Showing posts with label Stranger Things. Show all posts
Showing posts with label Stranger Things. Show all posts

Monday, November 24, 2025

Monstrous Mondays: Return of the Demogorgon (Stranger Things)

 We have been rewatching Stranger Things in anticipation of the new, and final, season coming on Wednesday. I thought it might be fun to revisit their classic monster for the system that influenced the show so much.

Demogorgon (The Creature)
Demogorgon (The Creature)
Interdimensional Predator

FREQUENCY: Very rare
NO. APPEARING: 1 (rarely 1–2)
ARMOR CLASS: 4
MOVE: 15"
HIT DICE: 8+8
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2 claws
DAMAGE/ATTACK: 4–9 / 4–9 (1d6+3) plus special (bite 1-8)
SPECIAL ATTACKS: Bite latch, dimensional scent, drag
SPECIAL DEFENSES: Regeneration, surprise, fire vulnerability
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal to Low (1–6)* high cunning
ALIGNMENT: Chaotic Evil
SIZE: M (7 feet tall, thin, humanoid)
PSIONIC ABILITY: Nil
LEVEL/XP VALUE: VIII / 1,650 + 12 per hp

A tall, gaunt humanoid creature with elongated limbs and a head that opens like a five-petaled flower. The interior of its "face" is ringed with rows of needle-like teeth. Its flesh is pale, hairless, and amphibian-like. Movement is unnaturally fluid and silent.

Demogorgons exist between worlds. They slip into Prime Material spaces only when the veils thin or when drawn through by psychic resonance or magical disruption.

Demogorgons fight with terrifying speed and ferocity. They prefer to stalk prey for several minutes, using their ability to sense blood, fear, or psychic emanations.

Claw Attacks: Each claw deals 1–6+3 damage. A natural 19 or 20 indicates the Demogorgon has seized the target, granting it a +2 to hit with its bite.

Bite Latch: Once latched, the creature bites for 1–8 damage per round automatically until the victim is freed. Strength checks or magical force are required to break free.

Dimensional Scent: Demogorgons can sense living creatures across thin planar boundaries. They detect invisible, ethereal, or phase-shifted beings within 6", ignoring illusions involving scent or blood.

This ability also allows them to track wounded prey with near-perfect accuracy.

Drag Into Shadow: If the Demogorgon is adjacent to a dimensional weak spot (DM’s discretion: portals, rifts, magical failures, etc.), it may drag a victim through with a successful hit roll followed by a Strength contest. The victim is taken into a dark parallel space similar to the Upside Down.

Regeneration: Demogorgons regenerate 1 hp per round unless damaged by fire or holy/radiant magical effects.

Surprise: Due to absolute silence and unnatural motion, Demogorgons surprise on a 1–3 in 6.

Fire Vulnerability: Demogorgons fear fire. Fire causes it to go last in the initiative round and causes +2 damage per successful hit. 

Demogorgons are apex predators of a hostile parallel ecology. They do not communicate in a conventional sense. They react aggressively to psychic disturbance, emotional trauma, and bloodshed. Some appear to be specifically drawn to magical or psionic children. 

They do not gather treasure, nor construct lairs, but they linger near dimensional bleed sites that link their realm to others. They live only to hunt.

--

Just under 60 hours to go!




Tuesday, November 18, 2025

Stranger Things ... Can We Just Play D&D

Stranger Things Season 5
 Stranger Things and Dungeons & Dragons have been feeding each other energy since episode one. It is one of those rare cases where a piece of pop culture borrows heavily from D&D, makes it part of its DNA, and then ends up shaping the game right back. It is a magical feedback loop, the kind of thing El and Will would draw on a notebook with ominous red pencil.

The Duffer Brothers grew up with D&D, and the show wears that devotion on its sleeve. The opening scenes of the young party around their basement table tell you everything you need to know: D&D isn’t just a hobby, it is the lens through which these kids understand the world. Every monster gets its name from the Monster Manual. Every mystery gets filtered through initiative, hit points, “fireball it,” and the shared imagination they have learned from the game. Vecna, Mind Flayer, Demogorgon, Shadowfell style vibes… none of these are literally the D&D versions, but the kids use D&D terminology as their mythology. The game becomes the metaphor that allows them to survive.

Over time, things get… stranger. The influence starts running the other direction. Stranger Things becomes one of the biggest pop-culture engines driving new players toward Dungeons & Dragons. Stores started stocking Starter Sets with Stranger Things branding. Wizards of the Coast released an official Stranger Things campaign box that lets you play Mike Wheeler’s “lost adventure.” Actual-play groups and D&D livestreams saw traffic increase thanks to the show. Even the big Vecna resurgence in 5e owes some of its spotlight to season four. Vecna was always a major villain, but now he is a household name. Well, thanks to Stranger Things and Critical Role. 

The aesthetics of the Upside Down have quietly shaped D&D as well. 5e adventures started leaning a bit harder into that mix of psychic horror, body horror, and suburban uncanny. A lot of folks writing D&D (and OSR adjacent projects) cite Stranger Things when describing a certain “kids on bikes meets cosmic dread” vibe. Campaigns like Wild Beyond the Witchlight and Vecna: Eve of Ruin are steeped in nostalgia and dark fairy tale logic, the same tonal cocktail you see on screen.

I have been rewatching the series for the first time in preparation for the final season. There is a lot more going on in these episodes than I remembered. There are also more than a few things that made their way into Baldur's Gate 3. The Mind Flayer nautaloid looks an awful lot like the "Mind Flayer" of Stranger Things. The inside of the Nautaloid looks a lot like the Upside Down.

So at this point, the relationship between Stranger Things and Dungeons & Dragons is less a straight line and more a circle, or a peculiar zig-zag thing. The show borrows D&D language to explain the impossible, D&D borrows the show’s style to explore new corners of fantasy horror, and the rest of the hobby branches outward with games inspired by the whole vibe. Dark Places & Demogorgons, Kids on Bikes, Stranger Stuff, Tales From the Loop, the whole retro-weird youth adventure genre owes some of its momentum to Hawkins, Indiana. And Hawkins, in turn, owes a lot to Dungeons & Dragons.

What started as four kids rolling dice in a basement turned into one of the biggest cultural cross-pollinations the hobby has ever seen. Stranger Things reminded mainstream audiences that D&D is about imagination, friendship, and fighting nightmares with the people who know you best. And in return, D&D gave Stranger Things a shared language, a mythic shorthand, and a way for its characters to name the horrors in the dark.  It is kind of perfect, really. D&D taught a generation how to dream, and Stranger Things took those dreams and projected them onto the screen in flickering neon and psychic static. 

I knew D&D had made it mainstream when some 20-something online was super excited to explain who Vecna was to me. 

Season five will probably dial all of this up even more, and I’m honestly looking forward to spotting the threads. Because when a show and a game get this intertwined, the real fun is watching how each new idea ripples out across the other. 

Just one week to go.

Friday, September 23, 2022

100 Days of Halloween: Stranger Stuff & Teenage Witchcraft (TinyD6)

I am jumping around on systems like a meth-addicted moth this week.  Tiny D6? Sure, why not!

As always I will be following my rules for these reviews.

Stranger Stuff and Teenage Witchcraft (TinyD6)

Tonight's game uses the Tiny D6 game system and is a supplement for Fat Goblin Games' Stranger Stuff game. Stranger Stuff is described as "80's Inspired Adventure, Horror, and Science Fiction."  I think it is pretty easy to tell where this inspiration is from and frankly, that is good enough for me.

I love how the book cover aims for an old-school writing journal look for the core RPG and a "Sweet Valley High" look to the Teenage Witchcraft book.  Really nice.

Stranger StuffStranger Stuff: Teenage Witchcraft

Stranger Stuff

PDF. 124 pages. Color covers and interior art; sort of. It is black & white with accents of red.

Both books use a similar notebook-style art as their background watermark.  So these books look like they were written in a notebook. 

Stranger Stuff is a Tiny D6 game, based on the Tiny D6 engine released by Gallantknight Games.  IT is also based on Fat Goblin's own vs. Stranger Stuff game.

Essentially you are playing a kid in the 1980s in a small town where things are, well, strange. There is a list of movies to watch to get the proper feel for this time, but I honestly feel that most of my readers have seen them. 

Character creation is simple. Come up with a concept, give them some traits, and disadvantages and you are set to go! There are only two stats, Toughness and Stress.

The system is based on the venerable D6 system, but stripped way down. 

The book is rich in background and has plenty of details about playing in this odd world during the year 1984.

Teenage Witchcraft

PDF. 44 pages. Full-color cover and black & white interior art with accents of red. 

This book takes the basics of the Stranger Stuff game and adds in the ability to become a witch and cast spells.  So if you are thinking the Chilling Adventures of Sabrina or The Craft, but in the 80s, then you have the right idea here.

Most of the rules involve the casting of spells, as appropriate, There is an example walk-through with two spells and many examples are given, but the fun, of course, is making your own spells. OR as in the case with The Craft or Charmed, finding the right mix of witches to work with.

The two combined look like a ton of fun and since the rules are easy, something you could pick up and do in an afternoon.


The Other Side - 100 Days of Halloween


Thursday, April 4, 2019

Dungeons & Dragons Stranger Things Starter Set

There is no doubt that Stanger Things gave D&D a boost.
D&D 5th ed was already doing great and was on its way to being the best selling version of D&D ever before it became a major feature of the highly popular Netflix show Stranger Things.  When Season 1 premiered I had adults my age (who would have been the same ages as the kids in ST at the time) coming to me and asking how they could get a D&D game for their kids.

Well, I wish I had had this boxed set at the time.


The new Dungeons & Dragons Stranger Things Starter Set is making it's way to retailers now.
I picked up a copy on Amazon (to donate to my son's D&D club at High School...yeah they have now) and getting another one from my FLGS.

Truth be told I don't *need* it, but it sure is fantastic!

Done up like everyone's favorite red box D&D this is a starter set for D&D 5th Edition.  And it is PERFECT for anyone that is a fan of the show and wants to learn how to play D&D.
It does have the Wizards of the Coast logo on it, but also the "Hasbro Gaming" logo which is new.  Also since this is being sold not only in game stores and Amazon it is being released to Game Stops (the video game store) and other markets.   Hasbro is serious about backing D&D and I think it is going to be a huge win for them.

The box set includes a basic rule book similar to what we got in the first D&D 5e Starter set.  We also get an adventure "Written by Mike Wheeler", character sheets, a set of dice (mine are exactly like the ones I got in the Starter Set) and two "Demogorgon" minis; one painted the other plain.




Starter Set Rulebook
This book gives all the basics of D&D in 44 concise, full-color pages.  Everything is here to get you started. How to play, the basics of combat and adventuring, a chapter on spell casting and a subset of magic items and monsters.  Pretty much what you expect in a "Basic" set.
Instead of art we get some screen grabs from the ST show.
There are stats for the Demogorgon monster (not the demon).

Hunt for the Thessalhydra
Ok, truth time, I LOVE this. I want more adventures like this.
The sample adventure is done up to like a notebook written by Mike from the show.  Complete with wide ruled notebook paper background and Jr. High style art (only much better).  D&D artist Stan! is behind this one and I could not be happier about that.


The adventure is as old-school as summer 1983. You have a quest, a knight a monster to defeat, a table of rumors. Troglodytes! (art takes it inspiration from the Monster Manual) and random encounters.
The adventure is not ground-breaking, but it is not supposed to be.  BUT it does take place in the "Upside Down", so that is cool. They describe it a bit like the Shadowfell, but no attempt is made to make it part of the larger D&D 5 cosmology and that is perfectly great by me.  There is even a sword from the Upside Down.
And no Refrigerator Aleena in this one, there is a Proud Princess that will aid the characters but they can't even harm her if they try.  She is obviously the Eleven stand in.

Character Sheets
These are all stand-ins for the kids on the show, more or less, We get all the major races; elf, dwarf, human, half-elf, and half-orc. No halfling though. And a good subset of classes; bard, cleric, paladin, ranger, wizard. But no straight up fighter or rogue.  A halfling rogue (or maybe a zoomer!) would have been a nice touch.  No names or genders on the sheets as it should be.

Dice and Demogorgons
The dice a pretty standard, same set I got with the other starter set.  There are only six (as were in old-school sets) so no d%, there is a standard d10 (and d4, d6, d8, d12 and d20).
The Demogorgon minis are the weakest part of this set.  The minis are the right scale but the plastic is really flimsy. The "painted" one only has a little bit of orange on it. These are not the Wiz Kids minis we get at game stores, these are made by Hasbro and appear to be made cheaply so they can make tons of them.

But really, this box hits all the nostalgia boxes AND is still a solid introduction to the D&D 5 game.





Wednesday, February 13, 2019

Dungeons & Dragons: Stranger Things Edition

I woke up and saw this on my newsfeed this morning.




So far I have only seen this at Entertainment Earth and Amazon.
https://www.entertainmentearth.com/product/stranger-things-dungeons-dragons-roleplaying-game-starter-set/hse3702

https://www.amazon.com/Hasbro-Stranger-Dungeons-Dragons-Roleplaying/dp/B07G5X6N5P

https://comicbook.com/gaming/2019/02/13/stranger-things-dungeons-dragons-starter-set/

But I hope my FLGS will have it.

I think it looks great, and if it can get some more people into our hobby then fantastic.
Think of all those people watching Stranger Things and wanting to get into or back into D&D.

It is for 5th edition, but that is the current edition and the one they are most likely to find things for.

This will be a good chance to try out my Zoomer archetype in a perfect setting!

NOW I have already heard cries of "selling out" may I remind you of these:








D&D has been "selling out" since the early 80s and no one was more aggressive in the pursuit of licensing agreements than Gygax himself.

Monday, June 25, 2018

Review: Survive This! Dark Places & Demogorgons

I'll start off my week-long look at Survive This! Dark Places & Demogorgons with the core rulebook.   A little bit of background thought first.  I love the 80s in the way a true child of the 80s only can.  Everything about the decade still fascinates me, fills me nostalgia and is a creative well I keep going back to.  In truth, I had better decades.  The 90s were particularly good to me and the 2010s are also really nice, but the 80s hold my interest more, especially when it comes to gaming.

Dark Places & Demogorgons (DP&D) taps into all of this in such a deep and profound way that it pisses me off me to no end.  Pisses me off, because I wish I had come up it myself!

A few things upfront.  DP&D owes a great deal to Stranger Things (which in turns owes a lot to D&D), but as fantastic as that is, that is not enough to sustain a game.  DP&D draws on deep 80s culture as well.  And deep I do mean shallow!  Nothing here about the Cold War, or USA for Africa, or the 84 Olympics, or the home computer revolution.  This is about what was going on in YOUR small town USA and how it felt like it was the strangest place on the planet.  All that "important stuff" is just background noise to what is really important; what are we doing Friday night and who's going to drive around cruising?  That of course until your friends start to disappear.

Dark Places & Demogorgons (DP&D) is a 200 page 5"x9" book with color covers and black & white interiors.  The art is a mix of new art, some art purchased from collections and (my personal favorite) some photos of the authors and friends from some 80's high school yearbooks.  I am reviewing both the physical book and PDF.  Both of which were purchased by me so no books were contributed for review.

The book is divided into an 80 page Player's Section which includes the Classes and Basic rules, and a 120 Page Game Master Section.

The Players section introduces the concept of a Role-playing game and what you can do.  We also get a little background on the town this all takes place in, Jeffersontown KY.
We go right into building a character. Now while the book tells us that this is a version of the same game played in 1974, there are more 21st Century rules here.  The rules feel like a Swords & Wizardry variant with some Basic (Holmes in particular) thrown in.  There are multiple types of saving throws (ala OD&D, Basic, an on up) and ascending AC (S&W, 3e).   In short though if you have played any sort of OSR game in the last few years you will pick this up fast.  If you have never played before, well you will still pick this up fast.

Unlike its progenitors, this game has Seven Abilities.  The new one is Survival.  At first, I was not a fan of it, but now I see how it works in the game it makes more sense to me.  Much like how another seventh ability, "Luck", works in The Heroes' Journey.
I mentioned there are new saving throws too, Courage, Critical, Death, Mental, and Poison.  Courage works a lot like a Fear/San test and there is even a terror table.

Where DP&D takes off though are ways you use to describe your characters.  We start off with Backgrounds.  You can roll randomly here in true 80s style, or choose.  Rolling seems better.  These include things like "Parents are never home" or "Bratty Kid Sister" and they have in-game effects.  Not having your parents home makes for your house to become the natural HQ of your monster surviving endeavors, but having to watch your "Strawberry Shortcake" obsessed little sister is going to slow you down.

After that, you can decide on what your Class is going to be. Classes work here like everywhere else really.  They decide your skills, they let you know where you fit in the world and they provide a role-playing guide.  The classes in this book are largely based on 80s High School stereotypes.  There are five main classes with three subclasses each (similar to how 5e does it) You have The Brain (Kid Scientist, The Nerd, The Geek), The Athlete (The Jock, Extreme Athlete, The Karate Kid), The Outsider (Break Dancer, Goth, Metal Head), The Popular Kid (Preppy, The Princess, Teen Heart Throb), and The Rebel (Bully, The Hood, the Punk Rocker). That pretty much covers everyone in a small high school.
Each class gets 5 levels and new abilities and/or skills each level.  So the Karate kid gets new moves and martial arts, the Princess can affect others and so on.

Skills cover the things you can do.  You can get some via your class or be improved by your class.  Others you can pick.  Combat is a skill and if you want to be better at it then you need to take the skill otherwise you are just a kid with a +0 to hit.

Character creation then is largely rolling up Abilities, picking a Background, a Class, some skills, determining your saving throws and finding out how much cash you have in your pocket.  Then you are set!

I recommend a Session 0 for character creation and concept.  Sure it is not in the rules and certainly not old school, but it better than everyone showing up for the game playing all playing "The Bully" or "The Nerd".

Lastly, you come up with your age, Alignment and various combat-related stats (AC, attack bonus).  DP&D is not a combat focused game.  You are kids and the monsters are, well, monsters.  You might score a hit or two, but that is it.  Otherwise, run!
XP and Leveling are a little "easier" then and there are other ways to gain levels.

We end this section with some sample characters, examples of play and a quick breakdown of the 1980s vs. Today.

The Game Master Section is next and this is where the fun is!
Here the advice of not making this a combat heavy game is repeated.  This is a game of mystery, investigation, and deduction.   From the book:

This game draws inspiration from movies like The Goonies, ET and The Lost Boys and T.V. shows like Stranger Things, Eerie Indiana and Scooby Doo.
Talk about hitting me where I live!

The rules might say 1974 on the tin, but they are much easier than that.  Nearly every rule is simplified and straightforward in a way we never would have tried in the 80s.  Among the "new" rules are Difficulty Classes (circa 3e) and Advantage/Disadvantage rules (circa 5e).  It makes for a very fast-paced game and the rules will fall into the background.

We get some weapons and explosives, but not a lot.

There is a nice section on magic and the occult which include some really nice Psychic classes.  In case you want to dial your game up to 11 (see what I did there!).

The fun part of the book are the Adventure Seeds.  Some are familiar to anyone that watched movies or TV in the 80s.  But others...well I can only conclude that these must be local legends and myths from the author's own home.  Which reminds me how much all these little towns are really the same, just the details differ.


Replace the Pope Lick Monster with the Mobil Monster and they could have been talking about my old hometown of Jacksonville, IL.  We even had giant cats, giant birds and bigfoot.  But if you know what is good for you stay away from Magical Mystery Lane (if you could find it) or the glowing "things" out by Lake Jacksonville.

The book also has a bunch of monsters in Swords & Wizardry format (more or less).  You could add more, but be careful.   Just because I have the stats for a Manticore in a S&W book that would work with this there had better be a good reason to include it.

There are stats for animals and various types of NPCs.  There is even a table of random monster generation.  Delving into more game specific tables there is a table (1d100) of basic adventure hooks.

We also get a small guide to the setting, Jeffersontown, or J'Town (I grew up in J'ville. AND we used to call it a "Sinkhole of Evil" YEARS before anyone ever said the words "hell mouth").
The guide is great, not just for use in the game but for the sheer nostalgia.  It read like someone had taken a fictionalized version of my old hometown.  I think that it is also flexible enough that an lot of people reading it will feel the same way.

We end with a nice solid appendix (the PDF is not hyper-linked here) and their own "Appendix N" of movies, television, and music.  Music was too important in the 80s for there not to be a list like this.

We end with a copy of the character sheet.

Wow.  Where to begin.

Ok first of this game is very nearly perfect and I hate it so much.  That's not true. I hate that I didn't come up with it and publish it sooner.  But in truth, I am not sure if I would have done the same quality job as Eric Bloat and Josh Palmer.  Plus the inclusion of their yearbook pictures and own background made this book for me.  I LOVED reading J'Town because I could see and feel my own J'Ville in it.  I would not have been able to do that if I had written it myself, so much kudos to them.
This is a work of art and I love it.

Everything feels right about this game, to be honest.  I even have a potential "Series" in mind for it.

Can't wait to do more with it!  I would love to get some of my old gamer friends from the 80s and have them play versions of themeselves in a "Stranger Jacksonville" or more to the point the Jacksonville we all WISHED it was.

Next time I look at the supplements.

Monday, August 15, 2016

Monstrous Mondays: Stranger Things

If you play D&D or ever played it and read this blog chances are really good that you have already heard of (or have watched) Netflix's Stranger Things.

It is the biggest hit of the summer and made huge stars not just of the great young cast, but also D&D. In fact it is being credited with helping D&D sales.

Beyond all that it is just great story telling and a fantastic tale.

Plus it has a cool monster.

The Monster, called "Demogorgon" after our favorite two-headed demon prince, is a true monster.  It is hard to see, hunts and kills people and can smell blood anywhere.  I am not going to spoil it if you have not seen it, but sufice to say it is a great monster.

Great enough in fact for AD&D.  Here it is, with some artistic liberties taken.

The Monster
AKA: The Demogorgon
Frequency: Very Rare
No. Appearing: 1 (believed unique)
Size: Large 7" (L)
Armor Class: 5 [14]1
Movement
 Basic: 180' (60')
 Advanced: 18"/27"
 3e: 45ft
Hit Dice: 8d8+4 (40 hp)
% in Lair: 50% (hunting at night, hiding in the Border Ethereal)
Treasure Type: None
Attacks: 3 (claw/claw/bite)
Damage: 1d6+4/1d6+4/1d6
Special Attacks: Scream (as fear spell)
Special Defenses: Ethereal Projection; Immune to all gaze attacks, blindness; regeneration
Save As: Witch 102
Magic Resistance: none
Morale: 103
Alignment: Chaotic evil (animal)
Level/XP: 8/4,250 + 12/hp

STR: 19 INT: 10 WIS: 8 DEX: 16 CON: 20  CHA: 6

1 Descending and [Ascending] Armor classes are given.
2 This is used for Basic games, and S&W. Also for monsters that I think need to save a little differently than others.
3 Morale is "Basic" Morale and based on a 1-12 scale. Multiply by 1.6667 for 1-20 scale.

The Monster, known by locals as "the Demogorgon" is not a demon, or even related to demons.  It is a native of the Border Ethereal known as "the Upside-Down" and really not much more than an animal.  It is a rather terrifying animal with hunting abilities similar to that of a shark.  It has no eyes, it's entire head opens up to a large mouth, it can smell and even taste blood on the air like a snake or shark would.

The Monster is a nocturnal hunter, not because of fear of light, but it is when it has advantage over it's prey.  It seeks out it's prey, large warm blooded creatures, and drags it back to it's lair in the Border Ethereal.  There it can feed at it's leisure.

The Monster can heal itself at the rate of 2 hp per round.


Don't forget to include the hashtag #MonsterMonday on Twitter or #MonsterMonday on Google+ when you post your own monsters!