Showing posts with label 80s. Show all posts
Showing posts with label 80s. Show all posts

Thursday, February 13, 2025

In Search Of...Drelnza, Iggwilv's Treasure

Drelnza, Iggwilv's Treasure
Drelnza holding Daoud's Wondrous Lanthorn aloft.
Art by Jeff Easley, 2012.
My son is getting ready to run Module S4, The Lost Caverns of Tsojconth, one of my all-time favorite adventures. And as it turns out I recently re-acquired my original S4 from my old DM's collection. So I have that, the 5e version from Quests from the Infinite Staircase, the 3e extension, and other variants so I am well prepared to help him out.

Then he asked about Drelnza.

Of course I know who she is in the context of this adventure. I know who she is in relationship to Iggwilv, but beyond that...there is just not a lot about her. So I set out to discover more. Was she once a Lawful Good Paladin? Who was her father? How did she become a vampire? I might not be able to answer all these questions, but I will give them a try as I go In Search of Drelnza, Iggwilv's Treasure.

In Search Of...Drelnza, Iggwilv's Treasure

What can we say we know for certain?

Drelnza (sometimes Drelzna) is a vampire found in the spherical chamber guarding Iggwilv's stash of magical treasure. 

She is called "Iggwilv's Treasure" and is her daughter. Whether that is a biological daughter can be debated.

 She is a standard vampire in the original S4 for AD&D 1st Ed. In later editions, she gets a few upgrades, including fighter (or Samurai) levels and a really powerful sword (named "Heretic").

What is tantalizing about her is how little we really know. 

From reading the original Winter Con V version of the adventure, we do know that she was originally just a "vampiress lord" sleeping on a stone slab, a bit like Sleeping Beauty, and designed to catch the characters and players off guard. It is a ruse that is only likely to be used once and lampooned in the later Castle Greyhawk adventure "Temple of Really Bad Dead Things."

Outside of that, there is very, very little about her in the adventure itself. However, I have learned that on Oerth-Prime, she was killed by Melf.

Drelnza - Quests from the Infinite Staircase
Drelnza's Life and Unlife

Nearly nothing is known here. We have one tidbit of information, though. The warlock Mary Greymalkin is the daughter of Drelnza and an Eladrin. This makes Mary the grand-daughter of Iggwilv. Something I should explore more. 

According to the Dastardly Decimal System Podcast, Drelnza was a warrior Princess. I like the idea of her being something akin to Xena. 

In any case, she must have had Mary while she was young, which means she is not a very old vampire at all.

Who's Your Daddy?

Gary never confirmed, or even really knew, who Drelnza's father was. He firmly left that in the hands of the players to decide in their own games if they ever felt the need.  According to Dragon Magazine #336 (October 2005), Drelnza was born between 481 and 491 CY. But this seems really late into Iggwilv's rule of Perrenland and not long enough ago to be "centuries" since Iggwilv was last seen. Reminder the "current" year in Greyhawk is considered to be 591 CY.  

In the article "History Check: The Iggwilv-Graz’zt Affair" from Dragon #414 it is stated that her father is still unknown and she might be the only being in the multi-verse Iggwilv ever truly loved.  So I'd like to think she was born early enough in Tasha's/Iggwilv's life when she was still capable of loving someone. 

Let's say that Iggwilv conquers Perrenland with her undead army in 481 CY. She is a Queen, but she needs a general, and who better to be a general of her undead army than her own vampire daughter, who also happens to be an excellent fighter (or even paladin/anti-paladin). 

So, her exact date of birth is really in question (by me), but honestly, I would push it back to the 460s or even the 450s. This would give Drelnza time to grow into a woman, have her own child (Mary), and then get turned into a vampire, likely something caused by Iggwilv herself. 

As for her father, there are many interesting prospects here. Let's look at them one by one.

Graz'zt

He has been the father of Iuz since his time with Iggwilv, but it is almost universally agreed that he is not the father of Drelnza.

Mordenkainen

Now here is an interesting idea. I like the idea that Iggwilv, maybe when she was still known as Tasha, and Mordenkainen having an illicit affair resulting in a daughter. The basic trouble here is one of timing. Back when Iggwilv/Tasha was young she had not met Graz'zt yet and it widely held that Iuz is older than Drelnza. Unless Drelnza is older, but was turned into a vampire and the age refers to her "living" age. Still...the timing is not exactly right. 

Tasha and Mordenkainen

Ok. So not Drelnza's father, but maybe there is another child out there where Mordy and Tasha are the parents. Maybe this is the origin of the "Son of Pohjola" who she gave birth to on an alternate Earth?

Orcus

This is who I went with when I created the Noidan Tytär, or the Daughters of Iggwilv. However, I think I will stick with this for Iggwilv's Nine Daughters. I feel less inclined these days to make Drelnza among their number. This means Noidan Tytär, Iuz, and Drelnza are all half-siblings.

Tsojcanth

We also don't have many details on who Tsojcanth was. The ever-helpful OSR Grimoire features a bit of an interview with Gary about Tsojcanth, stating he was a powerful wizard, and almost certainly Good and human. This contradicts what is presented in Iggwilv's Legacy: The Lost Caverns of Tsojcanth. I am more inclined to go with Gary's notion that Tsojcanth was human and good if not Lawful Good. The "fiend" Tsojcanth feels lazy and dull to me. Not to say he was not corrupted later on, but it still feels lazy. Plus it just means that Tsojcanth is the same as Iuz, only instead of Graz'zt and Iggwilv it is Fraz-Urb'luu and Vilhara. Even down to the imprisoning. No. We can do better. 

I am more likely to go with Tsojcanth dying and Fraz-Urb'luu pretending to be Tsojcanth turned evil.

So let's say Tsojcanth was a lawful good wizard. Iggwilv in her search for more power seduces and corrupts him (she is evil, after all) but there is an unexpected consequence; Drelnza. Drelnza becomes a fighter, no, a lawful good Paladin, until Iggwilv twists her into her "treasure" and makes her a chaotic evil Anti-Paladin Vampire.

I like it. It is evil, devious, and filled with tragedy. 

BUT the dates don't work here either since Tsojcanth was also supposed to have been dead for centuries. 

Lerrek

One last choice comes from The Oerth Journal. In Issue #13 Lerrek (and sometimes "Lerrik") is mentioned as the father of "Drelzna." According to author Andy Seale (aka Fallon, Ranger-Sage of the Vesve), Drelzna was born in 453 CY. 

Now this is from a fan publication, but the Oerth Journal has some weight behind it, and in the absence of other details we might as well use it. 

Given her two "birth" years, I am going to say she was born in 453 CY and turned into a vampire between 481 and 491 CY. That 453 CY works well with my own thoughts on when she should have been born. 

Drelnza's Character sheet

Ultimately, I guess it doesn't really matter who Drelnza's father was. The more important relationship is between her and her mother Iggwilv.

In the current state of things, Iggwilv is shedding her past to become the new Arch Fey Zybilna, and her alignment is drifting from Chaotic Evil to Chaotic Neutral. I guess we all slow down as we get older. While it is often stated that Iggwilv truly loved her daughter, I don't think there would really be a joyous family reunion even if Drelnza had somehow survived. 

Still. I would like to say she did somehow and is still out there somewhere in the Multi-verse. Is she searching for her mother? And if so what will happen if they meet up again after so many years apart?

Sounds like something I might want to run someday.

Drelnza welcomes the characters to Iggwilv's treasure room

Links


Drelnza sleeps


Thursday, January 30, 2025

Character Creation Challenge: KRONA the Caped Killer

KRONA the Caped Killer
Ok. There is no good reason to do this character. He isn't part of the current Forgotten Realms characters. He isn't odd in sort of way. He doesn't help test my Dungeons & Dragons translations to Wasted Lands.

He is just kinda cool really.

So, I know nothing about this character at all. He predates the time I was gaming with Grenda and he looks really old. The date on the sheet is 4/4/82. Again, nothing special about him, but I do dig the art. He has a solid Grey Mouser look about him.

In Wasted Lands species and races are largely just flavor. But our classic ones do get some benefits. Dwarves are one of those.

Oh. And it is important (to me) that his name is in all caps. 

KRONA (the Caped Killer)

Class: Renegade (from Wasted Lands)
Level: 12
Species: Dwarf
Alignment: Twilight Neutral
Background: Dwarf (Wasted Lands) 

Abilities
Strength: 17 (+2) N
Agility: 18 (+3) A
Toughness: 18 (+3) N
Intelligence: 18 (+3) 
Wits: 17 (+2) 
Persona: 16 (+2) 

Fate Points: 1d10
Defense Value: 2
Vitality: 67 
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +4 (base)
Ranged Bonus: +4 (base)
Saves: +4 vs Death effects

Dwarf Abilities
Night Shighted, detect construction

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-4 d6), Perception, Vital Strike x4, Read Languages, Stealth Skills

Divine Touchstones
First Level: Psychic Power, Bio-feedback
Third Level: Supernatural Power, Mesmerize

Heroic (Divine) Archetype: Thief/Thug

Gear
Rapier, hand axe, battle axe, arrows, darts, hammer

These have been a lot of fun really. I am going to miss doing them and remembering my friend. I hostly have another 100 or so characters to go. I am going to have to hand pick something special for the last one.


You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge

Wednesday, January 29, 2025

Character Creation Challenge: Voyages of the USS Challenger

 I have mentioned a few times this Character Creation Challenge that there are a few characters in Grenda's stack here that are homages to or inspired by my own characters. That was a two-way street. I already talked about how I used his Yoln as the Big Bad in my Buffy games. Today, I wanted to talk about a character that wasn't lifted but was certainly inspired. That would be John Adnerg, Captain of the USS Challenger. 

These are the Voyages of the Starship Challenger

I figured then that today, the anniversary of the loss of the Space Shuttle Challenger, would make for a good time to talk about it. And of course a nod to the Character Creation Challenge's founder, Carl Stark the TARDIS Captain himself. 

My original USS Challenger was a Galaxy-class starship for FASA's Star Trek game using the Next Generation Officer's Manual. I gave it the registry NCC-62901, placing it a couple of years after the launch of the USS Galaxy and USS Enterprise-D.  The registry comes from the zip code of the city where I went to university.

In these games, John Adnerg had been promoted from Captain to Admiral and was handing the ship over to his former first officer, Johan Werner. That is until disaster struck and sent the ship to the Andromeda Galaxy (2.5 mly away). Yeah, a little like Voyager, but I had this idea in 1989.  Of these games, I only ran "The Ship on the Edge of Forever" and "Ghost Ship." These games obviously informed me of what I wanted out of Thirteen Parsecs

USS Challenger

I don't know if the USS Challenger ever got home. I might need to revisit that someday. 

Adm. John "The Wizard" Adnerg

Class: Diplomat
Level: 14
Species: Human
Alignment: Light Good
Background: Scholar 

Abilities
Strength: 14 (+1) 
Agility: 15 (+1) N
Toughness: 16 (+2) 
Intelligence: 14 (+1) N
Wits: 15 (+0)
Persona: 17 (+2) A

Fate Points: 1d
Defense Value: 1
Vitality: 7
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +4/+2/+1
Melee Bonus: +4 (base) 
Ranged Bonus: +4 (base)
Saves: +9 to Mental (Diplomat and Scholar background)

Diplomat Abilities
Contacts, Languages, Lore, Mesmerize Others, Suggestion, Slicer Skills (Sneak, Open Locks, Bypass Traps, Sleight of Hand, Fast Talk, Disguise), Read Languages.

John Adnerg was the Captain of the Galaxy Class Starship Challenger until he was promoted to Admiral. Nick named "The Wizard" for his ability to find ways out of nearly impossible situations and come out on top.

Yeah. I like this version of him.

NX-03 ChallengerNX-03 Challenger

This is not the only USS Challenger I have in my collection. I also finished building an NX refit from the 2150s that I am calling NX-03 Challenger. Though when the Federation formed in 2161, the NX-refit was renamed the Explorer Class, and the Challenger became NCC-099, the retroactive "first" of the class of Explorer class scientific research ships with the USS Beagle NCC-100, USS Endurance NCC-101, USS Roebuck NCC-102, and the USS Victoria NCC 103, all named for ships of exploration in Earth's past. 

My other Challenger, NCC 2032, is an Excelsior-class ship I am working on. That one was in service from 2278 on.


You can get the Thirteen Parsecs RPG, the  Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge

Tuesday, January 28, 2025

Character Creation Challenge: Corvell "Ice" Multane

Corvell "Ice" Multane
Heading into the home stretch and have a stack of Forgotten Realms characters here. I am certainly going to use them in my own games in the Realms. 

"Corvell Multane" is a quintessential Grenda character name.  He comes from the same time period as does the HIVE. And much like the HIVE was influenced by my Spyder Society, this Ice seems (on the surface) to have been influenced by my "Ice" from three years prior. Was he trying to recreate some of my characters for his own game? I don't think so. I have found character sheets of some of my characters in his collection. If he wanted them in his game, he just used them. These characters are inspired by, but not the same as. 

Since I am translating these characters to the Wasted Lands, I think I am going to try to keep them as "Realms accurate" as I can. So that means classes RAW and little to no Heroic Touchstones. 

Corvell "Ice" Multane

Class: Warrior
Level: 1
Species: Human
Alignment: Light Neutral
Background: Warrior 

Abilities
Strength: 15 (+1) A
Agility: 16 (+2)
Toughness: 16 (+2) 
Intelligence: 16 (+2) N
Wits: 9 (+0)
Persona: 17 (+2) N

Fate Points: 1d8
Defense Value: 1
Vitality: 7
Degeneracy: 0*
Corruption: 0

Check Bonus (A/N/D): +2/+1/+0
Melee Bonus: +1 (base) 
Ranged Bonus: +1 (base)
Saves: +1 to all Saves, +2 to Toughness (Warrior background)

Warrior Abilities
Combat Expertise, Improved Defence, Melee Combat, Master of Battle, Ranged Combat, Supernatural Attacks (Melee), Spell Resistance, Tracking

Wow. Ok, I like that. I mean, there are no surprises here, but that is a clean-cut character and would do well in the Wasted Lands or Forgotten Realms. 

I will likely drop Degeneracy and Corruption if I continue these for the Forgotten Realms. Though, one could argue that Szass Tam is the model for both of these. 

This is going to be fun.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge

Thursday, December 26, 2024

Boxing Day: Haven the Free City

Haven the Free City
 I did not get any new D&D or RPG material this Christmas. No big deal, really; the only new things I wanted were those I wrote! But I did get a chance over the last couple of days to go through a boxed set I got in that lot from my late friend

I spent some time in the Free City of Haven.

In his collection was a copy of Haven the Free City. This is the second edition/printing, and it is in fantastic shape.

Fantastic is an understatement, really. The contents are in pristine shape. The box has a blown-out corner, but that is really it.

I am rather thrilled, to be honest. This is not just a great find; I have wanted this boxed set for, well, forever, it seems. Back in the day, Grenda and I spent a lot of time playing in cities and urban areas in our games. So to see this now from his old collection is not just a great gift, it is an emotionally charged one. 

We had planned to write our own "Urban Survival Guide" back then. He had created his own city with a giant map. The map is mixed in with all this stuff. I hope to get to it someday soon.

I didn't even know he had this; we would have played the hell out of it back in the late 80s. Given the material it was bundled with, he must have picked it up in late 1988 or 1989. 

The contents, as I mentioned, are in fantastic shape. I am not sure he used it all that much.

Haven the Free City

Haven the Free City

Haven the Free City

Haven the Free City

This is great stuff. I could spend days going through all of this. A true gift. 


Thursday, December 19, 2024

This Old Dragon: Issue #115

Dragon Magazine #115
I think I have enough time left in this year to do another one of these. My box of old Dragons, though, is getting a little lighter these days. Today's issue takes us all the way back to November of 1986. My old High School DM had just been medically discharged from the Air Force due to arthritis, something that would plague him to the point that the last time I saw him, he was using a cane. I was a Senior in High School working on College applications and trying to get in as many AP math courses as I could. "Amanda" by Boston from their highly successful "Third Stage" album was the biggest song on the radio, which for me at the time was WYMG. "Crocodile Dundee" had dominated the screens for the last two month making Paul Hogan a household name, and on game store shelves and gaming tables all over was Issue #115 of This Old Dragon.

Our cover art is one of my time favorites from Den Beauvais. It might not get as much nostalgia as his chess ones, but this one is every bit as good. 

Letters is dominated by kudos for the Role of Computers feature and a demand for more AD&D computer games and aids. 

Roger Moore is now our new editor-in-chief of Dragon, taking on the role about a week prior. We were only vaguely aware at the time, or *I* was only vaguely aware, that there had been a huge shake-up at TSR.  Moore lets us know, maybe even reassuring us, that there are more great things coming, like supporting the Masters and Immortals sets for D&D and the newer AD&D books. 

Forum covers the big issues of the day. Namely was the cover of issue #114 considered softcore pornography and what is all this talk about 2nd Edition! I own all the 1st edition books and I don't replace them all now. 

Our featured topic this month is Thieves. In fact, this might be one of the first of the official "Special Attractions" or theme issues. I never associated these with Roger Moore's tenure, but it could be the case.

Lords of the Night by Eric Oppen covers thieves and thieves' guilds. I remember reading this one with great interest back in the day, and was the beginning of my thoughts on the Urban Survival Guide.

Friend of the Other Side Vince Garcia follows up with A Den of Thieves, which also covers guilds and how they exist in relation to each other and their city. It is, like much of Vince's work, very detailed.

Vince follows this up with The Art of Climbing Walls. This expands the thief climb walls skill. nearly 40 years later, we are using a single d20 and a single skill for all thief abilities. Another article, Getting Up in the World by Robin Jenkins also expands on this skill.

Eric Oppen is back with Robin Jenkins in Honor Among Thieves which covers the rules in which thief guilds operate. 

And Vince Garcia is back again with Tools of the (Thieving) Trade which covers, as you guessed, thief tools. 

All said an told about 27 pages of thief information. I ate it up. My main character at the time was Nigel "Death" Blade, a thief and assassin. Larina was still very low level at this point and Johan II was involved in a long prolonged war.

Speaking of holy fighters, James A. Yates is up with an idea that has seen a lot of print in Dragon, but not something that would become commonplace until AD&D 2nd Ed. Hammer of Thor, Spear of Zeus details what weapons clerics of the various Deities & Demigods Legends & Lore Gods can use. 

Sharper Than a Serpent's Tooth covers all sorts of snakes in the AD&D game by Ray Hamel and David Hage.

Ed Greenwood is up next with Airs of Ages of Past, which gives us nine magical harps from the Forgotten Realms.

"There's Something on the Floor..." by Reid Beutler features some random tables for determining what is found on, in, and of dungeon floor design. 

Here is a rarity for the time, a non-Greenwood Ecology of article...almost.  The Ecology of the Harpy is split into two articles. The first, Songs of Beauty... comes to us from Barbara E. Curtis. The second, Songs of Death is by Ed Greenwood. Both work well together and I get the impression that the Curtis article was first and Greenwood added his piece afterwards. That's fine, and let's be honest, Elminster *is* the authority on these things in the Realms. The articles are a good read.

Elven Armies and Dwarves-At-Arms by James A. Yates details what sort of troops the demi-humans can muster. I would not run into the need for this one very often, but when I need it, it is nice to have here. You would be excused if your thoughts wander to the Battle of Five Armies. 

More dungeon exploring from Dan Snuffin in Door Number One, Door Number Two, or... You, it dawns on me that modern players would not know what a Monte Hall style play is OR even why we call it Monte Hall. Anyway, this it a bunch of random tables for various dungeon doors. I used to give the Monty Hall Problem in my Intro to Stats course when discussing probability. Really messes with people's heads.

Getting out of the dungeon and into the world of spies we have Stayin' Alive from John J. Terra. This would have been a good bit to have read back when I was investigating the R.I.P. RPG a bit ago. Not for any reason than to give me some more insight on how to play Top Secret. Which is exactly what this article was going for. Later on we also get more Top Secret material in Kevin Marzahl's When Only the Best Will Do. This covers Heckler & Koch weapons. 

The Role of Books by John C. Bunnell reviews newly published sci-fi and fantasy books from the gamer's perspective. This includes some Find Your Fate books, the Lords of the Middle Dark.

Nice ad for DC Heroes 1st Edition. The big DC Heroes Kickstarter just wrapped, so this will all be new again. 

Few more pages down a big full color ad for Traveller: 2300.

Traveller 2300

TSR Profiles features Roger E. Moore and Bill Larson.

Previews gives us the products coming for the end of 1986. These include a couple of my favorites M3 Twilight Calling by Tom Moldvay and RS1 Red Sonja Unconquered. For the new year of 1987 module H2 Mines of Bloodstone and a new DA2 Temple of the Frog from non other than Dave Arneson and David Ritchie is on the way. 

While the Ares section is a thing of the past now it seems, the back half of the magazine is still devoted to sci-fi and Marvel. 

An Interstellar Armory by Gus Monter for Star Frontiers Knight Hawks covers new weapons and defenses. 

Gamers' Guide has our small ads. All the usual suspects for 1986 are here. Wargames West, Gamescience and others. 

The Convention Calendar covers November, December, and January. None local to me (either now or then). 

We get four pages of Wormy. Tramp would soon move south to Carbondale and I would be a couple of months behind him. We lived in the same town for 4+ years and I never even knew. A page of Dragonmirth and three pages of SnarfQuest.

Honestly, a pretty good issue and a preview of what we would see in the Roger E. Moore, back half of the 80s, era. More special features and less content for non-TSR games. 

Monday, October 28, 2024

October Horror Movie Challenge: Cat People (1942, 1982)

Cat People (1942)
 I am a huge fan of the 1982 Cat People and I have known about the original one for years, but never saw it. Tonight I decided to change taht.

Cat People (1942)

Horror movies in the 1940s hit differently than other eras. They are slower, yes, but there is more of a feeling of psychological dread, I think. I mean, there is an obvious reason, of course. Film-makers of the time could use that and not gore or other features of the horror genre.

This movie is a bit slow, but it is still rather good. Simone Simon plays Irena, our Serbian Cat Person. Simon is also really good in this, displaying a kind of innocence needed for the role that you just don't get with Nastassja Kinski. 

There are a lot of elements of this movie that you will see 40 years later in the remake. The Cat People legend is largely the same, just changing the location where the legends happen. 

The plot is also very similar—closer than I expected, to be honest. The ending is pretty much the same, too. 

I watched this one on Amazon Prime and it looks like it was remastered. It is still black & white but very sharp and clear. 

This movie is also the originator of the Lewton Bus jump scare (at about 44 mins in).

I like how Irena's village's "Cat Women" are also described as witches. I could use that.

I was going to rewatch the 1982 version, but I ran out of time tonight.

Featured Monster: Lycanthropes and Cat Lord

I am fairly certain that Cat People (1942) had a little bit of influence on the weretiger of the Monster Manual, but I am absolutely certain that Cat People (1982) did influence the Cat Lord of the Monster Manual II. Some scenes of Malcolm McDowell remind me of the art of the Cat Lord. 

Cat People


October Horror Movie Challenge 2024
Viewed: 40
First Time Views: 20

Monster Movie Marathon



Thursday, October 3, 2024

Review: I10 Ravenloft II: The House on Gryphon Hill

Ravenloft II: The House on Gryphon Hill
Can you imagine a world where Christopher Lee only made one Dracula movie? No. Neither can I. Thanks to the movie magic of Hammer Horror, we got to see Lee's Dracula (who I believe played Dracula more time than any other actor) return time and time again from Victorian England to the Swinging Satanic 70s. Each time, he is confronted by his nemeses, the Van Helsing family, often in the guise of Peter Cushing.  So if Ravenloft is Hammer Horror, then it should come as no surprise that we would get a sequel adventure. 

We did. Strahd is back in Ravenloft II: The House on Gryphon Hill.

This adventure, while not as well received as the first, ground-breaking, Ravenloft it did have a lot going for it. For starters, it was much more classically Gothic in nature. An old family, an ancient curse, ghosts, a strange and charming young Alchemist by the name of Strahd von Zarovich.

I10 Ravenloft II: The House on Gryphon Hill

by Tracy and Laura Hickman*. Cover art by Clyde Caldwell, interior art by Jeff Easley. (1986). Color covers, black-white interior art. Cartography by Dave Sutherland. 48 Pages.

I should point out here that this adventure, while having the Hickmans in the by line, was really just an outline and some notes. Tracy Hickman had left TSR in 1985. The adventure was given over to David Cook, Jeff Grubb, Harold Johnson, and Douglas Niles. Now personally, I can see the sections that were created by Grubb and Niles. I had become very familiar with their works by this point. I honestly believe that if they had started from scratch, this would have been a different sort of adventure. 

Not that I am complaining. I rather enjoy this adventure, significant warts and all. It is more Gothic than Ravenloft I6 was, complete with an epic battle on lightning-streaked moors. 

This adventure introduces many elements that will become central to the Ravenloft campaign setting. The Weathermays, the lich Azalin, the d’Honaires, the Timothys, will all appear again in the Realms of Terror boxed set. 

One thing that won't make that much of a splash though is the big surprise of this adventure; the Alchemist Strahd. Is he the distilled goodness of the Vampire Strahd? Is the Vampire the distilled evil of the Alchemist? Or is there something else?  Like the first adventure, this one has a random plot device. Instead of fortune-telling cards, we get a mesmerist's session. The nature of the two Strahds can be found here.

Or not.

Again, the Alchemist doesn't make a significant impact in the later AD&D 2nd Edition. The Ravenloft campaign setting is all but forgotten in future treatments.  This is not a bad thing, really; the whole Alchemist deal felt like a bit of a retcon in some respects.  Though I can imagine running this adventure now for, say, the 5e players who know who Strahd is would be a lot of fun.

At 48 pages, with more isometric maps, it is larger than the original Ravenloft adventure. There is also a lot more going on. Though fans of "hack n slash" style D&D are going to be disappointed. Oh there are monsters here and they are deadly as hell, but that is not what the adventure is about. Those are just obstacles to the real adventure.

Dreams of Barovia

There is a small section of this adventure titled "The Dreams of Barovia" which is rather fun. The idea is that you play I6: Ravenloft and I10: Ravenloft II concurrently. The character move back and forth between one reality to the other. Playing the same characters but at different times and places. For example, the characters fall asleep in Barovia (I6) and wake up in Mordentshire (I10) wearing different clothing. 

I ran it this way back in college. My old High School DM, Bob Grenda and I ran it together for his normal group. We took turns DMing, with me taking I10 while he ran I6. We did it in a marathon session from a Thursday night to Sunday. It was fun but I forgot to tell my roommates and girlfriend at the time I was doing this and they had no idea where I was. This was the early 90s, so before everyone had cell phones. I found my notes, it was 10/26/1991. 

It worked well, but it was really deadly. HP loss and wounds carried over from reality to reality, which really upped the fear.  I'd love to try it again sometime, but I'd make some tweaks.

If you didn't like Ravenloft I then this one will feel like more of the same. But I enjoyed it and there is still a lot of untapped potential in this adventure for me. 

Rereading it now, so many years later there is a lot I would like to do with it still. A lot I would change, but all in all it was a great time. 

Wednesday, October 2, 2024

Review: I6 Ravenloft

I6 Ravenloft (1e)
 For this October, I am going to focus on Dungeons & Dragons' own horror setting, Ravenloft. I am not going to review every Ravenloft product, nor am I planning on a review of every Ravenloft product I own, but I am going to focus on some select items. To that end I am starting with where it all started, the classic Ravenloft module, I6. 

I6 Ravenloft

by Tracy and Laura Hickman. Art by Clyde Caldwell. (1983). Color covers, black-white interior art. Cartography by Dave Sutherland. 32 Pages.

I have talked about this adventure a lot. It is one of my all-time favorite adventures. Maybe less for what it is and more for what it meant to me.

Ravenloft was originally an adventure for First Edition AD&D, released in 1983, and written by Tracy and Laura Hickman's husband-and-wife team. It was part of the "I" or intermediate series of adventures. Most of these were not linked and only shared that they were higher levels than beginning adventures. Ravenloft, given the code I6, was for character levels 5 to 7. 

Ravenloft is not your typical dungeon crawl, and it is very atypical of the time's adventures. There is less of the typical Howard, Moorcock, and Tolkien here, and it is pure Bram Stoker. 

Ravenloft is Gothic Horror—or, more to the point, it is the Hammer Horror flavor of Gothic Horror laid over the top of Dungeons & Dragons. Harker was a milder-mannered English solicitor. The heroes here have fought dragons, goblins, and other real monsters. How can the Lord of Castle Ravenloft measure up to that?

Quite well, really.

I  picked up this adventure when it was first released and essentially threw it at my DM and told him he had to run me through it. It was everything I had hoped it would have been. Remember, my Appendix N is filled with Hammer Horror, Dracula, and Universal monsters. This was perfect for me. 

Ravenloft was a huge change from many of the adventures TSR had published to that date. For starters, the adventure featured an antagonist, Count Strahd von Zarovich, who was no mere monster. Yes, he was an AD&D Vampire, but he was meant to be run as an intelligent Non-player Character.  Before this, the vampires have been the unnamed Vampire Queen of the Palace of the Vampire Queen, Drelnza, the vampire daughter of Iggwilv in The Lost Caverns of Tsojcanth, and Belgos, the Drow Vampire in Vault of the Drow. By 1983, the amount written on all three of these vampires would not even be as long as this post will be. Strahd was different.

Strahd had a backstory, motivation, and intelligence, and he was ruthless. The goal was to destroy him, and that was not an easy feat by any stretch of the imagination.

The adventure also introduced some new elements. The dungeon crawl was gone, replaced by a huge gothic castle and a nearby village. The adventure could be replayed and unique given the "Fortunes of Ravenloft" mechanic, which allows key items, people, and motives to change based on a fortune card reading.

Finally, there were the isomorphic, 3D-looking maps from Dave Sutherland, which helped give perspective to many levels of Castle Ravenloft. 

The adventure was an immediate and resounding hit. This adventure, along with the Dragonlance Adventures, also by Tracy Hickman (and Margaret Weis), led to something many old-school gamers call "The Hickman Revolution." They claim it marks the time between the Golden Age and Silver Age of AD&D, with the Silver Age coming after 1983. While yes there was change, a lot of it was for the better.

For me, it was a dream come true. Vampires had always been my favorite creatures to fight in D&D, and I was an avid Dracula fan. I bought this adventure and then threw it at my DM, saying, "Run this!" 

I grew up on a steady stream of Universal Monsters, Hammer Horror, and Dark Shadows. That's my Appendix N. So, an adventure set in pretty much the Hammer Hamlet where I get strange locals and have to fight a vampire? Yeah, that is what D&D was to me. You can almost hear Toccata and Fugue in D minor while running it. 

I find that the people who don't like this adventure don't see what makes it great. This is not Lord of the Rings, Conan, or some other Appendix N pulp fantasy. This is Hammer Horror. Strahd has to be played with a combination of charisma, scene-chewing villainy, and absolute brutality. In other words, it is exactly like Christopher Lee playing Dracula.  Even the nearby village is filled with terrified but pitchforks in the ready villagers. 

That is not to say the adventure doesn't have its problems. At times, the Gothic elements are shoved into the Swords & Sorcery fantasy of D&D. And...let's be honest, some of the puns on the headstones in the lowest level are more than cringe-worthy.  If played properly, a vampire like Strahd could wipe out a party, and that is not counting all the other monsters (gargoyles, really strong zombies, werewolves) in the castle. Though Strahd suffers from the same issues that Christopher Lee's Dracula did, completely obsessive that blind him to some obvious blunders. But that is the nature of vampires, really. 

Ravenloft three different printings
Original, 25th Anniversary Edition, Print on Demand Edition

I have played through this once, and I have run it four or five times. I would love to try it sometime under the Ghosts of Albion or WitchCraftRPG rules. I took my D&D 5e group through it when they completed Castle Amber to make for a "Mists" series. It was fantastic.

I even got my original module from 1983 signed by Tracy Hickman the year I ran my family through it.


Much like Dracula, Count Strahd and Ravenloft keep coming back for more and more. 

All versions of Castle Ravenloft
All versions of Castle Ravenloft, so far.

I am sure there will be even another version of this adventure out for D&D 5.5/5r. And I am just as likely to buy it.

Tuesday, October 1, 2024

Review: Vampyre

Vampyre (1981)
 I am celebrating 50 years of Dungeons & Dragons this October by reviewing some select Ravenloft products. But before I get into that, I want to review a Pre-Ravenloft product from TSR that fits the same feel. The mini-game Vampyre.

Vampyre (1981)

I covered many of the TSR mini-games a while back. This one is for 2-6 players. Players hunt the minions of Dracula in an attempt to find and destroy his coffins.  There is a "wilderness" map and a map of Castle Dracula. Designed by Philip A. Shreffler. Art by Erol Otus.

I'll avoid calling this a "bite-sized" game, but it is a game you can set up and play in an afternoon. Preferably a dark rainy afternoon in October.

Up to six players can embody most  of the iconic characters from Dracula. This injects some narrative flair right from the start. There are plenty of antagonists like Dracula, his brides, rats, bats and more. There are even demons and werewolves who were not from the books.

Players can even be converted into werewolves or nosferatu.

There is a Basic game, where you go around Castle Dracula trying to destroy all of Dracula's coffins. 

The Enhanced game takes you outside to Transylvania where you hunt down the count in his secret lair. 

So, essentially just like Basic and Expert D&D!

Vampyre minigame in clamshell, with dice, counters and map


As a B/X Adventure

There is a lot to love about these little games.  The Souvenir font really hits that nostalgia button hard for fans of the Moldvay/Cook Basic and Expert sets. Not to mention some of the best-looking Erol Otus art.   Maybe it is the font, maybe it is the art but when I got these games the first thing I wanted to do was play them as part of my D&D games.  Of course, back then that meant Basic and Expert D&D.  Some of it also came from the desire to get the most out of my purchase with my limited paper route money.

Now, I am a HUGE Dracula and vampire fan, so when I got the Cook/Marsh Expert Set and saw that there were vampires in it, my first thoughts went to vampire hunts.  My first character was a cleric for this very reason.  The game Vampyre is set during the events of the novel Dracula with the same (or rather similar) characters.  So set in the 1890s. Since Ravenloft Masque of the Red Death was still a decade and a half away, I converted this to a simple Expert D&D monster hunt.   If I were to redo it I'd up the threat of Dracula.  In Expert, I made him a Greater Vampire

Vampire chic, circa 1981
Vampire chic, circa 1981

The dual map, a "wilderness" and a "dungeon" again BEG to be used in the Expert game. The parallels between this game and the Ravenloft adventure. No surprise since both draw from the exact same source materials.  The trick the next time I use this is to make it less like Ravenloft.


Thursday, September 5, 2024

This Old Dragon: Issue #146

Dragon Issue #146
 Been a bit since I have done one of these. Looking at my notes I started this in June and just getting around to finishing it. Ah. Well, I have been kinda busy with real life stuff. So lets go back in time, not to an ancient land or a galaxy far, far away, but to the end of the 1980s. June 1989 to be exact. Let's see I had just ended my second year at University. I had settled in on my majors and was getting straight As. I picked up the new AD&D 2nd Edition Player's Handbook three month prior and had just grabbed the AD&D 2n Edition Dungeon Master's Guide. Likely I saw this issue on the stands.  "Rock On" by Michael Damian, cover of the Glam Rock hit by David Essex was number one on the airwaves. In the theaters we were in for a treat, our movie choices were Indiana Jones and the Last Crusade, Star Trek: The Final Frontier (who I saw with my best friend who I would later marry in just 6 years), Batman, and Ghostbusters II. And on our shelves along with the new AD&D 2nd Edition was Issue #146 of This Old Dragon.

My issue is missing the cover, but I do want to talk about it. The cover lets us know this is the 13th year of Dragon Magazine! Rather nice milestone. If Dragon had continued we would have celebrated its 48th year.  Our cover is by none other than Keith Parkinson himself.

Since this is the anniversary issue and it the late 80s early 90s we can expect a themed issue about dragons, and that is exactly what we get. 

This is that odd in-between time of Dragon were both AD&D 1st Ed and 2nd Ed are supported. Leading many of us at the time to just treat them as the same game despite some differences. 

Up first, big ad for the Science Fiction book club. I still have a lot of those books. 

This is followed by a big two-page spread ad for the SSI AD&D Computer games.  This is important later one. BTW you can still get these game cheap on Steam and Gog. 

Following that in the Editorial, Roger Moore asks if traditional Pencil & Paper RPGs are dead due to advancements in computer games. The editorial ends with the question "Will computer RPGs eventually replace 'paper' RPGs?" And then adds, "The future will tell. And DRAGON Magazine will be around to find out."  Well...the answer is a lot more complicated than "yes" or "no." The successes of D&DF 5e and Baldur's Gate 3 (note at the time of writing Baldur's Gate 1 was still 10 years away) seems to show that there is not just room for both, but both are welcomed now by a lot of the same people. Sadly Dragon was not around to address BG3 but future issues did cover a lot of video games.

Letters asks for some new features like tech items in Bazaar of the Bizarre and requests to send fan mail to artists. Forum wants to know if the glory days of D&D are now in the past. 

Sage Advice now has to differentiate between 1st and 2nd Edition books. Where discrepancies occur, 2nd Edition takes precedence. 

Wings of Doom begins our featured section on Dragons.

David E. Cates is up first with Dragons are Wizards' Best Friends, a guide to new small dragons to be used as familiars. These fall under the sub group of dragons known as drakes. We ware even treated to a Crystal Drake art by the late Jennell Jaquays. We get Crystal, Demon, Faerie, and Shadow Drakes. These are al 1st Edition stats.

The Dragon's Bestiary has many new dragons, also in 1st Ed versions. These are the Cobra Dragon, the Obsidian Dragon, Gray Dragon, Rainbow Dragon, Draken, and Minidragon.

Jean Rabe and Skip Williams are up with The New Ecology of Dragons. This is designed for the AD&D 2nd Edition game. 

All three articles are a must read for anyone that love dragons (like my son) and plays AD&D.

The Hatching Magazine by A.D. Young is a look back at the predecessor to Dragon, The Strategic Review. Now like many I knew about the Strategic Review and its place in TSR/D&D history, but I had never seen any copies. That would not be until 10 years later when Wizards of the Coast released the Dragon Magazine CD-ROM with scanned PDFs of the everything. 

The Strategic Review

It was a wonderful insight to an age right before the time I started playing and only knew a little about.

The Ever-After is our short story from eluki bes shahar. Yes that is how it is spelled and it the original name of Rosemary Edghill. I do love how many successful authors and artists got their start with Dragon and TSR.

The centerfold is giant Buck Rogers poster. No need to go over how that went for TSR.

Buck Rogers

TSR Previews tell us what is hot for the late Spring of 1989. Among the choices, lots of Forgotten Realms, AD&D 2nd Ed DMG and the "All New Dungeon! Family Game."

Marvel-Phile covers some "Sage Advice" like questions for the Marvel Super Heroes game.

Not to be out done, there is an add for the DC Heroes 2nd Edition game, focusing mostly on Batman. Batmania is in full force.

Gamma World is not forgotten, well, at least not yet with Dan Salas' Dangerous Terrain. It looks like it could work for any version of Gamma World.

The Lessers are back (Hartley, Patricia, and Kirk) with the Role of Computers.  Chuck Yeager's A.F.T. 2.0 is featured. I had a roommate that played all the flight simulator games on his DAK 386. That was the shit for the time. This article also shows off the differences between the IMB-PC compatibles and the Amiga. I always low-key liked the Amiga. The girl-friend I had at the time had one and I thought it was really great.

Ad for West End Game's Star Wars. Despite my love for Star Wars, I never played this one.

Arrows of the East gives us some new arrows for the Oriental Adventures book. David Kloba gives us a new selection of arrows including how to find them. 

Gamers Guide small ads are up. Many old favorites are here with more about computers and computer RPG help.

Kevin Murphy has a fun article on wishes in If You Wish Upon a Star... AD&D focused, but could be used with any FRPG. It is a pretty comprehensive article. 

Convention Calendar for June to September 1989 is next. There are some local to me ones that sadly no longer are running. 

Dragonsmirth has our comics including Yamara. One day I need to make good on my promise to read those all in order.

So. If you love dragons then this is a good issue to find. It is also typical of the issue for the next year or so until the Powers that Be focus completely on AD&D 2nd Ed; even to exclusion of the BECMI line.

Tuesday, July 30, 2024

The High Witchcraft Tradition

The Magic Circle - John William Waterhouse
I have been on a mini vacation to see my wife's family. They all moved down south. Personally, I dislike going south of Joliet, IL but that is me.  Anyway they are all huge card players staying up till the wee hours playing. That is cool, I got to watch the Olympics. You don't see me talking a lot about sports here though I am a life-long St. Louis Cardinals fan and a complete Olympics junkie. I am no expert by any stretch of the imagination, but I love the Olympics.

With some projects done, and others on hold (Basic Bestiary. Waiting for more art), I started a new project over my extended weekend.

The High Witchcraft Tradition

Well..."new" might be the wrong word.  

I have a lot of notes from other projects that didn't quite fit or didn't get developed enough to get added. Plus this is a book I have been picking at for a while and have been calling my "Last Witch Book."  If it is that remains to be seen, but I do have some great ideas.

Here is the shape of the book so far.

High Magic

It will include the use of High Magic, so magic that invokes spirits, demons, angels and the like. I would also like to include High Magic options for Magic-users. A bit like my Hermetic Mage Prestige class I did for 3.x.

Advanced

This book will be my first "true" book for the Advanced era. So compatibility with OSRIC, Advanced Labyrinth Lord, and Old-School Essentials Advanced is implied. Originally this book was going to be part of my "Basic Witch" series and focus on how I mixed AD&D 1st ed with the Expert set back in the day. I still might do that. I have a lot of ideas for that sort of play, but this is not the book for that.

Plus I will freely admit I am not as enthusiastic for D&D's future as I once was. I will buy D&D 5R, I will even likely play it a few times. But as much as I love digital and online games, that is not my preferred mode. 

So instead of endlessly complaining about it, I am just going to focus my efforts into the types of games I DO enjoy playing. If you are looking for ragey click-bait, you won't find it here.

Best of the Old, Best of the New (Maybe)

I love my old-school games. I also am rather fond of new-school games as well. For me it has always been about maximum fun. So I would love to go back over some of the newer developments in games and see what can be ported back over. This one is not a guarantee. My focus first and foremost is a witch book from circa 1986.   

Cover Art

For this book I am going to commission some original cover art. I have already been sending out emails to artists I want to work with and ones I have worked with in the past for this. And as much as I love the Pre-Raphaelite covers I have used in the past, I have something specific in mind for this one.

Waterhouse's "The Magic Circle" above was one of the ideas I originally had. I am, of course, sad not to use it for this book, but I also want something new. 

I want this book to be really good. I want it to challenge my writing ability and game design ability. Plus I also want it to be able to cover any "so-called" witch written about in the "Advanced-era."  If someone else's book/game/adventure set in the same era with the same or similar rule system and they have a witch character, I want my rules to be flexible enough and comprehensive enough that you could play that character using my rules. Lofty? Maybe. Do able? Certainly.

Potential High Witches

I have been tossing this idea around for a few years now. I finally hit a critical mass of notes to make it a real book. For me as much as for you, here are my posts about it. 

Links to relevant posts

Wednesday, July 24, 2024

Adventure Week: The Mosidian Temple

The Mosidian Temple
 Here is another one I have been waiting for for a bit. The Mosidian Temple is from David Flor of Darklight Interactive. With this you actually get three products. There is the The Mosidian Temple, OSRIC version, the "Developer's Cut", and the original 1983 version.

The Mosidian Temple

by David Flor, 50 pages, color covers, black & white interior art.  Art and maps from David Flor, Dean Spencer, and Dyson Logos.

So, there is a lot to love about this adventure. First, I LOVE that it is an update of something David wrote in 1983. I wish I had saved some of my adventures from then. 

You don't need all three to run the adventures, but the original and the developer's cut are so much fun. 

The adventure is a dungeon crawl, pure and simple. Don't go looking for deep plots or characters; that is a "feature" and not a "bug."  There is a background here that is reminiscent of B1 In Search of the Unknown and T1 Villiage of Hommlet. An ancient temple, set up by some former adventurers, falls into ruins. A Macguffin hunt. Evil cults. There is nothing *new* here but that is fine, in fact that is great.  

Like all good adventures of the 1980s, this one features new monsters, new magic, and plenty of interesting locales. 

Monsters are given brief stats with notes to their page numbers in the Monster Manual. Not 100% sure that is fine with the OGL, but that is just me nickpicking. There are a LOT of monsters here too. This adventure will challenge the characters. It is listed for character levels 6 to 10, and I believe it. 

Half the fun of this adventure is reading the original version and the developer notes. 

The regular and developer editions are currently $5.99, and the Original 1983 edition is PWYW. So the price is quite good really.

How I Plan to Use This

Not quite sure just yet. It has a lot of potential but mostly it is just a fun adventure. No plot, no over arching narrative, just rolling dice like it is 1983. And honestly, what more do you need?