Friday, December 23, 2022

Coming early 2023... Old School Adventures™ Accessory RS1: Fang, Faith, and Legerdemain (a B/X Rules Supplement)

So just about the time we finished editing this earlier this year, I decided I wanted to just fold this into a much larger "B/X DMG" with all kinds of additional stuff (e.g., all the thieves' info from In Alley & Shadow, plus I'm working on information about creating pantheons, clerics establishing orders, how to structure settlements and encounters, etc.—you know, the kind of stuff that is the 1e DMG, just for BX). But that's a meaty bite to chew, especially with the demands of work, life, love, other projects, etc. 

So instead, I'm releasing nearly as originally planned. I say "nearly" because I had originally planned to print it as a saddle stitched book to make the feel of the original B/X rulebooks. However, time conspires, so it will be a perfect bound book instead. I'm waiting on proof copies (will take a couple of weeks), and will look to release it just before my new work semester starts in full force (2nd-3rd week of January). 

Here's the finalized Table of Contents. 






Tuesday, November 22, 2022

How to Become a Werewolf (Write-up)

The person desirous of becoming a werewolf must be in earnest and believer in the power of spirits of nature (druidic magic).

The first thing they must do is go to an uninhibited natural location like an expansive desert, a dense and secluded forest, or the top of a distant mountain, on a night when the moon is new and strong. 

On a perfectly level piece of ground, at midnight, they must make a circle of not less than 7’ in radius and, within this, another circle 3’ in radius. In the inner circle, they must kindle a fire and boil some water in an iron vessel. 

As soon as the water boils, they must throw in the following: a blue lotus bud, 3 ounces of poppy seeds, and a newly bloomed stem of henbane. 

Standing nude over the steam, they must repeat the verse of the Rite of Fanging as they smear the blood of a freshly killed animal (preferably a newborn lamb). 

They must then don a girdle made of wolfskin and drop to their knees within the outer circle as they wait for the wolf spirit to be released within them. 

If the nature spirits deem the subject worthy, the fire will burn blue and quickly die out, transforming the subject into a werewolf.

How to Become a Werewolf

 Just putting this here for later. 

I'm planning on doing a "rite-up" on this later for B/X. (See what I did there?)



Monday, August 29, 2022

Combined PD Image

Of the many things I like to do, is taking a number of separate PD images in the same style that might individually not be fantasy RPG appropriate, and then combine and retouch them to make them so. This is one I did this morning.

  



Saturday, August 6, 2022

Just a few sample pages from CC2: Creature Cache

 Just a few sample interior pages from CC2: Creature Cache.

200 new monsters based on PD pulp images statted for classic editions (OSE, B/X, BECMI, LL, etc.). Available in PDF from DriveThruRPG, and in hardback and paperback from Lulu.com. The hardback has white interior pages, and the paperback has a cream interior (nodding to the books pulp roots). Includes new animal-related spells and new psionic abilities for Basic Psionics. (236 pages)



Hardback has white interior pages.

Paperback has cream interior pages.

Friday, August 5, 2022

Now Available! In Alley & Shadow

 Links to PDF and Print Options at the bottom of post.

Part zine, part mini-splat book, In Alley & Shadow includes a trove of thieves' resources for classic/BX editions... 2 new classes (Spy, Varlet); several new d30 tables (Alias Characteristics, Thieves' Guild Names, Thieves' Guild Events, Bandit Lair Locations), 7 new cleric spells of Truth & Revelation, 9 new magic spells of Stealth and Subterfuge, an alternate house rule for Thieves' Ability to FInd/Disarm Traps, rules for Setting & Resetting Traps, detailed listings for Spy Equipment as well as Chains, Keys, Locks, and Manacles, a Detailed Look at Locks, information on Clandestine Communication (A Guide to Ciphers, Symbols, Codes, and Cants), a Basic Guide to Thieves' Guilds (including Services, Specialist Costs & Fees, Thieves' Guild Activities/Rackets, Guild Organization, and Starting a Thieves' Guild), tables with fees for Assassinations and Spy missions, a guide to Crime & Punishment in the campaign world, advice for Building Better Bandit Encounters, 7 new magic items Designed for Deceptionk, 4 new petty god Patrons of Trickery & Treachery, and a new adventure for 5–7 characters of 3rd–5th level... The Tomb of 13 Thieves.