Still playing around with Prowlers & Paragons Ultimate Edition, so this time I decided to bring back a villain to challenge Justice.
A while back I introduced you all to Dr. Andreas Gelé, aka The Refrigerator. He is a socially stunted misanthrope with mommy issues and the intellect to act out in the worst ways possible.
This guy came, literally, out of a nightmare. Around 1982 or so (I was 12) I was hit with a double shot of women being frozen alive, the movies were "In Like Flint" and "Kiss the Girls and Make Them Die". It really bugged the hell out of me and gave me nightmares for a long time. Still kind of bugs me. Of course, later I learned there is a whole creepy fetish thing related to this. I think my issue is far more elemental. I hate being cold and think being frozen is quite possibly the worst thing ever.
What solidified this character for me was a cover from the pulp magazine "Horror Stories" from 1937.
The cover is by John Newton Howett and typical pulp tradition it was reused for the first issue of Startling Mystery. That picture deserves a villain. I have not found the issue yet so I can't say if there is a story that goes with that cover. But I have enough of my own nightmare fuel.
His name, The Refrigerator, has a nice pulpy sound to it, but that is not its origin. He was named for the comics trope, Women in Refrigerators. I figure I will have superheroes in my games fight this trope in a quite literal way.
History of The Refrigerator
Dr. Andreas Gelé was born to wealth and privilege but never to love. His father was a rich industrialist who made his money on the work of others and his mother was a noted and beautiful stage actress. From his father, he gained his intellect and from his mother, he learned lessons in cruelty.
As his mother aged she became more distant and crueler. In his mind's eye, he still saw her as beautiful. This was reinforced by all the pictures of her on the wall of their estates where she was young, beautiful and happy. Frozen in time. Gelé began to work on a process to forever keep the beautiful women young. He was drawn to beautiful women, and his prestige later as a doctor and his wealth made that easy. But he never could talk to or relate to them having grown up socially stunted. So Gelé embarked on a plan so he could have his desires met.
His first experiments in cryonics were failures. Animals would not return to life when frozen and even when he perfected the process they still had damage. Finally through a combination of fluids and gases at supercooled temperatures. He tested it first on his hated father. He died soon after he was free of the ice, but Gelé expected that since the old man's heart was now weak. He froze his mother next. He was overjoyed that the ice preserved her remaining beauty.
All his research though has left his fortunes depleted so he robs banks to keep himself funded for more research and to keep his "beauties" on ice.
The Refrigerator Today
The Refrigerator is very much a pulp style villain. I always pictured his mother as a silent film star and his father cut from the same cloth as the business men of the early 20th century. So how is he still around today? Or more to the point how is he still around in the world of 2040 where Justice is from? Well, that is easy really. Sometime after his last defeat, he escapes the authorities once again and freezes himself to be awakened at a future date. The plot point here is that the future date is much later than Dr. Gelé planned on and now it is the 21st Century. Still, undeterred he goes about rebuilding his "collection".
Dr. Andreas Gelé, "The Refrigerator"
Archetype: Gadgeteer / Scientist
Major Villian
Edge 10
Health 3
Class Major
Group None
ABILITIES
Agility 1d
Intellect 7d
Might 1d
Perception 3d
Toughness 3d
Willpower 3d
TALENTS
Academics 6d
Charm 1d
Command 3d
Covert 3d
Investigation 3d
Medicine 7d
Professional 4d
Science 7d
Streetwise 2d
Survival 4d
Technology 5d
Vehicles 2d
POWERS
Omni Power (Gadget, Cold Protection Suit)
- Armor 10 Points, 5 toughness
- Healing (self only) 10 points
- Hibernation
- Immunity (cold, ice)
- Super Senses (thermal vision)
Omni Power (Gadget, Freeze Ray gun) (Item)
- Blast (freeze ray)
- Elemental Control (ice)
- Hibernation ray (Affect Others)
- Charges (Con) 3 times per scene
- Signature (ice residue)
Expertise (Cryonics)
PERKS
Headquarters (lab)
Resources
Great Wealth (has built it back up over the years)
FLAWS
Quirk (arrogant)
Compulsion (seek out beautiful women)
Insane (misanthrope)
GEAR
Cold Protection outfit
Freeze ray gun
DESCRIPTION
Age: 99 (appears to be in his late 30s)
Sex: Male
Hair: Gray
Eyes: Ice Blue
MOTIVATION
Power (over others, over the ravages of time)
CONNECTIONS
Iron Maiden (sometimes aids him in shared goals)
Horrible bit of work isn't he. But I wanted a villain that people really hate. He is after Justice because all he can see her as is a beautiful prize to add to his collection. He would say it is because of her strength and unique heritage, but he is much more shallow than that. All he sees is a 6'2" supermodel. In his own sense of superiority, he can't even see Justice as equal, even though she is his superior in every aspect.
Tuesday, April 2, 2019
Monday, April 1, 2019
Monstrous Mondays: Wood Trolls
First Monday after spring break and I have a cold. Yeah, it sucks. But thankfully I worked a bit on this one. And it's a fun one.
We spent some time last week at the Morton Arboretum and went on a troll hunt.
Here they are for two similar systems; B/X Essentials and Blueholme Journeymanne Rules.
Wood Trolls
Wood Trolls are intelligent and remarkably passive creatures for the most part. They stand anywhere from 9' to 16' tall (with some rare cases of 30' tall varieties). Their skin and hair appear to be made up of wood. Their skin is hard inflexible and their hair looks like twigs and sticks.
Wood Trolls, as their name implies, live in deep woods. They try to avoid other creatures when possible. Wood Trolls are often thought to be the more malevolent Earth Troll. These trolls tend to be less evil than other trolls. 50% of these trolls are Chaotic Neutral in alignment, 30% are of the chaotic good variety and the remaining 20% are chaotic evil.
These trolls prefer to eat wild pigs with only the evil ones resorting to eating children.
Like all trolls they can regenerate, likewise they are also vulnerable to fire. Moreso than other trolls; taking double damage from fire.
B/X Essentials
AC 2, HD 8+4* (40hp), Att 2 × talon (1d6), 1 × bite (1d10), THAC0 11, MV 120’ (40’), SV D8 W9 P10 B11 S12 (F8), ML 10 (8 fear of fire), AL Chaotic*, XP 1,750, NA 1d4 (1d6), TT D
Trolls from the Morton Arboretum Troll Hunt.
We spent some time last week at the Morton Arboretum and went on a troll hunt.
Here they are for two similar systems; B/X Essentials and Blueholme Journeymanne Rules.
Wood Trolls
Wood Trolls are intelligent and remarkably passive creatures for the most part. They stand anywhere from 9' to 16' tall (with some rare cases of 30' tall varieties). Their skin and hair appear to be made up of wood. Their skin is hard inflexible and their hair looks like twigs and sticks.
Wood Trolls, as their name implies, live in deep woods. They try to avoid other creatures when possible. Wood Trolls are often thought to be the more malevolent Earth Troll. These trolls tend to be less evil than other trolls. 50% of these trolls are Chaotic Neutral in alignment, 30% are of the chaotic good variety and the remaining 20% are chaotic evil.
These trolls prefer to eat wild pigs with only the evil ones resorting to eating children.
Like all trolls they can regenerate, likewise they are also vulnerable to fire. Moreso than other trolls; taking double damage from fire.
B/X Essentials
AC 2, HD 8+4* (40hp), Att 2 × talon (1d6), 1 × bite (1d10), THAC0 11, MV 120’ (40’), SV D8 W9 P10 B11 S12 (F8), ML 10 (8 fear of fire), AL Chaotic*, XP 1,750, NA 1d4 (1d6), TT D
- Regeneration: 3 rounds after being damaged, start regaining 3hp per round. Severed limbs reattach.
- Return from death: If killed (0hp), will regenerate and fight again in 2d6 rounds.
- Fire: Cannot regenerate damage from fire. The only way to permanently kill a troll.
- Fear of fire: Morale 8 when attacked with fire.
AC: 2 XP: 1,725
HD: 8d8+4 Alignment: CN (50%), CG (30%), CE (20%)
Move: 30 Treasure: 13 (0)
Attacks: 1 bite + 2 claws / 1 weapon
Damage: 1d6 each / 1d8
Abilities: Strength +1, Dexterity -1
Trolls from the Morton Arboretum Troll Hunt.
Friday, March 29, 2019
Kickstart Your Weekend: Gothic Horror, Supers, Zines and the 8.2M lb Gorilla
Lots of great Kickstarters today! Let's have a look.
Leagues of Gothic Horror RPG Expansions
https://www.kickstarter.com/projects/1588759266/leagues-of-gothic-horror-rpg-expansions?ref=theotherside
Leagues of Gothic Horror is one of my favorite games and these three books are a must have in my opinion. Not much time left on this one.
Prowlers & Paragons Ultimate Edition
https://www.kickstarter.com/projects/1977703373/prowlers-and-paragons-ultimate-edition?ref=theotherside
I have been featuring P&P all week. It is a fun game and character creation is a snap. Plenty of demo videoes out there to see game play as well.
The Way of Wicked Sin #ZineQuest
https://www.kickstarter.com/projects/1666739355/the-way-of-wicked-sin-zinequest?ref=theotherside
Three Zines about the evilest races in FRPGs. A zine each for Orcs, Drow and the worst of all, Humans! Stated for 5e, S&W, Pathfinder, and Runequest.
Don't want all three? No problem pick the ones you want.
And finally, let's address the 8.2 MillionPound Dollar gorilla in the room.
Critical Role: The Legend of Vox Machina Animated Special
https://www.kickstarter.com/projects/criticalrole/critical-role-the-legend-of-vox-machina-animated-s?ref=theotherside
Critical Role has blown past its funding goal, all of its original stretch goals and its second batch of stretch goals. With 20 days still to go it is sitting at $8.2 Million (right now, but it grew by $100,000 while I was writing this post).
I am coming around to agreeing with the Diana Jones award for "Actual Play" in 2018. This is a huge phenomenon and like it or not one that will shape what the RPG industry does in the future.
Leagues of Gothic Horror RPG Expansions
https://www.kickstarter.com/projects/1588759266/leagues-of-gothic-horror-rpg-expansions?ref=theotherside
Leagues of Gothic Horror is one of my favorite games and these three books are a must have in my opinion. Not much time left on this one.
Prowlers & Paragons Ultimate Edition
https://www.kickstarter.com/projects/1977703373/prowlers-and-paragons-ultimate-edition?ref=theotherside
I have been featuring P&P all week. It is a fun game and character creation is a snap. Plenty of demo videoes out there to see game play as well.
The Way of Wicked Sin #ZineQuest
https://www.kickstarter.com/projects/1666739355/the-way-of-wicked-sin-zinequest?ref=theotherside
Three Zines about the evilest races in FRPGs. A zine each for Orcs, Drow and the worst of all, Humans! Stated for 5e, S&W, Pathfinder, and Runequest.
Don't want all three? No problem pick the ones you want.
And finally, let's address the 8.2 Million
Critical Role: The Legend of Vox Machina Animated Special
https://www.kickstarter.com/projects/criticalrole/critical-role-the-legend-of-vox-machina-animated-s?ref=theotherside
Critical Role has blown past its funding goal, all of its original stretch goals and its second batch of stretch goals. With 20 days still to go it is sitting at $8.2 Million (right now, but it grew by $100,000 while I was writing this post).
I am coming around to agreeing with the Diana Jones award for "Actual Play" in 2018. This is a huge phenomenon and like it or not one that will shape what the RPG industry does in the future.
Thursday, March 28, 2019
Vampire Willow & Vampire Tara: Ubiquity / Leagues of Gothic Horror
I love Ubiquity. It's a great system that has the cinematic feel of Unisystem and the grit of Savage Worlds.
Leagues of Adventure, Leagues of Gothic Horror and Leagues of Cthulhu are Ubiquity powered games from Triple Ace Games. The Hollow Earth Expedition RPG is a Ubiquity powered adventure game from Exile Game Studios. All these games are compatible and together give us a world full of adventure and horror.
There is a new Kickstarter for Leagues of Gothic Horror RPG Expansions from Triple Ace Games. It looks like a bunch of fun (as all the LoGH books are).
So today though I wanted to come back to some characters near and dear to my heart.
The Vampire versions of Willow & Tara. In of particular use to us here is Leagues of Gothic Horror: Guide to Vampires and Guide to Black Magic.
Of course, everyone knows who Vampire Willow is. Vampire Tara appeared in the video game Chaos Bleeds and the related stories, all by Christopher Golden. They also appear in the Wish-verse comic One Soul.
I have also used Vampire Willow and Tara in my adventure Through a Glass Darkly. I stated up Vampire Tara for both Cortex and Unisystem. I always meant to do Vampire Willow, but never got around to it. Well, in truth Vamp Willow for Unisystem appears in one of the books (forget which one, I remember writing the stats) and I don't play Cortex anymore.
Here they are for Leagues of Gothic Horror, though for a modern age game.
Vampire Willow
Willow Danielle Rosenberg
Female Vampire Witch
Patron 3
Archetype: Vampire
Motivation: Mayhem, Protect Tara
Style: 5
Health 11*
Primary Attributes
Body 5, Dexterity 6, Strength 5, Charisma 6, Intelligence 6, Willpower 5
Secondary Attributes
Size 0, Move 11, Perception 11, Initiative 12, Defense 11, Stun 5*
Skills
Academics: Computers 7, Religion 3, Athletics 6, Brawl 6, Con 5, Diplomacy 4, Intimidation 7, Linguistics 5, Science 4, Survival 3
Talents
Attractive +3, Fearsome, Fearsome Attack, Magical Aptitude, Tough, Unarmed Parry (can block melee weapons), Well Educated
Resources
Contacts 2
Rituals
Empower, Fear, Greater Hex, Harm,
Flaw
Thirst for Blood (+1 Style point when her unholy appetite reveals its true nature), Lustful
Weapons
Bite 9L**, Punch 9N
Vampire Willow has less experience as a witch than her human counterpart. This is not a problem as Willow prefers to use her vampire powers to scare and intimidate.
Vampire Tara
Tara Ann Maclay
Female Vampire Witch
Patron 2
Archetype: Vampire
Motivation: Stay with Willow
Style: 5
Health 11*
Primary Attributes
Body 6, Dexterity 5, Strength 5, Charisma 6, Intelligence 4, Willpower 6
Secondary Attributes
Size 0, Move 10, Perception 10, Initiative 9, Defense 11, Stun 6*
Skills
Academics: Art 4, Religion 1, Animal Handling: Horses 4, Athletics 3, Brawl 5, Diplomacy 5, Empathy 4, Intimidation 7, Linguistics 4, Performance 3, Survival 3
Talents
Animal Affinity, Attractive +2, Danger Sense, Fearsome Attack, Magical Aptitude, Tough, Unarmed Parry (can block melee weapons),
Resources
Contacts 2
Rituals
Empower, Fear, Greater Hex, Harm, Lesser Hexr, Spirit Binding, Summon Animal
Flaw
Thirst for Blood (+1 Style point when her unholy appetite reveals its true nature), Danger Magnet
Weapons
Bite 9L**, Punch 9N
Tara was essentially the same witch she was in Season 4 prior to becoming a vampire.
* Vampires are immune to lethal and nonlethal damage except fire or holy objects.
** If Vampire Willow or Tara scores 3+ successes on her bite attack, she has latched onto her victim’s neck. Until she ceases feeding voluntarily or is forcibly removed (as per ending a grapple), the victim takes automatic damage equal to her Strength rating each round.
Decapitation/Piercing the Heart: This requires a Called Shot against a vital area. If the damage exceeds the Vampire’s Body rating, she is instantly killed, otherwise, the attack has no effect.
All in all good builds I think.
Make sure you check out the Kickstarter for Leagues of Gothic Horror Expansions.
Leagues of Adventure, Leagues of Gothic Horror and Leagues of Cthulhu are Ubiquity powered games from Triple Ace Games. The Hollow Earth Expedition RPG is a Ubiquity powered adventure game from Exile Game Studios. All these games are compatible and together give us a world full of adventure and horror.
There is a new Kickstarter for Leagues of Gothic Horror RPG Expansions from Triple Ace Games. It looks like a bunch of fun (as all the LoGH books are).
So today though I wanted to come back to some characters near and dear to my heart.
The Vampire versions of Willow & Tara. In of particular use to us here is Leagues of Gothic Horror: Guide to Vampires and Guide to Black Magic.
Of course, everyone knows who Vampire Willow is. Vampire Tara appeared in the video game Chaos Bleeds and the related stories, all by Christopher Golden. They also appear in the Wish-verse comic One Soul.
I have also used Vampire Willow and Tara in my adventure Through a Glass Darkly. I stated up Vampire Tara for both Cortex and Unisystem. I always meant to do Vampire Willow, but never got around to it. Well, in truth Vamp Willow for Unisystem appears in one of the books (forget which one, I remember writing the stats) and I don't play Cortex anymore.
Here they are for Leagues of Gothic Horror, though for a modern age game.
![]() |
Vampire Willow |
Willow Danielle Rosenberg
Female Vampire Witch
Patron 3
Archetype: Vampire
Motivation: Mayhem, Protect Tara
Style: 5
Health 11*
Primary Attributes
Body 5, Dexterity 6, Strength 5, Charisma 6, Intelligence 6, Willpower 5
Secondary Attributes
Size 0, Move 11, Perception 11, Initiative 12, Defense 11, Stun 5*
Skills
Academics: Computers 7, Religion 3, Athletics 6, Brawl 6, Con 5, Diplomacy 4, Intimidation 7, Linguistics 5, Science 4, Survival 3
Talents
Attractive +3, Fearsome, Fearsome Attack, Magical Aptitude, Tough, Unarmed Parry (can block melee weapons), Well Educated
Resources
Contacts 2
Rituals
Empower, Fear, Greater Hex, Harm,
Flaw
Thirst for Blood (+1 Style point when her unholy appetite reveals its true nature), Lustful
Weapons
Bite 9L**, Punch 9N
Vampire Willow has less experience as a witch than her human counterpart. This is not a problem as Willow prefers to use her vampire powers to scare and intimidate.
![]() |
Vampire Tara |
Tara Ann Maclay
Female Vampire Witch
Patron 2
Archetype: Vampire
Motivation: Stay with Willow
Style: 5
Health 11*
Primary Attributes
Body 6, Dexterity 5, Strength 5, Charisma 6, Intelligence 4, Willpower 6
Secondary Attributes
Size 0, Move 10, Perception 10, Initiative 9, Defense 11, Stun 6*
Skills
Academics: Art 4, Religion 1, Animal Handling: Horses 4, Athletics 3, Brawl 5, Diplomacy 5, Empathy 4, Intimidation 7, Linguistics 4, Performance 3, Survival 3
Talents
Animal Affinity, Attractive +2, Danger Sense, Fearsome Attack, Magical Aptitude, Tough, Unarmed Parry (can block melee weapons),
Resources
Contacts 2
Rituals
Empower, Fear, Greater Hex, Harm, Lesser Hexr, Spirit Binding, Summon Animal
Flaw
Thirst for Blood (+1 Style point when her unholy appetite reveals its true nature), Danger Magnet
Weapons
Bite 9L**, Punch 9N
Tara was essentially the same witch she was in Season 4 prior to becoming a vampire.
* Vampires are immune to lethal and nonlethal damage except fire or holy objects.
** If Vampire Willow or Tara scores 3+ successes on her bite attack, she has latched onto her victim’s neck. Until she ceases feeding voluntarily or is forcibly removed (as per ending a grapple), the victim takes automatic damage equal to her Strength rating each round.
Decapitation/Piercing the Heart: This requires a Called Shot against a vital area. If the damage exceeds the Vampire’s Body rating, she is instantly killed, otherwise, the attack has no effect.
All in all good builds I think.
Make sure you check out the Kickstarter for Leagues of Gothic Horror Expansions.
Wednesday, March 27, 2019
Return to the Nentir Vale
I am on Spring Break now. Yeah, that is still a thing here in the Brannan Household.
Got back into my Into the Nentir Vale which I am setting in the Forgotten Realms.
I am doing the second part of H2 Thunderspire Labyrinth, The Well of Demons. Throughout the course of today's adventure, the characters discover that more gods than they knew have been killed. They are are a little disturbed.
Now I am really messing around with the Faerûn gods and history here, so bear with me. They learned today that Bhaal the God of Murder is dead and likely killed by Baphomet. They already knew that Mykrul was dead, but unknown who did it. They will soon learn that Moander was killed by Zuggtmoy in her attempt to open the Temple of Elemental Evil. Other gods that are dead are Azuth, Amaunater, Bane, and Leira. There might be more. Shit is getting serious in the Realms.
This campaign is my attempt to revive my abandoned 4e game. My attempt to make some use of all my 4e books.
It's actually been a lot of fun. I even worked out a quick method of converting any 4e stat to 5e. Typically any 4e number (level, HD, hp) can become a 5e number by multiplied by 2/3rds. It's worked out to be pretty close to what I see in 5e.
I am keeping track of experience points, but I use the 5e Milestone advancement for this. Each of the published 4e adventures (HPE, 9 in total) the characters level up one level halfway through and then one level again at the end of the adventure. So 18 levels all together. I am doing this to keep the levels from going crazy. I can hear people now complaining that characters need to earn their levels, but trust me they are getting far more experience points.
Really it has been a blast and I can't wait to do some more.
Got back into my Into the Nentir Vale which I am setting in the Forgotten Realms.
I am doing the second part of H2 Thunderspire Labyrinth, The Well of Demons. Throughout the course of today's adventure, the characters discover that more gods than they knew have been killed. They are are a little disturbed.
Now I am really messing around with the Faerûn gods and history here, so bear with me. They learned today that Bhaal the God of Murder is dead and likely killed by Baphomet. They already knew that Mykrul was dead, but unknown who did it. They will soon learn that Moander was killed by Zuggtmoy in her attempt to open the Temple of Elemental Evil. Other gods that are dead are Azuth, Amaunater, Bane, and Leira. There might be more. Shit is getting serious in the Realms.
This campaign is my attempt to revive my abandoned 4e game. My attempt to make some use of all my 4e books.
It's actually been a lot of fun. I even worked out a quick method of converting any 4e stat to 5e. Typically any 4e number (level, HD, hp) can become a 5e number by multiplied by 2/3rds. It's worked out to be pretty close to what I see in 5e.
I am keeping track of experience points, but I use the 5e Milestone advancement for this. Each of the published 4e adventures (HPE, 9 in total) the characters level up one level halfway through and then one level again at the end of the adventure. So 18 levels all together. I am doing this to keep the levels from going crazy. I can hear people now complaining that characters need to earn their levels, but trust me they are getting far more experience points.
Really it has been a blast and I can't wait to do some more.
Tuesday, March 26, 2019
Justice for Prowlers & Paragons Ultimate Edition
Since I started reading over Prowlers & Paragons Ultimate Edition I have wanted to come back to one of my favorite characters, Astra Kal-El, aka Justice.
I introduced Justice waaay back in 2011 as the daughter of Superman and Wonder Woman. She was inspired by my favorite comic Kingdom Come where Superman and Wonder Woman eventually have children after the death of Lois.
Astra was raised by the Amazons but sent to be fostered by Bruce Wayne where she learns to be the superhero Justice.
Justice
HERO
Edge 10
Health 9
Resolve 4
Hero Points 125
ABILITIES
Agility 6d
Intellect 4d
Might 9d
Perception 4d
Toughness 9d
Willpower 3d
TALENTS
Academics 4d (Law, Political Science)
Charm 3d
Command 3d
Covert 4d
Investigation 4d
Medicine 2d
Professional 3d
Science 4d
Streetwise 5d
Survival 4d
Technology 3d
Vehicles 2d
POWERS
Heat Vision (Blast 3)
Blind Fighting (3)
Flight (9)
Hyper-breath (3)
Resistance (6 ranks)
Super-Senses (Analytic Vision, Enhanced Vision, Telescopic Vision, Thermal Visions)
PERKS
Contacts 2
Patron (Bruce Wayne)
Resources 2
Wealth
FLAWS
Alter Ego (Astra Kent, Justice Studies graduate student at Gotham University)
Code Conduct (will not use her heat vision anymore)
Enemy (Iron Maiden, The Refrigerator)
GEAR
Superhero outfit
DESCRIPTION
Age: 24
Sex: Female
Hair: Black
Eyes: Blue
MOTIVATION
Justice
CONNECTIONS
Bruce Wayne, Foster father
Diana Prince, Wonder Woman, Mother
Barbara Gordon, Mentor
I introduced Justice waaay back in 2011 as the daughter of Superman and Wonder Woman. She was inspired by my favorite comic Kingdom Come where Superman and Wonder Woman eventually have children after the death of Lois.
Astra was raised by the Amazons but sent to be fostered by Bruce Wayne where she learns to be the superhero Justice.
![]() |
Justice by Jacob Blackmon |
HERO
Edge 10
Health 9
Resolve 4
Hero Points 125
ABILITIES
Agility 6d
Intellect 4d
Might 9d
Perception 4d
Toughness 9d
Willpower 3d
TALENTS
Academics 4d (Law, Political Science)
Charm 3d
Command 3d
Covert 4d
Investigation 4d
Medicine 2d
Professional 3d
Science 4d
Streetwise 5d
Survival 4d
Technology 3d
Vehicles 2d
POWERS
Heat Vision (Blast 3)
Blind Fighting (3)
Flight (9)
Hyper-breath (3)
Resistance (6 ranks)
Super-Senses (Analytic Vision, Enhanced Vision, Telescopic Vision, Thermal Visions)
PERKS
Contacts 2
Patron (Bruce Wayne)
Resources 2
Wealth
FLAWS
Alter Ego (Astra Kent, Justice Studies graduate student at Gotham University)
Code Conduct (will not use her heat vision anymore)
Enemy (Iron Maiden, The Refrigerator)
GEAR
Superhero outfit
DESCRIPTION
Age: 24
Sex: Female
Hair: Black
Eyes: Blue
MOTIVATION
Justice
CONNECTIONS
Bruce Wayne, Foster father
Diana Prince, Wonder Woman, Mother
Barbara Gordon, Mentor
Monday, March 25, 2019
Monstrous Mondays: Lady Midday
One of my favorite games is Leagues of Adventure along with the Leagues of Gothic Horror setting. It is a Ubiquity power game and it gives me the same feeling I get from Cinematic Unisystem. So I was quite pleased to see three more books are coming out for it; Guides to Faeries, Hags, and Walking Dead.
I'll post more about this later in the week, but today I wanted to update a monster I have used in the past, but have not featured here before. Since I am on a Basic-era kick, let's do stats for Basic D&D (esp. as presented by Blumeholme and B/X Essentials) and Ubiquity.
Poludnitsa, Lady Midday
The Poludnitsa or Poludnica, also known as Lady Miday, is a relative of the more common Hag races. She is a creature of faerie (like all hags). Unlike the more common hags, Lady Midday is very beautiful, unearthly so, and is only encountered on midday on hot summer days (thus her name). She appears as a very tall, beautiful pale woman with long white hair wearing a long white dress. Though it is said her true form is that a sundried corpse.
She will often appear in the middle of fields of wheat, barley or rye carrying a large set of antique looking shears or a scythe. She will stop to ask anyone working in the field a question. If they fail to answer to it or answer incorrectly she will cut off their heads with the shears.
She is also known to kidnap girls under the age of 12 to take them back to her lair where she teaches them witchcraft if she doesn't eat them first.
Those she doesn't kill she can curse with madness or the "Heat Sickness". Those that are not treated will die.
Poludnitsa lives in vast underground complexes, filled with ovens and roaring fires. Her captured slaves fulfill her wishes, roasting sheep and baking bread for her, all day long. Poludnitsa exits her underground lair only during sunlight hours. She usually perches in the immediate vicinity of her lair, waiting for unwary travelers to pass.
She is not commonly encountered, but parents of children commonly warn about her. Any child that wanders off, especially into fields of rye, run the risk of being captured by Poludnitsa. Parents will often warn “Don’t go to the rye, Poludnitsa will eat you!” or “Poludnitsa will burn you up!”
It is unknown if she is a unique creature or if there are many such creatures, but very, very rare.
Poludnica’s Sheep
The sheep Poludnitsa keeps are anything but ordinary. Each is a Large sized monstrosity, with wool the color of fresh blood.
Poludnitsa Basic-era stats
AC: 5
HD: 6d8 + 12hp
Move: 30'
Attacks: 1 weapon + Heat Madness
Damage: 1d8* (beheading on a natural 20) + Special
Alignment: CE
Treasure: none
XP: 1,280
Abilities: Strength +1, Intelligence +1, Charisma +2
Poludnitsa can only appear during the hour before and the hour after midday. During the Sumer Solstice though she can appear during all hours of daylight.
She may only attack those that refuse her questions or answer them incorrectly. Once that has happened she will attack with her shears or scythe. They are treated as "vorpal" weapons in her hands (treated as normal weapons in anyone else's).
Once per day, usually at the height of noon or moment of greatest temperature, she can curse one humanoid creature with heat madness. They must make a saving throw vs. Death or be strickened. A successful save means the creature is dazed and cannot attack for two round. If the save is failed then the victim suffers the full effect of the heat madness. They are treated as if they had a combination of Slow and Feeblemind spells cast on them. Failing the first save means they will need to make another Death save in one full day or die. Failing the first save and making the second means the victim is bedridden for four (4) days, minus their Con adjustment. A Bless, Heal or Remove Curse spell will remove the heat madness.
Poludnitsa is immune to all heat and fire based attacks. She takes double damage from any cold-based attack.
A witch or cleric can "turn" (but not destroy) Poludnitsa as a Vampire if they present a Moonstone.
Poludnitsa Ubiquity Stats
Patron 1
Archetype: Hag
Motivation: Survival
Style: 1
Primary Attributes:
Body 3, Dexterity 3, Strength 3, Charisma 2, Intelligence 2, Willpower 3
Secondary Attributes:
Size 0, Move 6, Perception 4 (8), Initiative 4, Defense 6, Stun 3, Health 8, Horror n/a (human form) or 4 (corpse visage form)
Skills: Athletics 5, Brawl 5 (Grapple 6), Intimidation 8, Stealth 5 (Hiding 6)
Talents: Fearsome 2 (Can temporarily frighten foes)
Resources: None
Powers: Madness, Immune to Fire and Heat based attacks.
Weaknesses: Cold vulnerability (She takes x2 damage from any cold-based attack.)
Flaws: Thirst for Flesh (+1 Style point when its unholy appetite reveals its true nature)
Weapons: Shears 7L
I'll post more about this later in the week, but today I wanted to update a monster I have used in the past, but have not featured here before. Since I am on a Basic-era kick, let's do stats for Basic D&D (esp. as presented by Blumeholme and B/X Essentials) and Ubiquity.
Poludnitsa, Lady Midday
The Poludnitsa or Poludnica, also known as Lady Miday, is a relative of the more common Hag races. She is a creature of faerie (like all hags). Unlike the more common hags, Lady Midday is very beautiful, unearthly so, and is only encountered on midday on hot summer days (thus her name). She appears as a very tall, beautiful pale woman with long white hair wearing a long white dress. Though it is said her true form is that a sundried corpse.
She will often appear in the middle of fields of wheat, barley or rye carrying a large set of antique looking shears or a scythe. She will stop to ask anyone working in the field a question. If they fail to answer to it or answer incorrectly she will cut off their heads with the shears.
She is also known to kidnap girls under the age of 12 to take them back to her lair where she teaches them witchcraft if she doesn't eat them first.
Those she doesn't kill she can curse with madness or the "Heat Sickness". Those that are not treated will die.
Poludnitsa lives in vast underground complexes, filled with ovens and roaring fires. Her captured slaves fulfill her wishes, roasting sheep and baking bread for her, all day long. Poludnitsa exits her underground lair only during sunlight hours. She usually perches in the immediate vicinity of her lair, waiting for unwary travelers to pass.
She is not commonly encountered, but parents of children commonly warn about her. Any child that wanders off, especially into fields of rye, run the risk of being captured by Poludnitsa. Parents will often warn “Don’t go to the rye, Poludnitsa will eat you!” or “Poludnitsa will burn you up!”
It is unknown if she is a unique creature or if there are many such creatures, but very, very rare.
Poludnica’s Sheep
The sheep Poludnitsa keeps are anything but ordinary. Each is a Large sized monstrosity, with wool the color of fresh blood.
Poludnitsa Basic-era stats
AC: 5
HD: 6d8 + 12hp
Move: 30'
Attacks: 1 weapon + Heat Madness
Damage: 1d8* (beheading on a natural 20) + Special
Alignment: CE
Treasure: none
XP: 1,280
Abilities: Strength +1, Intelligence +1, Charisma +2
Poludnitsa can only appear during the hour before and the hour after midday. During the Sumer Solstice though she can appear during all hours of daylight.
She may only attack those that refuse her questions or answer them incorrectly. Once that has happened she will attack with her shears or scythe. They are treated as "vorpal" weapons in her hands (treated as normal weapons in anyone else's).
Once per day, usually at the height of noon or moment of greatest temperature, she can curse one humanoid creature with heat madness. They must make a saving throw vs. Death or be strickened. A successful save means the creature is dazed and cannot attack for two round. If the save is failed then the victim suffers the full effect of the heat madness. They are treated as if they had a combination of Slow and Feeblemind spells cast on them. Failing the first save means they will need to make another Death save in one full day or die. Failing the first save and making the second means the victim is bedridden for four (4) days, minus their Con adjustment. A Bless, Heal or Remove Curse spell will remove the heat madness.
Poludnitsa is immune to all heat and fire based attacks. She takes double damage from any cold-based attack.
A witch or cleric can "turn" (but not destroy) Poludnitsa as a Vampire if they present a Moonstone.
Poludnitsa Ubiquity Stats
Patron 1
Archetype: Hag
Motivation: Survival
Style: 1
Primary Attributes:
Body 3, Dexterity 3, Strength 3, Charisma 2, Intelligence 2, Willpower 3
Secondary Attributes:
Size 0, Move 6, Perception 4 (8), Initiative 4, Defense 6, Stun 3, Health 8, Horror n/a (human form) or 4 (corpse visage form)
Skills: Athletics 5, Brawl 5 (Grapple 6), Intimidation 8, Stealth 5 (Hiding 6)
Talents: Fearsome 2 (Can temporarily frighten foes)
Resources: None
Powers: Madness, Immune to Fire and Heat based attacks.
Weaknesses: Cold vulnerability (She takes x2 damage from any cold-based attack.)
Flaws: Thirst for Flesh (+1 Style point when its unholy appetite reveals its true nature)
Weapons: Shears 7L
Saturday, March 23, 2019
Zatannurday: Prowlers & Paragons Ultimate Edition
Let's try my hand at doing some stats for Prowlers & Paragons Ultimate Edition. I can think of no one better than Zatanna.
Zatanna Zatara
Concept: Daughter of stage magician John "Giovanni" Zatara. Both father and daughter can use real magic.
HERO
Edge 11
Health 6
Resolve 4
Hero Points 125
ABILITIES
Agility 3d
Intellect 5d
Might 3d
Perception 4d
Toughness 3d
Willpower 9d
TALENTS
Academics 6d (mostly related to magic and the occult)
Charm 5d
Command 4d
Covert 2d
Investigation 3d
Medicine 2d
Professional 4d (professional stage magician)
Science 3d
Streetwise 2d
Survival 2d
Technology 3d
Vehicles 1d
POWERS
Sorcery, Omni-Power (Sorcery, Broad) 14d (Area)
Cons: Concentration, Situational: Must say spells backwards
PERKS
Contacts (Justice League)
Fame
Wealth
FLAWS
Public Identity (not in the book, but going to try it)
GEAR
Stage magician's garb, top hat, and magic wand (the wand is only a prop).
DESCRIPTION
Age: Early 30s
Sex: Female
Hair: Black
Eyes: Blue (varies on artists)
MOTIVATION
Responsibility (and Adventure)
CONNECTIONS
Dr. Fate: Fellow mage
Batman: Old friend
John Constantine: Ex-boyfriend, constant pain in her ass.
Madame Xanadu: Friendly Rival
June Moon / Sorceress: Frenemy, Less friendly rival? Depends on June's attitude and sanity.
Ok, that took only about 20 mins. I bet future characters builds will be much faster.
Most of her points are being dumped into her Sorcery Omni-Power. She can replicate any other power in the book (within reason) but she must say the spell backward and she can generally only concentrate on one effect at a time. I might not have gotten everything 100% by the book, but I will try some other builds in the next week or so.
Make sure you check out the Prowlers & Paragons Ultimate Edition Kickstarter.
I am going to try some more over the next week.
Zatanna Zatara
Concept: Daughter of stage magician John "Giovanni" Zatara. Both father and daughter can use real magic.
![]() |
Joanie Brosas as Zatanna. This weekend at C2E2 Booth #1553 |
Edge 11
Health 6
Resolve 4
Hero Points 125
ABILITIES
Agility 3d
Intellect 5d
Might 3d
Perception 4d
Toughness 3d
Willpower 9d
TALENTS
Academics 6d (mostly related to magic and the occult)
Charm 5d
Command 4d
Covert 2d
Investigation 3d
Medicine 2d
Professional 4d (professional stage magician)
Science 3d
Streetwise 2d
Survival 2d
Technology 3d
Vehicles 1d
POWERS
Sorcery, Omni-Power (Sorcery, Broad) 14d (Area)
Cons: Concentration, Situational: Must say spells backwards
PERKS
Contacts (Justice League)
Fame
Wealth
FLAWS
Public Identity (not in the book, but going to try it)
GEAR
Stage magician's garb, top hat, and magic wand (the wand is only a prop).
DESCRIPTION
Age: Early 30s
Sex: Female
Hair: Black
Eyes: Blue (varies on artists)
MOTIVATION
Responsibility (and Adventure)
CONNECTIONS
Dr. Fate: Fellow mage
Batman: Old friend
John Constantine: Ex-boyfriend, constant pain in her ass.
Madame Xanadu: Friendly Rival
June Moon / Sorceress: Frenemy, Less friendly rival? Depends on June's attitude and sanity.
Ok, that took only about 20 mins. I bet future characters builds will be much faster.
Most of her points are being dumped into her Sorcery Omni-Power. She can replicate any other power in the book (within reason) but she must say the spell backward and she can generally only concentrate on one effect at a time. I might not have gotten everything 100% by the book, but I will try some other builds in the next week or so.
Make sure you check out the Prowlers & Paragons Ultimate Edition Kickstarter.
I am going to try some more over the next week.
Friday, March 22, 2019
Winter Witch is the Deal of the Day!
The calendar may say Spring, but the temps are still cold here in Chicago.
To celebrate the end of winter I am offering the Winter Witch Tradition book on sale as today DriveThruRPG/RPGNow's Deal of the Day.
So take advantage of this sale. The Winter Witch for Swords & Wizardry is only $1.20 for the PDF for the next 20 hours (from this posting).
To celebrate the end of winter I am offering the Winter Witch Tradition book on sale as today DriveThruRPG/RPGNow's Deal of the Day.
So take advantage of this sale. The Winter Witch for Swords & Wizardry is only $1.20 for the PDF for the next 20 hours (from this posting).
Kickstart Your Weekend: Prowlers & Paragons Ultimate Edition
I LOVE Superhero Games. I don't get to play them as much as I would like, but I love them all the same. This one from Evil Beagle Games looks great.
Prowlers & Paragons Ultimate Edition
https://www.kickstarter.com/projects/1977703373/prowlers-and-paragons-ultimate-edition?ref=theotherside
This is the second edition of the Prowlers & Paragons Core Rules game released in 2013.
You can grab the Ultimate Edition Quick Start for free.
The changes from the first edition to the ultimate edition seem to be fairly comprehensive. It just has a really cool vibe that I really like.
I am quite excited about this. I am going to spend some time with this one.
Prowlers & Paragons Ultimate Edition
https://www.kickstarter.com/projects/1977703373/prowlers-and-paragons-ultimate-edition?ref=theotherside
This is the second edition of the Prowlers & Paragons Core Rules game released in 2013.
You can grab the Ultimate Edition Quick Start for free.
The changes from the first edition to the ultimate edition seem to be fairly comprehensive. It just has a really cool vibe that I really like.
I am quite excited about this. I am going to spend some time with this one.
Thursday, March 21, 2019
Featured Artist: Jordin "OneEyedNeko" McGrath
Welcome back to series on Featured Artists! Today I have a real treat for you.
Jordin "OneEyedNeko" McGrath has been an artist and illustrator for over a decade, at least online, I am sure it has been longer.
I love her work and she does some great characters. Here are some of my favorites.
You can find her on the web at:
Jordin "OneEyedNeko" McGrath has been an artist and illustrator for over a decade, at least online, I am sure it has been longer.
I love her work and she does some great characters. Here are some of my favorites.
You can find her on the web at:
- Her main site, https://oneeyedneko.com/
- Facebook, https://www.facebook.com/One3yedneko/
- Instagram, https://www.instagram.com/one3yedneko/
- Patreon, https://www.patreon.com/oneeyedneko
- DeviantArt, https://www.deviantart.com/oneeyedneko/
- Prints at DA, https://www.deviantart.com/oneeyedneko/prints/
- Twitter, https://twitter.com/one3yedneko (NSFW)
- Pinterest, https://www.pinterest.com/jordinawilkes/
Wednesday, March 20, 2019
Home Sweet Home Summer 1985
The new Stranger Things trailer was released today! I honestly can't wait for this.
"What did you think? We were going to sit in my basement and play games for the rest of our lives?"
Uh yeah. I did. So I worked my ass off for several degrees so I could get a great job and then do exactly that!
Got mymix-tape play-list gathered up and going to plan some Dark Places & Demigorgons game for this summer.
I should gather up my Dragons from 85 and see which ones still need the This Old Dragon treatment.
It was also this Summer that I first remember my "Very Haunted House" dream that would later spawn "Under a Cajun Moon" and "The Haunting of Oakcrest Manor" in the Guidebook to the Duchy of Valnwall Special Edition.
Hmm. Maybe I need to re-combine them into a Dark Places & Demogorgons adventure!
If you read them both you will see the obvious relationship between Cottoncrest Manor in Cajun Moon and Oakcrest Manor in "Haunting". That's because both places are based on a real place, Maplecrest Manor.
Yeah. I should do that. Have the playlist ready to go for inspiration. Kids + abandoned spooky old mental asylum? That's the recipe for a good time!
"What did you think? We were going to sit in my basement and play games for the rest of our lives?"
Uh yeah. I did. So I worked my ass off for several degrees so I could get a great job and then do exactly that!
Got my
I should gather up my Dragons from 85 and see which ones still need the This Old Dragon treatment.
It was also this Summer that I first remember my "Very Haunted House" dream that would later spawn "Under a Cajun Moon" and "The Haunting of Oakcrest Manor" in the Guidebook to the Duchy of Valnwall Special Edition.
Hmm. Maybe I need to re-combine them into a Dark Places & Demogorgons adventure!
If you read them both you will see the obvious relationship between Cottoncrest Manor in Cajun Moon and Oakcrest Manor in "Haunting". That's because both places are based on a real place, Maplecrest Manor.
Yeah. I should do that. Have the playlist ready to go for inspiration. Kids + abandoned spooky old mental asylum? That's the recipe for a good time!
Tuesday, March 19, 2019
OMG: Egyptian Myths, Part 2
Wrapping up the myths of Egypt today for One Man's God. A brief note about the objectives of these posts. I am trying to go through the various myths as presented in the AD&D 1st edition Deities and Demigods and trying to reconcile them with the implied cosmology as presented in the AD&D game and Monster Manual in particular. Sure I can, and will, draw from many other sources from real-world mythologies and religion to other editions of D&D and even other games.
Ok back to the business at hand.
You can find Part 1 here.
Apep
Last week I talked a lot about Apep. He has been a lot on my mind of late. From the reviews I did of Astonishing Swordsmen & Sorcerers of Hyperborea 2E to Serpentine - Oldskull Serpent Folk, snake gods are getting a lot of coverage on my blog of late. This is really no surprise. My Second Campaign is gearing up for the trek into the great desert of the world and it will have a lot of Egyptian influences as well.
Right now my plan is to take the big desert adventures of classic A/D&D and make the end of my campaign with them.
The Desert of Desolation series:
The adventures span several designers, worlds and even games, but all link back to the idea of ancient Egypt. Known as Eyrpt on Oerth, Ayrpt on Mystara, and Aegypt in Gary Gygax's original Dangerous Journey Necropolis and then later Khemit in the 3rd edition version. I combine them all into one. I call my series "The Deserts of Desolations and Death".
Apep and Yig will play a big part in this. If Apep/Yig (yes I combine them) is an Eodemon like Dagon, then also like Dagon he invests some power in Demogorgon. Demogorgon is a Greek name, so maybe the Egypt of my adventures is similar and this represents the Ptolemaic/Greek rule era.
Aten
Not mentioned in the DDG is the god Aten, the god of the sun disc.
Already we are getting into something about the Egyptian myths that I will talk about more in detail later. Aten is the God of the Sun. Ra/Re is the God of the Sun. Who is the god of the sun here?
Well, both. And for a while, it was also Osiris. Egyptian gods were more fluid than say the Greek or Romans ones (but they still had this quality). Gods could be subjected to Syncretism where two of more gods were fused together into one god, their beliefs fused. We see this in Amun-Ra (the King of the gods and the sun god).
The biggest deal with Aten was his worship by the Pharaoh Akhenaten, who may have been the father of Tutankhamun, was the pharaoh that brought monotheism to Egypt in 1350 to 1330 BCE. This predates the other big monotheistic religions including Judaism and Zoroastrianism (and obviously Christianity and Islam, thought the roots of all of these go back that far).
When working on my ideas for Sol Invictus I always wondered what it would have been like if Egypt had continued the worship of Aten. Or if Aten instead of being wiped out of existence with the return of the original gods and Amun-Ra had been killed by Set or Apep. Since my campaign deals with events of the Dawn War and He Who Was, maybe that is the same sort of god as Aten.
Aten is a great place to start if you want to make a monotheistic religion in D&D's otherwise polytheistic approach.
I have not looked at length but I think Kobold Press has Aten in some of their books.
Hermes Trismegistus
Now back onto the topic of syncretism. What do you get when you take Thoth the God of Knowledge and combine him with Mercury the Messanger of the Gods and a dash of Imhotep? Let it stew for a bit in Ptolemaic Egypt? You get Hermes Trismegistus or the Thrice Great Hermes.
From Hermes Trismegistus, we get Hermeticism; a pre-science esoteric way at looking at the nature of the world. In many RPGs (Mage and Ars Magica are good examples, as it WitchCraft) this leads to the Hermetic Traditions. These are magical and alchemical traditions.
Often the Hermetic Traditions are classified as "High Magic" with witchcraft and pagan practices as "Low Magic". Disclaimer. This is a remarkably simplistic view of what would go on to be one of the largest movements in Western Esotericism. I am just going to the beginning and following one branch of this tree.
In any case, Hermes Trismegistus is not a god you would find in the DDG. If some he could be an Egyptian/Greek god of Alchemy and Magic eventually (as sadly these things happen) taking over the role of Magic from Isis and Hecate. Maybe there is this God in my campaign along with Aten.
So from this, I am building a Ptomliac Egyptian area that is post-Aten-heresies where Hermes Trismegistus is the god of Alchemy and Magic and Apep is still a real threat.
Spoiler for when I do the Greek Myths (and I think I should do them next).
How are Heka the Egyptian God of Magic related to Hecate the "Greek" (and I'll explain that later) Goddess of Witches, Magic and the Underworld?
Next time on One Man's God.
Ok back to the business at hand.
You can find Part 1 here.
Apep
Last week I talked a lot about Apep. He has been a lot on my mind of late. From the reviews I did of Astonishing Swordsmen & Sorcerers of Hyperborea 2E to Serpentine - Oldskull Serpent Folk, snake gods are getting a lot of coverage on my blog of late. This is really no surprise. My Second Campaign is gearing up for the trek into the great desert of the world and it will have a lot of Egyptian influences as well.
Right now my plan is to take the big desert adventures of classic A/D&D and make the end of my campaign with them.
The Desert of Desolation series:
- I3 Pharoah (levels 5-7) (5e Conversion) (maps)
- I4 Oasis of the White Palm (levels 6-8) (5e Conversion) (maps)
- I5 Lost Tomb of Martek (levels 7-9) (5e Conversion) (maps)
- X4 Master of the Desert Nomads (levels 6-9) (5e Conversion)
- X5 Temple of Death (levels 6-10) (5e Conversion)
The adventures span several designers, worlds and even games, but all link back to the idea of ancient Egypt. Known as Eyrpt on Oerth, Ayrpt on Mystara, and Aegypt in Gary Gygax's original Dangerous Journey Necropolis and then later Khemit in the 3rd edition version. I combine them all into one. I call my series "The Deserts of Desolations and Death".
Apep and Yig will play a big part in this. If Apep/Yig (yes I combine them) is an Eodemon like Dagon, then also like Dagon he invests some power in Demogorgon. Demogorgon is a Greek name, so maybe the Egypt of my adventures is similar and this represents the Ptolemaic/Greek rule era.
Aten
Not mentioned in the DDG is the god Aten, the god of the sun disc.
Already we are getting into something about the Egyptian myths that I will talk about more in detail later. Aten is the God of the Sun. Ra/Re is the God of the Sun. Who is the god of the sun here?
Well, both. And for a while, it was also Osiris. Egyptian gods were more fluid than say the Greek or Romans ones (but they still had this quality). Gods could be subjected to Syncretism where two of more gods were fused together into one god, their beliefs fused. We see this in Amun-Ra (the King of the gods and the sun god).
The biggest deal with Aten was his worship by the Pharaoh Akhenaten, who may have been the father of Tutankhamun, was the pharaoh that brought monotheism to Egypt in 1350 to 1330 BCE. This predates the other big monotheistic religions including Judaism and Zoroastrianism (and obviously Christianity and Islam, thought the roots of all of these go back that far).
When working on my ideas for Sol Invictus I always wondered what it would have been like if Egypt had continued the worship of Aten. Or if Aten instead of being wiped out of existence with the return of the original gods and Amun-Ra had been killed by Set or Apep. Since my campaign deals with events of the Dawn War and He Who Was, maybe that is the same sort of god as Aten.
Aten is a great place to start if you want to make a monotheistic religion in D&D's otherwise polytheistic approach.
I have not looked at length but I think Kobold Press has Aten in some of their books.
Hermes Trismegistus
Now back onto the topic of syncretism. What do you get when you take Thoth the God of Knowledge and combine him with Mercury the Messanger of the Gods and a dash of Imhotep? Let it stew for a bit in Ptolemaic Egypt? You get Hermes Trismegistus or the Thrice Great Hermes.
From Hermes Trismegistus, we get Hermeticism; a pre-science esoteric way at looking at the nature of the world. In many RPGs (Mage and Ars Magica are good examples, as it WitchCraft) this leads to the Hermetic Traditions. These are magical and alchemical traditions.
Often the Hermetic Traditions are classified as "High Magic" with witchcraft and pagan practices as "Low Magic". Disclaimer. This is a remarkably simplistic view of what would go on to be one of the largest movements in Western Esotericism. I am just going to the beginning and following one branch of this tree.
In any case, Hermes Trismegistus is not a god you would find in the DDG. If some he could be an Egyptian/Greek god of Alchemy and Magic eventually (as sadly these things happen) taking over the role of Magic from Isis and Hecate. Maybe there is this God in my campaign along with Aten.
![]() |
Library of Alexandria |
Spoiler for when I do the Greek Myths (and I think I should do them next).
How are Heka the Egyptian God of Magic related to Hecate the "Greek" (and I'll explain that later) Goddess of Witches, Magic and the Underworld?
Next time on One Man's God.
Monday, March 18, 2019
Monstrous Mondays: Monster Book Round Up, 1st Ed style
You can never have too many monster books in my mind. Even I use one or two per book and my players are surprised or go "what in the hell is that!?" then it is money well spent. Monsters have taught me so much over the years. Monsters lead me to Greek Mythology. Monsters helped me learn how to write code to create databases and then later helped land a DBA job while I was still in school. One day I'll update my old Access95 Monster Database, but that will have to be later.
Until then here are some of the monster books I am enjoying a lot right now.
Blood & Treasure 2nd Edition Monsters
For the Blood & Treasure 2nd edition game, but can be used with any Old-school game. The system is a mix of Swords & Wizardry and AD&D 1st Ed/OSRIC so reading the stats is really easy.
215 pages, over 600 monsters. Color cover, black & white interiors.
This one has all the usual suspects from the various SRDs and that is fine for me really. There are some new descriptions and there are new monsters.
There are things in this book that make it more worthwhile than just monster stat blocks. There are a number of conditions and definitions ported over from 3.x OGC that are very welcome additions to the "OSR Ruleset". There are guidelines for Monsters as a Character Race which are quite nice.
Another import from 3.x are Monster Templates. Now you can a Celestial Gnome or a Draconic Goblin among other things. Really expands your creature database.
There are even four mini-adventures included.
Not at all bad for just under $10. Highly recommend!
Blood & Treasure 2nd Edition Monsters II
The second book for the Blood & Treasure 2nd edition game. This one has 197 pages, over 500 monsters. Color cover with black & white art. No this is what we buy monster books for! New Monsters! At 500 some odd monsters there are some here that can be recognized from the records of myth and fairy tales, (lots and lots of dragons!) but there a plenty of more that are completely new to me to edge it out over Monsters I. There is similar material from the Monsters I book; conditions, attack descriptions and the like. But the bulk is dedicated to new creatures for your game. This book also has a Chimerical Monster table for making your own chimeras. Tables on mutant dinosaurs and vermin. Also a combined monster listing of both books.
If you have Blood & Treasure Monsters then you will want this one. If you just like new monsters then get this one too.
Malevolent and Benign
Malevolent and Benign has long been a staple on my game table. 128 pages with 150 monsters, all in OSRIC format. The monsters are all new (to me), with some converted from other OGC sources. The art is quite good and the feel of the book is something like a Monster Manual 3 or a Fiend Folio 2 really. It sits on my shelf right next to my monsters books, or in theory, it does. It is actually out on my game table more often than not. The softcover is very nice to have and the PDF is fully bookmarked.
The book also has a small section on new magic items associated with these monsters.
For $10 it is a good deal.
Malevolent & Benign II
In many ways I actually like M&B2 more than M&B1. This book is 110 pages with 150+ monsters. Again we have a color cover (which is fantastic by the way) and black & white interior. In fact all the art is a step up.
If M&B 1 was akin to a MM3 or FF2 then this one is the next in line, but with no loss of quality. The monsters are new and quite deadly or at least the ones that are not deadly are interesting.
I have not picked up the softcover yet, but the PDF is fantastic.
10 bucks for the pdf or 20 for the pdf + softcover book is a pretty good deal. Especially for a bunch of new monsters.
Found Folio Volume One
A collection of creatures from various 3.x sources converted back over to "Advanced era" stats. What it lacks in art it makes up for in the number of monsters (typically two per page). Lots of 3.x faves here, ready for your OSR games!
130 monsters in 70 or so pages.
Honorable Mentions. Almost AD&D1 stats.
Adventures Dark and Deep Bestiary
If you ever only buy ONE product from BRW and the Adventures Dark & Deep line then make sure it is this one.
Let be honest up front. We have seen most if not all the monsters somewhere else before. Most are in the SRD or from other Open sources. The new ones are great, but they are ideas we have seen.
And none of that matters. This is still a great book. At 457 pages (pdf) it is a beast. Monsters are alphabetically listed by areas you would find them in. So Wilderness and Dungeon is by far the bulk of them, but there are also Waterborne (fitting in with the rules) and "Outsiders" or monsters from the other planes. But I am getting ahead of myself.
The book begins with two monster spellcasters, the Shaman and the Witch Doctor. Shades of similar classes from the BECMI RC to be sure. But they work here great and frankly I know someone will want to use these rules to play a Shaman one day. Heck, I once tried a Wemic Shaman in early 2e days myself. Maybe I'll see if I can do that here. The classes are not detailed and they don't need to be. The do what they need to do.
The Monster descriptions are a bit like those found in OSRIC though there are some interesting additions. Each Monster has a Morale, like that found in Basic and 2nd ed, though it is not a score but an adjustment. Attacks are listed in the stat block, though they are the attack types. This is most similar to "Special Attacks" in other rules. Also wholly new are "Weaknesses" which is an interesting idea and one I think other OSR publishers should adopt. Each monster then gets a couple of paragraphs of text. Many are illustrated thanks to the highly successful Kickstarter for this (more on that later). The illustrations are great too as you can see here and here.
All the monsters have General, Combat and Appearance sections in their write-ups.
Unlike 2e (and 4e) monsters are not confined to one-page entries. Some have paragraphs, others just a few lines. This is good since I think we would have something like 1000+ pages. I think I read there are 1100 monsters in this book. Maybe 900. Anyway, it's a lot. I spot checked a few monsters I thought might not be there, but sure enough, they were. Ok so the ones that are Closed via the OGL are not here, but I was not expecting those. There are some alternates and stand-ins if you really, really need them though.
The book sections are: Wilderness and Dungeon, aka Most of the Monsters Underwater and Waterborne, larger than expected, but not surprised given the material in the core books. Prehistoric Monsters, always nice to have; Dinosaurs and Ice Age mammals. Extra-Planar Monsters, your Outsiders.
Appendix A details creating your own monsters. Appendix B has something I didn't even realize was missing till I started reading the stats; a basic psionic system for psychic strikes. Appendix C covers random creatures from the Lower Planes. This is the first "Gygaxian" touch I have noticed in this book. Reminds me of a really old Dragon magazine article from years ago. Appendix D is the magic resistance table and Appendix E covers the abilities of Gods.
All of this in a PDF for just under $15.
I have mentioned before that Joe gets his work done and gets it done fast. Well, this is not only no exception but it is the new benchmark. Joe ended his Kickstarter and then got printed books out to people 6 months early. Let that sink in for a moment. In a hobby where we tolerate (although not quietly) Kickstarters with delays of 18 months or longer, Joe and BRW are out there, turning out product and getting it to people early. You should buy a copy of this book on that principle alone.
So should you get this book?
If you like monsters then yes. If you need monsters for your old-school game then yes. If you want to support Joe and the Adventures Dark & Deep system then yes. If you want to reward good Kickstarter behavior then absolutely yes.
Lots of good reasons to get in my book. It is also the best book in his line.
Swords and Wizardry Monstrosities
The first of two HUGE monster books for the Swords & Wizardry game. This one is also my favorite of the two by just a tiny bit.
This has mostly new monsters but some of the monsters we have seen before either in the SRD or other books. That though does not detract from its value as this is a 560+ page book since in addition to that there are some new monsters. The cover is very evocative of the old-school (pre 1980) covers. I love this cover. There is much in common between this book and The Tome of Horrors. Each monster is given a page of stats, description and a plot hook. While ToH used some recycled art, this all seems to be new art. Even Orcus (which we now have 3 listings for) is new. Actually, the art is pretty darn good and I don't mind the occasional repeat of a monster to see some new art. Honestly, there is so much great stuff in this book that even with the occasional repeat monster this is still a top-notch collection. If you play S&W then this is a great monster book to have. I am even going as far as to say it is a must have for any serious S&W GM.
Tome of Horrors Complete - Swords and Wizardry Edition
What can be said about this product? The original Tomes of Horrors were all great products that featured a number of "old school" monsters from previous editions of the game all under the OGL. It even had a brief "tutorial" on how to add these beasties to your own products. Now those very same monsters are back in one huge book "updated" to Swords & Wizardry stats. Nearly 700 monsters, all ready for your game. In addition to art and stat blocks for every monster there is also an adventure hook for each one. The monsters have been "scaled down" to fit the S&W rules better.
Color covers, black & white interior art. 688 pages (that's right!)
Converting these to AD&D1/OSRIC/Advanced Labyrinth Lord should not be an issue.
Eight monster books and somewhere over 3,300 monsters (lots of duplicates sure, but all unique presentations).
Until then here are some of the monster books I am enjoying a lot right now.
Blood & Treasure 2nd Edition Monsters
For the Blood & Treasure 2nd edition game, but can be used with any Old-school game. The system is a mix of Swords & Wizardry and AD&D 1st Ed/OSRIC so reading the stats is really easy.
215 pages, over 600 monsters. Color cover, black & white interiors.
This one has all the usual suspects from the various SRDs and that is fine for me really. There are some new descriptions and there are new monsters.
There are things in this book that make it more worthwhile than just monster stat blocks. There are a number of conditions and definitions ported over from 3.x OGC that are very welcome additions to the "OSR Ruleset". There are guidelines for Monsters as a Character Race which are quite nice.
Another import from 3.x are Monster Templates. Now you can a Celestial Gnome or a Draconic Goblin among other things. Really expands your creature database.
There are even four mini-adventures included.
Not at all bad for just under $10. Highly recommend!
Blood & Treasure 2nd Edition Monsters II
The second book for the Blood & Treasure 2nd edition game. This one has 197 pages, over 500 monsters. Color cover with black & white art. No this is what we buy monster books for! New Monsters! At 500 some odd monsters there are some here that can be recognized from the records of myth and fairy tales, (lots and lots of dragons!) but there a plenty of more that are completely new to me to edge it out over Monsters I. There is similar material from the Monsters I book; conditions, attack descriptions and the like. But the bulk is dedicated to new creatures for your game. This book also has a Chimerical Monster table for making your own chimeras. Tables on mutant dinosaurs and vermin. Also a combined monster listing of both books.
If you have Blood & Treasure Monsters then you will want this one. If you just like new monsters then get this one too.
Malevolent and Benign has long been a staple on my game table. 128 pages with 150 monsters, all in OSRIC format. The monsters are all new (to me), with some converted from other OGC sources. The art is quite good and the feel of the book is something like a Monster Manual 3 or a Fiend Folio 2 really. It sits on my shelf right next to my monsters books, or in theory, it does. It is actually out on my game table more often than not. The softcover is very nice to have and the PDF is fully bookmarked.
The book also has a small section on new magic items associated with these monsters.
For $10 it is a good deal.
Malevolent & Benign II
In many ways I actually like M&B2 more than M&B1. This book is 110 pages with 150+ monsters. Again we have a color cover (which is fantastic by the way) and black & white interior. In fact all the art is a step up.
If M&B 1 was akin to a MM3 or FF2 then this one is the next in line, but with no loss of quality. The monsters are new and quite deadly or at least the ones that are not deadly are interesting.
I have not picked up the softcover yet, but the PDF is fantastic.
10 bucks for the pdf or 20 for the pdf + softcover book is a pretty good deal. Especially for a bunch of new monsters.
Found Folio Volume One
A collection of creatures from various 3.x sources converted back over to "Advanced era" stats. What it lacks in art it makes up for in the number of monsters (typically two per page). Lots of 3.x faves here, ready for your OSR games!
130 monsters in 70 or so pages.
Honorable Mentions. Almost AD&D1 stats.
Adventures Dark and Deep Bestiary
If you ever only buy ONE product from BRW and the Adventures Dark & Deep line then make sure it is this one.
Let be honest up front. We have seen most if not all the monsters somewhere else before. Most are in the SRD or from other Open sources. The new ones are great, but they are ideas we have seen.
And none of that matters. This is still a great book. At 457 pages (pdf) it is a beast. Monsters are alphabetically listed by areas you would find them in. So Wilderness and Dungeon is by far the bulk of them, but there are also Waterborne (fitting in with the rules) and "Outsiders" or monsters from the other planes. But I am getting ahead of myself.
The book begins with two monster spellcasters, the Shaman and the Witch Doctor. Shades of similar classes from the BECMI RC to be sure. But they work here great and frankly I know someone will want to use these rules to play a Shaman one day. Heck, I once tried a Wemic Shaman in early 2e days myself. Maybe I'll see if I can do that here. The classes are not detailed and they don't need to be. The do what they need to do.
The Monster descriptions are a bit like those found in OSRIC though there are some interesting additions. Each Monster has a Morale, like that found in Basic and 2nd ed, though it is not a score but an adjustment. Attacks are listed in the stat block, though they are the attack types. This is most similar to "Special Attacks" in other rules. Also wholly new are "Weaknesses" which is an interesting idea and one I think other OSR publishers should adopt. Each monster then gets a couple of paragraphs of text. Many are illustrated thanks to the highly successful Kickstarter for this (more on that later). The illustrations are great too as you can see here and here.
All the monsters have General, Combat and Appearance sections in their write-ups.
Unlike 2e (and 4e) monsters are not confined to one-page entries. Some have paragraphs, others just a few lines. This is good since I think we would have something like 1000+ pages. I think I read there are 1100 monsters in this book. Maybe 900. Anyway, it's a lot. I spot checked a few monsters I thought might not be there, but sure enough, they were. Ok so the ones that are Closed via the OGL are not here, but I was not expecting those. There are some alternates and stand-ins if you really, really need them though.
The book sections are: Wilderness and Dungeon, aka Most of the Monsters Underwater and Waterborne, larger than expected, but not surprised given the material in the core books. Prehistoric Monsters, always nice to have; Dinosaurs and Ice Age mammals. Extra-Planar Monsters, your Outsiders.
Appendix A details creating your own monsters. Appendix B has something I didn't even realize was missing till I started reading the stats; a basic psionic system for psychic strikes. Appendix C covers random creatures from the Lower Planes. This is the first "Gygaxian" touch I have noticed in this book. Reminds me of a really old Dragon magazine article from years ago. Appendix D is the magic resistance table and Appendix E covers the abilities of Gods.
All of this in a PDF for just under $15.
I have mentioned before that Joe gets his work done and gets it done fast. Well, this is not only no exception but it is the new benchmark. Joe ended his Kickstarter and then got printed books out to people 6 months early. Let that sink in for a moment. In a hobby where we tolerate (although not quietly) Kickstarters with delays of 18 months or longer, Joe and BRW are out there, turning out product and getting it to people early. You should buy a copy of this book on that principle alone.
So should you get this book?
If you like monsters then yes. If you need monsters for your old-school game then yes. If you want to support Joe and the Adventures Dark & Deep system then yes. If you want to reward good Kickstarter behavior then absolutely yes.
Lots of good reasons to get in my book. It is also the best book in his line.
Swords and Wizardry Monstrosities
The first of two HUGE monster books for the Swords & Wizardry game. This one is also my favorite of the two by just a tiny bit.
This has mostly new monsters but some of the monsters we have seen before either in the SRD or other books. That though does not detract from its value as this is a 560+ page book since in addition to that there are some new monsters. The cover is very evocative of the old-school (pre 1980) covers. I love this cover. There is much in common between this book and The Tome of Horrors. Each monster is given a page of stats, description and a plot hook. While ToH used some recycled art, this all seems to be new art. Even Orcus (which we now have 3 listings for) is new. Actually, the art is pretty darn good and I don't mind the occasional repeat of a monster to see some new art. Honestly, there is so much great stuff in this book that even with the occasional repeat monster this is still a top-notch collection. If you play S&W then this is a great monster book to have. I am even going as far as to say it is a must have for any serious S&W GM.
Tome of Horrors Complete - Swords and Wizardry Edition
What can be said about this product? The original Tomes of Horrors were all great products that featured a number of "old school" monsters from previous editions of the game all under the OGL. It even had a brief "tutorial" on how to add these beasties to your own products. Now those very same monsters are back in one huge book "updated" to Swords & Wizardry stats. Nearly 700 monsters, all ready for your game. In addition to art and stat blocks for every monster there is also an adventure hook for each one. The monsters have been "scaled down" to fit the S&W rules better.
Color covers, black & white interior art. 688 pages (that's right!)
Converting these to AD&D1/OSRIC/Advanced Labyrinth Lord should not be an issue.
Eight monster books and somewhere over 3,300 monsters (lots of duplicates sure, but all unique presentations).
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