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The Madder Hag: Premiere issue of new zine for BX, OSE, and old school RPGs
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<blockquote data-quote="Quentin Bauer" data-source="post: 9487864" data-attributes="member: 7037950"><p>From the creator of Raiders of R'lyeh.</p><p></p><p>WELCOME, DEAR TRAVELERS! — Dungeon Delvers, Keepers of Arcana, Protectors of the Flame Eternal, Mercenaries All (& Tempters of Lady Fortune) — to the whispered inner chambers of <strong><em>The</em> MADDER HAG</strong>. This zine is designed for use with the basic, expert, (& advanced) editions of the original fantasy adventure game, and is therefore compatible with the vast treasure store of old-school rules such as Old School Essentials, Labyrinth Lord, original A/D&D, and the like.</p><p></p><p></p><p><strong>IN THIS ISSUE</strong></p><p></p><p>The original Thief class finally gets its due.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Re-tooled thief class</strong>: With adaptable skill system, & options for playing to level 36 (as promised but never delivered in the original B/X editions)</li> <li data-xf-list-type="ul"><strong>Specialization options for the thief</strong>: Twelve of them, including antiquary, arcanist, assassin, burglar, codebreaker, freerunner, grifter, herbalist, relic hunter, spy, tomb raider, & trapsmith; plus Referee procedures for running thieves in a campaign</li> <li data-xf-list-type="ul"><strong>New races</strong>: Eight optional races for the thief, including the illusion-casting vvistari & the potion-brewing witch-born</li> <li data-xf-list-type="ul"><strong>New spells</strong>: 24 original spells perfect for any campaign but especially useful in a slime-ridden, soot-filled City of Thieves; examples include: Balkan's Clever Counterfeit, Ehrebel's Wondrous Wardrobe, Gloom's Ghostly Passkey, Izolda's Auguria, Mándrhl's Childish Chiaroscurist, Vrubel's Summoning Bell, & Vvoulke's Memory Coffer, among others</li> <li data-xf-list-type="ul"><strong>Thief hideout procedures</strong>: Procedures for running a hideout & a company of thieves, including rival factions & a shadowy Thieves' Guild</li> <li data-xf-list-type="ul"><strong>Slot-based encumbrance</strong>: Simple & sensible optional encumbrance system</li> <li data-xf-list-type="ul"><strong>Plus</strong>: Adjudicating 'skills', brewing concoctions & poisons, dealing with strange traders, & more</li> </ul><p></p><p>Elegantly packaged in a well-designed 35 pages.</p><p></p><p></p><p><strong>PLAYTESTING</strong></p><p><strong><em>The</em> MADDER HAG</strong> issues will introduce & explore a new campaign setting: written & run by a designer who started playing the original basic & expert editions (Moldvay/Cook) & advanced first edition (Gygax, et al.) of the Game of Games, back in the early 1980s; & play-tested by a modern generation of adventurers aged 13 to 16 newly introduced to TTRPGs, along with adults aged 40 to 50. More setting material will be revealed in future issues.</p><p></p><p><strong>Check it out here:</strong> <a href="https://www.drivethrurpg.com/en/product/498045/the-madder-hag-issue-one" target="_blank">The Madder Hag at DriveThruRPG</a></p></blockquote><p></p>
[QUOTE="Quentin Bauer, post: 9487864, member: 7037950"] From the creator of Raiders of R'lyeh. WELCOME, DEAR TRAVELERS! — Dungeon Delvers, Keepers of Arcana, Protectors of the Flame Eternal, Mercenaries All (& Tempters of Lady Fortune) — to the whispered inner chambers of [B][I]The[/I] MADDER HAG[/B]. This zine is designed for use with the basic, expert, (& advanced) editions of the original fantasy adventure game, and is therefore compatible with the vast treasure store of old-school rules such as Old School Essentials, Labyrinth Lord, original A/D&D, and the like. [B]IN THIS ISSUE[/B] The original Thief class finally gets its due. [LIST] [*][B]Re-tooled thief class[/B]: With adaptable skill system, & options for playing to level 36 (as promised but never delivered in the original B/X editions) [*][B]Specialization options for the thief[/B]: Twelve of them, including antiquary, arcanist, assassin, burglar, codebreaker, freerunner, grifter, herbalist, relic hunter, spy, tomb raider, & trapsmith; plus Referee procedures for running thieves in a campaign [*][B]New races[/B]: Eight optional races for the thief, including the illusion-casting vvistari & the potion-brewing witch-born [*][B]New spells[/B]: 24 original spells perfect for any campaign but especially useful in a slime-ridden, soot-filled City of Thieves; examples include: Balkan's Clever Counterfeit, Ehrebel's Wondrous Wardrobe, Gloom's Ghostly Passkey, Izolda's Auguria, Mándrhl's Childish Chiaroscurist, Vrubel's Summoning Bell, & Vvoulke's Memory Coffer, among others [*][B]Thief hideout procedures[/B]: Procedures for running a hideout & a company of thieves, including rival factions & a shadowy Thieves' Guild [*][B]Slot-based encumbrance[/B]: Simple & sensible optional encumbrance system [*][B]Plus[/B]: Adjudicating 'skills', brewing concoctions & poisons, dealing with strange traders, & more [/LIST] Elegantly packaged in a well-designed 35 pages. [B]PLAYTESTING [I]The[/I] MADDER HAG[/B] issues will introduce & explore a new campaign setting: written & run by a designer who started playing the original basic & expert editions (Moldvay/Cook) & advanced first edition (Gygax, et al.) of the Game of Games, back in the early 1980s; & play-tested by a modern generation of adventurers aged 13 to 16 newly introduced to TTRPGs, along with adults aged 40 to 50. More setting material will be revealed in future issues. [B]Check it out here:[/B] [URL='https://www.drivethrurpg.com/en/product/498045/the-madder-hag-issue-one']The Madder Hag at DriveThruRPG[/URL] [/QUOTE]
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