Péter Pócs - Hungarian Theatrical Posters
















Many artworks found at the Poster Museum.
A Hungarian wikipedia article on the artist can be found here.
Original Roleplaying Concepts
Fans of Red Sonja all know Frank's work from the mid to late 70s. In truth, he defined the character nearly as much as Robert E. Howard, Roy Thomas, and Barry Windsor-Smith.
He certainly left his mark on her enduring legacy.
He was also known for Ghita of Alizarr and "Lann" in Heavy Metal magazine. He was an early cosplayer, taking on the role of "the Wizard." He would then judge Red Sonja look-a-like contests. Wendy Pini’s Sonja would be with him at many of these conventions and shows and predated the modern cosplay scene by decades.
Red Sonja
I have done stats for Red Sonja in the past for all sorts of systems:
Feels like a good time to update her to Old-School Essentials, Advanced Fantasy.
Strength: 15
Intelligence: 16
Wisdom: 11
Dexterity: 17
Constitution: 11
Charisma: 18
Saves
D:3 W:5 P:4 B:5 S:5
CS: 99%
HG: 56%
MS: 50%
Weapons
Sword +2, Great Axe, dagger
Strength: 13
Intelligence: 18
Wisdom: 14
Dexterity: 16
Constitution: 11
Charisma: 15
Alignment: Neutral (neutral good)
Hit Points: 34Saves (+3, Robe of Protection)
D:5 W:6 P:5 B:8 S:5
Spells
First level: Detect Magic, Magic Missle, Read Magic, Shield
Second level: Detect Evil, Levitate, Locate Object, Wizard Lock
Third level: Fire Ball, Fly, Protection from Evil 10', Protection from Normal Missiles
Fourth level: Confusion, Dimension Door, Curse, Wizard Eye
Fifth level: Contact Higher Plane, Telekinesis, Teleport
Sixth level: Anti-Magic Shell, Disintegrate, Projected Image
Thorne is Red Sonja's wizard patron. He provides her with magical arms and armor. He is rather over-fond of attractive women.
I have been digging through some old documents this past week. Some old Ravenloft ones (the new Ravenloft book has me excited), some stuff on Irish myths (it is March after all), and even some of my old Color Computer files (I have...my reasons). One thing that came up a few times was an adventure I had written for Ravenloft back in 88 or 89 that featured a group of Swanmays and their betrayal and the hands of a drow assassin.
While the adventure itself would need some serious reworking to make it ready for primetime, I did do a lot of research on Swanmaidens, Swan women, and other similar creatures.
I figured an update was in order.
Frequency: Rare
Number Appearing: 1d4 (1d6)
Alignment: Lawful [Neutral Good]
Movement: 120' (40') [12"]
Fly (in swan form): 180' (60') [18"]
Swim: 150' (50') [15"]
Armor Class: 7 [12]
Hit Dice: 2d8* (9 hp)
Gwragedd Annwn, 3rd level: 3d8* (14 hp)
Gwragedd Annwn, 4th level: 4d8* (18 hp)
Gwragedd Annwn, 5th level: 5d8* (23 hp)
Gwragedd Annwn, 6th level: 6d8* (27 hp)
Gwragedd Annwn, 7th level: 7d8* (32 hp)
Gwragedd Annwn, 8th level: 8d8* (36 hp)
Gwragedd Annwn, 9th level: 9d8* (41 hp)
Gwragedd Annwn, 10th level: 10d8* (45 hp)
Gwragedd Annwn, 11th level: 11d8* (50 hp)
Gwragedd Annwn, 12th level: 12d8* (54 hp)
Gwragedd Annwn, 13th level: 13d8* (59 hp)
Gwragedd Annwn, 14th level: 14d8* (63 hp)
Attacks: claw, claw, bite
Damage: 1d6+4 x2, 1d8+4
Special: Shape change, magic required to hit, Swan Song
Size: Medium
Save: Fighter 2-14
Morale: 10 (12)
Treasure Hoard Class: VI (U)
XP: 25 (OSE) 29 (LL)
3rd level: 50 (OSE) 65 (LL)
4th level: 125 (OSE) 135 (LL)
5th level: 300 (OSE) 350 (LL)
6th level: 500 (OSE) 570 (LL)
7th level: 850 (OSE) 790 (LL)
8th level: 1,200 (OSE) 1,060 (LL)
9th level: 1,600 (OSE) 1,700 (LL)
10th level: 1,600 (OSE) 1,700 (LL)
11th level: 1,900 (OSE) 2,000 (LL)
12th level: 1,900 (OSE) 2,000 (LL)
13th level: 2,300 (OSE) 2,450 (LL)
14th level: 2,300 (OSE) 2,450 (LL)
The Gwragedd Annwn, also known as Swan Maidens, are humanoid maidens capable of turning into a swan. They only have this power while they remain unmarried. In this state, they are also considered to be creatures of the Fey.
All Gwragedd Annwn are rangers of a level equal to their HD. They will be equipped accordingly. Instead of cleric and magic-user spells these warriors may choose druid and witch spells respectively. They are fierce enemies of evil and chaos and fight it wherever they can.
They can attack with any weapon of their choosing. Most prefer to use finely crafted swords or longbows.
Employing a feather token they can transform into a large swan. It is believed that once they take a husband, they must give this token to him. Many are loathe to do that.
Many feel they can trace their lineage back to the great king Lir whose children were transformed into swans by their jealous step-mother.
Swan Song: If a Gwragedd Annwn is reduced to 0 hp she can begin a Swan Song. This song is similar in power to the Banshee keening, and will cause all around her, foe and friend, to experience profound sadness and will be unable to take any further action (no saving throw permitted). If she is heard by her sisters they will fly to her in swan shape to return her to their sanctuary. At this point she will either be healed or will die. It is believed that a swan song can only be used once in the life of a Gwragedd Annwn.
Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.
—oOo—Who do you play?
No specific character types are required to encounter Renharth Blackveins. Humakti characters may benefit from their interactions with Renharth Blackveins.
What can I say about Roger Corman? Well, to be honest, I am a huge fan. Sure his movies are schlock and represent some worst D-level movies and it is obvious that most of his casting choices were based not on the actress's ability to act but rather their willingness to take off their clothes. But all that aside Corman is praised for his ability to keep a tight production schedule, find people that are willing to work with him again and again, and keep a film under budget and on time.
There are also many, many modern directors that have worked with him and praised his work. Directors such as Francis Ford Coppola, Ron Howard, Martin Scorsese, Jonathan Demme, John Sayles, and James Cameron. Ron Howard has been praised Corman's work on many occasions. He has over 400 producer credits and 56 director credits.
Corman is only the EP here, but there are plenty of similarities between this movie and Viking Woman from 1957.
Barbarian Queen (1985)
Barbarian Queen is a fairly typical fantasy fare. A barbarian queen, Amethea (played by the late Lana Clarkson who was killed by Phil Spector) is due to be married to Argan (Frank Zagarino) when her village is attacked by raiders. People are killed and others taken as slaves. Amethea and her friends Estrild (Katt Shea, who is likely the best actress in the bunch), Tiniara (Susana Traverso), and former victim Taramis (Dawn Dunlap) seek to free their people including Amethea's fiance. They meet up with Dariac (Andrea Scriven in her only role), a young girl who lives with the local rebels who enlists the barbarian's aid.
The first part is an excuse for some gory fights and a bunch of topless barbarian women running around or getting captured. I'll the movie credit, it does like to show the barbarian women as being strong and powerful.
Our big bad guy is Arrakur (Arman Chapman), he captures our heroines and threatens them with torture and death.
Argan manages to get his fellow gladiator-slaves to join him. The movie gets to the big fight and then just ends. Must have run out of money.
The movie is not terrible, it is just also not good. It could be the spiritual godmother to Xena: The Warrior Princess. Though that Boris Vallejo movie poster is actually the best part of the movie.
Katt Shea is fun to watch really. She looks like she is having the best time of her life acting in this.
Gaming Content
There is a torture chamber that would be good dungeon dressing. I like the idea of this being a "Queen needing to rescue the Prince" for once.
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Tim Knight of Hero Press and Pun Isaac of Halls of the Nephilim along with myself are getting together at the Facebook Group I'd Rather Be Killing Monsters to discuss these movies. Follow along with the hashtag #IdRatherBeWatchingMonsters that is if I can get my co-admins to agree this is the best hashtag for this!
A SPECIAL Zatannurday today.
Normally I talk about DC's resident backward talking magician in fishnets, but today let's spend some time with her Marvel universe counterpart and talk Wanda, Scarlet Witch, and WandaVision!
Ok, so I am going to TRY to avoid big spoilers for this week's big finale, but I am going to talk about some plot points of episodes 8 and 9. Not huge ones, I hope, well...one is.
Anyway, you have been warned! (OH and a minor Runaways spoiler too.)
So, it is not a huge secret that really I am not (or rather, was not) a huge fan of Wanda and Scarlet Witch. She was fun and all, but when it comes to magic in Marvel I am much more a fan of Dr. Strange.
WandaVision, and Elizabeth Olsen, have changed my mind.
The story is actually a simple one of grief pushing someone to the edge, and then right over the side into a weird alternate reality.
We see Wanda, as wonderfully described by Agatha Harkness/Agnes (played by the WONDERFUL Kathryn Hahn in what is the casting of a lifetime really) as "a baby witch with years of therapy ahead of her" instead join a radicalized group (HYDRA we later learn in the movies) and "Little orphan Wanda got up close and personal with an Infinity Stone that amplified what otherwise would have died on the vine." (Episode 8)
In just under 50 minutes we get the best version of Wanda's origin story ever that also explains her powers. She wields chaos magic and in Agatha's own words,
You have no idea how dangerous you are. You're supposed to be a myth, a being capable of spontaneous creation. Here you are, using it to make breakfast for dinner. Oh, yes, your children, Vision, this whole little life you've made. This is chaos magic, Wanda. That makes you... the Scarlet Witch.Now that is something. The Scarlet Witch is not her code name, but a title, a "The" as it were. That would make something akin to the Imbolc Mage that I use in my games; a superpowerful witch capable of spontaneous magic. I do love a good prophecy about a superpowerful witch.
Beyond that the series, especially episode 8 was full of great material from Vision's "But what is grief, if not love persevering?" to Wanda's breakdown in the home that Vision bought for them (and pure Emmy-bait for Olsen).
But what I think is best about this whole series is not that it is about superpowerful people. It's about things we can relate to.
We are not watching Wanda because she is the Scarlet Witch, we are watching because she was a little girl, who loved her family, her bother, and learning to speak English by watching bootleg DVDs of American sitcoms. She lost her family, her brother, and the love of her life and despite being powerful there isn't a thing she can actually do about it. In the end that is something that everyone can relate to.
Including Agatha "And I Killed Sparky too" Harkness is just the delicious icing on an already great cake.
And that is not even getting into anything else like fake Pietro (called that one early on too!) or even my FIRST Captain Marvel, Monica Rambeau as Photon. OH and another appearance of the Darkhold! The first was in Runaways Season 3.
Not sure if there will be a Season 2 or not, but it sets things up nicely for the next Doctor Strange movie.
The Spirit of the Forest, 1963
Teofil Ociepka with his family, 1973, photo by Janusz Rosikoń
"Teofil Ociepka (April 22, 1891 in Janów Śląski – January 15, 1978 in Bydgoszcz) was a Polish self-taught primitivist painter, occultist, and theosophist. Along with Nikifor, he was one of the best known Polish primitivists.
His occupation was a miner, working at the Giesche's coal mine in Katowice as a machinist in the power plant. During World War I he served as a soldier in the German Army, where he was introduced to occultism. When he returned to Janów, he brought back with him the first works on occultism, including Athanasius Kircher's treatise on the Seventy Two Names of God. On the recommendation of his Swiss mentor, Philip Hohmann of Wittenberg, with whom he maintained steady correspondence, Ociepka became a member of the Rosicrucian Lodge and attained the status of Master of Secret Sciences. On Hohmann's direction, he organized a strong occultist community in Janów. He maintained contact with the Julian Ochorowicz Parapsychological Society of Lvov. He believed that he had a spiritual link with his master who telepathically inspired his art. Hohmann persuaded Ociepka to start painting circa 1927. He gave up his attempts in 1930 after receiving criticism from Tadeusz Dobrowolski, a Polish professor of art history and museum curator. He probably returned to painting either before or during World War II.
After the war, he gained a supporter in the author Isabel Czajka-Stachowicz, who in 1948 organized for him an exhibition in Warsaw, promoting him as "Polish Douanier Rousseau." She was aided by her friends, Julian Tuwim and Jan Kott. The Warsaw exhibition launched Ociepka's great world-class artistic career.
He saw his painting as God's mission, and so tried to portray absolutist themes, including the struggle between Good and Evil. His paintings depicting the imaginary fauna and flora of Saturn relate to the Rosicrucian ideology. During the early 1950s, in an attempt at political correctness, they were interpreted as Paleozoic Era landscapes. Later, his works depicted themes from fairy tales, legends, and lives of miners. They are characterized by wealth of imagination and bright, rich colors. The themes of his works, especially those from before 1956, were criticized as not adhering to the canon of socialist realism.
In 1946 Ociepka partnered with Otto Klimczok to found an art group. In 1947 the group was reorganized as an Art Circle associated with the Cultural Center "KWK Wieczorek", which during the 1950s provided a base for a talented group of amateur artists. The group was known as "Janowska Group" after its birthplace, or more formally, as the Circle of Non-professional Painters. Ociepka was a member until 1959, when he permanently moved to join his wife in Bydgoszcz. Under her influence he broke contact with the Janowska Group and distanced himself from occultism. He died on January 15, 1978 from a brain aneurysm." - quote source
"One of the most interesting esoteric-related moments in Teofil Ociepka’s life was his awakening as a painter. Ociepka believed that it was Hohmann who made him an artist with a spiritual purpose. He claimed: “[Hohmann] wrote to me: ‘Teofil, a spirit will come to you and will teach you how to paint.’ I have never seen any spirit, but something Teofil Ociepka - Malarz. Fot. Eustachy Kossakowski/FORUM.undefined was born in my soul, which could be called love for the essence of beauty, that is for God. That was in 1927 and, from that time on, I began to paint and have been painting ever since with unfaltering joy and pleasure.” (Wisłocki 2010:43). " - quote source
The following is a plot description of the 2002 film "Angeleus" directed by Lech Majewski that centers around the artist and his familiar circle of painters.. "In the Polish town of Janow, during the 1930s, an occult commune was formed around Teofil Ociepka, an electrician at the local coal mine and a painter, who became a Master of Esoteric Science. Ociepka and his disciples, simple uneducated miners, searched for the Philosophers Stone and pursued spiritual perfection, which would permit them to penetrate the Principle and the Sense of the World and of God, to reach the mystery of Existence. Their activities combined elements of occultism, alchemy and theosophy with archaic and magical Silesian beliefs. During the bleak desert of the Stalinist era, the "Circle of Janow" marked a colorful metaphysical oasis, and its existence was consequently falsified by the authorities of the People's Republic of Poland." - quote source
While difficult to find, a version of the film in its original language, regrettably without subtitles, was shared on youtube.
An article on the group of coal miner artists associated with Ociepka "Janowska Group" or "the Circle of Non-professional Painters" can be found at Culture.PL "Beneath the Surface: The Occult Inspirations of Poland’s Legendary Naive Artist Coal Miners"
Published in 2017 by Nation Books, Rise of the Dungeon Master: Gary Gygax and the Creation of D&D is written by David Kushner and illustrated by Koren Shadmi. It is based upon Dungeon Master: The Life and Legacy of Gary Gygax, an interview with Gygax which the author conducted in 2008 in the run up to the then upcoming revised edition of Dungeons & Dragons—what would be Dungeons & Dragons, Fourth Edition. It tells the story of Gygax from when he was a little boy, enjoying adventures and stories, to his enjoying playing games and ultimately developing and publishing games as an adult, before exploring some of the influence that he and Dungeons & Dragons would have on wider culture. This would include controversy that would grow from the disappearance of James Dallas Egbert III in 1979, on computer games such as the Ultima series and World of Warcraft, and its more recent wider acceptance with the release of Dungeons & Dragons, Fifth Edition, its appearance on the television series, Stranger Things, and the popularity of Game of Thrones.
Rise of the Dungeon Master is not, however, a traditional graphic novel, just as it is not a traditional biography in the choice of format. Where Empire of the Imagination is written in the third person, Rise of the Dungeon Master is written in the second person, beginning each chapter and many of its subsequent panels with the words, “You are…” It is immediately immersive, literally casting the reader as Gygax himself and involving the reader in the decisions that Gygax makes himself. (Although the second person of “You are…” echoes the format of the ‘Choose Your Adventure’ books such as The Warlock of Firetop Mountain, the graphic novel is not the reader’s adventure. This is E. Gary Gygax’s adventure after all, and the reader is passive throughout.) It switches from this format at times to allow Gygax to explain things almost as if he is being interviewed—to go back to the author’s original 2008 interview—and it also switches viewpoints too, to that of two other men which prominently in the history of Dungeons & Dragons. One is Dave Arneson, Gygax’s co-creator of Dungeons & Dragons, the other is the detective, William Dear, who would conduct the search for the missing teenager, James Dallas Egbert III, and write about it in the book, The Dungeon Master. Of the two, Arneson is portrayed in a better light, but his relegation to a more minor role than he necessarily deserves in the development of Dungeons & Dragons arises from Rise of the Dungeon Master: Gary Gygax and the Creation of D&D being Gygax’s tale rather than that of Arneson and from the graphic not being an actual history per se, like Jon Petersen’s Playing at the World: A History of Simulating Wars, People and Fantastic Adventures, from Chess to Role-Playing Games or Shannon Appelcine’s Designers & Dragons: the ‘70s. In comparison, Lorraine Williams, who succeeded Gygax in controlling the company between 1986 and its eventual sale to Wizards of the Coast in 1997, is cast in a very dark light.
Ultimately, the format and the relative lack of space in the one-hundred-and-thirty-six pages of Rise of the Dungeon Master: Gary Gygax and the Creation of D&D means that the graphic novel cannot do the man and his story justice. It seems to leap from big event to the next, and whilst Dave Arneson receives and deserves a chapter of his own, there are many figures in Gygax’s life who barely get a mention or not all—Don Kaye, his wives, Kevin and Brian Blume, all of whom played a role in his life. The format also means that as much as the author wants the reader to engage with Gygax, there is never time to engage with him as a person, flaws and all—the nearest we get to that is Gygax’s often dismissive attitude towards Arneson, and so Rise of the Dungeon Master: Gary Gygax and the Creation of D&D is not a true biography of the man. It is arguably, more a hagiography. Although not perfect, Empire of the Imagination: Gary Gygax and the Birth of Dungeons & Dragons, is a better choice if the reader wants that, as are the two aforementioned history books.
If the reader is looking for an introduction as to E. Gary Gygax was and what he accomplished, then Rise of the Dungeon Master: Gary Gygax and the Creation of D&D is a very acceptable starting point. It is delightfully and engagingly illustrated, the writing light, perhaps suffering from the functionality of the “You are…” second person format as much as it pulls the reader in. Overall, Rise of the Dungeon Master: Gary Gygax and the Creation of D&D will set the reader up to ask more questions about E. Gary Gygax and the origins and history of Dungeons & Dragons, whilst also serving as a well-drawn homage to the man, his creation, and the effect he would have on millions and millions of gamers.
It's DriveThruRPG's GM's Day Sales Starting today (well yesterday really).
With prices marked off a much as 40%.
There are plenty of books on sale from The Other Side.
For Basic-era Games
Reviews:
The Children of the Gods: The Classical Witch for Basic Era Games
Reviews:
Reviews:
The Craft of the Wise: The Pagan Witch Tradition
Reviews:
Reviews:
For Swords & Wizardry
The Witch for Swords & Wizardry White Box
The Green Witch for Swords & Wizardry
The Winter Witch for Swords & Wizardry
The Warlock for Swords & Wizardry
There are plenty of other great games and resources on sale as well.
This one is another with no cover. That is interesting because I will admit it is among one of my least favorite covers. I am not sure why really, it is Dave Martin and did the (in)famous Dragon #114 cover, but I never cared for this one.
One of the good things about taking so long to this is these now seem to smell less moldy and mildewy. That's a plus.
Kim Mohan's Editorial repeats a sentiment I have shared here; Aren't We All In This Together? Essentially they refused to run an ad that disparaged another companies product. I have often felt the same. Other gamers, games, game designers are not my competition, they are my colleagues. Like Mohan maybe I am naïve.
Some ads for Call of Cthulhu and ElfQuest. The ElfQuest, one covers Sea Elves. I have been re-reading Dragonlance, Dragons of Spring Dawning that introduced the Sea Elves. Been wanting to do more with them myself. Maybe I should check on eBay for this.
The first article, Update from the Chief, comes to us from Gary Gygax himself. This might be the last article written by Gary as a member of TSR. He will be out in October of 1985. The article covers many topics. Unearthed Arcana sold over 90k copies in its first month and his Gord book did well. Gary announces two upcoming publications, Oriental Adventures and T1-4 Temple of Elemental Evil for AD&D and more "family-type" games including All My Children. Gary also briefly discusses the critics of D&D and RPGs in general.
In a fortuitous (turn for me) Roger E. Moore's article on Kender in All About the Kender is up. I just posted stats for what I think is the very first Kender character I have ever made. Lots of people hate Kender. I will admit I never liked them much, but hate was too strong. My dislike comes more from my enjoyment of halflings. Moore's article, rereading it all these years later AND while also rereading the first Dragonlance Chronicle my opinion has softened. Now I think I find Kender in the light they were always intended. What I disliked about them then is what endears them to me now. I have to admit that some of what I did with gnomes in the 3e days were likely based on 1st ed Kenders. I am perfectly happy to keep them on Krynn in my own games, but here they get to be as Kendery as they can. Since I am going to be running DL15 Mists of Krynn, this is a great article to reread.
Plan it by The Numbers is up from Frank Mentzer. This is a system he had planned on using in the D&D Master Set. It is similar in many respects to the Monstermark system from White Dwarf or the Challenge Rating systems from D&D 3-5. The system was not used because it was "too heavily mathematic" but it seems rather simple to be honest. Almost too simple. In any case I think I will give it a try for my Basic-era War of the Witch Queens game.
Paul Suttie is next with For King and Country. I have say, I find nothing more tedious and dull than discussions about alignment. For something that is only one aspect of the game I find the multitudes of discussions on it largely pointless. For example, this article covers five pages. Why? Do we really need that? In then he just wants to dump the whole thing.
The article is at least broken up by a cool black ad for the D&D Master Set. Makes it look like a limited edition sort of deal. There is also an ad for Unearthed Aracana.
Peter Johnson is next with Charging isn't Cheap on how to recharge magic items. The nice feature of this article are the examples of how various wondrous magic items are/were created. This is a nice change from the very formula-driven approach seen in 3e. Other than the level restrictions on who can create or enchant these items, this could easily be added to any version of the D&D game. The levels might need to be altered is all.
Jeff Grub, of Marvel Super Heroes fame, sets out to review a game that could be considered a conflict of interest; but he is very clear about where he is coming from on it. So instead of a conflict or a competitor, he comes off as "Expert." This is good because the game he is reviewing is the DC Heroes RPG. It's a good review and Jeff obviously loves the game as it is and loves it as a competition to his own MSH game.
We get to the centerpiece, literally and figuratively, of this issue. The Creature Catalog III. I loved new monsters in Dragon Magazine, and the Creature Catalogs were among my favorite features. This one has 24 new monsters for your AD&D game and includes submissions from the likes of Ed Greenwood, Roger E. Moore, and Stephen Inniss. With art from Marsha Kauth, Dave LaForce, and Roger Raupp. There are a few very interesting monsters here too. The avari are cool-looking bat-like humanoids. The bogeyman is another take on the bogey, bogle, boggart of myth and legend. The creeping pit is a magical mishap gone wrong. Another hamadryad and lhiannan shee. The mantimera is a crossbreed of a manticore and chimera (not sure I want to know how that happens). And the yale from mythological lore.
Consequently, Owen Kermit Edwards is now doing posts on the monsters of Dragon magazine. His first one is up today on his blog Haughty Fantasy Adventures.
TSR Comming Attractions lets us know that T1-4 Temple of Elemental Evil is on the way, as well as Book 3 of the Dragonlance Chronicles, Dragons of Spring Dawning. I have been rereading that and am just about done.
Fiction from Brenda Gate Speilman.
We get to the Ares section now.
One day I need to back through all of the Ares and see what I can use for my BlackStar and Star Trek: Mercy games.
Roger E. Moore (our MVP of this issue) has his article on Starships and Star Soldiers on the use of minis in science fiction games. Timely for me since I just started getting into some 3D printing of some of the FASA Star Trek ships.
Sorry, Wrong Dimension from Mike Manolakes covers dimensional or parallel universal travel in superhero games. As a big fan of both the comic and TV event "Crisis on Infinite Earths" and someone that uses different universes in my fantasy games as well. The 6-dimension coordinate system he has here is EXACTLY something we would have used back then. This uses a 2d6 for determining dimensions. I like that. But the d12 is my go-to sci-fi die, so I used that instead.
More from Jeff Grub on The Marvel-Phile. This time back to Asgard with Beta Ray Bill and Sif.
Out of the Sun covers man machines for Gamma World from James Ward and Roger Raupp. And Michael Brown gives us The Stellar Diocese of cleric for Traveller. That is something I should adopt for BlackStar, but only cultists.
Convention Calendar covers the hottest conventions for Fall 1985 and Winter 1986. Some small ads, notably for a couple play by mail games and art for your D&D characters. Something that I still enjoy getting.
Wormy gets two pages. I think I need to reread that one from the beginning. I know how it ends, but hitting these in piece-meal, out of order fashion, I forgot what the hell was happening.
Dragonsmirth gives us TWO different picnic scenes. SnarfQuest gets three pages, mostly about the Gaggleleech.
I remember this one when it first came out. There is a lot of great material here and the Creature Catalog will certainly see some new use in the future.
Still plenty more to go!
Back in January, I posted stats for Sarana, my version of Stevie from the adventure Tanglewood Keep in DL15 Mists of Krynn. I had a lot of fun with it to be honest. I am planning to use Tanglewood Keep with Sarana/Stevie in my War of the Witch Queens campaign. I think it would be a lot of fun and it would fit great theme-wise and provide the multiverse hoping I really want to do with the campaign.
The adventure is not a difficult one, nor particularly original, but it is fun.
Though...there is one little issue. The crux of the adventure is to regain a crystal to make a magical travel mirror work again. The characters have to get the crystal and return to Sarana/Stevie's home so they can return to their own world. The questions arise. Why can't Sarana/Stevie get it herself? Failing that why can't her Kender friend Twill Topknot get it for her?
The answer is timing.
The PCs have entered Krynn at two important points in time. First, the PCs have entered Krynn during the events of the Dragons of Autumn Twilight novel and the DL1 Dragons of Despair module. This means that, among other things, there are no gods. No gods also mean no healing magic.
The second point deals with the accident of Twill Topknot and this brings me to my character for this month.
In Tanglewood Keep, Twill is a 3rd level kender thief. He is essentially a Tasselhof stand-in. But I wanted to try something new. In particular, I really wanted to try out Sara Thompson's combat wheelchair for my Old-School games. This past summer when this was causing a stir I joked "I was going to make one and put a Kender in it!" Well. The idea was actually too good to pass up.
Putting Twill in a wheelchair makes a lot of sense since I need him to NOT to be able to help the characters; the Keep is not easily accessible.
I am currently rereading the Dragonlance saga and the comment has been made that there are no old Kender. They usually die before that due to accidents. This is Twill's tale. He was adventuring when he slipped and fell off a cliff. He was discovered by Sarana who used her witchcraft to heal him the best she could. While she could heal his wounds and kept him from dying, she could not heal everything. With no healing magic from the gods, she did an admirable job.
Thankfully for Twill, Tinker the gnome was able to craft him a "mobility chair" which Twill thinks is the best thing ever. He has a pocket for his maps, cool little baubles, and a place for his hoopak staff.
Since my War of the Witch Queens is a B/X flavored game, I thought that my current favorite Basic-era game Old School Essentials would be great for these stats today.
Strength: 10
Intelligence: 13
Wisdom: 9
Dexterity: 18 (agility) / 9 (movement)
Constitution: 13
Charisma: 15
HP: 12
AC: 4
Saves
D: 13 W: 14 P: 13 B: 16 S: 15
Initiative: +3
Movement: 20
To Hit AC 0: 20
Weapons: Dagger 1d4
Hoopak staff 1d4
I decided that Twill is better suited in my game as a Bard (I was not doing Bards in a vacuum last month). One of the things I found endearing about Tasslehoff Burrfoot was his rich store of stories he knew and wanted to tell. I enjoyed it more on my recent re-read (and was profoundly irritated with Flint every time he told Tass to be quiet). So a Kender storyteller bard sounds great to me. I'll make an Arcane Bard since there is no divine magic in Krynn at this point. Plus the Arcane Bard for OSE still has some thief skills to use.
In my mind, Twill lives (platonically, for now) with Sarana. She thinks it is to protect him (he doesn't need it) and he thinks it is to protect her, being from another world (she doesn't need protecting either). So Twill stays with her in her little house in a haunted forest. He tells her stories that she delights in and she makes him tea. He shows her all his wonderful maps of Krynn and talks about dragons (still only a story now) and she tells him about wonderful worlds she has seen.
No wonder she has no real desire to leave Krynn. But don't assume anything untoward! This is Krynn and there is a certain morality in place (that I seemed to have completely missed at 14 when I read it the first time).
Twill's Mobility Chair
Being a good-natured sort, Twill is quite proud of his remarkable "mobility chair." He will gladly show off the pockets it has for his maps, dagger, and that really interesting thing the PC's just dropped and he was keeping safe. There is even a place on the back for his hoopak. He credits Tinker (a tinker gnome, naturally) for building it and Sarana for enchanting it to cover any ground or terrain.
In fact, he will often state that life with his new chair is even better now, though he will admit he misses wiggling his toes.
Thanks to Sarana's magic the chair can travel over any terrain that Twill himself could do save for anything involving swimming or climbing, with that he can levitate. The wheels have permanent Floating Disk spells on them to provide levitation. Since the chair is new he is still learning how to navigate stairs.
Using the Combat Wheelchair 2.1 for 5e Twill's is a modified basic wheelchair.
You can get (and modify) your own Twill Topknot mini from HeroForge.
ETA: Since I posted this I noticed that Hero Forge has added three wheelchair options.
Here is a new version of Twill with his cat.