Saturday, June 17, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 6, Room 17

 Moving on from the Lizard's lair there is a large open place. There are places in the open square that appear to have had large fires at some point in the distant past.  This was the part of the town where executions were held and centuries ago three witches were burned at the stake. 

Bánánach

Approaching the center of the square three howling spectres appear. They have the appearance of elven women with robes and shawls pulled over their thin bodies. On close inspection it can be seen that they are all horribly burned. 

The specters are Bánánach.  The howl and scream like Banshees (Groaning Spirits) but their wail is not the same as a banshee's.

After their first round of attacking they will summon 1d4+2 Wraiths

There is no treasure here. 

If there is a witch or cleric in the party and they offer apologies in the names of their Patrons/Gods the witches will depart and wraiths will disappear. Off the characters a 50% bonus on XP.

Friday, June 16, 2023

Kickstart Your Weekend: Heroes Fall, Gods Rise!

 What is this scene below?

Heroes Fall, Gods Rise!

That is the sad battle of the characters in the Wasted Lands playtest going up against the minions of the Cult of the King in Yellow.

My oldest is playtesting the Wasted Lands, and the last session resulted in a complete TPK!

In my son's game he has gone to the past of his own world and the players are now playing as the Gods of his 5th Edition game. His campaign has always dealt with the Gods and their interference of the lives of the mortals (the characters) now they get to play those gods way, way back in the past of his world.

They were shocked that their big arch nemesis, The King in Yellow, was around at this time.

Better luck next time guys!

This group of dedicated 5e players are loving the Wasted Lands. They do have experience with a lot of games, but 5e D&D is their favorite. The old-school style of Wasted Lands though is really drawing them into their characters and the play.

Elf Lair Games is looking for a few more sign-ups on their Kickstarter for this.  My kids are having a blast with this now and I think most gamers will too.

So check it out!

Wasted Lands


#Dungeon23 Tomb of the Vampire Queen, Level 6, Room 16

 A little ways off from this depression is a small cave opening.  Inside, the party finds another treasure trove.

Room 16

Inside this room are hundreds of giant lizard eggs. The room is much warmer than the previous areas of this dungeon so the giant lizards come here to lay their eggs. 

The eggs can be eaten. Three of them will provide enough nourishment for an adult for one day. If removed from this environment, the eggs will begin to go bad as soon as their temperature drops (about 3 hours). If opened after that the character must save vs. poison or be nauseated for a number of turns equal to 20 minus their Constitution score.

There is a 1 in 6 chance that a Giant Lizard will come to this room to lay eggs. They will attack.

--

Note: This room is so warm due to thermal vents.


Thursday, June 15, 2023

Deities & Demigods II: Part 1, Hecate

Let's kick off this inaugural Deities & Demigods II post by trying to figure out what should be in the standard stat block for these gods. Let me begin with some assumptions.

The Triple Hecate, 1795. William Blake
The Triple Hecate, 1795. William Blake

  1. I will favor AD&D 1st Edition. This is the system I have used the most. This is also the system that was the genesis of my original One Man's God feature. So I would like as much overlap as I can.
  2. I will pull in material from any other edition or variation of D&D as I see fit. In particular, some of the Avatar details from AD&D2 and D&D3 as well as any other material that might fit the bill.
  3. I am working under the assumption that these stat blocks ARE NOT designed as super-powerful monsters to kill. In already borrowing from AD&D2, and a house rule we used in the 80s, these stat blocks represent their avatars or mortal manifestations on/in the Prime Material. Their true forms on their own plane are at least 10x more powerful. Likely more.

Now these assumptions are working under a much larger assumption of how my Deities & Demigods II posts will be like moving forward.

Today I want to focus on the stat block. I am not detailing anything about this god, yet nor am I even defining things like standard divine abilities or power levels. Let's go with AD&D 1st Ed standard until I have reason to do otherwise and see where this goes.

I am going to start with the example of Hecate from Greek Mythology. After this, I will use her and this example to develop a new pantheon of gods. I spent a lot of time with her yesterday in preparation for this post. 

Let's look at how Hecate is presented in the various D&D books.

Hecate across the Editions

Deities & Demigods: AD&D 1st Edition

For this I want to break down the AD&D 1st Ed Deities stat block.

Roslof Hecate sketch
HECATE (goddess of magic)
Lesser goddess

ARMOR CLASS: -2
MOVE: 12"
HIT POINTS: 289
NO. OF ATTACKS: 1
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 89%

SIZE: M (51⁄4')
ALIGNMENT: Lawful evil
WORSHIPER'S ALIGN: Any being working with magic
SYMBOL: Setting moon
PLANE: Nine Hells

CLERIC/DRUID: 14th level druid
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: Special
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: I
S: 12 1:25 W: 9 D: 20 C: 22 CH:25

I separated the sections with hard returns. I would use color, but that gives some screen readers for the visually impaired issues. So instead, I will go with the sections.

The first section starting with AC is very combat-focused. The number of attacks, damage per attack, special attacks, and more.

The second section starting with size is personal information and worshiper's information. This one is great for expansion.

The last section starting with classes is somewhat combat-focused and somewhat personal. For Hecate here, we expect she has some spellcasting ability but maybe not a lot of fighting.  Though as a personal note, I disagree with her Wisdom being so low.

After this follows her description. 

Ok. One of the most common complaints about the presentation in the D&DG is that this is too much like a monster. I high-level monster, but a monster all the same. It has AC and HP, so it must be able to be attacked and killed.  This is not what we want or need. We have nothing here about her Clerics (save for those that use magic), holy days, or anything a worshiper might need/want.

There is a table in back that is actually much more useful than anything in the stat-block above.

Deities & Demigods Tables

This includes their name, Sphere of Control, Clerics [M,F,N-H], Rainment [head, body], Colors, Holy Days, Sacrifice [Frequency, Form], and Place of Worship.

For Hecate, these are: Magic, Hell Hound, yes, yes, no, bare head, tunic, blue-white, fall equinox, monthly on the full moon, ox, and mountain glen. 

This is good material. 

Legends & Lore: AD&D 2nd Edition

I don't need to go into as much detail here since the entries for all gods are typically shorter. But let's have a look at what we have anyway.

Here we get into the concept that the stats are not the God, but their avatars on the Mortal plane.

Hecate's Avatar

Ok, so you can't fight the god, but their avatar instead. A little better I guess.

There is mention here of the duties of the priesthood, what spell domains they gain, what Weapon and Non-Weapon prophecies they have access to, and so on. Though nothing about holy days, animals, colors or the like. Each pantheon/mythos does have some new spells and artifacts listed so that is also nice. 

So the avatar and details on the priest characters are a good takeaways from this one.

Deities & Demigods: D&D 3rd Edition

Lastly, let's look at 3rd Edition, even if it is very different than the first two.

Ok I did pick this for a reason. There is a lot of information here for the players of the Clerics of these gods, which also gives us a Rosetta Stone of how to talk about the gods of other editions. That Rosetta Stone is the D&D Patheon, which at this time was primarily the Greyhawk one. Other editions use a similar set of gods and talk about what their priests can, can't, and could do.  BUT that is all for another time. Let's get back to Hecate.

Hecate 3e

We get Domains, Divine Rank, her Alignment, favored weapons (which can be used by her priests) and Portfolio.  All good information.

Unfortunately, 3.x goes on to embrace the worse parts of the 1st and 2nd Ed's books and then makes a bunch of their own. 

Hecate 3e

I mean yeah, there is lot of information here, but is any of it needed by her clergy? Ok the sections on Dogma and Clergy and Temples is good. But do I *really* need to know or care how many Feats she has. No. Not unless she is going into combat. Which she shouldn't do.

There is an "Avatar of Hecate" on the next page that is reminiscent of the AD&D 2nd Ed one, but still, not exactly something we need.

What, if anything, can I get from all of this?

Well. Sadly the default presentation for the first 25 years of D&D appears to be "God as High-level Monster," which is not at all helpful.

I broke down these stat-blocks WAY back in 2010 when I was detailing a new cult, the Church of Lolth Ascendant, for the Drow Goddess Araushnee. There I captured the stats that seemed most valuable to the clerics (and players of the clerics) of that particular Goddess.

This has me wondering.

What should the format of a "Deities & Demigods II" be? What is the purpose of a book of gods for a D&D-like game?

Given what I have worked through here and in previous posts, I can see two different but related projects.

First, I can see a need/desire/want for a continuation of the format of the 1st Ed AD&D Deities & Demigods, monster-like stats, and all. 

Secondly, I also see a need for a book of gods, demi-gods, and heroes, along with all the above-identified positive things like duties of the priesthood, holy days, and more. I would add new divine spells that are only available to those priesthoods. That's a much larger and more exciting project to be sure.

Deities & Demigods II is something I can do here, with some work.  The other project, the so far unnamed one, that will be something that will take longer. 

I think for the next post, I should first figure out what would be needed for a D&D-game god write-up.

#Dungeon23 Tomb of the Vampire Queen, Level 6, Room 15

Moving through the city the sounds of animals fighting can be heard. In a small depression, what looks like three panthers are attacking a large lizard.

Room 15

 These creatures are not panthers of course, but Displacer/Warp Beasts

There are three, but sometimes it can be difficult to tell. They ignore the lizard and move towards tastier prey, the party.

They have treasure type D.

Wednesday, June 14, 2023

Wasted Lands Playtest: The Three Faces of Hecate

Britannica, T. Editors of Encyclopaedia (2023, May 8). Hecate. Encyclopedia Britannica. https://www.britannica.com/topic/Hecate
Hecate. Encyclopedia Britannica.
Trying out a few things today.

First, I wanted to play-test a Sorcerer character, which is the Wasted Lands equivalent of the Witch from NIGHT SHIFT.  In particular, I wanted to try out Hecate since I had already done Ereshkigal, even though I knew they shared certain similarities. 

Secondly, I wanted to do Hecate because she is the first focal point of my new series on the Deities & Demigods II project/feature here.

Thirdly, and related to both points above I wanted to work out how my Heka (the Hecate of my Grecco-Egyptian myths) and Helga (the Hecate of my Roman-Norse myths) would work out.

And lastly, I wanted to try out the Divine Touchstones feature of this game. As it turns out, this feature makes all the difference in the world. 

The Character: Hecate

For my second (and third and fourth) character, I am choosing Hecate, the goddess of witches, magic, the crossroads, and ghosts. She has been a favorite for a long time.  She will also be the first Goddess I cover for my D&DGII project.

Hecate is a Sorceress in the Wasted Lands, no doubt. Well...some doubt. While her main deal is magic, she also has that aspect of Ghosts. In the end, I stuck with Sorceress and found a nice way to add the spooky stuff I wanted.

Hecate
Hecate

Class: Sorceress (Persona Aspect)
Level: 7
Species: Human

Alignment: Dark Neutral

Abilities
Strength: 12 (0)
Agility: 14 (+1)
Toughness: 16 (+2) N +1
Intelligence: 15 (+1) N +1
Wits: 13 (+1)
Persona: 17 (+2) A +2

Fate Points: 10
Defense Value: 8
Vitality: 5 (d6)
Degeneracy:
Corruption:

Check Bonus (A/N/D): +4/+2/+1
Melee Bonus: +0
Ranged Bonus: +1
Saves: +4 to Magic based

Special Abilities
Arcana, Arcane Powers

Corruption
- Unnatural Parlor

Divine Touchstones
1st: Sense Ghosts
2nd: First Level Spell: Nightvision
3rd: Summon Hellhound
4th: Class level: Necromancer (1 level)

Necromancer (Divine Touchstone 4th)
Channel the Dead 22%
See Dead People
Summon the Dead 15%
Command (Spirits)
Protection from Undead
Turn Undead 20%

Spells
1st: Mystical Senses, Create/Extinguish Light, Sense Death
2nd: Animal Summoning, Eternal Flame
3rd: Fly

Arcane Powers
1st: Beguile
4th: Shadow Walking
7th: Exorcist

Divine Notes: Magic, Witchcraft, Crossroads, Ghosts
Background: Priestess

Gear
Dagger: 1d4

This version of Hecate is the Greek Goddess of magic, witches, ghosts and the crossroads. I leaned into the last two to give her powers over spirits and undead. She gains her Divine Touchstones as part of significant aspects in her adventuring career. Sense Ghosts would be something that came to her naturally along with Nightvision, she is also the Goddess of the Night. Giving her a level for her 4th Divine touchstone was really what sold me on the touchstones. If she wants another level then she will need a higher-level touchstone to get it.

This is really what sets Wasted Lands apart from other gritty Swords & Sorcery games. 

It is also what helps set one character apart from another.

Heka and Helga are by definition just other versions of Hecate with something a little different. What is that something? Well here it is the arcane powers they get, but mostly it is the Divine Touchstones they earn.

For these next two characters I am keeping the base stats all the same. Human, 7th level Sorceress. But the differences now come from the spells, Arcane powers, the Divine Touchstones. One note since Sorcerers can choose their Aspect between Intelligence, Wits, and Persona, I picked different ones for each. 

The Character: Heka

Heka is the Hecate of the Greeco-Egyptian mythology.  While she is not a goddess that research into the Ptolemaic dynasty existed and would have worshiped (like Serapis or even later Hermes Trismegistus), she could have been in a D&D-like world. 

In this mythology, Heka is more focused on the learning aspect of magic and is the goddess of Dark Secrets. Her relationship with Isis is the same as that of Ishtar with Ereshkigal.  Dark and Light sisters. So for this, I switched her Aspect to Intelligence.

Like Hecate, Isis is connected to the underworld, so Heka would also be an underworld guardian and more of a protector of occult secrets.  While this could lead to "Wisdom" and "Wits" I felt intelligence was the better choice. I have also always felt that Isis was one of the more intelligent gods in any myth.

Heka
Heka

Class: Sorceress (Intelligence Aspect)
Level: 7
Species: Human

Alignment: Neutral

Abilities
Strength: 12 (0)
Agility: 14 (+1)
Toughness: 16 (+2) N +1
Intelligence: 17 (+2) A +2
Wits: 13 (+1)
Persona: 15 (+1) N +1

Fate Points: 10
Defense Value: 8
Vitality: 5 (d6)
Degeneracy:
Corruption:

Check Bonus (A/N/D): +4/+2/+1
Melee Bonus: +0
Ranged Bonus: +1
Saves: +4 to Magic based

Special Abilities
Arcana, Arcane Powers

Corruption
- Uncomfortable Aura

Divine Touchstones
1st: First Level Spell: Read Languages
2nd: Enhanced Senses
3rd: Class level: Sage (1 level)
4th: 1 level of Necromancer

Sage (Divine Touchstone 3rd)
Lore: 27%
Mesmerize Others: 10%
Spells: 1st Level: Prestidigitation

Spells
1st: Beast Speech, Command, Protection from Undead
2nd: Beguile Person, Extra Sensory Perception
3rd: Clairvoyance

Arcane Powers
1st: Detect Thoughts
4th: Telepathic Transmission 
7th: Polymath

Divine Notes: Magic, Witchcraft, the Dead, Occultism
Background: Priestess

Gear
Dagger: 1d4

This version of Hecate combines part of the concept of Isis. So her connections to magic and the underworld are the same. As I said I consider Isis one of the most intelligent gods, so Heka reflects this. By combining that with magic, witchcraft, and the underworld she becomes a figure of Occult knowledge. Much like her fellow syncretized god, Hermes Trismegistus. Indeed, if Hermes Trismegistus is the "patron" of the various Hermtic Orders, then Heka would be the patroness of various Occult orders. Maybe even laying claim to secrets from that great temple of learning from the Ptolemaic Kingdom of Egypt, the Library of Alexandria. It certainly ties into the lesser-known Roman Goddess Cardea, the Goddess of Doors, and access to knowledge that has been conflated with Hecate before. 

I deal with the Roman Hecate below.

The Character: Helga

Helga is the Hecate of my Roman-Norse mythology. She combines aspects of Hecate, Hel, Hades, and Frau Holt. She also has connections to Frigga and Freya and would be the patroness of seers and seiðr. For this reason and the Frau Holt connection, I see her as more of a Crone-like figure. 

I also gave her the Wits Aspect for her connection to wisdom. 

Helga
Helga

Class: Sorceress (Wits Aspect)
Level: 7
Species: Human

Alignment: Dark Neutral

Abilities
Strength: 12 (0)
Agility: 14 (+1)
Toughness: 16 (+2) N +1
Intelligence: 15 (+1)
Wits: 17 (+2) A +2
Persona: 13 (+1)  N +1

Fate Points: 10
Defense Value: 8
Vitality: 5 (d6)
Degeneracy:
Corruption:

Check Bonus (A/N/D): +4/+2/+1
Melee Bonus: +0
Ranged Bonus: +1
Saves: +4 to Magic based

Special Abilities
Arcana, Arcane Powers

Corruption
- Unnatural Parlor

Divine Touchstones

1st: Empathy
2nd: First Level Spell: Sense Death
3rd: Class level: Psychic (1 level)
4th: Spirit Guide: Hound

Psychic (Divine Touchstone 3rd)
Psychic Power: Temporal Sense
Supernatural Attack
Sixth Sense
Supernatural Power: Precognition

Spells
1st: Command, Glamour, Predict Weather
2nd: Invisibility, Invoke Fear
3rd: Fly

Arcane Powers
1st: Enhanced Senses
4th: Beguile
7th: Wild Form

Divine Notes: Magic, Witchcraft, Seer
Background: Priestess

Gear
Dagger: 1d4

This version of Hecate leans more into the dark side as befitting a Goddess of Magic, Ghosts, and Witchcraft that was syncretized with the Goddess of the Underworld and Goddess of Magic and Witches. 

In many ways Helga feels like a better fit to me. Maybe because my whole idea of a Roman-Norse pantheon stretches back to a time when I was first reading myths and had a book that had both of them (along with Beowulf), which was the same time I was learning to play D&D.

Helga is the darker side of Witchcraft. while she has "good" figures in her mix like Freya, Frigga, and Frau Holt, she has Hel as well. 

Taking the base "Hecate" stats wand moving forward I emphasized her connection to the psychic world and her Seer powers. This gives her the Divine Touchstone of Psychic to gain some of those powers and a few more spells and powers.

Three Faces of Hecate

--

I am EXTREMELY pleased with these characters. Not just as characters but as a means to work out my ideas on who these Gods should be.  The Divine Touchstones are a great way to help build what later could be called divine abilities. I also see all three of these goddesses as being active as goddesses in a NIGHT SHIFT game. 

This game, the WASTED LANDS, is going to be really great and I am looking forward to seeing the final versions in print.  Please sign up for Kickstarter if you can

This also gives me a LOT of ideas for my new Deities & Demigods II feature. 

#Dungeon23 Tomb of the Vampire Queen, Level 6, Room 14

 Leaving the Necropolis, there are rows of what could be homes. There are plenty of over-run mushroom farms.  None of these mushrooms look like the edible ones from earlier in this cave.

Room 14

These homes are not just abandoned; they are overrun with mushrooms. There are even dead bodies, or the remains of them, covered in mushrooms.

The surfaces are also covered with Yellow Mould

Additionally, there is a type of Zombie found in a few of these homes (1 in 1d6) that have 1d4+1 Yellow Mould Zombies.

These are treated as normal zombies but are not undead. They are covered with the same yellow mould and any character killed by the zombies or the mould will rise up in 1d4+6 hours as yellow mould zombie.  Once this happens they can not be raised.

Note: If the party has any of the healing wands from the level above they cause damage to the mould and zombies at 1d4+2 per charge used. Likewise, any healing magic will cause damage instead of healing.