Thursday, October 6, 2022

Board Game: Wizards (1982)

Wizards (1982)
I was reorganizing my shelves trying to find some room for some new books when I found this little gem hiding in my lower shelves.  I totally forgot I had this!

Wizards (1982)

Wizards is described as "Avalon Hill's game of fantasy adventure."  It is easy to see why they would want to make this game too.

1982 was some prime years for Fantasy RPGs and D&D in particular. 

There are board game elements to this as well as plenty of RPG elements.  For example you can choose what sort of wizard character (Order) you will play; Wizard, Sorcerer, or Druid. Each also has four levels (Ranks).

The first part of the game is setting up all the locations of the various islands on the hex grid sea map.

After that the various wizards race around the map to collect various gems for the High Druid. There are seven, six are needed to win.

While this is going on there are various Event and Task cards that send your wizard on quests, trap them or other hazards. These add time it takes to complete your missions but they can also raise your Wizard rank and make you more powerful. 

From the rule book. Here is what is needed to play and win.

  1. Join a Magical Order. Without that, you may not accept any Tasks or gain points of any kind.
  2. Acquire Tasks and complete them for points of Knowledge, Power and/or Perception.
  3. Fight the Evil Powers that take over the islands, making them inaccessible.
  4. Advance to Rank 4 in your Order. 
  5. When you are at Rank 4, collect all 6 Gems from the High Wizards.
  6. When you have the Gems, pass them to the High Druid Rüktal in the Center of the Sacred Circle to win the game.

The game uses two six-sided dice.  

Wizards (1982)

Hex map of the sea

Wizards 1982

Wizards 1982

Wizards 1982

Wizards 1982

Wizards 1982 Wizard Sheet

Wizards 1982 Play area

Wizards 1982

Wizards (contents)Wizards (contents)

I love the *idea* of this game, but while I enjoyed the set up I could not get anyone to play it here.  My wife does not care for board games with RPG elements and my kids would rather play D&D.

I am adopting some ideas from this game though for my own games, most notably the War of the Witch Queens, but certainly others as well.

Traveller Envy and the Avalon Isles

I have talked a bit about my Traveller Envy here in the past. To finally overcome this I am taking all the various board games I am going to cover this month and create a new area of my world; the Isles of Avalon. The origins here should be pretty obvious, I am going to base a lot of the mythology of the lands on England, Ireland, and the various islands around them. Also, I am drawing heavily from the Avalon Hill games, so much so that the currently unnamed main island has a place called Avalon Hill. It will be my world's Glastonbury Tor.  There is a volcano on one of the islands (this will be an archipelago) where a famous Warlock lives.  With a volcano I can also get representations of all the elements; Earth, Water, Air and Fire.

There will be a smaller island nearby that I am calling the Island of the Necromancers.

I will spend this month detailing this place further.

If I get nothing else out of these board games then I think I will be fine.

100 Days of Halloween: The Witchwar Legacy

The Witchwar Legacy
Switching worlds, editions, and even systems now.  

This adventure was released in 2010 and is a prelude to their Reign of Winter adventure path released in 2013.

I am not entirely sure to be honest, but I think this is the adventure that prompted Paizo to make the Reign of Winter adventure path. 

The Witchwar Legacy

PDF and Print 32 pages. Color covers and interior art.

This adventure is for characters level 17 and essentially is a MacGuffin hunt for the Torc of Kostchtchie. The characters can choose to aid Elvanna, the Witch Queen of Irrisen gain the Torc or the demon-lord Kostchtchie. 

It is a short adventure, essentially a single location with a lot of monsters and NPCs.

It is a quick one, to be honest for such a high-level adventure. If it wasn't so high level it would be a great introduction to the Reign of Winter series. 

I feel like it could be run in the afternoon, but I also think I would like to adjust the threats to make it a little lower level. I would also tweak it a bit to fit the Reign of Winter series. 

My Snow/Ice/Winter Witch?

Elvanna is fantastic, but she never shows up here. She is a good witch...well an evil witch, but she is great at that. The Reign of Winter also features Elvanna but in a different sort of role and she dies in the end...or at least could die. Plus she is so wrapped up in everything I would have to change the Reign of Winter to work for War of the Witch Queens.

Still, she is rather great and I really want to use her. BUT I am also covering the "Reign of Winter" campaign in a couple of days and that, well, changes things. Tune back in for that.

The Other Side - 100 Days of Halloween

Wednesday, October 5, 2022

October Horror Movie Challenge: Enter the Devil (1974)

Enter the Devil (1974)
1974 is a sweet spot for cheesy Italian Giallo horror. I don't think I have seen them all, but I have seen a lot.  

This one is also known as "L'ossessa" and "The Eerie Midnight Horror Show" (complete with Rocky Horror-style lips) it revolves around a religious statue of crucified Jesus purchased by Danila (Stella Carnacina). Luisa (Lucretia Love) It is obvious from the start that the "statue" is an actor (Ivan Rassimov) in heavy makeup but that is fine.

It is 1974, so the Exorcist is on EVERY Horror filmmaker's mind and this movie is no exception. 

Danila is some sort of art expert so she is working with the statue.  But while at a party she watches her mother,  in some sort of S&M affair with a younger man she leaves to go back to work. There she is all alone with the statue.  When he starts to move it is no surprise, but I wonder what the audiences in 1974 thought?  Likely they saw the same things we do now.   Eventually, the statue transforms into a human and in one stroke rips off ALL of Danila's clothes (neat trick that) they have very enthusiastic sex while the place burns...or not. It could all be in Danila's mind.  But she does keep experiencing things and no one believes her.   

Naturally, she is possessed and tries to seduce her own father. They bring over a psychiatrist whose professional opinion is that she is unduly affected by her work. They head out to the country ("Better than any medicine" according to the medical professional) but they get a flat and Danila wanders off into an "Etruscan temple to Baal" where she sees an ancient ceremony to Satan.  In mid-hallucination, she is back in her own bed again freaking out. When the doctor examines her she does have the stigmata wounds inflicted on her in her hallucination.

I give the movie credit, they try really hard to make this a serious movie about an exorcism.  They get a priest in and I can't help but notice her room is set up similar to Regan's in The Exorcist.

The later half is basically Danila going crazy and various priests trying to exorcise her and it sorta falls apart here. 

Still, a neat idea even if not executed as well as the filmmaker might have liked.

Use for War of the Witch Queens

I love the idea of the old statue coming to life and the "Etruscan temple to Baal" just screams Orcus to me for D&D use.

Use for NIGHT SHIFT

All I could think of while watching this one was I need to figure out a way to do a psychiatrist or psychologist in NIGHT SHIFT.

October Horror Movie Challenge 2022
Viewed: 5
First Time Views: 4

October Horror Movie Challenge 2022

100 Days of Halloween: FIGHTING FANTASY - Caverns of the Snow Witch

Snow Witch
Last night I covered an adventure that mentions the Ice Queen, but no more details than a mention. This works fine for me since I have a plethora of choices. Here is the first one I considered, but not my only one.

FIGHTING FANTASY - Caverns of the Snow Witch

PDF and Print. 45 pages. Color covers, black & white interiors.

This adventure has a solid pedigree.  It is based on Ian Livingstone's Fighting Fantasy books from 1984.  This adventure is for the d20 system / D&D 3.0 system published in 2003. So nearly 20 apart, here I am nearly 20 years after that reviewing it. 

This adventure covers the same plot and situations from the Fighting Fantasy "choose your own adventure" book.  

The adventure is designed for one character or a small group of adventures.  Reading through it does follow the same plot lines as the Fighting Fantasy book. 

This adventure also features the Luck saves from the original book. It has some changes to the d20 ruleset. There are a few new monsters (including a Yeti!), some new spells, campaign notes, and some new NPCs.

There are a lot of location-based adventures, essentially a collection of encounters the PCs jump from one to the next. The advantage here is that it is easy to convert from d20 to what I am planning to use it with, Old-School Adventures.  

The Snow Witch in this adventure is a sorcerer/vampire which works great for d20/3.0. For my adventures, I would make her a proper witch. 

The adventure is fine, but I think I might be viewing it through what my "Nostalgia Goggles."  Am I reading a good adventure or am I reading something because it was enjoyable to me in the 1980s?

I guess in the end it doesn't matter, as long as I am having fun with it. 

Is She My Snow/Ice Witch?

Well, I guess I should really ask do I just need one? I have a few more choices but this one has some serious old-school street cred. My other Snow/Ice/Winter witches though are a little more interesting.

Still, this is a fun adventure and one I am looking forward to using.

The Other Side - 100 Days of Halloween

 

Tuesday, October 4, 2022

October Horror Movie Challenge: Sacrilege (2020)

Sacrilege (2020)
I was not expecting much with this one and that is pretty much what I got. 

Four old friends, Kayla, Blake, Stacey, and Trish, decide to have a girls' weekend together. They rent out an old cabin at the Mabon Inn while an ancient Pagan festival is also going on. During the ceremony, the girls write down their fears on paper and burn them.  While they proceed to partake in the drugs, drinking, and dancing, one of the parishioners, Mrs. March, warns the girls not to stay till the end and that they should leave now.

They return home and head to bed. Kayla begins to hear noises and sees a hallucination of "Tyler" (some dude from her past that is never really explained). Blake goes for a swim and sees a dog coming for her. Stacey, who is always taking selfies, sees herself getting old.  For Trish, it is insects and bugs.

Weird stuff starts to happen, but everything is just so slow. Even the sex scene is dull.

Our first victim, Stacey, gets it while seeing herself getting old again in a mirror. She slips on her own blood and impales herself in the head on a bit of garden equipment.  The others go looking for her, but the creepy gardener has already hidden her.

Turns out the girls were the sacrifice and the "Goddess Mabon" is killing them with their own fears. While Trish and Kayla are learning this from Mrs. March, Blake is being chased by dogs. Runs until she is impaled on the antlers mounted on the gardener's truck.  I sense a pattern here.

The two remaining girls try to call 999 but this splits them up and Trish starts hallucinating about bugs and Kayla about Tyler.  Trish ends up drinking some drain cleaner or bleach because she thinks there are bugs in her mouth.  Kayla tries to drive her the hospital, but the way is blocked by the pagans.

In what has to be known as Chekhov's Flare Gun Kayla uses the Flare gun from early in the movie to shoot the wooden effigy of "Mabon" and break the Pagans' hold on them. Reminds me of a Batman comic I had read back in 1988 or so, but can't recall which one it was. 

We end with Kayla and Trish professing their love for each other as Kayla tries to drive them to a hospital.

I like the elements of the old creepy Pagan cult still lingering in the untamed places in rural England. That is fun, but this movie doesn't offer much more than that.

Use for War of the Witch Queens

Plenty of good background for folk horror, which is why I watched this one. But as usual, the writers don't quite get things right with mythology. Or more to the point they get it all wrong enough to be irritating.

Use for NIGHT SHIFT

Pretty much any movie I watch this month is going to have uses in NIGHT SHIFT.  For this one, I would love to use the old creepy pagan cult that still lives on in the dark and quiet places of the world. Though the original Wicker Man might be a better model for this.

October Horror Movie Challenge 2022
Viewed: 4
First Time Views: 3

October Horror Movie Challenge 2022

Mail Call: Blue Rose Six of Cups

Getting a new book in the mail is always a joy. Getting one you helped create is even better!

I got my author's copy of Blue Rose Six of Cups.

Blue Rose Six of Cups

Blue Rose Six of Cups

The PDF has been available for a bit and now the print book can be ordered from Green Ronin's online store.

As I have said in the past I adore Blue Rose. I just love the world, the system, everything about it. It is such a refresher after decades of "grim dark" RPGs.

I am particularly happy with this one. It has a new character I am particularly fond of.  My homage to the Piasa Bird and places I used to frequent. Another distateful member of the less than pleasant Meacham family. But most of all it was a joy and an honor to write something for Aldea. 

The Storm of the Century

The project lead, Joseph D. Carriker, for this book posted in Green Ronin News a little about this book. In particular, he talked about the "Storm of the Century" theme.  This was not something I (or to my knowledge) any of the other authors tried to do. I was pretty much working in my silo just to get this done with my only contact being Joseph. Who, please allow me to add, was great to work with.

Here is what he had to say about the storm.

One of the things I asked of our authors was to send me proposals for their adventures and gazetteers. In short order, it became apparent that (perhaps inspired by the elemental association of Cups with water) no less than three of the stories feature a massive coastal storm. Rather than require some of the authors to change their ideas, I thought I could include them all to highlight one of the interesting ways to use generally unrelated adventures.

Finding a common thread to run between adventures is an awesome way of building a sort of “accidental” campaign. The tumultuous weather plays a role in all three of the stories, and they are not written as being interrelated. An enterprising Narrator might, however, come up with some connecting concepts to help tie them together. Perhaps these are all part of a single, major storm system of some kind, a sort of terrifying storm of the century to strike the southern coast of Aldis? Or, perhaps there is something (or someone…) nefarious at work, hurling storm after storm into the world.

I do love this idea and the thought of a great storm coming to the southern coast of Aldis is too good to pass up. 

Personally, I think this is one of Blue Rose's greatest strengths when compared to D&D.  D&D can do a lot of great things. But it is largely still a game about and centered around combat.  In Blue Rose, you could make an adventure where the central focus was protecting a small coastal town from the coming storm. Not by fighting some demonic force or elemental, but as the Sovereign's Finest playing the role the National Guard does here. Organizing relief efforts, building sandbag walls, and figuring out what to do. Fantastic role-playing opportunity.  

So my darkfiend Dorgogz is not the cause of this massive storm, but rather he is here because of it. 

The adventures are leveled from 1 to 8 (mine for example is level 2-4). A new adventure, say levels 8-10 called "The Storm of the Century" would be this giant coastal storm.  Hmm...I am getting some ideas here.  With this sort of build-up, one could see that there is something connected and nefarious here. 

Can't wait to try out the other adventures in this book. They look great.

100 Days of Halloween: A Witch's Desire - Adventure for Old-School Essentials

A Witch's Desire - Adventure for Old-School Essentials
Honestly, I could not pass this one up. It is a low-level adventure featuring a witch, it is quick and it is for Old-School Essentials.  So yeah, I had to grab it.  But how does it play?  Let's look into it.

As always I will be following my rules for these reviews.

A Witch's Desire - Adventure for Old-School Essentials

PDF and PoD. 27 pages. Color covers and interior art.

The designed levels for this are 1 to 3, but I find that it works well as an "interlude" adventure, that is as the characters are moving from one major adventure to the other.  Not to say that this can't be a major adventure, it can. But for me, I wanted to feel more like the characters "wandered into a dream" sort of deal. 

To start with, and what helps fuel this notion of an interlude, are some rules for travel.  While the PCs are moving from their last adventure to this one using these rules helps give this one it's own feel. Yes they can be used elsewhere and adapted. Adding to this is the section after the travel and before the adventure proper, and that is the influence the witch has on the lands near her. I have been using something similar for my War of the Witch Queens based on the old superstition of Hex Signs, but the rules here are more explicit in their application.

 The adventure is a "straightforward" mission to get some water for the Witch of the Wilds they meet at the start of the adventure. I say "straightforward" because obviously, it isn't.  They are plenty of hazards along the way and foes to fight. The adventure is scaleable so that is also quite good. 

There are no stats for the witch herself, nor should there be. The PCs should not be fighting her.

This adventure is set in the Forever Winter setting. Honestly a name like screams to be used.  Also, there is mention of the Ice Queen and her rivalry with the Witch of the Wilds.  The Ice Queen is not mentioned much here save for a sidebar, but the potential is great.  So great in fact that I have an idea of how to work the Ice Queen (also a witch in my world naturally) into my War of the Witch Queens.  I'll discuss her tomorrow. It is likely that their A Wintry Death adventures could be used in conjunction with this one, but I am pretty pleased with it as is to be honest.

While the art is wonderful for this it does make you think the Witch of the Wild could be something of an evil-ish character, certainly otherworldly.  While reading through this I kept asking myself, what if this witch was good and just really needed the character's help?

Suddenly all I could think of was Ginny Di's character Morelia the Wood Witch.  She would need the water for her potions obviously. Changes the whole tenor of the adventure.   Not that I have any problems coming up with witches. It would also change the nature of the relationship between the Witch of the Wilds and the Ice Queen. They are still rivals, but now it is different.

Witch of the Wilds VS Morelia the Wood Witch

Note: I just noticed that Morelia's familiar Crimini is a cat with white fur and gold eyes. Much like the art for the Witch of the Wilds. Maybe Morelia polymorphs Crimini to act as the scary Witch of the Wild? She then hides in the background so that the PCs she is hiring don't know she really is about as dangerous as a bunny. A lot like Balok in the classic Trek episode "The Corbomite Maneuver."  Instead of tranya she offers them tea of course. Yeah, I like this idea. 

In either case, the Witch of this adventure would need to be a potential ally for the characters in my game.  I can't actually see Morelia getting mad with them anyway. And I really want to use Morelia. I just don't think I can pull off the voice Ginny Di uses for her!

In any case a fun adventure with a lot of ideas for use in my home campaign. The PDF version comes with separate maps. The PDF also features layers so you can turn on the background image for readability. That's worth an extra star in my book to be honest.