Showing posts with label 90s. Show all posts
Showing posts with label 90s. Show all posts

Thursday, October 31, 2024

In Search Of...TSR's R.I.P.

TSR's R.I.P.
 Spend any time in horror RPG communities or the classic TSR communities; sooner or later, the topic of R.I.P. will come up.  But what is/was R.I.P., and why was it never published?

These are the questions I will try to answer on this special Halloween edition of In Search Of...

In Search Of...TSR's R.I.P.

So, what do we know about this game? Very little to be honest.

  • It is modern-day horror. 
  • Slated to be published in 1991
  • Trademark was applied for in 1990.
  • Written by Scott Herring [sic], Jim Ward, and Paul A. Linberg [sic]
  • At least one accessory, Lost Souls, was planned and another, a set of cards, were mentioned.

And that is really about it. From the TSRArchive, we learned that it was going to be a boxed set with 32, 64, and 96-page rule books. Dice, cards and fold out maps. I am speculating here that the books were some combination of a fast-play Basic set of rules, complete rules, and possibly an adventure. But that is only a guess. There could have been Game Master's books and a creature book. IF we are to follow the clues from Top Secret, it would have been a Player's book (96), a Game Master's book (64), and maybe an equipment book or world guide.

This is only a guess. Afterall they misspelled two of the three authors on the cover. 

Scott Haring is known for his contributions to GURPS, Dragonlance, Mystara, and the Forgotten Realms. His contributions to Top Secret S.I., Agent 13 and Ghostbusters might interest us more here today though. 

Jim Ward was the creator of Metamorphosis Alpha; he also wrote a lot of material for D&D and then would later move on to various publishers, including Troll Lord Games.  In particular to this conversation Ward designed the "Tainted Lands" horror setting for Castles & Crusades. James died earlier this year on March 18, 2024.

Paul Arden Lidberg was one of the founders of Crunchy Frog Enterprises/Team Frog Studios. He also worked on many games and was part of the TSR West group with Flint Dille for a brief time. He went on to create the games Critter Commandos and Duel. Paul died on June 13, 2022.

Now we do know there is a history of TSR padding their product schedules.  David "Zeb" Cook recently stated at Gamehole Con that he would come up with names of products and other writers developers would have to figure out what that meant. This seems slightly more than that, but not by much. You can't even trust the art. TSR catalogs often had concept or placeholder art in place of a product. That is not an uncommon thing really.  The "blue" Rules Cyclopedia cover is a good example.

In the early 1990s we know TSR was feeling the heat from the new kid on the block, Vampire the Masquerade. I have been talking about the effects of that game and White Wolf all month long in my Ravenloft retrospective. 1987's "Lost Boys" and "Near Dark" showed that vampire movies were still popular and there were certainly rumors about the upcoming Francis Ford Coppola Bram Stoker's Dracula scheduled for 1992. Even Chill saw new 2nd Edition from long time thorn in TSR's side, Mayfair Games. The time was ripe for a supernatural game. 

We do know from many sources, notably Steve Winter, that next to nothing was produced for the game, beyond this cover mock-up. There are no files siting on a 5.25" floppy somewhere and no dot-matrix print out of chapter 1 or anything like that. I do think we have seen everything about this game, save for maybe some TSR inter-office notes or emails that likely no longer exist. 

There are two product codes that appeared in the TSR catalogs for this.

Here is the text featured, along with the art from the cover.

"Nobody's safe. The undead disregard today's best high-tech security and surveillance systems. These demons attack helpless victims as they sleep - their electronic fences and computers buzz through the night. This horror and much, much more fill the R.I.P. role-playing game. This all-new game awaits horror fans with three rules booklets, full-color cards, dice and maps that spin a tale in modern-day terror."

This is our best clue to what the game was going to be about. But it is not the only one.

The R.I.P. Comics

Our best guesses at the tone and tenor of the game come from the R.I.P. Comics produced by TSR a couple of years before.  Two four-issue series were released. And because I care about you, my faithful readers, I scored 3/4ths of them. 

R.I.P. Comics

What can we say about the comics?

  • There were two series of four for a total of 8 comics.
  • Described as "Comics Modules." 
  • Published around the same time TSR had a comics deal with DC.
  • Each had some game related content, sometimes Top Secret/S.I. related, sometimes standalone. 
  • Flint Dille, brother of Lorraine Williams, was the creative director. 

Flint Dille also wrote the Agent 13, Top Secret/S.I. tie-in media, Agent 13: The Midnight Avenger

Now I am being honest here, the comics are not very good. But that is fine, because I am not interested in that. Why I bought these was for the last section of the comics, the game materials. The comic themselves feel a bit like Tales From the Crypt.

In Issue #1 (I will just number these 1 to 8 for ease), has notes for adapting the Top Secret/S.I. part 1 by Scott Haring. This first section details the type of horror game you might want to run. There is nothing particular to the TS/SI rules here, just campaign modes.

Issue #2 shares the same art as the proposed TSR07406: Lost Souls book. This includes the Zombie Hunt game, with rules in the center and a play board on the inside covers, and tokens. Part 2 of our TS/SI aka Role-Play in Peace, section covers some new advantages and disadvantages. Mostly for dealing with the supernatural. They promise more are coming, just write to TSR West.

Issue #3 adds to the Zombie Hunt game with Zombie Rampage. For TS/SI we get some new skills and some Powers as described in the Agent 13 book. This game takes the Chill 2nd edition approach and has the Powers limited to "the bad guys." You know it would not stay that way for long.  Powers here are treated like Skills.  

Nearly unreadable text from Issue #4
Issue #4 gives us some monsters. Or at least I would like to say it does. The trouble is the text is small and printed on a color background that is almost impossible to read. I tried a lot of different filters and skill could barely read it. We get Vampires, Werewolves, Frankenstein's Monster and a Mad Slasher.

The Zombie Nation game, a continuation of the zombie games from Issue #1 is written by Paul A. Lidberg.

Issue #5 (or 1 of the second series) features more Role-Play in Peace with some Monster powers by Scott Haring AND a R.I.P. collector card game by Paul Lidberg, which could be the same as TSR07405: R.I.P. Horror Card Game listed above.

Issue #7 (I do not own Issues #6 or #8) includes a solitaire game called The Crypt by Paul Lidberg and a page of a new power (Cause Madness) for Top Secret/S.I.

Now, this certainly begs the question. Was the only material written for the R.I.P. RPG sitting before me right now?

The R.I.P. RPG

It would be folly to try and guess what the completed R.I.P. RPG would have been like, AND would we have called "Rip" or "Are Eye Pea?" But that doesn't mean I can't make some guesses. Especially given some of the Vampire:TM "catch-up" TSR was doing at the time with Ravenloft. For the record, "Are Eye Pea."

Obviously, the biggest, and maybe the most error-prone guess, is that the system used would have been some version of TSR's Top Secret/S.I. RPG. I mean there is no reason to assume it would have been this, comics examples aside, especially since TSR had a history of using a different system for each and every game. BUT maybe with the new Top Secret/S.I. TSR saw a way into modern games. The comics certainly give at least some lip service to this. 

My other "evidence" is the product codes. R.I.P. had the 74xx line and Top Secret/S.I. covered the 76xx numbers. Not that this is solid evidence save for the fact they were all "in production" at the same time.

I think a safer guess is that Vampires would have played a bigger role in this than what little evidence we have. I have stated in the my reviews of Van Richten's Guide to Vampires and Children of the Night Vampires that TSR was well aware of the growing popularity of Vampires and Vampire RPGs. While we know the the production teams were often siloed and unaware of what the others were doing, who knows what would have become of Ravenloft if R.I.P. had been a hit? Would Ravenloft still have been produced? Would we have seen Gothic Earth for R.I.P. instead? 

What can I speculate about this game?

Well, there are certainly tie-ins to the Agent 13 sourcebook. In fact, a 1990s update to that is not just a safe bet but likely the only safe bet. 

The Agent 13 novels are throwbacks to the pulps of the 30s, save without the charm of being from the 30s. I mean, they were throwbacks in the late 80s, but I am not sure they would have fared much better in the 90s. So, the new R.I.P., even if it builds on the mythos of that brand, would need to be thoughtfully updated. The Lemuria origins of the Brotherhood would still be fine. Even the evil takeover of the Brotherhood. Given the 90s, I expect to see more about the Freemasons, the Templars, and plenty of other secret groups. Agent 13 portrayed heroes and villains in terms of black and white. R.I.P. would likely do something similar. While other horror games of this time (Chill 2nd Ed, Vampire, Kult, SLA, CoC) were embracing shades of gray, they were all fairly dark. No one was "pure good," but I do see TSR, especially TSR of the early 90s, trying to push a "PCs are good guys" narrative. 

For monsters, I am sure there will be vampires, werewolves, Frankenstein's monster(s), zombies, and very likely succubi. I would also expect to see all sorts of "high tech" monsters too, like brains kept alive via advanced machinery, "Borg"-like monsters, and maybe even monsters caused by modern problems like global warming and pollution. Would the monsters be well known to normal humans? I can see different campaign modes that allow this or keep them secret. I think our best evidence of this is to look toward Ravenloft for AD&D 2nd Ed. 

One thing that is very easy to guess is that I am sure there will be more skills regarding Occult sciences and powers that "agents" can take. These would be limited, but more skills than the ones seen in the Agent 13 book. Again, I think the model here would be what Chill or SLA Industries were doing in the 90s. 

I would also expect to see a re-print and expansion of all the different types of campaign settings mentioned in the comic. From humor to slasher flicks, to monster hunters to cosmic horror. It is the 1990s, but the X-Files are still a couple of years off (1993), so I am not expecting Governmental and Alien conspiracies just yet. I would expect a group of some sort the PCs could work with. Like ORION from Top Secret/S.I. or even SAVE from Chill.

Given what we saw in Top Secret/S.I., Agent 13, and later in AD&D 2nd Ed Ravenloft, I fully suspect that there was going to be some secretive shadowy organization bent on World DominationTM, that is, if they didn't already control everything, whom the characters will have to fight the agents of. Whether this takes the shape of The Brotherhood or something more akin to the Dark Powers is difficult to guess. It is likely would be skewed more to the Brotherhood side.

In truth, we will never know. With 2/3rds of the writing team gone, the company gone, and the persistent suspicion that nothing was ever really produced for it there is not enough to go on.

But I think I will see if the idea has any legs all the same. Check back tomorrow.  

Links


RPG Blog Carnival

This post is my last entry for my October RPG Blog Carnival: Horror and Fantasy.. I hoped you enjoyed. I'll post a wrap-up for it tomorrow as well.

RPG Blog Carnival


HAPPY HALLOWEEN!

Tuesday, October 22, 2024

Review: Ravenloft Carnival

Carnival (2e)
One last AD&D 2nd edition Ravenloft product before moving on. This one is unique for me for a lot of reasons. First off, I never owned the original print version. I wanted to, but at the time it came out (1999), I was pretty much out of D&D completely. I made a comeback at the end of the year with my "Complete Netbook of Witches and Warlocks" and soon would come back fully with D&D 3.0.  Secondly, I also don't have PoD version of this since there isn't one. So it is just the PDF this time.

Carnival (2e)

1999. by John W. Mangrum and Steve Miller. Cover art by Todd Lockwood. Interior art by Kevin McCann. 64 pages.

Carnival, if memory serves me correctly, was the last Ravenloft product produced. It's banner is "Advanced Dungeons & Dragons" with the late 90s "Advanced" part reduced in size, and "For use in Ravenloft" as a subtitle.  It is also one of the TSR Silver Anniversary branded books. Strange that there is as much time between now and this product's publication as there is between it and the publication of the original D&D rules.

This product covers "The Carnival," a traveling side show/carnival with some not-so-subtle horror elements.

The product gives the players some background on this carnival and very detailed NPC descriptions. As with many of the later-day Ravenloft products, this one is heavy on the "fluff," and the "crunch" is typically presented in boxed text.  The entire product is given from the point of view of the Carnival Barker. It a way it reminds me of the Planescape setting.  Though there is a fair amount of Ravenloft background here, ie. some language used in the previous Vistani sources are used here: "Vardos" instead of "wagons."

This can also be seen in the Mistress of the Carnival herself, Isolde is an Ghaele Eladrin from the Planescape setting. 

The vast bulk of this book covers the various people and things found in the Carnival. This is actually a good thing since the attraction of the Carnival is it's, well, attractions. The people that work for it. 

While there are implicit plot hooks spread about these pages, the adventure ideas and campaign only uses the last four-five pages of the book, along with Isolde's stats.

Honestly, despite that, there is a lot here.

This covers every concept from Tod Browning's "Freaks (1932)," to "Something Wicked This Way Comes" (book and movie). I would also say there is a little bit of the 7th Doctor serial "The Greatest Show in the Galaxy" here. There has always been something a little unsettling about a carnival. Hell, Rob Zombie has made a career out of it.  

I feel like it accomplishes more in fewer pages than "The Wild Beyond The Witchlight" does. However, both products could benefit from notes from the other. Both could benefit from ideas from Baldur's Gate 3's Circus. 

This would be a great product to have as a PoD, but at 64 pages it is not unreasonable to run off on my home printer and put it into a three-ring binder. I could then scribble notes on my changes.

Maybe I could even port over the clowns Dribbles or Thaco.  

I just need a good place to use it. I am certainly not at a loss of ideas here.

Monday, October 21, 2024

Review: Children of the Night Vampires

Children of the Night Vampires
 We are getting to the end of the AD&D 2nd Ed era of Ravenloft. Well...there are still a lot of products to cover but we are getting to the end of my coverage of them.  

AD&D 2nd Ed was really the golden age of campaign settings. Sure, that gold was only a very thin veneer, maybe even just electroplating.  But instead of focusing on that I want to enjoy what was great about that time and that was the depth of products.  TSR must have known the writing was on the wall by 1996 because the Children of the Night books, starting in 1996, were an attempt to build bridges across the campaign worlds.  

Children of the Night Vampires

1996. By Paul Culotta and Steve Miller with Carol L. Johnson and Jonathan Ariadne Caspian. Cover art by Daniel Home. Interior Illustrations by Jason Burrows. 96 pages.

For this review I am considering the PDF and PoD from DriveThruRPG and my memories of my original print copy.

This book is dedicated to the memory of Nigel D. Findley, who created Rudolph Van Richten. Findley had died of a heart attack at age 35.

This first of the Children of the Night series features 13 unique vampires to challenge PCs. "Challenge" doesn't always mean "fight."

I should point out that this is not the first time we have seen a "Children of the Night" for Ravenloft. The first one was "MC15 - Monstrous Compendium - Appendix II Children of the Night." 

The concept is a solid one. Ravenloft breathed new life (heh) into Vampires with the very first adventure, so it makes sense that it would continue to do so and then expand on that. The book starts out by saying that while these are all unique takes on vampires native to Ravenloft's mists, they don't have to stay there, and they can be added to your own campaign world. 

Each entry includes a stat-block, description and history, usually with how they became a vampire. There is also a mini adventure/plot hook you can use with the vampire in question.

Among the famous, or about to become famous, vampires include Ravenloft's Jander Sunstar, the eleven vampire introduced in the novel "Vampire of the Mists." Jander is a Chaotic Neutral (which as close to Good as it gets) vampire from the Forgotten Realms. He is just as likely to help the PCs fight vampires as he is to want to be left alone. 

Also, here are Lyssa von Zarovich, Strahd's great-niece (or something like that) and one of the members of his family line that was not killed when Barovia was pulled into the Mists. Don't mistake her hate for Strahd as "goodness" she is still quite evil. She will later go on to appear in Curse of Strahd.

We get a desert vampire, Moosha, the Ixitxachitl vampire Myxitizajal, and the vorlog Don Pablo among the others. 

The one I liked the most back then, because the concept was novel to me, was Lady Heather Shadowbrooke, the Druid Vampire. She is quite evil and a tragic character, really. 

I certainly think this is a great addition to any AD&D 2nd Ed game, Ravenloft or not. 

Note about the PoD

The Print on Demand copy I have does show some fuzziness, but all in all it is a very good copy. There are two PDFs you get from DriveThruRPG. Once is quasi OCR and the other is image. Neither seems as clear as the PoD which I find weird. 

This PoD is a worthy replacement for my original book from 1996. 

Children of the Night vs. Vampires

Children of the Night Vampires is not the first time a collection of various vampire NPC/Antagonists has been done for an RPG. The first one I ever bought was Vampires for the Chill RPG (1st Ed). The 2nd edition version is available on DriveThruRPG.

Vampire books

Both books do the same thing for their respective games, and both do it well. I give a slight nod to the Chill one since it came first.  The Ravenloft/AD&D one has 13 vampires vs the Chill's 11 (10 entries), so it has that in it's favor. 

Thursday, October 17, 2024

Review: Ravenloft Domains of Dread (2e)

Ravenloft Domains of Dread (2e)
 I am skipping over the otherwise great Ravenloft Campaign Setting, Revised for the last core book of the Ravenloft AD&D 2e line for a few reasons.

First and foremost, I don't have a copy of the Ravenloft Campaign Setting, Revised boxed set anymore. I had the box, but it was lost somewhere along the way. I have the PDFs, but that really isn't the same, is it. Also, the Revised set is just that, Revised. It came out in 1994, only a couple of years after the original boxed set. It takes some details from the Core set and Forbidden Lore plus other material current at the time and gives us a new boxed set complete with more Tarroka cards.

All of this would then be surpased with the publication of Ravenloft Domains of Dread.

Ravenloft Domains of Dread (2e)

1997. By William W. Connors, Andria Hayday, Steve Miller, and Bruce Nesmith. Art by  Paul Carrick, Henry Higgenbotham, Scott Johnson, Robert Lazzaretti, David G. Martin, Val Mayerik, Mark A. Nelson, Arnie Swekel, and Peter White. 288 pages.

We are nearing the dawn of several eras. The end of the 90s, the end of the 20th century, and the end of TSR. Wizards of the Coast had just recently purchased TSR and saved it and D&D from bankruptcy oblivion. The changes were subtle at first, but one of the first clues was the shift in trade-drees and art for the Ravenloft books. Domains of Dread was a new hardcover, the first, for Ravenloft. I am not sure when the hardcover novels (and I think it was just "I, Strahd") were published.

For this review, I am considering my PDF and Print on Demand versions from DriveThruRPG and my memories of my original hardcover.

This is a good-sized book of the sort that was popular in the waning days of TSR. Notable about this one is the copyright page which includes the address for Wizards of the Coast, located in Renton, WA and not Lake Geneva, WI, and the use of the website www.tsrinc.com. You can still buy that if you like.

This book covers the same ground as the two previous core Ravenloft sets and updates them to reflect the recent events in the lands. 

I am happy to report that this one does indeed have 13 chapters and extra appendices to cover all the matieral. For example Darkon was gone and The Necropolis was in it's place

There are subtle as well as overt changes here. Some Domains are gone, others sent off to be Islands of Terror, and all due to the Grand Conjunction. Now I have mentioned this in terms of some of the adventures I have covered this month. If you buy this version, as opposed to say Realms of Terror, it is going to assume that the meta-plot of the Grand Conjunction has already happened. Does that mean you can't run say, Feast of Goblyns or Ship of Horror? No, but they are not going to work the exact same way.

I think this was one of my big disappointments with this book.  By 1997 I had began to not play much AD&D at all. So a lot of the Grand Conjunction and later plots were still new to me when they were old news to everyone else. While this was certainly the shape of all AD&D settings at the time it did make entry, or re-entry a lot harder.

That all being said if you are new to AD&D Ravenloft OR you don't care about the meta-plots then this is a great place to start. Everything is revised and brought upto date with all the other Ravenloft rules published. It is the book I recommended to my oldest when he wanted to read more about Ravenloft in AD&D.

Of most use here to all Ravenloft players and DMs are the appendicies which cover various character creation rules. This helps with creating Ravenloft-native characters. Ability scores, races, and classes all get an individual appendix. New races and classes are also covered. Among the new classes are Avengers, new rules for Elementalists, Arcanists, and Anchorites. There is even a new "Gypsy" class as well as Psionicist.

There is also a fairly robust index.

About the PoD version

The PoD version is actually rather nice. It compares well to the original hardcover version to be honest.

Ravenloft Domains of Dread Print on Demand

Ravenloft Domains of Dread Print on Demand

Ravenloft Domains of Dread Print on Demand


Wednesday, October 16, 2024

Review: Night of the Vampire (2e, Mystara)

Night of the Vampire
 A side step today, but one that is important to me. I have been talking about how I believe that Barovia, the core domain of Ravenloft, was originally part of the World of Mystara and from Glantri in particular. Today I am providing some more fuel for that fire, but with the runner-up land of Karameikos. 

Night of the Vampire (2e)

1994. Adventure Design: L. Richard Baker III. Editing: Michele Carter. Project Manager: Andria Hayday. Cover Art: Jennell Jaquays. Interior Art: Dan Frazier. 32 pages. 

This review is considering the PDF file from DriveThruRPG only.

A couple of points about our creative team. First, more art from the legendary Jennell Jaquays. Rich Baker would go on to have a very good career at TSR and then Wizards working on D&D 3.x, D&D 4, and Gamma World. Andria Hayday, who does not often get mentioned (she is not even on the DTRPG page for this) would later go on to be one of the main developers of the Ravenloft: Domains of Dread hardcover. 

I never owned this boxed set, but after buying it from DriveThruRPG, I really wish I had. It is, CD-Audio aside for the moment, a fun adventure for low level characters.

The task set before Richard Baker and his designe team was to created a low-level (levels 1-3, or possibly 4-6) adventure where the big bad was a vampire. A daunting task. A well-played vampire can wipe out a party of even mid level, and an exceptionally well-played one is a challenge to higher level characters, especially in what is now a Post-Ravenloft I6 world.

Baker gets by this issue by having some magic items available to the PCs to use. And even provides some rules for grappling and taking down a vampire en masse

The adventure starts with a shipwreck trope, in which the PCs end up on an island off the coast of Karameikos. Now, there are a lot of ways to spin this; my choice? The shipwreck is not about the sea but instead the Mists of Ravenloft. 

The adventure is a bit rail-roady and there are a LOT of NPCs to keep track of. The vampire-plot is reminiscent of the Strahd-Sergei-Tatyana tragedy so much that this adventure could be used as stand-in prequel to I6. Granted, there is a LOT more going on here. Namely all the NPCs, but an enterprising DM could re-mold it into this prequel. Great for heroes and players familiar with the tale of Strahd already in a strange time-travel adventure.

About the PDFs

Ah, the 90s. There was a lot of role-playing, and that often meant lots of handouts. The PDF allows you to print out all the handouts you want.

Plus, printing out the PDFs also allows me to edit them as I need. For starters I would make the PCs higher level and get rid of some of the aids given to them. The pages are all filled with color so 

About the Audio Tracks

There are 72 audio tracks on the CD, which is not included with the PDF. BUT you can find them on YouTube

The pros include proper pronunciations of the names of the various NPCs and some eerie background music. 

The cons include audio tracks putting words into the PCs mouths and it doesn't always jive with the adventure itself. It's not a perfect fit. For example the PCs are treated as well known heroes in the tracks. At 1st to 3rd level this is not really likely. Also, there are some spoilers in the audio tracks. Personally, I would listen to them all first and be a little more selective. That is if I used any of them at all.

Despite the shortcomings, this is a rather interesting adventure with a lot of potential. It also satisfies my desire to use Ravenloft and Mystara together. 

The layout and trade dress are very good and bright, which is typical of the Mystara products of the time. I rather love them, to be honest. It is a shame everyone was fighting online (at the time) about Forgotten Realms this or Greyhawk that while Mystara fans were off on their own enjoying some really fun products.

I think my FLGS might have a copy of this in the store now that I think about it.

Tuesday, October 15, 2024

Review: Ravenloft Gothic Earth Gazetteer and A Guide to Transylvania

 Today I continue my exploration of Ravenloft's Gothic Earth. But first I want to set the proper stage. These next two products were released in 1995 and 1996, respectively. I had moved to Chicago already and I had gotten married. I moved to the suburb of Mt. Prospect, the point? Well, after years of buying my Ravenloft material from Carbondale's Castle Perilous, I was buying again from Games Plus, a place I had mail-ordered from since the 1980s. I bought my copy of Chill Vampires via mail order from Games Plus, so buying these two from their physical store seemed like a sort of homecoming. 

Ravenloft Gothic Earth reference books

This is also when I  began to feel the shortcomings of the AD&D system. I loved the idea of Gothic Earth, I wanted that to be a world I played in, but that AD&D 2nd Edition rules just didn't quite cut it for me. I began to go back to Chill, this time the 2nd Edition, and most importantly to CJ Carella's WitchCraft RPG. But before I get to that, let me talk about these two products and why I still love them. 

For this review, I am considering the PDFs from DriveThruRPG and my originals purchased in the mid-1990s.

The Gothic Earth Gazetteer (2e)
The Gothic Earth Gazetteer (2e)

1995. by William W. Connors. Cover art by Robh Ruppel. Interior art from Dover Publications. 64 pages, detached cover and poster map.

I want to state out of the gate that this is an indispensable guide for playing in the 1890s. While some Ravenloft-isms are here, I have used this guide with countless Victorian-era RPGs. 

The Gothic Earth Gazetteer goes into greater details than the similarly named sections in the Masque of the Red Death boxed set

We start with an Introduction and an overview of the 1890s in the form of Headlines. A set of bullet points covering the biggest news items around the world from 1890 to 1899 and The Spanish-American war. Even in the days prior to easy to access resources like Wikipedia (and I practically wore out my copy of Microsoft Encarta Encyclopedia CD-ROM looking all this up back then!) there is enought here in the first 16 or so pages to keep an enterprising Game Master* busy. Sorted by date and then by continent. 

I say Game Master instead of the more accepted Dungeon Master here for two reasons. Gothic Earth is really a significant step away from the dungeon-crawling ideas of Dungeons & Dragons. While yes there could be dungeons here, that is not what Gothic Earth does best. The back street of London, Paris, or New York is where this game does well. Also, I have already mentioned that this guyid can be used anywhere. This first section typifies what I mean. You can just as easily use this in Victorian Age Vampire, Cthulhu by Gaslight, or any other later Victorian-era game. 

This section is then expanded in the next section with other events more closely tied to the setting. Events of the 1890s covers The Ghost Dancers (and man, did I ever want to make ShadowRun the future of Gothic Earth!), Arctic Exploration, Railroads, Spiritualism, and a lot more.  Each section gives a real world background, and then in true Ravenloft fashion some "Forbidden Lore."

We then have a similar section, Who's Who on Gothic Earth, that covers specific people. There are more people covered than events, so the section on each is smaller. Not everyone has a Forbidden Lore section, but enough to keep any Game Master busy. This book + a little research would allow the GM to create even more if they wanted. If there is a figure from the Late Victorian era you can think of, then they are likely covered here. Sadly one of my favorite figures from the time, Harriet Tubman, was not listed. Maybe I could fix that.

Our last section covers various groups and cabals active in the 1890s (and beyond) on the Gothic Earth. 

The original print copy has a poster of the calendars for the 1890s, complete with images of ephemera from the time. At the time of publication, it was an amazing resource.  The only thing it is missing are moon phases.

There are no AD&D stats or rules in the book at all. It still assumes AD&D and the Ravenloft universe, but the book itself has no "crunch" only "fluff." But it is extremely useful fluff.

While similar details are to be found in other Victorian Era games, I still find myself going back to this one time and time again.

It is a resource I highly recommend. 

A Guide to Transylvania (2e)
A Guide to Transylvania (2e)

1996. by Nicky Rea. Developer and Editor Steve Miller. Cover art Dawn Murin, interior art Val Mayerik. 96 pages.

This is another book I have used with many games. For some reason that I can't quite figure out, this one feels more like a Ravenloft core book than the Gothic Earth Gazetteer does. Maybe because Dracula's Transylvania was the model of for Strahd's Barovia and thus the core of the Ravenloft concept. While I stand by my assertions that Barovia is from Mystara, I have entertained the idea that it was really from Gothic Earth. 

A little more stage-setting, this was released after the wildly successful and critically acclaimed "Bram Stoker's Dracula (1992)" while the author and developers do a very good job of sticking to the novel and history, the movie still casts a long shadow.

The book's dedication is to various noted Dracula scholars; Radu Florescu, Raymond T. McNally (In Search of Dracula: The History of Dracula and Vampires), Dan Richardson, Tim Burford (Guide books), Rosemary Ellen Guiley (various encyclopedias), and Julian Hale (Historical guidebooks). 

Chapter One details the history of the lands in and around Transylvania with a bulk of this covering the conflicts between the Roman Catholic people of the area and their struggles against the Ottoman Turks. Special attention is given to the family of Vlad Dracul and Vlad the Impaler.  As with previous works the text is largely game-stat free and has only a few mentions of the Red Death and other "Ravenloft" details. More "game" details are given in the Forbidden Lore boxed text.

Chapter Two is a "current" sketch of Transylvania with entries on the geography, cities, and various landmarks such as the various castles. It reads like an 1890s travel guide, with Forbidden Lore boxed text. 

Chapter Three covers the peoples of Transylvania. This includes the various native Romanians, Magyars, Szeklers, and Germans as well as the Romanii and Jewish populations. Language is covered a bit which is good since this place really does feel like a crossroads of Eastern Europe just before one enters the East. There is even a bit on vampires in this land.

Chapter Four, Personalities, has the most Game-related information in the book. For example, it has stats for all sorts of highly detailed NPCs. In addition to Gothic Earth's particular flavor of AD&D 2nd ed stats, there is Forbidden Lore boxed text. We learn that Jonathan Harker is a 6th-level Tradesman, Dracula is a 13HD Vampire, and Van Helsing is a 12th-level Metaphysian. Dracula's write-up is similar in feel to the write-up Count Strahd got in Ravenloft I6. 

Finally we end with an AD&D 2nd Ed Monstrous compendium style page for the Dhampir.

There are maps throughout the book and on the inside covers.

Both books are still quite serviceable today and work well with any Victorian era game you might want to play. 

Monday, October 14, 2024

Monstrous Mondays: The Ravenloft Monstrous Compendiums

 I have been covering the AD&D 2nd Ed version of Ravenloft all this month. I have also been covering the the Forgotten Realms and currently in the AD&D 2nd Edition era. One thing they both have in common is that a few of the books feature new monsters in AD&D 2nd Monstrous Compendium format.

I reviewed the Ravenloft Monstrous Compendiums sometime back. Since I have been reviewing the various books I have been printing out the Monstrous Compendium pages and adding them to my three-ring binder for Ravenloft.

The Ravenloft Monstrous Compendiums

As I run across a monster page for these reviews OR from Dragon magazine in my This Old Dragon feature, I print them out (or cut them out as the case may merit) and add them to my binder.

The Ravenloft Monstrous Compendium pages

The Ravenloft Monstrous Compendium pages

The Ravenloft Monstrous Compendium pages

The Ravenloft Monstrous Compendium pages

The Ravenloft Monstrous Compendium pages

The Ravenloft Monstrous Compendium pages

It has taken 30+ years but I feel that the Monstrous Compendium concept is finally living up to its potential for me.

I have been doing the same thing with my Forgotten Realms monsters as I talked about a while back.

Again, I might start mining my other MCs to see what would fit here. I already have one filled with demons and devils, so I wont add those, but I am considering taking the Death Knight from Krynn and putting in this one.

The truth is I am not likely to play AD&D 2nd ed Ravenloft again. BUT my son is running his 5e group through Castle Amber using AD&D 1st ed. So it is possible I could run an AD&D 2nd Ed game again one day. I have mentioned that I am running an AD&D 2nd Ed Forgotten Realms game with my oldest, though we have not played in a while. So I guess never say never.

Despite my concerns with Ravenloft under AD&D 2nd ed, it was my game for the 90s. 

In any case I feel like an archivist in some dusty library, collecting tomes for my own pleasures. 

This is another entry for my RPG Blog Carnival for October!


RPG Blog Carnival


Review: Masque of the Red Death and Other Tales

Masque of the Red Death and Other Tales
Very few games or game products have had *lasting* profound effects on my gaming. Oh sure there have been a LOT of great games that I have played or used over the years, but only a handful that have been a sea change for me. 

They are: 
  1. The AD&D 1st Ed Monster Manual
  2. D&D Basic Moldvay Edition
  3. 1st Edition Chill
  4. CJ Carella's WitchCraft RPG
  5. Masque of the Red Death and Other Tales
This last game combined everything I wanted into one game. Horror? Check. AD&D? Check? Gothic Victorian Earth? Double check.

For the longest time, it was the perfect game for me. I had to write an entire other game, Ghosts of Albion, just to get what I wanted, and then again with NIGHT SHIFT.

But before I go there, let's go back—not to the 1890s, but rather to the 1990s, when this game came out.
In the theaters, we saw Lost Boys, Near Dark, The Crow (okay, not a vampire movie, but still. And the 1994 version, not the 2024 one), and most of all, a big-screen adaptation of Dracula that was the most faithful to the book yet. In the game stores, Vampire: the Masquerade reigned supreme. AD&D had started the decade doing well but had begun to flounder by the middle. Soon, it would be all but dead; we didn't know it then.  Amidst all of this, we were given the gift of Gothic Earth. 

Masque of the Red Death and Other Tales 

by William W. Connors, D. J. Heinrich, Shane Lacy Hensley, Colin McComb.
Art by Ned Dameron, Stephen Fabian, Robh Ruppel, David C. Sutherland, III.

Masque of the Red Death and Other Tales is nominally released under the Ravenloft line and you will need one of the Ravenloft core books to be able to play this along with the AD&D 2nd Edition rules.  However if you know the AD&D rules well enough you might be able to get by.  The premise of the game it rather a simple one. What if the Dark Powers from Ravenloft found their way to Earth?  Well...I should state out and out that they never actually say that, but imply it rather heavily.  The is a dark, malignant force controlling things on Earth, known here as The Red Death, and this Earth of the 1890s certainly has a lot more in common with Ravenloft.

Pretty much from the time it was published to the onset of the new 3rd Edition rules, Masque of the Red Death was my campaign world of choice.  I still played AD&D2 in Ravenloft, or rather, I ran AD&D2 in Ravenloft, but the lines between Ravenloft proper and "Gothic Earth" became very, very blurry.

For this review, I am considering my original boxed set from the 1990s and the PDFs from DriveThruRPG.

This package from DriveThruRPG includes five PDFs, which correspond to the four books and the DM's screen found in the Boxed Set.

Book I is the main Masque of the Red Death book.  It is 130 pages of a high quality, OCR scan.  Some the images are fuzzy, but I feel that is more due to the source images rather than the scan itself.  The scan comes in at just over 35 meg.

We begin with an overview of what this campaign guide is about.  I might be mistaken, but this is the first official AD&D product to take place on Earth.   This followed up with a history of Gothic Earth.  Things began to go downhill for everything around 2700 BC when Imhoptep (yes, same as the Mummy movies) began experimenting with darker magics.  The next dozen or so pages bring us to the present day (1890s).  The history is a fast read and I would not ignore it. It sets the tone for the entire game.

Chapter II details character creation.  There are different methods used than the PHB to reflect that characters are not your sword wielding barbarians of a bygone age.  So characters are more average.
There are rough parallels to all the classic AD&D classes, Soldiers, Adepts, Mystics, and Tradesmen.  The AD&D Proficiency system is used here as well.  Interestingly the system seems make more sense here (since skills are really what sets characters apart) but also shows its wear and tear.

Chapter IV also details money and Equipment. Interestingly, this is one of the few Victorian-era games in which the default currency is American Dollars rather than Pounds Sterling.
It should be of note that this is also the book that adds guns to AD&D2.  Quite a number of guns are detailed here as well.

Chapter V covers magic, and you need the Player's Handbook for this section.

Chapter VI covers the changes to combat.
Getting back to what really makes this special is Chapter VII, An Atlas of Gothic Earth. I should point out at this point that the large poster-sized map that came with the boxed set is not included here. It gives a brief overview of the world. This section is done much better in the full-fledged product that shares its name.

The first Appendix covers various character kits.  If you remember 2e at all, you remember kits. Quite a few interesting ideas are detailed, but you could also do these with the base four classes and good roleplaying.
 
Appendix II covers some villains of Gothic Earth. There are plenty of old favorites here and some new takes on old characters.  Though I will admit the one thing that still gets on my nerves is Moriarty re-done as a Rakshasa.  In my games, he was human. And yes, Dracula is there as well.

Finally, Appendix III covers the adventuring of Gothic Earth.

Book II is an adventure in three parts by future Pinnacle Entertainment head honcho Shane Hensley and features the rock star of Gothic fiction, Dracula. What is the advantage of this PDF over my boxed set copy? I can print it out and make changes to it. Yeah, it is a good adventure, but it is a pastiche of Hammer and Stoker's original work.

Book III is a Jack the Ripper adventure, Red Jack. Unlike Moriarty's change into a supernatural creature, this adventure makes "Jack" into something more mundane.  Normally, I would be fine with this, but the name of the adventure itself and some of the elements BEGS it to be tied to the old Star Trek episode The Wolf in The Fold and Redjac.

Book IV is The Red Death, an adventure based on elements of the Edgar Allen Poe story.  Some details have been changed and added, but the spirit is the same.  Again, I am tempted to make the main antagonist, Prospero, the Prospero.

Book V is the DM's screen.

Part of me wants to get the Print on Demand version, just to see how it is, but I know it will not live up to my boxed set. 

In any case, boxed set, PDF, Print on Demand, this is still one of my all-time favorite Ravenloft products and changed how I wanted to play my games. I spent a lot of time talking to the late Johnathan Thompson and we both agreed had it not been for MotRD there would not have been his Gaslight nor my Ghosts of Albion games. 

Friday, October 11, 2024

Review: Islands of Terror (2e)

We are slowly moving through the 1990s and coming up on our next Ravenloft accessory.  This one expanded on the idea of realms not connected to the core, but rather as "islands" in a sea of mist. You ended up in these realms largely by chance aka DM's whim. But the notion does fit with the idea of Ravenloft. As expected, some of this island would later cease to exist. Was it because their Darklords were defeated? Not as evil as the others? Or some other darker fate? Questions like these filled the old RAVENLOFT-L email list for a long time. 

RR4: Islands of Terror (2e)

1992. By Scott Bennie and Colin McComb. Cover art by Jeff Easley. Interior art by Ron Hill, John Knecht and Jaime Lombardo, art and maps by David C. Sutherland III.

For this review I am only considering the PDF from DriveThruRPG. There is no Print on Demand copy yet and I lost my original a long time ago.

This book contains new "island" domains and their darklords. Many pulled from or influenced by other TSR campaign worlds. 

Nidala. This realm is the domain of a Lawful Good Paladin turned crazed zealot. She is now just a Lawful Evil fighter and rules her land with an iron fist. Of course she still sees herself as acting for the good of all. I liked this one because I played a lot of Paladins in my time, and Elena was a great example of her "Lawfulness" overpowering her "Goodness." Plus she still thinks she is a Paladin because the Dark Powers are now granting her her former paladin powers. 

Elena Faith-hold is connected to Kateri Shadowborn from the Darklords book (Ebonbane). Given the descriptions of each and their lands, I am inclined to say they were all from Oerth, the World of Greyhawk.

The Wildlands. This is an African-influenced, fable-like, domain full of talking animals. The animals act like humans in other domains and they are all terrified of the land's Darklord King Crocodile. This darklord is a huge crocodile with the abilities of a 12th-level fighter. 

Scaena. This domain is a theatre controlled by its author-lord, Lemot Sediam Juste. It is a "travelling show" that floats from place to place. It can appear as anything that Juste wishes (writes) it is just a theater building. The obvious influence here is Lon Chaney's Phantom of the Opera movie. 

I'Cath. This land is obviously from Kara-Tur and one of the few I had used from this book. 

Saragoss. This watery domain is from the Forgotten Realms' Sea of Stars. BUT I misread it back in the day and though it was from Krynn. Remember it was 1992, not much of an internet yet and I did not have ready access to either Dragonlance or Forgotten Realms books. The darklord here is a Pirate Captain who can change into a shark and is a Priest of Umberlee. It is an interesting one and I wanted to use in my failed nautical AD&D 2nd Ed game.

Timor. This is a large, Victorian-like city where the darklord is the Hive Queen of the Marikith. We would see something similar with the 10th Doctor in the Doctor Who episode, The Runaway Bride. The city of Timor is filled with food, no one goes hungry. Why, because the Hive Queen wants to keep the populace fattened up for her children to feed on. Outside of Ravenloft this would make for a nice scary one shot.

Pharazia. While not specifically stated, this land could have originated in the Al-Qadim setting. The darklord, Diamabel is an interesting sort. He sees himself as not just good, but the embodiment of goodly virtues. He is where he is because he has been betrayed by the entire world. 

Staunton Bluffs. I am not sure this one was needed. It does a lot of things that other domains also do. Gothic. Ghosts. We have seen this all before. A man jealous of his brother and his brother's position in the the family. BUT there is a little clue here that gives me some hope. One of the nearby duchies on their homeworld was Avergne. Now this could be the Auvergne of France OR the Averoigne of Glantri and Castle Amber. I am inclined to go with Glantril and Mystara here. Especially since there was a great magical rite performed by the would-be darklord Torrence Bleysmith (also cribbed from Strahd).

Bleysmith is now a ghost. He leaves his people alone, likely due to guilt, and their lives are better for it. 

Nosos. In a horror tale a little too close to reality, this is the land of what happens when the wealthy control everything. It is a vast industrial wasteland of pollution and disease.

We wrap-up the book with four "new" monsters. I say "new" because we have seen some of these before, but with new Ravenloft writeups. One, the Sea Zombie was first published in the AD&D 1st Ed Greyhawk Adventures book with AD&D 2nd Ed stats.

Over-all a good set of new domains and darklords for your Ravenloft game. Like a lot of the Ravenloft books the game stats are limited, so you could adapt this to and edition of Ravenloft you are playing with little to no effort at all.


Thursday, October 10, 2024

In Search of Barovia (Ravenloft)

 I have been talking about the AD&D 2nd Edition campaign setting Ravenloft. Every domain in the Land of Mists / Domain of Dread is a copy of some land from one of the other campaign worlds. Darkon and Tovag are copies of old Oerth. Hazlan and I'Cath are from the Forgotten Realms; Thay and Kara-Tur specifically. Sithicus and Falkovnia are from Dragonlance. Lamordia seems to be from an Earth-like world given it has the same months we do. Even Eberron creator Keith Baker has a Domain in Ravenloft from his world. 

But there are two notable exceptions. 

  1. First, there are no core domains from Mystara. 
  2. Secondly, the black heart of the Core Domains, Barovia, does not have a "home world."

Why? Because Barovia is from Mystara!

The Mystara-Ravenloft Connection

Now, please keep this in mind. None of this is supported by real-world evidence at all. There was no secret cabal of ur-Developers at TSR deciding this was true and leaving breadcrumbs for me to find. This is less than circumstantial evidence. This is full-on Conspiracy Theory, tin foil hat territory. No, this makes conspiracy theories look like rational arguments. This is conclusion shopping at its lowest.

But at least it makes more sense than some conspiracy theories. So adjust your tin foil hat, make sure your webcams are turned off, and your phone is nowhere near because we are going down a rabbit hole.

Evidence From the Novels

The Ravenloft novels...were a wild bunch. But we can at least assume they were canon. In the first one, "Vampire of the Mists," Strahd does not know about Faerûn when he meets Jander Sunstar. Jander also does not know about Barovia.  Likewise, in "Knight of the Black Rose," Strahd has never heard of Krynn or Lord Soth, not something that would been true for someone of Strahd's age and position. Everyone knew about Lord Soth. The best evidence comes from "I, Strahd: The Memoirs of a Vampire," where Strahd describes his lands and also mentions he has never heard of Azalin (Azalin Rex) or Oerth. 

These are all strikes against Oerth, Krynn, and Abeir-Toril.

Most of the novels in the Ravenloft line are self-contained, so no mention either way of what worlds they might be from originally. 

Evidence from the Campaign Worlds

Going the other direction, we know that the Gods of Krynn keep a pretty tight hold on their world. So much so that Spelljamming and Outer Plane travel to and from Krynn is very difficult. One more strike against Krynn.

The Forgotten Realms have nearly ever square inch of their world map accounted for. If it had been the Realms, we would have heard about it by now. One more strike against Abeir-Toril. OR at least the Toril part, "Forgotten Abeir" might be a different story.

Dark Sun's Athas is a desert wasteland filled with Psionic-enhanced creatures. So there is no way it is from there.

The World of Greyhawk's Oerth has a LOT of land that is unaccounted for. So, we need to find a way to rule it out based on the campaign setting.

Eberon was not created yet, so that one is out as well. 

None of this tells us where Barovia and Strahd are from. It just tells us where they are not from.

So, what does Mystara have to offer us? Well, a lot really.

Mystara

While Tracy Hickman is best known for Dragonlance, that is also one-half Margaret Weiss. So, I am not ready to say Ravenloft is from Krynn based on the Hickman connection alone. But there is another Hickman publication, and it is from Tracy AND Laura Hickman, just like Ravenloft. That is Rahasia.

Rahasia was written by the Hickmans and features body-snatching undead witches, a strong horror trope. Even in the 5e era, The Curse of Strahd adventure, lists Rahasia as an influence. Plus, there are some other solid connections, like finding the same wines in Rahasia's Wizard Tower and in Ravenloft Curse of Strahd. Rahasia is a solid Mystara, or at least a BECMI adventure.

There is also Castle Amber. This Expert Set adventure is explicitly Mystara with the inclusion of Glantri. It also reads like a "Proto-Ravenloft."  I have discussed the Castle Amber/Ravenloft connections before. 

Averoigne was later added to Glantri and the Amber family is said to have come from Old Earth. In many ways the Earth of the Ambers is very, very similar to the Earth of Ravenloft's Gothic Earth.

So, another set of near-evidence is connecting Ravenloft to Mystara. What else do we have?

The vampires of Mystara are more diverse than vampires of other game worlds. This collection of Vampiric Bloodlines at the Vaults of Pandius attests to that.

Immortals vs. The Dark Powers

Mystara and Ravenloft are both settings largely devoid of gods. There are the Immortals of Mystara that cover the same role as gods, but are explicitly not gods. Ravenloft has its Dark Powers which are also not gods. In fact, there is even some evidence that gods worshiped in Ravenloft might only be reflections of the Dark Powers. This all runs pretty counter to most D&D worlds, especially Krynn and Abeir-Toril where the gods are important and very active in the affairs of mortals.

Could the Dark Powers be Chaotic Immortals? I think that is a question best left un-answered, but it has, to quote Stephen Colbert, a bit of Truthiness to it.

Another factor. Both the Immortals and the Dark Powers have a history of scooping up land, countries, even entire civilizations and hiding them away. The Immortals do this with the Hollow World, and the Dark Powers do it with the lands of Ravenloft.

Barovia could have been scoped up and planted elsewhere, and both the Dark Powers and Immortals could have covered it up.  Which does lead into my next point.

Lands

Mystara is a strange patchwork of cultures and lands. Vikings live right next to a Khanate, and on the other side of these steppes is fantasy Wales with bits of Renaissance Italy. These lands only make sense when you realize the Immortals have a hand in moving people around.

Same is true for Ravenloft. Only here, there is less movement. 

Barovia is also small, only 24 miles East-West and about 10 miles North-South. This makes it smaller that an average hex on many Mystara maps. A place like could come from anywhere. More to the point it could go missing from anywhere.

Like Mystara, Ravenloft is a hodge-podge of lands and cultures. 

Time Lines

Additionally, I can use some dates from the novels to narrow some ideas down. Now, a note about time. Time seems to run differently in Ravenloft, so I can't put an exact formula for it. There isn't one. I just have to try to deal with it. The only hard and fast rule I will adhere to is that there is no travel to the past.

WORKING: Timeline

This timeline is a work in progress with changes being made all the time. 

I will add and move details around as I discover them. I am using the Forgotten Realms DR calendar here since many worlds have had interactions with the Realms so it helps with the dating. Any date in Red is a fixed date, one I have confirmation of.  I have squared all the dates yet. Part of the issue is that Mystara's year is different from the other worlds.  Some of the dates do not line up right yet, I am working on those.

This shorter timeline is based on these works: 

I still have a lot of work to do on these and some funky math to make them work. This is, of course, assuming that time passes the same way in all the realms, and I am not making that assumption.  I could hand wave and say "it fits" but I at least would like to find a large enough whole for Barovia in Mystara to fit.

The Art

This one is a little more interesting in my mind.

Both the early Mystara Gazetteer line and the Ravenloft line share the same artists. Now this is not a huge surprise. There were a lot of books being pumped out by TSR in the AD&D 2nd Ed days and only a few artists. But they typically were used on various projects in various combinations.

Both Mystara and Ravenloft shared the same cover artist, Clyde Caldwell, and the same interior artist, Stephen Fabian. And some of the parallels are striking.

Count Strahd and Prince Voszlany
Count Strahd (Ravenloft) and Prince Voszlany (Glantri)

Victor Mordenheim and Rafiel
Victor Mordenheim (Ravenloft) and Rafiel (Mystara - Shadow Elves)

Count Strahd and Prince Voszlany look like they are related, and Victor Mordenheim and Rafiel look like they went to University together.

The Caldwell covers are fairly part-and-parcel with the look of Ravenloft from the start. So seeing all the books side by side they do "feel" right together.

CLyde Caldwell covers

Likewise the Stephen Fabian interior art has a dark spookiness to it and his style is so unique that when I picked up a 1990 copy of Anita and saw his art I knew it right away.

Maybe I need to make a witch, named Anita, (or Anita Tina, I always wanted a character with a palindrome name) from Mystara, Glantri in particular, who gets stuck in Ravenloft. I like this.

--

Of course, none of this is true. But it feels true, and isn't that better than the truth? At least that is what Leonard Nimoy, the Patron Saint of "In Search Of," has to say.

 

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