I have been wanting to rewatch this one for ages. I saw it in the theatres and I enjoyed it but my wife considers it one of the worst movies I have ever made her sit through.
There is a lot I had forgot about. Namely a pre-Matrix Laurence Fishburne, a pre-Gotham Sean Pertwee (son of the Third Doctor), a pre-Harry Potter Jason Issacs (Lucius Malfoy) and pre-Nip/Tuck Joely Richardson. The movie is a good mix of sci-fi and horror with elements of Alien, 2001, Hellraiser and the Shinning and maybe just a little bit of Doom.
The "ghosts" or hallucinations or whatever are still pretty cool. Though I kept wanting it all to be a little better than it was. In fact we did get a better one; The Impossible Planet and Satan Pit episodes of Doctor Who.
I still think it is a good mix. The acting is not terribly great, which is odd given who all is in this cast. The vast majority went on to do bigger and better things.
I always thought an adventure based around a lost and then found but haunted spaceship would be great for an RPG. I even started one for one of the versions of the Star Trek RPG after seeing this. The premise was that the Enterprise-B had been lost and now suddenly was located several thousand light-years and about 100 years after it went missing.
There is the White Star supplement, Event Horizon, that obviously takes some cues from this movie.
I am going to have to give it a run sometime. The book is gorgeous and I think better than the movie.
2016 Movie tally
Watched: 3
New: 2
Monday, October 3, 2016
Monstrous Mondays: Street Faeries for Victorious/Castles & Crusades
I am going to spend some quality time with Victorious over the next week or so as I continue with my work on Castles & Crusades and then move into Victorian-era games.
I thought it might be good to bring back this little dollymop.
You can see other Street Fae here:
Ghosts of Albion and Rippers/Savage Worlds,
Victoriana 2nd Ed,
Victoria and
Swords & Wizardry.
Street Faerie
NO. ENCOUNTERED: 1-3
SIZE: Small
HD: 2 (d4)
MOVE: 20 ft.,
AC: 10
ATTACKS: Spark* (
SPECIAL: Spell-Like Abilities (glamour, blink), Twilight Vision, takes 2x damage from cold iron
SAVES: M
INT: Average
ALIGNMENT: Neutral
TYPE: Fey
TREASURE: 1
XP: 45+1
Sreet Faeries are fae that have chosen to live in the urban sprawl of large cities rather than the normal sylvan glades and woods that one typically associates with their kind.
A typical street faerie stands about 3' high, but can glamour themselves to be taller or shorter by 2' in either in direction. They have peppered moth wings that they can hide when needed. Many will live in cities and disguise themselves as children or young humans.
A Street faerie can also "Blink" as per a Blink Dog or a Dimension Door spell.
Their only attack is a Spark which is a spell-like attack (no save). They can cause a spark of electricity to shoot from their fingers causing 1d4 hp of damage.
A typical attack of a Street Fae will consist of a spark attack and then them blinking away.
I thought it might be good to bring back this little dollymop.
You can see other Street Fae here:
Ghosts of Albion and Rippers/Savage Worlds,
Victoriana 2nd Ed,
Victoria and
Swords & Wizardry.
Michael Thomas, Victorian Gothic Fairy |
NO. ENCOUNTERED: 1-3
SIZE: Small
HD: 2 (d4)
MOVE: 20 ft.,
AC: 10
ATTACKS: Spark* (
SPECIAL: Spell-Like Abilities (glamour, blink), Twilight Vision, takes 2x damage from cold iron
SAVES: M
INT: Average
ALIGNMENT: Neutral
TYPE: Fey
TREASURE: 1
XP: 45+1
Sreet Faeries are fae that have chosen to live in the urban sprawl of large cities rather than the normal sylvan glades and woods that one typically associates with their kind.
A typical street faerie stands about 3' high, but can glamour themselves to be taller or shorter by 2' in either in direction. They have peppered moth wings that they can hide when needed. Many will live in cities and disguise themselves as children or young humans.
A Street faerie can also "Blink" as per a Blink Dog or a Dimension Door spell.
Their only attack is a Spark which is a spell-like attack (no save). They can cause a spark of electricity to shoot from their fingers causing 1d4 hp of damage.
A typical attack of a Street Fae will consist of a spark attack and then them blinking away.
Don't forget to include the hashtag #MonsterMonday on Twitter or #MonsterMonday on Google+ when you post your own monsters!
Sunday, October 2, 2016
October Horror Movie Challenge: The Visit (2015)
This year I am going to watch movies with my 13-year old son Connor as much as possible. He is showing a love for horror and I watched a few with him last year.
This movie is his pick.
The Visit (2015)
Ok. So. This is an M. Night Shyamalan movie. While he is the guy that gave us the brilliant "Sixth Sense" his also the same guy that gave us "The Last Air-Bender". Thankfully he doesn't appear in this movie, though personally, I would have been OK with a non-central or a non-speaking role.
The movie is a "found footage" type movie about a two kids visiting their grandparents for the first time. There are some silly contrivances to get us to a point where the kids have never met their Grandparents before, but you know what, I am going to let that slide.
Tim: I was expecting dreck to be honest and it was a cool little thriller with some gore and good surprises.
Connor: It wasn't that scary. I have seen scarier You Tube videos.
Connor called the big "twist" early in this one. He usually does. Though given this is M. Night the reveal was also a little weak.
The two kid actors though were good. Hope to see them both is other things.
2016 Movie tally
Watched: 2
New: 2
This movie is his pick.
The Visit (2015)
Ok. So. This is an M. Night Shyamalan movie. While he is the guy that gave us the brilliant "Sixth Sense" his also the same guy that gave us "The Last Air-Bender". Thankfully he doesn't appear in this movie, though personally, I would have been OK with a non-central or a non-speaking role.
The movie is a "found footage" type movie about a two kids visiting their grandparents for the first time. There are some silly contrivances to get us to a point where the kids have never met their Grandparents before, but you know what, I am going to let that slide.
Tim: I was expecting dreck to be honest and it was a cool little thriller with some gore and good surprises.
Connor: It wasn't that scary. I have seen scarier You Tube videos.
Connor called the big "twist" early in this one. He usually does. Though given this is M. Night the reveal was also a little weak.
The two kid actors though were good. Hope to see them both is other things.
2016 Movie tally
Watched: 2
New: 2
Saturday, October 1, 2016
Zatannurday: Doctor Strange
Oh Zatannurday!
I can't quit you.
The fall season is upon us! That means more DC on TV. Which I am super-excited for. But what I am REALLY looking forward to is the new Doctor Strange movie.
Really looking forward to this!
I can't quit you.
The fall season is upon us! That means more DC on TV. Which I am super-excited for. But what I am REALLY looking forward to is the new Doctor Strange movie.
Really looking forward to this!
October Horror Movie Challenge: The Witch (2015)
Here we are. The October Horror Movie Challenge. I want to start this with a movie that has been sitting on my "to watch" list since it came out earlier this year. I bought the Blu-Ray when it came out so really it is the only choice for my first movie.
It was worth the wait.
Set in New England in 1630 the Witch is a tale of fear. Fear of the unknown, fear of child death, fear of the woods, fear of God (big one), fear of sexual awaking, and yes the fear of Witches.
The movie is beautiful. This is why we have Blu-Rays. It looks like a nature special. It is also thick with atmosphere, the woods are an ever-present threat.
There is so much to love about this movie really. The dialog comes from authentic accounts and trial documents. The legends of the witches are right out of the 17th (and prior) centuries. If you know anything about the witch hunts and myths there are a lot of little things here to really make you happy.
I know. I am going all "fan boy" on what is supposed to be a scary movie. It had it's scary moments. But it is more of a slow boil rather than full on pot boiler.
Personally, I can't wait to check out all the special features on the Blu-Ray.
2016 Movie tally
Watched: 1
New: 1
It was worth the wait.
Set in New England in 1630 the Witch is a tale of fear. Fear of the unknown, fear of child death, fear of the woods, fear of God (big one), fear of sexual awaking, and yes the fear of Witches.
The movie is beautiful. This is why we have Blu-Rays. It looks like a nature special. It is also thick with atmosphere, the woods are an ever-present threat.
There is so much to love about this movie really. The dialog comes from authentic accounts and trial documents. The legends of the witches are right out of the 17th (and prior) centuries. If you know anything about the witch hunts and myths there are a lot of little things here to really make you happy.
I know. I am going all "fan boy" on what is supposed to be a scary movie. It had it's scary moments. But it is more of a slow boil rather than full on pot boiler.
Personally, I can't wait to check out all the special features on the Blu-Ray.
2016 Movie tally
Watched: 1
New: 1
Friday, September 30, 2016
Kickstart Your SCARY Weekend!
Here we are folks. Another Kickstart Your weekend, start of Halloween edition.
First up is a beautiful Swedish RPG, Trudvang Chronicles, in it's last few hours.
https://www.kickstarter.com/projects/1256540796/trudvang-chronicles
It looks fantastic really.
Also tonight at Midnight the October Horror Movie Challenge is set to begin.
+Justin Isaac over at Halls of the Nephilim will be joining me in this.
+Mark Craddock of Crossplanes. He will be doing his "31 Nights of Halloween" again.
Go to his blog every day next month (starting tomorrow!) for 31 Horrific Adversaries for your games.
Last year was a blast and I expect the same this year.
You all ready to start?
First up is a beautiful Swedish RPG, Trudvang Chronicles, in it's last few hours.
https://www.kickstarter.com/projects/1256540796/trudvang-chronicles
It looks fantastic really.
Also tonight at Midnight the October Horror Movie Challenge is set to begin.
+Justin Isaac over at Halls of the Nephilim will be joining me in this.
+Mark Craddock of Crossplanes. He will be doing his "31 Nights of Halloween" again.
Go to his blog every day next month (starting tomorrow!) for 31 Horrific Adversaries for your games.
Last year was a blast and I expect the same this year.
You all ready to start?
Thursday, September 29, 2016
Review: The Haunted Highlands for Castles & Crusades
There is a chill in the air, leaves are turning colors and my thoughts turn to a land that is older and colder. Thankfully for me, Troll Lords has just the thing for me. Continuing my dive into Castles & Crusades I want to spend some time with The Haunted Highlands campaign setting.
The Haunted Highlands goes way back in Castles & Crusades publication lore. It is a "mini" campaign setting really since it now sits inside the larger World of Aihrde. This is not a weakness as far as I am concerned since I already have a nicely established world and I can drop this in my world (or any world) with no issues really.
The Haunted Highlands consist of two main products; The Players Guide to the Haunted Highlands and Castle Keepers Guide to the Haunted Highlands.
Review disclaimer: I paid for these on my own and was not asked to do a review. Links are affiliate links to allow me to buy more games for more reviews.
The Players Guide to the Haunted Highlands
This book is everything the player needs to play in the HH. It is 114 pages and includes some very basic C&C rules, but you are going to want to have the full C&C Players book to really play.
The book begins with a bit of an introduction to the HH; both real world and in-world. The in-world material is compelling and well thought out. I certainly feel that this is a world with some history (again real world and in-world). In the overview a number of locales and some groups are covered, all from the point of view of what the characters would know. This covers the first couple dozen pages or so. This flows right into the gods, demi-gods and fiends of the lands; about 10 pages.
Chapter 1 covers Character creation. This is largely a condensed version of the C&C rules.
Chapter 2 covers the Races of Karbosk. This chapter discusses the variations from the fantasy norm for the various races. Your C&C "Value Add" here are rules to play Orcs, Goblins, and Hobgoblins. New races, the Zvarguth (Dark Dwarves) and Meshkuri (pale humans), are also covered.
Chapter 3 details Character Classes. The traditional classes are mentioned and detailed. More value adds are new and revised classes. The assassin gets a remake as a cult to the goddess Shambere. The Conjurer is a new spell casting class that has access to both cleric and wizard spells, but at a cost. The Necromancer with spells from the Black Libram of Naratus. There is also a witch that is very much of the "old hag" archetype and followers of the Hag Queen. There is a monk class known as the Pammakoni, which is an interesting addition.
Chapter 4 continues the class idea with Dual Classing. Some of this is detailed elsewhere in other C&C books. Also covered here is magic and new spells. Witches gain the new arcane spells and select divine spells.
I will say this book is worth it for the classes and spells alone, but obviously it shines more with the Castle Keeper's Guide.
Castle Keepers Guide to the Haunted Highlands
Now this is a huge book. 400 pages and priced accordingly.
Like the Players Guide, we get an overview, real-world and in-world, of the Haunted Highlands. This section contains a number of additions above and beyond the Players Guide. This includes a calendar of months and days. Along with that are some details on various astronomical features. Now the big issue that *might* cause some concerns for adding to other worlds are this calendar and the two moons. This can be adapted easy enough. For my games I have three moons in my world, so one of the moons is just not detailed here. A recap on the gods from the PG and we have the first two dozen or so pages covered.
For the next 90 or so pages we get a reprint of the modules DB1: Haunted Highland, DB2: Crater of Umeshti, and DB3: Deeper Darkness. Now if you don't have these modules this is a nice value add, but I have them is dead-tree (and for DB1, PDF). I didn't notice too many changes but I did not compare them side by side. Having them in one place is nice, but I didn't really need them. Though there is good reason for them to be there. There are new modules/source guides, DB4: Dro Mandras, DB5: The Conquered East, DB6: Dwellers in the Darkness, DB7: The Duchy of Karbosk, DB8: Mists of Mantua, and DB9: Fanderburg. The adventures are not "leveled" so the CK can adjust them to fit their players.
At this point, we are now 330 pages deep into this book.
This takes us to the Monsters sections. There is a lot culled from the first three modules, but there are a lot more new ones. 40+ pages to be exact, so enough to keep me happy for a while. This is followed by 25 some odd pages of new fiends, demons and devils.
The last three or so pages are dedicated to new magic items.
This is a campaign world in the very sense of the term. It is much more akin to Greyhawk than it is to the Forgotten Realms. You are given some locales and locals, some gods and demons, some monsters, some factions and some background. You are told how they all interact and then what you make of it all is what YOU make of it. No NPC is going to overshadow the players here unless of course the CK allows that. Which they won't.
The books are of course gorgeous in the way that all C&C books are. They really feel like something from the 1980s, only better.
In truth what would be better is a nice boxed set with both the Players book and Castle Keeper's book in softcover. Put the modules in there, all nine. Include a big fold out map and some green dice with bronze/gold color lettering.
Troll Lords is running a bundle sale on these now. Get both books for a reduced price.
The Haunted Highlands goes way back in Castles & Crusades publication lore. It is a "mini" campaign setting really since it now sits inside the larger World of Aihrde. This is not a weakness as far as I am concerned since I already have a nicely established world and I can drop this in my world (or any world) with no issues really.
The Haunted Highlands consist of two main products; The Players Guide to the Haunted Highlands and Castle Keepers Guide to the Haunted Highlands.
Review disclaimer: I paid for these on my own and was not asked to do a review. Links are affiliate links to allow me to buy more games for more reviews.
The Players Guide to the Haunted Highlands
This book is everything the player needs to play in the HH. It is 114 pages and includes some very basic C&C rules, but you are going to want to have the full C&C Players book to really play.
The book begins with a bit of an introduction to the HH; both real world and in-world. The in-world material is compelling and well thought out. I certainly feel that this is a world with some history (again real world and in-world). In the overview a number of locales and some groups are covered, all from the point of view of what the characters would know. This covers the first couple dozen pages or so. This flows right into the gods, demi-gods and fiends of the lands; about 10 pages.
Chapter 1 covers Character creation. This is largely a condensed version of the C&C rules.
Chapter 2 covers the Races of Karbosk. This chapter discusses the variations from the fantasy norm for the various races. Your C&C "Value Add" here are rules to play Orcs, Goblins, and Hobgoblins. New races, the Zvarguth (Dark Dwarves) and Meshkuri (pale humans), are also covered.
Chapter 3 details Character Classes. The traditional classes are mentioned and detailed. More value adds are new and revised classes. The assassin gets a remake as a cult to the goddess Shambere. The Conjurer is a new spell casting class that has access to both cleric and wizard spells, but at a cost. The Necromancer with spells from the Black Libram of Naratus. There is also a witch that is very much of the "old hag" archetype and followers of the Hag Queen. There is a monk class known as the Pammakoni, which is an interesting addition.
Chapter 4 continues the class idea with Dual Classing. Some of this is detailed elsewhere in other C&C books. Also covered here is magic and new spells. Witches gain the new arcane spells and select divine spells.
I will say this book is worth it for the classes and spells alone, but obviously it shines more with the Castle Keeper's Guide.
Castle Keepers Guide to the Haunted Highlands
Now this is a huge book. 400 pages and priced accordingly.
Like the Players Guide, we get an overview, real-world and in-world, of the Haunted Highlands. This section contains a number of additions above and beyond the Players Guide. This includes a calendar of months and days. Along with that are some details on various astronomical features. Now the big issue that *might* cause some concerns for adding to other worlds are this calendar and the two moons. This can be adapted easy enough. For my games I have three moons in my world, so one of the moons is just not detailed here. A recap on the gods from the PG and we have the first two dozen or so pages covered.
For the next 90 or so pages we get a reprint of the modules DB1: Haunted Highland, DB2: Crater of Umeshti, and DB3: Deeper Darkness. Now if you don't have these modules this is a nice value add, but I have them is dead-tree (and for DB1, PDF). I didn't notice too many changes but I did not compare them side by side. Having them in one place is nice, but I didn't really need them. Though there is good reason for them to be there. There are new modules/source guides, DB4: Dro Mandras, DB5: The Conquered East, DB6: Dwellers in the Darkness, DB7: The Duchy of Karbosk, DB8: Mists of Mantua, and DB9: Fanderburg. The adventures are not "leveled" so the CK can adjust them to fit their players.
At this point, we are now 330 pages deep into this book.
This takes us to the Monsters sections. There is a lot culled from the first three modules, but there are a lot more new ones. 40+ pages to be exact, so enough to keep me happy for a while. This is followed by 25 some odd pages of new fiends, demons and devils.
The last three or so pages are dedicated to new magic items.
This is a campaign world in the very sense of the term. It is much more akin to Greyhawk than it is to the Forgotten Realms. You are given some locales and locals, some gods and demons, some monsters, some factions and some background. You are told how they all interact and then what you make of it all is what YOU make of it. No NPC is going to overshadow the players here unless of course the CK allows that. Which they won't.
The books are of course gorgeous in the way that all C&C books are. They really feel like something from the 1980s, only better.
In truth what would be better is a nice boxed set with both the Players book and Castle Keeper's book in softcover. Put the modules in there, all nine. Include a big fold out map and some green dice with bronze/gold color lettering.
Troll Lords is running a bundle sale on these now. Get both books for a reduced price.
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