From publisher blurb:
WELCOME VAGABONDS, FROM DISTANT REALMS, to The MADDER HAG! Herein our compendious treatise on the Art of Depriving Lives, we declaim an axiom of the Natural Law, (known well by all Good Servants of the Land): fighting is fun.
The MADDER HAG is part of an unfolding campaign setting. Each issue serves as a ‘module‘ fitting together with other issues, or optionally as a stand-alone resource for your own game & setting. The material of each issue is carefully edited to seamlessly integrate with the wording & procedures from the original BX books (assuring compatibility with OSE, Labyrinth Lord, and other old school games).
In This Issue
Turn your Fighter into a tactical power in combat, a commander in war, a leader of Machiavellian or noble factions & houses, and a manipulator of court intrigues; this complete edition packages together a comprehensive manual for martials into a tightly-organized 35 pages.
Updated fighter class: With simple backgrounds that connect to the new mass combat options, tactical maneuvers for both fighters and monsters, & options for playing to level 36 (as promised but never delivered in the original B/X editions)
Armor & weapon smithing options: For easily customizing +1 armor, bows, swords, & other weapons
Feats of giant’s strength: New rules for strength-augmenting magic items inspired by the ‘gauntlets of ogre power’ & ‘girdle of giant strength’ — to include a panoply of new strength-augmenting armor, plus rules for wielding giant swords (& other godlike weapons)
Extraordinary armor: Roll up new and evocative armor sets for your fighter, enhancing any discovered cursed or magic armor, with lore-rich possibilities such as: hellhound armor (of fire giant strength), berserker of Khaimosh armor, death dealer (of Gh’heima) armor, or a paladin in Hell’s armor (blasted & blighted by travels through infernal & stygian realms), among dozens of other possibilities and combinations
Giant weapons: Roll up new weapons (including intelligent weapons) for giants & giant demigods (or for fighters, enhanced with giant strength), ranging from ogre mage odachi to hill giant cleavers to storm giant fauchards, to countless other possibilities
Simple mass combat rules (at a tactical wargaming scale): Organized and formatted on two-page spreads for ease of use, covering downtime wargaming for fighters (akin to the magic-user downtime action for spell research), complete with rules for recruiting, training, and ‘leveling up’ armed forces — earning the fighter a path to the ‘Game of Thrones’; also includes siege warfare mechanics, plus an expansion of the ship to ship combat from the original game to now cover strongholds, equipment, and other siege-scale structures
Stronghold encounters: Expands the brief castle encounters in the original ‘expert’ edition, to now cover higher level play (and to help the Referee populate a campaign’s hex crawl with a greater variety of human and monstrous strongholds, for use in traditional quest scenarios, or as bases of operation for domains engaged in court intrigues)
Domain rules: Covering more than mathing out incomes for name-level fighters; these instead integrate fighter leveling into a simple faction & court intrigue mechanic to open up the high level fighter to political maneuvering with noble houses, monstrous powers, and ultimately epic-level threats (while still maintaining the fighter’s role as an adventurer); also includes simple faction rules for diplomacy, subterfuge & double-dealing, hiring and sending out armies (plus additional one-roll procedures for warfare at a strategic-level scale)
Plus: Complete stronghold construction & domain rulership rules, a breakdown of higher tiers of play (to 36th level), & more