Friday, January 20, 2023
Thursday, January 19, 2023
Expanded Creature Cache Format
Saturday, January 7, 2023
Now Available! Old School Adventures™ Accessory RS1: Fang, Faith, and Legerdemain
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detailed and expanded Ability Score information
character background generation
dual-axis alignment information, including alignments for all standard B/X monsters
detailed language information
new cleric options for petitions, manufacture of holy water, and turning based on the Hit Dice of the undead creature
new options for demi-humans establishing their own clans, including the acquisition and use of clan artifacts
new combat options for fighters
new magic-user options for cantrips, point-based spellcasting, manufacture of spell scrolls, and familiars
new thief options for finding, disarming, and setting traps
a system for creating custom character classes
expanded weapon and armor information
expanded weapon and armor information
full rules for hiring and using henchmen, hirelings, mercenaries, and specialists
comprehensive alchemy rules, including descriptions for 64 different potions, and potion miscibility information
information about animal training
new rules for lore checks, reactions, object saving throws, unarmed combat, invisibility, morale, sanity & madness, the effects of alcohol & drugs, and poison use
expanded information to assist with monster encounters, and rules for monsters as tribal spellcasters
information about adventuring on the various Planes of Existence
details about creation and campaign use of artifacts
And much more!
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.
Thursday, December 22, 2022
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?)