The Castles & Crusades Codecies series are great books to add some flavor and history to your game. While overtly for the Castles & Crusades game they can be used by nearly any game. I reviewed the Codex Celtarum a while back and I loved it. So I picked up all the others.
Since I am currently on a big Greek Mythology kick, let's have a look at Castles & Crusades Codex Classicum.
Castles & Crusades Codex Classicum
For this book, I am reviewing the PDF only since that is what I have at hand at the moment.
The PDF is 146 pages with color covers and black & white interiors. The art is up to the high standards you should expect from Troll Lords with plenty of evocative art from Peter Bradley. Like the other books in this series, this one was written by Brian Young, who has the educational background to tackle these books.
Brian introduces us to the material with an apology that this book could have been twice as large and not cover everything. Indeed, the book's scope is ambitious with what we normally consider Classical Mythology; the stories of the Greeks and the Romans with some Etruscans thrown in for good measure. Ambitious indeed.
Note: There are a couple of errors in the hyperlinked table of contents in the PDF, but nothing that keeps anyone from enjoying the book.
Chapter 1 covers the actual history of the Greeks, Etruscans, and Romans...or as much as can be done in 20 or so pages. There are actual history and mythical histories. The myth in this section and book takes heavily, as can be expected, from Hesiod's Theogony. It's like being back in Freshman Classics all over again! The section, for its brevity, is well thought out and hits on the big pictures and themes. I suppose if you want more you can always read Theogony yourself. In fact, do that, anyone that is a gamer should have a basic understanding of the Classical Myths.
Chapter 2 details the all-important geography of the area. Why "all-important"? Because the Greeks and the later Romans were products of their environments; their history, religions and myths were influenced by their geography to an extreme extent. From the Greek city-states of early antiquity, to rise of the power Athens and Macedonia and in the literal center of it all, the Mediterranean Sea.
Again, this chapter is a quick overview, but a better one than I have seen in other game books.
This chapter also covers mythical locations (but not the mythical worlds just yet). Remember to the Greeks these places were places just as real as everything else. One could, if they so desired, walk to the underworld. That is if they knew the way.
This chapter also introduces the Explorer/Adventurer class. Something that feels right at home in the world of the Greeks or the worlds of Gygax. Some should convert this to another system and see how it plays out.
Chapter 3 features the monsters and beasts of the Classical World. There are a lot of old favorites here and well as new representations of other favorites. Of course, this is one of my favorite chapters. Greek myth got me into D&D via the Monster Manual and there are a lot of monsters here that get right in the 1979 nostalgia. My only disappointment here is that is no art of any of the monsters. I know we all know what most of these creatures look like, but I still feel a little cheated in not getting enough Peter Bradley art.
Chapter 4 is my favorite. Monsters got me into D&D and RPGs, but it was magic that kept me coming back. Chapter 4 features Greek and Roman sorcery and magic including necromancy and prophecy. Even the most casual reader of the classic myths should know how important Oracles are to the tale. From Jason to Perseus to the tragedy of Oedipus, Oracles move the story forward. Here we get our next class, the Oracle (with notes on how these mouthpieces of the gods work in the other Codies). Unlike the Pathfinder Oracle, this one is not a spellcaster but a reader of omens. It also requires a fairly experienced player to play to make proper use of it.
Also featured here is the Nekuomantis, or the classical Greek necromancer. In many ways, this is the true necromancer before RPGs got ahold of the archetype. These characters speak to the dead to learn secrets and the future.
Chapter 5 deals with the Gods and Titans and other immortal creatures. It is fairly comprehensive compared to all other game books and very helpful in populating the ranks of the Immortals.
Chapter 6 focuses more on the humans and mortals of the world. The heroes and their issues. The basics of the Greek and Roman armies are also covered. This chapter also introduces the Gladiator class.
All in all a great overview but also leaving me with the desire for some more. Still I rather enjoyed it and can see a lot of uses for it.
Tuesday, May 21, 2019
Monday, May 20, 2019
Monstrous Monday: Orthrus, Dioskilos and the Death Dogs
Rain interrupted our gardening for Saturday. So I decided to come back inside and relax to the original 1981 Clash of the Titans. This was such a touchstone movie for a young mythology fan getting heavily into D&D. Plus it fits in nicely with my whole Back to Basics theme this year and my current One Man's God theme.
Orthrus
According to Apollodorus, Orthrus was a two-headed dog that guarded Geryon's cattle. He, like Cerberus, was the offspring of Echidna and Typhon. He was the first of the semi-divine "death dogs" and was killed by Heracles. This creature appeared as a mastiff with two heads.
Dioskilos
Was a two-headed dog that appeared more like a wolf. While smaller, he is also believed to be the offspring of Echidna and Typhon. This creature, according to mythographer Harryhausen, guarded the temple of Medusa.
Death Dogs
Death Dogs are any of numerous offspring of Orthus, Dioskilos, Cerberus and various other creatures, typically Hell Hounds. Others, usually more powerful ones are the offspring of Typhon and Echidna.
Due to their semi-divine and underworld natures, they are affected by any spell that also damages demons, devils or other evil outsiders.
Death Dog
No. Enc.: 1d6 (1d8)
Alignment: Chaotic (Chaotic Evil, Neutral Evil)
Movement: 150’ (50’)
Armor Class: 4 [15]
Hit Dice: 2d8+4 (13 hp)
Attacks: 2 and special
Damage: 1d8 / 1d8 (bite) and Rotting Death (see below).
Save: Fighter 2
Morale: 11
Hoard Class: Nil
XP: 100
Death dogs are two-headed, mastiff-like hounds; nocturnal killing machines that hunt their prey without hesitation across the desert sands and wastelands. Death dog packs have been known to share territory with little friction, although they do engage in dominance battles in leaner times when hunting is difficult. Victims of the death dog’s bite must pass a saving throw or come down with the rotting death, losing 1d6 points of constitution each day until they succeed at a poison saving throw at a -5 penalty.
Victims who lose all their points of constitution die. Constitution points can be restored with powerful healing magic or complete bed rest, with one point of constitution returning with each week of rest.
Orthrus
According to Apollodorus, Orthrus was a two-headed dog that guarded Geryon's cattle. He, like Cerberus, was the offspring of Echidna and Typhon. He was the first of the semi-divine "death dogs" and was killed by Heracles. This creature appeared as a mastiff with two heads.
Dioskilos
Was a two-headed dog that appeared more like a wolf. While smaller, he is also believed to be the offspring of Echidna and Typhon. This creature, according to mythographer Harryhausen, guarded the temple of Medusa.
Death Dogs
Death Dogs are any of numerous offspring of Orthus, Dioskilos, Cerberus and various other creatures, typically Hell Hounds. Others, usually more powerful ones are the offspring of Typhon and Echidna.
Due to their semi-divine and underworld natures, they are affected by any spell that also damages demons, devils or other evil outsiders.
Death Dog
No. Enc.: 1d6 (1d8)
Alignment: Chaotic (Chaotic Evil, Neutral Evil)
Movement: 150’ (50’)
Armor Class: 4 [15]
Hit Dice: 2d8+4 (13 hp)
Attacks: 2 and special
Damage: 1d8 / 1d8 (bite) and Rotting Death (see below).
Save: Fighter 2
Morale: 11
Hoard Class: Nil
XP: 100
Death dogs are two-headed, mastiff-like hounds; nocturnal killing machines that hunt their prey without hesitation across the desert sands and wastelands. Death dog packs have been known to share territory with little friction, although they do engage in dominance battles in leaner times when hunting is difficult. Victims of the death dog’s bite must pass a saving throw or come down with the rotting death, losing 1d6 points of constitution each day until they succeed at a poison saving throw at a -5 penalty.
Victims who lose all their points of constitution die. Constitution points can be restored with powerful healing magic or complete bed rest, with one point of constitution returning with each week of rest.
Section 15: Death Dog from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Underworld Oracle. |
Thursday, May 16, 2019
Batwoman: New Trailer and Vigilante City
Super busy at work today, but something cool came up on my feed. The new First Look trailer is out for the CW's Batwoman.
I have been a solid fan of the character since the 52 mini-series and her own series. I still consider Batwoman: Elegy one of the best comics ever written.
Given the grittier street feel of the CW Arrowverse, Vigilante City is a great choice to stat her up.
Since the series has not appeared yet, let's try her out at Level 1.
Batwoman
True ID: Katherine "Kate" Kane
Class: Dark Avenger
Level: 1
Alignment: Law
STR: 17
INT: 16
WIS: 15
DEX:18
CON: 17
CHA: 16
SUR: 19
Courage: 16
Critical: 14
Death: 10
Magic: 10
Mental: 14
Poison: 12
HP: 9
AC: 5 (Batsuit)
Initiative Bonus: +3
Attack Bonuses. Melee: +2 Ranged: +3
Move: 12
Vigilante Points: 1
Kits: Batsuit and gear, utility belt
Skills
Combat, Fighting (Martial Arts), Interrogation (+2 bonus), Intimidation (+1 bonus), Steet Smarts, Computer Skills 1, Parkour 1
Height: 5'7"
Weight: 135 lbs
Age: 26
Hair: Black / Red
Eyes: Light Green
Sex: F
Will alter some details this Fall!
I have been a solid fan of the character since the 52 mini-series and her own series. I still consider Batwoman: Elegy one of the best comics ever written.
Given the grittier street feel of the CW Arrowverse, Vigilante City is a great choice to stat her up.
Since the series has not appeared yet, let's try her out at Level 1.
Batwoman
True ID: Katherine "Kate" Kane
Class: Dark Avenger
Level: 1
Alignment: Law
STR: 17
INT: 16
WIS: 15
DEX:18
CON: 17
CHA: 16
SUR: 19
Courage: 16
Critical: 14
Death: 10
Magic: 10
Mental: 14
Poison: 12
HP: 9
AC: 5 (Batsuit)
Initiative Bonus: +3
Attack Bonuses. Melee: +2 Ranged: +3
Move: 12
Vigilante Points: 1
Kits: Batsuit and gear, utility belt
Skills
Combat, Fighting (Martial Arts), Interrogation (+2 bonus), Intimidation (+1 bonus), Steet Smarts, Computer Skills 1, Parkour 1
Height: 5'7"
Weight: 135 lbs
Age: 26
Hair: Black / Red
Eyes: Light Green
Sex: F
Will alter some details this Fall!
Wednesday, May 15, 2019
Review & PWWO: Maximum Mayhem Adventures
Mark Taormino of Maximum Mayhem Dungeons is in the final week of his latest creation, Maximum Mayhem Dungeons #6: Moving Maze of the Mad Master.
I thought today might be a great time to discuss his previous adventures.
#1 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 the first encounters you have to run a gauntlet and get past a bunch of fire giants 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
#2 Secret Machines of the Star Spawn
Let's play a game of what if. What if the Expedition to the Barrier Peaks had been written in the 80s instead of the 70s? What if there were influences of Star Wars, Buck Rogers, 50s sci-fi movies and just a little dash of 70s Blaxploitation?
You might get something like The Secret Machines of the Star Spawn, but it would not be as good as the module Mark Taormino wrote. The module follows a similar flow of the other Maximum Mayhem Dungeons; something weird is happening, there are rumors, a long history of strangeness and a thin excuse to go adventuring. What they PCs will uncover is...well I don't want to spoil it. It's no shock that this adventure will feature a downed starship and some lasers. But it doesn't end there. In truth there is a lot to really, really like about this adventure. In a different setting, the monsters would be scary ass deadly and really, really awesome. Also there is so many references to pop culture, espeically sci-fi and 80s pop culture, that it would be pointless to address them all. The rock band KILL was one of my favorites. Designed for OSRIC, I played bits and pieces of this using D&D5. Though it would work just as well with AD&D1, Castles & Crusades or any other OGL based clone game. The one issue I have with it (and very minor) is that players that didn't grow up in the 70s and 80s would not get all the jokes. I ran Hanging Coffins for my kids and they loved it, but some of the jokes fell flat on them here. No surprise they have no context for them. I thought they were hilarious to be honest. Loved the Pinball Wizard! If I were to run this again I would either merge it with a little bit of Expedition to the Barrier Peaks and run a huge Star Spawn mega-adventure. Or I'd run it as is with some disposable characters and guys that grew up in the 80s too.
#3 Villains of the Undercity
What if the Keep on the Borderlands was destroyed and then humans came in and built a new keep on top of the ruins. Let's also say the caves of Chaos have been cleared, but not all the monsters were killed. Where did they go? What did they do? Now invite the Slave Lords from the A series over. You would get Villains of the Undercity! This adventure is an ode and homage to the great dungeon crawls of the day. While this adventure fits the gonzo style of the other Maximum Mayhem Dungeons this one can also be played straight. Well...sorta. There is a crazy Halfling Illusionist Assassin, but that is for the players to figure out.
With this adventure, anyone that has ever been inside a classic dungeon will find something to love. There are lots of deadly traps, monsters and puzzles to figure out. Of course plenty of treasure too. This adventure is also the one that I can see fitting into a larger campaign, even with adventures from other publishers. I was mentally placing it in Greyhawk or even Dolmvay. Just really a lot of fun.
Like the B and A series it takes so much nostalgia from, this is an introductory module. But just because it says character levels 1-3 it is still expecting some experienced players or very experienced players with somewhat fuzzy memories! Like the MM modules, this one is action and combat. Yes, there are some puzzles to solve and everything is deadly.
#4 Vault of the Dwarven King
Another what if scenario for you. What if the dwarves of Moria were completely crazy for Indiana Jones? Well, you might get something like Vault of the Dwarven King. There is the aforementioned vault, part of a vast underground dwarven city. There is a giant monster that's on fire. There are also mine-cars, goblin moonshiners, blue trolls and dwarf tossing.
There is a thin coating of silliness over a really fun and REALLY deadly adventure here. All to reclaim the lost dwarven artifact, the Fireheart. But does it belong to the dwarves or the goblins? Will you even live long enough to find out?
Like the adventures that came before it, it is an unapologetic romp down memory lane. This adventure though, maybe more so than any of the others might be more accessible to anyone that didn't grow up in the 80s. The biggest nostalgia pull is, of course, the Lord of the Rings movies, in particular, Fellowship of the Ring, but that is only one (though very loud) note. There is enough going on here to keep every player on their toes and their characters running. This one is also the most classically "fantasy" than the others which also draw on sci-fi, horror and crazy humor.
#5 Palace of the Dragon's Princess
Palace of the Dragon's Princess might be my second favorite adventure in this whole series right after Hanging Coffins. The premise is very similar to the classic Palace of the Silver Princess. In this case, the Princess is trapped by a green dragon and you must go rescue her. Sound easy? You obviously have not paid any attention to the other four adventures in this series.
This one has a lot of background information, more so than the others. We know a lot more about Princess Francessca than we do about Lady Neeblack the Vampire Queen (Could Lady Neeblack be Princess Francessa's dead mother??!!?). There is a knight, a dragon and Torgo. Yup, a nice riff on MST3k with Torgo and the Master. But is the princess REALLY in danger? That will be up to the Gamemaster to decide. There is a lot going on here and because of the backstory a lot more that a crafty DM can add. I am a touch disappointed there were no three-headed creatures like the Ubues, but that is fine. They were silly enough then.
Like the Vault of the Dwarven King this one is more classically fantasy and it is also one best ones in the series to "run straight". Meaning you could strip out some of the silliness and have a pretty deadly, serious adventure if you wanted.
In any case, this is one is a lot of fun and a worthy addition to the line of Maximum Mayhem Dungeons.
So check out Maximum Mayhem Dungeons #6: Moving Maze of the Mad Master. It looks like "Willy Wonka in Hell" so you know it will be fun.
Plays Well With Others
The Maximum Mayhem Adventures are designed with 1st Edition/OSRIC in mind. But If you organize them in level like this.
I can't help but notice a solid campaign of levels 1 to 14.
Just like B/X D&D.
With some tweaks, mostly to the monsters and alignment, you could have a solid set of adventures for the B/X line of D&D. Sure they are a bit tough and have some out-there elements, but nothing that B/X couldn't deal with with the right DM.
I have not tried this yet. I have played these adventures using D&D 5th edition, but I can't see why it would not work.
Plus the boxes look nice together.
Isn't this how we all played back then anyway? Mixing our AD&D and BD&D all the time. I think I first went through the A-Series using the Expert set anyway.
I thought today might be a great time to discuss his previous adventures.
#1 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 the first encounters you have to run a gauntlet and get past a bunch of fire giants 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
#2 Secret Machines of the Star Spawn
Let's play a game of what if. What if the Expedition to the Barrier Peaks had been written in the 80s instead of the 70s? What if there were influences of Star Wars, Buck Rogers, 50s sci-fi movies and just a little dash of 70s Blaxploitation?
You might get something like The Secret Machines of the Star Spawn, but it would not be as good as the module Mark Taormino wrote. The module follows a similar flow of the other Maximum Mayhem Dungeons; something weird is happening, there are rumors, a long history of strangeness and a thin excuse to go adventuring. What they PCs will uncover is...well I don't want to spoil it. It's no shock that this adventure will feature a downed starship and some lasers. But it doesn't end there. In truth there is a lot to really, really like about this adventure. In a different setting, the monsters would be scary ass deadly and really, really awesome. Also there is so many references to pop culture, espeically sci-fi and 80s pop culture, that it would be pointless to address them all. The rock band KILL was one of my favorites. Designed for OSRIC, I played bits and pieces of this using D&D5. Though it would work just as well with AD&D1, Castles & Crusades or any other OGL based clone game. The one issue I have with it (and very minor) is that players that didn't grow up in the 70s and 80s would not get all the jokes. I ran Hanging Coffins for my kids and they loved it, but some of the jokes fell flat on them here. No surprise they have no context for them. I thought they were hilarious to be honest. Loved the Pinball Wizard! If I were to run this again I would either merge it with a little bit of Expedition to the Barrier Peaks and run a huge Star Spawn mega-adventure. Or I'd run it as is with some disposable characters and guys that grew up in the 80s too.
#3 Villains of the Undercity
What if the Keep on the Borderlands was destroyed and then humans came in and built a new keep on top of the ruins. Let's also say the caves of Chaos have been cleared, but not all the monsters were killed. Where did they go? What did they do? Now invite the Slave Lords from the A series over. You would get Villains of the Undercity! This adventure is an ode and homage to the great dungeon crawls of the day. While this adventure fits the gonzo style of the other Maximum Mayhem Dungeons this one can also be played straight. Well...sorta. There is a crazy Halfling Illusionist Assassin, but that is for the players to figure out.
With this adventure, anyone that has ever been inside a classic dungeon will find something to love. There are lots of deadly traps, monsters and puzzles to figure out. Of course plenty of treasure too. This adventure is also the one that I can see fitting into a larger campaign, even with adventures from other publishers. I was mentally placing it in Greyhawk or even Dolmvay. Just really a lot of fun.
Like the B and A series it takes so much nostalgia from, this is an introductory module. But just because it says character levels 1-3 it is still expecting some experienced players or very experienced players with somewhat fuzzy memories! Like the MM modules, this one is action and combat. Yes, there are some puzzles to solve and everything is deadly.
#4 Vault of the Dwarven King
Another what if scenario for you. What if the dwarves of Moria were completely crazy for Indiana Jones? Well, you might get something like Vault of the Dwarven King. There is the aforementioned vault, part of a vast underground dwarven city. There is a giant monster that's on fire. There are also mine-cars, goblin moonshiners, blue trolls and dwarf tossing.
There is a thin coating of silliness over a really fun and REALLY deadly adventure here. All to reclaim the lost dwarven artifact, the Fireheart. But does it belong to the dwarves or the goblins? Will you even live long enough to find out?
Like the adventures that came before it, it is an unapologetic romp down memory lane. This adventure though, maybe more so than any of the others might be more accessible to anyone that didn't grow up in the 80s. The biggest nostalgia pull is, of course, the Lord of the Rings movies, in particular, Fellowship of the Ring, but that is only one (though very loud) note. There is enough going on here to keep every player on their toes and their characters running. This one is also the most classically "fantasy" than the others which also draw on sci-fi, horror and crazy humor.
#5 Palace of the Dragon's Princess
Palace of the Dragon's Princess might be my second favorite adventure in this whole series right after Hanging Coffins. The premise is very similar to the classic Palace of the Silver Princess. In this case, the Princess is trapped by a green dragon and you must go rescue her. Sound easy? You obviously have not paid any attention to the other four adventures in this series.
This one has a lot of background information, more so than the others. We know a lot more about Princess Francessca than we do about Lady Neeblack the Vampire Queen (Could Lady Neeblack be Princess Francessa's dead mother??!!?). There is a knight, a dragon and Torgo. Yup, a nice riff on MST3k with Torgo and the Master. But is the princess REALLY in danger? That will be up to the Gamemaster to decide. There is a lot going on here and because of the backstory a lot more that a crafty DM can add. I am a touch disappointed there were no three-headed creatures like the Ubues, but that is fine. They were silly enough then.
Like the Vault of the Dwarven King this one is more classically fantasy and it is also one best ones in the series to "run straight". Meaning you could strip out some of the silliness and have a pretty deadly, serious adventure if you wanted.
In any case, this is one is a lot of fun and a worthy addition to the line of Maximum Mayhem Dungeons.
So check out Maximum Mayhem Dungeons #6: Moving Maze of the Mad Master. It looks like "Willy Wonka in Hell" so you know it will be fun.
Plays Well With Others
The Maximum Mayhem Adventures are designed with 1st Edition/OSRIC in mind. But If you organize them in level like this.
I can't help but notice a solid campaign of levels 1 to 14.
Just like B/X D&D.
With some tweaks, mostly to the monsters and alignment, you could have a solid set of adventures for the B/X line of D&D. Sure they are a bit tough and have some out-there elements, but nothing that B/X couldn't deal with with the right DM.
I have not tried this yet. I have played these adventures using D&D 5th edition, but I can't see why it would not work.
Plus the boxes look nice together.
Isn't this how we all played back then anyway? Mixing our AD&D and BD&D all the time. I think I first went through the A-Series using the Expert set anyway.
Tuesday, May 14, 2019
Must Be the Season of the Witch: Movies and TV
Now, this is working WITH me!
A new movie and new TV series created just for my entertainment. Though I am sure you all can watch too.
First up, Angelina Jolie is back as Maleficent: Mistress of Evil.
And over on Disney's FreeForm, who is currently KILLING IT with Marvel's Cloak & Dagger, we are getting a Witches-as-Warriors in a modern-day supernatural show, Motherland: Fort Salem.
I mean seriously, has someone been peeking at my birthday wish list?
Can't wait for these!
A new movie and new TV series created just for my entertainment. Though I am sure you all can watch too.
First up, Angelina Jolie is back as Maleficent: Mistress of Evil.
And over on Disney's FreeForm, who is currently KILLING IT with Marvel's Cloak & Dagger, we are getting a Witches-as-Warriors in a modern-day supernatural show, Motherland: Fort Salem.
I mean seriously, has someone been peeking at my birthday wish list?
Can't wait for these!
Monday, May 13, 2019
Monstrous Monday: Avenging Angels, The Dirae for Basic-era Games
A little thing I have been working on. More of this later. Greek and Roman mythology purists, I take a lot of liberties with the myths. A lot.
--
Avenging Angels, The Dirae
"Every angel is terrifying."
- Rainer Maria Rilke
“They say that by the time you hear their war screams you are already dead.”
- Brix, Imp assigned to Malbolge
When the Erinyes abandoned their duties and sided with the Devils in the War at the Gates of Dawn they left a vacuum of power that the gods, in their weakened state could not fill.
Originally known as the Eumenides, or the Kindly Ones, their divine task was to rightfully punish wrongdoers and the breakers of oaths. They pursued this task with a fervor that only divine justice can inspire. It was this devotion that made them an easy target for Asmodeus’ designs.
They fell, along with other angels and servitors of good, until they landed in Hell. Here they took on new forms and became the Erinyes or the Furious Ones.
Their power, their divine cause, and their roles were left untouched for time untold.
Until one night.
A small coven of proto-Druidic nature worshipers danced around a full moon. The parishioners, all women from the local village, danced and lept with pure joy. Unknown to them a group of raiders from a few villages over had heard of the moonlight dance and figured the women would be easy targets. They were. They were defenseless and without weapons or armor. These raiders believed they had stockpiles of gold and silver, but nothing like that existed. In outrage, the raiders slaughtered them all.
The murders caught the attention of the coven’s Goddess, Rhamnusia. Aggrieved and enraged she appealed to the other gods. “Please!” she cried out, “please let them know the vengeance they deserve.” But this was the time after the War at the Gates of Dawn and the gods were weak and weary. Not only did they fear to give up any remaining power they had, but secretly they could not do so; such was their weakened state. Only the God that had prompted the raiders on did not fear.
Rhamnusia screamed in rage. Cursing the impotent Gods She flew off till she found Death.
Death granted Her the power She asked for, but at a cost. No more of Her followers would ever be able to come back from the Realms of Death as part of a cycle of Life-Death-and-Rebirth. The Goddess Rhamnusia, hearing only the souls of her followers crying for vengeance, agreed.
With this power, She raised her followers. She equipped them with arms and armor and sent them on a mission of vengeance. Their forms were same; the Goddess wanted to these raiders to know that it was the once peaceful coven now come for their deaths. With sword and wing; armor and scream, the new angels flew to their targets. Like the Eumenides of old, their unerring flight sought out the guilty and they destroyed them.
They then continued to attack and destroy anyone that had harmed another innocent. Saving their greatest fury for those that killed women or children.
Enraged at loss of so many of His followers the God of the raiders demanded justice of His own. No sooner than He had uttered the words than the screams of the Angels were heard. They attacked this God, the forced Him back to his own plane and here they slaughtered Him.
More than that, they Unmade Him.
He would never come back, no matter the form, no matter what other gods or His worshipers did.
The Angels had tapped into the righteous fury left behind by the Erinyes. The power that was of thousands of Angels of Vengeance and Retribution now flowed through the bodies of less than a score beings. Gone was the peaceful coven. In their place stood the avatars of Vengeance and Death, and even the gods themselves were not immune from their justice.
Their Goddess too was changed. Rhamnusia took on an aspect similar to Her angels.
Gone were the accouterments of a pastoral Goddess. Sheaves of grain were replaced by a scourge. The sickle of the harvest became a sword of silver fire. Her rustic tunic became armor of the same silver. Rhammusia was gone.
In Her place stood Invidia, the Goddess of Vengeance. Her brothers were Fear and Terror and mortalkind called her Nemesis, "She whom none can escape."
Her Angles became known as the Dirae, the “Terrible Ones” or the “Vengengful Ones.”
Dirae (Angel)
No. Enc.: 1d4 (2d8)
Alignment: Lawful (Lawful Good, Lawful Neutral)
Movement: 60’ (20’)
Fly: 240’ (80’)
Armor Class: 2
Hit Dice: 8d8 + 16 (52 hp)
Attacks: 2 or 1 or special
Damage: 1d8 / 1d8 (sword) or 1d10 (scourge, see below) or scream (see below).
Save: Fighter 8
Morale: 12
Hoard Class: Nil
XP: 3,840
The dirae appear as angels with dark wings touched with silver. They are often armed and armored. All dirae are female, but it can often be difficult to tell when their helms are donned. They do appear attractive, but there is a quality of sadness, anger or purpose about their appearance that makes most mortals uncomfortable. The guilty fear them and the devoted see them as manifestations of justice.
The dirae are tasked with punishing the guilty. Petty crimes are beneath their attention as mortal laws are designed to deal with those. The dirae focus their vengeance on the worst crimes committed; those against the innocent. Not all crimes can be punished by the dirae; there are too few of them, but when they set out to punish a mortal nothing can stop them.
Dirae attack with a sword two times per round or a scourge. The scourge does damage and acts as a Rope of Entanglement. Both weapons are considered magical and holy when dealing with other creatures. They slay evil creatures without hesitation or remorse. If they are sent to slay a human then they will do so as quickly as possible. If someone is in their way or prevents them from their task they will slay that creature as well. Three times per day the dirae can Scream. This attack causes fear (as per the spell). Creatures 5 HD and lower are affected with no save. Creatures 6 HD and higher are allowed a save vs. spells. Affected creatures cannot attack.
Dirae have the following spell-like abilities, usable at will: detect invisibility, fear (was the wand of fear), invisibility, know alignment, locate object, polymorph self, produce flame, holy word, and gate (50% probability of success) a dirae or (75% probability of success) another angel of a lesser sort.
A group of dirae is known as a “flight”.
Dirae and Erinyes
As agents of good and evil respectively, the Dirae and Erinyes often are at cross purposes, but in their roles of vengeance, they will sometimes see their purposes aligned. Due to ancient pacts that go beyond gods and devils the Dirae and the Erinyes are forbidden to act against each other directly. They can’t harm or interfere with each others’ hunts.
If a mortal is claimed by both groups, then by the same ancient pacts they are given over to the Erinyes, the Dirae cannot interfere.
--
Avenging Angels, The Dirae
"Every angel is terrifying."
- Rainer Maria Rilke
“They say that by the time you hear their war screams you are already dead.”
- Brix, Imp assigned to Malbolge
When the Erinyes abandoned their duties and sided with the Devils in the War at the Gates of Dawn they left a vacuum of power that the gods, in their weakened state could not fill.
Originally known as the Eumenides, or the Kindly Ones, their divine task was to rightfully punish wrongdoers and the breakers of oaths. They pursued this task with a fervor that only divine justice can inspire. It was this devotion that made them an easy target for Asmodeus’ designs.
They fell, along with other angels and servitors of good, until they landed in Hell. Here they took on new forms and became the Erinyes or the Furious Ones.
Their power, their divine cause, and their roles were left untouched for time untold.
Until one night.
A small coven of proto-Druidic nature worshipers danced around a full moon. The parishioners, all women from the local village, danced and lept with pure joy. Unknown to them a group of raiders from a few villages over had heard of the moonlight dance and figured the women would be easy targets. They were. They were defenseless and without weapons or armor. These raiders believed they had stockpiles of gold and silver, but nothing like that existed. In outrage, the raiders slaughtered them all.
The murders caught the attention of the coven’s Goddess, Rhamnusia. Aggrieved and enraged she appealed to the other gods. “Please!” she cried out, “please let them know the vengeance they deserve.” But this was the time after the War at the Gates of Dawn and the gods were weak and weary. Not only did they fear to give up any remaining power they had, but secretly they could not do so; such was their weakened state. Only the God that had prompted the raiders on did not fear.
Rhamnusia screamed in rage. Cursing the impotent Gods She flew off till she found Death.
Death granted Her the power She asked for, but at a cost. No more of Her followers would ever be able to come back from the Realms of Death as part of a cycle of Life-Death-and-Rebirth. The Goddess Rhamnusia, hearing only the souls of her followers crying for vengeance, agreed.
With this power, She raised her followers. She equipped them with arms and armor and sent them on a mission of vengeance. Their forms were same; the Goddess wanted to these raiders to know that it was the once peaceful coven now come for their deaths. With sword and wing; armor and scream, the new angels flew to their targets. Like the Eumenides of old, their unerring flight sought out the guilty and they destroyed them.
They then continued to attack and destroy anyone that had harmed another innocent. Saving their greatest fury for those that killed women or children.
Enraged at loss of so many of His followers the God of the raiders demanded justice of His own. No sooner than He had uttered the words than the screams of the Angels were heard. They attacked this God, the forced Him back to his own plane and here they slaughtered Him.
More than that, they Unmade Him.
He would never come back, no matter the form, no matter what other gods or His worshipers did.
The Angels had tapped into the righteous fury left behind by the Erinyes. The power that was of thousands of Angels of Vengeance and Retribution now flowed through the bodies of less than a score beings. Gone was the peaceful coven. In their place stood the avatars of Vengeance and Death, and even the gods themselves were not immune from their justice.
Their Goddess too was changed. Rhamnusia took on an aspect similar to Her angels.
Gone were the accouterments of a pastoral Goddess. Sheaves of grain were replaced by a scourge. The sickle of the harvest became a sword of silver fire. Her rustic tunic became armor of the same silver. Rhammusia was gone.
In Her place stood Invidia, the Goddess of Vengeance. Her brothers were Fear and Terror and mortalkind called her Nemesis, "She whom none can escape."
Her Angles became known as the Dirae, the “Terrible Ones” or the “Vengengful Ones.”
Dirae (Angel)
No. Enc.: 1d4 (2d8)
Alignment: Lawful (Lawful Good, Lawful Neutral)
Movement: 60’ (20’)
Fly: 240’ (80’)
Armor Class: 2
Hit Dice: 8d8 + 16 (52 hp)
Attacks: 2 or 1 or special
Damage: 1d8 / 1d8 (sword) or 1d10 (scourge, see below) or scream (see below).
Save: Fighter 8
Morale: 12
Hoard Class: Nil
XP: 3,840
The dirae appear as angels with dark wings touched with silver. They are often armed and armored. All dirae are female, but it can often be difficult to tell when their helms are donned. They do appear attractive, but there is a quality of sadness, anger or purpose about their appearance that makes most mortals uncomfortable. The guilty fear them and the devoted see them as manifestations of justice.
The dirae are tasked with punishing the guilty. Petty crimes are beneath their attention as mortal laws are designed to deal with those. The dirae focus their vengeance on the worst crimes committed; those against the innocent. Not all crimes can be punished by the dirae; there are too few of them, but when they set out to punish a mortal nothing can stop them.
Dirae attack with a sword two times per round or a scourge. The scourge does damage and acts as a Rope of Entanglement. Both weapons are considered magical and holy when dealing with other creatures. They slay evil creatures without hesitation or remorse. If they are sent to slay a human then they will do so as quickly as possible. If someone is in their way or prevents them from their task they will slay that creature as well. Three times per day the dirae can Scream. This attack causes fear (as per the spell). Creatures 5 HD and lower are affected with no save. Creatures 6 HD and higher are allowed a save vs. spells. Affected creatures cannot attack.
Dirae have the following spell-like abilities, usable at will: detect invisibility, fear (was the wand of fear), invisibility, know alignment, locate object, polymorph self, produce flame, holy word, and gate (50% probability of success) a dirae or (75% probability of success) another angel of a lesser sort.
A group of dirae is known as a “flight”.
Dirae and Erinyes
As agents of good and evil respectively, the Dirae and Erinyes often are at cross purposes, but in their roles of vengeance, they will sometimes see their purposes aligned. Due to ancient pacts that go beyond gods and devils the Dirae and the Erinyes are forbidden to act against each other directly. They can’t harm or interfere with each others’ hunts.
If a mortal is claimed by both groups, then by the same ancient pacts they are given over to the Erinyes, the Dirae cannot interfere.
Friday, May 10, 2019
Kickstart Your Weekend: Heretical Fates Tarot Deck
A different KYW for the Other Side today. Hope you enjoy it!
HERETICAL FATES ART BOOK and TAROT DECK with Danika XIX
https://www.kickstarter.com/projects/1193179890/heretical-fates-art-book-and-tarot-deck-with-danik?ref=theotherside
A NSFW Tarot deck and art book with 78 photographs by Allan Amato, descriptions by Danika XIX and art by JAW Cooper + Lauren Panepinto.
I am not "into" Tarot, but I do love the iconography of it all. And this would be a cool tarot deck to have to use with some games like WITCH: Fated Souls or Mage.
I also think I like the idea of Vivid Vivka as the Devil in this.
Looks really fantastic.
HERETICAL FATES ART BOOK and TAROT DECK with Danika XIX
https://www.kickstarter.com/projects/1193179890/heretical-fates-art-book-and-tarot-deck-with-danik?ref=theotherside
A NSFW Tarot deck and art book with 78 photographs by Allan Amato, descriptions by Danika XIX and art by JAW Cooper + Lauren Panepinto.
I am not "into" Tarot, but I do love the iconography of it all. And this would be a cool tarot deck to have to use with some games like WITCH: Fated Souls or Mage.
I also think I like the idea of Vivid Vivka as the Devil in this.
Looks really fantastic.
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