Friday, September 22, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 22

 Continuing counterclockwise to the next crypt brings the party to room 22.  This one is dedicated to one of the dwarven princesses.

Room 22

The party notices many things.

First, there is the ghost of a dwarven princess standing near her damaged sarcophagus. She is very sad and does not speak.

Secondly, the walls are covered with paintings of the pricess' life. She died young and un-married.  The painting were of her playing in the (then) nearby fields. Braiding her father's beard, and other scenes of innocence.

Thirdly, the party will also also see that these paintings have all been defaced with graffiti and pornographic imagery. 

The princess' ghost cannot be attack of hit. But likewise she can't attack either. She can't find rest because her grave has been disturbed.  A cleric can perform the final rights and put her soul to rest, but she won't leave until the vandalism is removed.

Fortunately the graffiti was done by magic (a magic-user or witch can detect this) and so a Dispel Magic will erase it all.

Doing this will allow the princess to move on.  She will with a smile and as she departs a previously hidden secret door will open and reveal the Princess' treasure. There are two bags of holding each with 18,700 gp value in jewels and gems. There is a crown worth 1,000 gp and a slim bejewelled sword. Finding these is worth 40,000 XP total. 



Thursday, September 21, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 21

 Moving on to the next room on the left hand side (to the right of Room 20) is another passageway to a crypt. This one has a guest waiting for the party.

Room 21

In this crypt is a dead dwarf. He is looking at you, but he is dead.  

If the party does not attack right away the dwarf, a bhūta, will ask in a dry and dusty voice to ask the party to hold.  The dwarf will explain that he is only interested in killing the Vampire Queen, or at least get confirmation that she is dead.  If they party lets him pass he will walk by. Give them the same XP as if they had defeated him.

IF they attack, then he will attack back.  Nothing will stop his vengeance on the Vampire Queen.

Bhūta (Dwarf)

Armor Class: 4 [15]
Hit Dice: 7+14** (46 hp)
Attacks: 2 claws (1d6+1 x2)
Special: Death Grip, Undead.
THAC0: 11 [+8]
Movement: 120' (40')
Saving Throws: Monster 7
Morale: 12
Alignment: Neutral evil
XP: 1,250 (OSE) 1,100 [9] (S&W) 1,200 (LL)
Number Appearing: 1
Treasure Type: None

When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death. This spirit, called a bhūta, possesses its original body and seeks out those responsible for its murder. It will never rest until those responsible are sought out and slain. 

Since the transformation into unlife is almost instant (occurring within 1-2 hours after death), the bhūta appears as it did in life for about 2 weeks, taking on a more decayed appearance thereafter. Close inspection (spot on a roll of 1-2 on 1d6) reveals slight decay, and the body still shows signs of any trauma suffered prior to death (wounds, disease, burns, or the like), but outwardly, the bhūta for the most part appears as a normal creature of its race. In its undead state, the bhūta sustains itself on a diet of flesh, preferring that of humans and elves. A bhūta that scores two successful claw attacks on an opponent in the same round fastens its hands around its opponent’s throat and deals 1d6+1 damage per round until the hold is broken with a successful attack by the victim. 

The bhūta’s main objective is revenge on the person that killed it. So long as the bhuta and its killer are on the same plane of existence, it can find its target unerringly.

Wednesday, September 20, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 20

 Room 19 has many small passageways radiating out. They form 8 spokes, with the larger hall as the first.  The first passage leads to a small mausoleum. 

Room 20

This is final resting place for four dwarven princes.  

There is still some treasure here. A total of 163 gp can be found along an axe +2, +3 vs. Goblins and Orcs.

Tuesday, September 19, 2023

Baldur's Gate: A Barbarian in Hell

 My son and I have been enjoying the new game, Baldur's Gate 3. He is much further along than I am and so is his D&D 5e group. One of his favorite characters is Karlach, the tiefling barbarian. I admit, she is great. Karlach is this 6ft+ tall tiefling warrior goddess who is also one of the funniest, most optimistic characters in the game. My son calls her a "cinnamon roll" because of how sweet and fluffy she is.

When your character is idle she will be humming to herself and dancing in place. She says things like "fuck! It is great to be alive!" and when she runs into combat she laughs. She calls everyone "soldier" and loves it when you stick up for the underdog, kids or find ways to keep the innocents alive. She has every right to be angry and bitter; instead, she is cheerful and optimistic. 

And sadly...she is also dying.

Spoilers ahead for the Baldur's Gate 3 video game.

A Barbarian in Hell

Karlach has an "infernal engine" for a heart. It works great in Hell, where she was fighting in the blood war, but on the Prime Material, it is burning her up from the inside. One of your quests is to find a way to keep her from burning up. You can, for a while (and it is worth the effort!) but in the end...well the Devil has their due. 

There are a lot of different endings for all the "origin" characters, but Karlach's was particularly bleak. Her happy ending was to be able to say she loved everyone before burning up, leaving only ash.

What did Larian Studios do about this when players started complaining about it? Simple they did what any good studio would do.  They pulled back in the voice actress, reshot Karlach's ending with all new material, and patched it to the game in a matter of DAYS.

You can see her new "happy" ending here.

Personally, I love the idea that she and Wyll go off together since their backstories are so intertwined. If I do another run-through of this game, I want to do it as Wyll with the purpose of seeing what I can do to save Karlach. Karlach would never do it for herself; that is not who she is.

BUT. Even with the "they lived happily ever-after in Hell" ending my son and his group are less than happy with it. So we were talking about it one night while playing BG3.

He wants an adventure for his party where they go to Hell to rescue both Karlach and Wyll.  He wanted to know if I had anything.  

I told him that was a silly question.

A Paladin in Hell

I mentioned the adventure A Paladin in Hell does this, and it has somewhat the same premise as the newer D&D 5 adventure (and Baldur's Gate 3 prequel) Descent into Avernus.

I told him to use the basic outline of APiH, use details from BG:DiA, and make it a mission to rescue Karlach and call it "A Barbarian in Hell." However, in my current run-through, Wyll has rejected his warlock powers to become a Paladin. So I guess it still works.  I half-jokingly have called this "No Sleep Till Avernus" with my son.

In this adventure, Karlach and Wyll are defending a piece of Elturel that has remained in Avernus (let's say it was the temple in A Paladin in Hell).  The characters in Baldur's Gate 3 are limited to 12th level. "Descent into Avernus" takes the characters from level 1 to 13. The AD&D 2nd Ed "A Paladin in Hell" is for characters 15-20 level. So then A Barbarian in Hell is for characters 13th level and above. 

Paladins in Hell

The motivation for most D&D adventures is glory and gold. The motivation for A Paladin in Hell is "the greater good."  For A Barbarian in Hell, the motivation is "Save our friends."  And that is a good motivation, really. 

Besides, if the roles were reversed, you know Karlach would have saved your ass a long time ago.

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 19

 The end of the hallway (Room 14) opens to a large chamber.

Room 19

There are floating orbs here and a glowing magical portal.  Entering the portal will transport the character to one of the other levels of the dungeon. Roll a 1d12 to determine which one. They appear in Room 1. If characters step through together, then they are all teleported to the same place. Characters that enter separately arrive at different locations. 

The orbs just float and give off light as per a light spell. The orbs (15 in total) are worth 150 GP each (normal glass orb with levitate and light spells).  They break easy, having only 1 hp and a save of 18.

Monday, September 18, 2023

Monstrous Mondays: A Basic Bestiary Update - Of Sorts

 This is the first Monday in more than a month I can sit down and write something about monsters. As it turns out.  I got nuthin. 

Well...that is not entirely true. It could be said I have too much but lack a clear direction.

Here is my issue as it stands right now.

I have a lot of monsters done. Not as many as I want, but a lot. Enough to easily fill a book. But I also have all this other material here that can go with it. Spells. Gods. NPCs. 

Since I am supposed to be developing a SWOT analysis rubric for an MBA course I am developing now, I may try that out here with my current problem. My feeling is it is going to tell me things I already know. That is why these work best with teams. 

Basic Bestiary SWOT
Click for Mural SWOT board

I could add more, but this is enough to keep me going.

This does justify my desire to keep moving on this project, but not the direction I should be taking.

Maybe I am biting off more than I chew here.

One of the directions I took early on was to split my Basic Bestiary idea up into three groups of monsters. Maybe I should go a step further and break it down into smaller units and combine it with my Monstrous Maleficarum; smaller sized publications that would allow me to buy more art for future ones.

I could do all Basic-era monsters, then re-combine them all at the end for an "Advanced-era" hard-cover.  That way people who like Basic-era could just get those, and the people who like Advanced monsters (and hardcovers) could just get that.

With these I am going to go with "Basic-Era" and "Advanced-era" compatibility and not stick too close to any single retro-clone in particular. There are a lot of clones out there now, and to be honest, the differences are mostly trivial.  

The limiting factor, of course, is art. But this at least addresses many of the issues I have above. 

So I guess I need to see what art I have now, a figure out how many monsters per publication would be worthwhile.

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 18

 The room across from the previous on it set up in a similar manner. 

Room 18

This room is empty. There are also no books here.


Sunday, September 17, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 17

 Going down the hall another 50 feet there is another set of double doors on either side. The doors on the left are locked. As before there are three separate locks that need to be opened in the proper order.

The top, the lower left then the lower right. This can be figured out with divination magic or by making three successful Find Traps rolls. Inside this room is a coffin on a dais. There is a desk and many books about vampires.  Inside the coffin there is a vampire chained down with silver chains. 

Room 17

The vampire has been experimented on for centuries. The tomes nearby detail every experiment done. Whoever was doing this was looking for a way to make vampires even more powerful. 

This vampire was a failure.

After a few minutes, the vampire will stir and then begin to scream.  The vampire begs the party to kill him.

Killing the vampire is not difficult. He is completely immobile, so no rolls to hit are needed, and the vampire only has 6 hp. A wooden stake will end him.

If the vampire is released then he will attack the party for blood. 

--

GMs should not grant full XP for killing this vampire. But XP can be given for finding and reading the vampire books.


Saturday, September 16, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 16

 Moving across the hall opposite of the stairs (and to the left as walking down the hall) there is another door. This one is not locked and is easily opened. 

Inside the party will find a horse. This horse is obviously demonic. It is red, has small flames leaping off of it, and its eyes are glowing. It is busy eating the corpse of a long-dead elf.

Room 16

The horse looks at the party and keeps eating. If the party continues to watch the horse the horse will stop eating and ask if the party wants any of the elf to eat.

The horse is demonic and it doesn't take a "Detect Evil" spell to see that.  The horse does not attack but instead it gates out if/when it is attacked in an explosion that does 4d6 hp of damage in fire and concussive blast. Save for half.

--

The horse is here due to the magical flux still effecting this tomb.



Friday, September 15, 2023

Kickstart Your Weekend: Cottages & Cerberus

Last year my family and I were playing a D&D 5e game, and we got to talking about our other 5e game. I had asked them what they wanted for their characters "after level 20."  My youngest wants to take over a town and fill it with artificers and build a community of "makers." My oldest wants his Dragonborn to build a mighty temple to the Platinum Dragon in his role as the "Sword of Bahamut."  When they turned around and asked me what I wanted for my NPC/GMPC witch character I said I wanted her to retire with her cat, have a garden of about 1000 different herbs, drink tea, and live that 100% Cottage-core life.  I had done all the "big endings" before.

Well it turns out that you can do that as well.

Cottages & Cerberus

Cottages & Cerberus

https://www.kickstarter.com/projects/cottagesandcerberus/cottages-and-cerberus-new-system-pf2e-5e-support?ref=theotherside

This game is described as "A new monster hunting cottage core TTRPG system with PF2 & 5E compatible bestiary."

Sounds fun for the right groups really. 

Honestly I am happy that game designers are taking leaps and doing new things with their RPGs. This won't be everyone's cup of tea, but for someone out there this is the perfect game.

Given the number of pledges it has so far it seems like there is a pretty good market for this. 

The art looks great and there are all sorts of add-ons to enrich your current game. I am considering both the D&D 5e and Pathfinder 2e digital versions.  It might be worth it just for the stats of the "Leviathanus Rex." Imagine a Godzilla-sized narwhal. 

Leviathanus Rex

There is a 63-page preview and a character sheet.  I rather like the idea of "spoons" as a personal resource.

They are doing great so far and I wish them the utmost success.

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 15

 Traveling down the Room 14 hallway, there is a secure door on the party's right half way down.

Room 15

The door is barred with a huge lock in the center and two more auxiliary locks. Three different Open Locks rolls or Knock spells are needed.

Once open there is a wave of necromatic magic that hits the party. They all need to make a saving throw vs. Detah or take 2d6 hp of damage.

This is a stairwell down to Level 10.


Thursday, September 14, 2023

Review: SURVIVE THIS!! What Shadows Hide, Cthulhu Sourcebook

 Continuing my exploration of Bloat Games' modern horror/monster hunting RPG, SURVIVE THIS!! What Shadows Hide. Today I cover Part 2 of the two books, the Cthulhu Sourcebook.

What Shadows Hide Cthulhu Sourcebook
SURVIVE THIS!! What Shadows Hide: Cthulhu Sourcebook

220 pages. Black & White cover and interior art.
$9.99 PDF

A while back I once said, rather snarkily, that a game can get instant sales by slapping some Cthulhu on it. One the surface this could look like that, but it doesn't do that at all. 

Also, I compared What Shadows Hide to the classic RPG Chill. So the logical comparison here is this is Bloat Games' version of Call of Cthulhu. But it is not quite that either.

What is this game supplement? Easy. Remember the first season of True Detective? It was a great detective show with a cult and some crazy guy talking about Carcosa. Turns out it was all just normal, though very evil, human agents. 

Well, what if Carcosa had been real in True Detective? What if those human agents/cultists interacted with real Elder Gods from beyond reality?

That is what this game is.

This book gives us some new classes for What Shadows Hide. Archeologist, Priest of the Darkness, Priest of the Light, Priest of the Mother, Priest of the Old Ones, Priest of the Protean Path, Priest of the Void, Psion, Warlock, and my favorite, Witch. Some of these we have seen before, but that is fine, not everyone will start with the same book or buy everything in their line (you should, but I see why you might not).

There are new spells, new skills, curses, and psychic powers.

Why put these into this book? It keeps these more powerful classes out of the hands of the Players and squarely in the Game Master's hands. 

We also get a bit about Cosmos Cats (fun!).

The bulk of this book is dedicated to the monsters the characters will encounter and the cults they will likely have to deal with. There is even a good section on creating your own cults.

This book has more utility than just "Book 2" of What Shadows Hide. This book can be easily used with other Bloat Games' RPGs like We Die Young or Vigilante City. There is also enough here for anyone who wants to add some cults to their Fantasy OSR games.

There is even an index.

Both books make for a great game, and a worthy addition to the Bloat Game catalog and the Survive This!! line.

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 14

 Going back to Room 2 and taking the last exit on the right. This leads to a long hallway.

Room 14

This is a long hall with several alcoves similar to last hallway.  This hall is filled 20 Green Slime.

When the party enters this hall they begin to slowly move towards them. They are all on the floor, none are on the ceiling. 

Wednesday, September 13, 2023

Scooby-Doo Day, the Hex Girls, and Earth-27

 On this day in 1969, I turned 3 months old. I didn't know it then but that same morning a new cartoon that would stand the test of time premiered. Scooby-Doo hit the airwaves on CBS on Saturday morning, September 13, 1969, at 9:30 Central time. It would later go on to several spin-offs, merchandise, movies (both animated and live-action), and give us some iconic characters.  To a kid obsessed with Hammer Films, Universal Horror Movies, Dark Shadows, and the Twilight Zone, it became something of an obsession to me. From my "first" witch to the Hex Girls, it is hard to overstate the effect this show has had on my games. 

So today is a good day to bring back the Hex Girls into my discussions here on the ole' Other Side. 

I have been wanting to do something more with them for a bit to be honest. They are just silly fun. I am going to try to get some stats up for both Tim Knight's (btw, check out his version of my Teen Witch Taryn!) and Pun Issac's respective games. 

I was online looking up some new information and/or art for the Hex Girls when I encountered the Earth-27 wiki. I was not disappointed at all.

Thorn Luna Dusk

This is a crazy site. First, I LOVE all their detail and their desire to throw everything into a blender and hit frappé. There is a solid mix of DC Universe, Scooby-Doo, and even Supernatural here. There are bits of Lucifer and a lot more. Honestly, it would take a long time to dig through the whole thing. I am speaking from experience because this was the rabbit-hole I went down one night and it was all great stuff.

First, I love the art and attention to detail here. This is all just fun stuff. And obsessive on a level I can really appreciate.

However, I could not help but notice something. There is a lot of "canonical" information about the Hex Girls that comes from this blog and my RPG write-ups of them. 

I can see how really. Back in 2013 (sheesh over 10 years ago!) I posted about how some details from here made their way into the Wikipedia entry on the Hex Girls.  Compare that old link to the current one, and you will see the information is now gone, as it should be.  Gone, but never forgotten.  Earth-27 adopts it all wholesale and then expands on it.

Some things I think are obvious; Luna is very obviously bi-racial to me. Their "real" names are taken from my blog with notable exceptions of Thorn's Sally McKnight (from the show) and Dusk's "Muffy St. James."  They keep that, but mention her real name is Margaret and she is just called Muffy. Ok. That's cool. I like that. 

Mind you. None of this bothers me. In fact, I think it is really cool. There are certainly some big improvements in what they have done over what I have done. Plus, they have a "user agreement" to share information, and it is not like these characters are "mine," really. So, in that spirit, I say share and share alike.  There are certainly some ideas they have that I can back-port into my own games. I love the art for example and the character sheets for the characters are a lot of fun. And, sure, let's go with "Margaret 'Muffy' St. James, AKA Dusk." And their mentor is none other than Elvira. So yeah, how can I say no to any of this?

I hope to use some ideas here (within their implied permissions of course) and see what it can do for my games. I know there is a lot more to explore.

Links

Review: SURVIVE THIS!! What Shadows Hide

 I want to spend some time with one of the newer RPGs in Bloat Games' line of SURVIVE THIS!!  Today I want to look at their modern monster-hunting horror game What Shadows Hide.

SURVIVE THIS!! What Shadows Hide

I say "newer," but these have been around for a bit.  There are two books in the line, the Core Rules and the Cthulhu Sourcebook. For the purposes of this review I am considering both the PDF and Print versions of these books. There are at this time no Print On Demand versions, I bought these from Bloat Games at Gary Con in 2022.

What Shadows Hide
SURVIVE THIS!! What Shadows Hide: The Roleplaying Game

250 pages. Black & White cover and interior art. 
$9.99 PDF.

If you have followed any of my reviews of the various Bloat Game offerings then you will know that I am a big fan of their games and the SURVIVE THIS!! system that powers their games. Like the previous games (in particular Dark Places & Demogornons and We Die Young) this is a horror game. Though the feel to this one is a bit different. This is not the 1980s or 1990s anymore, this is a game with real stakes, real horrors and people dedicated to fighting them.

Up front, if you have played or own any of the other SURVIVE THIS!! games then a lot here will feel familiar. The rules sections are largely the same as are the rules for creating characters, combat, and some of the monsters.  This time the authors address this and mention this is done for maximum compatibility between the game lines. You can take classes from any SURVIVE THIS!! game and use them here and visa-versa. 

The joy of this game though is what it brings that is new. And there is plenty of that.

The game largely follows a similar path to that first taken by the Chill RPG. You have professionals working in various areas of the government (or other places) and they interact with an organization known as C.A.R.E., Conservers of the Ancient Realm of Earth. Think of them like BPRD, SCP, or even good old SAVE. Many characters will be involved with C.A.R.E., but you don't have to do that in your games (CARE-less?), the point is there is a connected group that does it's best to fight back against the monsters of the night.

Character Creation

Characters can have a Race, Occupation, and a Class. Races include Dimensional Forsaken (Angels and Demons), Doppelgangers, Fairies,  Ghosts,  Ghouls, Greys, Half Mer-men, Humans, Jari-Ka (Mummies), Negator, Reptilians, Vampires, and Were-beasts.  This moves it a little further afield from Chill and into World of Darkness territory. 

Occupations have a random table with how much they make each year.

Classes include Academic, Arcane Thief, C.A.R.E. Field Agent, Exorcist, Medium, Monster Hunter, Mystic, Necromancer, Occultist, Paranormal Investigator, and Void Master. Some of these are from other books, but pay attention to the details as some do feel different.

Character creation follows the same process as other SURVIVE THIS!! games and by extension most Old-School games. Attributes are covered which include the standard six, plus the "Survive" attribute common to all SURVIVE THIS!! games.  

Like the other games in this family, Hit Points start with a 2d6 and increase by 1d6 per level, regardless of class or race.  Combat can be pretty deadly in these games for people used to the hardiness of even Old-School D&D characters.

Character creation, spells (rune tattoos), skills, and Equipment cover the first 140 pages of the book, so a little more than half. 

Rules

Here we get our rules for playing the What Shadows Hide game.   We get an overview of game terms, which is nice really. Rules for Curses, Exorcisms, and Madness are covered. Similar to the rules found in We Die Young. It looks to me like they could be backported to DP&D rather easily. 

There is a fair number of combat rules.  Likely this has come about from the authors' experiences with their other game Vigilante City. 

We also get rules for XP & Leveling Up and Critical tables.

The Setting of What Shadows Hide

This is the real treat of the book. What makes this one different than the others. The world is filled with monsters, aliens, and other threats to well well-being of humankind. It is largely up to the characters (and those like them) to keep the world safe. Here we get into detail about C.A.R.E. and other organizations. We also cover the cults and organizations the characters are most likely to encounter and how to deal with them. 

At the end of the book, there is a section of adventure seeds. There are some monsters here, but they are directly related to the adventures. For more monsters, you will need the second book in this line, the Cthulhu Sourcebook, or grab one of the other Survive This!! books such as the wonderful DARK PLACES & DEMOGORGONS - The Cryptid Manual are an excellent choice. 

There is a bit here that can be found in other Bloat Games' Survive This!! games. But that is fine, because as an author/designer/publisher, you never know what someone's first book is going to be. So I am perfectly happy with seeing the Mystic again for example. Each book/game does add more to the sum total of the Survive This!! experience, so even in a class I know well (hello again Mystic) there is something new and often something a little different.

You can use all the games interchangeably, along with supplements made for the individual lines. 

A quick read through the book at Gary Con 2022 and I knew right away I could use this core book to recreate any Chill or Conspiracy X game I played in. If I wanted to recreate ay Call of Cthulhu game, well for that I would need Book 2 in the series.

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 13

 Another secret door can be found underneath the fountain-like structure in the middle. There is a 10ft drop down into the center of the room.

Room 13

This room is filled with the same sorts of snakes that came out of the fountain during the encounter in Room 11

There are 2d10 snakes in this room.  Additionally, there is 3d10 Type U treasure here.