiend Folio monsters for OGL/d20.



Back in Print

So imagine my delight when I saw that the Fiend Folio on DriveThruRPG was now offering a Print on Demand option.  So, of course, I had to get it.  It was soft cover only, but I thought it would work nicely next to my Games Workshop printing softcover Monster Manual.
I was not wrong.



Other than one is a hardcover and the other is a softcover it is very difficult to tell the two prints apart.  Even the interiors compare well.

So maybe time has been kinder to the Fiend Folio. I still enjoy using it.

Kickstart Your Weekend: Maximum Mayhem Dungeons #7: Dread Swamp of the Banshee

Mark Taormino is living the dream.  He is working on producing his next module in the Maximum Mayhem Dungeons series, this time it's module #7: Dread Swamp of the Banshee.  This time the adventure is written by author Joe Pearce and it looks great!

Maximum Mayhem Dungeons #7: Dread Swamp of the Banshee


https://www.kickstarter.com/projects/marktaormino/maximum-mayhem-dungeons-7-dread-swamp-of-the-banshee?ref=theotherside

It looks like the same sort of insanity that his other adventures feature.  Old-school maps and adventures and way over the top gonzo fun.

Plus you can pick up all his past adventures as well.  Combined they make a great campaign that your characters will never survive.


Check out the review I did for his first five adventure and monster book.

Mark know his Kickstarters.  He gets them done and he gets them out to you. I trust Mark.

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