Monday, April 27, 2015

A to Z of Vampires: Wurdalak

Off to Russia again today to visit the family preying Wurdalak!  The wurdalak was popularized by the film, Black Sabbath (from which the famous band gets their name!).  I covered this movie in my last October Horror Movie marathon and stated it up for Ghosts of Albion.

Once again going with OSRIC format today.

Wurdalak (Vampire)
(turned as type 11)
Frequency: Very Rare
No Encountered: 1
Size: Man-sized
Move: 120 ft
Armor Class: -2
Hit Dice: 9+1
Attacks: 3 (claw/claw/bite) + Blood Drain
Damage: 1d6+5/1d6+5/1d4+Blood Drain
Special Attacks: Per Vampire; Blood Drain
Special Defenses: Per Vampire
Magic Resistance: 25%
Lair Probability: 100% (home 50%, grave 50%)
Intelligence: Exceptional
Alignment: Chaotic evil
Level/XP: 9/4,240 + 13/hp

A wurdalak is created by a family curse.  Typically one laid down by a powerful witch on an entire line. When a member dies they will return as a wurdalak to feed on members of their own family.  Sometimes a wurdalak will also spontaneously arise when a member of the family disgraces their family name or when a member (typically a daughter) goes against the wishes of a recently deceased member (such as her father or uncle).

Once risen the wurdalak will return to their home to prey on the family members. It needs blood lke most other vampires and drains it at the rate of 3 Constitution points per attack.  A wurdalak can make up to three attacks this way per night.  Family members drained by a wurdalak become wurdalak themselves.  Non-family members drained by a wurdalak become ghouls.

It is wrong to assume to that because a person is not part of the wurdalak's family that they are safe.  The wurdalak will kill anyone in their way or whom they perceive as a threat.

The wurdalak has the following spell-like powers; charm person (3/day), cause fear (3/day), knock, spider climb (at will), and gaseous form (at will).  Once per it's "life" it can cast bestow curse as if they were a 9th level witch.  Typically this curse is bestowed near their death.

In combat the wurdalak will attack with claws and a bite. If it bites a victim in combat it can drain 1 point of Con. The other drain attack is for sleeping victims.  The wurdalak is very strong with a Strength of 22.

The wurdalak can cast shadows and reflect in mirrors.  They are not active at sundown like other types of vampires, but wait till 10:00 pm exactly.  To kill the wurdalak one must use a dagger that has been in the monster's family for at least three generations.  Sunlight reduces it to 0 hp, it will become gaseous and return to their coffins.   A sleeping wurdalak has an AC of 10.

Wurdalaks do not shape-shift into animals.

Saturday, April 25, 2015

Zatannurday: Rise of the Vampires

Rise of the Vampires was mini-series/crossover event starting in March 2012 between the then new comics Justice League Dark and I, Vampire.

It was a minor success in my mind. Interesting story but didn't set the comic book world on fire at all.   It did have Zatanna and Constantine in it, so that was good for me.




It did however feature one of the reasons why there is a Justice League Dark, there are some threats out there that the regular Justice League just can't deal with.  In the first arc it was the Enchantress June Moone (played in the Suicide Squad Movie by model Cara Delevingne) going crazy.  This arc featured the rise of a vampires (natch) and their charismatic leader, Cain.  Yeah that Cain.  Same as in the Vampire the Masquerade books.



What I liked about the series was it had a beginning, middle and an end.  And at only six issues (3 for each title) it was a great size.

The story mostly takes place in Gotham, which is also always great. So we get to see Batman and the Bat Family.   But what bugged me was that the main cast ultimately didn't do anything.  I won't get into details about it here (spoilers) but it gave me a lot of ideas.



I have often wanted to bring in Dracula as a big bad in a Supers game.  And frankly I love the DC universe so that is an easy choice.  Dracula has always had such a great presence in the Marvel Universe that I feel he should have the same in the DC Universe.

David Baymiller has been stating up the various supernatural/horror monsters for D6 including Dracula, that it all seems to come together well with something else I have been working on.

So it would be better to use Dracula than Cain because, lets be honest, Dracula is way cooler.

Hopefully I will have something for you all soon.

A to Z of Vampires: Vrykolakas

We come now to Greece which is the home of the Vrykolakas and a host of smilar creatures with similar sounding names.They ranged all the way from Greece into Romania and France.  The word is believed to have come from the Bulgarian word vǎrkolak, which actually means were-wolf.

The vrykolakas is sometimes described as a werewolf or more aptly a demonic, undead werewolf.

In game terms the vrykolakas is a werewolf that came back from the dead as a powerful vampire. Once rising it is ravenous, attacking anyone it meets outside.  Legend has it that the vrykolakas will go from house to house knocking on the door. It will knock once and then move on to the next house.

The vrykolakas will move about in the night but it has no qualms about operating during the day.  The problem is that the body of the vrykolakas has swollen with stolen blood and will look stretched.  The vrykolakas can also shift into a large werewolf-like creature.

Here is the Vrykolakas in OSRIC format.

Vrykolakas (Vampire)
(turned as type 10)
Frequency: Rare
No Encountered: 1d6
Size: Man-sized
Move: 120 ft
Armor Class: 1
Hit Dice: 8+3
Attacks: 3 (claw/claw/bite)
Damage: 1d6+4/1d6+4/1d4+Blood Drain
Special Attacks: Per Vampire; Blood Drain
Special Defenses: Per Vampire
Magic Resistance: Standard
Lair Probability: 25%
Intelligence: Exceptional
Alignment: Chaotic evil
Level/XP: 8/3,810 + 12/hp

The Vrykolakas is a powerful type of vampire  that occurs when a werewolf comes back from the dead. The vrykolakas is a fierce fighter attacking with 2 claws and a bite per round.  Each bite of the vampire drains blood at the rate of 1 Constitution point per bite.  Victims drained to 0 Constitution will rise again as a vampire.  Victims that don't die must have a remove curse or remove lycanthropy  of they will become a werewolf.
The vrykolakas is immune to sunlight but can be repelled by holy items.

To destory a vrykolakas one must drag it out into the sunlight, stake it to the ground with iron spikes, cut off it's head and then burn the body.  The ashes must be taken to a crossroads where they are dispersed.

Friday, April 24, 2015

Friday Night Videos: The Lost Boys

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

For this last FNV of Vampire Month I wanted to do something special.

Rarely does a movie come around that captures the feeling of the times quite like 1987's.  My DM had moved to Chicago, I was in the middle of my world changing campaign that would later become part of The Dragon and The Phoenix and I was getting ready for college.  I came up to visit and we went and saw this film.  It was full of cool vampires, great music and fantastic ride of a movie.  Yes it was taking advantage of the Anne Rice craze of the time, but it did more than that. It took the stock 80s teen movie and turned it into something else.
Given I was on the edge of my Ravenloft years this was the final push I needed.

The soundtrack to this movie fueled many nights of my early college days.  To this day it still holds a special place in my heart.  No one song is fantastic, but as a collective they are more than the sum of their parts.

The movie opens up with the Echo and the Bunnymen covering the Doors "People are Strange".  I like this version and it is a worthy version, but you just can't beat the original in my mind.





Another song that helped make this soundtrack so iconic was Roger Daltery's cover of Elton John's "Don't Let the Sun Go Down on Me".  I have a confession. I don't care for Elton John much, but I have always liked this song.  Hearing it sung by one of my favorite front men made it an entirely new song.  Is it better than Elton's version?  Probably not. But I can't hear this song and not flashback to a time between 1987 and 1991, holding a beer and watching the sun set.



"I Still Believe" by Tim Cappello is an interesting choice.  I am not really a fan of the song per se, only the memories it brings up.  Though it is also the only song where the performer appears in the movie.  Tim Cappello was known at the time for being a really big and cut guy.  So oil him up and stick him into the movie.




Looking back nearly 30 years later, "Cry Little Sister" is not a great song.  It's even a touch melodramaic, overwrought and a little over produced.  So the perfect theme for 1987.




I hope you enjoyed this!

Kickstart Your Weekend: Guidebook to the Duchy of Valnwall

This week I would like to draw your attention to a new Old school Kickstarter.

Guidebook to the Duchy of Valnwall is set in the same Duchy as the Guidebook to the City of Dolmvay.

https://www.kickstarter.com/projects/665143704/guidebook-to-the-duchy-of-valnwall



This project will detail the Duchy of Valnwall and the surrounding areas.
The book has already been funded and the first stretch goal reached.
It is the stretch goals that are really the interesting features of this book.

Each stretch goal will include an adventure or content by some of the best in the OSR.
Check these names out.

Stretch Goal #1: ($1250)  MET
A mini-adventure by James M. Spahn of Barrel Rider Games.

Stretch Goal #2: ($1,500)
A mini-adventure by Jason Paul McCartan of Infinibadger Press and OSRToday.

Stretch Goal #3: ($1,750)
A mini-adventure by Tim Shorts of Gothridge Manor.

Stretch Goal #4: ($2,000)
A mini-adventure by Joe Johnston of Taskboy Games.

Stretch Goal #5: ($2,250)
A mini-adventure by Tim Brannan of The Other Side Blog.

Stretch Goal #6: ($2,500)
A mini-adventure by author Paul "greyarea" Go.

Stretch Goal #7: ($2,750)
A mini-adventure by cartographer Matt Jackson.

Stretch Goal #8: ($3,000)
A mini-adventure by Jeff Sparks of Faster Monkey Games.

Stretch Goal #9: ($3,250)
A mini-adventure by Erik Tenkar of Tenkar's Tavern.

Stretch Goal #10: ($3,500)
A mini-adventure by Pete Spahn of Small Niche Games.

Not a bad crowd to be included with!

I promise I have something special planned for this, but only if the stretch goal is made.

A to Z of Vampires: Upierczi

Heading to the final letters now. So lets go to Poland and meet a vampire that fascinated me when I was younger, the Upierczi.  Also known as Upierczica, Upierci, and Upir.

This vampire was interesting because it had a barb under it's tongue to puncture the victims neck instead of fangs.  The use the barb to cut their victims and then curl their tongues to suck up the blood.

Active day or night they can be found out of their graves from noon to midnight.  They must feed on a human before retiring for the night.  During the day they look human, but when they are sleeping they appear dead. Often they sleep with their eyes open so they will know if they are being visited.

In human form they are physically one of the strongest vampires, having strength roughly equal to a Fire Giant (Str 22).  They are also the vampire that most easily passes for human. They can eat and drink; though they must regurgitate it all later.  After feeding they are even capable of sexual intercourse.

 Upierczi can be detected by the drought they cause. Plants near them will wither and die.  Small ponds will dry up and it will not rain in the areas they are in.  If you can find a stream of running water then they can be killed with that.

Upierczi
Armor Class: 2 [17]
Hit Dice: 10d8+5** (50 hp)
No. of Attacks: bite
Damage: 1d4+1/1d4+1 or by weapon + blood drain (2 Points Con)
Special:  Con drain, charming voice, immune to sleep, charm and hold spells. Slashing weapons have no effect. +1 or better to hit.
Movement: 40’
No. Appearing: 1
Saves As: F10
Morale: 10
Treasure: as per vampire
Alignment: Chaotic Evil

The Upierczi drains blood from his victims via a sharp barb under his tongue.  He uses his charming voice (same as the Charm Person spell) to lure victims into his embrace. He can drain 2 points worth of Constitution with this attack.  The upierczi must feed on 10 points of con at least once per week.
People killed in this fashion rise up as a 6HD Upierczi under the control of the one that killed them.

The upierczi is a very strong and tough vampire.  Piercing and slashing weapons have little effect on it. Swords, daggers, arrows, spears all will only do 1 hp point of damage per attack, and that is only if they are magical.   Bashing weapons and blunt weapons such as maces and staves do normal damage.  Swords specifically designed to kill vampires will do their normal damage.

In combat this vampire is very fast, gaining two claw attacks per round.  It can also opt for a weapon and also get in two attacks vs the same opponent per round.  The upierczi favors small light weapons it can conceal on it's person.

The upierczi is not repulsed by garlic, salt or anything natural.  They cannot enter into a home unless invited, but they can use their charm voice to get that.  They are however repelled by holy symbols and take 1d8 hp of damage from holy water.  They are turned as Vampires by clerics.

The only true way to destroy an upierczi is drag it out of it's resting area before noon. Nail it to the ground with an iron spike through it's head and then set the body on fire.  The body will burn quickly and then explode with all the upierczi's flesh becoming squirming maggots.  These must be burned as well.

Like the Moroi, Upierczi consider themselves lords of vampire kind.

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.