Sunday, April 12, 2015

Review: CC1 Creature Compendium

I love monster books.  The Monster Manual for 1st Ed AD&D was my gateway drug to D&D addiction.  I can still just sit there and read and reread monsters.  So when a new monster book comes along and promises the same level of thrill and excitement as that first time. Well I pay attention.
New Big Dragon Games Unlimited is saying just that.

CC1 Creature Compendium
"Remember those flashes of inspiration that electrified your brain when you first picked up that hardback volume of monsters all those years ago?" Richard LeBlanc begins this new monster book right where I need to, reminding me of the absolute JOY I had holding the 1st Ed. Monster Manual in my hands for the first time.

This book doesn't quite fill me with that joy (that is a TOUGH act to follow) but it does come close and for the price it is a damn fine book.

So what does this book have?  Well it is 94 pages total and over 200 new monster for your Old-School game.  Which system?  All of them, or nearly enough.    Each monster is "dual" stated for 0e/1e and BX.   Simply read the stats that work the best for you and take what you need from the other.  Sometimes there is no difference. For example an AC of 3 in AD&D is roughly an AC 3 in BX and the monsters will either list 3 or some other close number.   Movement rates are easy to convert of course and alignments are different systems, but all in all it is still nice to have.

There are a lot of fun monsters here too.  A mix that reminds me of the old Fiend Folio to be honest.  Even the art, which is good, reminds me of the FF a lot.   Every monster is illustrated, or if they are not I didn't see it.  So a lot of art.

Of particular use are the two appendices.
Appendix A gives us Treasure Types by Edition. 0e, 1e, HB and BX.  Subtle differences in each, but best to line up what you are doing.
Appendix B gives us the monster XP totals for various editions as well. 0e, S&W, BX/BEDMI, LL, 1e and OSRIC.  Great to have.

If they wanted to capture the feel of reading the old MM then they were successful.  If you love old school games and monsters then this really is a must buy.

I am curious to know what people think of the dual stating.

Saturday, April 11, 2015

Zatannurday: Convergence

The newest comic event is happening now at DC. Again more multi-verse maddness this time though called "Convergence".
My take is that Brainiac has a bunch of leftovers from DC's old cosmology and Superman has to save them or something.  No idea really.  But it sounds cool.

The first Convergence comics were out on Wednesday and one is an all female Justice League featuring Zatanna!

Check it out here:
http://www.dccomics.com/comics/convergence-2015/convergence-justice-league-1






This could be a lot of fun.

http://comicbook.com/2015/04/03/exclusive-dc-comics-preview-convergence-justice-league-1/#Image7
http://www.newsarama.com/23902-all-female-pre-flashpoint-justice-league-unites-for-dc-s-convergence.html
http://dcwomenkickingass.tumblr.com/post/115794126186/just-a-reminder-that-tomorrow-is

A to Z of Vampires: Jigarkhwar

Let's head back to India and deal with another different sort of vampire.  This time it is a vampiric witch known as the Jigarkhwar.  This undead creature had been an evil witch in her previous life.  No she is a monster.

Jigarkhwar
Armor Class: 8 [11]
Hit Dice: 5d8+8** (30 hp)
No. of Attacks: 1
Damage: Special
Special:  Charm, Witch spells.
Movement: 30’
No. Appearing: 1
Saves As: Witch 6
Morale: 10
Treasure: None
Alignment: Chaotic (Chaotic Evil)*
XP: 2,200

The Jigarkhwar appears as an attractive woman whether that was her true form or not.  She attacks her victims by charming them and then extracting their liver out of their bodies in a complex ritual.  The ritual, once begun cannot be interrupted and takes 5 mins.  She extracts the liver and disguises it as a pomegranate seed. She then takes the seed back to her lair where she throws it on her magical heath fire.  There it grows back to normal size and then she eats it.  Once the liver is eaten the victim dies.  If the Jigarkhwar can be captured and the seed fed to the victim his liver will rego inside him.

She can also cast witch spells as if she were a 4th level witch. However she can't use Ritual spells.

To destroy a Jigarkhwar is a complicated process. First both sides of her head must be branded. This removes her powers.  Her eyes then must be plucked out and filled with salt. She is then hung up-sidedown in an underground cavern for 40 days.  On the morning after the 40th day she will turn to dust.

The Jigarkhwar does not make more of her kind, but instead women accused of witchcraft will return as a Jigarkhwar if she was very evil.

Friday, April 10, 2015

Friday Night Videos: More Vampire Songs

Welcome back to Friday Night Videos as we continue the Vampire theme for Vampire Month here at the Other Side.

These songs are ones we used in our games for the few times I used music.  I do sometimes like to set a tone with some music before playing, especially when I am doing horror.

Back in the day I wrote an adventure for my group called "Ravenloft III: The Necropolis".  Yeah, it was not originally named, but some of the things in the adventure later appeared in other adventures and games including what would later become the biggest "vampire game" in my life: Buffy.

The Who's Behind Blue Eyes was the "theme song" for the main anti-hero of the tale. A vampire that you were supposed to feel sorry for and help.



Queen has cemented their legacy as one of the best rock bands ever. But there was a time when this was not the case. Undaunted Freddie and crew still took risks with this song, "Who Wants to Live Forever", from the album A Kind of Magic which also served as the soundtrack to the movie Highlander. Of course a different kind of immortal was featured in the movie, but the song works for either. If you have not listened to this album I suggest you do so.



Yes it is cheese pure and simple, but Meatloaf's Bat out of Hell is one of the very, very few albums I can play D&D too.  In fact my Freshman year in college I ran Ravenloft I6 while playing this album.
Also Meatloaf should get special mention here since the video for Bat Out of Hell premiered on Friday Night Videos before it did on MTV.


Not much else on this album is D&D-ish or even Vampire-ish, but this song still has a special place in my black heart.

A to Z of Vampires: Impundulu

Something a little different today.  A vampiric spirit that takes the form of a bird when summoned by a witch.  This is a creature in the folklore of the tribes of South Africa including the Pondo, the Zulu and the Xhosa.

Impundulu
Armor Class: 5 [14]
Hit Dice: 6d8+3** (30 hp)
No. of Attacks: 2 claws, 1 bite
Damage: 1d6+2 / 1d8+1
Special: Blood drain 1-3 points of Constitution per bite, Charm, Demonic abilities
Movement: 30’ Fly 60’
No. Appearing: 1
Saves As: Monster 6
Morale: 12
Treasure: None
Alignment: Chaotic (Chaotic Evil)*
XP: 2,400

The Impundulu, or Lightning Bird, is a type of vampiric servant used by evil witches. The bird is born when lightning strikes the ground.  To all others it appears as a lighting strike, but to the witch it has chosen it appears as a bird.  Once so chosen the bird will manifest to all as an Impundulu.
The bird can also assume the form of an attractive man to lie with the witch each night.
The Impundulu may also attempt to seduce other women, and feeds on them as a vampire, but it is not an undead creature, but rather one of the Calabim, or Demons of destruction.
The Impundulu must charm his victim to gain access to her home and bed, once there he will drain 1-3 (1d6/2) points of Constitution in blood each night. After three nights he will cease his attacks.  The victim could well be close to dead at this point. Any victim lowered to 0 Con dies. Victims killed by the Impundulu will come back as weak ghost (1 hit die).
The Impundulu is immortal and is often passed down from mother to daughter.  The Impundulu is incapable of fathering children.
The feathers of the Impundulu are considered to be a great source of magic for a gris gris or other talisman.

Impundulu have all the same immunities as do other Calabim; Half damage to Cold, Fire, Gas, and Lightning.  They take full damage from magic and silvered weapon. They are fully immune to the effects of sleep spells and toxins.

The bird can be turned by a Good Cleric as if it were a vampire.  To destroy it a hunter must find the feather binding it to this world and burn it.  Usually this is with the witch that controls it.

Thursday, April 9, 2015

A to Z of Vampires: Hsi-Hsue-Kue

"Do you know, it just occurs to me. There are vampire legends on almost every inhabited planet."
- The Doctor.  Doctor Who: State of Decay

The same could be said of every culture.  Today let's go to a country so over run with vampires, ghosts and demon it is a wonder that there is any room left for normal humans.
China.

China might not be your first thought when it comes to vampires, but really it should. We are going to spend a lot of time here.

The Hisi-Hsua-Kuei or Hsi-Hsue-Kue is a demonic spirit that inhabits the bodies of the recently deceased. The spirit is completely foreign to the host body and has no memories of the body's life. It is simply an animalistic monster out to drink blood.
Killing the body will stop the problem temporarily but the demonic spirit will move on to another host to start over.  A priest must perform an exorcism on the vampire while the spirit still remains in the body in order to force it completely out and back to the hell it came from.  Alternately a cleric can also "turn" them as if they were a "Special" class undead.  If they are high enough level for a D result then the monster is truly destroyed.

This creature must return to it's grave site by daybreak or be destroyed.  Like other vampires it can also be destroyed by running water.  Holy symbols and incense will ward it off, holy water will damage it.

Also like other vampires the Hsi-Hsue-Kue cannot enter into the private homes of others or enter holy ground.

Hsi-Hsue-Kue
Armor Class: 3 [16]
Hit Dice: 8d8+8** (50 hp)
No. of Attacks: 2 claws, 1 bite
Damage: 1d6+2 / 1d8+1
Special: Blood drain 2 points of Constitution per bite.
Movement: 30’
No. Appearing: 1
Saves As: Fighter 10
Morale: 11
Treasure: None
Alignment: Chaotic (Chaotic Evil)*
XP: 3,575

Wednesday, April 8, 2015

A to Z of Vampires, Gierach

Let's head back to Eastern Prussia, in what is now Poland today.  Not that far from our last stop, but still far enough away to give us a different sort of vampire.  Let's spend some quality time with the Gierach.

Presented here are the stats are for OSRIC.

Gierach
(turned as type 10)
frequency: Rare
no encountered: 1d4
Size: Man-sized
Move: 120 ft or 180 ft flying (AA: level V)
Armour class: 1
Hit Dice: 8+3
Attacks: 3 (claw/claw/bite)
Damage: 1d6+1/1d6+1/1d4
Special attacks: See below
Special defences: See below
Magic Resistance: See below
Jair probability: 75%
Intelligence: Low
Alignment: Chaotic evil
level/xp: 8/3,950 + 10/hp

Not known for their intelligence the Gierach can be easily confused.  These are again revenant type vampires. They look like hideous corpses with red eyes, long fangs and long claws. They smell of decay and earth.  The Gierach spends most of it's time in it's coffin but it can venture out attack victims.

If you suspect a grave to have a gierach in it, lay a fishing net over it. The monster will have to untie all of the knots before it can leave to hunt.  You can also spread poppy seeds or salt on it's grave for the same results.

The gierach leaves it's grave and searches for blood to consume.   Like base vampires, it will drain 2 points of Con per attack.  The gierach is not a subtle creature, it attacks with the purpose of feeding as much as possible and then getting back to it's grave.

The gierach is repelled by holy symbols, garlic and salt.  Holy water can damage it and sunlight can kill it.  It can transform into a large wolf or a large bat-like creature.  A gierach reduced to 0 hp will become smoke and will return to its grave.

To destroy it you must find it's grave before noon and burn the body and clothing till nothing but ash remain.  The ash must then be scattered.   Failing to do so could result the gierach's return.