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Kamis, 18 Oktober 2012

Getting Ready for the Witch

I just sent my final copy of The Witch back to the publisher to get uploaded to DriveThruRPG soon.


I honestly can't wait to get this out to you all.  It seems like I have been working on it forever. I started this blog in fact as a design blog to talk about the development of Eldritch Witchery and The Witch.

A number of the monsters, magic items and spells that appear in the book I have posted here.

My desire to do this book for "Basic Era" games was partially due to my involvment in the old-school game movement, but also because I had been going back to my copy of Moldvay's Basic Book and some of his ideas on what a witch should be.  I also wanted this book to capture what I felt were some of the best books on witches from the early days of the game.

My goals were simple.
  • Make the book feel like something I would have wanted to buy in 1982/83.
  • Make the witch more than just another type of magic-user, but still allow her to be easily added to a game.
  • Keep what was best of the old school, but still keep in mind all the developments of the last 30 years.
  • Elmore art.  I might get grief for this, but ever since Dragon #114 came out I wanted a witch book with art from Larry Elmore in it.  I am in a position to do that now.  It's not the  entire book, but there are some choice pieces in the 120 pages.
So what do you get in The Witch?

Well I was reading that selling points that do nothing but list a bunch of numbers turn people off. On the other hand I have had some people ask me what they are getting.
  • The Witch class
  • Five traditions of Witchcraft with Occult Powers
  • Rules for Familiars for Witches and Magic-Users
  • New rules for Cantrips for your Basic game 
  • Over 300 spells
  • Witch Ritual magic and spells
  • Rules for Covens, Covensteads and example covens.
  • New witch related monsters
  • Magic items and artifacts
  • Plus appendices on
    • Using the Witch in your Advanced game
    • Demi-human witches for games that have class and race seperate
    • The Wizard, a magic-user class that is different from the Witch
All with years of playtesting.

I am hoping to get a preview up for you all here soon.


Rabu, 17 Oktober 2012

Witches: Hex from Skylanders

It is no secret that I am a fan of the game Skylanders.  I even got caught up in all of the hype about collecting the figures and everything.  I am embarrassed (a little) to discuss the lengths I went too to get some of these figures.  There were other parents right there next to me, so I figured I was in good company.

Well just when we all thought the madness was dying down, Activision is releasing the new Skylanders Giants this weekend.  New game, new figures, and your old figures can now go to level 15 (previously only 10).  Here we go again.

I don’t think it is a stretch to  guess that my favorite character in the game is Hex, the dark elf witch of the “undead” element.  Early this year I stated her up for Dungeons & Dragons 4e and Pathfinder using their respective witch classes.
Given there is a new Skylanders game AND my new books are on the way I thought I Would stat her up once again for The Witch and Eldritch Witchery.

And yes, I have already pre-ordered my "Lightcore Hex" figure.

Here she is as for The Witch.  I picked this one since her background is about serving some "other world power".

Hex, 13th Level (Maleficia Tradition)

Strength: 10
Dexterity: 9
Constitution: 10
Intelligence: 13
Wisdom: 18
Charisma: 15

Hit Points: 30
Alignment: Neutral (maybe a little Chaotic)
AC: 6 (talisman of protection)

Occult Powers
Familiar: Floating Skull
7th level:  Evil's Touch
13th level: Devil's Tongue

Spells 
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Spark
First: Cause Fear, Ghostly Slashing, Minor Fighting Prowess, Sleep, Spirit Dart
Second: Agony, Blast Sheild, Death Armor, Phantasmal Spirit
Third: Feral Spirit, Ghost Ward, Speak with Dead
Fourth: 3 Dance Macabre, Phantom Lacerations, Spiritual Dagger
Fifth: 2 Death Curse, Dreadful Bloodletting
Sixth: 2 Death Blade, Wall of Bones
Seventh:  Wave of Mutilation

All in all, I like it.  She might be a better Necromancer to be honest, but this works well.

Want to see how she would look for my other book "Eldritch Witchery"?
Head over to the Elf Lair Games blog and see, http://elflairgames.blogspot.com/2012/10/witches-hex-from-skylanders.html

Senin, 15 Oktober 2012

The Awakened Golem

Golems are a big part of the D&D game.  Well. Maybe not a *big* part, but they have their part to play.  What is interesting about them though is the varieties of myths that were pulled together to make them.
The word Golem and the Clay Golem monster have their roots in Jewish folklore, horror and film.  The Flesh Golem is an homage to Frankenstein and his monster.
Other Golems come from a variety of places.  The Iron and Stone Golems seem to have basis in tales, but the most likely origin seems to be the films featuring the Ray Harryhausen monsters, in particular the giant statue from Jason and the Argonauts (whose fertile ground also gave us Skeletons).

The one thing that many of these stories have that the RPG monster does not though is the semblance of true life.  After all.  A Golem with no life that does it's business is no big deal.  But give it a spark of true life and suddenly you have horror.

The Awakened Golem then is a Golem that has been "Awakened", it has a spark of true life.  This is either by accident such as a word or letter is mis-coded in a Clay Golem, or the personality of the original body lives on in the Flesh Golem, or the animating spirit in the Druther overrides the witch's control, or even the golem becomes the vessel of some spirit of vengeance.  What ever the cause a living soul is now in procession of a body that it can only see as an abomination.

Different types of Golems have different chance of Awakening.  This percent is rolled when the golem is made or under special circumstance; such as a nearby tragic death, or a bolt of eldritch lighting hits it.
(These Golems have appeared in various editions of the game)

Statue (any golem made to be a statue):  2%
Iron, Stone, Amber, Silver, Mud (any non-living mater): 5%
Clay, Wood, Druther, Bone (formerly living matter): 10%
Flesh, Corpse (formerly a sentient being): 15%  +5% if body parts come a wrongly convicted murderer.
Plush (special Ravenloft golem): Plush golems and stuffed toys are better handled as an  Imaginary Friend or a Boogey.

In most cases the Awakened Golem will be Chaotic, or at best Neutral.  Some rare cases will occur when the awakened Golem will be Lawful.

The changes to the monster will be a greater intelligence (at least Average, often more) and a blinding hate for whomever created it.  The Awakened Golem, even Lawful ones, will be driven to write some percieved wrong.  An Awakened Golem might want to kill their creator, or kill everyone.  Or it might want to discover the killer of some innocent.  What ever  the motivation it should be tied directly to their origin story.

The Awakend Golem gains HD over their non-awakened counterparts. Better AC and attacks.
Despite their origin and/or appearance, Awakened Golmes are not undead.  They are still immune to the effects of mind affecting spells, sleep, charm and hold.  They do not need to eat (but might do it out of habit) and can not be healed.  Awakended Golems regenerate 2 hp per round, even if reduced below 0hp.  Only fire can completely destroy them since they do not regenerate after fire damage.

Awakened Golem (Flesh Golem)
Armor Class:  0 [22]
Hit Dice: 10d8+15* (60 hp)
No. of Attacks: 2 (fistsl)
Damage:  2d8/2d18
Special: immunities, regeneration
Movement: 30’ (90')
No. Appearing: 1
Saves As: Fighter 12
Morale: 12
Treasure: None
Alignment: Chaotic
XP: 2800

The Creature (as he is know) is an Awakened Flesh golem. He stands over 7 feet tall and has greenish cadaverous skin. Despising what he sees  himself to be he killed his creator and terrified a nearby village. He currently lives in a cave where he prefers to stay in peace, reading books on philosophy.
If he is disturbed though he will fly into a violent rage and kill anyone that disturbs him. He will not though attack children.
The Creature has been killed many times, only regenerate from the smallest scraps.

OGL Section 15 The Awakened Copyright 2012 Timothy S. Brannan.
All text is Open under the terms of the OGL.
Links are not considered part of this entry and are not under the OGL.

Senin, 08 Oktober 2012

Rusalka

This is one of those creatures that has been haunting my hard drive for a number of years, games and editions.  It was the seeing them again in White Dwarf that made me dust them off and put on a fresh coat of paint for Monday.
Enjoy!

Rusalka


Armor Class:  6 [13]  / 2 [17] when incoporeal
Hit Dice: 4d8* (20 hp)
No. of Attacks: 1 (physical)
Damage:  1d6
Special: Charm, drowning
Movement: 30’ (90')
No. Appearing: 1
Saves As: Witch 4
Morale: 9
Treasure: None / See below
Alignment: Chaotic
XP: 360


Rusalka is often used, and confused, for a lot of different water creatures.  But the true Rusalka is a fearful undead creature.  In all cases the Rusalka is the undead spirit of a young woman that had drown.  The circumstances of her death vary; some say she drowned with out being baptized first, others again say she died while drowning her own children (which will sometime result in a Navky or Utburd).  But most say the surest way to become a Rusalka is to be a witch.
The Rusalka is most often found near the area where she died.  Often hiding near a tree close to the water where she died.   She can wander away during night, but she must return before sunrise or face complete destruction.  She can move about during the day, but she can't attack.  Also during the light of day she can be seen for what she is; an undead creature.
They may become incorporeal at will, but are forced into it at sunrise. In anycase she can only be hit with weapons of +1 or better.
The Rusalka will attempt to charm her victim into an embrace. She will then attempt lure the victim into her watery grave to drown them as they had been drowned.  The victim she chooses is often tied to her reason for dying. If she comited suicide over love or was spurned by a lover she will go after victims that remind her of her former love.  If she curse for drowning a child, then she preys on children or mothers with small children.  Rusalkas that were drowned for witchcraft will seek out victims that remind her of her captors; men of religion, war or other magic-using characters.
The Rusalka may be turned as a Wraith, but the only way to truly destroy one is to find her corpse and give it a proper funereal. A pyre is usually the preferred choice.
The Rusalka has no need for treasure so she never keeps any. There will be treasure left over from her victims.  Typically this will be a few gems, 2-20 (2d10) of 5 to 20 (1d4 x5) gp each.

OGL Section 15 Rusalka Copyright 2012 Timothy S. Brannan.
All text is Open under the terms of the OGL. Art is in the Public Domain.
Links are not considered part of this entry and are not under the OGL.

http://en.wikipedia.org/wiki/Rusalka

Senin, 01 Oktober 2012

Monster Monday round up

The first unofficial Monstrous Monday just happened (don't worry, you are only required to post on Monday October 29th for the bloghop) and we have some great monsters here at the Other Side and elsewhere!
Did I miss any?  I thought about trying to pick my favorite, but these are all so good.

I am so pleased with this turn out.   While these are mostly RPG-focused I do want to remind everyone that your post doesn't have to be RPG related to be in the bloghop.

Looking forward to more!

  MONSTROUS MONDAY!

Wine Nymphs

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Jumat, 28 September 2012

October is coming...

Ok everyone.  October and Halloween is coming.
This like Thanksgiving, Christmas and the Fourth of July all rolled into one here at the Other Side.
There is a lot going on here this next month so here is what is on tap.

First and foremost I am anticipating the release of The Witch and Eldritich Witchery.


Keep an eye open here for more details!

To celebrate the release, I am joining this bloghop.


http://closeencounterswiththenightkind.blogspot.com/2012/07/wicked-after-dark-halloween-giveaway.html

I am joining a bunch of other Halloween themed giveaways (mostly paranormal erotica, but hey) and I am going to give away a PDF copy of "The Witch"  to one lucky winner.

I am also participating in a few other bloghops/blogfests you may have heard. ;)
There is Monstrous Monday, which you can post something about your favorite/least favorite monster on October 29th.  I am going to be participating every Monday!



This is being cross promoted with the Savage Afterworld's Mutated Mondays.


There are a wide variety of sites that have joined, so please consider it.  It should be a blast!

And again this year I am joining Krell Labs in participation in the October Horror Movie Challenge.


The central site for this year seems to be the Facebook site.

Hope I am not biting off more than I can chew.

Minggu, 23 September 2012

The Witch: Art and Layout

Art and layout is nearly done and I can't wait to show you all this book.
So here is a sneak peak at my latest version of Page 1.



Once I have all the pieces in that page will be updated with the artists' names.

I am going to use some Public Domain art from the witch trails too.  I just love the way it looks and it takes me back to the imagery of reading books about witches at the Jacksonville Public Library.   I hope you all enjoy it as much as I am.

Selasa, 18 September 2012

Free the Necromancer!

Er, rather, the Necromancers are Free.

Two free sources of Necromancer fun for you and your games.

First up a free class for Labyrinth Lord AE,
http://the-city-of-iron.blogspot.com/2011/08/necromancer-new-class-for-labyrinth.html

And an old book on Project Guttenberg, Lives of the Necromancers by William Godwin.
http://www.gutenberg.org/ebooks/7082

Enjoy!

Art of "The Witch"

The Witch is done editing and now layout and art.

I have a bunch of art I have been buying over the last couple of years for this. So now comes the process of picking out images.

I have a few I really love and have meaning to me.
Note: All the art I am posting today belongs to me.  The artist holds the copyrights (it is still theirs) but I own the publication rights.  So these are not considered OPEN under the OGL or Fair Use.

Here are two that were done for me by my brother Daniel.   A Druther and a Halfling Witch.



Plus a magical Distaff,



These are from a former student of mine, Aitor Gonzalez. Two witches.





I am using some old Public Domain witch art to give is a period feel and some art from Larry Elmore.  
I make no apologies for that, I have always wanted to have a witch book out with Elmore art in it. 

There is a different set that will appear in Eldritch Witchery.

So looking forward to getting this out to you all!

Rabu, 05 September 2012

Review: Mazes & Perils (2012)

EDITED TO ADD: There is a new version out, but I have not had a chance to read it yet.  I will get to it, sometime in the future.

My first experience with D&D was the Eric Holmes version of D&D Basic.  While I soon moved on to Moldvay and to AD&D 1st Ed, the Holmes edition holds a warm and fuzzy place in my gaming recollections. I know I am not the only one that feels this way. So anything that is done as an homage to Holmes I pay attention too.

So I was thrilled when I heard there was a "new" retro-clone that was an homage to the Holmes version of D&D.  That thrill quickly turned sour when a.) I couldn't get it any more and b.) I heard the author was the same one as the OSRIC fiasco about a year ago.  You can read the drama here as a retrospective:
http://timbrannan.blogspot.com/2011/09/osric-players-guide-retraction.html
http://www.tenkarstavern.com/2011/10/fool-me-once-shame-on-you-fool-me-twice.html
http://swordsandwizardry.blogspot.com/2011/10/copyright-and-osr-part-1.html

Fast forward to this year and there is a new Mazes & Perils out.  I was curious and more than a little skeptical about the game.  I want to give the game and the author, Vincent Florio, a fair shake. The OSRIC book was a copy paste job with some art that he didn't own and the first M&P was copy and pasted from Holmes.  But again, I never saw that first M&P and can only go on what I read.  So, I want to judge this new M&P on it's own merits.

First things first, obviously the name of the game is a nod to John Eric Holmes' book "The Maze of Peril" and I can respect that. If you are going to do a Holmes' homage or pastiche then that is a perfect name really.
Secondly, some others have complained about the art.  I rather like it to be honest.  The cover is very cool and the interior is no worse than what you would have seen in Holmes.
While this is an homage to Holmes I am not sure what I have here.

Taken as a retro-clone by itself it is not much different than Labyrinth Lord or Basic Fantasy RPG, except it is now quite as good as either of those.  M&P stops progression at level 9.  Which I kind of get, but there is not enough here to support an end-game style D&D, say the way Adventurer Conqueror King System does.
The rules are simple, as befits the times it is emulating.  There is some missing information in some areas (or not easy to find, which is just as bad really).  There are tables for STR, INT, CON and DEX but not for WIS or CHA. This is an artifact of Holmes, but M&P expands STR into the AD&D1 numbers, but still does not include these other tables.Some other oddities are the XP levels for Cleric and Magic User.  Some of the monster text is awkward to read.  There are various grammar errors that even I noticed, and I am terrible at that.

Taken as a "Holmes clone" it certainly does that, even to the point that they are little too similar in some respects.  There are some spots of the text that are nearly identical, including some text that is more similar to Holmes than OGC text that is essentially the same in LL and BFRPG.    Other differences from the source material has Elves, Dwarves and Halflings as races and not race/classes like Gygax/Holmes/Moldvay/Mentzer.   This puts it closer to BFRPG.

This is certainly a labor of love on the part of the author.  And as a Holmes fan myself I can respect that.
But I am left feeling that this is too close to the source material.  It even shares some of the shortcomings of the Holmes book.  I understand the desire, but to mimic the style, even to the point where some sections are not very clear, is not a good idea.  This is one of the reasons the Moldvay book was made, Holmes was a transitional project.  There are lot of places in Holmes that say "these are give in ADVANCED DUNGEONS & DRAGONS".  M&P does not have that advantage.

In the end this still comes off as a collection of house rules added to Holmes and not really a "Holmes clone" or even a "Holmes what-if".   Plus I have the suspicion in the back of my mind that this is merely an edit of a Holmes cut-and-paste job.  I am sorry, but it's true.  If this had been the first effort of this author then I would give him the benefit of the doubt, but that went out with the second copy-pasta.  If you read LL or BFRPG you can see where their text came from; the SRD.  This text does not.

Mazes & Perils is a free product.  It has that going for it. It is also released under the OGL and has it's own compatibility license.  If you can't get a copy of Holmes on your own then this will give you an idea of what it is like, but it's not as good.

In the end it has too many flaws, both in terms of execution and design, for me to really get behind it.

Kamis, 16 Agustus 2012

Witch Books, Part 4. The New Old

The New Old.  
These are new products to play old school style witches. Generally speaking these are all throwbacks to the Basic or First Edition days for games like Labyrinth Lord, OSRIC or any OSR game.

Classic Fantasy Review: Volume 1, Issue 2
This might be one of the first Old-School style witches that I purchased. In this supplement for OSRIC we get the Diabolical Witch.  A witch that gains her powers and spells from the various demon and devil lords.  Its a cross between a cleric and wizard, maybe with more emphasis on the cleric side of things.  The level progression is closer to the cleric than the wizard to be honest.  There are new spells, just a redistribution of current OSRIC spells.  They get a number of special powers, some make sense (clerical turning and shapeshift) others not as much (limited thief abilities).   A nice feature is how witches of different demon lords, devils get different powers.

Darker Paths 2: The Witch
I am always a bit hesitant to review other peoples work on witch-related classes since I have products of my own out there. I fear of being too critical or too lax, each to out weigh the other. In the end I think I just need to review the product as is. Like DP1: The Necromancer this product is for the "Adventures Dark and Deep" RPG, OR any other near-clone of AD&D. Also like the first Darker Path book this presents the witch as an evil character class; not the Earth loving priestess of old faiths or even the spiritual seeking witches of modern tales. This must be recalled when reading the rest of this book. These witches are more Baba Yaga and not Circe for example. There is the obligatory disclaimer on Contemporary Witches and how this game is not that. (As an aside, as someone that has written these myself this one does seem more of a disclaimer of "don't email me" rather than a "I am not trying to offend", but that could just be me. EDITED: I did get an email clarification on this and the author was very much in the "I am not trying to offend, but these are different things" camp, which is cool by me.)
Witches in this game are all evil and their main ability is Wisdom. Their Charisma must start high, but it degrades as the witch rises in level. Interesting. I am not sure I like that since it seems here that Charisma is used as an "Appearance" proxy and not as a "Force of Personality" one. It would make it hard to make a character like Circe, who was evil, attractive and had a lot of force of personality, as a witch in these rules. That is fine, she would have to be something else, but I do want to point it out.
Witches advance to 13th level; so reminiscent of the druid. She has a nice variety of spells to choose from (more on this) and there are rules for her brewing potions and poisons. Like other witches of folklore, this witch can also have multiple familiars. A nice touch in my mind.
The spells are the real gem of this book. Nearly 50 new spells there are a lot of classics here. There are spells on Candle Magic (and done differently than my own) and nearly every base is covered (curses, storm summoning, afflicting others).
Like with DP1, the art is a mix of new and public domain art, but all of it is appropriate to the feel of the book. In the end this is a very good evil witch class. It does make me wonder how the author might do a good witch.

ACKS Player's Companion: The Witch
This one is not out yet for the public, but I have seen the witch for it.  It was actually based on some OGC I produced a while back with some significant changes.  I didn't write it, but it has it's DNA in stuff I did write. So I have recuse from a proper review, but I will say this:  I like it a lot. It is compatible with my two other "OSR" witches but still covers new ground on it's own. At the same time is still new and fresh.

The Complete B/X Adventurer: The Witch
I have talked about the the TCBXA before, but I want to focus on the Witch class from it.
For starters the class works best if you also own the B/X Companion.

I have to play special attention to the witch.  Not just because it is a witch class, but because it is different than the other spell using classes.  For starters the witch can cast in groups to cast higher level spells. That is a nice feature really and something very much in tune with the archetypal witch.  The witch is the class in the book that is stated up all the way to 36th level AND built to gain powers to that point, also something I rather like.  Why?  Because a 36th level witch is the only class that can cast 10th level spells.  Yup.  This one goes to 10!

Crafting spells.  The witch does not memorize a spell, but she does have a limit on how many she knows.  The witch needs both a high intelligence (to know the spell) and a high wisdom (to learn and scribe it down in the first place).  So a first level witch with a high Intelligence knows 1+Int mod 1st level spells.  She can also scribe spells of 1st level + how ever many extra levels equal to her Wisdom mod.  I like it.  It is a nice quick way to know what can be done.  In fact I would like to use that for clerics since gods should know ahead of time what spells their flock need and then they just give them to the cleric at that time.

For the witch though I would reverse it.  Intelligence to write or scribe the spell and Widsom to know how many they can cast.  Witches are often called the "Craft of the Wise" afterall.   But all in all I like it.
10th level witch spells are nothing at all to sneeze at.  This is a powerful witch class.

The 10th level spells are a nice solution to the "Coven spells"/"Powerful magic" vs independent witches.  I can't see too many witch covens in groups.  Maybe two or three at a time.  With what JB has done here is given us a way to have powerful magics in groups at lower levels and keep those same magics out of the hands of solitary witches till much later.  This then does not make them a more attractive solution over Wizards/Magic Users.

Kamis, 02 Agustus 2012

The Complete B/X Adventurer

I got my copy of the Complete B/X Adventurer in the mail about a week or two ago.

What do I think of it?

Well, it certainly lives up to it's hype and to it's predecessor the B/X Companion (BXC).  Though there is no emotional investment on this one for me.  I waited for the B/X Companion for almost 30 years.  I waited for this one for only about a year or less.

I am going to make comparisons of it to B/X Companion AND to the old Bard Games "Compleat Adventurer" series (Adventurer, Spellcaster, Alchemist).   I think both comparisons are fair.  The first is obvious, but the second I want to explain.  It is obvious in the construction that this book owes a lot to those previous books.  The author, Jonathan Becker, acknowledges this in his Introduction.  I did the same with the first book on Witches I ever wrote back in 1999, so I might be predisposed to like this.
There is also a feel to this book that reminds me of the later Bard Games books, The Arcanum and the Atlantis series.

In all three cases the books provide additional classes, spells and magic with additional rules that can be added with little effort to your game.  We saw something similar from the official D&D books in the Unearthed Arcana books.

But getting on with the review proper.

The physical book is now perfect bound, not stapled, and it comes in at 62 pages. The cover doesn't try to invoke any other old-school product I am aware of, but I could be wrong.  This is a good thing really since it should have it's own identity. BXC very much wanted to invoke the images of the old Basic and Expert sets.
Table of Contents is on a page, not the inside cover.

Ready to play!
Now on to the meat.  We get a nice introduction from Jonathan Becker about how the book should be used.  It does indicate compatibility with Labyrinth Lord, LoftFP and Swords & Wizardry.  Though I don't see the compatibility licenses those products require.  I hope that is not an issue, but something that the author should look into.  Also this is not an OGL product, so no license and no OGC.  May not matter to you. In terms of buying.  I supposed if someone wanted to use some of this material in say an adventure that was broadly compatible Becker would give his permission (and he has said as much if I recall correctly).  For me I like to operate in the safe harbor of the OGL.  But this doesn't detract my opinion from the book at all.

First up we have charts on random head gear.  While this section is very good, it feels completely random. Not in terms of the tables, but why does the book lead off with this?  I would have made this an appendix or part of a later chapter.  Oddly enough the class table does not include any of the new classes in this book.  Move this to the back in future printings I say.  This follows with class exceptional traits.  Also very cool.  This one would belong here, but I would have put it after all the new classes.  Again, this does not have all the new classes listed.  Sure use the sub-class idea with Witches as a type of Magic-User.   Follwing this firearms. Again move to equipment.  I might not ever use this, but my son wants too (he read the book before I did).

Next up are all the classes.  These are the gems of the book in my eye.  The classes get about a page each.  So this will be nice to print out the PDF pages and re-org as needed.   The classes are Acrobat, Archer, Barbarian, Bard, Beastmaster, Bounty Hunter, Centaur, Duelist, Gnome, Mountebank, Mystic, Ogre-Kin, Scout, Summoner, Tattoo Mage, Witch, and Witch Hunter.

The classes are about what you would expect if you have been in this game for a number of years, but they have their twists.  The gnome, centaur and ogre-kin are obviously race-classes in the Basic/Expert style.  The Summoner is really cool.  You summon creatures to do your magic for you.  So part demonologist, part Pokemon trainer! (ok ok) only really awesome about it.  It is one of the neatest takes I have seen on this ill-used fantasy archetype.  I will discuss the witch and the witch-hunter in detail in a bit.

This is followed by all the new spells that these classes need. It's a good amount, taking up the remaining 20 pages of the book.   The spells are of a good sort and there are a lot of them here.

The art is good and similar in style to BXC, sharing a couple of the same artists. Each class gets an art piece (another similarity to the Bard Compleat books) but the spells doesn't get much if any.  That is too bad since the art is generally very good.

My Thoughts
Again I think I would have put some the beginning material in the back to focus on the classes more.
But I really enjoy all these classes and I think that for my kids old-school AD&D game I would let them choose from this as a possible source.  I can see my youngest wanting to play an Acrobat and my oldest a Bounty Hunter.   I would some tips I have written in the past about converting "Basic" classes to "Advanced" ones, but honestly there is not much here I would change.

Another thought is that most of these classes are stated out to 14th level.  This makes them perfect, obviously, for pure Basic/Expert style D&D.  But there is something else they would work well with, ACKS.
In fact I have mentioned before how well BXC would work in extending ACKS.  Well now you can use the TCBXA as an add on to ACKS.  These two games have different purposes in life, but they fit together rather nicely, and this gives you some new classes to play around with till ACKS Player's Companion is out.

NOW all we need is Jonathan to give us a B/X Companion boxed set.  It can include the B/X Companion, the CBXA, and a brand new module.  I think that would be great!

The Witch
Ok, I have to play special attention to the witch.  Not just because it is a witch class, but because it is different than the other spell using classes.  For starters the witch can cast in groups to cast higher level spells. That is a nice feature really and something very much in tune with the archetypal witch.  The witch is the class in the book that is stated up all the way to 36th level AND built to gain powers to that point, also something I rather like.  Why?  Because a 36th level witch is the only class that can cast 10th level spells.  Yup.  This one goes to 10!  

Crafting spells.  The witch does not memorize a spell, but she does have a limit on how many she knows.  The witch needs both a high intelligence (to know the spell) and a high wisdom (to learn and scribe it down in the first place).  So a first level witch with a high Intelligence knows 1+Int mod 1st level spells.  She can also scribe spells of 1st level + how ever many extra levels equal to her Wisdom mod.  I like it.  It is a nice quick way to know what can be done.  In fact I would like to use that for clerics since gods should know ahead of time what spells their flock need and then they just give them to the cleric at that time.

For the witch though I would reverse it.  Intelligence to write or scribe the spell and Widsom to know how many they can cast.  Witches are often called the "Craft of the Wise" afterall.   But all in all I like it.
10th level witch spells are nothing at all to sneeze at.  This is a powerful witch class.

The 10th level spells are a nice solution to the "Coven spells"/"Powerful magic" vs independent witches.  I can't see too many witch covens in groups.  Maybe two or three at a time.  With what JB has done here is given us a way to have powerful magics in groups at lower levels and keep those same magics out of the hands of solitary witches till much later.  This then does not make them a more attractive solution over Wizards/Magic Users.

Witchhunters
If you are going to have witches then you should have witchhunters. The ones here are fairly straight forward but they have some nice features.  I like that they get magic, but not as spells but powers.  Sure you could do a multi-classed Cleric-Ranger, but this is B/X not 3.x.  I'd like to give this witchhunter a spin sometime.

Bottom Line
If you enjoyed BXC or even Basic/Expert or other Old School play then this is a great buy.  If you enjoy old school play but are sticking with your clone of choice then I still say get this.  Look at the class list above and decide if any of those sound interesting to you.

I like it and I recommend it.

I'll stat up a witch after a bit and compare her to other OSR witches.

Selasa, 31 Juli 2012

And Another Kickstarter

Just when you thought your wallet  was safe there is another "must join" kickstarter, and this one has some serious Old-School roots.

Jeff Dee is recreating all his old art from the old B/X Basic and Expert sets.
http://www.kickstarter.com/projects/jeffdee/re-creating-my-artwork-from-original-dungeons-and

Here is one of my faves.


And of course he did the immortal Morgan Ironwolf.

So check it out and you too can get some cool art from and old-school master.
http://www.kickstarter.com/projects/jeffdee/re-creating-my-artwork-from-original-dungeons-and

Selasa, 24 Juli 2012

The Complete B/X Adventurer is Mine!

NOTE My updated review is here:
http://timbrannan.blogspot.com/2012/08/the-complete-bx-adventurer.html

I got my copy of the Complete B/X Adventurer in the mail yesterday.



It certainly lives up to it's hype and to it's predecessor the B/X Companion.
You don't need the B/X Companion to use this, but it certainly helps.

It reminds me a lot of the old Bard Games "The Compleat ______" books. That is a good thing in my book.

I will get a proper review up soon.  But here is the brief one.
I like it.  I like the witch class but the summoner might end up being my favorite.
Can't wait for the PDF so I can have it on my tablet.

Selasa, 17 Juli 2012

Putting my Monster where my Mouth is. Baobhan Sìth

Rended Press is working on an OSR monster book.  I think it is a great idea, especially if they are all OGL complaint. The issue with me though was "any monster posted in June".  Well that is cool, but I didn't post any in June.  So I mentioned that on the blog the other day and gave the suggestion that if it was say all of 2012 then I could do something.

They opened it up to all of 2012.  And I looked.

Sheepishly I noticed that I didn't post a single OSR/OGL monster in 2012.  Plenty for other systems, but nothing an OSR book would need.

So here is one of mine from "The Witch".

All text that follows is considered Open under the OGL.  Full OGL text is listed here, OGL Declaration/Statement.


Baobhan Sìth
Armor Class: 2 [17]
Hit Dice: 9d8+2** (43 hp)
No. of Attacks: 2 claws, 1bite
Damage: 1d4+2 / 1d4+1
Special: Blood drain, captivating dance, dying words, spell-like abilities, vulnerable to iron
Movement: 30’
No. Appearing: 1-3
Saves As: Fighter 9
Morale: 9
Treasure: None
Alignment: Chaotic (Chaotic Evil)
XP: 1,800

The Baobhan sìth (bavaan shee, “faerie woman” in Scottish Gaelic) are evil female fey that feed on the blood of living creatures.  By entrancing creatures with their dance, they lure men to their deaths.  Baobhan sìth are always female; no males of this race are known to exist.  These creatures are generally found in remote locations such as unclaimed forests or overgrown and ruined keeps, castles or the like; always a secluded location, but close enough to a populated area that the baobhan sìth can feed when hungry.

Often called the “White Woman” of the Scottish Highlands, the baobhan sìth are often confused with vampires.  Though they are not undead, they do have a lot of similarities.  Both feed on blood and use seduction in order to lure their prey into their grasp.  Baobhan sìth also are vulnerable to cold iron, much like a vampire to silver.  The baobhan sìth also avoids bright sunlight, it is not dangerous to her, but they avoid it all the same.

Local legends claim that when young women fall to the allure of witchcraft and lie wantonly with men they will die and return as baobhan sìth.

Their lairs are typically clean; the monsters have disposed of the rotting corpses of past victims.  They are solitary creatures and rarely work in groups.  There is however a popular tale of a group of four men traveling in the Scottish Highlands that were seduced and attacked by three or four (depending on the tale) Baobhan sìth working together.  Baobhan sìth each have their own hunting ground and to intrude on another’s is certain death.

Baobhan sìth prefer to use their abilities against male humanoids, particularly elves or humans, and most of all bards.  They generally avoid dwarves and halflings, though if food is scarce they have no qualms about draining the blood of just about any living creature.  They do not drink the blood of animals; no matter how hungry they are, as they see this as primitive and savage.

A baobhan sìth stands 5 to 5-1/2 feet tall and weighs roughly 120 pounds.  Her hair ranges in color from black or brown to golden yellow.  Eye color varies but is usually brown or green.  A baobhan sìth wears flowing, loose fitting robes or tunics of white or green often tied at the waist with a scarf of red or black.
They speak Common, Elven, and Sylvan.

A baobhan sìth prefers to attack a lone target and generally avoids combat with groups, fleeing if confronted by such a party.  Stragglers are often the subject of the baobhan sìth’s attention if the straggler is far enough behind its comrades.

When first encountered, a baobhan sìth opens combat with her captivating dance.  Creatures that fail to succumb are entangled (saving throw vs. Paralysis).  Once she has captivated at least one foe, she moves in and uses her sharp nails to draw blood from the victim’s chest or throat and then it drains the victim’s blood.  It deals bite damage and drains blood, dealing 1d4 points of permanent Constitution drain each round it maintains the hold.  At Constitution 0, the victim dies.

The Baobhan Sìth may cast spells as a 3rd level witch.

If overwhelmed or outnumbered, the baobhan sìth uses her entangle ability (if she hasn’t already used it) and tries to slip away into the surrounding forest.

Leanan Sìth (Leanan Sídhe, Lhiannan Shee, “faerie mistress”): The Leanan Sìth is the Manx (Isle of Man) counterpart to the Baohbhan Sìth.  This creature can be found all across the British Isles.  She has the additional power of being able to turn invisible at will, as a spell like ability (9th level).  The Leanan Sìth will typically feed on the blood and life force of young poets.  They drain the victims slowly, and in a state of ecstasy.  Such poets create works of unsurpassed brilliance while in the clutches of these women.




Section 15 Copyright Notice

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
Liber Mysterium: The Netbook of Witches and Warlocks is Copyright© 2003, Timothy S. Brannan and the Netbook of Witches Team.
Basic Fantasy Role-Playing Game Copyright © 2006-2008. Chris Gonnerman.
Labyrinth LordTM. Copyright © 2007, Daniel Proctor. Author Daniel Proctor.

"Baobhan Sìth" Copyright ©2012, Timothy S. Brannan

Selasa, 03 Juli 2012

B/X Companion in PDF


One of the things I like most about the OSR are the products that don't give me things I already have, but things I have always wanted or never knew I needed.

B/X Companion is one of those products. (You can read all I have said about it in the past.)

Well it is now finally out as a PDF. Please stop by DriveThruRPG or RPGNow to get your copy.
http://rpg.drivethrustuff.com/product/103412/B-X-Companion?affiliate_id=10748&

So if you have been waiting for this one, her is your chance.

Senin, 28 Mei 2012

New Basic Class, The Vampire

Want to playtest something for free?

Well I want you all to have a look at my new class for Basic Era Games and their Retro Clones.

The Vampire Class
Art copyright 2012 by Jason Rainville

This is a class/race combo for the system that also had Elf, Dwarf and Halfling as a class.

From the document:
"Vampires are among the most powerful of the Undead.  But unlike other undead, the vampire can retain a bit of their own humanity. Thus a vampire can also become an adventuring class much like that of an elf or dwarf.  A vampire character still retains their original soul, trapped inside an undead body full of dark necromantic power.  Eventually even the most pure of heart will succumb to the darkness of undeath."

This is a complete class 1st to 14th level, with additional notes to 20th level for exceptional characters.
All the vampiric powers and weaknesses are detailed to allow your vampire character plenty of options to grow.

There are few things I am testing out here.  First, whether or not the word will get out about this without much fanfare.  To test Dropbox as a delivery method. Also to test my class creation algorithms.

If you can please drop me a note here (what the hell, let's call it an Open Playtest) and let me know what system you used this with and how it worked.  As my regular playtesters will attest, I don't mind it when things get broken, as long as I know why.

So. Let me know your thoughts in the replies below.

I am looking forward to seeing how this class works for everyone!

Click here to download the PDF: The Vampire Class

Rabu, 23 Mei 2012

New Class

I got some word on Eldritch Witchery today, still in edits.
The Witch will be back to from the editor on June 1.

So I figure while we are all waiting, I have a new class to share with you all.

It's not done yet, and it is designed specifically for "Basic Era" games.
It will be released as 100% Open under OGL and even better, I am going to give it to you for free.

Just give me a couple of days (or less) depending on how much I get done tonight.

Minggu, 20 Mei 2012

Gen Con Registration

Well I got into Gen con registration this morning.

I didn't end up getting all the games I wanted, but I did get a lot of good choices.

I wanted to take my kids on a "history tour" of D&D.
So far we are going to be playing 5e/Next, 4e, 3e and Castles & Crusades.  I wanted to get in an AD&D1 game and Basic game.  No luck though.

I still might run them through a Basic game on my own one of the nights.  Of course if I can find a Labyrinth Lord game, I'd love that. C&C is close to 3e and AD&D so this is a good choice.  And I wanted to play that one myself.

I am not sure if I'll have time for a Ghosts pickup game, though I love to try it at least one night.

Hope you all got your games!

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