Friday, December 15, 2023

Kickstart Your Weekend: The MCDM RPG

 Interesting one this week. I am unsure if I am calling people to support it. My purpose here is often to shed some light on a crowdfunded project you may not have seen. This one though is at $3 Million right now so it doesn't need my help.  But that is not why I am talking about this one today.

But first, the campaign.

The MCDM RPG

The MCDM RPG

https://www.backerkit.com/c/projects/mcdm-productions/mcdm-rpg?ref=theotherside

This is a new big FRPG from Matt Colville (the "MC" in the name I am guessing).  It is obviously modeled on D&D style play and it is being pitched as a D&D alternative in all but name. Back in the day we would have called this a Fantasy Heartbreaker.

The game looks slick as hell and it will certainly be a lot of fun and look good. Matt does good work on his design so I have no doubt this will be a good game.

BUT...(there is always a but) there are a few things about it that I am not quite connecting with.

If you take D&D as the middle ground and go far out on the gritty/old-school side you get another wildly successful RPG ShadowDark.  Go the same distance in the other direction and you will have MCDM RPG.  Many of the selling points about this game read like "everything ShadowDark is, we are not." For example from the project page:

MCDM is
Compared to what ShadowDark say they are on their Kickstarter Project page:
Shadowdark is

NOW PLEASE UNDERSTAND. I am not trying to set up a MCDM vs. ShadowDark thing here. I think both games are great and their respective successes give evidence that both games are wanted and needed. AND (more to the point) both provide that D&D-alternative to those that want it. 

I think having a good D&D-alternative is a good thing given the bookend events from Wizards/Hasbro this 2023.  

Just as I don't click well with some of the things in ShadowDark, I also don't click very well with some of the things in MCDM.  I *do* want monsters to be able to avoid spells sometimes. I *do* want there to be a chance that the PCs can fail. I do want some grit. But I also want hope. My preferred gaming experience is somewhere in the middle.

Also, reading through the material, I get the sense that the design is not 100% complete yet. That is a red flag for me these days. When NIGHT SHIFT went to Kickstarter the book was done and playtesting complete. When Wasted Lands went to Kickstarter the playtesting on the new mechanics was done, the core rules were done, and the Gazeteer was nearly complete. Both games shipped early.  My concern is this game won't ship for a while.

I have seen online people calling this a "D&D Killer" which I have my doubts about. Pathfinder is a great game but it was not a D&D killer. I have seen a lot of so-called D&D Killers over the years. I don't think this one will be either.  But it might get WotC to pay attention. Maybe.

Even if it doesn't make WotC/Hasbro take notice it will provide a new game to people who love this sort of style and help keep role-playing going for a bit longer. Who knows, maybe I'll pick it up as well one day.

#Dungeon23 Tomb of the Vampire Queen, Level 12, Room 15

 This section of the larger area is the home to the graves of the Queen's Dwarven sacrifices.  Rising from the graves are Haugbui, the dwarven undead.

Room 15
 

Haugbui

Armor Class 4 [15]
Hit Dice 6+6 (33hp)***
Attacks 2 × claws (1d6+4), 1 bite (1d4+4) + Ability Drain
THAC0 14 [+5]
Movement 120’ (40’)
Saving Throws D10 W11 P12 B13 S14 (6)
Morale 12
Alignment Chaos
XP 1,025
Number Appearing 1d8 (1d8)
Treasure Type None

Haugbui are undead dwarves of fierce warriors cursed to remain in their barrows and underground chambers. 

The attack with a claw, claw, bite routine. On a successful bite attack, they can drain blood at 1 point of Constitution per round. The get these undead unattached requires a strength ability check to pull them off.  

These creatures are very strong; Strength 20 and silver is required to hit them.

These creatures turn as Wights.


Thursday, December 14, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 12, Room 14

 This section of the larger area is the home to the graves of many horses. 

Room 14

There are Undead Horses and Nightmares here.

Undead Horses

Armor Class 7 [12]
Hit Dice 4 (18hp)
Attacks 2 × hoof (1d6+1)
THAC0 16 [+3]
Movement 120’ (40’)
Saving Throws D10 W11 P12 B13 S14 (4)
Morale 12
Alignment Chaos
XP 125
Number Appearing 1d8 (1d8)
Treasure Type None

Undead horses are skeletal remains of normal horses. They attack much as they did in life, only now they can also be turned as Wights.

Nightmares

Armor Class -4 [24]
Hit Dice 6+6 (33hp)
Attacks 1 bite (2d4), 2 × burning hooves (2d4+2); Breath smoke
THAC0 14 [+5]
Movement 150’ (50’) / Fly 360' (90')
Saving Throws D10 W11 P12 B13 S14 (4)
Morale 12
Alignment Chaos
XP 1,025
Number Appearing 1 (1)
Treasure Type None

Nightmares are the steeds of night hags and other demons, black horses with flaming hoofs and mane. Their breath is a cloud of brimstone smoke, which causes any nearby opponent to attack at –2 (saving throw applies). These horrible creatures can become incorporeal and travel between the planes of existence, bearing their evil/chaotic riders.

(Section 15: Nightmare, Swords & Wizardry SRD)

--

Again, GMs choose as many as they need to challenge the PCs.

Wednesday, December 13, 2023

Fate Spins Along as it Should

 Thanks to the magic of Withers (and a mere pittance of 100gp), my warlock Larina from my first run can now join my paladin Johan on his current run.

Larina and Johan in Baldur's Gate 3

The game is still rather fantastic and 300+ hours later, I am still discovering more. With some of the mods I added I don't think I'll be able to get Sinéad in there as well. The "half-elf" hireling is gone, replaced by Alfria.


#Dungeon23 Tomb of the Vampire Queen, Level 12, Room 13

 Moving into the larger area of Encounter Area 12.  These are the graves of the human sacrifices. There are 666 total graves, from these rise a horde of zombies.

Room 13

--

How many zombies?  All of them. The idea here is to overwhelm the PCs to keep them from going forward. Indulge your little black heart. 

Tuesday, December 12, 2023

Shrink Wrapped Orange Palace of the Silver Princess on eBay

 I have discussed my fondness for the Green cover B3 Palace of the Silver Princess. It is a fun adventure and great for newbie DMs. It came to me just as I needed it. For its ability to run and more lore to Glantri, and (for me) the ability to easily code it into a computer when I was trying to D&D on my little TRS-80 Color Computer. 

I like the adventure. A lot. But not this much.

B3 on eBay
https://www.ebay.com/itm/315023385002

Right now is it going for just a bit over $10k.  That is up $1000.00 from when I first saw it this morning.

The adventure is fun, no where near as good as the revised Green cover version. And it is certainly not with $10k except to a serious collector. 

Makes me wish I knew what dumpster they were dumped in at the time! I could pay my kids' college tuition with that. 

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

 The hallway of Encounter Area #11 opens up to a massive room filled with stone sarcophagi.  A plaque as the PCs enter describes this as the Hall of Sacrificed Dead.

Room 12

These are the final resting places of the followers of the Vampire Queen. She sacrificed them to further her own power and appease her demonic lords.

There are 1,000 sarcophagi here, divided into groups.

  • Group 1 (Encounter Area 13): Humans (666 total)
  • Group 2 (Encounter Area 14): Horses (180 total)
  • Group 3 (Encounter Area 15): Dwarves (55 total)
  • Group 4 (Encounter Area 16): Elves (54 total)
  • Group 5 (Encounter Area 17): Halflings (45 total)

This room is guarded by the undead temple guardians, 10 Huecuva.  They will wait until the characters enter the room and attack them from all sides.

Huecuva

Armor Class: 3 [116]
Hit Dice: 2*** (9 hp)
Attacks: 2 claws or 1 weapon (1d6 x2 or 1d8), ability drain
THAC0: 18 [+2]
Movement: 90’ (30’)
Saving Throws: D11 W12 P13 B14 S15 SS14 (Cleric 2)
Morale: 12
Alignment: Chaotic
XP: 35
Number Appearing: 1 (0) (see below)
Treasure Type: C
Turn As: Wight (Type 5)

A huecuva is a Cleric who has been cursed to undeath for their faithlessness. It resembles a skeleton wrapped in old, tattered robes or rusting armor. Small points of red light can be seen in each of its empty eye sockets. A huecuva speaks and reads all the languages it knew in life.

 A huecuva is a cowardly combatant, preferring to set up traps and ambushes for potential interlopers. It will attack Clerics before anyone else. Those struck by the huecuva's claws must save vs. Poison or contract a terrible wasting disease. Each day the target takes 1d3 points of Constitution damage. Those reduced to 0 Constitution die, and rise as a zombie on the following day, under the control of the huecuva. A cure disease spell must be used to prevent death. 

Ability points lost due to a huecuva's disease return at a rate of 1 per day of complete rest. All huecuva can cast spells as a Cleric (level 1d4+1). However, these spells are always reversed.

A huecuva can only be harmed by silver or magical weapons. In addition, it takes 1d6 points of damage from the touch of a holy symbol. A huecuva can be Turned by a Cleric (as a wight), and like all undead are immune to sleep, charm, and hold spells.  

They are turned as Wights.

Monday, December 11, 2023

Monstrous Mondays: Lamassu and Shedu

Lamassu
 We decorated our "Geek Tree" this past weekend.  Even though my kids are older now and not really "kids" anymore (my oldest is a professional and is saving for a house, and my youngest is in school and has a girlfriend), we all still like to watch the old Christmas specials like How the Grinch Stole Christmas and Rudolph the Red-Nosed Reindeer. Rudolph, in particular, is a favorite, not for itself but for how badly it has aged. There is one character in it, though, that is redeemable...well, two. Yukon Cornelius and King Moonracer.  We were talking while hanging up ornaments of starships, astromechs, and TARDISes about what sort of monster Moonracer was.  Manticore? No. Androsphinx? Maybe. Shedu? Maybe. Lammasu? Likely closer. 

This got me thinking later on while indulging in our other favorite Christmas-time indulgence, our re-watch of Game of Thrones.  I was digging around in my notes about Lammasu and Shedu for my One Man's God posts and thought I would resurrect them for today.

Lamassu and Shedu

One thing that bugged me way back when reading the Monster Manual was that many of the monsters were very similar. For example, there are Manticores (Greek), Sphinxes (Egyptian and Greek), the Lammasu, and Shedu, with these last two based on Babylonian/Sumerian/Akkadian myths. Sort of. The Lamassu and Shedu in these myths are actually two different names for the same creature. Also, the name in the Monster Manual has a different spelling ("Lammasu").

I always considered these to be related creatures. Something I would later see in the Forgotten Realms lore.  AD&D 2nd Ed made their differences a little more pronounced by making the Shedu the "psionic one."

Lamassu
Large Celestial (Outsider, Lawful)

Frequency: Rare
Number Appearing: 1-4 (2-8)
Alignment: Lawful [Lawful Good]
Movement: 120' (40') [12"]
   Fly: 240' (80') [24"']
Armor Class: 6 [13]
Hit Dice: 8d8+8**** (44 hp)
   Large: 8d10+8**** (52 hp)
To Hit AC 0: 12 (+7)
Attacks: 2 claws + Special
Damage: 1d4+2 x2
Special: Magical abilities, spell use.
Save: Monster 8
Morale: 12 (12)
Treasure Hoard Class: XVI (G)
XP: 2,608 (OSE) 3,040 (LL)
Languages: Celestial, Common, Telepathy

Str: 16 (+2) Dex: 14 (+1) Con: 15 (+1) Int: 16 (+2) Wis: 18 (+3) Cha: 17 (+2)

Lamassu are spiritual guardians,  often in the service of a Lawful Good god or order, who spend their lives on the Material Planes guarding houses and temples. They can be found in the wild, typically warmer climes. They appear as winged lions with human faces. They are loath to attack mortals but will attack demons, undead, and evil creatures with fear or hesitation.  

The lamassu can attack with two foreclaws for 1d4+2 hp damage each on a single target. They can also employ the following spell-like powers: Protection from Evil 10' at all times, become invisible, and cast dimension door at will.  Additionally, they have the spell-casting and undead-turning ability of a Lawful Good Cleric of the 7th level.

Lamassu are typically viewed as female due to their association with the Goddess Lama. As guardian spirits, though, they are neither male nor female and both at the same time.  They are often compared to sphinxes (whom they share areas with and tolerate), manticores (whom they despise), and shedu (qv.). As spirit guardians made flesh, they are not "born" but come into being at the will of their Goddess. Though it could be argued that She is their mother.

Shedu
Large Celestial (Outsider, Lawful)

Frequency: Very Rare
Number Appearing: 2 (2-8)
Alignment: Lawful [Lawful Good]
Movement: 120' (40') [12"]
   Fly: 240' (80') [24"']
Armor Class: 4 [15]
Hit Dice: 10d8+8**** (65 hp)
   Large: 10d10+8**** (75 hp)
To Hit AC 0: 12 (+8)
Attacks: 2 hooves + Special
Damage: 1d4+2 x2
Special: Magical abilities, spell use.
Save: Monster 10
Morale: 12 (12)
Treasure Hoard Class: XVI (G)
XP: 3,606 (OSE) 3,800 (LL)
Languages: Celestial, Common, Telepathy

Str: 16 (+2) Dex: 14 (+1) Con: 16 (+2) Int: 18 (+3) Wis: 16 (+1) Cha: 17 (+2)

Shedu are often considered to be the "male" versions of Lamassu. This comes from observations that shedu typically has thick, curly beards, and lamassu does not. Both, though, are genderless spirit creatures. Shedu have the bodies of great equines or bulls, with hooves of brass, the wings of an eagle, and the face of a human. 

Like lamassu, the sheu is loathe to attack mortals of any sort, save for the most evil. The will attacks demons and undead on sight.  They can attack with their great forehooves on a single target, each hoof getting an attack. Additionally, they have the following spell-like abilities they can use at will: Protection from Evil 10' radius, become Etheral or Astral, teleport without error.  They also can cast spells as a 9th-level magic User (wizard). 

Shedu are often found roaming the mortal planes, searching for evil to destroy and lawful good mortals to aid. They are always found in multiples of two. Sheu in their lair are often guarding a larger temple to a Lawful Good god, power, or order. Lamassu and Shedu are rarely found together unless they are working with a more powerful Lawful Good force. Even here, they are always found in multiples of two. When a Shedu is killed on the mortal planes, its spirit will return in seven days. 

Greater Shedu: There are shedu that are greater in power and size than the common Shedu.  These creatures have 14 HD, and their damage is +3 to each attack. They cast spells as a 13th-level Wizard. Greater shedu do travel and work in pairs, but they are also the only type of shedu that can be encountered alone. 


#Dungeon23 Tomb of the Vampire Queen, Level 12, Room 11

 Past the tomb is a long hall leading deeper into the complex.  This hallway is filled with traps.

Room 11

The hallway is 120' long, and there is a trap trigger every 5'.  Each trap, once triggered fires 1d4+2 darts.  They attack as a 5-HD monster. There are 24 total traps.  

Each dart has a paralytic poison. Save vs. Paralysis or fall into a paralyzed stupor. One round later the victim must save vs. Death or die.  If the first save is successful then the second save is not needed. 

A thief can find the traps easy enough. Each one they discover increases the chance of discovering the next one by 1% for the first 5 and then 5% per addition for each one after. 

The traps are not a serious threat once they are figured out. It is harder to deal with if the mummies from Room 10 are chasing the PCs.

Sunday, December 10, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 12, Room 10

 This first tomb features the sarcophagi of eight of the Vampire Queen's lesser servants. 

Room 10

Each of these sarcophagi contains the mummies of her dwarven servants. These were dwarves who betrayed their kinsmen to aid the Vampire Queen. She repaid their loyalty by sacrificing them and intering them here.

These mummies will attack any who enter, such is their anger even after death.




Saturday, December 9, 2023

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

 The PCs enter the foyer of the grand tomb. This area is 10 feet wide and 60 feet long.  In front of the party at the end of the 60 feet is a large set of double doors. There is no lock and no mechanism for turning to open the doors.  As the party approaches the door a voice can be heard and even though it is not loud it echoes throughout the darkness.

"From where does the Vampire Queen gather her true power?"

There are four floor-to-ceiling portraits of the Vampire Queen at various stages in her life. In front of each is a small brass brazier with a small hole in the bottom.  Examination will show there are blood stains on and around all the bowls. There is no way to see if one is bloodier than the others.

Room 9

The four paintings are: 

1. The Vampire Queen when she was young and alive. It shows her making her deal with Akelarre.

2. The Vampire Queen at a little older making her deal with Orcus.

3. A portrait of the Vampire Queen alone.

4. The Vampire Queen at the front of a large army of demons and undead, a Death Knight at her side.

The correct answer is #3. The Vampire Queen relies only on herself. A character must cut themselves and bleed into the brazier in front of Portrait #3.

Doing so to any of the others will result in the release of a Bronze Golem fashioned to look like her companion in the portrait (Akelarre, Orcus or the Death Knight).