Ancient Egypt spanned more than 3,000 years of history. So much history in fact that there is as less time between us and Queen Cleopatra VII (reign 51 BCE to 30 BCE) than Cleopatra and the construction of the Pyramid of Khufu (2560 BCE) and Egypt was already 500+ years old by the time that was built. There are "Intermediate Periods" in Egyptian history where very little is known about what was going on that lasted longer than the run of most countries today including the United States.
It is really no wonder that Egypt has fascinated us for millennia.
The entries in the Egyptian Mythos section of the Deities and Demigods is no different. The authors of the DDG acknowledge this time and mention that the religion had changed in that time. So we are only given a few of the "big gods" and the ones that are the most common names. This I think is perfectly fine. A book on ancient Egyptian gods would fill many volumes this size. Ancient Egyptian religion is very complex, but relatable to all of us I think because of a lot of ideas we have in religion now came from then. The Trinty? First seen in Egypt. The death and resurrection of a god? Egypt. An afterlife? Egypt again. A monotheistic religion? Yes, even Egypt did this (for a while and I'll get to that).
The purpose of these "One Man's God" posts is to square the mythology as presented in the DDG with the other bits of the D&D (primarily AD&D) cosmology. In particular with demons and devils and other fiends. Not really to discuss whether or not the DDG is a good guide for religion or history (it's not, nor is it trying to be).
So. Did Egypt have demons? Well...let's have a look.
One thing we get right from the start is that Egypt has a lot of gods and many of those gods are very powerful. The cap given on all gods in the DDG is 400hp for the greatest god in the pantheon. Egypt has two gods at 400 (Ra and Osiris) and many more at 300 or above. I would argue, given her predominance in the myths that Isis should also be at 400, or at least at 395 to Ptah's 390. Some important gods, like Amun or Aten, don't even appear.
If there are a lot of really powerful gods, there are uncounted minor gods. While some might fit the bill as a "demon", demigod or quasi-god might be a better name for them. Of course the chief of these lesser gods, at least for mortal concerns, was the Pharoh, a god on Earth.
The Egyptians had "night lands" or an "underearth" but no Hell to speak of. Places that "feel" like the Abyss (in abstract terms) but lacking the evil. Good or evil people would die and then continue their lot in the next life. They could build these little statues that would do the work for them if they had enough money. The worst thing that could happen to you is that you would be forgotten. Prayers no longer said for you and in later times if you could be mummified, having your body destroyed. It could be our practice of burial comes from this. That and the pragmatic concerns of not wanting to see dear old depart granddad being dragged off to be eaten by jackals.
Apep, the King of Serpents
One of the few god-level monsters in the DDG is Apep, the King of Serpents. If you recall from a Monstrous Monday a few weeks back I featured snakes and snake people. Fear of snakes is old. Really old. The Abrahamic religions (Judaism, Christianity, Mulism) all have a snake as the first enemy in Eden. Other religions follow suit.
In the DDG Apep is described as a "creature of the Abyss" and "the physical embodiment of chaotic evil". The stats for Apep put him inline with the Demon Lords/Princes like Demongorgon and Orcus.
In the mythology of D&D it is very, very likely that Apep was one of the original demons, like Dagon and Pazuzu. Called Obyriths in current versions of D&D, I called them Protodemons or Eodemons. Apep certainly fits the bill. If Demogorgon has the "backing" of Dagon (see 4e and beyond) then I would argue that he also has the backing of Apep. These two ancient Obyriths/Eodemons could be the reason why Demogorgon has the title Prince of Demons.
Apep
FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: -4
MOVE: 18"
HIT DICE: 18 (250 hp)
% IN LAIR: 100%
TREASURE TYPE: H (x3)
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 3-30 (bite)/4-24 (constriction)
SPECIAL ATTACKS: Poison, Breath Weapon (6-60)
SPECIAL DEFENSES: +3 or better weapon to hit
MAGIC RESISTANCE: 40%
INTELLIGENCE: High
ALIGNMENT: Chaotic Evil
SIZE: L (300' long)
PSIONIC ABILITY: Nil
This creature is older than the demons and all but the most powerful stay away from his layer deep in the Abyss. He is attended by uncounted numbers of snakes and can summon 5-50 snakes of any sort to his aid as he is their King.
This monster has a poisonous bite (3-30 points of damage and save at -4 or die), can breathe flame every other round for 6-60 points of damage (10" long and 4" wide cone) and can constrict for 4-24 points of damage. He has slain and eaten many mortals, demons and gods.
Some scholars speculate that he is also the same creature known as Yig to some and Jormungandr to others.
Set, The Evil God
Set is a problem. I mean yes he is a problem because he is evil, but also a problem with how he is wedged into the cosmology here. For the ancient Egyptians, the gods lived in their temples. Set who is listed as Lawful Evil is placed naturally in the Nine Hells. But...that doesn't really work. Not for Set and not for the Hells. Druaga we can fit in, but Set is much larger. In later Dragon magazines, Ed Greenwood in his now very famous articles on the devils and the Nine Hells places Set in Acheron or rather he is trying to build his own plane between Acheron and the Nine Hells. While a neat idea I also don't think it works 100% for me. Set is a bad guy, he kills his brother Osiris and tosses his body parts all over Egypt. But he also rides on Ra's solar barge to fight Apep and even some Pharaohs were named to honor him. So he is a complicated, but still largely evil, god.
Ammit
Not presented in the DDG is Ammit, the crocodile/hippopotamus/lion beast that devours souls/maat of the dead that fail to get into the afterlife.
Ammit certainly meets the criterion for a demon. She is a monster that eats the souls of the dead. Horrifying visage. Certainly evil and used to scare people into moral behavior.
While she is missing from the DDG (though Erol Otus puts her in the full page art just before the myths) she does appear at Ammut in the AD&D 2nd Edition Al-Qadim Monstrous Manual.
Ammit
FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: 3
MOVE: 12"
HIT DICE: 12 (102 hp)
% IN LAIR: 100%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-10 (claw)/1-10 (claw)/2-20 (bite)
SPECIAL ATTACKS:
SPECIAL DEFENSES: +1 or better weapon to hit, Immune to all attacks from Undead
MAGIC RESISTANCE: 70%
INTELLIGENCE: Low
ALIGNMENT: Chaotic Evil
SIZE: L (15' long, 7' foreleg to head tall)
PSIONIC ABILITY: Nil
Ammit is the demon that waits in the afterlife. If Anubis judges a person's heart is heavier than the feather of Ma'at then Ammit eats the heart and the person then must roam the outer darkness to "die a second time". In some cases Ammit eats the heart and tosses the body into the lake of fire she resides near.
Ammit is a huge animal like demon. She has the head of a crocodile, the mane and hindquarters of a lion, and the forequarters and belly of a hippopotamus. She is grossly fat since she has no end of wicked hearts to feed on. For her size she is fast on both land and water.
Ammit will also attack the living if they interfere with her feeding.
Next time lets talk about Aten, how I am going to use Apep and what the hell is up with Hermes Trismegistus, the Thrice Great Hermes.
Thursday, March 14, 2019
Wednesday, March 13, 2019
Isaina Lyd’ar for The Witch for Swords & Wizardry White Box
I don't think it is hubris to say I know my witches.
My first knowledge of Thomas Denmark was when I picked up a copy of the absolutely fantastic d20 book "Way of the Witch" by Citizen Games. His work is featured throughout the book and on the cover. For me, it really helped define the feel of that book and the classes involved.
Since then I have worked with nearly all the authors of that book and Christina Stiles and Megan Robertson joined me on the Strange Brew d20/Pathfinder project which we all felt was the spiritual successor to Way of the Witch. Sadly Citizen Games was a casualty of the d20 bust.
The text lives on in Strange Brew and the art lives on with Thomas Denmark.
So it was not a big surprise, but a pleasant one all the same, when I saw the art for Isaina Lyd’ar in Beasties II. In fact, I have seen it before.
I was very, very pleased that Thomas could use his art again in his own products. It is too good to let lie forgotten in an out of print book.
It is only fitting then that his "magic-user" should really be a witch in the proper sense. She is 100% Open OGC in Beasties and my The Witch for Swords & Wizardry White Box is as well, so it is a perfect match in my mind.
Isaina Lyd’ar
Human Female
4th level Witch, White Witch Tradition
(or perhaps Sinderan Tradition)
Strength: 11
Dexterity: 13 (+1)
Constitution: 12
Intelligence: 14
Wisdom: 14
Charisma: 18 (+3)
HP: 12
Alignment: Neutral Good
AC: 7 [12] (Leather Armor)
Saves Base: 12
THAC0: 18 [THAC20: 19]
Equipment: girdle of stealth, this confers near invisibility for 3d6 turns. It takes half a day to recharge.
Occult Powers
Familiar: Visions* (instead of a familiar Isaina gets dreams that instruct her on what spells she needs.)
Herbal Healing
Spells
Cantrips (6): Arcane Mark, Dancing Lights, Knot, Lift, Mend, Object Reading,
First (2): Locate Animal or Plant, Protection from Evil
Description From Beasties 2:
The White Witch for Swords & Wizardry White Box. Copyright © 2018, Timothy S. Brannan, Other Side Publishing
Beasties 2, Copyright 2019, Night Owl Workshop
Now that is a cool character. Can't wait to use her in a game.
My first knowledge of Thomas Denmark was when I picked up a copy of the absolutely fantastic d20 book "Way of the Witch" by Citizen Games. His work is featured throughout the book and on the cover. For me, it really helped define the feel of that book and the classes involved.
Since then I have worked with nearly all the authors of that book and Christina Stiles and Megan Robertson joined me on the Strange Brew d20/Pathfinder project which we all felt was the spiritual successor to Way of the Witch. Sadly Citizen Games was a casualty of the d20 bust.
The text lives on in Strange Brew and the art lives on with Thomas Denmark.
So it was not a big surprise, but a pleasant one all the same, when I saw the art for Isaina Lyd’ar in Beasties II. In fact, I have seen it before.
I was very, very pleased that Thomas could use his art again in his own products. It is too good to let lie forgotten in an out of print book.
It is only fitting then that his "magic-user" should really be a witch in the proper sense. She is 100% Open OGC in Beasties and my The Witch for Swords & Wizardry White Box is as well, so it is a perfect match in my mind.
Isaina Lyd’ar
Human Female
4th level Witch, White Witch Tradition
(or perhaps Sinderan Tradition)
Strength: 11
Dexterity: 13 (+1)
Constitution: 12
Intelligence: 14
Wisdom: 14
Charisma: 18 (+3)
HP: 12
Alignment: Neutral Good
AC: 7 [12] (Leather Armor)
Saves Base: 12
THAC0: 18 [THAC20: 19]
Equipment: girdle of stealth, this confers near invisibility for 3d6 turns. It takes half a day to recharge.
Occult Powers
Familiar: Visions* (instead of a familiar Isaina gets dreams that instruct her on what spells she needs.)
Herbal Healing
Spells
Cantrips (6): Arcane Mark, Dancing Lights, Knot, Lift, Mend, Object Reading,
First (2): Locate Animal or Plant, Protection from Evil
Second (2): Extra-Sensory Perception, Sleep
Description From Beasties 2:
Isaina has always been an outsider. She would rather talk to animals than humans. When she does make friends she is incredibly loyal and close. She always thinks about how her actions can lead to the greater good, and she believes it is each individuals responsibility to bring more happiness into the world and reduce suffering.Section 15:
She often has visions and haunting dreams of a coming disaster. She is driven to prevent these from really happening.
She is a bit too enamored with ale, wine, and intoxicants and is occasionally willing to try out new experiences.
The White Witch for Swords & Wizardry White Box. Copyright © 2018, Timothy S. Brannan, Other Side Publishing
Beasties 2, Copyright 2019, Night Owl Workshop
Now that is a cool character. Can't wait to use her in a game.
Tuesday, March 12, 2019
New Releases Tuesday: Vigilante City
It's Tuesday and that usually means new releases. Today we have a great one.
Eric Bloat of Bloat Games has been a favorite here for a while. I have gone on and on about how much I love Dark Places & Demogorgons. Today he has released what is destined to be my new favorite game, SURVIVE THIS!! Vigilante City.
Vigilante City current features two new books.
SURVIVE THIS!! Vigilante City - Core Rules and SURVIVE THIS!! Vigilante City - Villain's Guide
The rules are a version of the same Survive This!! we see in Dark Places & Demogorgons and Survive This Zombies! so compatibility is a nice feature. Especially if you want to use The Cryptid Manual.
The one thing I did not expect was the inclusion of a Compatibility License and Logo. That honestly SCREAMED at me when I started downloading.
I am going to read these rules over and get up a review and some characters sometime soon.
But you can all now expect a Mystic's Handbook to be coming from me soon! (name might change)
Can't wait to get into this game.
Eric Bloat of Bloat Games has been a favorite here for a while. I have gone on and on about how much I love Dark Places & Demogorgons. Today he has released what is destined to be my new favorite game, SURVIVE THIS!! Vigilante City.
Vigilante City current features two new books.
SURVIVE THIS!! Vigilante City - Core Rules and SURVIVE THIS!! Vigilante City - Villain's Guide
The rules are a version of the same Survive This!! we see in Dark Places & Demogorgons and Survive This Zombies! so compatibility is a nice feature. Especially if you want to use The Cryptid Manual.
The one thing I did not expect was the inclusion of a Compatibility License and Logo. That honestly SCREAMED at me when I started downloading.
I am going to read these rules over and get up a review and some characters sometime soon.
But you can all now expect a Mystic's Handbook to be coming from me soon! (name might change)
Can't wait to get into this game.
Monday, March 11, 2019
Monstrous Monday: Beasties II from Night Owl Workshop
Now I have gone on the record, many, many times, talking about how much I love monster books. My first glimpse into D&D was way back in 1978-79 when I first saw and read the Monster Manual. Very few books have come close to that feeling of unlimited potential. So when a new monster book comes out, I have to take a look and usually grab it.
Beasties II from Night Owl Workshop has something of a pedigree in my mind. The art and text are from none other than Thomas Denmark. He is responsible for some of my favorite art during the d20 boom, in particular, Citizen Games' "Way of the Witch". Plus I LOVED Beasties I so grabbing this was a no brainer for me.
Beasties II is a digest-sized book. 90 pages with black & white art. According to the sales text on DriveThru the book contains:
27 Monsters
8 NPC's
40 Drawings
1 Map
Article on Goblinology
The book follows the same format as Beasties I. Like the first Beasties it certainly punches above its weight class in terms of monsters and content. All the text and art is by Denmark himself.
The book is designed for "Original Fantasy Rules" but plenty of conversion notes are given for OSRIC and Basic Fantasy. There are also some conversion notes for Nite Owl Workshop's other games Colonial Troopers, Guardians, Warriors of the Red Planet, Raiders of the Lost Artifacts and Freebooters.
The definition of "monster" is certainly very old-school too, with some traps, "minor monsters", and NPCs included for good measure.
But the REAL reason to get this book is goblins. There are several goblin hybrids; Blorc, Bugbearzerker, Gnomblin, Hoblin, Hoblin (Cruel), Koblin, Zoblin and a whole article on Goblinology or the Ecology of the Goblin. Frankly, the book is worth it for all of this alone.
Seriously. If you like goblins then grab this now.
There are also some undead and some really fun fiends. The Drumph gets a full publication so that is now. A new aquatic humanoid race is introduced, the Shahatha. I rather like them to be honest and will be porting them over to my 5e game.
The NPCs are also a lot of fun. One, Isaina Lyd’ar, reminds me of the work he did for Way of the Witch. So much so I might convert to a White Box Witch. She looks like she would be fun to play. Maybe she is a Sinderan Witch tradition.
So a lot of great content for $4. Plus the entire work is released as "Open" under the OGL so that is a nice touch.
Bookmarks in the PDF would have been nice as well as a PDF clickable table of contents, but that is a minor thing really.
If you love monsters get this book.
If you love goblins you REALLY need to get this book.
Beasties II from Night Owl Workshop has something of a pedigree in my mind. The art and text are from none other than Thomas Denmark. He is responsible for some of my favorite art during the d20 boom, in particular, Citizen Games' "Way of the Witch". Plus I LOVED Beasties I so grabbing this was a no brainer for me.
Beasties II is a digest-sized book. 90 pages with black & white art. According to the sales text on DriveThru the book contains:
27 Monsters
8 NPC's
40 Drawings
1 Map
Article on Goblinology
The book follows the same format as Beasties I. Like the first Beasties it certainly punches above its weight class in terms of monsters and content. All the text and art is by Denmark himself.
The book is designed for "Original Fantasy Rules" but plenty of conversion notes are given for OSRIC and Basic Fantasy. There are also some conversion notes for Nite Owl Workshop's other games Colonial Troopers, Guardians, Warriors of the Red Planet, Raiders of the Lost Artifacts and Freebooters.
The definition of "monster" is certainly very old-school too, with some traps, "minor monsters", and NPCs included for good measure.
But the REAL reason to get this book is goblins. There are several goblin hybrids; Blorc, Bugbearzerker, Gnomblin, Hoblin, Hoblin (Cruel), Koblin, Zoblin and a whole article on Goblinology or the Ecology of the Goblin. Frankly, the book is worth it for all of this alone.
Seriously. If you like goblins then grab this now.
There are also some undead and some really fun fiends. The Drumph gets a full publication so that is now. A new aquatic humanoid race is introduced, the Shahatha. I rather like them to be honest and will be porting them over to my 5e game.
The NPCs are also a lot of fun. One, Isaina Lyd’ar, reminds me of the work he did for Way of the Witch. So much so I might convert to a White Box Witch. She looks like she would be fun to play. Maybe she is a Sinderan Witch tradition.
So a lot of great content for $4. Plus the entire work is released as "Open" under the OGL so that is a nice touch.
Bookmarks in the PDF would have been nice as well as a PDF clickable table of contents, but that is a minor thing really.
If you love monsters get this book.
If you love goblins you REALLY need to get this book.
Friday, March 8, 2019
Kickstart Your Weekend Mega Post!
A bunch of new and really awesome looking RPG Kickstarters are out. So here is a bunch of them. There has to be at least one her you will like.
DCC RPG Module: Reckoning of the Gods-Into the Shadow Realm
https://www.kickstarter.com/projects/studio9games/dcc-rpg-module-reckoning-of-the-gods-into-the-shad?ref=theotherside
While I don't play Dungeon Crawl Classics the RPG, I do LOVE their adventures. This is a 32-page adventure for 3rd level characters for DCC or any old-school game. You know the production values will be high and the adventure will be deadly.
Rise of the Drow: Collector's Edition for D&D 5E and PFRPG
https://www.kickstarter.com/projects/adventureaweek/rise-of-the-drow-collectors-edition-for-dandd-5e-a?ref=theotherside
This is a big book! In 2014 the original Rise of the Drow came out for Pathfinder. While I didn't run it as written I used huge chunks of it when I ran Vault of the Drow last year and it was fantastic. This book would have been welcome then since it is now going to be for 5e and Pathfinder.
Adventures Great and Glorious
https://www.kickstarter.com/projects/brwgames/adventures-great-and-glorious?ref=theotherside
Joseph Bloch is back with another great sounding book for old-school games. This one is for high-level campaigns, running kingdoms and intrigue. It sounds a little like "Companion Set for AD&D + Birthright", but I am sure it is more than that.
Joe runs a tight Kickstarter. He does what he says and gets things done. To date he also the only Kickstarter creator to get me books BEFORE his stated deadlines. This book should also be a great as his others.
Basic and Expert RPG Sets Remastered!
https://www.kickstarter.com/projects/640360422/basic-and-expert-rpg-sets-remastered?ref=theotherside
Bill Barsh of Pacesetter Games has been out there producing some high-quality material and books for a long time. This one is so far up my alley that it is practically in my living room. I have gone on forever about my love of Basic-era D&D and B/X in particular. Well, this looks like so much fun!
Witch+Craft, a 5e Supplemental
https://www.kickstarter.com/projects/astrolago/witch-craft-a-5e-supplemental?ref=theotherside
Now this one looks like a lot of fun. Tradecraft, magic and crafting for your D&D5 characters. Exactly the sort of commonplace magic one would expect to see in a world filled with magic. This one is on the opposite end of the spectrum than DCC and that is what makes it look fun.
Love the art.
Lost Classes and Cannibal Corpses - Two Original RPG Zines
https://www.kickstarter.com/projects/gamersandgrognards/lost-classes-and-cannibal-corpses-two-original-rpg?ref=theotherside
Back on to the old-school side of things, long time blogger Ryan Thompson has his first Kickstarter out. Appendix N Entertainment gives not one but two zines; Lost Classes and Canibal Corpse. "Lost Classes: The Arnesonian Classes" features two classes played in Dave Arneson's games, the Merchant and the Sage. It is worth it because of that really.
"Solar Sanctuary of the Cannibal Corpse" is an adventure module for 1st-3rd level characters.
And finally. Let's not forget the 8,000 lb (800 lb is not enough) gorilla out there.
Critical Role: The Legend of Vox Machina Animated Special
https://www.kickstarter.com/projects/criticalrole/critical-role-the-legend-of-vox-machina-animated-s?ref=theotherside
Honestly, what do I need to say about this one? Hit 4 million in it's first few hours of opening. At just under 6.5 million now and there are still 41 days of funding to go. I am pretty sure this is the largest RPG-related Kickstarter ever. It is even more money that the recent https://www.kickstarter.com/projects/mst3k/bringbackmst3k/descriptionMST3k Kickstarter.
So yeah, Critical Role is a big deal.
So get out your wallet or purse and get ready to slap some cash down.
DCC RPG Module: Reckoning of the Gods-Into the Shadow Realm
https://www.kickstarter.com/projects/studio9games/dcc-rpg-module-reckoning-of-the-gods-into-the-shad?ref=theotherside
While I don't play Dungeon Crawl Classics the RPG, I do LOVE their adventures. This is a 32-page adventure for 3rd level characters for DCC or any old-school game. You know the production values will be high and the adventure will be deadly.
Rise of the Drow: Collector's Edition for D&D 5E and PFRPG
https://www.kickstarter.com/projects/adventureaweek/rise-of-the-drow-collectors-edition-for-dandd-5e-a?ref=theotherside
This is a big book! In 2014 the original Rise of the Drow came out for Pathfinder. While I didn't run it as written I used huge chunks of it when I ran Vault of the Drow last year and it was fantastic. This book would have been welcome then since it is now going to be for 5e and Pathfinder.
Adventures Great and Glorious
https://www.kickstarter.com/projects/brwgames/adventures-great-and-glorious?ref=theotherside
Joseph Bloch is back with another great sounding book for old-school games. This one is for high-level campaigns, running kingdoms and intrigue. It sounds a little like "Companion Set for AD&D + Birthright", but I am sure it is more than that.
Joe runs a tight Kickstarter. He does what he says and gets things done. To date he also the only Kickstarter creator to get me books BEFORE his stated deadlines. This book should also be a great as his others.
Basic and Expert RPG Sets Remastered!
https://www.kickstarter.com/projects/640360422/basic-and-expert-rpg-sets-remastered?ref=theotherside
Bill Barsh of Pacesetter Games has been out there producing some high-quality material and books for a long time. This one is so far up my alley that it is practically in my living room. I have gone on forever about my love of Basic-era D&D and B/X in particular. Well, this looks like so much fun!
Witch+Craft, a 5e Supplemental
https://www.kickstarter.com/projects/astrolago/witch-craft-a-5e-supplemental?ref=theotherside
Now this one looks like a lot of fun. Tradecraft, magic and crafting for your D&D5 characters. Exactly the sort of commonplace magic one would expect to see in a world filled with magic. This one is on the opposite end of the spectrum than DCC and that is what makes it look fun.
Love the art.
Lost Classes and Cannibal Corpses - Two Original RPG Zines
https://www.kickstarter.com/projects/gamersandgrognards/lost-classes-and-cannibal-corpses-two-original-rpg?ref=theotherside
Back on to the old-school side of things, long time blogger Ryan Thompson has his first Kickstarter out. Appendix N Entertainment gives not one but two zines; Lost Classes and Canibal Corpse. "Lost Classes: The Arnesonian Classes" features two classes played in Dave Arneson's games, the Merchant and the Sage. It is worth it because of that really.
"Solar Sanctuary of the Cannibal Corpse" is an adventure module for 1st-3rd level characters.
And finally. Let's not forget the 8,000 lb (800 lb is not enough) gorilla out there.
Critical Role: The Legend of Vox Machina Animated Special
https://www.kickstarter.com/projects/criticalrole/critical-role-the-legend-of-vox-machina-animated-s?ref=theotherside
Honestly, what do I need to say about this one? Hit 4 million in it's first few hours of opening. At just under 6.5 million now and there are still 41 days of funding to go. I am pretty sure this is the largest RPG-related Kickstarter ever. It is even more money that the recent https://www.kickstarter.com/projects/mst3k/bringbackmst3k/descriptionMST3k Kickstarter.
So yeah, Critical Role is a big deal.
So get out your wallet or purse and get ready to slap some cash down.
Thursday, March 7, 2019
Maximum Mayhem Mail!
Got home last night to a mail call from Mark Taormino. This is always a good time.
The box came with his new adventure module #5 Palace of the Dragon's Princess and some dice in a bag. The dice are actually quite nice.
The box is nice an sturdy.
It holds all five of the Maximum Mayhem adventures and the monster book, Monsters of Mayhem #1. It will also hold a bunch of his characters sheets once I print them out on goldenrod paper and all the extra perks that came with the adventures (posters, 3D art).
There is also enough room in the box for a rule set. While the monsters and adventures are overtly "Advanced" in design (OSRIC, Advanced Labyrinth Lord), the maximum level for the adventures is 14 and that screams B/X to me. I'll have to find the right OSR rules that fits the feeling of these.
You can still get a box while supplies last directly from Dark Wizard.
The adventure modules, monster book, and character sheets can be found at DriveThruRPG/RPGNow.
I should spend some time and go through all of these in detail. Maybe look over different games to run them under.
The box came with his new adventure module #5 Palace of the Dragon's Princess and some dice in a bag. The dice are actually quite nice.
The box is nice an sturdy.
It holds all five of the Maximum Mayhem adventures and the monster book, Monsters of Mayhem #1. It will also hold a bunch of his characters sheets once I print them out on goldenrod paper and all the extra perks that came with the adventures (posters, 3D art).
There is also enough room in the box for a rule set. While the monsters and adventures are overtly "Advanced" in design (OSRIC, Advanced Labyrinth Lord), the maximum level for the adventures is 14 and that screams B/X to me. I'll have to find the right OSR rules that fits the feeling of these.
You can still get a box while supplies last directly from Dark Wizard.
The adventure modules, monster book, and character sheets can be found at DriveThruRPG/RPGNow.
- #1 Hanging Coffins of the Vampire Queen (levels 10-14)
- #2 Secret Machines of the Star Spawn (levels 6-10)
- #3 Villains of the Undercity (levels 1-3)
- #4 Vault of the Dwarven King (levels 4-7)
- #5 Palace of the Dragon's Princess (levels 8-12)
- 1st Edition Style Fantasy Character Sheets 27 Pack
- Monsters of Mayhem #1
I should spend some time and go through all of these in detail. Maybe look over different games to run them under.
Wednesday, March 6, 2019
Darlessa the Vampire Queen
I have had a long and sorted history with the "Vampire Queen" in my games.
One of the first adventures I worked on for OSR publication was called "The Tomb of the Vampire Princess" or "Vampire Queen" or "Palace" depending on my mood at the time.
I essentially saw it as a sequel of sorts to the original Wee Warriors / Pacesetter Games "Palace of the Vampire Queen". But a few things happened. First Mark Taormino published his own "Hanging Coffins of the Vampire Queen" which was AWESOME. Then Bill Barsh of Pacesetter Games produced some sequels of his own with Castle Blood and Crypts of the Living.
So the need for my own sequel dwindled.
A couple years back Small Niche Games produced Guidebook to the Duchy of Valnwall. I had the pleasure of working on that product. I submitted a character to be "Saint" in the game, Father Johan Werper, my very first D&D character ever. When I got my copy I was so thrilled. Something I had wanted to happen for ages was going to happen, Johan was going to be a real saint in a "D&D" book! I opened it up and I was not disappointed at all! Moreover the book's main author and designer Pete Spahn had added this section:
It was like throwing a deck of cards into the air and having them land in a perfect house of cards.
So modules V5 and V6 combined will cover a lot of similar territory to what I was going to do in my adventure. So I'll just drop that and keep the elements that are new. The opening of the crypts.
I have a stack of various notes, maps, ideas and going through them all I think I have something pretty cool here. I'll have to get it all together in time for my annual Halloween horror game.
Right now the working title is Descent into the Crypts of the Vampire Queen. It will be my homage to the great adventures of the Golden Era but also a nod to the two Vampire Queen adventures that brought me so much joy.
Here she is for Advanced Labyrinth Lord.
Darlessa, The Queen of Vampires
Female Vampire Witch, Demonic Tradition
No. Enc.: 1 (Unique)
Alignment: Chaotic (evil)
Movement: 120’ (40’)
Fly: 180’ (60’)
Armor Class: -5 (bracers of defense, amulet of protection, ring of protection)
Hit Dice: 13
Attacks: 1 (touch, see below) or spell
Damage: 1d10, drain 2 points of Constitution, witch Spells
Save: W13
Morale: 12
Hoard Class: XXII
XP: 11,400
Str: 18 Int: 15 Wis: 14 Dex: 18 Con: (18) Cha: 22
In addition to the powers of a vampire, Darlessa has the following witch spells and Occult Powers. She casts as a 13th level witch.
Spells by Level
Cantrip (3+5): Alarm Ward, Black Flame, Daze, Knot, Mend, Mote of Light, Object Reading, Spark
1st (4+3): Burning Hands, Cause Fear, Everlasting Candle, Hecate's Spiritual Dog, Minor Curse, Read Languages
2nd (4+3): Agony, Bewitch II, Burning Gaze, Enthrall, Ghost Touch, Produce Flame, Rite of Remote Seeing
3rd (3+2): Astral Sense, Clairaudience/Clairvoyance, Danse Macabre, Toad Mind, Tongues
4th (3+2): Arcane Eye, Bewitch IV, Elemental Armor, Moonlit Way, Phantom Lacerations
5th (2): Death Curse, Greater Command
6th (2): Death Blade
7th (1): Wave of Mutilation
Occult Powers
Familiar (Undead Raven)
Evil’s Touch
Devil’s Tongue
Magic Items
Intangible Cloak of Shadows, Amulet of Protection* (also prevents cleric turning), bracers of defense, ring of protection, ring spell storing.
Links to Adventures
One of the first adventures I worked on for OSR publication was called "The Tomb of the Vampire Princess" or "Vampire Queen" or "Palace" depending on my mood at the time.
I essentially saw it as a sequel of sorts to the original Wee Warriors / Pacesetter Games "Palace of the Vampire Queen". But a few things happened. First Mark Taormino published his own "Hanging Coffins of the Vampire Queen" which was AWESOME. Then Bill Barsh of Pacesetter Games produced some sequels of his own with Castle Blood and Crypts of the Living.
So the need for my own sequel dwindled.
A couple years back Small Niche Games produced Guidebook to the Duchy of Valnwall. I had the pleasure of working on that product. I submitted a character to be "Saint" in the game, Father Johan Werper, my very first D&D character ever. When I got my copy I was so thrilled. Something I had wanted to happen for ages was going to happen, Johan was going to be a real saint in a "D&D" book! I opened it up and I was not disappointed at all! Moreover the book's main author and designer Pete Spahn had added this section:
He died in a tragic tale that is recounted in the Hunt for the Dark Mistress, where he tracked down and slew Darlessa the Vampire Queen who had abducted his granddaughter.Pete never contacted me about this and I could not have been happier! Without knowing it he included things that happened in my game; Johan dying and leaving his granddaughter, Celene, behind (Celene was my first 2nd Ed character, and afraid of the dark. Now I know why). The use of holy oil in my games (does 1d8 damage to undead; more when lit) and of course giving a name to an enemy that had been lurking in the back of my mind ever since I first read about Elizabeth Bathory.
Unfortunately, Johan was himself cursed by the taint of the vampire's blood. Rather than remain an undead abomination, he bid goodbye to his granddaughter and used the last of his strength to douse his body with oil and set himself alight.
It was like throwing a deck of cards into the air and having them land in a perfect house of cards.
So modules V5 and V6 combined will cover a lot of similar territory to what I was going to do in my adventure. So I'll just drop that and keep the elements that are new. The opening of the crypts.
I have a stack of various notes, maps, ideas and going through them all I think I have something pretty cool here. I'll have to get it all together in time for my annual Halloween horror game.
Right now the working title is Descent into the Crypts of the Vampire Queen. It will be my homage to the great adventures of the Golden Era but also a nod to the two Vampire Queen adventures that brought me so much joy.
Here she is for Advanced Labyrinth Lord.
Darlessa, The Queen of Vampires
Female Vampire Witch, Demonic Tradition
No. Enc.: 1 (Unique)
Alignment: Chaotic (evil)
Movement: 120’ (40’)
Fly: 180’ (60’)
Armor Class: -5 (bracers of defense, amulet of protection, ring of protection)
Hit Dice: 13
Attacks: 1 (touch, see below) or spell
Damage: 1d10, drain 2 points of Constitution, witch Spells
Save: W13
Morale: 12
Hoard Class: XXII
XP: 11,400
Str: 18 Int: 15 Wis: 14 Dex: 18 Con: (18) Cha: 22
In addition to the powers of a vampire, Darlessa has the following witch spells and Occult Powers. She casts as a 13th level witch.
Spells by Level
Cantrip (3+5): Alarm Ward, Black Flame, Daze, Knot, Mend, Mote of Light, Object Reading, Spark
1st (4+3): Burning Hands, Cause Fear, Everlasting Candle, Hecate's Spiritual Dog, Minor Curse, Read Languages
2nd (4+3): Agony, Bewitch II, Burning Gaze, Enthrall, Ghost Touch, Produce Flame, Rite of Remote Seeing
3rd (3+2): Astral Sense, Clairaudience/Clairvoyance, Danse Macabre, Toad Mind, Tongues
4th (3+2): Arcane Eye, Bewitch IV, Elemental Armor, Moonlit Way, Phantom Lacerations
5th (2): Death Curse, Greater Command
6th (2): Death Blade
7th (1): Wave of Mutilation
Occult Powers
Familiar (Undead Raven)
Evil’s Touch
Devil’s Tongue
Magic Items
Intangible Cloak of Shadows, Amulet of Protection* (also prevents cleric turning), bracers of defense, ring of protection, ring spell storing.
Links to Adventures
- V2 Palace of the Vampire Queen reprint from Pacesetter Games
- V5 Palace of the Vampire Queen: Castle Blood (Pacesetter Games)
- V6 Palace of the Vampire Queen: Crypts of the Living (Pacesetter Games)
- MM1 Hanging Coffins of the Vampire Queen (Maximum Mayhem Dungeons / Dark Wizard)
- COA04SE: Guidebook to the Duchy of Valnwall Special Edition (SNG)
- Palace of the Vampire Queen
- Getting Basic
- All Hail the Vampire Queen!
- Into the Lair of the Vampire Queen
- A to Z of Vampires: Vampire Queen
- Weekend Gaming: Halloween Gaming, Return of the Vampire Queen
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