From publisher blurb:
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 Issue
The 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