Tuesday, June 18, 2024

Dracula, The Hunters' Journals: 18 June Dr. Seward's Diary (kept on phonograph)

Dr. Seward keeps us apprised of his patient.

Dracula - The Hunters' Journals


18 June.—He has turned his mind now to spiders, and has got several very big fellows in a box. He keeps feeding them with his flies, and the number of the latter is becoming sensibly diminished, although he has used half his food in attracting more flies from outside to his room.


Notes

Moon Phase: Waning Crescent

"He," of course, means Renfield. We, and Seward, will discover there is a method to his madness. 

Mail Call: D&D History and Adventures

 It's Tuesday, and that means mail around here. It also means UPS, which delivers late in my neighborhood. It is also the release date of Wizards of the Coast's new 50th anniversary book.

New "old" D&D books

The Making of Original Dungeons & Dragons, 1970-1977 is a really great book. I can't wait to get into it more.

The Making of Original Dungeons & Dragons, 1970-1977

The Making of Original Dungeons & Dragons, 1970-1977

The Making of Original Dungeons & Dragons, 1970-1977

The Making of Original Dungeons & Dragons, 1970-1977

The Making of Original Dungeons & Dragons, 1970-1977
Original Character sheet.

I also spent some cash on a bunch of AD&D 2nd Edition Forgotten Realms adventures and sourcebooks.

AD&D 2nd Ed Forgotten Realms

AD&D 2nd Ed Forgotten Realms

AD&D 2nd Ed Forgotten Realms

I'll get to each one in turn. Looking forward to using these in my AD&D 2nd Ed game. This will be a lot of fun.

Monday, June 17, 2024

Dracula, The Hunters' Journals: 17 June, Jonathan Harker's Journal (Cont.)

 Johnathan keeps himself busy for two to three weeks watching Dracula's minions.

Dracula - The Hunters' Journals


17 June.—This morning, as I was sitting on the edge of my bed cudgelling my brains, I heard without a cracking of whips and pounding and scraping of horses’ feet up the rocky path beyond the courtyard. With joy I hurried to the window, and saw drive into the yard two great leiter-wagons, each drawn by eight sturdy horses, and at the head of each pair a Slovak, with his wide hat, great nail-studded belt, dirty sheepskin, and high boots. They had also their long staves in hand. I ran to the door, intending to descend and try and join them through the main hall, as I thought that way might be opened for them. Again a shock: my door was fastened on the outside.

Then I ran to the window and cried to them. They looked up at me stupidly and pointed, but just then the “hetman” of the Szgany came out, and seeing them pointing to my window, said something, at which they laughed. Henceforth no effort of mine, no piteous cry or agonised entreaty, would make them even look at me. They resolutely turned away. The leiter-wagons contained great, square boxes, with handles of thick rope; these were evidently empty by the ease with which the Slovaks handled them, and by their resonance as they were roughly moved. When they were all unloaded and packed in a great heap in one corner of the yard, the Slovaks were given some money by the Szgany, and spitting on it for luck, lazily went each to his horse’s head. Shortly afterwards, I heard the cracking of their whips die away in the distance.


Notes

Moon Phase: Last Quarter

What has Jonathan been doing for the last two-three weeks? Has Dracula been feeding him still?

We also get our first glance at the boxes the count will fill with earth for his trip to London. Are the square boxes shaped this way to avoid detection? I think so; coffins are a bit too obvious. 

Updates

I have a bunch of projects I need to get done this week including my edits to Thirteen Parsecs. So post will be a touch sporadic.

I do have a bunch of draft posts that just need a bit of editing and polish, so maybe I'll get a few of those off as well.

Thursday, June 13, 2024

"It's me. I'm witches." Taylor Quick, Pumpkin Spice Witch

Taylor Quick, Pumpkin Spice Witch
Witch by T Leish with minor edits

 I swear. People are losing their damn minds.

I mentioned this all briefly in my Satanic Panic post back in April about how there are a bunch of Right Wing Evangelicals making the claim that Taylor Swift is a witch, or satanic, or both. Some have even gone as far as to "conclude" she must be a clone of Zeena Schreck, daughter of Church of Satan founder Anton LaVey.  Ignoring the fact that cloning tech is nowhere near this good now, let alone when Taylor was born.  I think they watched the movie "The Boys from Brazil" and thought it was a documentary. No. I don't give them the benefit of the doubt for having read the book instead.

I mean, I could go on and on; there is so much stupid shit out there. Just Google "Taylor Swift Witch" and read in horror how gullible (and stupid) some people are. 

Honestly, it boils down to three things.

  • She is a successful woman.
  • She says what she wants, when, and how she wants.
  • They can't control her, and they find that galling.
Plus, she is smart (as evidenced by her taking control of her own record deals) and knows how to have fun with her public persona (see "No, Its Becky").


It's Me. I'm Witches.

So what do they do? They take a page from their favorite playbook, and I honestly think this is Page 1, and they try to demonize her—somewhat literally. 

Parents, know what your kids are listening to!! Here are a few samples of the lyrics from Taylor Swift's new...

Posted by Caring Love Foundation Uganda - CLFUG on Tuesday, April 30, 2024

Though some do have fun with it. 

And of course, if someone mentions witches online, it has my attention.

It has been decided. 

She is a witch in my games, specifically a Pumpkin Spice Witch. But since no PSL is complete without a dash of cinnamon, she has a dash of Mara Witch in her, too. Why? Because she thinks it is funny. 

Sailor Taylor by Delaney Shultz
Sailor Taylor by Delaney Shultz
Taylor Quick
Human Female, Chaotic Good
19th Level Witch, Pumpkin Spice Witch Tradition.

Strength 10
Intelligence 17
Wisdom 15
Dexterity 14
Constitution 12
Charisma 19

Saving Throws (Base)
Death Ray/Poison 7
Magic Wands 8
Paralysis, Polymorph 7
Dragon Breath 10
Rods, Staffs, Spells 9 

Hit Points: 34
AC: 1 (Bracers of Defence) 
Base THAC0: 14
(I know, THAC0 was not used in Basic D&D. You know what this means)

Occult Powers

1st level: Familiar, three cats
6th level: Things Man Was Not Meant To Know Are Fine for Women
13th level: Resting Witch Face
19th level: I Want to See Your Boss

Spells (new spells in italics)

1st Level: Allure, Bad Luck, Call Out, Delicate, Glamour, Greenery Light, Oh My God Becky!, Veritas (Truth Spell), BFFs (Ritual)

2nd Level: Bad Blood, Change Appearance, Light as a Feather Stiff as a Board, Invisible Strings, Sister to the Dark Ones, Witch Slap, You Can't Sit With Us

3rd Level: Bewitch III, Enchanted, Live Laugh Love, Love Attraction Candle, Lover’s Vengeance, Witch Fire, Shake it Off

4th Level: Dream Shield, Ethereal Projection, Intangible Cloak of Shadows, Rain of Spite, Starlight, Bring on the Night (Ritual) 

5th Level: Better than Revenge, Cardigan of Comfort, Overlook, Tripping the Light Fantastic (Ritual)

6th Level: Banshee Blast, Cloak of Dreams, True Seeing

7th Level: Breath of the Goddess, Peace Aura, Hell Hath No Fury (Ritual)

8th Level: Bewitch VIII, Frightful Aspect

Taylor the White Witch
New Spells

Like any witch worth her cauldron, Taylor has written many spells herself. She also altered versions of classic witch spells, which she refers to as "Taylor's Versions."

Bad Blood
Level: Witch 2
Duration: Permanent
Range: All targets within 60'

This spell is like a friendship spell, only in reverse. Once cast, humanoids and intelligent creatures (INT greater than 7) who had previously had good relations will begin to dislike each other and begin to fight amongst each other. 

A successful saving throw redirects these feelings of ill-will back to the witch who cast it. 

Better than Revenge
Level: Witch 5
Duration: Instantaneous 
Range: One target

This spell can only be targeted by someone who has personally hurt the witch. When triggered, usually by damage or some other hurt, the damage is returned back double. So, double damage or other effect.  How that damage or effect is delivered to the victim is up to the witch herself. 
There is no saving throw for this spell. 

Cardigan of Comfort
Level: Witch 3
Duration: One hour
Range: One willing creature

This spell weaves magic like the threads of a well-worn cardigan, granting a sense of security and comfort to the target. Choose a creature you touch. The target gains resistance to cold damage and fey charm effects for the duration. Additionally, if the target falls unconscious while the spell is active, they regain consciousness with 1d8 bonus hit point.

Material Components: Verbal (soothing whispers), Somatic (knitting needles and yarn that vanish at the end of the spell), Material (a small token imbued with a memory of comfort, worth at least 25 gp).

Delicate
Level: Witch 1
Duration: 10 min
Range: Within 15 feet

The witch casts a subtle charm that makes the target more receptive to her words. The witch is treated as having as having a +4 to her Charisma score. This spell can't be used in combat.

Enchanted
Level: Witch 3
Duration: 1 hour
Range: 60 feet

With this spell the witch sings a haunting melody that enchants creatures of her choice within range. Each affected creature must succeed on a saving throw or be charmed by her for the duration. While charmed, the creature regards you as a trusted friend to be heeded and protected.

The witch can use this spell again on the same creature. Once enchanted any future use of this spell is at a -2 penalty for saves.

Invisible Strings
Level: Witch 2
Duration: Concentration, up to 1 minute
Range: Self

The witch can create invisible magical strings they can manipulate with her will. These strings can lift and manipulate objects weighing up to 10 pounds within 30 feet of of the witch. She can use these strings to perform simple tasks or remotely interact with objects.

Shake it Off
Level: Witch 3
Duration: Instantaneous 
Range: All within hearing range

This spell, once uttered, will remove any one condition affecting those listening. This can include a Bewitch, Charm, Hold, Paralyze, Petrified, or Poisoned. Those hearing can also choose to regain half of their lost hit points instead of losing some condition. The only thing that is not affected is Sleep.

Starlight
Level: Witch 4
Duration: Concentration, up to 1 minute
Range: 120 feet

The witch calls down shimmering starlight in a 20-foot-radius sphere centered on a point within range. Each creature in the area must make a saving throw, taking 4d8 holy or radiant damage on a failed save, or half as much damage on a successful one. In addition, any area affected by this spell is brightly lit as per the daylight spell for the duration.

Material Components: A small crystal or gemstone.

--

Taylor is a lover, not a fighter. But still, don't piss her off. Or break-up with her. 

Selected Links of Insanity

Other, more important links

Wednesday, June 12, 2024

The Enchanted World: Magical Beasts

The Enchanted World: Magical Beasts
I love monsters. Monsters and mythology is what got me into Dungeons & Dragons to start with. Well, that and the fact that everyone in my school seemed to be playing it all at once. So, today's Enchanted World volume, 1985's Magical Beasts, is a rather nice treat for me. In a way, it was a major publisher that paid tribute to my hobby's roots.  While I have no concrete evidence that the Enchanted World series came about due to D&D's popularity, I am not ruling it out either. 

Magical Beasts

by Editors of Time-LIFE Books, 1985 (144 pages)
ISBN 0809452294, 0809452308 (US Editions)

This book is divided into the standard three sections, as with Wizards and Witches it is divided into larger chronological sections. 

Chapter One: Vestiges of the Elder Days

We begin back 40 centuries ago when humans were still primitive hunter-gatherers and how the monsters of our lives, the cave bear, the wolf, the large cat, were just animals that we were barely equal to. Monsters, it seems, go back as least as far as magic. This is not the first or last parallel this volume will have with the W&W book.

This chapter largely covers the creatures of ancient Greece and their mythology. We begin with the minotaur, though its conception is glossed over. The greek myths have quite a number of animal-human hybrids like the minotaur. Also discussed are the centaurs, both noble and savage, satyrs, and stranger creatures like the chimera. Thrown in are the maenads, who look human (are human), but can be as savage as any other monster. From Greece, we head to Egypt to discuss Set, Hours, Tawret, and other animal-hybrid gods. From here, we go on to Ireland and the Fomorians, described as animal-like, though they interact and inter-marry with the more noble Tuatha Dé Danann. The Tuatha defeat the Fomorians and their great ruler Balor of the Evil Eye. 

Chapter One: Vestiges of the Elder Days

We make quick stops to talk about various dog headed humans, like the inhabitants of the islands of Andaman and Macumeran, whose locations are lost to time. 

In the sub-section, The Tale of the Monkey-God, we go to India and recount the tale of Hanuman, the Monkey King, and Ravana, the many-headed king of demons (Rakshasa). Humans and Monkeys joined forces to defeat the evil king.

Chapter Two: Riders of the Wind

Humankind has always looked to the sky and marveled at the flight of birds. So it is natural that there are so many flying creatures. From the legendary Pegasus, to China's Feng-huang, Japan's tengu, to the Roc, Griffins,  and the Harpies. This chapter hops (flys?) around the globe to give us tales and creatures from all over. Even the hubris of man is discussed in the tale of Daedalus and Icarus. 

An Enchanted Bestiary gives us a brief overview of some "lesser-known" creatures—lesser known if you weren't playing fantasy games in 1985, that is. 

Chapter Two: Riders of the Wind

Chapter Three: Paragon of Purity

Lastly, we get to the unicorn. Following the format of the other books in this series, they equate the death of the last unicorn with the death of magic in the world. But before we get to that the unicorn is discussed at great length. We even get coverage of related creatures like the Yale and the Japanese Ki-rin. And more distantly related creatures like the Mi'raj and Shadhavar.

A Peerless Mount for World-Conquering Alexander ends our talk on unicorns with a tale of the Macedonian King and his quest for a unicorn mount.

Chapter Three: Paragon of Purity

Reading this, I think they maybe could have made a book of Unicorns like they did for Dragons

This particular volume feels like an extended "Ecology Of..." article. Indeed, of all the ones I covered so far, this one might have the most actionable content for your Fantasy RPG. Especially if you want to add more details to some tried and true monsters.

Monster books

There are only a few monsters here that will be new to anyone who has ever played D&D; this is still a great resource.  I *do* have more than a few of these new ones ready to go for Basic Bestiary, but I was still happy to see one or two that were still new to me.

Tuesday, June 11, 2024

Reviews: The Villains and Heroes of the Forgotten Realms

 Getting back to my Realms reviews I am still in that strange liminal times of 1988-1989 when both AD&D 1st Edition and 2nd Edition were still being supported. I have two books today from the "FR" series that ride that line. 

FR6 and FR7 Villains and Heroes of the Forgotten Realms

Both books have very similar trade dress, if not identical. I am reviewing the PoD and PDFs from DriveThruRPG. 

FR6 Dreams of the Red Wizards (1e)
FR6 Dreams of the Red Wizards (1e)

By Steve Perrin (1988)
64 pages. Full-color covers and maps, monochrome interior.

Even with my comparative lack of Realms knowledge I knew about the Red Wizards of Thay. I guess I didn't realize how quickly they had been introduced as the big bads. 

This book reminds me a lot of the old D&D BECMI Gazeteer series in that we we get some history and geography of the lands with some NPCs.

The book teases that it is compatible with the BATTLESYSTEM  rules, but you have to build all of those armies on your own. Too bad, I wanted to do a big battle with the armies of the undead from Thay. Though I still might do that.

The Introduction tells us what this book is about and who and what the Red Wizards of Thay are.

History of Thay. This section gives us a brief overview of Thay's foundation. There is a brief timeline, but it works well here. Some of this information is also found in the later Spellbound boxed set, but that is a way off yet. 

We cover the People and Society of Thay next. Perrin does give us a good explanation of how a whole country can, in fact, be evil, from the Zulkirs to the middle class to the masses of slaves. Honestly, the place sounds like a powder keg waiting to explode, and it is the will and fear of the Zulkirs that keeps everything in check.

Geography of Thay is next and it is good read, though I think it could have been combined with the History of Thay chapter since much of Thay's history has been shaped by its neighbors. This is also a good chapter for me, the newbie, to have a map handy.  I think I am going to need a big wall map of the Forgotten Realms like I do for Victorian London

We get get two chapters that cover the Current Economy and Politics of Thay, respectively. This includes a helpful glossary and a player's guide to Thay.

Magic in Thay, as expected, is one of the larger sections. It has what seems to be a Realms staple; lots of new spells. 

Religions in Thay, is actually an interesting chapter. The Red Wizards themselves seem to be areligious, but not atheists. They acknowledge the gods and do their best not to piss them off. I imagine there are big "media circuses" for when a Zulkir visits a local temple to Mystra for example. 

This has given me an idea. So, according to this book, the slaves of Thay mostly worship Ilmater, who we know from Ed Greenwood's "Down to Earth Divinity," that Ilmater is derived from Issek of the Jug. What if there were some events like "Lean Times in Lankhmar" where Ilmater, via a new follower, took on a role like that Fafhrd did for Issek, but instead of a religious conversion/resurgence, it became the basis for a full-scale slave revolt. Now that is a BATTLESYSTEM game I'd enjoy running. 

Personalities of Thay cover the expected cast of neer-do-wells. OF note here The Simbul does not have a personal name here, yet.

Adventures in Thay give the reader some ideas of things to do in and around Thay. But let us be honest. It is an evil filled with Nazi-like evil wizards who keep slaves. The ideas abound already. 

FR7 Hall of Heroes (1e/2e)
FR7 Hall of Heroes (1e/2e)

Many authors (1989)
128 pages. Full-color covers, monochrome interior.

This book looks like a 2nd Ed book on the cover, but 1st Ed inside. 

This is a "robust" rogues gallery of early Realms characters, and frankly, I am happy to have it since so many of these names are new to me. The stats are an odd mix of AD&D 2nd Ed and 1st Ed, but mostly 1st Edition. So yeah, there are Neutral Good Druids and lots of classes from Unearthed Arcana and Oriental Adventures. 

It also has something that is not entirely a Realms-specific problem, but one I associated most often with the Realms. There are lot of characters here that straight up break the AD&D rules. Yes I get that some (many) are here because of the Forgotten Realms novels. So people like Shandril Shessair is a "Spellfire Wielder," and Dragonbait is a Lizardfolk Paladin. This used to bother me. Not anymore. I am more irritated by the fact that most of the women NPCs all have Charisma 16 or 17 (11 out of 15). Where are my hags? 

There are some personal spells and again The Simbul makes an appearance sans proper name. 

Still, this is a good resource for me to have. I like to have it on hand as I am going through other books to double-check who I am reading about. 

The POD versions are nice. The text has a bit of fuzziness, but far less than other PODs I have seen. They are not perfect for, say, collectors but perfect for what I need them for, and that is used at my game table. 

Monday, June 10, 2024

Monstrous Monday: Forgotten Realms Monstrous Compendiums

Forgotten Realms Monstrous Compendium
It's June! As an academic there is still something not wholly tangible in me when June hits; it is just something I feel. Starting in the 1980s, June also meant days at the library, riding my bike, rolling skating (yes, I used to be really, really good), and nights playing D&D. For seven years straight that meant Basic and Advanced D&D.  So these days I try to focus on Basic D&D in June, but this year is different. 

I am celebrating 50 years of Dungeons & Dragons AND I am also doing my deep dive into the Forgotten Realmsthe Forgotten Realms. Plus in addition to the weekly 5e games, my oldest son and I are starting a new 2nd edition AD&D game set in the Forgotten Realms. This works very well for me since I am already shifting my Realms focus to AD&D 2nd Edition.  

To this end I have been buying a lot of Forgotten Realms PDFs from DriveThruRPG. This has also given me many new monsters from the AD&D 2nd ed era in "ready to print" Monstrous Compendium format. 

Forgotten Realms Monstrous Compendiums

I have talked about the AD&D 2nd Monstrous Compendiums at length before. I have even talked about the Forgotten Realms ones in detail.  So when I began printing out the various Monstrous Compendium sheets from the various PDFs I have bought it became very obvious to me I would need a binder just for them.

This was sealed for me when I remembered that the Forgotten Realms MC Appendix had been labeled "Vol. 3" on the cover. My choice had been made for me. Turns out is was a good choice, because there are TONS of Forgotten Realms Monsters.

Forgotten Realms Monstrous Compendium Vol. 3

I grabbed some alphabetical tabs and began loading this up. I concentrated on monsters from the MCs I already had that were Realm-Specific. Then, I went through the pages of monsters I rescued from my This Old Dragon copies, unless they were too far gone due to water or mold. In these cases, I printed them out from my Dragon Magazine CD-ROM. But my "rule" was I had to have had a physical copy first. There is some 1st Ed monster material here, but that is fine, really.

Monstrous Compendiums

Then, every time I bought a Forgotten Realms PDF, I printed the monsters.

Monster pages from the Forgotten Realms
Campaign Setting boxed set

Monster pages from the Forgotten Realms

Monster pages from the Forgotten Realms
Dragon Mountain

Monster pages from the Forgotten Realms
Oh, look at that. Lawful Good orcs from 1995.

In the cases where I had loose Forgotten Realms pages, like from the AD&D 2nd Ed Campaign Setting boxed set, I made copies to keep the set intact. 

It has been a great experience to discover all the unique creatures I have found in the Realms versus Greyhawk or other worlds.

Currently, I do not have monsters for I, J, and Y. I could mine my other compendium for these, but I am also waiting to see what creatures I might find in other PDFs of Realms material. I still have a few I bought before I started this project, and they might have a few treasures for me. There are also more monsters in my Dragon magazines. Ones written by Ed Greenwood go to the top of the list. 

Right now my Forgotten Realms campaign has no focus. This is on purpose. I have so many campaigns with Big IdeasTM and Lofty GoalsTM. I don't need another one. Maybe I'll just do an old-fashioned monster hunt to mirror my real-life monster hunt.

This has, though, given me another realization. I had planned to get through all of my Realms books this year, but that was before I started buying more. Now, I think this year will just be about AD&D 2nd Edition. Who knows, really? 

BUT I will say this. I am having a lot of fun with this.

Friday, June 7, 2024

Kickstart Your Weekend: Last Chance to support Thirteen Parsecs!

Thirteen Parsecs

Thirteen Parsecs

http://tinyurl.com/13psignuptim

We want this game to be your sci-fi RPG of choice, so help us make that happen.

This uses the same O.G.R.E.S. as NIGHT SHIFT and Wasted Lands. 

Much like NIGHT SHIFT, there are core rules for playing in all sorts of Sci-Fi genres; Space Opera, Action, Comedy, Horror (of course!), and more.

There will be "Solar Frontiers," mini-settings you can use to start your game (much like the Night Worlds for NIGHT SHIFT). My Solar Frontiers will be "Space Truckers" and the currently titled "Dark Stars," my "aliens and horror in space" setting.

Jason will provide the bulk of the core rules and his two Solar Frontiers, and our long-time collaborator (and demo game GM extraordinaire) Derek Stoelting will also add his Solar Frontiers. We are all working on adding rules and expanding what worked best in NIGHT SHIFT and Wasted Lands. We have over 75 years of game design experience for a couple dozen different companies/publishers.

Speaking of our other games, Thirteen Parsecs is 100% compatible with NIGHT SHIFT and Wasted Lands.  Do you want to play deeper, dark sci-fi horror? NIGHT SHIFT + 13P has you covered. Want to pilot your Time Ship back to after the KT extinction and find a world populated by the proto-human experiments of the Great Old Ones? Wasted Lands + 13P! Or combine all three.

I am planning an epoch-sweeping adventure that takes you from Wasted Lands to NIGHT SHIFT to Thirteen Parsecs, in the vein of one of my favorite books and movies, 2001: A Space Odyssey. It's not exactly the same, of course (I do not liken myself to a Clark or a Kubrick), but it's an echo of a time when I read both 2001 and Lord of the Rings one summer.

Help us make this a reality! We are going strong out of the gate but let's hit those stretch goals.

We are exactly the type of publisher these crowdfunding sites are really for: small professionals with grand ideas and the desire and skills to get it done; we just lack the capital for some art and printing costs upfront.

All of our and Jason's crowdfunding has met our goals, and more importantly, we have delivered on time. We are even offering some nice perks for early backers.

So please check us out!

http://tinyurl.com/13psignuptim

THESE ARE THE FINAL HOURS!

 

Wednesday, June 5, 2024

Dracula, The Hunters' Journals: 5 June Dr. Seward's Diary (kept on phonograph)

Dr. Seward keeps us apprised of his patient and his strange addiction.

Dracula - The Hunters' Journals


5 June.—The case of Renfield grows more interesting the more I get to understand the man. He has certain qualities very largely developed; selfishness, secrecy, and purpose. I wish I could get at what is the object of the latter. He seems to have some settled scheme of his own, but what it is I do not yet know. His redeeming quality is a love of animals, though, indeed, he has such curious turns in it that I sometimes imagine he is only abnormally cruel. His pets are of odd sorts. Just now his hobby is catching flies. He has at present such a quantity that I have had myself to expostulate. To my astonishment, he did not break out into a fury, as I expected, but took the matter in simple seriousness. He thought for a moment, and then said: “May I have three days? I shall clear them away.” Of course, I said that would do. I must watch him.

Notes

Moon Phase: Waxing Gibbous

With all of Seward's notes we have to wonder, is the Count affecting Renfield from afar or have they had prior encounters as so many of the movies, FFC's "Bram Stoker's Dracula" in particular, have implied.

Like Seward, we must keep an eye on him

Tuesday, June 4, 2024

Go for the Eyes Boo! New Monster Manual 2025 Cover

 The new cover for the 2025 Monster Manual has been revealed.

Monster Manual 2025

That is Minsc and Boo on the front and a character I do recognize but can't name at the moment.

A beholder makes perfect sense really. 

I know some people out there won't like it call it a "crash grab" but the truth is anyone that cares about that isn't buying this anyway and anyone buying it doesn't care.

Me? I like it! Lots of monsters, a call back to some classic characters. Yeah, this looks great.




Witches in Space for Thirteen Parsecs

"Any sufficiently advanced technology is indistinguishable from magic." 

 - Clarke's Third Law

 Come on. You knew I was going to go here.

Before I start I will say this, there is no "witch" class in the core Thirteen Parsecs book. But that doesn't mean you can add one yourself. As I mentioned yesterday, Thirteen Parsecs is 100% compatible with NIGHT SHIFT and Wasted Lands, and those games have witches and sorcerers, respectively.  Rules-wise, there is nothing at all stopping you from adding either to your sci-fi game of Thirteen Parsecs

The only thing that remains is "How?"

Well. I have you covered.

Witches...in SPAAACE!!

While there are not a lot of witches in science fiction, they are there and they have made quite an impact. 

Bene Gesserit

The easiest one to talk about, and the one we should really talk about first, is the Bene Gesserit Order from Frank Herbert's Dune Series.  This order of Sisters practice extreme mental control, have psychic abilities, and have secret, occult even ways. They often even play the role as witches when being set up against the "Holy Order" that Paul is trying to create. I don't pretend to be an expert on Dune at all, but it is my wife's favorite series, and she can go on and on about much in the same way I can about Dracula or Lord of the Rings. So, I trust her assessment of this. Note that we both ignore the Brian Herbert books. Me out of no desire to read them and her for "dancing on the corpse of his dead father to make a buck with high school English class level writing." 

The Nightsisters, the Witches of Dathomir

Ok. What is not to love about the force using, Dark Side, magic (or even magick) Nightsisters, aka the Witches of Dathomir? Nothing. That's what.  There is even a great meme out there for them. 

Nightsisters

I learned about these witches, and really, that is what they are, via the Star Wars RPG. I don't recall if it was a later book in the d20 line or if it was from the Saga system. But my very first experience was getting a box of Star Wars minis from Wizards of the Coast and there was a "Dathomir Witch" in the pack. Well, you can imagine my surprise.

We finally saw some on screen in the Ahsoka series. We even got Claudia Black to play one! 

Bellerians

Ok...I am not really serious here, but hey, if I can have a Pumpkin Spice Witch, then certainly, space is large enough for the Bene Gesserit, the Dathomir Witches, and the Bellerians. BUT if we take the equally not-so-serious idea that Space Mutiny exists in the same universe as the original Battlestar Galactica, well, they already had Space Angels and Devils. Witches don't seem to be that much of a stretch. 

Plus Bellerian sounds enough like Raëlian for me to have some fun with. 

Occult Themes in Doctor Who

I talked at length about this in a full post. Based on a recent line dropped by the Head of U.N.I.T. Kate Lethbridge-Stewart in the recent "73 Yards," supernatural elements seem to be going to become more common. 

And these are only a few easily accessible ones. I have not even gotten into books, like the Morgaine Saga by C.J. Cherryh, that have witches or witch-like characters. While Trek is notoriously light on witches, there was mention of the Wiccan religion in Season 2 of Discovery. Even Babylon 5 had "techno-mages." So yes, there is room in a large universe for witches. 

Witches in Darker Stars

While I have had witch-like characters in my play-tests of Darker Stars, there are no witches. The two starships I have been using in my games, The Protector and The Imbolc Mage, have their roots in my Witchcraft/Buffy games. But even the "witch" characters only have psychic abilities, and none to any great extent. I like to play-test with normal characters to start with, to get a feel for the game.

I do acknowledge that my own Sisters of the Aquarian Order would fit right into my Darker Stars setting and maybe even other "Solar Frontiers."  While overtly designed for the White Star system, they do work with NIGHT SHIFT and Thirteen Parsecs. But my habit is to make a new Tradition for different games. If I had the inclination to update the Aquarian Order, I might instead come up with something new for Thirteen Parsecs.  

My idea at this point? Something like the Aquarian Order, but maybe not so "light." An order of witches that began in the Dreaming Age of the Wasted Lands, part of the supernatural underground of NIGHT SHIFT, and then to the stars in Thirteen Parsecs.  An ancient, primordial witch cult that spans æons and light years. 

I certainly have my work cut out for me. 


Monday, June 3, 2024

Vampires in Space for Thirteen Parsecs

 June is the month I usually dedicate to Basic-era (B/X, BECMI) D&D, but not always. I have D&D-related plans for June, but I am not entirely done with science fiction yet. 

I have been doing a feature most nights, largely without pomp or circumstance, called Dracula, The Hunters' Journals, where I post the entries from the novel Dracula on the day they were recorded.  It has been a odd thing to post all this Dracula and Victorian content in the midst of all the sci-fi material I have been talking about all month.  But it is not unprecedented. 

Vampires in Space, via NIGHT SHIFT

Vampires in Space

What do Buck Rogers, Doctor Who, Vampirella, and Colin Wilson all have in common? They are all different science fiction media properties that have featured stories of vampires in space.

One of the strong selling points I think of our new Thirteen Parsecs RPG is it's 100% compatibility with NIGHT SHIFT.  Creatures, characters, classes, and more can be lifted whole from NIGHT SHIT and dropped right into Thirteen Parsecs.  You just need to figure out why they are there.

The vampire in NIGHT SHIFT is based on the Gothic vampire of old, which, of course, has roots in mythology, but mostly in Dracula, Ruthven, and Carmilla. It is also flexible enough to allow for various modern re-interpretations against the Gothic archetype. There is no reason why this can't be extended beyond that to space.  And like I said before, I kinda owe it to my 10-year-old self to at least try a Space Vampire. 

Vampires in Space

So, how have Space Vampires been done already?

Buck Rogers TV Series: "The Space Vampire"

In this episode from the 1979 TV series "Buck Rogers in the 25th Century," Buck Rogers faces a creature known as a Vorvon, a space vampire that drains the life energy from its victims. The episode blends science fiction with classic vampire mythology and powers, as the Vorvon can possess and control other beings. Buck must find a way to stop this menace before it can spread its evil influence throughout the space station. As expected, the Vorvon goes after Col. Wilma Dearing (though it does give Erin Gray a bit more to do). The vampire here can only be destroyed by flying it into a sun.

Doctor Who: "State of Decay"

This 1980 serial from "Doctor Who" features the Fourth Doctor, played by Tom Baker. The Doctor and Romana II and unknown to them, Adric, land on a planet where a trio of ancient vampire lords. These human explorers encountered the last of a race known as the Great Vampires, and have enslaved the local population. The story explores the conflict between the advanced Time Lords and the primitive yet powerful vampires, mixing gothic horror with futuristic elements.  Here the Great Vampires are depicted as an ancient race, as old as the Time Lords themselves, and their wars with the Time Lords. Again, like the Buck Rogers episode, many Vampire mythological elements are re-translated here.

Of note, well at least to me, is a line dropped by the Doctor that every inhabited planet has myths about vampires. We will later see other types of vampires in future episodes. The Haemovores in the 7th Doctor's "The Curse of Fenric," the Plasmavore in the 10th Doctor's "Smith and Jones," and the Saturnyn, another type of vampire (sexy fish vampires, according to the 11th Doctor) in "Vampires of Venice."

I discuss both of these episodes here and more about vampires in Doctor Who specifically here

Lifeforce (1985)

"Lifeforce" is a fairly notorious sci-fi horror film directed by Tobe Hooper. The plot centers on a space mission that discovers an alien spacecraft hidden in the tail of Halley's Comet. Inside, the crew finds three humanoid creatures in suspended animation. When brought back to Earth, these beings awaken and reveal themselves to be energy vampires, draining life force from humans to survive. 

The film was a minor hit in 1985, maybe not so much for the plot or story, but because it featured then-newcomer Mathilda May, who appeared completely nude throughout most of the film. It also included Steve Railsback, who would later give a strong and memorable performance as the abductee Duane Barry in the "X-Files" and Patrick Stewart who would the following year go on to star in "Star Trek the Next Generation."

This movie is, in theory anyway, based on the 1976 book by Colin Wilson, "The Space Vampires." I read the book after seeing the movie, and they have a few connections, like some vampires and character names. They are so different. I'll talk about the book separately.

Vampirella

Ah, Vampy. Vampirella is a character from the eponymous comic book series created by Forrest J. Ackerman and artist Trina Robbins, first appearing in 1969. She is an alien vampire from the planet Drakulon, where blood flows like water. After her planet is doomed, she travels to Earth. Blending science fiction and horror, Vampirella fights evil supernatural beings while struggling with her vampiric nature. The character has become iconic, appearing in various comic series, novels, and a 1996 film adaptation. of late she is often paired with Red Sonja in a number of reality spanning adventures. The strangest, and oddly the most fun one? "Red Sonja & Vampirella meet Betty & Veronica." On paper it should never work, yet it does.  Part of this, I think, also is due to the amazing art of Maria Sanapo.

Clark Ashton Smith's Works

Clark Ashton Smith, a long-time favorite here at The Other Side, incorporated vampiric themes into his science fiction and fantasy stories. In "The Vaults of Yoh-Vombis" (1932), explorers on Mars encounter a parasitic creature that drains their life force, functioning similarly to a vampire. His works often feature otherworldly landscapes and cosmic horrors, blending the supernatural with speculative elements.

The Space Vampires by Colin Wilson

This 1976 novel is the basis for the movie "Lifeforce." It follows the story of alien vampires who travel to Earth and attempt to drain the life energy of humans. The novel delves into themes of sexuality, existentialism, and the survival instinct, blending sci-fi with classic vampire lore. 

The vampires, the almost Lovecraftian "Ubbo-Sathla," here, are more like Sex-Vampires. So that much tracks with the movie. The novel takes place in the late 21st century, not the 20th, and the discovery of the alien ship is in the Asteroid belt. 

Shambleau by C.L. Moore

"Shambleau" is a science fiction short story written by C.L. Moore, first published in the November 1933 issue of "Weird Tales" magazine. It is the debut story of her character Northwest Smith, a space-faring adventurer often compared to figures like Han Solo or Conan the Barbarian. "Shambleau" is noted for its innovative blend of science fiction and horror, as well as for its exploration of erotic and psychological themes.

The creature, Shambleau, is an exotic alien beauty with snakes for hair like Medusa. She has a hypnotic effect on those around her and, like Wilson's vampires, drains life energy. In many ways, she is a vampire, much in the same way that the Leanan sídhe is. There is also a scene in the Lifeforce movie where the female vampire (Mathilda May) is created out of the blood of two victims and she bears a passing resemblance to the description of Shambleau. 

Vampires in Thirteen Parsecs

How you do vampires will largely be up to your Thirteen Parsecs campaign. For example, I will likely not have them in my "Space Truckers" games except as a gag. But "Darker Stars" is a different story. 

I would have them as an ancient but dying race. Their homeworld orbits a "Black Sun," a Brown Dwarf star. Their planet would be the last dying remains of a great feudal empire where Vampires were all the nobility. They took to the stars to find new planets to drain, but encountering humanity from Earth, they met their first real resistance in their 10,000-year reign. Part of the Darker Stars camping mode would be this first contact.

I once saw a meme that said you can turn a Gothic cathedral on its side to make a gothic-looking spaceship. That's what the ships of the vampires look like. Something that should look ancient and like it was built as an act of worship to their Vampire masters. 

To give you an idea of what I am doing in Darker Stars, I don't even consider the Vampires to be the biggest threat. 

I can't wait to get this all to you.

Friday, May 31, 2024

Dracula, The Hunters' Journals: 31 May, Jonathan Harker's Journal (Cont.)

 Jonathan awakens to a new horror.

Dracula - The Hunters' Journals


31 May.—This morning when I woke I thought I would provide myself with some paper and envelopes from my bag and keep them in my pocket, so that I might write in case I should get an opportunity, but again a surprise, again a shock!

Every scrap of paper was gone, and with it all my notes, my memoranda, relating to railways and travel, my letter of credit, in fact all that might be useful to me were I once outside the castle. I sat and pondered awhile, and then some thought occurred to me, and I made search of my portmanteau and in the wardrobe where I had placed my clothes.

The suit in which I had travelled was gone, and also my overcoat and rug; I could find no trace of them anywhere. This looked like some new scheme of villainy....


Notes

Moon Phase: Waxing Crescent

So where was Jonathan hiding his Journal? If Dracula took everything why not this? I am sure it is because Jonathan would have kept his journal on his person. Everything that Dracula took were things he expected Jonathan to have and things he had use for; the letter of credit, travel documents, and even the suit. 

It will be a bit before we hear from our heroes again.

Sci-Fi Month Final Thoughts

 This Sci-fi month was a lot of fun. I got to look into the history of Gamma World, reminisce a little on Star Frontiers and Star Wars, and finally spend some quality time with Alternity. 

All fun games that I enjoyed, but none really hit the mark I am looking for. Now to be fair, this is largely about me and not the games themselves.  Next year I am going to cover a bunch of d20 based games, but in the meantime I have a solution to my sci-fi game problem, and it is one I knew I had to do for a very long time.

I am just going to have to do my own. 

With Thirteen Parsecs, that is exactly what I am doing. 

Thirteen Parsecs

This game uses the same O.G.R.E.S. game system that you find in NIGHT SHIFT and Wasted Lands. Also, like NIGHT SHIFT's "Night Worlds," this one has new "Solar Frontiers."

At least for me, I want to make a game to fill the hole in my life that Star Frontiers, Star Wars, and Alternity would have filled. 

Thirteen Parsecs will be hard sci-fi for people who like that (me!), Space Opera for people who like that, and futuristic military in space. It will also fill my need for horror in space. Something that Dark•Matter was also doing. 

You can combine Thirteen Parsecs with NIGHT SHIFT for all sorts of horror in space or even just horror sci-fi.  If you also like this sort of thing, I recommend the "No One Hears You Scream" pledge level. 

We are very close to offering hardcovers and leather-bound editions, and I really, really want to see that become a reality. 

If you want to know more, beyond the funding page information, then check out this Q&A Jason, Derek, and I did with Dan Davenport. 

I can even begin to tell how excited I am for this game and to get it into your hands.

Recently I saw copies of Wasted Lands at my FLGS and they told me it was selling great. Tim Kask gave us praise on his post-Gary Con wrap-up show. We have a lot of great things for you and can't wait to get them all to you.

Back Thirteen Parsecs if you can!