Showing posts with label A to Z Challenge. Show all posts
Showing posts with label A to Z Challenge. Show all posts

Tuesday, April 13, 2021

#AtoZChallenge2021: K is for Kelpie

Another "revised" monster today.  This one though is a revision of a monster that appeared back in the AD&D Fiend Folio from 1981.   Now I loved the Fiend Folio. While the Monster Manual was the first D&D book I ever looked at, the Fiend Folio was the first hardcover monster book I ever bought.  I would use it with my Basic and Expert Sets (Moldvay/Cook) and that would be my game.

One creature though I more or less ignored until I began reading Celtic myths was the Kelpie.

Now in the Fiend Folio, the monster Kelpie is a plant-like creature that is only superficially related to the Scottish Kelpie.  In fact, the creature in the FF has more to do with kelp (as in seaweed) than a kelpie.  So I figure I would update the creature a bit.

The Kelpie by Thomas Millie Dow, 1895
Kelpie
aka Water Horse
Medium Fey (Aquatic, Monstrous)

Frequency: Very Rare
Number Appearing: 1 (1d4)
Alignment: Chaotic [Chaotic Evil]
Movement: 90' (30') [9"]
   Swim: 120' (40') [12"]
Armor Class: 3 [16]
Hit Dice: 6d8+6* (33 hp)
THAC0: 12 (+7)
Attacks: grab
Damage: NA
Special: Charm, Shapeshift, Water breathing
Save: Monster 6
Morale: 8 (10)
Treasure Hoard Class: XIX (D) 
XP: 650 (OSE) 680 (LL)

The kelpie, also known as a water horse, is a shape-shifting creature of the fey that lures men to their watery lairs to their deaths.  The kelpie can appear as a beautiful woman, a handsome lad, a magnificent horse, or in its true form, a skinless, blood and slime-coated monster that combines the features of both humanoid and horse.   They live in dark and dangerous rivers and fast-moving streams.

The kelpie can only attack with its charming song which attacks like a powerful Charm Person spell. The kelpie will charm the person to approach her, in either her nymph or horse form. Once she gets her victim into the water she wraps herself around them with her strong limbs and drags them to the bottom of her lair where they drown. Victims are allowed a save vs. Spells at a -2 due to the power of the kelpie's song.  Once in the "arms" of the kelpie, the victim will need to make a simple Strength check (roll a d20 to roll under their strength score). They may attempt this in the first round they are underwater. They may recheck each round at a cumulative +2 penalty (added to their roll) each round hereafter. So +2 in round two, +4 in round three.  Once the penalty is greater than the victim's strength they drown.  

A kelpie in humanoid or horse form can move about the land but are recognizable by a few signs. In humanoid form, their hair always seems wet and they will wear a silver chain around their neck. In equine form, their hooves will appear to be backward from that of normal horses. They must return to their watery lair each new moon.  While in their humanoid or equine shape they may be "turned" by a cleric.  This turning treats them as a 6 HD creature, but they are not undead.  On a successful turning check, the Kelpie will revert back to their normal form and must get to her watery lair. All charm effects she has cast at that point end.

The Kelpie appears to be related to the nøkk of colder more northern waters.  They share a certain number of similarities, but the nøkk is not evil. 

Each-uisge. This creature is related to the kelpie and is if anything more monstrous and evil. Where the kelpie lives in rivers and streams, the each-uisge lives in lakes (lochs).  While it is unknown what the kelpie does with the humans she kills, the each-uisge has been known to eat its prey.

--

Updates.  

In the description line, the kelpie gets both an Aquatic and a Monstrous descriptor.

Since the Kelpie has better than average strength (14 in this case) I updated my THAC0 calculations to support Strength bonuses. This will not change most of my monsters since most have average strength.  But it will change others and give monsters in this book an edge over their counterparts in other books.   Of course, the Kelpie doesn't cause HP damage so her strength is not a factor in that.   

This is also one of the first "Variations" I have posted that don't require a full second set of stats, like the Faun and Greater Faun from last Wednesday.  The each-uisge is essentially the same creature, stats-wise, just from a different location and temperament.

Contrast this with the nøkk which is a similar creature but of a completely different temperament and nature.  While I could have used the same stats (and they are similar) they are different enough to make them a completely separate entry.  This means I should do a Nuckelavee too.


April 2021 A to Z


Monday, April 12, 2021

#AtoZChallenge2021: J is for Jack O'Lantern

Here is an old favorite of mine that I just never got right.  I had featured the Jack O'Lantern on three different occasions in three different witch books and each time there were differences.  But none of them felt 100% right to me.  This one is better, but I am not sure I got the nature I want the creature to have exactly right.

Jack O'Lantern

Jack O'Lantern
Medium Plant (Fire)

Frequency: Rare
Number Appearing: 0 (1d4)
Alignment: Neutral [Unaligned]
Movement: 90' (30') [9"]
Armor Class: 5 [14]
Hit Dice: 3d8+3* (17 hp)
THAC0: 16 (+3)
Attacks: 2 tendril whips or special
Damage: 1d6 x2 or special
Special: Breath weapon (fire)
Save: Monster 3
Morale: 12 (12)
Treasure Hoard Class: None
XP: 75 (OSE) 100 (LL)

This creature is a roughly humanoid-shaped tangle of vines and leaves with a large pumpkin for its head. The pumpkinhead bears a leering face that appears to have been carved there and glows from within with eldritch fire.

A jack-o-lantern is a plant creature brought to life by a combination of eldritch magics. It is said that druids, the fey or a witch knows the ritual to summon these guardians. The nature of the face generally reflects the animating spirit. They are considered to be plant creatures.

The Jack O’Lantern will attack with its whipping tendrils, usually two attacks per round but a rare (5% chance) one will have three. Once per day the jack o’lantern can “Breathe” fire out of carvings in its pumpkin head. A saving throw vs. Breath Weapon is required or take 3d6 fire damage (save for half).

Summoning a jack o’ lantern requires a large patch of pumpkins. Up to four (1d4) will be summoned with a single ritual. The jack o’lanterns will never wander more than 500’ away from their pumpkin patch and will attack any creature not present at the time of its summoning.

--

Well, it is certainly better than what I had before.  

This creature introduces an idea borrowed from D&D 4th and 5th Editions, and that is the Unaligned alignment.  They are neutral for the terms of the D&D Basic and OSR games, but beyond that they are unaligned. I will not use it as much as later editions of the game, but it does have its place and uses for me. 

April 2021 A to Z


Saturday, April 10, 2021

#AtoZChallenge2021: I is for Incubus

The Nightmare, Fuseli
Something a little different today.  Different in that I talk a lot about the Succubus, but never really anything at all about their male counterpart the Incubus.  Since my next book after the Basic Bestiary is going to be about Demons and Devils, I figure I better get one detailed here.

The Monster Manual and medieval demonologies are replete with all sorts of "male" demons. The Monster Manual itself only has two female demons, the succubus and marilith, and only one female devil, the Erinyes. Four if you include the Night Hag (but more on that later).  Because of this, I have never really seen a need for the Incubus.  There is one "Species" the Succubus and she can shapeshift however she feels fit.  And for what it is worth that is still true.  Though I got to thinking what if the incubus was something else.

Going back to my cover, Fuseli's The Nightmare, there is an imp sitting on the chest of a sleeping woman while a ghostly horse, a Nightmare, looks on.  There are two versions of this painting, but both are the same.

The creature on her is an incubus. This got me thinking.  What if the incubus is NOT the male version of this:

Succubus

But rather the demonic version of this:

Cupid

An incubus is an imp-like demon that is a demonic mockery of the cherubic cupids of Renaissance and Victorian art. 

I like it to be honest. They invade women's dreams and appear to be a tall strapping male that makes love to them all night, leaving them drained (Constitution drain).  They are kin to the Succubi (they are both Lilim) and might even be the offspring of succubi and humans.

Now...I am still working on a few things for the demon book.  One of the reasons they are not in the Basic Bestiary is because I have not worked out all the issues with their stat blocks and all the demonic families I have.  I mean are succubi Chaotic Evil, Lawful Evil or Neutral Evil?  I have seen them done all three ways.  Is the Lamia a monster or are they demons?  Still too many unanswered questions.  But until then, here is an Incubus.

The Nightmare, Fuseli 1781
Incubus
Small Fiend (Demonic, Lilim)

Frequency: Very Rare
Number Appearing: 1 (1)
Alignment: Chaotic [Neutral Evil]
Movement: 90' (30') [9"]
    Fly: 120' (40') [12"]
   Spirit: 240' (80') [18"]
Armor Class: 6 [13]
Hit Dice: 5d8+15** (38 hp)
   Small:  5d6+15** (33 hp)
THAC0: 15 (+5)
Attacks: 1 claw or special
Damage: 1d4
Special: See below
Save: Monster 5
Morale: 10 (8)
Treasure Hoard Class: None
XP: 575 (OSE) 660 (LL)

The incubus is sometimes considered to be the male counterpart to the succubus.  While a succubus can change shape to male, the incubus is a different, but a related creature.  Like the succubus, the incubus can invade the dreams of their victims.  This is often how they make their first contact with the victim.  In this form, the incubus is merely a spirit and cannot attack or damage.  But once they have made contact and their victim, usually a woman of pure and good standing, they will begin their nightly visits.

The incubus can appear as any sort of creature or person the woman desires.  If that desire is say forbidden such as the love of a man married to her sister or the head of a church, then incubus' connection will be stronger. During these nightly visits, the incubus will drain 1 point of Constitution from the victim.   Any incubus typically has a few victims he sees every night, so one sign of an incubus problem would be many women wasting away over the course of a week.  When they reach zero Constitution the incubus will take their soul to be bartered in the lower planes.  

The true form of an incubus is that of a gargoyle-like imp creature about 3' to 3½' tall. It has small leathery bat-like wings, a pinched evil little face with a mouth full of sharp teeth, and tiny hands with small sharp claws. They are covered in fur and smell of soured milk, body odor, odor, and brimstone. 

An Exorcism spell will remove their spirit forms.  A Protection from Evil spell will keep them at bay for the duration.  They can only be harmed by magic or magical weapons. Killing an incubus sends it back them the lower planes. Once the threat is abolished victims can heal at the rate of 1 Constitution point of bed rest each week. 

Talismans and amulets that protect wearers from demons will work, but only if they are specifically crafted for incubi or succubi. 

--

Not bad.  Not 100% perfect yet, but I have some time.  I still need to work in magic resistance and what demonic abilities all Lilim share. 

The Incubus has three different kinds of movement and of course, has the reduced hp of a small creature.

April 2021 A to Z

Friday, April 9, 2021

#AtoZChallenge2021: H is for Hag, Chaos

Hags a huge part of any stories around or about witches and witchcraft.  Nearly any fair tale witch can be or has been described as a hag.  While through the various versions of the game a Hag has either been their own kind of creature, a giantess or even a monstrous humanoid, they have eventually settled on the place I have always thought they work best, as a type of Fey creature.  Sure they are evil, no question about that, but this also gives them a bit more.

Hag, Chaos
aka Chaos Crone
Medium Fey (Chaos)

Frequency: Very Rare
Number Appearing: 1 (1d3 only with other types of hags)
Alignment: Chaotic [Chaotic Evil]
Movement: 120' (40') [12"]
Armor Class: 7 [12]
Hit Dice: 6d8+6** (33 hp)
THAC0: 13 (+6)
Attacks: 2 claws, 1 bite or special
Damage: 1d6+2 x2, 1d4+2
Special: shape change, charm, witch magic, hag powers, fey qualities
Save: Witch 6
Morale: 10 (12)
Treasure Hoard Class: VII (V) 
XP: 950 (OSE) 980 (LL)

Str: 16 (+2) Dex: 12 (+2) Con: 14 (+1) Int: 16 (+2) Wis: 15 (+1) Cha: 12 (0)

Chaos hags are among the smallest, least physically powerful of all the hags.  What they lack in physical prowess they make up for in deviousness and cunning. 

Chaos Hags live to disrupt and cause chaos. The favorite form and tactic is to disguise themselves as a beautiful and innocent woman who has suffered some tragedy.  She will insert herself into a family, village or town.  Small enough that everyone knows everyone, but large enough to give her options.  She will then attempt to charm and seduce anyone she can to bring about distrust.  She will cause all sorts of seemingly unrelated mischief.  She won't be able to help herself though and sooner or later someone will get killed, either by her hand or someone she has charmed to do so. 

Once she has the area in a complete uproar she will try to get the most upstanding citizen to "run away with her" so they can be together.  If this citizen is a lawful cleric or good paladin then even better.  While in the lover's embrace she will then transform to her normal hideous state and kill and eat her former lover.  The next phase of her chaos will arise when leaves any children from this union at the doorstep of a good and lawful family.

The children appear normal at first. The girls are even quite beautiful but over time the boys will become Calibans (qv) and the girls will become a random type of hag when they reach 60 years of age. Despite their normal looks, they will be fully chaotic evil creatures and will continue in their mother's footsteps.

The chaos hag can attack with her claws and teeth like many other hags and she can command the spells of a 5th level witch. She can control animals to do her bidding as per the spell Animal Control. She can cast a Charm Person up to three times per day.  She is immune to sleep, charm and hold spells and only takes half damage from the cold.  She is vulnerable to cold iron and takes double damage from that.  She cannot enter holy ground unless invited and singing makes her angry. 

Given that she can birth other types of hags leads scholars to believe that they are a step between the common hags, the night hags, and the Urhags.  But no scholar has thus far been willing to test their theories.  A Chaos Hag can live anywhere in any climate.  When she is not causing trouble she can be found in a particularly dark and desolate cave. 

--

Another feature I am trying out are ability scores for each monster.  These have become commonplace now for the last 20+ years of the game.  I do have all of these and use them to help figure out pluses to HP due to constitution, damage due to strength, and AC due to dexterity. 

While I do have these for every monster I am not 100% I need them. What are your thoughts.

April 2021 A to Z


Thursday, April 8, 2021

#AtoZChallenge2021: G is for Glaistig

Another creature from the stories and myths of Scotland.  This time a creature that is either a faerie or a ghost.  While the desire is there to classify everything, sometime the creature in question has many properties and game designers do the best they can.  So today I am presenting the Glaistig; the Woman in Green or the Witch of the Wood. 

Like the Banshee, the Glaistig is one of many different types of faerie women that might also be ghosts that inhabit the stories, myths, and legends of the British Isles. While the Banshee can be slotted, game-wise, as a ghost, the Glaistig makes more sense as a living faerie creature.

Woman in Green by Gary Dupuis
Woman in Green by Gary Dupuis

Glastig
aka Witch of the Wood, Green Lady
Medium Fey

Frequency: Very Rare
Number Appearing: 1 (1)
Alignment: Neutral [Chaotic Neutral 75%, Chaotic Good 20%, Chaotic Evil 5%)
Movement: 120' (40') [12"]
Armor Class: 7 [12]
Hit Dice: 9d8+9** (50 hp)
THAC0: 12 (+7)
Attacks: 1 slam or spell
Damage: 1d6+2
Special: Witch spells, Fey qualities, become ethereal at will. 
Save: Witch 9
Morale: 10 (10)
Treasure Hoard Class: None 
XP: 2,300 (OSE) 2,400 (LL)

A glastig is a green-skinned woman with the legs of a donkey. She will often hide these in long dresses. Since she has the ability to become ethereal she is often thought of as a ghost. 

She prefers not to attack physically but can do so by launching herself with her powerful legs to slam into a creature. Otherwise, she can cast spells as a Witch of the 7th level and make herself ethereal at will.

As a fey creature, she is immune to the effects of a ghoul's paralysis. Silver or magic weapons are required to hit. Cold iron weapons can be used and will do double damage.  

The glastig protects her lands and area fiercely. She will attack invaders but can aid those that also protect her lands. Glastigs will work with other fey creatures to keep their lands safe.  For this and her magic use, they are often called "the witch of the woods." They are also known as "The Green Lady" due to their skin color and the color they are favored to wear. 

To appease a glastig it is common to leave a bit of milk in a bowl on a rock near where the glastig is believed to live.  When no one can see the glastig will drink the milk and add whoever left it out to her circle of protection and be inclined to be Good towards them.  If the milk is spoiled when left out the glastig will disfavor the humans and become Evil.  Most times the glastig is neutral to humans. 

--

She is a bit like a dryad and a bit like a nymph but a lot more powerful.  This is not the first monster I have made that uses witch magic, nor will it be the last.

April 2021 A to Z


Wednesday, April 7, 2021

#AtoZChallenge2021: F is for Faun

My interest in RPGs and D&D, in particular, came from my love of Greek myths.  I was already a fan of Greek myths when I first picked up a copy of the AD&D Monster Manual all the way back in 1979.   So I could not in good conscious even think about bringing a new monster book to life if it did not somehow honor both my love for those old myths and that original book.   So to that end, here is the Faun, a creature from Greek/Roman myths and related to the satyr of those myths and the Monster Manual.

Faun by Pál Szinyei Merse

Faun
Medium Fey

   Faun  Greater Faun
Frequency:   Very Rare  Very Rare
Number Appearing:   1d4 (1d8)  1d2 (1d6)
Alignment:   Neutral (Chaotic Good)   Neutral (Chaotic Neutral)
Movement:   120' (40') [12"]  180' (60') [18"]
Armor Class:   6 [13]  4 [15]
Hit Dice:   1d8+1* (6 hp)
 4d8+4* (22 hp)
THAC0:   18 (+1)  15 (+4)
Attacks:   1 weapon, song  1 weapon, song
Damage:   1d6  1d6+1
Special:   Song, fey qualities   Song, fey qualities
Save:   Elf 1  Elf 4
Morale:   8 (8)  8 (10)
Treasure Hoard Class:   XVI (G)  XVI (G)
XP:   15 (OSE), 15 (LL)   200 (OSE), 215 (LL)

Fauns are fae people of the forest who love to entertain guests and go on dangerous quests. They can be rash and temperamental, and sometimes are reckless with the powers of their music. They are friendlier to men than most faeries, though are quickly angered by the destruction of woodland.  Fauns, like satyrs, are the male counterparts to nymphs and dryads.  When not playing music or drinking they are usually found chasing after nymphs.  The offspring of a faun and nymph is a satyr if male and a nymph if female.  As a creature of the fey, the faun is vulnerable to iron. They take double damage from any weapon made from cold iron.  Additionally, they are immune to the effects of charm, sleep or hold spells unless they are cast by another fey creature of greater level/HD.

Fauns are the wilder cousins of the satyr.  Like satyrs, they are rarely surprised (1 on a 1d8).  Fauns all play musical instruments like pan pipes, flutes, or drums.  If a faun plays everyone that hears must make a save vs. Spells or be affected by an Irresistible Dance spell. If the faun is with a mixed group of satyrs then their song of charm, fear, or sleep can also be in effect, with separate saves.  

A faun will engage in combat to protect their lands, their fellow fauns, and nymphs or their herds of goats.  Typically a faun is very much the stereotype of a lover and not a fighter.  They can be bribed with wine, the stronger the better.  

A faun appears to be much like a satyr.  They are medium-sized with human-like broad hairy chests and muscular arms.  Their lower half is that of a goat.  Their faces are a combination of elf and goat with elongated faces, goat-like years and horns, and a beard. 

Greater Faun:  Greater Fauns are the larger and wilder varieties of fauns and satyrs.  They are stronger and tougher than normal fauns and will act as leaders.   Greater Fauns will claim descent from some god, typically Pan or some other primal nature diety. 

Each greater faun has a True Name. Anyone that knows the True Name of a greater faun has power over him as per the spell Suggestion

Some greater fauns are shamans and can also cast spells as a 2nd level druid.

--

So a tabled monster block today with two varieties.  These are proper fae creatures so they have the vulnerability to iron. 

Doing this table has pointed out some deficiencies in my approach though.
For starters, my Treasure Type/Horde Class needs some work.  While XVI (G) makes sense to anyone that plays Labyrinth Lord and/or OSE, it is fairly inelegant. One, XVI or G would suffice.  I guess I could just put the treasure types in the back of the book and work it out that way. 

Secondly, and this is related to the same larger issue, my XP values are also a bit of an eyesore.  Yes I am happy with the numbers I am getting.  But while OSE and LL are covered this does nothing for the GM using say Swords &Wizardry or AD&D.  I could just leave it blank, but XP listings are one of the really great things about later books and editions of the game.

Likely there will be a table in the back of the book with all the monsters listed with their XP values for various systems.  That makes the most sense.  But likely I will leave at least one there. 


April 2021 A to Z


Tuesday, April 6, 2021

#AtoZChallenge2021: E is for Elf, Shadow

Back in September, I did a Shadow Week where I looked at various types of Shadow Elves for the various editions of the game.  I mentioned then I had my own in the works.  Well, it took me a bit, but here they are.  Meet the Shadow Elves.  Masters of their arts, but their art can kill you.

Nielsen_eastofthesun28
Elf, Shadow
aka Umbral Elf
Medium Humanoid (Fey)

Frequency: Very Rare
Number Appearing: 1d8 (2d8)
Alignment: Neutral [Chaotic Neutral]
Movement: 120' (40') [12"]
Armor Class: 8 [11]
Hit Dice: 1d8+1* (6 hp)
THAC0: 18 (+1)
Attacks: 1 weapon or special
Damage: 1d6
Special: See below; Fear immunity
Save: Elf 1
Morale: 8 (10)
Treasure Hoard Class: XX (C) 
XP: 19 (OSE) 21 (LL)

Shadow Elves trace their ancestry back to the sundering of the elves and the elvish diaspora.  Where some elves fled to the forests of the mortal world, some to deep underground, and others back to their ancestral lands in Faerie, these elves fled to the in-between planes of shadow.  Here they changed and became something different than their kin. Like the Ranagwith or "Free Elves" they are rarely encountered. 

The Umbral Elves as they are also known are tall, 6 to 6 1/2 feet tall, but thin, weighing only 150 lbs.  Their skin is pale white to pale blues. Their hair varies from white to pale blonds to dark blacks.  Redheads are rare and are taken as a great omen of change.  They speak Elven and any other languages their intelligence scores allow.   Due to their life living in the shadowy planes the shadow elf can also see the spirits of the dead and can speak to them (per the Speak to Dead spell).  Shadow elves have infravision to 90' and low light vision to 120'.  They are not unduly affected by sunlight as the dark elves are but they still do not prefer it.  Umbral elves are not just immune to the touch of ghouls they are also immune to the touch of ghasts as well. 

These elves are like other elves in that they produce great art, but their art, songs, and poems are all of a melancholic sort.  It is said that listing to a Shadow Elf aria can move one to tears. Listing to an opera can move one to suicide.   Suicides among shadow elf opera singers are so widespread it has become part of their cultural history. After a perfect performance, knowing they can never achieve more the singer will end their life.  Likewise, all their art is breathtakingly beautiful but heartbroken.  This has had an effect on the shadow elves as a people. They are completely immune to all fear.  Even magical fear, such as from dragons or various fiends, has the effect of angering shadow elves.  A failed save on any fear effect only causes them to pause for around. Then they react with anger.

Shadow elves do not have clerics. They feel the gods have forsaken them so they no longer offer them worship or devotion. They do have witches and warlocks that have patrons of primal forces, as well as wizards.  For every group of 8 or more shadow elves, one will be a wizard or warlock of the 2nd level.  For every group of 12 or more, there will be a wizard or warlock of 3rd level or higher.  Shadow elves can take any class elves can save for cleric or paladin. Shadow elves find the "light" elves too frivolous and the "dark" elves too brutal.  They do get along well enough with the Ranagwithe (Free Elves) as they see them as fellow outsiders. 

Shadow elves, like all elves, are excellent archers, but most prefer not to use missile attacks if they can avoid it. Shadow elves have strict rules of honorable combat.  They use specially designed short swords that they dedicate their lives to mastering.  The shadow elf warrior prefers hand-to-hand combat.  He considers combat to be the highest form of his art and his opponent should not be considered his enemy but something more akin to a dancing partner.  Combat without a combatant is only practice.  To this end, despite their chaotic alignments, the shadow elf will fight with honor.  For example, if their opponent drops or breaks their weapon they will wait till they gain a new one.  If they are fighting with a shield and their opponent does not have one the shadow elf will drop their shield as well.  Older (higher level) shadow elves will be covered with scars from practice and previous battles. Shadow elves have even been known to weep openly at the death of a particularly powerful combatant; knowing in the pursuit of their own "art" they have destroyed another "artist."

Shadow Elves are found living in underground lairs, particularly dense and dark forests, and in the lands that overlap the Faerie World, the mortal world, and the shadow worlds.

--

Elves are as ubiquitous to the game as dragons are.  I wanted an elf that was not something we have seen before.  These are not the light elves of Tolkien or the dark elves of myth or even the Drow of Gygax or Salvatore.  But they are not the Shadow Elves of Mystara either. 

Elves in D&D are immune to the touch of ghouls.  Shadow Elves, because part of their origin is the Plane of Shadow, extend that to Ghasts as well. 

Since they are elves and not faerie creatures proper their type is Humanoid (Fey).  They have some fey properties, but not all.  For example, there are no hospitality codes for these creatures and they can handle iron with no issues.  

Tomorrow I'll post a proper Fey creature, or maybe two!

April 2021 A to Z


Monday, April 5, 2021

#AtoZChallenge2021: D is for Dragon, Purple

I am SO glad I watched Dragonslayer over the weekend because it really puts me in the mood for today's monster.  

Dragons are a huge part of the games we play at home. My oldest son LOVES dragons and has, well, I have no idea how many, scattered all over the place. His games are filled with dragons.  So when I want to add new dragons to my games or books, I first turn to him.  Especially if I want a fresh take.

I remember the Purple, Yellow, and Orange dragons from Dragon Magazine 65 and then updated in Dragon magazine 248.   I included my own take on an Orange dragon in my Pumpkin Spice Witch book.   This dragon was originally conceived for my High Witchcraft book.  This is the dragon that has given us so many draconic bloodline sorcerers.

Dragon Henry Justice Ford
Dragon, Purple

aka Draco Arcanis Occultis, Arcane Dragon
Huge Dragon

Frequency: Very Rare
Number Appearing: 1 (1)
Alignment: Chaotic [Neutral Evil]
Movement: 180' (60') [18"]
  Fly: 240' (80') [24"]
  Burrow: 90' (30') [9"]
Armor Class: 0 [19]
Hit Dice: 10d8+20* (65 hp)
  Huge: 10d12+20** (85 hp)
THAC0: 11 (+8)
Attacks: 2 claws, 1 bite, + special
Damage: 1d6+3x2, 2d8+3
Special: Breath weapon (magical energy), dragon fear, low-light vision (120’), magic use
Save: Monster 10
Morale: 10 (10)
Treasure Hoard Class: XV (H) 
XP: 2,300 (OSE) 2,400 (LL)

Habitat: Underground or Urban areas
Probability Asleep: 25% 
Probability of Speech: 100%
Breath Weapon: 75’ long, 5' wide beam of magical energy
Spells: First: 3, Second: 3, Third: 3, Fouth: 2, Fifth: 1

Purple dragons are a very rare mutation among prismatic dragons.  They are born mostly to red, blue, or black dragons and rarely among green or white. Even then only 5% of all dragon births can result in a purple dragon.  It is believed they are born most often in areas of high magic.  Since all of the prismatic dragons are very vain, the wyrmling purple is often abandoned. Green dragons usually kill them outright.  The ones that survive learn that their most important weapon is guile, trickery, and deceit. 

Like all dragons, the purple can fight with its claws and bite. Their breath weapon is a 75' long beam of magical energy. They will also fight with spells in any form. 

The purple dragons are among the smartest of all dragon-kind. They will always speak and use magic. They can cast spells as a magic-user/wizard of 9th level. These dragons are fond of casting Polymorph Self  (fourth level) and masquerading as a human.  In this form, they will be found living in cities where they will often study magic and accumulate wealth.  Their lairs will have an underground area where they will keep their treasures and sleep in their dragon form.

These dragons are very solitary in regards to other dragons, but they do keep humanoids nearby. These are often servants, slaves, thralls, and the occasional victim.  They have been known to also become the patrons of Draconic Warlocks and Witches.  Wizards will also seek them out for advanced training in the magical arts.  A purple dragon can speak draconic, common, its alignment language, and up to four more languages.  Typically elven is learned. 

--

This block has the extra details needed for dragons.  Additionally, we see our first Huge creature.  It can use the normal d8 for hp if you wish to stick to the rules of your particular Basic game, or you can use a d12 instead to reflect its larger size. In the case of this 10 HD monster, the difference is 20 hp.

April 2021 A to Z


AND

If you are doing the A to Z Challenge Scavenger Hunt, you just found a Dragon!



Saturday, April 3, 2021

#AtoZChallenge2021: C is for Cat-sìth

Another creature in the guise of an animal and we do not go too far astray from the homes of the barghest. This time the animal is a cat and creature is a Cat-sìth.   

Cat-sìth
Cat-sìth
aka Cait Sídhe
Medium Fey

Frequency: Rare
Number Appearing: 1 (1d8)
Alignment: Neutral [Chaotic Neutral]
Movement: 180' (60') [18"]
Armor Class: 3 [16]
Hit Dice: 4d8+4* (22 hp)
THAC0: 15 (+4)
Attacks: 2 claws, 1 bite, + special
Damage: 1d4+1 x2, 1d6+1
Special: Bad luck, fear, low-light vision (120’), scent, speech
Save: Monster 4
Morale: 6 (6)
Treasure Hoard Class: None
XP: 200 (OSE) 215 (LL)

Cait Sídhe or Cat Sìth (Caught SHEE) are magical cat-like creatures that populate the same lands of faeries and other woodland creatures. They appear to be large cats with black fur and a spot of white on their chest. Sometimes they have white paws or even white faces.  All cat-sìth have eyes that glow yellow, orange, or green. In the lands they call home the cat-sìth are often feared to be demons or a witch in the form of a cat. In any case, the appearance of a cat sìth is a sure sign that a witch is nearby.

Cat-sìth makes sudden sprints to bring down prey. It prefers to attack small mammals and birds and rarely physically attack humanoids, though it has been recorded of a Cat-sìth adding a pixie or brownie to their diet once in a while. When dealing with humanoids a cat-sìth can defend themselves physically but prefer to use their spell-like abilities.

Bad Luck: The cat-sìth can target one victim as a recipient of a Bad Luck curse.  This cast as a Bestow Curse spell by a 4th level witch.  The victim is at a -2 on all rolls till sunrise the next day. The cat-sìth may do this up to 3/day but multiple uses on the same target are not cumulative.

Fear: The sight of a cat-sìth is so disturbing to most that it emanates a Fear Aura that acts like a fear spell cast by a 5th level caster. The difference is that the aura is limited to 5’ and the victim must be able to see the cat sìth.

The cat-sìth has low-light vision to 120’. A cat-sìth is capable of speech and can speak any language its intelligence allows. They can speak Common, Sylvan, any local language, and the language of Cats.  

The cat-sìth makes an excellent familiar. Their association with witches is long and not without cause.  Most cat-sìth avoid humanoids, with the exceptions of the fey, so the only ones likely to be encountered by humanoids are the ones in the charge of a witch. They are all believed to be in the service of the King of Cats (Cat Lord).

--

A fun little beastie.  This one adds an "AKA" line under the name, many monsters are known by other names as well. 

While this one looks like a cat it is actually a faerie creature.  Now I could have listed it as Beast (Fey) like the Barghest is Beast (Demonic), but I felt that it fit better as a proper creature of the fey.   


April 2021 A to Z


Friday, April 2, 2021

#AtoZChallenge2021: B is for Barghest

Here is an old favorite of mine that I have done a couple of different versions of in various postings and books.  Is this the final version? No idea! But it is getting close.

This one is a nasty little beastie from English lore.

Barghest
Large Beast (Demonic)

Frequency: Very Rare
Number Appearing: 1d6 (1 or 1d4)
Alignment: Chaotic [Chaotic Evil]
Movement: 180' (60') [18"]
  Humanoid: 120' (40') [12"]
  Hybrid: 150' (50') [15"]
Armor Class: 3 [16]
Hit Dice: 6d8+12** (39 hp)
   Large 6d10+12** (45 hp)
THAC0: 13 (+6)
Attacks: 2 claws (humanoid/hybrid) or 1 bite (dog/hybrid)
Damage: 1d6 x2 claw or 2d4 bite
Special: Stare, hit by silver or magical weapons.
Save: Monster 6
Morale: 10 (10)
Treasure Hoard Class: None
XP: 950 (OSE) 980 (LL)

Barghest

A Barghest is an evil shape-changing fiend that hungers for the souls of mortals. A barghest may appear as a huge demonic black dog the size of a bear, or in a humanoid form nearly seven feet tall, resembling a goblin or wingless gargoyle, or a combination of both forms. A barghest never uses weapons, even in its humanoid form, preferring to feel the blood of its enemies run down its claws. It is tenacious; if a barghest fails its morale check and flees, it will return in 1d6 turns to attack again.

Anyone who meets the gaze of a barghest will feel the heat of the monster's stare; such characters must save vs. Paralysis or be paralyzed in terror for 1d6+1 turns (or until the barghest is slain). A character is deemed to have met the gaze of the barghest if he or she faces it in combat, or if the character is surprised by the monster. Fighting a barghest with gaze averted results in a penalty of -4 on all attack rolls. Those who succeed at the saving throw are immune to the monster's gaze for the remainder of the combat (at least one full turn at the minimum).

Although it is not undead, a barghest is inherently unholy and can be Turned by Clerics (as a spectre). They can only be harmed by silver or magical weapons. A barghest generally speaks Common as well as the languages of infernals, goblins, hobgoblins, and bugbears, and can communicate with wolves. One can sometimes be found ruling over goblins or hobgoblins, but most commonly a barghest haunts a lonely stretch of road, preying on travelers.

Barghest lairs will only have a single creature or a creature and up to three whelps.  A barghest whelm is weaned at one year and kicked out of the lair.  If encountered by a parent or siblings it will be attacked. Barghests have no sense of family and hate all creatures except for themselves.

Their coats are of the darkest of blacks and often matted with blood. Their eyes burn red and it is said the fires of hell can be seen in them. 

--

What's new today?

This creature has a few more things going on.

First, it is a Large Beast (Demonic). Let's break that down.   
In my Basic Bestiary, I am going to give different HD for different sized creatures.  A Large creature will use a d10.  Medium creatures will still use a standard d8, Small a d6, and Tiny a d4.  On the other side of things, a Huge creature will use a d12 and a Gargantuan creature will use a d20.  This is much the same as D&D 5e uses

For the purists, you can continue to use the d8 but I will include both numbers as I am doing above.  AD&D First Edition only used Small, Medium, and Large creatures.  The vast majority will be these three sizes. 

It is a beast, but also Demonic.  So it's intelligence is higher and has some demonic traits.  In this case, it can change shape, can only be hit by magic or silver, and has a special gaze attack.

I am also including a THAC0 line with a BAB in parentheses. 

Things are shaping up.


April 2021 A to Z


Thursday, April 1, 2021

#AtoZChallenge2021: A is for Allip

“El sueño de la razon produce monstruos”  Francisco Goya, 1799
“El sueño de la razon produce monstruos”
The sleep of reason produces monsters.
Francisco Goya, 1799

It is April and that means it is time for the AtoZ Challenge for 2021. I didn't do this for a few years, but this year I wanted to give it a go again to see how it has changed, see what is new, and mostly to motivate me to get all my monsters done!

My monster book idea grew from my love of monster books in general.  I have spoken about my love for the original Monster Manual here a few times. I have talked about other monster books too.  For me it was monsters that were my gateway to D&D. I still love them.

This year is the A to Z of Monsters. I am working on completing a couple of different monster books. One focused on monsters of fairy tales, myths, and legends and in particular monsters related to witchcraft. The other is a massive tome of demons and fiends of all sorts.  The first book will feature all sorts of creatures, right now there are a large number of undead monsters.  Makes sense when you consider that I spend a lot of time writing and playing horror games.   

Some creatures have appeared in my witch books.  Some are completely new.  Many have come from challenges like this and my Monstrous Mondays posts.  Some are even like today's beastie.  A d20 conversion of a 3.5 monster to OSR-like stats.

As I have been discussing here I am working on my "universal stat-block."  Today though I am going to start with the one I have been using in my Monstrous Mondays and tweak it from here.

Allip
Medium Undead (Incorporeal)

Frequency: Very Rare
Number Appearing: 0 (1d4)
Alignment: Chaotic [Chaotic Evil]
Movement: 60' (20') [6"]
  Fly: 60' (20') [6"]
Armor Class: 5 [14]
Hit Dice: 4d8+2** (20 hp)
Attacks: Special
Damage: NA See below
Special: Suprise, touch deals 1 point of Wisdom drain, only hit by silver or magical weapons.
Save: Monster 4
Morale: 12 (12)
Treasure Hoard Class: None
XP: 275 (OSE) 290 (LL)

Allips are shadowy, incorporeal undead that mutter and speak with the voice of madness from beyond the grave. The voice acts as a Suggestion spell upon anyone hearing the quiet mutterings: the suggestions of an allip are usually senseless but sinister.

An allip is usually only seen out of the corners of the eye.  Thus they can surprise on a roll of 1-4 on a d6. Elves are surprised only on a roll of 1-3.  Once it attacks it is visible to all. 

The allip’s touch does not deal damage but causes the victim to lose 1 point of wisdom. If a victim’s wisdom falls to 0, it dies and will become a shadow within 2d6 days. Allips can only be hit with magical or silver weapons.

It is believed that allips are caused by people who have died in a state of profound despair.  Now they seek revenge on the living for their current state. They are always found where they died.  They are turned as a 4 HD undead.

--

So here is a start! 

You can find all the other participating blogs and their social media links on this Google Sheet.

I also have a growing Twitter List here of everyone participating on Twitter.

**Please Note. I have 'Comment Moderation' turn on. I have been getting hit with a ton of spam.**

April 2021 A to Z


Tuesday, March 14, 2017

To A2Z or Not To A2Z

So we are coming up on April.  Insane I know.

This is the time of year I start going into blogging overdrive to get posts together for the annual Blogging from A to Z blogfest.

I have participated every year since 2011.  It is a lot of work and ultimately enjoyable.
But it is a lot of work.

In addition to posting something A to Z I have been part of a team that helps other bloggers do their A to Z, I visit scores of sites every day to post on others blogs and try to squeeze in a post or two above and beyond normal.

This year I am just not feeling it.

I have a lot of projects that need to get done that need my attention.
I have other work I have been doing that also is making demands on my time.

Plus I am not blind to my traffic numbers. I see I get a bump from outside my normal postings, but the engagement isn't there.  I feel like with the A to Z I am ignoring my regular reader in favor of new readers that really don't stay on.  I could be wrong about that, but I am basing it on posting behavior and my Google Analytics data.

My plan this year had been Free (or Cheap) RPGs. Knowing what I know about my audiences I wanted to try to get people that are not gamers into playing with a low barrier to entry.    I like being an ambassador of gaming, but I also know I can get more people to play if I just sat up shop a couple weekends a year at my FLGS and ran demos.

I don't know.
What do you think?

Are you going to miss me doing the A to Z this year?

Wednesday, May 4, 2016

I Survived the 2016 A to Z Challenge...

but just barely.



I had known for a while what I wanted to do this year and as far as posting goes I got it.  It was fun to share my thoughts and read others thoughts and remembrances of this old (and some new) adventures.  While I focused on the top 30 Best, I also looked at others.  In the end, they are all adventures I will either run or have run in the past.  I had a great time.

There were also a lot of great blogs in this Challenge, and I didn't get anywhere close to visiting them all.  I didn't even get to visit all the blogs I had really wanted to visit.  Lots of reasons for that, but mostly it was work related.

Next Year

Every year I struggle with the questions "Do I do this again?" and "What should I do?".
I have done "Witches", "Vampires" and "Demons" already. I have considered "Undead" and have many of the creatures already picked out.  That could be fun and I have this old red notebook full of undead creatures I created back in the 80s that have never seen the light of day anywhere else.

One of my own goals for this Challenge is to spread the word of our little hobby here.  I don't have to guess, I can look at my analytics and I know my audience shifts in April.  I get a lot of new people coming in from the Challenge.  This is my time to speak to people outside of our little corner of the internet. I want to evangelize our hobby.

I think doing a month where I focus on different OSR game might be nice, but I had done something like that in 2012.  Are there even enough OSR games/products with all the different letters?  Can't think of "Q" at the moment unless I cheat and do something with "Queen" again. Though I do have X and Z figured out, so that is something.

The point of that sort of posting would be to get someone that is new and put them on the path to a game they could play.  I buy and hand out copies of "Basic Fantasy" all the time, but I can get so many more people here.

I suppose the criteria for me would be these would have to be complete games and OSR ones are preferred.  I guess I could start a list.

What would you all like to see?
You are the reader, what would bring you back each day?




Saturday, April 30, 2016

A to Z of Adventure! Z is for Zanzer's Dungeon

Z is for Zanzer's Dungeon.

Here we are once again at the end of the A to Z challenge.



Z, like some other letters here, does not signify a module code.  In this case there is an obvious choice.  Back in the early 90s the D&D brand was in transition.  There was the Dungeons & Dragons line, with rule-books named Basic, Expert, Companion, Masters, and Immortal (BECMI) and a single book Rules Cyclopedia that combined the first four.  Then there was the completely separate Advanced Dungeons & Dragons line which had rules-books named Player's Handbook, Dungeon Master's Guide and Monstrous Manual.  These books were in their 2nd Edition.
Confusing?  Yeah it was to us too.

In 1991 TSR, the then publisher of D&D released their newest, and what would be one of their last, in the "Basic" sets. The set was called "The New Easy-to-Master Dungeons & Dragons Game" but gamers often called it the "Black Box".  The adventure inside was a bit of preview of things to soon come.  Zanzer's Dungeon was laid out like a board game complete with little plastic minis for the characters and paper fold top minis for monsters.  This was compatible with the BECMI flavor of D&D and worked as a replacement for the Basic Set and an introduction to the Rules Cyclopedia.


While the game was highly praised for it ease of use and intuitiveness. I never bothered getting it at the time.  I picked up my copy (pictured here) many years later as a means to teach my kids how to play.  Turns out they learned like I did...just by playing.


The board-game like play area is welcoming to new players.  Now they can see what they are doing.
Persoanlly that annoyed me because for years my rule books would say that you don't need a board, only your imagination!  Though today I use tiles and maps just like this.

In fact Zanzer's Dungeon here is the same scale as the maps used in 3rd and 4th edition D&D (and 5th if you care to), so the minis we have been using will work here too.



This set would later be expanded with the Dragon's Den boxed set, which was also board game "shaped".



One day I'll use these as an intro game for something.  Better than them collecting dust on my shelves!

Friday, April 29, 2016

A to Z of Adventure! Y is for YS

Y is for YS1 The Outpost of the Outer Ones.

There are no classic adventures that have a Y or a Y-related code.
Thankfully there is an adventure that does have a Y code, YS1, and it is set up very much like the classic adventures.  Created for OSRIC it can be played using AD&D 1st Edition.

YS1 The Outpost of the Outer Ones was written by Jeremy Reaban. I have featured some of his products here in the past.

Y in this case might stand for Yuggoth, which is the home-world of the Mi-Go, or at least one of their outposts.  This adventure, designed for characters 6th to 10th level for any old-school game, heavily features the Mi-Go.  While he describes it as a "Science fiction" "dungeon crawl" only a tiny bit of work is needed to make this one horror or a mystery.  Afterall, people are going missing, strangers are showing up in town and there is that whole eerie cave system.

Like most of the old-school adventures, this one is light on plot and heavy on the dungeon crawl atmosphere, and that is by design really.  The adventure is simple enough but there is so much more that can be done with it if you want.  Note: I should point out this is NOT a criticism of  the adventure, quite the opposite really.
So basically the Mi-Go are in town and they are doing what the Mi-Go do, removing brains from bodies and putting them into other bodies or their special cylinders.  The brains stay alive and are even immortal after a fashion.  They are also experimenting on the local fauna.  A couple of things in this adventure jumped out as me as hitting that 70's/80's nostalgia sweet spot. There is a Flumph the Mi-go can't figure out. A bionic Sasquatch! (I mean really, was this written just for me?) I biologic towel, a Valley Girl brain, and this whole "Escape to Witch Moutain" vibe about it.  There is a witch and Swanmay in it as well.

Personally I would take Jeremy's advice and expand the module a bit.  Have the party meet the old witch Gwen in her "old" form, but then encounter her again when she is in one of the brain jars and then again when she is in her new body.  Also, I'd make all the Mi-Go's human form all look roughly the same; perfect, blonde, blue eyes, devoid of any real personality.  Like something out of Village of the Damned.  Liked they learned how to be human by reading it in a book.
I'd also make their plans a little more nefarious. This is a scout group looking to colonize this planet.  Makes that bionic Bigfoot look a little more scary if you ask me!

Obviously, a good companion to this adventure would be Jeremy's own OSR Warlock. Make Gwen a warlock AND the one responsible for bringing the Mi-Go here.  I'd also play it under Astonishing Swordsmen & Sorcerers of Hyperborea.  Give it that "colder and darker" feel that AS&SH can provide.  Plus there are already a number of good Lovecraft Mythos beasties in that game.

My biggest issue with this adventure is where do I use it?  I have so many choices to be honest.  I could easily slot it in as a "Monster of the Week" story, but that would sell it's potential short. I could make it part of a larger campaign, but I would also want the Mi-Go to be more that just a one shot.

In any case I know this will be a fun one.

Thursday, April 28, 2016

A to Z of Adventure! X is for Expert.

X is for Expert.

This is not some attempt to grift the Challenge.  The Expert Set adventures were given the code X.
Of course, the most famous of these is X1, The Isle of Dread.

I got this adventure along with my Expert set back in the early 80s.  It is an obvious King Kong homage, but it is a great one.  It is another one of those adventures that people keep coming back to time and time again.
Maybe second only to B2 and B1 in terms of numbers of players, but The Isle of Dread is one of the best Basic-era adventures out there.  In today's frame of mind the adventure is equal parts Pirates of the Caribean, King Kong, and Jurassic Park.  It is a heady cauldron of tropes, ideas and just plain crazy fun.  It was included in the original Expert set and it still had expanded maps and more creatures.  I never understood why the creatures where not just in the main book, but it did make the module special.
What was so nice about X1 over B2 is you had the feel it was more integrated into the Expert rules; it felt like a logical extension.

This is also the first published adventure I ever ran for my son.  Up to this point I had ran ones I had made up for him.  He was young (6 or 7) and adventures like "Cave of the Stinky Goblin" or "Trouble in West Haven" were more appropriate for him.  But X1 had the great big dinosaur on it and he loved dinosaurs.

We had a blast. To me, 20 some odd years later, it felt like a very different adventure.  There is a lot of untapped potential here. Enough for several adventures really.
Later on I bought my son his own copy to run sometime.  It was also the first time that my kids began to recognize Tom Moldvay's name on the covers of adventures.

X2: Castle Amber
Another one of my "holy grail" items. I managed to score a copy when I moved to Chicago.
There is so much to love about this adventure, but I have detailed it all before in these pages.
Again, this is another Tom Moldvay adventure and we all loved it.

The other X modules came out a bit later and were more tied to the newer Frank Mentzer-edited Expert Set, as opposed to the Cook-Marsh-edited set I had owned. (I guess these modules should have really been called "E" for expert then). Of these I only later owned Quagmire.  I got it cheap at a used book store in Carbondale, IL.  I completely gutted the module and only kept the tower and swamp.

X3 Curse of Xanathon
X4 Master of the Desert Nomads
X5 Temple of Death
X6 Quagmire!
X7 The War Rafts of Kron
X8: Drums on Fire Mountain
X9: The Savage Coast
X10 Red Arrow, Black Shield
X11 Saga of the Shadow Lord
X12 Skarda's Mirror

In particular, I would like to get print copies of X4 and X5 for my Second Campaign game.  Saga of the Shadow Lord also sounds like a lot of fun!

This is my problem...too many great games/adventures and so little time.

Wednesday, April 27, 2016

A to Z of Adventure! W is for World of Greyhawk

W is for World of Greyhawk.

The WG or World of Greyhawk adventures take place, naturally, in the World of Greyhawk.  This was the default setting of most of the 1st Edition AD&D adventures, and explicitly so for T, A, G, D and Q.
The first named adventure was WG4 The Forgotten Temple of Tharizdun, which I covered briefly on "S" day.  But wait, if it is the first why is it numbered "WG4"?    Well according to the ole' Wikipedia "WG1 was earmarked for The Village of Hommlet (T1), and WG2 was earmarked for The Temple of Elemental Evil (T1-4). WG3 was to be Lost Caverns of Tsojcanth (S4), a loosely tied prequel to WG4."  So they do make a series of sorts.

WG5 Mordenkainen's Fantastic Adventure is an interesting one and might just be one of the last adventures Gary wrote for AD&D1 and TSR.  It is a high-level dungeon crawl featuring a unique demon and lots and lots of hack n' slash action.  It does feel like one of the older modules (though it was out in 1984 so it is "old" as well).   I could fit in with the TAGDQ series somewhere I am sure.  It could even be another one of the alternate worlds in Q1.

I don't know much about WG6 Isle of the Ape, save that is was one of the first adventures for characters above 18th level.

I do know about WG7 Castle Greyhawk.  WG7 was supposed to be another Gygax penned adventure, but it didn't happen like that.  Instead, we got a "joke" module.  The idea was sound, the levels get harder and harder with all sorts of strange monsters.  But is was played a huge joke.  At the time (when I was 15) I thought it was funny, but even running it I knew it was bad.  In the history of D&D Castle Greyhawk was a significant part of Gary's original game. For years we were teased with Castle Greyhawk but never got one. Even today we don't have the real thing.  This makes WG7 all that much worse really.  It's too bad really. The authors of WG7 do read like a who's-who of mid 80s game designers.

Of the others, only WG12 Vale of the Mage interests me these days.  I think it is because I was looking for more information of Greyhawk and the Vale of the Mage (home of the Valley Elves. No, I am serious) was one of those places I wanted more detail on.

Tuesday, April 26, 2016

A to Z of Adventure! V is for Vampire Adventures

V is for Vampire Adventures.

There is no "V" series of adventures.  Which is too bad really since the obvious choice is "Vampire".
While D&D has had some notable vampires show up over the years, Strahd and Drelzna in particular.  The very, very first D&D adventure ever sold was "Palace of the Vampire Queen".

Palace of the Vampire Queen was written by Pete and Judy Kerestan back in 1976.  I should also note that the very first published adventure was also co-written by woman; so yes women have always been a vital part of this hobby.  Interesting note. The adventure is called a "kit" and not a "module"; a name that would be later used.

This adventure was always something of a holy grail for me.  I knew about it, but had only seen bits and pieces of it online.  I didn't know much more than it was the first published adventure and it was really, really rare.  Sites like the Acaeum helped fill in the blanks in what I knew and I learned more from other blogs. Here is Grognardia's take and a bit from Jeff's Game Blog.

Original copies are still very rare, but I managed to score a couple of official reprints from Pacesetter.  As well as the sequels Crypts of the Living and Castle Blood.

I have run the original PotVQ before and it was great fun.   The adventure is so barebones by even the standards of the early 80s that it is easy to use anywhere.  The next two are more "story" driven.  I have run Castle Blood, but it didn't quite live up to the promise of the Vampire Queen.
Personally I would like to take all three and recraft them into something else.  Keep the Vampire Queen elements of course, but introduce some more background.

Hitting that nostalgia feeling hard is another adventure, The Hanging Coffins of the Vampire Queen.

This adventure, written by +Mark Taormino might be an homage to the first Palace of the Vampire Queen adventure, but it is more likely an homage to those meat-grinder, total-party kill, fun-house dungeons of the late 70s early 80s.  There is a basic plot here, enough to get you in the door and moving along, but really this adventure is about killing things and avoiding getting killed.  Example, in one of your first encounters you have to run a gauntlet and get past a bunch of fire giants. Eight of them. And their hell hound pets.  This is "room 1".  It is downhill from there.  It has demons and other vampires in the wander monster table. Liches, demons, succubi, greater devils, nearly 50 vampires in total, tons of other monsters and of course the Queen herself, Lady Neeblack.
This is not an adventure to challenge the resolve of hardy role-players. This is an adventure to survive and leave a trail of bodies behind you.  It is old-school, but old-school through the eyes of 40-somethings looking back on their times as teens.
The adventure itself has a great lead in to get you interested, but that is just the carrot on a stick, most people buying and playing this module are going to want to jump right in.  Another example (this is not a spoiler), you are captured by Lady Neeblack and told you have to run through her crypts for her amusement.  The conceit is the characters will feel coerced into doing this, so they slide down a passage to the previously mentioned Fire Giants.  In truth my players wanted to jump in like they were doing a dive at the pool.

Though to claim people will play this for nostalgia reasons is completely unfair.  Mark did a great job of this. The rooms are detailed and what detail!  There are interesting encounters and Lady Neeblack herself should really move up the ranks as one of the more memorable NPCs ever.  In fact I am hoping that she comes back for a sequel sometime soon.  Just like a good Hammer villain she should find ways to come back from the dead.  +Mark Taormino, this needs to happen.
The text of the book is big, easy to read and despite the "old school" claims still has boxed text to read (screw you Grognards! I still like boxed text even when I don't use it.)  Each room is unique and feels like it belongs.  Plus the "Hanging Coffins" themselves are the coolest idea in vampire graves since the Lost Boys.

The proof of any adventure is not in the reading, but in the playing.  So I played it. It rocked.
Now the game is designed for OSRIC, but can played with 1st or 2nd Ed AD&D.   I played it with 5th Edition D&D.  I just replaced the monsters and made a character sheet for Lady Neeblack.   I ran the same group of people that I had taken through the original Palace of the Vampire Queen and we all treated it as an unofficial sequel.  I worked out well enough.  We all had fun, but if this module reads as a deathtrap on paper it's a killer in the playing. So make of that what you like.
Personally I would love to run it again using AD&D1.


I have two perfect succubi from the recent Pathfinder demon sets that are perfect for  "Sin" and "Diabolica".   The Reaper Bones Female Vampire figure makes for a perfect Lady Neeblack.  The mini is listed as "Naomi" for the metal version. So the Vampire Queen must be Lady Naomi Neeblack!  Sure. Why not.

If I ever re-run this I will do it under AD&D1 as it was meant for.  I fear that D&D5 reduces the power levels of the characters a bit at the highest levels.  Though there is great flexibility in D&D 5.
For example in the adventure there are 8 Fire Giants waiting for you when you enter the pits.  They have 93 hp and do 5d6 damage per attack.  Their D&D 5 counterparts have 160 hp (iirc) and do a lot more damage.  Character can heal faster in D&D5 yes, but their starting hp is still not much better than their AD&D1 counterparts.  Rogues get a d8 vs Thieves d6.  So yeah. Meat Grinder.

I will say this.  If you enjoyed Tomb of Horrors then this will be right up your alley.
In any case this is one of those adventures that will have your players talking for a long time.

One I would like to take all these and combine them in a longer campaign, or part of a campaign.



I have also been seriously considering replacing the "vampire world" in Q1 with Hanging Coffins and make it my own Q2.  Queen of the Demonweb meet the Vampire Queen!