The Other Side

Old School Essentials: New Witch Spells

The hottest new property in OSR gaming is Old-School Essentials.  Justifiably so too.   It is a great reinterpretation of the Basic/Expert rules and it is a lot of fun.  It is also on sale today as the DriveThruRPG Deal of the Day.

I am still a little bit away, further than I want to admit, from finishing up The Craft of the Wise: The Pagan Witchcraft Tradition.  But in celebration of OSE's sale here are some new witch spells.

First Level Witch Spells

Call Spirits of the Land
Duration: 1d4 hours
Range: The Caster
Call Spirits enables the witch to gather local spirits of the dead and elements, which appear to the caster as small ghostly disembodied heads, and listen to their tales about the surrounding
land and people.
▶ Characters listening can make an Intelligence Ability check to learn something about the local area.
▶ Characters who fail the check by five or less hear nothing but endless ramblings and chattering, possibly in an unknown or ancient language, that have nothing to do with the subject at hand.
▶ Those who fail by more than five hear nothing.
▶ A roll of a natural 20 provides completely false and maliciously misleading information.

Material Components: The caster must pay for the information with offerings of food, alcoholic beverages, incense, song, and pleasant conversation. The offering should total at least 1 gp.

Salving Rest 
Duration: Special
Range: The caster or a creature touched
This spell allows its subject to enjoy soothing, peaceful sleep, free of pain and sorrow, whenever she slumbers. As a result of this salving rest,
▶ The subject of the spell will heal an extra 1d3 hit points during each day of complete rest.
▶ The spell ends when the subject stops completely resting or if she takes any damage.

Material Components: A tea made from valerian root and lavender.

Second Level Witch Spells

Chameleon
Duration: 1 turn per level
Range: Touch
This spell allows any character touched to blend into her surroundings to the point of becoming nearly invisible. The character gains a +4/+20% to hide in shadows. Characters affected by a chameleon spell can always hide in shadows with a skill of at least 25% chance. This spell is used to create elven cloaks.

Material Components: The scale of a chameleon or a bit of skin from a cuttlefish. Alternately a bit of multi-colored cloth will also work.

Inscribe Tattoo I
Duration: Permanent
Range: One willing target
With this spell the caster inscribes a tattoo onto a willing subject. Only three such tattoos can ever be placed on one subject.
Tattoos have different abilities
Become animal: Allows the subject to shift into a normal animal, chosen at the time of inscribing. The animal’s HD must be equal to or less than the subject’s level. The subject can only shapeshift once per month.
Strike true: The subject gains a +1 to hit/damage. Magical creatures can be hit with this magic.
Magical protection: +1 to saves vs. magic. This can be from spells, wands, rods or magic-like effects.
Battle protection: +1 bonus to AC. Tattoo must be visible to have effect.
Magical Affinity: Used by spell casters this gives as -1 penalty to target’s saves.

Similar tattoos do not add their effects. Two Magical Protection tattoos do not prove +2 protection.  Only higher-level tattoos can.
The caster cannot tattoo herself.

Material Components: Special tattoo pens, needles, and inks are required.

Third Level Witch Spells
Hopping Doom Duration: 1 turn/level Range: 60 feetThe witch can summon 1d10 x 1,000 slimy wet bullfrogs to a spot designated (crawling out from rocks, nooks and crannies, or otherwise dropping from the ceiling or sky). They jump madly about, getting underfoot, and croak at a deafening volume that prevents conversation within the area of effect. The distraction is such that spellcasters must save (spells) before they can cast, and missile users roll to hit at -2. Movement within the area is halved.▶There is a base 10% chance (+5% per level) that 1d10 poisonous frogs will be in the group. ▶They will attack non-frog targets within the area of effect, forcing them to save (poison) at +2 or die. The poisonous frogs are colorful but otherwise identical to the rest.▶The caster can move the mass of frogs by telepathic command, at a maximum speed of up to 60 ft per round.▶The area of effect is determined by the number of frogs summoned (10 ft² per 1,000 frogs).
Material Components: A small fly.
MaliceDuration: 6 turnsRange: Touch Malice weakens the target creature's attacks: each time the target creature inflicts hit point damage on an enemy (by any means), damage dice must be rolled twice, and the lesser result used.
Material Components: The witch must be able to touch the target while giving a word of power.
Fourth Level Witch Spells
Venus GlassDuration: InstantaneousRange: One glass of waterThe witch sends a prayer out to the spirits of her ancestors and to the spirits of those not yet reborn into her life for a vision. A question is asked to give her a vision of a face. Typically the witch casts a venus glass for a maiden hoping to see the face of her future husband.She then cracks an egg and suspends the egg white in a glass of waterShe can then see the future, usually, the face of someone important to the witch or whomever the witch is asking about.▶ Face: the face of someone will appear. It may be indistinct or quite clear.▶ Portents: If the egg has blood in it means that the person they seek with bring them death.▶ Visage of Death: If the face switches from normal to a skull face then the person they seek will die.▶ Unclear: No face is revealed. The witch may try again the next night.
Material Components: An egg from a hen taken at or just before the dawn and a clear glass of pure water.
Fifth Level Witch Spells
Flood of TearsDuration: Instantaneous and one round per levelRange: Cone 60’ The witch begins to cry and creates a flood to wash away her foes. ▶ In the first round, the tears flow creatures caught in the flood must make a save vs. paralysis or take 1d6 hp of damage for every two levels of the witch (max 7d6). Save for half. ▶ For the rounds that follow the area remains inundated with water and the flotsam and jetsam of debris. Movement is reduced to half in this area. 
Material Components: The witch must cry.
Sixth Level Witch Spells
Eye BiteDuration: 1 round per 3 levelsRange: 25’ + 5’ per 2 levelsThe witch glares at a target. Each round, the witch may target a single living creature, striking it with waves of arcane power.  Depending on the target’s HD, this attack has as many as three effects.

HDEffect10 or moreSickened5-9Panicked, sickened4 or lessComatose, panicked, sickened
▶ Sickened: Sudden pain and fever sweeps over the target’s body. A sickened creature takes a -2 penalty on attack rolls, weapon damage rolls, saving throws and ability checks.  A creature affected by this spell remains sickened for 10 minutes per caster level.  The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective.▶ Panicked: The target becomes panicked for 1d4 rounds as if under the influence of a fear spell.  After the initial effect is over, the target can become panicked again if he sees the witch and fails a saving throw.▶ Comatose: The target falls into a catatonic coma for 10 minutes per caster level.  During this time, it cannot be awakened by any means short of dispelling the effect.  This is not a sleep effect, and thus elves are not immune to it.
The witch can affect victims for 1 round per three caster levels.  Spell effects can last longer than this depending on the effect. 
Material Components: The witch needs to be able to see the victim.  She needs to touch her eye and point to the victim.

The Craft of the Wise: The Pagan Witch Traditions


Updating Layout and War of the Witch Queens

I updated my layout a bit over the last few day here at the old Other Side.


I updated my Books page, which I have not done since 2016 or so.  Witch Links is getting updated more frequently now. I am still unsure if I'll update Downloads or OGL anymore, so they might go.

The biggest update is a new link above to my War of the Witch Queens old-school Campaign.

Here is some of the information I have on that page.

The War of the Witch Queens

The basis of this campaign was something I scrawled on my notes one day while working on one of my books.

"The Witch Queens gather every 13 years to discuss politic, issues of their realms, to share magical discoveries and socialize. But mostly they meet to make sure they stay out of each other's way.  Each Conclave a new High Queen is chosen to make sure that all witches abide by the rules.  This year however one the first day of the Conclave the current High Queen was murdered.
With the High Queen dead and her successor unchosen, the Witches are threatening to go to war with each other and worlds are caught in between."

The idea is these war of these powerful witches will happen.  The PCs get pulled in to this drama and must discover who killed the High Queen and how to stop it.

The Witch Queens 

A big old-school campaign I am working on is War of the Witch Queens.  I have been collecting these NPCs for years.  Not all are Witch Queens, but all have something to do in the campaign and all were at the Conclave of Witches, so each one is a suspect.

I will admit I have some ideas on who the murderer is.  I am also split on which of these will be the victim, though I have two in mind.  Part of the fun here is to build the mystery.
    Check the link above for a list of all the Queens and adventures.

    In addition to figuring out the mystery, it is also an excuse to try to use as many different D&D-like systems I can.  So DCC, S&S, Labyrinth Lord, OSRIC and D&D proper all live in harmony on my shelves.



    Going Wild for Wildemount

    Wizards of the Coast just announced their next book for Dungeons & Dragons 5e and it has some sections of the fandom wailing in lamentations, but the vast majority excited about it.

    Explorer's Guide to Wildemount will be out in Spring 2020 and it covers the part of the world from the highly successful Critical Role webseries.  Now I can already hear the older crowd bitching and moaning about it and all I can say is "typical".

    There are people out there complaining that "Wizards has pissed off half their fans".  I would argue that "half" is really exaggerating it by quite a bit, but even so then they are at least pleasing the other half.

    There are others that are also talking about how they won't be buying this. Ok. That's fine you don't need to buy every D&D book.  I enjoy 5e and I don't even have every book.  I have most, but I don't have them all.

    But even then, these people are often the same ones that will claim never to have bought a WotC D&D book ever anyway, so they were never the audience.

    Personally, I think this is a really intelligent move on Wizard's part.

    Critical Role is hugely successful.

    The Kickstarter for just the animated series brought in $11,385,449.   And this book, announced just 48 hours or so ago, has all the relevant #1 spots on Amazon.


    Note that's not just #1 in the D&D categories, that is #1 in Books.  All of them.

    Would I, as an old-school gamer, love to have seen Greyhawk or Mystara?  Of course!  Do I *need* them? No, not really.  I have everything I need for those worlds now.  I have MORE than what I need for my home-brew world now.  New worlds are always fun to read and maybe I can use some things from that book in my world. Or maybe not.  Who knows yet.

    I do know that some sections of our hobby need to lighten the hell up and let people enjoy things.



    Monstrous Monday: Horned Women

    The Horned Women of Celtic Myth

    The horned women, or horned witches, are magical hags of Irish myth and legend.  They pester newly married young women or new mothers.  They are also known to plague any sort of homeowner.


    Horned Women are a particularly nasty creature that is related to both faeries and hags.
    They will appear as ugly old women with a horn protruding from their forehead. How many horns will tell you how powerful they are. A woman with one horn has 1 HD and so on.  It is unknown if this is related to age, all appear to ancient hags.

    They will rush into a home, especially that of a new young mother or wife, and begin performing chores at a breakneck speed. While they perform the chores each one will demand a task of the overwhelmed bride. Saying that if she does not complete the tasks, they will fly off and eat her baby. The tasks are designed to be seemingly impossible; chop wood with an ax handle with no blade, or collect water in a bucket full of holes, or make a cake with no flour. The tasks can be completed by the bride, but she has to be clever about it.

    Their voice is compelling, as per the suggestion spell, to get the wife to do these tasks.  A save vs spells will keep this from happening, but the threat of eating her baby is still real.

    If she can do all the tasks the Horned Women want they will scream and fly away never to return. If she doesn’t they will take the baby.

    Horned Women cast witch spells at the same level as their HD. They do not have access to ritual magic or occult powers.

    Witches are often employed to fight these creatures.
    Using a simple spell (typically dispel evil or remove curse) and adding "Witch! Witch! Fly away from here!"
    The horned women will fly away and never return to that house.

    Horned Women
    (Labyrinth Lord)
    No. Enc.: 1-8 (1-12)
    Alignment: Chaotic (evil)
    Movement: 80' (240')
    Armor Class: 3 [16]
    Hit Dice: 1** (5 hp) to 8** (36 hp)
    Attacks: 1 (claw)
    Damage: 1d6
    Special: Witch spells, compelling voice
    Save: Witch 1 to Witch 8
    Morale: 10
    Hoard Class: None
    XP: HD 1: 13, HD 2: 29,  HD 3: 68, HD 4:  135, HD 5: 350, HD 6: 570,  HD 7: 790, HD 8: 1,060

    Horned Women
    (Blueholme Journeymanne Rules)
    AC: 3 [16]
    HD: 1d8 to 8d8
    Move: 80
    Attacks: : 1 (claw, 1d6), Witch spells, compelling voice
    Alignment: Chaotic
    Treasure: None
    XP: HD 1: 45, HD 2: 70,  HD 3: 95, HD 4:  145, HD 5: 255, HD 6: 395,  HD 7: 650, HD 8: 950

    Horned Women
    (Old-School Essentials)
    AC 3 [16], HD 1 (5 hp) 8 (36 hp), Att 1 claw (1d6), THAC0 19 [+1], MV 240’ (80’), SV as W 1-8, ML 10, AL Chaotic, XP HD 1: 45, HD 2: 70,  HD 3: 95, HD 4:  145, HD 5: 255, HD 6: 395,  HD 7: 650, HD 8: 950, NA 1-8 (1-12), TT None
    ▶ Witch spells: The horned woman can cast spells as a witch at the same level as her HD.
    ▶ Compelling Voice: The horned woman's voice acts as a suggestion spell.  She may use this once per day.

    Kickstart Your Weekend: We Could Be Heroes

    I was considering retiring "Kickstart Your Weekend" since there are so many Kickstarters now and plenty of places to get information on them.  But these two are nearer and dearer to me so I thought it would be fine.

    Plus it was Bowie's birthday a couple of days ago (Jan 8) and today is the anniversary of his death (Jan 10, 2016), so for Bowie's sake let's be Heroes.

    The Hero's Journey 2e


    https://www.kickstarter.com/projects/gallantknightgames/the-heros-journey-2e?ref=theotherside

    The Hero's Journey 1st edition was a delightful game. It was the perfect antidote for grim-dark murder hobo games that seem to be so popular.  A nice cup of tea vs whatever they sell in the local run-down dive where characters are supposed to meet.

    This new 2nd edition gets further away from it's S&W roots and that might be a good thing.
    James Spahn has delivered when it comes to games, so I have expectations for this one.

    What I loved about THJ1 was that the characters were the heroes, people doing good in the world.  I think we need more of that.

    Really looking forward to this one and I hope to see it in my local game store sometime.


    Full-Color Custom Miniatures with Hero Forge 2.0


    https://www.kickstarter.com/projects/heroforge/full-color-custom-miniatures-with-hero-forge-20?ref=theotherside

    This one does not go live till next week, but you can bet it is going to break all sorts of records.
    I was a proud backer of Hero Forge and I have enjoyed watching it grow over the years to be the standard by which I judge 3D printed minis.  If they can do the color they are displaying above then this is the reason why Kickstarter exists.

    I can't wait to see this.  Will the minis be costly? Maybe, but I have been pleased with the prices on Hero Forge so far so I am expecting this will be similar.

    If the timing is right I'll come back with a follow-up to this post with a color 3D Hero Forge mini of my Hero's Journey character!

    Review: Brimstone Angels: A Forgotten Realms Novel

    Back in 2011 Dungeons & Dragons 4e Essentials was out and Wizards of Coast was putting it's full efforts behind it.  To help expand on their 4e and Neverwinter properties WotC turned to relatively new author Erin M. Evans to turn in a tale about tieflings and warlocks, two of 4e's more popular additions.

    The result of her efforts was the first novel in the "Brimstone Angels" series, also titled Brimstone Angels.  The six-book series spanned two editions of the D&D game (4th and 5th) and help define what tieflings, warlocks, Dragonborn and even devils, succubi,  and Asmodeus himself.  But it all started with a tiefling girl named Farideh with mismatched eyes and her twin sister Havilar.

    Farideh is a tiefling and since publication, she has become something of a poster girl for tiefling warlocks. But that is getting way ahead of myself.  Farideh and Havilar were abandoned outside of the walls of their village, they are adopted by a Dragonborn warrior (who has a past) Mehen.  Mehen is a good father to the two girls, although no amount of warrior training prepares him for raising teenage girls, especially tieflings and teens at that.  In the Forgotten Realms tieflings are new and twin tieflings are considered to be a bad omen.  That soon enough comes true as Havilar finds an old book and attempts to summon an imp.  Farideh has to jump in, she is more familiar with magic, and the girls soon realize they have bitten off far more than they can deal with.  They summon the cambion, Lorcan, the half-human and half-devil of the Invidiah, the leader of the Enriyes.   To send him off Farideh agrees to a pact with him and becomes his warlock.

    Summoning the devil has other consequences, including burning down their home and getting them kicked out of their village of refugees (Arush Vayem).  They then go on an adventure where Evans treats us to a *new* Forgotten Realms.  I say new because unlike other Realms books where you can play spot the Extra Special Guest Star, this is a trip of normal folk, or in this case, three unknowns that happen to be a Dragonborn and his two adopted tiefling daughters.  Evans plays the family dynamics expertly.  Mehen obviously loves and worries about his girls.  Havilar is closer to his sensibilities having picked up the glaive and become and fighter like her father,  but it is Farideh that has him the most worried.

    In addition to that dynamic, there is the Farideh-Lorcan relationship which gives us the best "Will they or Won't they" dynamic since Maddie and David (Moonlighting) or Ross and Rachel (Friends).  I won't spoil it, but I will say I am very satisfied with it.   Evans knows how to write characters, she would be fantastic in a game.

    All this time there is a great story and impending apocalypse that could change the face of the Realms and a prophecy about the Brimstone Angels that will change the politics of Hell itself.  So no small stakes here, so no small feat for the first book.

    The background story is great and a ton of fun, but truthfully it is the characters that will make you want to read the next in the series.  Lorcan is devilishly fantastic, Havilar just wants to beat things, Mehen wants to keep his family safe and Farideh is caught between them all.

    As "gamer fiction" the book does a great job of explaining some of the quirks of 4e. Such as why are succubi devils now? Why did erinyes change? What happened to Hag Countess of Hell? Why is Asmodeus a greater god now?  What is the deal with Rohini? Well, not all these questions are answered right away, but they are dealt with.

    What I loved about this book, other than the characters, of course, was that you didn't need a ton of Realms knowledge to enjoy it.  But in truth none of that matters, there is enough of Farideh, Lorcan, and Havilar to enjoy.    It is also a good introduction to the Forgotten Realms if you are like me and ignored the Realms for the last few decades.

    It's a great start to a great series.

    Legacy

    Brimstone Angels was the first of six books that spanned from 2011 to 2016, and like I said, two editions of Dungeons & Dragons (4e and 5e).  The books had a huge effect on the direction of the game at least in terms of how warlocks could be played.

    One needs to look no further than the Player's Handbooks for both editions to see the effects.


    There in the Dragonborn names are Mehen, Farideh, and Havilar. 
    There are other cases where text from the books, in particular interactions between Farideh and Lorcan, are used to flavor text next to the warlock entries. 

    As I go through the other books I will try to remain spoiler-free, but apologies if an odd one slips by.

    Links
    https://smile.amazon.com/Brimstone-Angels-Forgotten-Neverwinter-Paperback/dp/B014S2IWTQ
    https://dnd.wizards.com/products/fiction/novels/brimstone-angels
    https://forgottenrealms.fandom.com/wiki/Brimstone_Angels
    http://slushlush.com/
    https://www.facebook.com/brimstoneangels/

    OMG: Indian Mythos

    One Man's God: Indian Mythos

    It's 2020 and welcome back to my series One Man's God (OMG).  I look at the various gods, monsters and everything in between and see how well they could (or would or would not) fit into the AD&D 1st Monster Manual as demons.

    Before I jump back in a few introductory notes.
    I use the word "demon" a lot.  By this I don't usually mean the Christian meaning of the term, but rather the much more generic meaning as a usually evil spiritual creature.  This is important here since I am going to jump feet first into the Indian myths and they have a lot of demons, and many are called demons too.

    I am also limiting myself to AD&D 1st edition here.  While I do draw from other editions and games, it is AD&D 1st ed I am most interested in.   How do these creatures and monsters fit the AD&D (not Earth's) cosmology?



    So in preparation for this, I grabbed my copy of the Ramayana to help me out.  Though the focus here is not on the myths and stories themselves but rather on how the Deities & Demigods presents them.

    It would be difficult, if not impossible, to collect all the myths and stories of India collate them, sort them and then put them into a gamebook and have them make sense.  Indian myths, like and maybe more so than other mythologies in the D&DG, are far too dense and scattered over time to fit the needs of a book publisher with a handful of pages to spare.  So I am not going to fault the creative choices made by the authors and editors here.  The authors acknowledge this in their first sentence of text for these myths.   So the list of gods, goddesses and creatures here combine Hindu, Buddist, Shakta, Jainism, and other beliefs.  Much like India itself.

    Indian mythology is ancient, with Hindu texts going back to at least 1500 BCE.  I remember reading the Rig Veda in college and the Ramayan a while back.  What struck me then and again now is how much color and vibrancy there is to these tales.  I could go on and on, but that is not focus here.

    In the Indian Myths as presented in the D&DG there are many gods and goddesses that look monstrous but are not.  This will be a classic example of not judging someone by their looks.

    Kali
    Kali might be one of the more recognizable personas from the Indian mythos.  She gained notable status soon after the D&DG came out thanks to the Indiana Jones and Temple of Doom movie.  But Kali is much, much more complicated than that. Kali is needed and required in Hindu mythology she is the one who dances with Shiva to destroy and then rebuild, the world.  Here name means "Time" and thus is a complicated character. 
    In the D&DG she is reduced to just a goddess that can instill fear in demons and devils. She should be more.

    Rakshasa
    The rakshasa from the MM (and every Monster Manual hereafter) is often described as a demon.  Throughout D&D's history they have been consistently Lawful Evil. They are featured in many of the ancient tales, and in the Ramayana in particular.  Originally I wanted to re-classify them as Chaotic Evil, but after rereading the Ramayana I think I'll stick with Lawful Evil, with some odd individuals as Lawful Neutral or even Lawful Good.  Even in some tales Shurpanakha, the demonic sister of Ravana, the rakshasa king of Lanka, becomes so good that her beauty comes back to her.

    Vitra and Susna
    Both of these creatures are described as "dragons", "serpents" or "snakes" and often as a demon of drought.  They are typically blocking rivers or damming up waters and Indra has to fight them.

    In this case, he could be related to any number of world-threatening serpents such as Apep or even Azi-Dahaka.  I honestly could use the same stats for it as I did for Apep.  Or in his "human" form that of a Balor.



    A bestiary of all the monsters and demons from India would fill their own book.  It would be a fun book too!

    Though if I were to do such a thing I'd rather do it for Ghosts of Albion and set it in the early Victorian Age.

    Monstrous Mondays: Star Jellies for OSR games

    "Seek a fallen star," said the hermit, "and thou shalt only light on some foul jelly, which, in shooting through the horizon, has assumed for a moment an appearance of splendour."
    - Sir Walter Scott, The Talisman (1825)
    Star Jelly

    Star Jellies, also known as astromyxin or astral jellies, are creatures known to fall to the earth from celestial bodies.  They are often found where a shooting star is thought to have struck the earth.
    These are chaotic and evil creatures of alien will.   They will attempt to attach themselves to other life forms and feed on them.

    Upon landing they will move, slowly to the nearest warm-blooded creature it can find.  It prefers humans and humanoids.  Once attached the star jelly will excrete a poison that both paralyzes their victim and causes them to have vivid hallucinations or horrible phantasmagorias.  The victim feels they are being attacked by creatures unknown and will attempt to lash out at them.  In truth, the victim is paralyzed and the jelly is attempting to digest the victim from within.

    The jelly's only attack is an attempt to latch on to the flesh of a humanoid.  The victim gets a saving throw vs. Paralyzation (to keep from being paralyzed) and a save vs. Poison each round afterward to realize they are hallucinating.   Once attached the jelly will dissolve flesh, causing 2 points of Constitution damage per round.  The only way to remove a jelly is to burn it off or expose it to direct sunlight.  Something about the combination of sunlight and air damages them and they take fire damage per round in the sun.

    Constitution loss is permanent unless healing magic is used.

    Star Jellies have an intelligence, albeit an alien one.  They are immune to charm, hold, sleep, and other mind-affecting magics.

    https://en.wikipedia.org/wiki/Star_jelly

    Star Jelly
    (Labyrinth Lord)
    No. Enc.: 1 (1-2)
    Alignment: Chaotic (evil)
    Movement: 10' (30')
    Armor Class: 8
    Hit Dice: 2+2** (11 hp)
    Attacks: 1 (special)
    Damage: 2 points of Constitution damage
    Special: Causes paralysis and hallucinations
    Save: Monster 2
    Morale: 12
    Hoard Class: None
    XP: 50

    Star Jelly
    (Blueholme Journeymanne Rules)
    AC: 8
    HD: 2d8+2
    Move: 40
    Attacks: : 1 (2 points of Constitution damage), causes paralysis and hallucinations
    Alignment: Chaotic
    Treasure: None
    XP: 50

    Star Jelly
    (Old-School Essentials)
    AC 8 [11], HD 2+2 (11hp), Att 1 touch (2 pts Con damage), THAC0 19 [+1], MV 30’ (10’), SV D17 W18 P17 B18 S17 (2), ML 12, AL Chaotic, XP 55, NA 1 (1), TT None
    ▶ Poison skin: Causes paralysis and hallucinations.

    Star Jelly 
    (WhiteStar)
    ARMOR CLASS: 8 [11]
    HIT DICE: 2
    HDE/XP: 2/50
    SAVING THROW: 18
    TOTAL HIT BONUS: +1
    MOVEMENT: 3
    SPECIAL:  Causes paralysis and hallucination
    ATTACK: by touch, 2 points Constitution damage
    In the depths of space, their natural environment, Star Jellies are immune to the effects of sunlight.  They can also grow to very large size (up to 10hd) if given enough living organic matter to eat.

    New Year's Day! What's New for the Other Side in 2020?

    Happy 2020 everyone!  I expected to have more cybernetic implants by now, but hey at least we are not living in a futuristic dystopian hellscape right? Right?
    Anyway.

    I am now at a point where I can say I have been playing D&D for 40 years. 

    2019 was my celebration of 1979, the year I first learned about D&D and started to play.  I thought that might be the end of my "Back to Basic" but I was wrong, I find I still have more to do and say.
    If 2019 was my focus on Holmes Basic and the AD&D Monster Manual (my gateway drugs) then 2020 will be my focus on the Moldvay Basic Set and the games I was playing with that.

    So here are some things I am looking forward to doing here at The Other Side in 2020:

    Sci-Fi
    This was a science-fiction Christmas break for me.  We watched The Mandalorian, season 2 of Lost in Space, we started The Expanse on TV.  We binged watched all of Star Trek Discovery and LOVED it.  Saw Star Wars: The Rise of Skywalker in the theatres (I loved it) and we will see Doctor Who later today and then again at the Fathom Events special in the theatres.  We really had a great sci-fi vacation.  It all has me pretty pumped for a good Sci-Fi game.

    The Expanse and Lost in Space have a grit to it that I really like.  Both also have some elements of horror to them I also liked.  All the things I want to add to my BlackStar game*.
    (*just a reminder, BlackStar is not a game I am looking to publish, just something to have some fun with.)

    I already knew that I was going to add elements of ST:DISCO to my game too, I just didn't what yet.  With Picard coming up soon, season three of Disco after that AND the re-merger of Viacom and CBS it looks like a great time to be Star Trek fan.

    Both Lost in Space and the Expanse (pre-warp Sci-fi) have also refueled my desire to finish "Space Truckers."  I'd love for it to capture that late 70s Trucker movies and early 80s campy sci-fi.

    Back To Basics, Year 2
    2019's Back to Basics was so much fun I want to keep going.  Last year was mostly dedicated to Holmes and my weird Holmes/AD&D hybrid.  In the OSR this was best represented by Blueholme and Labyrinth Lord.

    This year is the 39th anniversary of the Moldvay Basic set.  Though the copyright date is 1980, it is good enough for me to call it 40.  My focus this year then will be Moldvay/Cook/Marsh B/X flavor basic.   This system is represented best by Old School Essentials (formerly B/X Essentials) and Pacesetter's BX RPG.


    I do have at least four more witch books I want to get out.  The Pagan Witch and the Warlock for OSE.  For BX RPG I am wanting to do a Diabolic Witch book and one I am calling "The Secret Order, The High Witchcraft Tradition".

    The nice thing about The High Witchcraft book is it will take me full circle back to my original notes and witch class.  After this, I want to focus on other things.  I love writing about witches but I have more I want to do as well.

     So here is to a new 2020!

    Monstrous Monday: Painted Minis Edition

    I am still on Christmas vacation and I barely remembered today was Monday.
    So here are some minis my wife has painted over break.

    First up, a blue dragon.







    And, my favorite, a Demogorgon!







    Here's to new monsters in 2020!

    My Next Kitbash, Federation Viper

    I have some parts left over from my Protector kitbash model, and as it turns out they are exact parts I need for my next kitbash, a "Star Trek" style Viper from Battlestar Galactica.

    So I have parts from this:


    In particular, the nacelles, which is what I need.

    Combine them with this:


    Which I still need to buy mind you.

    I can add the nacelles to the viper wings, modify the nose with a deflector dish (which I have). Change the red decals to blue, could just paint them on, put on the Protector's registry number NX-3120 and it will look like it is part of the ship. 

    I did this mod years ago but I honestly can't recall what happened to it, it was 40 years ago. The one thing I didn't figure out then and still need to figure out now is how to account for those giant-ass thrusters in back.  I might need to 3D print some additional parts or see what I have laying around.  In my first version of this I used the V8 engine out of an 82' Corvette.

    My goal is something like these:





    At least that is the plan.  Have it ready for my BlackStar game. Imagine this going up against MiGo in space.

    Hope to get working on it soon!

    5 x 5: End of the Year Top Fives. Albums

    Over on the old Facebooks I have been challenged or tagged in various top five lists. Five favorite books, favorite albums, things like that.  So I thought I'd end my year here with my Top Five favorite Top Fives!

    For the next five days I'll post a top-five list.  These will be presented in no particular order and at least according to the rules of a couple of the challenges, with no explanations.

    So today I am doing my Top Five Albums.

    The Police Synchronicity



    Thomas Dolby The Golden Age of Wireless



    Sinéad O'Connor The Lion and the Cobra



    Pink Floyd The Dark Side of the Moon



    Stevie Nicks The Wild Heart


    Monstrous Monday: Catgirls for Old-School Essentials

    "Cats" is out. And it is really, really bad. How bad? So bad that I am DYING to see it.  In fact, we are going to tomorrow as a family. And we are dressing as cats.   We are going 100% Rocky Horror Picture Show on this.

    I figure let's have some Catgirls for Old-School Essentials!

    Nekojin (Catgirl)

    Requirements: Minimum DEX 9
    Prime requisites: DEX and CHA
    Hit Dice: 1d6
    Maximum Level: 9
    Weapons: Any (must be modified)
    Armor: none or leather only
    Languages: Alignment, Common, Elf, Nekojin*  
    Catgirls, also known as Nekojin, are a humanoid race that have prominent cat-like features.  These include furry cat ears on the top of their head, cat eyes, canine...er...feline teeth and whiskers. Their pupils are slits like that of a cat. They also have long cattails and their hands and feet resemble a cross between cat paws and humanoid hands and feet.  Their nails are in fact retractable claws.   They typically weigh about 110 pounds and are between 5 and 5½ feet tall. Their human-ish faces give them the look of kittens. This, in addition, their size, often leads non-Nekojin to treat them as if they were younger than they truly are.

    The typical nekojin can live to about 50 years of age. They reach maturity by age 7 and will begin adventuring between ages 6 and 8. Nekojin have their own language, but they can also learn the language of humans (Common) and Elves (Sylvan).

    Combat Nekojin can use any weapon that has been modified for their hands (increased cost +25%), but they avoid armor except for leather.

    Detect Invisible / Spirits Nekojin have a supernatural heritage, so they can see invisible creatures or spirits in the spirit planes on a roll of 1 or 2 on a d6.

    Infravision Nekojin have infravision rp 90'.

    After Reaching 9th Level A nekojin that reaches 9th level may choose to retire and raise a brood of their own or be reborn into a new kitten (1st level) with no memories of their former life.  On their 9th life they will remember all past lives and skills.

    Table 1: Nekojin Advancement and Saving Throws


    Level XP  HD D W P B S 1 0 1d6 12 14 12 16 15 2 2,000 2d6 12 14 12 16 15 3 4,000 3d6 12 14 12 16 15 4 8,000 4d6 10 12 11 14 13 5 16,000 5d6 10 12 11 14 13 6 32,000 6d6 10 12 11 14 13 7 64,000 7d6 8 10 9 12 11 8 128,000 8d6 8 10 9 12 11 9 256,000 9d6 8 10 9 12 11
    Table 2: Nekojin to Hit vs. AC
    To Hit Level -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 1 20 19 18 17 16 15 14 13 12 11 10 9 8 7 2 20 19 18 17 16 15 14 13 12 11 10 9 8 7 3 19 18 17 16 15 14 13 12 11 10 9 8 7 6 4 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 18 17 16 15 14 13 12 11 10 9 8 7 6 5 6 18 17 16 15 14 13 12 11 10 9 8 7 6 5 7 17 16 15 14 13 12 11 10 9 8 7 6 5 4 8 17 16 15 14 13 12 11 10 9 8 7 6 5 4 9 16 15 14 13 12 11 10 9 8 7 6 5 4 3

    Mail Call: Vigilante City

    Busy day today, getting ready for the holidays and the Spring term start.
    In the meantime here is a new old school mail call.

    Vigilante City Superhero Team-up and Into the Sewers!



    I have not had the chance to go over them much, but they look awesome!

    Witch's Caldron

    Another "Holy Grail" find this week.  But this is a cheat, I have been looking for this on eBay for a while.

    Ral Partha's Witch's Caldron
    Not to be confused with The Witch's Cauldron.

    I didn't want the newer 2016 version so I have been looking for a complete 1980 version with minis. Well, my persistence finally paid off.



    The box is full great stuff too.







    The minis are what you expect from Ral Partha in the 1980s. Yes, that is a positive thing.




    The Wizard and the Witch,




    Lots of great minis in this.

    Part of me wants them painted, another part of me doesn't.  Maybe I'll just find some pre-painted minis that I can use in place of these.

    Going back to my "Traveller Envy" I would love to figure out a way to use this in my War of the Witch Queens campaign.  A battle that the wizard pulling the strings of the PCs makes them participate in against one of the Witch Queens.

    Pages