Thursday, April 23, 2015

PWWO: A Red & Pleasant Land + Victorian Games

Notice: I am not taking down this post because I feel it is more important to leave it up, but also update everyone on what is happeing now as February 11, 2019. Please see this newer post first. http://theotherside.timsbrannan.com/2019/02/i-am-going-to-talk-about-zak-today-and.html

The print version with ribbon.
I don't think there are many of these left.
Time for another edition of Plays Well With Others!

A while back I picked up +Zak Smith's vampire-themed Alice in Wonderland mashup (though that does not really describe it) A Red & Pleasant Land.  It is well reviewed and you can read my review here: http://theotherside.timsbrannan.com/2014/12/review-red-pleasant-land.html

What got me at the time is a.) how much I liked it and b.) how much I didn't want to play it under D&D (any version).  I started thinking about Alice, Dracula and this book   I thought that what this book really needs is not a background of fantasy, even the Grimdark of LotFP or DCC, but the prim and proper sensibilities of a more refined time. Victorian England.

Think about it.  I described the country, Voivodja, in AR&PL as Nightmare scape. Not an overt one like say the Hells, but a subtle one, and mostly a chaotic one.  What a better contrast to the streets of fog soaked Victorian London?  After all Voivodja isn't in our world, it's out there somewhere; down a rabbit hole or through the looking glass.  Through a looking glass darkly.  OR if it is, maybe it is an odd mirror.  Page 14 of AR&PL will give you ideas. The difference now is that we are all using the same world. Unless your D&D game is set in Europe of course, then you are ahead.

There are a lot of great choices for games to use this with and each offers something special I think.


Cthuhlu by Gaslight


Cthuhlu by Gaslight is one of the best Victorian era magical games out there. CbG has rules, via Call of Cthuhlu, for dealing with the Dreamlands. This is a good way to get characters from the "real world" to Voivodja.  Now Voivodja could be in our Carpathian Mountains or they could be in the analogue in the Dream lands.  Who knows.
One thing I would suggest is get a good grip on the Sanity rules and how to apply them using AR&PL.  There are things here that could be abused and drive the characters completely insane.  I say use them sparingly; instead focus on the weirdness of it all.  Not the mind bend weirdness typically one associates with the mythos.  Translations of monsters would not be hard.  Though the average CoC/CbG game is more about investigation. There is more doing in AR&PL, even if that doing isn't always combat.  Though they both have that in common.

Ghosts of Albion



I think there are plenty of good reasons to use Ghosts of Albion.  First the there is more expectation that characters will do more in GoA than in CoC.  Again monsters are easy to convert; most are in the Ghosts core book or could be found in any of the Buffy books.  Secondly let's address the elephant in the room.  Zak may not have meant Alice to come off as an ersatz Slayer, but she kind of is.  Or rather the Alice is the trope that the "Buffy" is trying to set up. All I am saying is that thematically they work well together or even as each other.  Alices are not Protectors, but they can be weaker Slayers or Chosen Ones (Army of Darkness) in any case the rules in GoA have it covered.
Alice's would get extra Drama Points (I would say 2 extra at starting).  The leveling up table would be used for every 25 XP gained.  Just allow her to take the appropriate Supernatural Qualities.

The Alice would be a 5-Point Supernatural Quality. I'd have to work out what is in it, likely bonuses to Charisma, Hard to Kill, but some drawbacks too.  Nothing major and nothing more than 5 points.
The more magic-rich world of Ghosts works well for AR&PL too.  And between Ghosts' Supernatural rules, Angel's demon rules and Buffy's vampires you could make every type of vampire in the book and then some.


Ravenloft: Masque of the Red Death


This of course might the best fit.  Ravenloft, Masque of the Red Death is set on Earth in the Victorian era.  It uses the same D&D system as AR&PL. Plus a lot of the changes that LotFP made to D&D can also be found in this book. Specialists are called Tradesmen in MotRD.  While the other two can be "easily converted" this one does not have to be converted at all.  You can even use the Alice as is.
Plus a lot of the strangeness in AR&PL can be explained by the power known as The Red Death.  I would opt for the 2nd Edition version pictured here as opposed to the 3.x update from Arthaus/SSS/White Wolf.   In fact going back through my Masque books I think this might be the one I would use for this.
You could travel the Orient Express and end up in A Red & Pleasant Land.

In any of the above cases I am much more excited to run this than under D&D or a clone.

A to Z of Vampires: Tenatz

Let's head back to Eastern Europe and check in with the Tenatz, the vampire of Bosnia and Montenegro.  The tenatz is another corpse that comes back from the dead. In this case it is an evil spirit, though some books claim the spirit of the person can come back to their own body if they are strong willed enough and evil enough.

The tenatz rises from his grave after sunset and will change into a mouse to enter a person's home.  Unlike some species of vampire it does not need permission to enter if it enters in mouse form.  As a mouse it can't be killed.   It will crawl up to a living person and feed on their blood.

The tenatz is one of the weakest vampires, it's attack does not drain any ability and only does blood loss damage.  It's main defense is it's resistance to magic.  Tenatz have ar +2 vs any magical based attack (fire ball, lighting bolt, etc).

In their "human" form their skin is grey, regardless of the color it had been in life, and they have red, goat-like eyes.   This is the form they will be found in when roaming about at night outside or in their graves.  The tenatz must return to their grave before sun rise or be destroyed.

To destroy a tenatz you must find it's coffin and bring it out into the sunlight.  The body must be burned to ash.  The tenatz is powerless in the daylight.

The tenatz is repelled by holy symbols and garlic.  Running water will also kill them.

Tenatz
Armor Class: 5 [14]
Hit Dice: 6d8+3** (30 hp)
No. of Attacks: bite
Damage: 1d4+1 +1d6 blood drain
Special:  +2 saves vs. Magical attacks
Movement: 30’
No. Appearing: 1
Saves As: F5
Morale: 8
Treasure: None
Alignment: Chaotic Evil

Tenatz are lone vampires. They cannot make more of their own kind and it is rare to see more than one in an area.
Tenatz are turned as mummies.

Wednesday, April 22, 2015

Adult Wednesday Addams taken Offline

Anyone that comes here often knows I am a HUGE fan of +melissahunter's Adult Wednesday Addams videos.

These skits deal with the trials of Wednesday as she struggles to be a single gal in LA.

They are clever, well done and Melissa has Wednesday's sardonic wit down pat.  They were a real gem.
Till last week:


http://newmediarockstars.com/2015/04/adult-wednesday-addams-pulled-from-youtube-over-copyright/

http://www.dailydot.com/entertainment/adult-wednesday-addams-copyright-claim/?tw=dd

Here is the post from Wednesday Melissa herself:
Hi everyone! Thank you for the outpouring of support and concern about the disappearance of Adult Wednesday Addams from the internet. As many of you have seen, the Tee & Charles Addams Foundation flagged the show and, for now, it is off of YouTube. I am working actively on coming to a resolution and will not let Wednesday be caged in internet purgatory. I appreciate your patience and support while I sort this issue out!

Obviously, this is very upsetting that the videos aren't online. Wednesday means so much to me as I know she does to you. Thank you for all of your enthusiasm. Your support every step of the way has meant the world to me.

****UPDATE: At this point, the Tee & Charles Addams Foundation cannot do anything to change the status of this issue, so sending messages and donations will not remedy the situation. If there is anything that can be done in support of the series, I will let you know. Thank you again for everything!****

Full Heart, Dead Eyes, Can't Lose.

xo Melissa

I hope there is a resolution that everyone can agree with.

A to Z of Vampires: Soucouyant

Let's head to the Caribbean now, in particular Trinidad. Here we find the shape-shifting, vampiric hag,  the Soucouyant.

In game terms the Soucouyant could either be a hag, a fey, a vampire, or something else entirely.  Today I want to look at how she is a vampire since there are some definitely undead characteristics to her.

The Soucouyant by day appears much as she did in life, an ugly, ancient old crone.  By night though she removes her skin (much like a Boo-Hag) and turns into a floating ball of fire.  Here she flies around looking for small cracks in peoples homes. She resumes human shape, albeit skinless. She sucks blood from their arms and legs, leaving behind blue marks.  She then uses this blood for her magic.
In her fireball form, similar to a Will-0-Wisp or Feu Follet, she is powerless to attack save by blood drain.  If attacked she will speed away to her skin, which she keep in a motar.  To identify the Soucouyant the next morning look for the old woman covered in bruises.

In her human form she can cast spells as a witch.  Her true strengths are her magic and her ability to summon lycanthropes, Loogaroo (a type of werewolf).

To prevent her from entering your home you must leave a pile of rice on the ground or at the local crossroads, which she will be compelled to count.  If she is still counting rice when the sun rises she will be destroyed.  Also if her skin can be found fill the insides with salt. She will not be able to don her skin and die when the sun rises.  The skin of a dead Soucouyant is prized by wizards for it's magical effects.

Game Stats
For Pathfinder a Soucouyant is any hag that the vampire template has been applied to.

Basic Era Games

Soucouyant
Armor Class
- Human form:  7 [12]
- Skinless: 9 [10]
- Fireball form: 2 [17]
Hit Dice: 9d8+9** (50 hp)
No. of Attacks/Damage
- Human form:  witch spells only
- Skinless: Blood drain 1 Con point
- Fireball form: 1d6 fire damage on touch
Special Qualities: Dark vision 60’, Iron Vulnerability, Summon 1d4 werewolves (loogaroo)
Movement: 40’
No. Appearing: 1
Saves As: Witch 10
Morale: 9
Treasure: 6d6 CP, 0 SP, 2d8 GP, Gems: 50% 1d8, Magic 50% any 1d6, 2 potions
Alignment: Chaotic (evil)

The Soucouyant can cast spells and use occult powers as if she were a witch of 7th level of the Demonic Tradition.
A loogaroo is local type of werewolf. They are solitary and can change to large wolf like creatures on the command of the Soucouyant.
The blood drain of the Soucouyant does 1 of Constitution damage. She can only do this while the victim is asleep.
A throwback to their hag/fey origins the Soucouyant is vulnerable to damage from "cold" iron weapons, taking an extra +2 to all damage.

Tuesday, April 21, 2015

D6 Dracula

David Baymiller, blogger and owner of The OSR Library, has been doing a lot of posts about the D6 system.

I am planning on doing something with D6 over the summer (been working on it for a bit), but this is too good not to share now.

He has stated up Dracula for the D6 system.

http://theosrlibrary.blogspot.com/2015/04/d6-supernatural-monsters-not-show.html

Have a look.

A to Z of Vampires: Rolang

The Rolang is the mysterious vampire of Tibet.  The name "rolang" literally means "the corpse that got up" or "the rising corpse".  It is believed that if the proper funeral rites are not performed then a spirit can re-enter the body and a rolang is formed.    There is also another, more sinister form of rolang, the demonic, that is created when a sorcerer (witch or necromancer) performs a rite to attach a demonic spirit to the body.

Rolang


Personal  Demonic 
Armor Class:                    7 [12] 3 [16]
Hit Dice: 7*+3 (35 hp) 10*+5 (50 hp)
No. of Attacks: 2 claw, 1 bite;    2 claw, 1 bite or weapon
Damage: 1d6/1d6/1d4 1d6/1d6/1d4 
Special: Wisdom Drain      Con Drain
Movement: 20'  30' 
No. Appearing: 1 (or 2-12) 1
Save As: Monster 8 Monster 11
Morale: 9 11
Treasure Type: see below see below
Alignment: Chaotic (Neutral) Chaotic (Evil)
XP: by system by system

Rolangs come in two varieties. The Personal rolang has it's own spirit attached, the Demonic rolang instead has a demonic spirit.
The personal rolang rises up from improper burial rites. It is stiff, unable to bend it's joints very well and it walks with a strange straight legged gait like a zombie. Thus it is not very fast.  It can not speak at all. It will make it's way home to be with family.  It can't enter the home, but must be brought in.  If so it will begin to drain Wisdom from everyone in the home at the rate of 1 point per night.  Once a victim reaches 0 points of wisdom they will die.  When everyone is dead the rolang will leave the home and attack anyone it sees.  It can only use the wisdom draining effect on their own family.
The demonic rolang is much the same save that a demonic spirit is now inhabiting the body.  The demonic rolang is a bit more agile but it still can not bend at the waist.  Many homes in fact have low entrances requiring a person to bow or duck to enter to keep rolangs out.  Unlike the personal rolang the demonic rolang can talk. Also the demonic rolang drains blood in the form of Constitution points (2 per night) instead of Wisdom.  The demonic rolang will attempt to drain as many people as possible.  Victims killed by a rolang become a personal rolang under control of the demonic one.  In this case when a demonic rolang is dicovered there is a 30% chance that there will be 2-12 (2d6) personal rolang in operation at the same time.  An entire village or town could be over run with them.

Both types of rolang appear to be walking corpses with long black claws. Often their tongue protrudes from their mouth as a corpses might.  They have long fangs and will attack with them for biting damage.   A demonic rolang can not drain unless they get a "critical hit" (a natural roll of 19 or 20) with a bite.  At that point they will also drain 2 points of Con in addition to normal biting damage.


Method of destruction.
To destroy either type of rolang a shaman (cleric or priest) must hold down the rolang and remove it's tongue.  The tongue is then burned to ashes while praying.  If done correctly the body of the rolang will turn to gold.  The gold must then be divided among the church and the family of the rolang. PCs destroying the rolang should expect 1000 gp for a personal rolang and 5000 gp for a demonic.
Rolangs are kept at bay by a salt line, burning incense, or by laying out a line of rice.
Rolangs are not destroyed by sunlight as are other vampires, but they become unable to move and the sunlight reveals them for what they truly are.
Notably the rolang have a weakness that is almost unique among the undead.  If knocked over they can not get up.  Rolang are very strong and knocking them over is difficult.  Personal rolang have a strength of 18 and demonic rolang have a strength of 20.  They must be knocked completely prone. At this point they are helpless.

Monday, April 20, 2015

A to Z of Vampires: Vampire Queen

Something a little different today.   I want to talk about the Queen of the Vampires and her relationship with my gaming. BTW, there is a "Q" Vampire, but only one I have found. The Quaxates is a vampire from Mexico that makes women cry before they feed on them.  That is all I have been able to find.

Last year I did Witch Queen but there is a longer history of Vampire Queens in gaming.

The first Vampire Queen was also the very first published adventure for D&D back in the early, early days of 1976.  Palace of the Vampire Queen was written by Pete and Judy Kerestan.  I should also note that the very first published adventure was also co-written by woman; so yes women have always been a vital part of this hobby.
This adventure was always something of a holy grail for me.  I knew about it, but had only seen bits and pieces.  I didn't know much more than it was the first published adventure and it was really, really rare.  Sites like the Acaeum helped fill in the blanks.  Copies are still very rare, but I managed to score a couple of official reprints from Pacesetter.  As well as the sequels Crypts of the Living and Castle Blood.


I have run the original PotVQ before and it was great fun.   The adventure is so barebones by even the standards of the early 80s that it is easy to use anywhere.  The next two are more "story" driven.  I have run Castle Blood, but it didn't quite live up to the promise of the Vampire Queen.
Personally I would like to take all three and recraft them into something else.  Keep the Vampire Queen elements of course, but introduce some more background.

Hitting that nostalgia feeling hard is another adventure, The Hanging Coffins of the Vampire Queen. This adventure, written by Mark Taormino might be an homage to the first Palace of the Vampire Queen adventure, but it is more likely an homage to those meat-grinder, total-party kill, fun-house dungeons of the late 70s early 80s.  There is a basic plot here, enough to get you in the door and moving along, but really this adventure is about killing things and avoiding getting killed.  Example, in one of your first encounters you have to run a gauntlet and get past a bunch of fire giants. Eight of them. And their hell hound pets.  This is "room 1".  It is downhill from there.  It has demons and other vampires in the wander monster table. Liches, demons, succubi, greater devils, nearly 50 vampires in total, tons of other monsters and of course the Queen herself, Lady Neeblack.
This is not an adventure to challenge the resolve of hardy role-players. This is an adventure to survive and leave a trail of bodies behind you.  It is old-school, but old-school through the eyes of 40-somethings looking back on their times as teens.
The adventure itself has a great lead in to get you interested, but that is just the carrot on a stick, most people buying and playing this module are going to want to jump right in.  Another example (this is not a spoiler), you are captured by Lady Neeblack and told you have to run through her crypts for her amusement.  The conceit is the characters will feel coerced into doing this, so they slide down a passage to the previously mentioned Fire Giants.  In truth my players wanted to jump in like they were doing a dive at the pool.
Though to claim people will play this for nostalgia reasons is completely unfair.  Mark did a great job of this. The rooms are detailed and what detail!  There are interesting encounters and Lady Neeblack herself should really move up the ranks as one of the more memorable NPCs ever.  In fact I am hoping that she comes back for a sequel sometime soon.  Just like a good Hammer villain she should find ways to come back from the dead.  +Mark Taormino, this needs to happen.
The text of the book is big, easy to read and despite the "old school" claims still has boxed text to read (screw you Grognards! I still like boxed text even when I don't use it.)  Each room is unique and feels like it belongs.  Plus the "Hanging Coffins" themselves are the coolest idea in vampire graves since the Lost Boys.
The proof of any adventure is not in the reading, but in the playing.  So I played it. It rocked.
Now the game is designed for OSRIC, but can played with 1st or 2nd Ed AD&D.   I played it with 5th Edition D&D.  I just replaced the monsters and made a character sheet for Lady Neeblack.   I ran the same group of people that I had taken through the original Palace of the Vampire Queen and we all treated it as an unofficial sequel.  I worked out well enough.  We all had fun, but if this module reads as a deathtrap on paper it's a killer in the playing. So make of that what you like.
Personally I would love to run it again using AD&D1.
In any case this is one of those adventures that will have your players talking for a long time.

One I would like to take all these and combine them in a longer campaign, or part of a campaign.