Saturday, September 30, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 30

 This is the last tomb of the minor dwarven lords.  Inside though is a completely unexpected sight.

Room 30

Inside a gnome necromancer is having a heated conversation with his zombie wife. The gnome, says he has been locked up in here since the Vampire Queen took over. He had been working on a formula to grant eternal life to undead for the Vampire Queen. He stated he was so confident in his work he would try it on anyone first. So the Vampire Queen killed and raised his wife. When it didn't work she entombed them here.

Since the the gnome, he has completely forgotten his own name, has perfected his formula. He tried it on himself and it worked. But he ran out of material to also use it on his wife.

The gnome is more than a little senile and crazy claims all he needs is about 50,000 GPs worth of gems from the party to make the cure work. He is not interested in fighting. His wife is a normal zombie.  He says once he is done, he will present the cure to her most bloody majesty, Queen Darless the First and Only.  He has no idea how much time has really passed.

If the party spares these gnomes have them pop up in the next three levels, each time asking for something stranger and more outlandish.

Their only treasure is his book of spells he calls "The NecroGnomecon." It is not a spell book but a bunch of chaotic scribblings.

It is likely that if he does get all the ingredients he needs he will only succeed in finally killing himself and wife in a glorious explosion.

The exit for this level was in Room 15.

--

I got my Halloween decorations out!

Friday, September 29, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 29

 This room is also the tomb of a minor lord.

Room 29

This room has been broken into and looted.

There is a hazard here (not a trap) but some of the mason-work is loose. There is 1 in 6 chance of it being spotted (2 in 6 for elves and dwarves). Anyone near the coffin has a chance of being hit. Roll randomly for all within 5' of the coffin area. Save vs. Petrification or be hit with falling stone for 4d6 hp of damage.

Dwarves will point out that had not the minions of the Vampire Queen not messed with the stone work it would have stayed in place until the end of time. 

Thursday, September 28, 2023

This Old Dragon: Issue #57

Dragon Magazine #57
 Time delve into the box under my desk and pull out an old, musty Dragon Magazine. Today we go all the way back to January 1982. Chevy Chase's "Modern Problems" is in the movie theatres, which is notable for the real acting debut of Broadway actor/singer Nell Carter. Olivia Newton-John is still dominating the airwaves with "Physical," and on the shelves in Waldenbooks and FLGS across the land is This Old Dragon #57.

Our cover comes from Dean Morrissey. I don't know much about it really. My copy doesn't even have it. 

Jake Jaquet's editorial mentions the first time he heard "Dungeons & Dragons" mentioned on TV; during an episode of "Simon & Simon," no less. 

Kim Mohan's Cover to Cover overview covers what we will see in this issue. 

Out on a Limb covers letters about previous issues' content. Typically, things the readers didn't like.

Classic Dragon MVP Ed Greenwood is up first with Modern Monsters. He gives us some AD&D (though I think it could all work for D&D too; this was the time when a distinction had to be made) stats for various modern objects like cars and modern weapons. Also, how *D&D characters can deal with with them with and without the magic they are used to.  This is a rather great article and one that should be referenced for "City Beyond the Gate" when it appears in Dragon #100. 

Nice ad for FGU's Space Opera. Well...the ad itself in nothing special, but the listing of game stores that carry it is. I find it interesting that my home state (Illinois) had more game stores than the others. This could have been because FGU was located in Chicago. Also, there was a game store in the town I now live in that is no longer there. It's now a Pizza place. 

Len Lakofka's Leomund's Tiny Hut is up with detailed information on shield and weapons skills in AD&D and what you can expect any particular group of humanoids to have. Very detailed, and while I appreciate this, I am (and was) of the mind to say "given them all swords and call it 1d6 of damage each."  Not as realistic I am sure, but certainly will get the job done. Len took this stuff a lot more seriously than I do. 

Not to be outshined, Gary is up with one his From the Sorcerer's Scroll with "Developments from Stonefist to South Province" for his World of Greyhawk setting. One day I need to do a retrospective all of his writings. I feel that something like this would have been done already.  In any case, it is a fun little look into the "current events" of Greyhawk. Something I think I appreciate more now than I did then. 

Moving from AD&D to Top Secret we have In Search of A James Bond by Mark Mulkins.  Or how the famous 007 would fit into the Top Secret game. Something I am sure EVERYONE playing Top Secret tried at one point or another.  A lot of this is particular to the game mechanics of Top Secret including how move Bond between agencies. 

Merle M. Rasmussen, as expected, follows up with his Spy's Advice column for Top Secret.  Top Secret always looked like a fun game but one I never got into. I am a little surprised we have not seen an OSR version of this game yet.

Pete Mohney has a quick on with Random Magic Items. A set of tables meant to aid the DM and supplement the DMG.

For DragonQuest fans, there is The Versatile Magician by Jon Mattson. This covers new skills for the Magician. It looks good and I'll add it to my big DragonQuest set of notes for if or when I ever get to play it again. 

Up next is one of my favorite series from the Classic Dragon days, Giants in the Earth. I know a lot of ink was spilled to tell us how D&D/AD&D was not a novel and visa-versa, but I did love seeing these literary characters get represented as D&D characters. In this issue we have C. J. Cherryh's Morgaine and Vanye from her "Morgaine Series" including the rather notorious (for its cover) "Fires of Azeroth." These books were a staple of the old Science Fiction and Fantasy book club. They were on my TBR pile forever. I really should give them a go. I have enjoyed C. J. Cherryh's other works. We also get Lynn Abbey’s Rifkin from "Daughter of the Bright Moon." This was also years before she would come to work at TSR.  And finally two from Robert E. Howard; Belit and Dark Agnes. 

Giants in the Earth, Dragon #57

Ok. The entire middle section of my Dragon is gone. Typical really, since it was an adventure, "The Wandering Trees."  I checked my Dragon CD-ROM and sure enough, that is what it is. BUT by the rules I have established for myself here I really can't go over it. I will say this though, it was the second-place winner, IDDC II (International Dungeon Design Contest II) the OSR Grimoire has more on that. It also looks like a fun adventure. I am kind of sad I don't have it.

Dragon #57 missing pages

Up on a Soapbox is next. We get a rare Brian Blume editorial about playing evil characters. He concludes that no serious gamer will ever want to. Meanwhile, a good amount of the 5.2 Million Baldur's Gate 3 players (according to Steam) are going to at least try the "Dark Urge" option at least once. BUT in principle, I do agree. All things being equal I would rather play a Good character than and Evil one.  Roger E. Moore is next with "Dungeons Aren't Supposed To Be 'For Men Only,'" an interesting bit of a slice in time. I am not 100% certain what the motive here is. Why? Well, it could be two equally valid things. Moore, or others, looked out at the vast demographic of D&D players and found the lack of women concerning. OR. They could have been responding to criticism. While I am NOT going to get into the personal views of the various creators of the game from nearly 40 to 50 years ago, I am going to take Moore at face value and say he is here (on his soapbox as it were) saying, yes women do, should, and can play D&D.  Thankfully, this is also not an issue these days and the years since this time have made great strides for more and more inclusion. 

You know the saying, "Getting off on the wrong foot?" I feel like that is where I am with the Minaria series. This month is The Chronology of Minaria by Glenn Rahman. I mean I know it is for Divine Right, but I never got into that game so I have no context for any of this. Here is what I get from it now. The 80s were a fun time. To think that TSR would spend valuable page resources (four full pages) on this is either amazing or amazingly short-sighted. I can't tell which, but I can say it was a very, very different time and a different mindset. If I posted my HUGE timeline of my Mystoerth world I would not expect anyone to be that interested. Maybe some, but enough?  This was the last of the Minaria articles too. Since it would be two more years before I would buy a copy of Dragon at this point I am not surprised this series never contacted with me. 

D&D's War Game roots are showing here in this next article from Michael Kluever on The History of the Shield. It's a neat article that goes into some historical detail about the focused development of the shield. It covers 9 pages (with some half-page ads here and there). It is interesting but more than I need for a typical D&D game. Granted, that is me. I would get excited about a 9-page on the history of scrolls or something magical. So every time I get a "Politics of Hell" there is one of these. It is a good article, but no where near my personal interests. 

Reviews are up next. Tony Watson covers Star Viking a game I only sort of remember.  It is a sci-fi mini-game for two players, a Viking and a Federate. Where the Viking player tries to raid bases and other ships and the Federate tries to stop them. Watson enjoyed the game and played around with variant ideas. I could see this game being reskinned as Star Trek, Orions vs the Federation style game easily. Might be fun.  In what could be called an understated review, the brand-new superhero RPG Champions gets less than a half page (compared to the two given to Star Viking).  Though Scott Bennie does say that the game does a very good job of emulating it's genre and he gives it a "hearty recommendation" despite it's flaws. Also the game was only 56 pages back then. 

Simulation Corner by John Prados covers The Art of Illustration in games. I am not sure if I am missing something here but his thesis is "good art sells games and makes games better." Yes. But I think back to some of the art that was common prior to 1982 and maybe this was something that needed to be said. 

The Electric Eye from Mark Herro goes over the recent survey about computer use among Dragon readers. Here are some interesting insights. 

Age
Under 19: 63%
19-22: 9%
22-44: 25%
45+: 0%

Education Level
Students: 71%
Professional: 29%

This tracks and was expected for the time. 

Access to Computers

None: 6%
Apple-l I: 17%
Apple-l I+: 29%
Apple-l I I: 0%
PET: 0%
CBM: 9%
VIC: 3%
TRS-80 (Mod. 1): 20%
TRS-80 (Mod. 2): 3%
TRS-80 (Mod. 3): 9%
TRS-80 (Color): 6%
TRS-80 (pocket): 0%
North Star: 3%
Atari (800): 11%
Atari (400): 9%
APF: 0%
OSI: 0%
ZX80: 0%
Exidy: 0%
Heath/Zenith: 0%
S-100: 6%
Other: 20%

Again, this feels right to me given the demographics above. Apple dominated the education market followed by TSR-80s.  Atari was a popular home model and was in competition with the Vic-20/CBM and the TRS-80 Color Computer. This also makes me wish I had tried out the Atari 800/400 line more.

Only one reader had access too more than two different kinds of computers.

Most readers want more programs in the pages of Dragon, and all want articles on gaming-related topics. Readers were more or less equally divided on whether they buy, copy, or write their own programs. 

The Convention Schedule tells what is hot in the Winter of 1982. February 5-7 were the dates for Gen Con South. Something I think Gen Con could do again. 

Dragon Mirth has our comics. And we end with Wormy and What's New with Phil and Dixie! 

So a very interesting snapshot in time of what was happening in the world of Dragon magazine. Not a lot of insight into the world of RPGs, unless you count the Electric Eye article.

I am curious to know what people's thoughts were on the included adventure.

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 28

 Moving to the next room, the party finds the tomb of a dwarven duchess. 

Room 28

The name on the lid has been worn away with age. The dwarven runes, though, at least the occupant is a duchess in her final rest.

Underneath the sarcophagus, there is Treasure Type L.

Wednesday, September 27, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 27

 The first of the smaller tombs appears to be for some sort of duke or lord (the lettering is wearing off) who was an uncle to one of the kings.

Room 27

This (and all the ones here) tomb is smaller than those on the main tomb entrances. It also appears to be less disturbed than the others.

It's occupant still rests, undisturbed. It's treasure is gone, but a close inspection (roll of 1 on a d6; 1-2 for elves and dwarves) will find a secret door under the sarcophagus.

Inside there is a an Axe +2. In the hands of a dwarf it is an Axe +3 and a Dwarven Throwing Axe. It can be thrown for ranges 20/40/80 and return to the dwarf that threw it.

Tuesday, September 26, 2023

Next Month: RPG Blog Carnival - Horrors, Gods, and Monsters

RPG Blog Carnival
I have been kinda quiet lately because I have a few projects I am working on. One will be ready for next month.

In addition to all the other stuff I do, I will have my Horror Movie Challenge as normal, this year hosted by the Halls of the Nephilim.  I am also hosting the RPG Blog Carnival

My theme for this year is Horrors, Gods, and Monsters.  

I am going to post my usual batch of horror related topics, but I am also going to present my take on the Deities & Demigods II concept I have been working on.

While I have been doing a bit of work, I think the one I am ready to share is my Roman-Norse Pantheon.  

I have gods, and yes, monsters to share for this project, and hoping that October will be my month to bring it all to light.

If you want to participate in the RPG Blog Carnival on this topic, just post what you want (that concerns this topic) and share your link below. Or share it on social media with the #RPGBlogCarnival hashtag, and feel free to tag me.  I'll do a round-up of all the posts in November.

To bring all my topics together, I am looking to do monsters on Mondays. Currently thinking about new versions of the Alp, Earth Troll, and Trow. Need two more. I am also looking for good horror movies that could have taken place in the Black Forest during 7th Century Europe, or conform to those basic themes. I can think of a few that fit right now, but they are ones I have already seen.

In any case I hope to have some great material for you next month!

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 26

 This last opening leads down to a chamber with four other exits to other smaller chambers.

Room 25

There is nothing in this main chamber. The smaller chambers appear to be the tombs of lesser members of the dwarven royal family.  The rooms are detailed this week.

Monday, September 25, 2023

Monstrous Monday: The Dúlachán

 It is the first Monday of Autumn. I spent my weekend buying Halloween decorations and playing Baldur's Gate 3. My monster today was almost the physical manifestation of Error Code 516, but this might be better.  I wanted a shadowy, liminal undead figure.

Dúlachán

Armor Class: 3 [16]
Hit Dice: 7+7** (39 hp)    
Move: 240' (80')
   Fly: 240' (80')
Attacks: 1 chill touch (1d8+1d6 chill, Constitution Drain) or 1 trample (1d6 x2)
Special: Constitution drain, undead, Magic +1 or better weapons to hit.
To Hit AC 0: 12 [+7]
No. Appearing: 1
Save As: Fighter 7
Morale: 12
Treasure Type: Nil
Alignment: Chaotic (Chaotic Evil)
XP: 1,250 (OSE), 1,300 (LL), 9/1,110 (S&W), 800 (BF)
Turn As: Spectre

Dúlachán
Dullahan, the headless horseman. From Thomas Crofton Croker, Fairy Legends and Traditions of the South of Ireland (3rd ed., 1834)

The Dúlachán can appear as a ghostly Headless Horseman or as a headless man or woman driving a funeral carriage.  The rider/driver is headless and will carry their own severed head under their arm or in a bag tied to their saddle or belt.  The horses are always of the darkest black, though their eyes burn with baelfire. In both cases, the rider/driver and horse(s) are all part of the same creature and can't be separated. The Dúlachán seeks out the death of one person but will also attack and kill anyone in their way. Behind them follows an army of wailing ghosts. 

These creatures are only found riding in "liminal" or in between times. So sunset or sunrise, the equinoxes and solstices, or on Samhain, the new year. They are most commonly encountered at sunset on the Autumnal Equinox and Samhain (Halloween).

They attack with either a trample (used against victims who are not their direct targets) or a chill touch that does 1d8 hp of damage on hit and an additional 1d6 due to their bone-numbing cold. Their touch drains 1 point of constitution per hit. This is treated the same as other undead draining. Anyone drained to 0 Con dies. If they are the called-out victim, they are whisked away. If they are someone that gets in the dúlachán's way, then they join the army of ghosts that follow along behind it, doomed to wail for eternity.

Their tactic is to ride up just as the sun is setting, call out a victim's name, and then ride the others down to claim their chosen. They will only name one victim per group. There is never more than one dúlachán at a time. 

Dúlachán can be turned as Spectres, but they will return the next night at sundown to make their claim again. They are incorporeal and can only be hit with magic weapons. If they are "killed" they will return on the next change of season. The only way to truly be rid of one is to Turn it or kill it and cast a Remove Curse on the character called out.

If the called-out victim gets into the coach version of the dúlachán, it is instantly killed, but the dúlachán will not attack anyone else and ride off into the nighttime sky.

Game Master's Note: These creatures should never be used as random monster encounters.

--

Happy Fall!

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 25

 Continuing on to the next room, this is the tomb of another dwarven prince. There is a sarcophagus and an interned body but no treasure save for a single bottle.

Room 25

Inside the bottle is a Djinn

The djinn will offer the party 3 wishes total if they don't attack it.

The djinn knows nothing about the Vampire Queen. This is because before imprisoning the djinn she wished for him to forget everything about her.

The party could choose to attack. The Djinn will turn invisible and hide. He will come back around to see if he can get the party to consent to the wishes since this is the only way he can get back to the Plane of Air.

The djinn returning to the Plane of Air will also return his memories. At this point, the djinn will return to the party and offer them any weapons they need to help them defeat the Vampire Queen. The djinn is barred from directly dealing with the Queen herself.

Sunday, September 24, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 24

 Moving on from the King's Chamber (where the dragon was), we get to the Queen's Chamber. 

Room 24

This tomb has been desecrated and robbed of all treasures. The Vampire Queen is jealous of any other queen other than herself.

Saturday, September 23, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 23

 This room is directly in line with the corridor the party used to enter the room. The passageway slopes down considerably and goes for nearly 100 feet.  The room it opens up into is large.

Inside this room is a large dragon.

Room 23

This dragon has been down here for centuries and it has grown too large to leave or even fly. It is a Necrotic Dragon. It had been a Red Dragon (and uses those stats) but its exposure to the necromantic magics of this tomb has changed it. Its breath weapon is a gout of black fire that burn cold, but burns all the same.

The local living goblins pay it tribute and the Shadow Elves from above believe it is some sort of dark avatar of long dead gods.

It has maximum HP for a red dragon and three times (x3) the amount of treasure.

It can be harmed with holy water (1d8 per vial) and a light or continual light spell will cause it to hit and save at a -1 penalty.


Friday, September 22, 2023

Kickstart Your Weekend: Demons, Angels, and Serpent Queens

 A couple of new Kickstarters for this weekend.

Castles & Crusades Codex Infernum & Codex Exaltum

Castles & Crusades Codex Infernum & Codex Exaltum

https://www.kickstarter.com/projects/ckg/castles-and-crusades-monsters-the-unclean-and-pure?ref=theotherside

Troll Lords continues their Codex Series with two books. Castles & Crusades Codex Infernum and Codex Exaltum, this time covering Demons and Angels, respectively.

I really liked their Tome of the Unclean, which featured demons and devils, and I thought it was a great book. I love their Codex series as well.  No surprise then that I am looking forward to seeing these out. 

And to add icing on the cake the Codex Exaltum is being written by none other than my frequent partner in crime, Jason Vey!  Jaso really is the perfect person for that with his academic and game-writing background. So my expectations of this one are pretty high. 

The covers look great and will fit in nicely with my current in-use copies of Castles & Crusades.

Also expect these in a future One Man's God-style post.


Trails & Tales: Temple of the Serpent Queen

Trails & Tales: Temple of the Serpent Queen

https://www.kickstarter.com/projects/trailsandtales/trails-and-tales-temple-of-the-serpent-queen?ref=theotherside

If you are on social media, in particular Facebook, you know that for a little bit now Danger Forge has been releasing some quality OSR-compatible PDFs for free. The production values are high and the content has been a lot of fun.  

This is their first Kickstarter. 

Personally, I can think of about three or four campaigns I could use this in, one of which is my Castles & Crusades conversion of my "Second Campaign."

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 22

 Continuing counterclockwise to the next crypt brings the party to room 22.  This one is dedicated to one of the dwarven princesses.

Room 22

The party notices many things.

First, there is the ghost of a dwarven princess standing near her damaged sarcophagus. She is very sad and does not speak.

Secondly, the walls are covered with paintings of the pricess' life. She died young and un-married.  The painting were of her playing in the (then) nearby fields. Braiding her father's beard, and other scenes of innocence.

Thirdly, the party will also also see that these paintings have all been defaced with graffiti and pornographic imagery. 

The princess' ghost cannot be attack of hit. But likewise she can't attack either. She can't find rest because her grave has been disturbed.  A cleric can perform the final rights and put her soul to rest, but she won't leave until the vandalism is removed.

Fortunately the graffiti was done by magic (a magic-user or witch can detect this) and so a Dispel Magic will erase it all.

Doing this will allow the princess to move on.  She will with a smile and as she departs a previously hidden secret door will open and reveal the Princess' treasure. There are two bags of holding each with 18,700 gp value in jewels and gems. There is a crown worth 1,000 gp and a slim bejewelled sword. Finding these is worth 40,000 XP total. 



Thursday, September 21, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 21

 Moving on to the next room on the left hand side (to the right of Room 20) is another passageway to a crypt. This one has a guest waiting for the party.

Room 21

In this crypt is a dead dwarf. He is looking at you, but he is dead.  

If the party does not attack right away the dwarf, a bhūta, will ask in a dry and dusty voice to ask the party to hold.  The dwarf will explain that he is only interested in killing the Vampire Queen, or at least get confirmation that she is dead.  If they party lets him pass he will walk by. Give them the same XP as if they had defeated him.

IF they attack, then he will attack back.  Nothing will stop his vengeance on the Vampire Queen.

Bhūta (Dwarf)

Armor Class: 4 [15]
Hit Dice: 7+14** (46 hp)
Attacks: 2 claws (1d6+1 x2)
Special: Death Grip, Undead.
THAC0: 11 [+8]
Movement: 120' (40')
Saving Throws: Monster 7
Morale: 12
Alignment: Neutral evil
XP: 1,250 (OSE) 1,100 [9] (S&W) 1,200 (LL)
Number Appearing: 1
Treasure Type: None

When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death. This spirit, called a bhūta, possesses its original body and seeks out those responsible for its murder. It will never rest until those responsible are sought out and slain. 

Since the transformation into unlife is almost instant (occurring within 1-2 hours after death), the bhūta appears as it did in life for about 2 weeks, taking on a more decayed appearance thereafter. Close inspection (spot on a roll of 1-2 on 1d6) reveals slight decay, and the body still shows signs of any trauma suffered prior to death (wounds, disease, burns, or the like), but outwardly, the bhūta for the most part appears as a normal creature of its race. In its undead state, the bhūta sustains itself on a diet of flesh, preferring that of humans and elves. A bhūta that scores two successful claw attacks on an opponent in the same round fastens its hands around its opponent’s throat and deals 1d6+1 damage per round until the hold is broken with a successful attack by the victim. 

The bhūta’s main objective is revenge on the person that killed it. So long as the bhuta and its killer are on the same plane of existence, it can find its target unerringly.

Wednesday, September 20, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 20

 Room 19 has many small passageways radiating out. They form 8 spokes, with the larger hall as the first.  The first passage leads to a small mausoleum. 

Room 20

This is final resting place for four dwarven princes.  

There is still some treasure here. A total of 163 gp can be found along an axe +2, +3 vs. Goblins and Orcs.

Tuesday, September 19, 2023

Baldur's Gate: A Barbarian in Hell

 My son and I have been enjoying the new game, Baldur's Gate 3. He is much further along than I am and so is his D&D 5e group. One of his favorite characters is Karlach, the tiefling barbarian. I admit, she is great. Karlach is this 6ft+ tall tiefling warrior goddess who is also one of the funniest, most optimistic characters in the game. My son calls her a "cinnamon roll" because of how sweet and fluffy she is.

When your character is idle she will be humming to herself and dancing in place. She says things like "fuck! It is great to be alive!" and when she runs into combat she laughs. She calls everyone "soldier" and loves it when you stick up for the underdog, kids or find ways to keep the innocents alive. She has every right to be angry and bitter; instead, she is cheerful and optimistic. 

And sadly...she is also dying.

Spoilers ahead for the Baldur's Gate 3 video game.

A Barbarian in Hell

Karlach has an "infernal engine" for a heart. It works great in Hell, where she was fighting in the blood war, but on the Prime Material, it is burning her up from the inside. One of your quests is to find a way to keep her from burning up. You can, for a while (and it is worth the effort!) but in the end...well the Devil has their due. 

There are a lot of different endings for all the "origin" characters, but Karlach's was particularly bleak. Her happy ending was to be able to say she loved everyone before burning up, leaving only ash.

What did Larian Studios do about this when players started complaining about it? Simple they did what any good studio would do.  They pulled back in the voice actress, reshot Karlach's ending with all new material, and patched it to the game in a matter of DAYS.

You can see her new "happy" ending here.

Personally, I love the idea that she and Wyll go off together since their backstories are so intertwined. If I do another run-through of this game, I want to do it as Wyll with the purpose of seeing what I can do to save Karlach. Karlach would never do it for herself; that is not who she is.

BUT. Even with the "they lived happily ever-after in Hell" ending my son and his group are less than happy with it. So we were talking about it one night while playing BG3.

He wants an adventure for his party where they go to Hell to rescue both Karlach and Wyll.  He wanted to know if I had anything.  

I told him that was a silly question.

A Paladin in Hell

I mentioned the adventure A Paladin in Hell does this, and it has somewhat the same premise as the newer D&D 5 adventure (and Baldur's Gate 3 prequel) Descent into Avernus.

I told him to use the basic outline of APiH, use details from BG:DiA, and make it a mission to rescue Karlach and call it "A Barbarian in Hell." However, in my current run-through, Wyll has rejected his warlock powers to become a Paladin. So I guess it still works.  I half-jokingly have called this "No Sleep Till Avernus" with my son.

In this adventure, Karlach and Wyll are defending a piece of Elturel that has remained in Avernus (let's say it was the temple in A Paladin in Hell).  The characters in Baldur's Gate 3 are limited to 12th level. "Descent into Avernus" takes the characters from level 1 to 13. The AD&D 2nd Ed "A Paladin in Hell" is for characters 15-20 level. So then A Barbarian in Hell is for characters 13th level and above. 

Paladins in Hell

The motivation for most D&D adventures is glory and gold. The motivation for A Paladin in Hell is "the greater good."  For A Barbarian in Hell, the motivation is "Save our friends."  And that is a good motivation, really. 

Besides, if the roles were reversed, you know Karlach would have saved your ass a long time ago.

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 19

 The end of the hallway (Room 14) opens to a large chamber.

Room 19

There are floating orbs here and a glowing magical portal.  Entering the portal will transport the character to one of the other levels of the dungeon. Roll a 1d12 to determine which one. They appear in Room 1. If characters step through together, then they are all teleported to the same place. Characters that enter separately arrive at different locations. 

The orbs just float and give off light as per a light spell. The orbs (15 in total) are worth 150 GP each (normal glass orb with levitate and light spells).  They break easy, having only 1 hp and a save of 18.

Monday, September 18, 2023

Monstrous Mondays: A Basic Bestiary Update - Of Sorts

 This is the first Monday in more than a month I can sit down and write something about monsters. As it turns out.  I got nuthin. 

Well...that is not entirely true. It could be said I have too much but lack a clear direction.

Here is my issue as it stands right now.

I have a lot of monsters done. Not as many as I want, but a lot. Enough to easily fill a book. But I also have all this other material here that can go with it. Spells. Gods. NPCs. 

Since I am supposed to be developing a SWOT analysis rubric for an MBA course I am developing now, I may try that out here with my current problem. My feeling is it is going to tell me things I already know. That is why these work best with teams. 

Basic Bestiary SWOT
Click for Mural SWOT board

I could add more, but this is enough to keep me going.

This does justify my desire to keep moving on this project, but not the direction I should be taking.

Maybe I am biting off more than I chew here.

One of the directions I took early on was to split my Basic Bestiary idea up into three groups of monsters. Maybe I should go a step further and break it down into smaller units and combine it with my Monstrous Maleficarum; smaller sized publications that would allow me to buy more art for future ones.

I could do all Basic-era monsters, then re-combine them all at the end for an "Advanced-era" hard-cover.  That way people who like Basic-era could just get those, and the people who like Advanced monsters (and hardcovers) could just get that.

With these I am going to go with "Basic-Era" and "Advanced-era" compatibility and not stick too close to any single retro-clone in particular. There are a lot of clones out there now, and to be honest, the differences are mostly trivial.  

The limiting factor, of course, is art. But this at least addresses many of the issues I have above. 

So I guess I need to see what art I have now, a figure out how many monsters per publication would be worthwhile.

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 18

 The room across from the previous on it set up in a similar manner. 

Room 18

This room is empty. There are also no books here.


Sunday, September 17, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 17

 Going down the hall another 50 feet there is another set of double doors on either side. The doors on the left are locked. As before there are three separate locks that need to be opened in the proper order.

The top, the lower left then the lower right. This can be figured out with divination magic or by making three successful Find Traps rolls. Inside this room is a coffin on a dais. There is a desk and many books about vampires.  Inside the coffin there is a vampire chained down with silver chains. 

Room 17

The vampire has been experimented on for centuries. The tomes nearby detail every experiment done. Whoever was doing this was looking for a way to make vampires even more powerful. 

This vampire was a failure.

After a few minutes, the vampire will stir and then begin to scream.  The vampire begs the party to kill him.

Killing the vampire is not difficult. He is completely immobile, so no rolls to hit are needed, and the vampire only has 6 hp. A wooden stake will end him.

If the vampire is released then he will attack the party for blood. 

--

GMs should not grant full XP for killing this vampire. But XP can be given for finding and reading the vampire books.


Saturday, September 16, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 16

 Moving across the hall opposite of the stairs (and to the left as walking down the hall) there is another door. This one is not locked and is easily opened. 

Inside the party will find a horse. This horse is obviously demonic. It is red, has small flames leaping off of it, and its eyes are glowing. It is busy eating the corpse of a long-dead elf.

Room 16

The horse looks at the party and keeps eating. If the party continues to watch the horse the horse will stop eating and ask if the party wants any of the elf to eat.

The horse is demonic and it doesn't take a "Detect Evil" spell to see that.  The horse does not attack but instead it gates out if/when it is attacked in an explosion that does 4d6 hp of damage in fire and concussive blast. Save for half.

--

The horse is here due to the magical flux still effecting this tomb.



Friday, September 15, 2023

Kickstart Your Weekend: Cottages & Cerberus

Last year my family and I were playing a D&D 5e game, and we got to talking about our other 5e game. I had asked them what they wanted for their characters "after level 20."  My youngest wants to take over a town and fill it with artificers and build a community of "makers." My oldest wants his Dragonborn to build a mighty temple to the Platinum Dragon in his role as the "Sword of Bahamut."  When they turned around and asked me what I wanted for my NPC/GMPC witch character I said I wanted her to retire with her cat, have a garden of about 1000 different herbs, drink tea, and live that 100% Cottage-core life.  I had done all the "big endings" before.

Well it turns out that you can do that as well.

Cottages & Cerberus

Cottages & Cerberus

https://www.kickstarter.com/projects/cottagesandcerberus/cottages-and-cerberus-new-system-pf2e-5e-support?ref=theotherside

This game is described as "A new monster hunting cottage core TTRPG system with PF2 & 5E compatible bestiary."

Sounds fun for the right groups really. 

Honestly I am happy that game designers are taking leaps and doing new things with their RPGs. This won't be everyone's cup of tea, but for someone out there this is the perfect game.

Given the number of pledges it has so far it seems like there is a pretty good market for this. 

The art looks great and there are all sorts of add-ons to enrich your current game. I am considering both the D&D 5e and Pathfinder 2e digital versions.  It might be worth it just for the stats of the "Leviathanus Rex." Imagine a Godzilla-sized narwhal. 

Leviathanus Rex

There is a 63-page preview and a character sheet.  I rather like the idea of "spoons" as a personal resource.

They are doing great so far and I wish them the utmost success.

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 15

 Traveling down the Room 14 hallway, there is a secure door on the party's right half way down.

Room 15

The door is barred with a huge lock in the center and two more auxiliary locks. Three different Open Locks rolls or Knock spells are needed.

Once open there is a wave of necromatic magic that hits the party. They all need to make a saving throw vs. Detah or take 2d6 hp of damage.

This is a stairwell down to Level 10.


Thursday, September 14, 2023

Review: SURVIVE THIS!! What Shadows Hide, Cthulhu Sourcebook

 Continuing my exploration of Bloat Games' modern horror/monster hunting RPG, SURVIVE THIS!! What Shadows Hide. Today I cover Part 2 of the two books, the Cthulhu Sourcebook.

What Shadows Hide Cthulhu Sourcebook
SURVIVE THIS!! What Shadows Hide: Cthulhu Sourcebook

220 pages. Black & White cover and interior art.
$9.99 PDF

A while back I once said, rather snarkily, that a game can get instant sales by slapping some Cthulhu on it. One the surface this could look like that, but it doesn't do that at all. 

Also, I compared What Shadows Hide to the classic RPG Chill. So the logical comparison here is this is Bloat Games' version of Call of Cthulhu. But it is not quite that either.

What is this game supplement? Easy. Remember the first season of True Detective? It was a great detective show with a cult and some crazy guy talking about Carcosa. Turns out it was all just normal, though very evil, human agents. 

Well, what if Carcosa had been real in True Detective? What if those human agents/cultists interacted with real Elder Gods from beyond reality?

That is what this game is.

This book gives us some new classes for What Shadows Hide. Archeologist, Priest of the Darkness, Priest of the Light, Priest of the Mother, Priest of the Old Ones, Priest of the Protean Path, Priest of the Void, Psion, Warlock, and my favorite, Witch. Some of these we have seen before, but that is fine, not everyone will start with the same book or buy everything in their line (you should, but I see why you might not).

There are new spells, new skills, curses, and psychic powers.

Why put these into this book? It keeps these more powerful classes out of the hands of the Players and squarely in the Game Master's hands. 

We also get a bit about Cosmos Cats (fun!).

The bulk of this book is dedicated to the monsters the characters will encounter and the cults they will likely have to deal with. There is even a good section on creating your own cults.

This book has more utility than just "Book 2" of What Shadows Hide. This book can be easily used with other Bloat Games' RPGs like We Die Young or Vigilante City. There is also enough here for anyone who wants to add some cults to their Fantasy OSR games.

There is even an index.

Both books make for a great game, and a worthy addition to the Bloat Game catalog and the Survive This!! line.

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 14

 Going back to Room 2 and taking the last exit on the right. This leads to a long hallway.

Room 14

This is a long hall with several alcoves similar to last hallway.  This hall is filled 20 Green Slime.

When the party enters this hall they begin to slowly move towards them. They are all on the floor, none are on the ceiling. 

Wednesday, September 13, 2023

Scooby-Doo Day, the Hex Girls, and Earth-27

 On this day in 1969, I turned 3 months old. I didn't know it then but that same morning a new cartoon that would stand the test of time premiered. Scooby-Doo hit the airwaves on CBS on Saturday morning, September 13, 1969, at 9:30 Central time. It would later go on to several spin-offs, merchandise, movies (both animated and live-action), and give us some iconic characters.  To a kid obsessed with Hammer Films, Universal Horror Movies, Dark Shadows, and the Twilight Zone, it became something of an obsession to me. From my "first" witch to the Hex Girls, it is hard to overstate the effect this show has had on my games. 

So today is a good day to bring back the Hex Girls into my discussions here on the ole' Other Side. 

I have been wanting to do something more with them for a bit to be honest. They are just silly fun. I am going to try to get some stats up for both Tim Knight's (btw, check out his version of my Teen Witch Taryn!) and Pun Issac's respective games. 

I was online looking up some new information and/or art for the Hex Girls when I encountered the Earth-27 wiki. I was not disappointed at all.

Thorn Luna Dusk

This is a crazy site. First, I LOVE all their detail and their desire to throw everything into a blender and hit frappé. There is a solid mix of DC Universe, Scooby-Doo, and even Supernatural here. There are bits of Lucifer and a lot more. Honestly, it would take a long time to dig through the whole thing. I am speaking from experience because this was the rabbit-hole I went down one night and it was all great stuff.

First, I love the art and attention to detail here. This is all just fun stuff. And obsessive on a level I can really appreciate.

However, I could not help but notice something. There is a lot of "canonical" information about the Hex Girls that comes from this blog and my RPG write-ups of them. 

I can see how really. Back in 2013 (sheesh over 10 years ago!) I posted about how some details from here made their way into the Wikipedia entry on the Hex Girls.  Compare that old link to the current one, and you will see the information is now gone, as it should be.  Gone, but never forgotten.  Earth-27 adopts it all wholesale and then expands on it.

Some things I think are obvious; Luna is very obviously bi-racial to me. Their "real" names are taken from my blog with notable exceptions of Thorn's Sally McKnight (from the show) and Dusk's "Muffy St. James."  They keep that, but mention her real name is Margaret and she is just called Muffy. Ok. That's cool. I like that. 

Mind you. None of this bothers me. In fact, I think it is really cool. There are certainly some big improvements in what they have done over what I have done. Plus, they have a "user agreement" to share information, and it is not like these characters are "mine," really. So, in that spirit, I say share and share alike.  There are certainly some ideas they have that I can back-port into my own games. I love the art for example and the character sheets for the characters are a lot of fun. And, sure, let's go with "Margaret 'Muffy' St. James, AKA Dusk." And their mentor is none other than Elvira. So yeah, how can I say no to any of this?

I hope to use some ideas here (within their implied permissions of course) and see what it can do for my games. I know there is a lot more to explore.

Links

Review: SURVIVE THIS!! What Shadows Hide

 I want to spend some time with one of the newer RPGs in Bloat Games' line of SURVIVE THIS!!  Today I want to look at their modern monster-hunting horror game What Shadows Hide.

SURVIVE THIS!! What Shadows Hide

I say "newer," but these have been around for a bit.  There are two books in the line, the Core Rules and the Cthulhu Sourcebook. For the purposes of this review I am considering both the PDF and Print versions of these books. There are at this time no Print On Demand versions, I bought these from Bloat Games at Gary Con in 2022.

What Shadows Hide
SURVIVE THIS!! What Shadows Hide: The Roleplaying Game

250 pages. Black & White cover and interior art. 
$9.99 PDF.

If you have followed any of my reviews of the various Bloat Game offerings then you will know that I am a big fan of their games and the SURVIVE THIS!! system that powers their games. Like the previous games (in particular Dark Places & Demogornons and We Die Young) this is a horror game. Though the feel to this one is a bit different. This is not the 1980s or 1990s anymore, this is a game with real stakes, real horrors and people dedicated to fighting them.

Up front, if you have played or own any of the other SURVIVE THIS!! games then a lot here will feel familiar. The rules sections are largely the same as are the rules for creating characters, combat, and some of the monsters.  This time the authors address this and mention this is done for maximum compatibility between the game lines. You can take classes from any SURVIVE THIS!! game and use them here and visa-versa. 

The joy of this game though is what it brings that is new. And there is plenty of that.

The game largely follows a similar path to that first taken by the Chill RPG. You have professionals working in various areas of the government (or other places) and they interact with an organization known as C.A.R.E., Conservers of the Ancient Realm of Earth. Think of them like BPRD, SCP, or even good old SAVE. Many characters will be involved with C.A.R.E., but you don't have to do that in your games (CARE-less?), the point is there is a connected group that does it's best to fight back against the monsters of the night.

Character Creation

Characters can have a Race, Occupation, and a Class. Races include Dimensional Forsaken (Angels and Demons), Doppelgangers, Fairies,  Ghosts,  Ghouls, Greys, Half Mer-men, Humans, Jari-Ka (Mummies), Negator, Reptilians, Vampires, and Were-beasts.  This moves it a little further afield from Chill and into World of Darkness territory. 

Occupations have a random table with how much they make each year.

Classes include Academic, Arcane Thief, C.A.R.E. Field Agent, Exorcist, Medium, Monster Hunter, Mystic, Necromancer, Occultist, Paranormal Investigator, and Void Master. Some of these are from other books, but pay attention to the details as some do feel different.

Character creation follows the same process as other SURVIVE THIS!! games and by extension most Old-School games. Attributes are covered which include the standard six, plus the "Survive" attribute common to all SURVIVE THIS!! games.  

Like the other games in this family, Hit Points start with a 2d6 and increase by 1d6 per level, regardless of class or race.  Combat can be pretty deadly in these games for people used to the hardiness of even Old-School D&D characters.

Character creation, spells (rune tattoos), skills, and Equipment cover the first 140 pages of the book, so a little more than half. 

Rules

Here we get our rules for playing the What Shadows Hide game.   We get an overview of game terms, which is nice really. Rules for Curses, Exorcisms, and Madness are covered. Similar to the rules found in We Die Young. It looks to me like they could be backported to DP&D rather easily. 

There is a fair number of combat rules.  Likely this has come about from the authors' experiences with their other game Vigilante City. 

We also get rules for XP & Leveling Up and Critical tables.

The Setting of What Shadows Hide

This is the real treat of the book. What makes this one different than the others. The world is filled with monsters, aliens, and other threats to well well-being of humankind. It is largely up to the characters (and those like them) to keep the world safe. Here we get into detail about C.A.R.E. and other organizations. We also cover the cults and organizations the characters are most likely to encounter and how to deal with them. 

At the end of the book, there is a section of adventure seeds. There are some monsters here, but they are directly related to the adventures. For more monsters, you will need the second book in this line, the Cthulhu Sourcebook, or grab one of the other Survive This!! books such as the wonderful DARK PLACES & DEMOGORGONS - The Cryptid Manual are an excellent choice. 

There is a bit here that can be found in other Bloat Games' Survive This!! games. But that is fine, because as an author/designer/publisher, you never know what someone's first book is going to be. So I am perfectly happy with seeing the Mystic again for example. Each book/game does add more to the sum total of the Survive This!! experience, so even in a class I know well (hello again Mystic) there is something new and often something a little different.

You can use all the games interchangeably, along with supplements made for the individual lines. 

A quick read through the book at Gary Con 2022 and I knew right away I could use this core book to recreate any Chill or Conspiracy X game I played in. If I wanted to recreate ay Call of Cthulhu game, well for that I would need Book 2 in the series.

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 13

 Another secret door can be found underneath the fountain-like structure in the middle. There is a 10ft drop down into the center of the room.

Room 13

This room is filled with the same sorts of snakes that came out of the fountain during the encounter in Room 11

There are 2d10 snakes in this room.  Additionally, there is 3d10 Type U treasure here.

Tuesday, September 12, 2023

RPGs are Now Mainstream, example #254

 I want to share a few books with you today. Not reviews, but I do want to talk about them.

Most everyone reading this blog likely knows about this book.

Grimtooth's Traps Too

The Grimtooth Traps books were not official AD&D books, but nearly everyone back in my gaming groups in the 1980s had one or access to one.

These next two are less well-known.

Book of Encounters

They are the Game Master's Book of Random Encounters. The large hardcover (brown) we got my son for Christmas from Amazon. The smaller green "magazine" style one I bought last week. At a grocery store in South Carolina.

All three books share the same origins and goals. They are third-party products designed for "any RPG" but obviously for their respective current editions of *D&D. They fill a niche market of DM's tools, so a small number of people will buy these. 

The biggest differences?

For the Traps Too book, my then-DM and I had to drive to Springfield, IL, to get it. It was 35 miles away, and then we had to go to a store downtown (Black's Hardware) because our regular D&D stores (Waldenbooks and B. Dalton's) didn't carry this.

I found the magazine Gamemaster's Book of Random Encounters in the periodical rack in the checkout line at a grocery store next to copies of People, Us, and whatever holiday cookbook magazine America's Test Kitchen was selling.

This is just one more example of how ubiquitous RPGs are getting. 

Hell, even at my sister's funeral people from a side of my family I barely know were talking about how great Baldur's Gate 3 is. (Spoilers. It is great.)

Sometimes, it is easy to forget how great we have it now. Sometimes it is easy to forget how scarce or rare things used to be. 

We are really in a Golden Age of RPGs now and sometimes it is nice to sit back and soak it all in.

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 12

 In Room 11 there are three small secret rooms behind the many alcoves. All are covered here.

Room 12

Each of these rooms are small, 10' x 10' or so. Their function is unclear. They could have been guard rooms, storage rooms or something else.

There are no treasures and no monsters here.

Monday, September 11, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 11

 Going back to Room 2, and moving on down the gallery there are the larger exits to the left and to the right. Taking the left leads to a long hallway. 

Room 11

The room is a large, circular chamber with a high ceiling. The walls are made of smooth, polished stone, and the floor is covered in a thick layer of dust. There is a single door in the far wall and a large fountain-like structure in the center of the floor. There are alcoves in the walls with gargoyles in the recesses.

The traps in the room are all triggered by pressure plates. The first trap is located by the doorway. If a creature steps on the pressure plate, dart traps will fire (from the gargoyle's mouths), dealing 1d6 damage, save vs Poison or take another 1d8 points of damage. The second trap is located in the center of the room. If a creature steps on the pressure plate, a pit trap will open, dropping the creature 10 feet to the ground below (1d6 hp damage). The third trap is located under the fountain. If the trapdoor is opened, a swarm of poisonous snakes will pour out.

Ten (10) snakes come out from under the fountain. These snakes are blind and are the same color as the stone. They use the same stats as Giant Rattlers.

There is a cache of gold, 105 gp, hidden under the fountain. 

Sunday, September 10, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 10

Moving to the right there is another room, similar to room 9.

Room 10

This room was also a research library. The books here have been destroyed by water and fire. All are beyond saving.