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
The MADDER HAG. 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.
IN THIS ISSUEThe original Thief class finally gets its due.
- Re-tooled thief class: With adaptable skill system, & options for playing to level 36 (as promised but never delivered in the original B/X editions)
- Specialization options for the thief: 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
- New races: Eight optional races for the thief, including the illusion-casting vvistari & the potion-brewing witch-born
- New spells: 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
- Thief hideout procedures: Procedures for running a hideout & a company of thieves, including rival factions & a shadowy Thieves' Guild
- Slot-based encumbrance: Simple & sensible optional encumbrance system
- Plus: Adjudicating 'skills', brewing concoctions & poisons, dealing with strange traders, & more
Elegantly packaged in a well-designed 35 pages.
PLAYTESTINGThe MADDER HAG 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.
Check it out here: The Madder Hag at DriveThruRPG (https://www.drivethrurpg.com/en/product/498045/the-madder-hag-issue-one)