Tuesday, December 21, 2021

Winter Solstice and a Return to Hyperborea

Today is the first day of winter in the Northern Hemisphere and last night I got my PDF copies of the new Hyperborea RPG, formerly Astonishing Swordsmen & Sorcerers of Hyperborea.  

Hyperborea has long been part of my "older, colder" version of D&D. And winter is a great time for it. This new version has a lot going for it and I can't wait to dig into it.  There is so much to like here.

It also is a good time to revisit the witch family, The Winters, and my favorite member Tanith.

I detailed Tanith for the 2nd Edition of the Astonishing Swordsmen & Sorcerers of Hyperborea RPG. 

Tanith Winters

Tanith Winters

Female Hyperborean Witch 12th level
Alignment: Neutral (but it is likely she will move towards Evil at some point)

ST 10 [+0 +0 2:6 2%]
DX 14 [+1 +0 3:6 8%]
CN 13 [+1 +0 80% 3:6 8%]
IN 16 [+1 75%]
WS 12 [+0]
CH 16 [+1 8 +1]

Age: 30
AC: 4
HD: 9+3
hp: 38
FA: 5
CA: 12
#Attacks: 1/1
Damage: 1d4 (dagger), 1d4 (sling)
SV: 11 (+2 Transformation, +2 Sorcery)
ML: 12

Abilities
Alchemy, Brew Decoction, Familiar, Read Magic, Scroll Use, Scroll Writing, Sorcery, Dance of Beguilement, Effigy, Henchmen, Broom Enchantment, LAdyship

Spells
First level (5+1): Charm Person, Light, Scare, Shocking Grasp, Sleep, Write Spell
Second level (5+1): Darkness, Extrasensory Perception, Identity, Ray of Enfeeblement, Ungovernable Hideous Laughter
Third level (4+1): Continous Darkness, Slow, Phantasm, Wind Wall, Starlight
Fourth level (4): Freeze Surface, Moonlight, Mirror Mirror, Transfer Wounds
Fifth level (3): Cause Lycanthropy, Control Winds, Transform to Winter Wolf
Sixth level (2): Control Lycanthrope, Freezing Sphere

Languages: Common, Hellenic (Hyperborean), Old Norse, Speak with the Dead, Speak with Nature Spirits
Size: M (Height: 5'2", 114lbs)
Move: 40
Saving Throw Modifiers: Transformation +2, Sorcery +2
Secondary Skill: Weaver (almost all Winters women begin as weavers)
God: Lunaqqua

Snowy Owl Familiar ("Beira"): AL N; SZ S; MV 10 (Fly 80); DX 15; AC 7; HD 1/4 (hp 5); #AT 3/1 (claw, claw, bite); D 1/1/1; SV 17; ML 5; XP 11

Normal Gear
Winter robes, winter cloak, clothing, daggers (2), backpack, woolen blanket, chalk, ink and quill, polished steel mirror, incendiary oil, parchment (4), soft leather pouch (2), small sack (2), tinderbox, torches (2), wineskin (mead), writing stick, iron rations (one week), spellbook (contains all prepared spells), 1 gp, 5 sp

--

Tanith has been an interesting character so far.  In the few games, I have run her she has become surprisingly power-hungry.  She seeks to control the Winters family which is going to bring her is direct conflict with Grandmother Winter.

With this new Hyperboria RPG out I am also going to explore her relationship with her god Lunaqqua.

Lunaqqua


Monday, December 20, 2021

Monstrous Mondays: The Confessor

This creature began with a picture posted to the Advanced Dungeons & Dragons Facebook group, and I thought it might be fun to stat up.  The original posters asked, "in game terms, what is this?"

Here is what I posted in response. 

It is a "Confessor." It appears in areas of profound sadness. It feeds on the professed guilt of those who sit next to it. You have to confess your worst guilt to it. If you do, it leaves. If you don't or lie to it then it attacks as a specter.

It seemed to go over well, so here are some full stats.

What struck me about it was the white "robes" it is wearing, the bench seems to have room for someone else to sit next to it, and it is out in the daylight.

This is an undead creature, but a special one.

CONFESSOR
FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 3
MOVE:  0" (special)
HIT DICE:  10+10 (55 hp)
% IN  LAIR:  100%
TREASURE  TYPE:  Nil
NO. OF ATTACKS:  1
DAMAGE/ATTACK:  1d10 + Energy Drain
SPECIAL  ATTACKS:  Compell, Energy Drain
SPECIAL  DEFENSES:  +1 or better weapon to hit
MAGIC  RESISTANCE:  25%
INTELLIGENCE:  Average
ALIGNMENT:  Chaotic  Evil (Chaotic Neutral)
SIZE:  M  (6' tall)
PSIONIC ABILITY:  Nil

The confessor is a special undead appearing in places of great sorrow.  They are found sitting alone waiting for someone to sit down next to them.  Humanoids are compelled to do so unless they make a saving throw vs. spells.   If a victim fails the save they sit down next to the confessor. This is all the magic does, what the victim does next is up to them.  If they make the save the confessor still will beckon any living humanoid to come to sit next to it. 

Once someone sits next to the confessor it will then ask them to confess their deepest guilt. The character then has to confess their worst guilt to it. If they do and are honest, it leaves. If they don't or lie to it then it attacks as a 10 HD undead creature.  Its touch does 1d10 hp of damage and drains one energy level as per a specter.  They can and do move about in the daylight and are not harmed by it.  

They can be turned by a cleric as a Lich.  Unless the confessor hears a confession they will return on on the next sunset.  Anyone killed by a confessor will remain as a spirit helplessly haunting the area around the confessor; wordlessly screaming out their warnings to others. 

--

Have to admit, I thought of this.

Friday, December 17, 2021

Friday Night Videos: Remembering Mike Nesmith

Not everything I post here is game-related.

Friday Night Videos is a prime example.  And in truth, there might not be a Friday Night Videos (or even an MTV as we used to know it) without the pioneering work of Mike Nesmith.

Nesmith, who passed away on December 10 at the age of 78 was one of the members of the fake rock band, The Monkees.  LAter he created the show PopClips that was later sold to Time Warner and gave us MTV.  This is not a surprise since the Monkees show was essentially a surreal sitcom with music video sensibilities.  It played in reruns to kids like me that would grow up into teens with MTV.

Mike Nesmith is the Godfather of Music Videos.  Yes, there were music videos before, some WAY before, but he turned them into entertainment for the masses.

So here's Nes and some of my favorite songs he has written.

He also was featured on songs written by others. 


His best though, is one he wrote and performed and became something of a signature song.

Weren't they good, they made me happy.  Miss yeah Nes.

Tea with the Witches

Been crazy busy at work. That time of year.  But one big project is done and I am down to the last few courses in this contact hour audit I have been doing for weeks.  

I have been neglecting things here so here is a quick one.  I got some art made of a scene crucial to the "War of the Witch Queens"  back story.  The scene is called "Tea With the Witches" and it takes place in The Simbul's castle in the Forgotten Realms.

Tea with the Witches

I want to send out a hearty thank you to Brian Brinlee for doing such a great job with this. Here are the witches pictured. Left to right (clockwise, never widdershins when dealing with witches):

Sagarassi the Sea Witch (Krynn/Dragonlance), Iggwilv the Witch Queen (Oerth/Greyhawk), The Simbul, Witch Queen of Aglarond (Toril/The Forgotten Realms and where this is taking place), Larina (my OC), Feiya the Pathfinder iconic witch (Golarion/Pathfinder).

They are playing Pentacles, a game played with five people using Tarroka cards.

Hopefully regular posting will resume next week!

Tuesday, December 14, 2021

Featured Artist: Chris Achilléos

Chris Achilléos in 2013
It has not been a good week.  In addition to Anne Rice and Mike Nesmith, we also lost British Cypriot painter Chris Achilléos.  He was 74.

Achilléos' book Sirens was one of the first art books I ever bought.  I think my brother (who is an artist) still has it.  I'd later go on to pick up his Beauty and the Beast and Medusa books. 

I loved his art from Heavy Metal (and sometimes White Dwarf) magazine as well as the British covers of the Richard Kirk Raven novels.  But it was his art of Taarna of the Heavy Metal movie poster that most people know him.

Links

Taarna
Taarna

Chris Achilleos 01

Chris Achilleos 02

Chris Achilleos "Tanith"
Tanith

Chris Achilleos

Chris Achilleos "Elric"
Elric

Let's not forget his Raven covers for the British publisher Corgi.

Raven: Swordmistress of ChaosRaven: Swordmistress of Chaos

Raven: Swordmistress of ChaosRaven: Swordmistress of Chaos


Corgi Books


Monday, December 13, 2021

Monstrous Monday: Children of Darkness

Author and world creator Anne Rice died this past weekend at the age of 80. 

Anne Rice, Queen of Darkness

Rice's writing, whether her books on vampires, witches, mummies, or erotic fairytales, had a huge effect on horror writing, modern media vampires, and not least of all, games. 

I recently watched the 2017 "World of Darkness" documentary where Vampire the Masquerade creator talked about how he tried to avoid everything Anne Rice when he was writing, only to watch all the movies and read the books that influenced her. 

There was certainly something in the air around then.  World of Darkness / Vampire the Masquerade came out in 1991, with development starting in the late 80s (on the way to Gen Con according to the documentary).  Back in 1985-86, I read "The Vampire Lestat."  I actually read it before I read "Interview with A Vampire" so my opinion of Lestat was a bit higher than my friends that read the books in the proper order.  "Lost Boys" came out in 1987.  All of this led to some interesting discussions at the game table on the nature of vampires.  

Once again I am going back to my original "Red Book" and I pulled the stats on an old favorite, the Children of Darkness, updated to my new Basic Bestiary stat block.  Though spoiler alert, you have seen a variation on these with the Children of Twilight.

Photo by cottonbro from Pexels
Vamire, Children of Darkness
Medium Undead (Corporeal)

Frequency: Very Rare
Number Appearing: 1 (1d4)
Alignment: Chaotic [Chaotic Neutral]
Movement: 180' (60') [18"]
  Run 360' (160') [36"]
Armor Class: 2 [17]
Hit Dice: 10d8+20*** (65 hp)
To Hit AC 0: 6 (+13)
Attacks: 2 fists or by weapon
Damage: 1d6+5 x2, or weapon+5
Special: Constitution drain, immune to mind-affecting spells such as sleep, hold, and charm, plus additional powers
Save: Monster 10
Turn As: Type 12 (Lich)
Morale: 11 (12)
Treasure Hoard Class: XX [C]
XP: 3,000 (OSE) 3,100 (LL)

Str: 22 (+5) Dex: 18 (+3) Con: 16 (+2) Int: 16 (+2) Wis: 13 (+1) Cha: 20 (+4)

Few undead creatures are as powerful as the vampire and none are as successful as hunters as the vampire.  The Children of Darkness are among the most powerful of the vampires.  The transformation to the undead causes the Children of Darkness to become the perfect predator. Their physical form becomes perfect; imperfections disappear, they become stronger, can see and hear better, and naturally, can smell blood.  These vampires only prey on humans and as such only humans become Children of Darkness. 

The Children of Darkness share many of the same strengths and weaknesses as the common vampire. They are strong (they have strength scores of 22), undead, immune to mind-affecting spells such as sleep, hold, and charm. They are also immune to having their minds read.  However, unlike other types of vampires, they can enter dwellings, holy ground and are not harmed by holy items like symbols of holy water.   Additionally, they cannot turn into bats, wolves, or mist. They do not need to rest in coffins, but many do since it is a good guarantee that they will lie undisturbed.  Like all vampires, Children of Darkness are damaged by and can be destroyed by sunlight.   They take 2d6 hp of damage per round exposed to sunlight.   These vampires are turned by Clerics as Liches or Type 12 Undead. 

These vampires can attack with their fists causing 1d6+5 points of damage per hit or attack with a weapon with a +5 to damage.  Additionally, these vampires can have a special power.  These powers can include, Charm, Levitation, Pyrotechnics, Telekinesis, or Telepathy.  Typically these vampires gain their first power soon after becoming a vampire and an additional power for every 100 years of age.   Children of Darkness over 1,000 years old are believed to be able to fly or even immunity to sunlight.

Magical weapons can harm them and if they are reduced to below 0 hp they do not die, must retreat where they will heal at the rate of 1 hp per day.  Damage above this 0 hp threshold is regenerated at the rate of 1 hp per round.  Vampires can "heal" hp on an eight-for-one basis for any hp they drain from constitution points (1 con point = 8 hp). 

The deadliest attack is their Constitution Drain.  Once they latch onto a victim they drain them of blood via a bite.  This bite drains the victim of two (2) points of constitution per round, with most humans drained to zero in five rounds. A human drained to below 0 constitution points will die. A drained human will not return as a vampire unless the Child of Darkness also gives them some of their own blood.  They can only do this if the human is at 0 points of constitution, no more, no less.

Children of Darkness will band together in small groups for protection. Many will share the same sire or will even be "orphans", Children whose sire has abandoned them.  They have a complex set of laws they must abide by which includes not turning children into vampires, (though feeding on them seems to be ok) not creating too many of their own kind (which is difficult to start with), and not killing their own sires.  Some even take this as far as not killing others of their kind. 

The Children of Darkness see themselves as superior to all other types of vampires.  They view other vampires as mutations or aberrations.  Their own rules prohibiting them from killing other vampires do not apply to other vampire types. They often refer to all these other types as "Children of the Devil."

Every hundred years or so a Child of Darkness feels the need for a deeper sleep. They will find a secluded location away from the sun where they will sleep for a decade or more.  Sometimes very old vampires will fall into this death-like state and forget to awaken. 

--

About twice as much text as my late 80s version.  For this stat block, there is now a "Turned As" listing.  This is something I'll introduce in Basic Bestiary II: Undead (currently 220 entries, but only 140 are complete).  "Named" undead will get a chance to make a saving throw but I will detail all of that and my alternate rules for Undead Level Drain in the book.

BBII Cleric Turning

Friday, December 10, 2021

Kickstart Your Weekend: Vaesen RPG – Mythic Britain & Ireland

There are few things I love more than Creepy Folk horror and one of those things is creepy Gothic Horror.  I was quite pleased to see that Free League Publishing of Sweden was doing a horror Mythic Britain and Ireland, you know it has my attention.

Vaesen RPG – Mythic Britain & Ireland

Vaesen RPG – Mythic Britain & Ireland

https://www.kickstarter.com/projects/1192053011/vaesen-rpg-mythic-britain-and-ireland?ref=theotherside

I picked up Vaesen based on solid recommendations while I was at Gen Con this past year.  The game is gorgeous, but I have yet to play it.  But this?  This looks like it was tailor-made for me.

Once again the art looks amazing and the game itself?  Well, I am hooked and already thinking of a game I could run with it.  

Check it out and throw them a Krona or two.