Tuesday, May 30, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 30

 With the Mummy/Captain dead, the dias rises up into a large opening in the ceiling of this vast metal structure.  The party can now see how long it is and how much of it must be buried under more stone and earth.

Room 30

The structure they are on is made of smooth metal and it has a curve to it. So a successful DEX check is needed or the players will slide off and hit the rocks below for 4d6 hp of damage.

A rope (50') is needed to descend to the cave floor.

The cave is completely filled by the metal structure.   Ahead is an open cave mouth.

There are the bones of several animals here. It the party stays longer than 1 hour they will feel the effects of the necromantic magics that are concentrated here. They will begin to loose 1 hp every hour they remain. These hp only can be regained by magical healing. The healing "wands" will not be effective.

--

The ship is not an impediment when the Vampire Queen was active. There are a series of small tubes and tunnels she could use in gaseous form or as a bat to ascend to the surface.

Monday, May 29, 2023

Review: The Doctor Who Sourcebooks

Not content just to give us a great game and material we can use to make our own adventures, Cubicle 7 took a huge leap and gave us guides and sourcebooks for all Thirteen of the major versions of the Doctor that have aired since 1963.

Doctor Who Sourcebooks


The spines feature the same trade-dress as the 50th Anniversary hardcover.  So you see they look nice all in row like this.

Doctor Who Sourcebooks

The covers feature the Doctor with some of his (and her) enemies from their run.  The Thirteenth Doctor is not pictured, played by Jodie Whittaker, only because it has not hit the stores yet. I will review the PDF here.

The logo on the cover of the first 11 is from the Jon Pertwee era (1970-1973) and for the 8th Doctor's movie in 1986.  Peter Capaldi's 12th Doctor uses the logo from Jodie's 13th Doctor era, and Jodie's 13th Doctor book uses the "new" logo which is the reuse of the old Tom Baker logo.

For this review, I am going to consider all the hardcover books I have, doctors 1 to 12, and the PDFs, Doctors 1 - 13.

All books differ in length but all have similar content. Each book begins with an introduction to that Doctor's era and some of the special things about it. For example, in the 3rd Doctor book we get a lot about his exile on Earth. Each book is filled with photos from that Doctor's time period, so a lot of black and white for the First and Second Doctor and of course ideas for adventures throughout.

If that is all it was, well, you need one book for that, and this is not what makes these books special.

Each book details every adventure that Doctor had on screen. While it is written from the point of view of the RPG (and this RPG in particular), the details are such that each one of these books is fascinating reading all on their own. This is great since so many of the early adventures/episodes are now lost and the old Target novelizations go for a king's ransom.

Also, each book details all the Doctor's companions and provides stats for them, the Doctor in question and most, if not all, the creatures they encounter.  Not since the Time Lord game of the 1990s have we had such a full accounting of all the companions.  I have not compared them outright but some companions here do fare better in terms of stats than their Time Lord counterparts. 

First Doctor Sourcebook
Doctor Who - The First Doctor Sourcebook

160 pages. Black & White photos. William Hartnell as the Doctor.

The original, you might say! This book is a treasure. There are so many of the First Doctor's stories I have never seen, and some I have only caught in novel or audiobook form. Getting a full reading of them all here is worth the book's price alone.  Getting RPG material is just a bonus.

Speaking of which there are plenty of stats for various adversaries here, as well as new gadgets, new Traits (both Good and Bad) and plenty of game seeds. 

Inside the pictures of the First Doctor are all William Hartnell. The spine though features Richard Hurndall in his turn as the First Doctor during the 20th Anniversary special The Five Doctors. 

Second Doctor Sourcebook
Doctor Who - The Second Doctor Sourcebook

160 pages. Black & White photos. Patrick Troughton as the Doctor

Like the First Doctor book this one features a lot of black & white photos (because that was what we had then).  The stats for the Doctor and the TARDIS are updated, as are any stats from returning villains like the Daleks and the new Cybermen. 

There are new Traits (Good and Bad) and more story/episode/adventure seeds as well. If anything the Second Doctor travels more in Space as well as Time, so seeing humanity out among the stars is a great treat.

Likewise, this one features stats for companions and creatures encountered, and the best part is a full detail of the Second Doctor's adventures. If anything, I have seen less of his stories than I have of the First.

The 3rd Doctor Sourcebook
Doctor Who - The Third Doctor Sourcebook

160 pages. Color photos. Jon Pertwee as the Doctor

This covers the time the Doctor was exiled on Earth and working with UNIT. We get stats for all his companions, the Brigadier, Liz Shaw, Jo Grant, Sgt. Benton, Capt. Yates and of course Sarah Jane Smith.  We also get details on the Doctor's disabled TARDIS. One would think lacking the ability to travel in time and space would be dull, but some of the greatest enemies of the Doctor has ever had. Including the proper introduction to the Master, the greatest enemy the Doctor has ever known. 

There are some tips on running UNIT based games, all the great vehicles that Pertwee seemed to love (and if the rumor is true was terrible at driving), and more.  There are tips to running adventures in the Third Doctor area and of course, the guide to all the Third Doctor's episodes.

The 4th Doctor Sourcebook
Doctor Who - The Fourth Doctor Sourcebook

256 pages. Color photos. Tom Baker as the Doctor

This book is much larger than the previous Doctor Who source books, and with good reason. Tom Baker was the Doctor for nearly seven years, twice as long as any previous Doctor and longer than actor after him (so far).

Here we get some of the Doctor's greatest tales of the classical series and also some great enemies. For companions, we get Sarah Jane Smith, Harry Sullivan, Leela, K-9 and both Romanas. Even a bit on Adric, Nyssa, and Teegan. I do like that Romana I and II each get full-sized Time Lord sheets and not the half-sheets of the other companions. 

The episode synopses are a joy to read. Takes me back the 80s and watching Doctor Who on KETC Channel 9 out of St. Louis. Having the RPG stats of all these creatures is also quite a joy. This includes the introduction of Davros, the creator of the Daleks, and the White and Black Guardians.

There is even a special appendix for the "lost" episode of "Shada."

The 6th Doctor Sourcebook
Doctor Who - The Fifth Doctor Sourcebook

160 pages. Color photos. Peter Davidson as the Doctor

The 80s began with a new Doctor, a new title sequence and a new direction for the Doctor (and the show) under the helm of John Nathan-Turner. The 6th Doctor Sourcebook has us all covered. 

Again we have all the Doctor's Companions, Adric, Nyssa, and Teegan, and later on Turlogh, Kamleion, and Peri. Updates to the Doctor's sheet and the TARDIS. 

Again we get the episodes from the Fifth Doctor's adventures including all his adversaries. We get the Anothony Ainely Master (introduced at the end of the Tom Baker era) and quite a lot more. 

The 6th Doctor Sourcebook
Doctor Who - The Sixth Doctor Sourcebook

160 pages. Color photos. Colin Baker as the Doctor

Controversial at the time (and he didn't even get his own title sequence, just a modified version of the 5th Doctor's) the Sixth Doctor was more 80s than the Fifth Doctor was. 

In addition to all of the things we expect to see here, updated stats for the Doctor and his TARDIS, companions (Peri and Mel), episode guide and adversaries, we get a lot of detail on the season-long arc "The Trial of a Time Lord."  We used to joke that the CGI (primitive by today's standards, but amazing then) was so expensive that it blew sfx budget for the whole season. What it lacked in visual splash it made up for in storytelling. This was an arc worthy of the new series and the authors here choose not to waste it.

This one also sees the introduction of the Rani, another deadly renegade Time Lady.

The Seventh Doctor Sourcebook
Doctor Who - The Seventh Doctor Sourcebook

160 pages. Color photos. Sylvester McCoy as the Doctor

I like Sylvester McCoy's Doctor and in him, you can see all the elements of the later Doctor Who series beginning. There is a darkness about the Doctor and that begins to show through now. Obviously, this book takes advantage of that. 

We get companions Mel and Ace, the only two he had. Sabalom Glitz is included as a companion, which is fine by me, better than the status the Timelord RPG gave him.  But lets be honest here, you buy this book for Ace, one of the best companions ever.

Like the other books there are new Traits (both Good and Bad), new equipment (Nitro-9!) and the ever-present episode guide. I loved reading these since the Seven Doctor was on TV while I was in college. The cable stations did not carry it but the TV my brother (who was living with me then) wired up in the basement with an antenna did. These are some of my favorite episodes and seeing them all here again was quite a treat.

The 8th Doctor sourcebook
Doctor Who - The Eighth Doctor Sourcebook

192 pages. Color photos. Paul McGann as the Doctor

Paul McGann only got a single movie, and an American made one no less. He did get appear in a short many years later, The Night of the Doctor, which brought him back into the continuity a little bit better. So why is his book larger than Doctors who had years?

Simple. This one also has a full-length campaign featuring the 8th Doctor.

This book is also a great place for ideas on how to fix various "continuity" issues. Is the Doctor half-human? Who are his companions Charley, C’rizz, Lucie, Tamsin, and Molly? There is quite a lot here really and it makes me want to have some adventures featuring the 8th Doctor.

The 9th Doctor Sourcebook
Doctor Who - The Ninth Doctor Sourcebook

160 pages. Color photos. Christopher Eccleston as the Doctor

Sadly, the wonderful Fantastic Ninth Doctor only go one season and really just one full-time companion, though Captain Jack Harkness did travel with them for the last half. 

"You know what they call me in the ancient legends of the Dalek homeworld? The Oncoming Storm." That is who the Ninth Doctor is. This particular book is great because just like the in the series you get the feeling that the Ninth Doctor has been forgotten by the RPG. The first set focused on the Tenth, then the Eleventh. The hardcovers focus on all of the Doctors, with Nine getting lost in the shuffle, and then Twelve and Thirteen. So it is good to see this Doctor again.

This book also handily fixes the old "When did the Doctor work with UNIT" debate. While the FASA Who game moved everything to the 1980s this game takes the route that the Last Great Time War sent ripples of causality in Time and Space. Changing how and when things happened. The Doctor (and the viewers) remember it one way, but the rest of the universe another. Why? Their histories were changed and they never knew it. Some of this is explored with some very detailed history of the various Dalek invasions of Earth. That is how can the Battle of Canary Wharf (10th doctor) be forgotten in the future in Dalek (9th Doctor)? 

We also get some more explanation of human psychic ability here. 

The 10th Doctor sourcebook
Doctor Who - The Tenth Doctor Sourcebook

256 pages. Color photos. David Tennant as the Doctor

If one actor can be given credit for the renewed popularity of Doctor Who then it has to belong to David Tennant in his run as the 10th Doctor, though Matt Smith should get a lot of credit as well. 

This book is a must have for any fan of the Tenth Doctor and/or this particular RPG. Great detail is gone into all the Tenth Doctor's episodes and nearly everyone one and everything he encounters.  We get the various new Traits here, but also new Alien Traits and new Gadget Traits as well.

Honestly quite a lot of detail is given over to all this Doctor's episodes. Rightly so too since these are the episodes that have set the tone for the new series and for this RPG. If you want to know how the Cubicle 7 RPG is to be run, then this is your place to start. After the core books of course.

The 11th Doctor sourcebook
Doctor Who - The Eleventh Doctor Sourcebook

256 pages. Color photos. Matt Smith as the Doctor

Matt Smith's 11th Doctor runs a very, very close second in terms of the popularity of "modern" Doctors. My only personal belief is he was more popular here in the US, but that could just be how I perceive things. 

We get his companions, of course, but in particular, we get Clara and River Song, two of the companions that changed everything for the Doctor. In fact if there is an axiom about the 11th Doctor it is rules are made to be broken. 

Also, we get Rory Williams. What about Rory? Well, when Chuck Norris was a baby, he would ask his mother to make sure Rory Williams wasn't hiding in the closet to get him at night. He waited for Amy for 2000 years. He punched Hitler. He punched the Doctor twice. 

This book gives us more details about the War Doctor and more about what we learned about the Time War during the 11th Doctor's episodes.

The 12th Doctor sourcebook
Doctor Who - The Twelfth Doctor Sourcebook

160 pages. Color photos. Peter Capaldi as the Doctor

The book uses the trade dress of the then-current 13th Doctor with elements of the 12th Doctor and the Sourcebook series.

I liked the 12th Doctor's run. It felt like the stories of the Classical Doctors. The chief advantage of this book are the Doctor's companions, some of the most interesting he has ever had in my opinion. Like Clara, Bill Potts, Ashildr, even Missy (the regenerated Master), and of course River and Nardole.

There is information here on the Post-War Gallifrey and what they do until the end of the Universe. There stats of the Mr. Saxon/Master along with Missy and the First Doctor as he appears in the Doctor Falls.

A lot of great ideas for adventures here.

The 13th Doctor sourcebook
Doctor Who - The Thirteenth Doctor Sourcebook

192 pages. Color photos. Jodie Whittaker as the Doctor

The book uses the trade dress of the new Doctor (14th and 15th, 2023) with elements of the 13th Doctor and the Sourcebook series.  This one is the only one I have in PDF only, with the hardcover due out later this year. 

Confession time. I liked the 13th Doctor. I like Jodie Whittaker as an actress and as the 13th Doctor. I just don't think the scripts were very good.

Maybe even more so than the Twelfth Doctor this Doctor and this book feels like a small reboot.  There are many reasons for this.

Primarily this is a sourcebook for the Second Edition Doctor Who RPG. So there are internal differences from the other books in addition to minor rule changes. 

This book includes stats for the new Master, the Fugitive Doctor (Jo Martin), Teegan, and Ace (in 2021).

Teegan and Ace

There is also an adventure at the very end.

All of these books are absolutely fantastic. Not just in terms of episode guides but also additions to the RPG (both editions). Kudos to Cubicle 7 for these. 

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 29

 This is the command center of the whole level (ship) this is obvious to anyone.  There are "windows" on the walls and they show scenes of rooms that the players have already been too and they should easily recognize them.

Room 29

Sitting in a throne-like chair is a dedicated mummy of an Ophidian. 

The mummy gets up and approached the party. It tells the party, in a language they know, that it has been watching them and now needs them to leave its prison.  Though, it adds, it really only needs one of them.

At this point, a ray fires out from a spot on the ceiling at the party.  Everyone must save vs Death Ray. Any that fail will be held fast. They will lose 1 point of WIS per round. When they hit zero the Mummy will possess them.

The beam emitter is AC 0 (19) and can be hit with a missile weapon or spell-like magic-missile. The emitter has 20 hp. 

Attacking the mummy will keep it from possessing the characters, as will killing it. The mummy has no minions since pretty much everyone else is dead.  The mummy is so old it has 7 HD but no disease attack.

What If No One Saves? 

This is possible. But I have another six months of the dungeon to write and do. So allow at least one character to save. 

--

This mummy is the former captain, but that was so long ago that they don't remember much of their time before the accident. 

Sunday, May 28, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 28

This room opens up to a large chamber. There are 

Room 27

There are lots of chairs here arranged at long metal "desks" with some blinking lights. There are occasional blips of light, some sounds, but nothing living is seen. Part of this room is embedded in the rock of the cavern. It does not look like it crashed here but rather "phased" into it. Metal and even skeletons of the snake people are stuck in it. Some of the skeletons are even stuck in the metal floor. 

Above the center of the room is a floating dias if the characters approach it then find themselves floating up.

Treasure: These skeletons wear a uniform of some sort. There are badges and what looks like medals on some of the tattered remains. These are worth about 50 gp each. The party can find 1d8+8 of these.

--

This is the commander center. The floating dias is the bridge.


Saturday, May 27, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 27

Just outside this corridor to the left there is a deformed area where the metal and rock merge. Outside of the metal area, there is a spiral staircase going up.

Room 27

These stairs look like they are the manufacture of the Necromancers (or more to the point, their slaves) that had lived here.

These stairs ascend to Room 15 on Level 4

If the players did not defeat the ghouls in that room they will try to meet the characters half-way. The Ghouls however will not enter level 5, bot even to avoid being killed by the party. They react in fear to anything on level 5.

If the characters use one of the "heat wands" the ghouls will try to run away as fast as they can as if "Turned" by a Cleric. 

--

The strange necrotic energies here are enough to scare away other undead. 



Friday, May 26, 2023

Jenny, Larina and Valerie for Doctor Who Adventures in Time and Space

Time to put it all together now.  Over the course of my reviews of the various Doctor Who RPGs I have looked at some characters with the express purpose of comparing them across different versions. 

Today I want to take three characters and have a go at building them in the 1st Edition of the Doctor Who: Adventures in Time and Space RPG. The three are: 

For this group, let's say they are all traveling together. The game gives us a lot of options on "Games without Time Lords," so this would be a good place to test it all out. Either Jenny or Val have a vortex manipulator, but I also like the idea that Jenny can travel in time and space (to a limited degree) all on her own without needing gadgets. 

In all three cases I stuck as close as I could to the point-buy budgets for character creation. Though in all three I did go over. That is not a big deal in my mind since Val has already had some adventures (The Ghost Tower of Inverness, Illinois), and Jenny, well I can use nearly anything to justify her stats. But in all cases I tried to stay close to what I had done in other games.

Jenny Everywhere

Jenny, as I have mentioned in previous posts, is a "shifter" she can shift between realities and times and even interact with her own alternates. She is expressly a public domain character that everyone can use, so for my tests, she is the perfect stand-in for a Time Lord. In previous versions of the Doctor Who RPG, this was a conceit since there were other Time Lords, but in the "new" game, there is only the Doctor.

Here she has some of the qualities/traits of a Time Lord, but not the ability to regenerate as River Song did.

As always, I must include her license:

"The character of Jenny Everywhere is available for use by anyone, with only one condition. This paragraph must be included in any publication involving Jenny Everywhere, in order that others may use this property as they wish. All rights reversed."

Jenny Everywhere
Jenny Everywhere

"The Shifter"
Story Points: 12

Attributes
Awareness 4
Coordination 3
Ingenuity 4
Presence 3
Resolve 4
Strength 3

Skills
Athletics 1
Convince 2
Craft 
Fighting 1
Knowledge 4
Marksman 1
Medicine 
Science 3
Subterfuge 2
Survival 1
Technology 3
Transport 1

Traits
Brave, Charming, Lucky, Time Traveller (Minor), Eccentric (-1)

Special Traits
Shifter, Feel the Turn of the Universe

Equipment
Various gadgets

Home Tech Level: 6 (Jenny has some solid tech)

Larina Nichols

Larina of course is my witch that I use everywhere. She is my experiment to see if I can do a witch in any game, Rule as Writen. So far I have come up with some very interesting versions of her. Unlike Jenny she is only vaguely aware of her other selves in different realities, usually images that appear to her in dreams. She knows what they are but she has no control over them.  

In the Doctor Who universe her "magick" appears as advanced psychic powers. Humans in this game have a bit more psychic abilities than assumed in previous games. Indeed in the new series of Doctor Who we have seen actual witches.  Larina though is human and not a Carrionite. Though I am not ruling out that human witches might not have Carrionite blood/DNA in them.

Larina Nichols
Larina Nichols

"The Witch"
Story Points: 12

Attributes
Awareness 4
Coordination 3
Ingenuity 4
Presence 4
Resolve 6
Strength 3

Skills
Athletics 
Convince 1
Craft 2
Fighting 1
Knowledge 4
Marksman 1
Medicine 2
Science 1
Subterfuge 1
Survival 2
Technology 2
Transport 1

Traits
Attractive, Empathic, Psychic Training, Insatiable Curiosity, Obsession (learn more about magic)

Special Traits
Psychic (Package)
 - Clairvoyant 1
 - Precognition 1
 - Telekinesis 1
 - Telepath 1

Equipment
Book of Shadows (on her phone), Tarot Cards.

Home Tech Level: 5

I have this funny notion that Jenny goes to Larina for a Tarot reading about her and despite all the shuffling all the cards when flipped over are blank. The same thing happens again with Valerie. 

That seems like a fun hook.

Valerie Beaumont

Val is an immortal who was born in England in 1569. She came with a family to the new colonies (America) to be the nanny of Virginia Dare, the first child to be born of European parents in an American colony. Both she and Virginia are immortals and have a Doctor/Master style relationship.

She is not my character per se, she is the character of one of my good friends Greg, though she does appear as an NPC in many of my games.

Valerie Beaumont
Valerie Beaumont

"The Immortal"
Story Points: 12

Attributes
Awareness 4
Coordination 5
Ingenuity 5
Presence 5
Resolve 4
Strength 3

Skills
Athletics 2
Convince 1
Craft 
Fighting 3
Knowledge 5
Marksman 2
Medicine 1
Science 1
Subterfuge 2
Survival 3
Technology 1
Transport 

Traits
Attractive, Brave, Quick Reflexes, Tough, Adversary (Virginia Dare), Dark Secret (is Immortal)

Special Traits
Immortal (2), Fast Healing (2)

Equipment
Sword cane

Home Tech Level: 4 (she was born in 1569)

--

In truth I am rather happy with these. I altered some of Valerie's skills from her play test file. 

I can easily see a series of adventures with these three. Likely running into Madam Vastra and Jenny in Victorian times (and whom Valerie has dealt with before), Sherlock Holmes and John Watson in a modern London (gotta figure out how that works!), and of course fellow witches Willow and Tara

It's a weird and wonderful universe out there, and this is the game to explore it!

character sheets


#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 26

 The hallway/corridor opens to a larger corridor.  A large room can be seen at that very end. 

Room 26

The necromantic forces feel stronger here, like they did on previous levels.

As the characters move down the hall, they are attacked by Zombie Ophidians.

There are 1d8+4 zombies of the snake men. They have no weapons and attack with claws and bites. Their poison bite is all used up so they only do 1d4 hp damage per bite.