Thursday, October 24, 2024

Review: Ravenloft Masque of the Red Death d20

Ravenloft Masque of the Red Death d20
Ravenloft was doing well from what I can recall so it was only natural that Sword & Sorcery Studios would eventually want to take on Ravenloft's other setting, Gothic Earth. So in 2004 they published the new Ravenloft Masque of the Red Death.

Ravenloft Masque of the Red Death d20

2004. by Jackie Cassada, Claire Hoffman, Carla Hollar, Harold Johnson, Rucht Lilavivat, Nicky Rea, Andrew Scott, and Peter Woodworth. Art by Talon Dunning, Jeff Holt, Marcio, Fiorito, Brian LeBlanc, Jeremy McHugh, Claudio Pozas, and Beth Trott. Cover art by Ron Thompson. 288 pages. Hardcover.

There is no PDF option for this title at DriveThruRPG. So, for this review, I considering only my hardbound copy. 

I LOVED Gothic Earth for Ravenloft AD&D 2nd Edition. To me, it felt like a bold attempt to try something brand new. Plus, I love Victorian Gothic Horror, so it was an easy win. But despite all of that, some of the things in Masque of the Red Death for 2ne Ed just really didn't work. The "new" Masque of the Red Death for the d20 rules fixes some of those problems. But does it measure up?

The background is largely the same, or at least I didn't see anything jump out at me as very different. 

Chapter One: A History of Gothic Earth

This all feels very similar to the AD&D 2nd Ed version. I can't find anything here wildly different.

Like the original, there are sections of "Forbidden Lore" spread throughout the book. 

Chapter Two: An Atlas of Gothic Earth

This chapter covers all the continents in a very brief manner. There is more here than the AD&D set, or at least it is presented with some more information. They still use a "Western" or even "British Empire" point of view here. I feel that this is the right way to do this. Why? The British Empire was at its zenith now, and this was the time when "the sun never sat on the British flag" so coming from this point of view works here. Plus why not add in the horrors of colonialism to it all as well. 

I feel more lip service is paid to the Domains of Ravenloft here, but I am not able to quantify it in any meaningful way. 

Chapter Three: Character Creation

This naturally has the most changes over its predecessor. It also has some changes over the D&D 3.x/d20 Modern rules. The six core classes are Adept, Athlete, Intellectual, Mystic, Sleuth, and Tradesman. For me this is the biggest improvement in these rules. The classes have be redesigned with an Earth-like world in mind. This is much better than trying to fit the AD&D classes into an Earth-shaped hole. 

Each class also has a few sub-classes or specializations. I would recommend keeping a tighter hold on the subclasses. Most can be accomplished with the parent class and some roleplaying. But that is up to individual game masters, really. In truth, all the classes are good fits, and there is plenty of choices here.

Skills are expanded/shifted to cover a 19th-Century Earth environment. Same with the Feats. 

Chapter Four: Money and Equipment

Re-read Dracula, esp. the last third of the book to see how important this is for a Victorian game.  This is not a long chapter but it is an important one.

Chapter Five: The Magic of Gothic Earth

Magic on Gothic Earth is different. It is less powerful and more dangerous to the practitioner than it is in other D&D/d20 worlds.  A bit of history is given, providing the background on why magic works and what is happening when the caster calls on these powers. 

Spells from the D&D 3.x and the Ravenloft Player's Handbook 3.5 are listed for the new classes and some new spells are also detailed. 

Gothic Earth is a magic-seeped world, but that doesn't mean mortals can or even should control it. There are no arch-mages here. Not anymore.

Chapter Six: Combat

Covers the sorts of combat that the PCs are likely to get into. Most importantly this covers the guns of the time.

Chapter Seven: Madness and Mystery

This chapter covers how the supernatural effects everything in the world of Gothic Earth, in particular magic and how people deal with the supernatural. This includes "insanity" rules. Now, I typically have a lot of issues with how games deal with sanity, madness, and psychological trauma. One nitpick here, they use "insanity" instead of madness. I typically prefer madness or even lunacy when doing Victorian-era games since that was the more common term. Thankfully we do not get a long list of mental illnesses here. I would rather see none than horribly wrong lists. 

Fear, Horror, and Madness are all dealt with as a subset of the Will Save. Which actually works well for me.

Chapter Eight: A Practical Guide to the 19th Century

This is a great guide for any Victorian-era game. While Gothic Earth is mentioned, this is fairly system—and setting-free. The timeline of inventions (real) and popular books and music of the 1890s is quite fantastic. 

We get into some "setting" details with the section on Clubs and Cabals. Some are real, and some are invented for this setting.

The "Language of Flowers" section is great addition. If you know your Victorian-era then you know how important this actually is. 

Appendix I: The Villains of Gothic Earth

Ahh...The Usual Suspects! This is the crunchiest part of the book so far and that is expected. Featured here are Dracula, Imhotep, Frankenstein's Monster, Professor Moriarty (still a Rakshasa, not my favorite choice), Xavier Von Tuerin, Madame Delphine LaLaurie, and Sarah Winchester (of the Winchester Mansion). 

Appendix II: Monsters in the World

A brief monster section on creatures unique to Gothic Earth. 

Appendix III: Lairs of Evil

Covers what I would call "Sinkholes of Evil" and their effects. Some specific examples are given. 

Appendix IV: Adventures in Gothic Earth

Covers how to run adventures in Gothic Earth and what makes them different. Several adventure ideas and seeds are given.  One of my favorites is the "Ghosts of Salem."

There is a good index in the back to wrap it all up.

Comparing the Two Masques

Masque of the Red Death for AD&D 2nd ed and D&D 3rd ed.

Both editions of Masque of the Red Death are wonderful to have. There is a lot more detail for AD&D Second Edition (a boxed set and two more books) compared to the single book for 3.x/d20.

The 3.x/d20 edition "feels" like a better fit for the world. 

What I can't tell is this. Do I like the AD&D 2nd Edition version because of the impact it made on me when I bought it and the 3.x/d20 version pales in comparison to that? Or is the 3.x/d20 quantifiably lacking in something? 

I don't think it is, especially considering that I can use the additional AD&D 2nd ed Gothic Earth books with the 3.x/d20 version. I can also use other supplements like d20 Past, Gaslight, and many other Victorian OGL titles. Not to mention all the Victorian games I already have.

Masque of the Red Death and Gaslight for d20/3rd ed.

I really need to come back to this world sometime.

Advent-ure Dice: Day 24

  Day 24

Advent-ure Dice Day 24

Dark purple d20


Wednesday, October 23, 2024

October Horror Movie Challenge: Kill, Baby... Kill! (1966)

Kill, Baby... Kill! (1966)
 I hate it when I queue up a movie to watch, only to discover I had already seen it. I mean, I should have guessed, really. Mario Bava directed and starring Erika Blanc. It just didn't show up in my search here. But yeah, I have seen this one.

Kill, Baby... Kill! (1966)

Also known as Operazione paura (Operation Fear) and Curse of the Living Dead. Dr. Paul Eswai (Dr. Paul Eswai) is summoned to a 1900s village in the Carpathian mountains to perform an autopsy on a girl suspected to have been murdered. He gets help from local nurse Monica Schuftan (played by the always wonderful Erika Blanc). He soon runs into a village full of superstitious locals who all fear the Baroness Graps and a strange ghost girl named Melissa (we later learn is Melissa Graps).

There is also a village witch, Ruth (Fabienne Dali) and her lover the local Burgomeister Karl (Luciano Catenacci), who tries to protect those targeted by Melissa. 

We learn that Melissa died while trying to get help and has since cursed the village with her dying words.

The sightings and the fear continue and people die all over the place. Monica wants to get out, but Paul is still convinced there is a logical reason for everything.

We learn that Monica is also Baroness Graps' daughter and Melissa's younger sister. Ruth confronts the Baroness Graps and kills her for allowing Melissa to kill her beloved Karl. Monica, the new Baroness Graps, leaves with Paul.

Well. I was hoping for a new one, but not tonight. But seeing Erika Blanc is always a treat. It was also nice seeing the village witch as someone everyone went too for help.

Featured Monster: Ghosts, Spectres

One of those. Melissa is a vengeful spirit. She will keep killing until the conditions of her undeath are met.  In this case the death of the medium, her mother, who summoned her back from the grave.


October Horror Movie Challenge 2024
Viewed: 34
First Time Views: 15

Monster Movie Marathon


Review: Ravenloft 3.0

Ravenloft 3.0
 We are moving into a new territory now with Ravenloft.  TSR is gone, and Wizards of the Coast is in its place. AD&D 2nd ed is done, and the brand new D&D (no more "A") 3rd edition is out. And there is a new Ravenloft core rules out. BUT it was not being done by Wizards.

Well. It is. Sort of. 

Newly formed Swords and Sorcery Studio is a division of White Wolf and their label Arthaus and its purpose is to publish material for the brand new d20 STL license under the Open Gaming License. They obtained a license from Wizards to produce the new Ravenloft. White Wolf. The makers of Vampire: the Masquerade, now in charge of Ravenloft?!

If you had told me this was going to happen back in 1992 I would have never believed it. But here we are. I remember the very animated discussions on the RAVENLOFT-L mailing lists at the time. 

Ravenloft 3.0

2001. by Andrew Cermak, John W. Mangrum, Andrew Wyatt. Art by Leanne Buckley, Mike Chaney, Talon Dunning, Anthony Hightower. Jeff Holt, Steve Prescott, and Richard Thomas. 224 pages. Hardcover.

Ravenloft 3.0 was one of my favorite books I bought in the new 3.x era and I loved how it looked. I splurged and grabbed the limited edition version from my favorite local game store.

I thought the art was fantastic and loved how well it adapted to the 3.0 rules. But I had already had some experience with 3.0 and had even picked up some Swords & Sorcery Studios books and enjoyed those as well. The races were a nice treat, to be honest. For the first time, I really felt like I could run a Ravenloft game with the likes of gnomes, halflings, and especially half-orcs, now rebranded as Calibans and the new Giogoto.

Races of Ravenloft

I think, though, I was expecting more at the time. SSS was part of White Wolf like I mentioned, and I was hoping for some of what made Vampire: The Masquerade so good to be here. In re-reading it now, so many years later, I had unrealistic expectations. In truth, this book is a much better organized and updated version of the 2e Domains of Dread book. 

The nice thing about Ravenloft (and many of the D&D worlds) is that the plot kept moving along despite edition changes. However, there is also a nice timeline included so DMs can do what they want. You don't need to know all the details of say, The Grim Harvest, just know it happened.

This book had a black and white interior, while most others were going full color. This is a feature, not a bug. Ravenloft is a world of shades of grey; the art here helps convey this. The book is an introductory campaign guide including the people, the lands, and, most important for Ravenloft, the horrors of the lands. There are some new feats and skills. No new spells, but suggestions on how magic will be altered by the Mists. There is even a section on the Gods of Ravenloft.

Since most of this book covers the lands, their inhabitants, and the Cultural Level of each, there is only a little crunch. Translation: You can use this with any other version of D&D you like. Even the feats look like they would work well with 5e. Even the "Fear, Horror and Madness" section would work well.

It lacks large foldout maps of the 2e days, but it is a surprisingly good resource to me these days. Well worth picking up.

It is available as a PDF and Print on Demand on DriveThruRPG. I do not have the PoD, so I can't speak to that version. 

At some point the rights to the 3.x versions reverted back to Wizards and now they sell the PDFs/PoDs on DriveThru and not SSS/White Wolf's storefront.

My physical copy is nearly 25 years old (24 years and 1 week, according to the ISBN database), and it is still in great shape. 

Ravenloft Core Rules 3.0

Advent-ure Dice: Day 23

  Day 23

Advent-ure Dice Day 23

Witch's Brew d%


Tuesday, October 22, 2024

October Horror Movie Challenge: Gill-man/Gill-woman Night

 A classic and an unofficial sequel tonight. Been a bit since I have seen either, but longer for the first.

Creature from the Black Lagoon (1954)The Shape of Water (2017)The Loreley's Grasp (1973)

Creature from the Black Lagoon (1954)

This is another classic I watched with my dad. The Gill man is one of the very few Universal Monsters that was not directly tied to old world myths or classic novels. As such, as far as I can tell, he is one of the few monsters where Universal holds all the copyrights. Now, that being said, the copyrights are on "Gill-man" and "The Creature from the Black Lagoon." There have been other amphibious monsters to appear in movies, and I am covering one later tonight.

The plot is, well, the same a King Kong really. Scientists go to a remote area, this time the Amazon, find a creature, try to take it back. It falls in love with a beautiful woman, they have to kill it.

There are some good scenes in this one and I am a little surprised by how much of it I remember once watching it again. Not scary by today's standards, but still effective. It has a charm. Also the rubber suit doesn't get better looking with age, but I can ignore that.

The Shape of Water (2017)

Guillermo del Toro's love letter to the Creature from the Black Lagoon is an unofficial sequel. It picks up the events nearly 10 years later where the creautre (or one like it) is being held in a US facility in Canada. Mute cleaner Elisa Esposito (played by the amazing Sally Hawkins) discovers the creature and they fall in love. There were other standout performances by Michael Shannon and Octavia Spencer, as expected. They are both fantastic. Special shoutout to Doug Jones (Saru in Star Trek Discovery) playing the Creature.

Yeah, not your typical horror flick.

It was fun, though, watching them back to back. You do feel like these movies were made for each other.  I would love to see Guillermo del Toro do a remake of Creature from the Black Lagoon, with Doug Jones back as the Creature. 

When the Screaming Stops (1973)

While reading up on these movies I also came across this one, also called "The Loreley's Grasp." In this during a full moon a woman (played by Helga Liné, in one of her many horror roles) "reverts" back to an earlier form, a reptilian river monster that looks related to our Gill-men here. 

The implication is that all of our Gill-men are somehow related to humans.

This one is a German flick playing on the myth of the Lorelei. A Nymph of the River Rhine. There is a nearby boarding school for girls, so naturally, they are the prime target of our monster. 

It's not a great flick, but it is a new one to me.

Featured Monster: Locathah and Sahuagin

There are no lack of sea-people monsters in D&D. The trick is finding the ones with Gill-man DNA and the ones with Deep Ones DNA.

Gill men: Locathah and Sahuagin

Since I am watching Gill-Man movies, I think the Locathah and Sahuagin fit best, and the Kuo-toa are more "Deep Ones."  Though the implications of The Shape of Water show that there might be only one species here and they are linked back to humans.

October Horror Movie Challenge 2024
Viewed: 33
First Time Views: 15

Monster Movie Marathon


Review: Ravenloft Carnival

Carnival (2e)
One last AD&D 2nd edition Ravenloft product before moving on. This one is unique for me for a lot of reasons. First off, I never owned the original print version. I wanted to, but at the time it came out (1999), I was pretty much out of D&D completely. I made a comeback at the end of the year with my "Complete Netbook of Witches and Warlocks" and soon would come back fully with D&D 3.0.  Secondly, I also don't have PoD version of this since there isn't one. So it is just the PDF this time.

Carnival (2e)

1999. by John W. Mangrum and Steve Miller. Cover art by Todd Lockwood. Interior art by Kevin McCann. 64 pages.

Carnival, if memory serves me correctly, was the last Ravenloft product produced. It's banner is "Advanced Dungeons & Dragons" with the late 90s "Advanced" part reduced in size, and "For use in Ravenloft" as a subtitle.  It is also one of the TSR Silver Anniversary branded books. Strange that there is as much time between now and this product's publication as there is between it and the publication of the original D&D rules.

This product covers "The Carnival," a traveling side show/carnival with some not-so-subtle horror elements.

The product gives the players some background on this carnival and very detailed NPC descriptions. As with many of the later-day Ravenloft products, this one is heavy on the "fluff," and the "crunch" is typically presented in boxed text.  The entire product is given from the point of view of the Carnival Barker. It a way it reminds me of the Planescape setting.  Though there is a fair amount of Ravenloft background here, ie. some language used in the previous Vistani sources are used here: "Vardos" instead of "wagons."

This can also be seen in the Mistress of the Carnival herself, Isolde is an Ghaele Eladrin from the Planescape setting. 

The vast bulk of this book covers the various people and things found in the Carnival. This is actually a good thing since the attraction of the Carnival is it's, well, attractions. The people that work for it. 

While there are implicit plot hooks spread about these pages, the adventure ideas and campaign only uses the last four-five pages of the book, along with Isolde's stats.

Honestly, despite that, there is a lot here.

This covers every concept from Tod Browning's "Freaks (1932)," to "Something Wicked This Way Comes" (book and movie). I would also say there is a little bit of the 7th Doctor serial "The Greatest Show in the Galaxy" here. There has always been something a little unsettling about a carnival. Hell, Rob Zombie has made a career out of it.  

I feel like it accomplishes more in fewer pages than "The Wild Beyond The Witchlight" does. However, both products could benefit from notes from the other. Both could benefit from ideas from Baldur's Gate 3's Circus. 

This would be a great product to have as a PoD, but at 64 pages it is not unreasonable to run off on my home printer and put it into a three-ring binder. I could then scribble notes on my changes.

Maybe I could even port over the clowns Dribbles or Thaco.  

I just need a good place to use it. I am certainly not at a loss of ideas here.