Friday, September 22, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 22

 Continuing counterclockwise to the next crypt brings the party to room 22.  This one is dedicated to one of the dwarven princesses.

Room 22

The party notices many things.

First, there is the ghost of a dwarven princess standing near her damaged sarcophagus. She is very sad and does not speak.

Secondly, the walls are covered with paintings of the pricess' life. She died young and un-married.  The painting were of her playing in the (then) nearby fields. Braiding her father's beard, and other scenes of innocence.

Thirdly, the party will also also see that these paintings have all been defaced with graffiti and pornographic imagery. 

The princess' ghost cannot be attack of hit. But likewise she can't attack either. She can't find rest because her grave has been disturbed.  A cleric can perform the final rights and put her soul to rest, but she won't leave until the vandalism is removed.

Fortunately the graffiti was done by magic (a magic-user or witch can detect this) and so a Dispel Magic will erase it all.

Doing this will allow the princess to move on.  She will with a smile and as she departs a previously hidden secret door will open and reveal the Princess' treasure. There are two bags of holding each with 18,700 gp value in jewels and gems. There is a crown worth 1,000 gp and a slim bejewelled sword. Finding these is worth 40,000 XP total. 



Thursday, September 21, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 21

 Moving on to the next room on the left hand side (to the right of Room 20) is another passageway to a crypt. This one has a guest waiting for the party.

Room 21

In this crypt is a dead dwarf. He is looking at you, but he is dead.  

If the party does not attack right away the dwarf, a bhūta, will ask in a dry and dusty voice to ask the party to hold.  The dwarf will explain that he is only interested in killing the Vampire Queen, or at least get confirmation that she is dead.  If they party lets him pass he will walk by. Give them the same XP as if they had defeated him.

IF they attack, then he will attack back.  Nothing will stop his vengeance on the Vampire Queen.

Bhūta (Dwarf)

Armor Class: 4 [15]
Hit Dice: 7+14** (46 hp)
Attacks: 2 claws (1d6+1 x2)
Special: Death Grip, Undead.
THAC0: 11 [+8]
Movement: 120' (40')
Saving Throws: Monster 7
Morale: 12
Alignment: Neutral evil
XP: 1,250 (OSE) 1,100 [9] (S&W) 1,200 (LL)
Number Appearing: 1
Treasure Type: None

When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death. This spirit, called a bhūta, possesses its original body and seeks out those responsible for its murder. It will never rest until those responsible are sought out and slain. 

Since the transformation into unlife is almost instant (occurring within 1-2 hours after death), the bhūta appears as it did in life for about 2 weeks, taking on a more decayed appearance thereafter. Close inspection (spot on a roll of 1-2 on 1d6) reveals slight decay, and the body still shows signs of any trauma suffered prior to death (wounds, disease, burns, or the like), but outwardly, the bhūta for the most part appears as a normal creature of its race. In its undead state, the bhūta sustains itself on a diet of flesh, preferring that of humans and elves. A bhūta that scores two successful claw attacks on an opponent in the same round fastens its hands around its opponent’s throat and deals 1d6+1 damage per round until the hold is broken with a successful attack by the victim. 

The bhūta’s main objective is revenge on the person that killed it. So long as the bhuta and its killer are on the same plane of existence, it can find its target unerringly.

Wednesday, September 20, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 20

 Room 19 has many small passageways radiating out. They form 8 spokes, with the larger hall as the first.  The first passage leads to a small mausoleum. 

Room 20

This is final resting place for four dwarven princes.  

There is still some treasure here. A total of 163 gp can be found along an axe +2, +3 vs. Goblins and Orcs.

Tuesday, September 19, 2023

Baldur's Gate: A Barbarian in Hell

 My son and I have been enjoying the new game, Baldur's Gate 3. He is much further along than I am and so is his D&D 5e group. One of his favorite characters is Karlach, the tiefling barbarian. I admit, she is great. Karlach is this 6ft+ tall tiefling warrior goddess who is also one of the funniest, most optimistic characters in the game. My son calls her a "cinnamon roll" because of how sweet and fluffy she is.

When your character is idle she will be humming to herself and dancing in place. She says things like "fuck! It is great to be alive!" and when she runs into combat she laughs. She calls everyone "soldier" and loves it when you stick up for the underdog, kids or find ways to keep the innocents alive. She has every right to be angry and bitter; instead, she is cheerful and optimistic. 

And sadly...she is also dying.

Spoilers ahead for the Baldur's Gate 3 video game.

A Barbarian in Hell

Karlach has an "infernal engine" for a heart. It works great in Hell, where she was fighting in the blood war, but on the Prime Material, it is burning her up from the inside. One of your quests is to find a way to keep her from burning up. You can, for a while (and it is worth the effort!) but in the end...well the Devil has their due. 

There are a lot of different endings for all the "origin" characters, but Karlach's was particularly bleak. Her happy ending was to be able to say she loved everyone before burning up, leaving only ash.

What did Larian Studios do about this when players started complaining about it? Simple they did what any good studio would do.  They pulled back in the voice actress, reshot Karlach's ending with all new material, and patched it to the game in a matter of DAYS.

You can see her new "happy" ending here.

Personally, I love the idea that she and Wyll go off together since their backstories are so intertwined. If I do another run-through of this game, I want to do it as Wyll with the purpose of seeing what I can do to save Karlach. Karlach would never do it for herself; that is not who she is.

BUT. Even with the "they lived happily ever-after in Hell" ending my son and his group are less than happy with it. So we were talking about it one night while playing BG3.

He wants an adventure for his party where they go to Hell to rescue both Karlach and Wyll.  He wanted to know if I had anything.  

I told him that was a silly question.

A Paladin in Hell

I mentioned the adventure A Paladin in Hell does this, and it has somewhat the same premise as the newer D&D 5 adventure (and Baldur's Gate 3 prequel) Descent into Avernus.

I told him to use the basic outline of APiH, use details from BG:DiA, and make it a mission to rescue Karlach and call it "A Barbarian in Hell." However, in my current run-through, Wyll has rejected his warlock powers to become a Paladin. So I guess it still works.  I half-jokingly have called this "No Sleep Till Avernus" with my son.

In this adventure, Karlach and Wyll are defending a piece of Elturel that has remained in Avernus (let's say it was the temple in A Paladin in Hell).  The characters in Baldur's Gate 3 are limited to 12th level. "Descent into Avernus" takes the characters from level 1 to 13. The AD&D 2nd Ed "A Paladin in Hell" is for characters 15-20 level. So then A Barbarian in Hell is for characters 13th level and above. 

Paladins in Hell

The motivation for most D&D adventures is glory and gold. The motivation for A Paladin in Hell is "the greater good."  For A Barbarian in Hell, the motivation is "Save our friends."  And that is a good motivation, really. 

Besides, if the roles were reversed, you know Karlach would have saved your ass a long time ago.

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 19

 The end of the hallway (Room 14) opens to a large chamber.

Room 19

There are floating orbs here and a glowing magical portal.  Entering the portal will transport the character to one of the other levels of the dungeon. Roll a 1d12 to determine which one. They appear in Room 1. If characters step through together, then they are all teleported to the same place. Characters that enter separately arrive at different locations. 

The orbs just float and give off light as per a light spell. The orbs (15 in total) are worth 150 GP each (normal glass orb with levitate and light spells).  They break easy, having only 1 hp and a save of 18.

Monday, September 18, 2023

Monstrous Mondays: A Basic Bestiary Update - Of Sorts

 This is the first Monday in more than a month I can sit down and write something about monsters. As it turns out.  I got nuthin. 

Well...that is not entirely true. It could be said I have too much but lack a clear direction.

Here is my issue as it stands right now.

I have a lot of monsters done. Not as many as I want, but a lot. Enough to easily fill a book. But I also have all this other material here that can go with it. Spells. Gods. NPCs. 

Since I am supposed to be developing a SWOT analysis rubric for an MBA course I am developing now, I may try that out here with my current problem. My feeling is it is going to tell me things I already know. That is why these work best with teams. 

Basic Bestiary SWOT
Click for Mural SWOT board

I could add more, but this is enough to keep me going.

This does justify my desire to keep moving on this project, but not the direction I should be taking.

Maybe I am biting off more than I chew here.

One of the directions I took early on was to split my Basic Bestiary idea up into three groups of monsters. Maybe I should go a step further and break it down into smaller units and combine it with my Monstrous Maleficarum; smaller sized publications that would allow me to buy more art for future ones.

I could do all Basic-era monsters, then re-combine them all at the end for an "Advanced-era" hard-cover.  That way people who like Basic-era could just get those, and the people who like Advanced monsters (and hardcovers) could just get that.

With these I am going to go with "Basic-Era" and "Advanced-era" compatibility and not stick too close to any single retro-clone in particular. There are a lot of clones out there now, and to be honest, the differences are mostly trivial.  

The limiting factor, of course, is art. But this at least addresses many of the issues I have above. 

So I guess I need to see what art I have now, a figure out how many monsters per publication would be worthwhile.

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 18

 The room across from the previous on it set up in a similar manner. 

Room 18

This room is empty. There are also no books here.