Like many gamers my age I have had a "complicated" relationship with the Dungeons & Dragons cartoon of the 80s. At the time I thought it was stupid. But as I got older I came to appreciate it for what it really was. My kids LOVED it, especially my youngest son. I bought the boxed set that came out with the D&D 3.0 stats and it was a great blast.
So the whole Internet has been abuzz when these pictures start coming out.
A cosplay group? A new movie!? A Netflix series??
Nope. It's a Brazilian car commercial for the new Renault Outsider!
I have to admit. Tiamat looks freaking awesome here, and they really captured the feel of the characters. I swear that Eric and Diana looked like they walked right out of the cartoon and into this commercial.
My orginal DM just said on Facebook that they must have had a bigger budget for this 1 minute 45 second TV spot than the first D&D movie. I am inclined to believe that.
AND now thanks to Renault we know how the story ends.
Now maybe Paizo can team up with Nissan for a Pathfinder commercial?
Friday, May 24, 2019
Thursday, May 23, 2019
A_MAY_zing Adventures: American Gods
This month the Troll Lords have a bunch a sales going on. Now as many of you may know I am good friends with one of the Trolls, Jason Vey. Jason and I worked on Buffy at Eden Studios, playtested each other's games for Eden and have worked on a lot of other titles together for a bunch of different companies.
We were talking about his game Amazing Adventures a little bit ago. I had been reading through all of Brian Young's Mythology Codecies, also by Troll Lord, and it dawned on me that these can, and should, be used together. Because what you get when you do is American Gods.
Amazing Adventures has been reviewed here in the past, so no real need for me to go over it all again. I am going to consider the following books though for my American Gods game.
For the Codices, I have only reviewed the Celtic and Classic ones, but have them all.
The idea behind American Gods is that when folks came here from the "Old Country" they brought their gods with them. People in this world, and thus this game, are normal humans. So no spell casters and no psychics. I am including the Book of Powers for an odd sort every so often and to cover some of the powers of the Gods in America and some of the "normal humans".
The Codices all give us background. While the world has moved on the Gods haven't, or at least, not all of them and not every one of them the same way.
Where American Gods is a personal story of Shadow Moon, there are other stories that can be done. Take a page from Mage: The Ascension and have the agents of the New Gods fighting the followers of the Old Gods. These new followers could then be spellcasters or powered characters as they criss-cross the US battling each other and other forces. Throw in a bit of Chill or Supernatural in there for good measure. Maybe this war is also waking up all the old creatures so werewolves, vampires and others are also on the move once again.
Actually, this sounds exactly like the games from around 1999-2001 when "millennium anxiety" was creeping in everywhere.
The more I think about the more I like this idea of this game. While Amazing Adventures is overtly a "Pulp Action Game" there is nothing at all stopping you from using as a low-key (Loki??) supers in a modern supernatural setting. In fact, that is exactly what the Book of Powers is all about.
Hmmm.
Stealing another idea from Jason's blog and his Wasted Lands concepts, maybe the players could also BE the gods themselves. Now there is a fun idea.
This is worth developing much more. I'll need to reread the book, it's been a while, plus I should really finish Anansi Boys someday. I think I would also use Gaiman's "Lucifer" because that would be a lot of fun.
OH. And be on the lookout for the new Amazing Adventures 5th Edition, compatible with 5th Edition D&D!
We were talking about his game Amazing Adventures a little bit ago. I had been reading through all of Brian Young's Mythology Codecies, also by Troll Lord, and it dawned on me that these can, and should, be used together. Because what you get when you do is American Gods.
Amazing Adventures has been reviewed here in the past, so no real need for me to go over it all again. I am going to consider the following books though for my American Gods game.
For the Codices, I have only reviewed the Celtic and Classic ones, but have them all.
The idea behind American Gods is that when folks came here from the "Old Country" they brought their gods with them. People in this world, and thus this game, are normal humans. So no spell casters and no psychics. I am including the Book of Powers for an odd sort every so often and to cover some of the powers of the Gods in America and some of the "normal humans".
The Codices all give us background. While the world has moved on the Gods haven't, or at least, not all of them and not every one of them the same way.
Where American Gods is a personal story of Shadow Moon, there are other stories that can be done. Take a page from Mage: The Ascension and have the agents of the New Gods fighting the followers of the Old Gods. These new followers could then be spellcasters or powered characters as they criss-cross the US battling each other and other forces. Throw in a bit of Chill or Supernatural in there for good measure. Maybe this war is also waking up all the old creatures so werewolves, vampires and others are also on the move once again.
Actually, this sounds exactly like the games from around 1999-2001 when "millennium anxiety" was creeping in everywhere.
The more I think about the more I like this idea of this game. While Amazing Adventures is overtly a "Pulp Action Game" there is nothing at all stopping you from using as a low-key (Loki??) supers in a modern supernatural setting. In fact, that is exactly what the Book of Powers is all about.
Hmmm.
Stealing another idea from Jason's blog and his Wasted Lands concepts, maybe the players could also BE the gods themselves. Now there is a fun idea.
This is worth developing much more. I'll need to reread the book, it's been a while, plus I should really finish Anansi Boys someday. I think I would also use Gaiman's "Lucifer" because that would be a lot of fun.
OH. And be on the lookout for the new Amazing Adventures 5th Edition, compatible with 5th Edition D&D!
Wednesday, May 22, 2019
OMG: Greek (and maybe Roman) Mythos, Part 2
I have really been enjoying going back and rereading and reanalyzing the myths and stories that got me into D&D to start with. I can't help but feel like this is the start of 1979 instead of 2019 with my reading list lately. Only now at 49, I can really enjoy them in a different light than 9.
Let's continue with One Man's God and see what sort of demons the Greek Myths give us.
The Furies, Erinyes and the Dirae
Part of my prep for this has been to go back over my Hesiod (7th Century BCE) and Ovid(1st Century BCE and CE) (and other sources, but that is later) to see how these myths changed over the centuries. One of my favorites was the various different interpretations of the Erinyes also know as the Furies and the Dirae (Roman). Like I mentioned in Part 1, they are the archetype of what OMG is trying to do. Their new life in the Monster Manual as a devil is not just in line with the myth, it also makes a certain level sense given the internal logic of the D&D multiverse.
I took it a step even further with my own Avenging Angels, The Dirae.
Typhon and Echidna
Another candidate for a demon is the god/titan Typhon. I have used Typhon as a demon in the past. Essentially a Balor whose primary aspects are lightning, storms, and rain rather than smoke, darkness, and fire. I still like that idea, but it really isn't Typhon is it? Typhon is the offspring of Gaia (Earth) and Tartarus (the underworld) so there is some connection to him being a Cthonic deity (like Nox) and he certainly looks like a demon. Also, the Ptolemaic Greeks (and earlier) associated and conflated and syncretized Typhon with Set.
I think in this case I am going to have my cake and eat it too. There is Typhon, the titan locked away in Tartarus and there are the Typhon demons, demons of storm and wind that might be his offspring.
Echidna is the "mother of all monsters". In a way that sounds like another "Other Side" favorite, Lilith the Mother of Demons. Though aside from the similar titles that is where the commonalities end. Echidna is a half-woman, half-snake creature born "to the sea" (depends on who ask) and was the mother to some of the most fearsome monsters of the Greek Myths, including Orthrus, Dioskilos, and Cerberus.
As with Typhon, she seems to remain more of a titan to me. As the mother of monsters, I can see that she is the mother/progenitor of the harpies and even the Marilith aka the Type V demons. Given her and Typhon's affinity for snakes, it makes sense. I also think that I would say that she lays eggs, a nod to the animal Echidna; an egg-laying mammal.
In truth, any monster of demon can be the offspring of Typhon and Echidna.
Demogorgon
Is Demogorgon a part of the Greek Myths?
Well, he is not listed in the Deities & Demigods as part of the Greek Myths, so this is a stretch of scope for this OMG, but Demogorgon is so central to the mythos of D&D that he can't go unmentioned.
Many scholars now believe that the word Demogorgon was badly translated from the Greek δημιουργόν (dēmiourgon) or demiurge. As an aside, does this mean he could be the Demiurge in the game Kult? NOW THERE is a fun idea! Throughout the study of the name, there are two basic threads. 1. Demogorgon is some sort primordial progenitor of the Gods. and 2. It is a grammatical error given life as a god. Certainly, the look given to Demogorgon in the Monster Manual is a pure fabrication on the part of authors and artists of D&D (note: this is not a bad thing).
From Milton above, we learn that Demogorgon was already in Hell waiting for the arrival of Satan. He is picked up as a prince of darkness in Edmund Spenser's The Faerie Queene.
But my favorite one has to be from Shelley's Prometheus Unbound which takes influences from Paradise Lost. Here Demogorgon is the son of Zeus/Jupiter and Theris and is known as "the supreme Tyrant" of "the shadow realm". Here the gods, Jupiter, Hades even Typhon are all dead. In this Demogorgon defeats Zeus/Jupiter as he did Kronos/Saturn before and Ouranos/Uranus before that. Maybe much like the prophecy, Metis was given of Zeus' son defeating him this happened, but only it was his via Thetis instead.
So what does all that mean to us?
Well Demogorgon, as he appears in the Monster Manual, is not really Greek. This is fine. But grabbing all sorts of elements of his/its past we can come up with an old demon whose goal is to destroy the Gods (as one interpretation). If we look into his origins as quasi-Greek then it is interesting that his chief rival is Orcus a demonic version of an Etruscan/Roman deity. But more on Orcus in the next OMG.
Demogorgon has been featured here before and likely will again
That's a lot for today and I feel like I have barely scratched the surface, and there are still Roman Myths to cover!
The more I think about it. The world of Kult is one where Demogorgon has succeded in killing most of the gods.
Let's continue with One Man's God and see what sort of demons the Greek Myths give us.
The Furies, Erinyes and the Dirae
Part of my prep for this has been to go back over my Hesiod (7th Century BCE) and Ovid(1st Century BCE and CE) (and other sources, but that is later) to see how these myths changed over the centuries. One of my favorites was the various different interpretations of the Erinyes also know as the Furies and the Dirae (Roman). Like I mentioned in Part 1, they are the archetype of what OMG is trying to do. Their new life in the Monster Manual as a devil is not just in line with the myth, it also makes a certain level sense given the internal logic of the D&D multiverse.
I took it a step even further with my own Avenging Angels, The Dirae.
Typhon and Echidna
Another candidate for a demon is the god/titan Typhon. I have used Typhon as a demon in the past. Essentially a Balor whose primary aspects are lightning, storms, and rain rather than smoke, darkness, and fire. I still like that idea, but it really isn't Typhon is it? Typhon is the offspring of Gaia (Earth) and Tartarus (the underworld) so there is some connection to him being a Cthonic deity (like Nox) and he certainly looks like a demon. Also, the Ptolemaic Greeks (and earlier) associated and conflated and syncretized Typhon with Set.
I think in this case I am going to have my cake and eat it too. There is Typhon, the titan locked away in Tartarus and there are the Typhon demons, demons of storm and wind that might be his offspring.
Echidna is the "mother of all monsters". In a way that sounds like another "Other Side" favorite, Lilith the Mother of Demons. Though aside from the similar titles that is where the commonalities end. Echidna is a half-woman, half-snake creature born "to the sea" (depends on who ask) and was the mother to some of the most fearsome monsters of the Greek Myths, including Orthrus, Dioskilos, and Cerberus.
As with Typhon, she seems to remain more of a titan to me. As the mother of monsters, I can see that she is the mother/progenitor of the harpies and even the Marilith aka the Type V demons. Given her and Typhon's affinity for snakes, it makes sense. I also think that I would say that she lays eggs, a nod to the animal Echidna; an egg-laying mammal.
In truth, any monster of demon can be the offspring of Typhon and Echidna.
Demogorgon
Orcus and Ades, and the dreaded name
Of Demogorgon
— John Milton, Paradise Lost II. 966.
Time to address the titan in the room.Is Demogorgon a part of the Greek Myths?
Well, he is not listed in the Deities & Demigods as part of the Greek Myths, so this is a stretch of scope for this OMG, but Demogorgon is so central to the mythos of D&D that he can't go unmentioned.
Many scholars now believe that the word Demogorgon was badly translated from the Greek δημιουργόν (dēmiourgon) or demiurge. As an aside, does this mean he could be the Demiurge in the game Kult? NOW THERE is a fun idea! Throughout the study of the name, there are two basic threads. 1. Demogorgon is some sort primordial progenitor of the Gods. and 2. It is a grammatical error given life as a god. Certainly, the look given to Demogorgon in the Monster Manual is a pure fabrication on the part of authors and artists of D&D (note: this is not a bad thing).
From Milton above, we learn that Demogorgon was already in Hell waiting for the arrival of Satan. He is picked up as a prince of darkness in Edmund Spenser's The Faerie Queene.
But my favorite one has to be from Shelley's Prometheus Unbound which takes influences from Paradise Lost. Here Demogorgon is the son of Zeus/Jupiter and Theris and is known as "the supreme Tyrant" of "the shadow realm". Here the gods, Jupiter, Hades even Typhon are all dead. In this Demogorgon defeats Zeus/Jupiter as he did Kronos/Saturn before and Ouranos/Uranus before that. Maybe much like the prophecy, Metis was given of Zeus' son defeating him this happened, but only it was his via Thetis instead.
So what does all that mean to us?
Well Demogorgon, as he appears in the Monster Manual, is not really Greek. This is fine. But grabbing all sorts of elements of his/its past we can come up with an old demon whose goal is to destroy the Gods (as one interpretation). If we look into his origins as quasi-Greek then it is interesting that his chief rival is Orcus a demonic version of an Etruscan/Roman deity. But more on Orcus in the next OMG.
Demogorgon has been featured here before and likely will again
That's a lot for today and I feel like I have barely scratched the surface, and there are still Roman Myths to cover!
The more I think about it. The world of Kult is one where Demogorgon has succeded in killing most of the gods.
Tuesday, May 21, 2019
Review: Castles & Crusades Codex Classicum
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.
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.
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.
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