Showing posts with label 1st ed. Show all posts
Showing posts with label 1st ed. Show all posts

Wednesday, January 22, 2025

Character Creation Challenge: Ander

Ander the Shadowmaster
Let's continue with the evil characters today with another of the Riddlemasters, this time a neutral evil "Shadowmaster." 

I don't know much about Ander. He was one of the Post "Dragon War" characters Grenda created. I don't think I ever saw this one in play, and I am sure I never DMed him. Shadowmasters, though, I do know. This class took features from other classes to make them the ultimate thief-assassin type. Thief skills, assassination abilities, magic to aid them, and, of course, a lot of psionics/psychic powers. Grossly overpowered to the point of silliness. 

Still. They were fun to play.

In a Wasted Lands game, they would be some sort of adept or mystic. A character dedicated to ascetic pursuits of mind and body. Again, with the various Riddlemasters I could rebuild them using the point buy system found in NIGHT SHIFT's Night Companion, or via multiclassing, I do have two other options.

The Mystic Martial Artist from the Night Companion is a good fit here, especially for Shadowmasters. The Mystic Warrior from Thirteen Parsecs is also a great fit, but maybe better for Riddlemasters proper. Mind you, this is the great strength of all the O.G.R.E.S. games; their inter-compatibility.  

After going over both classes I am convinced that Mystical Martial Artists are a perfect, and far more reasonable substitute for Shadowmasters. Sorry Grenda.

You will have to excuse the all "18s" in his abilities. I wasn't there when he rolled this guy up, but I am sure those numbers are legit.

Shadowmasters
Ander the Shadowmaster

Class: Mystic Martial Artist
Level: 3
Species: Human
Alignment: Neutral Evil
Background: Warrior 

Abilities
Strength: 18 (+3) N
Agility: 18 (+3) A
Toughness: 18 (+3) 
Intelligence: 18 (+3) N
Wits: 18 (+3)
Persona: 18 (+3)

Fate Points: 1d6
Defense Value: 2
Vitality: 24
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +3/+1/+0
Melee Bonus: +2 (base), +3 (STR)
Ranged Bonus: +2 (base)
Saves: +1 to all Agility and Toughness Saves, +2 to Toughness (Warrior background)

Mystic Martial Artist Abilities
Impossibly Agil, Martial Arts, Martial Arts Mysticism, Lightning Fast, Survivor Skills, 

Mysticism
Enhanced Senses, Innate Magic (Invisibility), Supernatural Attacks (melee)

Heroic/Divine Touchstones
1st Level: Psychic Ability: Bio-feedback
3rd Level: +1 to melee attacks 

Heroic (Divine) Archetype: Shadow

Gear
Longsword, dagger, short bow

Damn. I like this. I want to go back and redo ALL my Riddlemasters and Shadowmasters now. I should poke around and see if there are some more Riddlemasters in this stack and stat them as Mystic Warriors.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge


Tuesday, January 21, 2025

Character Creation Challenge: Queen Talason

Queen Talason Character Sheet
Evil ruler? Sure why not. I have to admit this sheet jumped out at me for a number of reasons. First, it is a rare evil woman in Grenda's collection. Secondly, she is a Queen, and finally, this sheet looks OLD. I don't know anything about Queen Talason here. She is a fighter, but she also can turn undead and has some spells. She has psionics, like a lot of Grenda's characters. 

Also, I love her character sketch. Grenda was always a good artist, and this one is just fun.

I am not 100% sure what is going on with her. She looks like an anti-paladin but has no thief or assassin abilities. Plus, anti-paladins were all chaotic evil, and she is lawful evil. Her spells are from the Magic-user list and not the Cleric one. I checked the old "Plethora of Paladins" article from Dragon #106. The Lawful Evil "Illrigger" and they do use Magic-user spells, but her spell progression and XP progression do not match our Queen here. 

This sheet is also much older than Dragon #106's Feb 1986 date. This one looks a lot closer to his sheets from the early 1980s; as in 1981-82.

I think re-crafting her as an Anti-Paladin, or at least an evil Divine Warrior, is a fun idea.

Queen Talason
Queen Talason

Class: Divine Warrior
Level: 8
Species: Human
Alignment: Dark Evil*
Background: Warrior 

Abilities
Strength: 17 (+2) N
Agility: 18 (+3) 
Toughness: 16 (+2) 
Intelligence: 16 (0) 
Wits: 17 (+2) N
Persona: 17 (+2) P

Fate Points: 1d8
Defense Value: -2
Vitality: 53 
Degeneracy: 5
Corruption: 0

Check Bonus (A/N/D): +4/+3/+1
Melee Bonus: +3 (base), +2 (STR)
Ranged Bonus: +3 (base)
Saves: +3 to all Wits and Persona Saves, +2 to Toughness (Warrior background)

Divine Warrior Abilities
Sixth Sense, Heal Injury and Illness (8d6), Supernatural Attacks, Protection from Evil, Spot Hidden (1-3 on d6).

Heroic/Divine Touchstones
1st Level: Psychic Ability: Telekinesis
3rd Level: +1 to melee attacks 
5th Level: Favored Weapon, Sword
7th Level: 1 level of Sorcerer

Spells
First Level: Arcane Dart

Heroic (Divine) Archetype: Death

Gear
Longsword, Mace, Battle Axe, Spear, Crossbow, Full plate armor, Holy symbol

I imagine that Queen Talason here was a warrior princess, cleaving a bloody path between herself and her goal, the throne. As a Queen, she was no less bloody. In Grenda's games, she worshipped Hades, the god of the Dead. In my revised Wasted Lands games, Hüter is not really the same deadly god. No, in my new campaign, she would worship Helga, the Ghost goddess in her aspect as the Battle Crone. This would also explain her level of Sorcerer as a Heroic/Divine Touchstone. 

I think as a nod to her history and her near miss as an Illrigger, I'll make her birthday February 14th. 

Again, I am loving the Divine Warrior class.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge



Friday, January 17, 2025

Character Creation Challenge: The Ravenloft Weekend

Characters from the The Ravenloft Weekend
Back in 1991, Grenda and I ran a weekend-long game of Ravenloft. We ran it as the "Dreams of Barovia" variant that combined adventure modules I6 and I10. He was the DM for I6 Ravenloft and I was the DM for I11 Ravenloft II: House on Gryphon Hill. It was a lot of fun to be honest, the problem was I forgot to tell my roommates and girlfriend where I was! When I crawled back to my apartment at 2D Lewis Park, I got an earful. The game was fun, but kind of a hazy memory to be honest. We played from Friday afternoon to Sunday evening straight. I remember sleeping in my chair and eating a lot of Quatros pizza

I am presenting all the characters now to cover my next few days (1/17 to 1/21). But more importantly to me, can I use Wasted Lands with NIGHT SHIFT to play a Ravenloft-style game? 

The answer is, absolutely.

Ravenloft is quasi-Gothic horror. As I have mentioned in the past, it is not true Gothic Horror because the characters are still hero types. They have power, they have agency. The heroes of Gothic Horror typically do not have the same level of power D&D characters do. Out Hunters in Dracula only succeed because they have each other and make use of the "technology" of the time. The PCs can go toe to toe with most Gothic literature monsters.

Wasted Lands is Post-Apocalyptic Cosmic Horror. NIGHT SHIFT is Urban survival Horror. BUT that is just what they are on the surface. They are both toolkit games to add or subtract what you want or need from them. 

I would still give the characters some power, but make the setting "Gritty."

That means no Heroic Touchstones. 

Heroic Touchstones are a key feature of the Wasted Lands and will be part of Night Shift 2nd Edition. But for a game like Ravenloft? I would take them out. Well...maybe one at first level. I'll work on the characters to see. Thankfully, none of these characters have psionics or other "kewl powerz," and all the classes are normal ones. 

I would use all the fear and terror effects from NIGHT SHIFT. I'd use Degeneracy and Corruption rules from Wasted Lands. That might feel like I am stacking things against the characters. I am.

Unlike D&D (esp. post 2000+ D&D) Gothic Horror is not about balance, it is exactly the opposite of that. The Big Bad Guy has all the power. 

Characters from the Ravenloft Weekend

The Characters

I only have vague recollections of these characters. I was spending a lot of time trying to get into grad school, and my focus then was largely on that. Plus, these are really just one-shot characters. So while they do have some good background attached, they were only used (to my knowledge) for this adventure.

Sir Beyrn Silverhelm
Sir Beyrn Silverhelm

Class: Divine Warrior (from Night Companion)
Level: 13
Species: Human
Alignment: Light Good
Background: Warrior

Abilities
Strength: 18 (+3) N
Agility: 12 (0) 
Toughness: 18 (+3) 
Intelligence: 12 (0) 
Wits: 15 (+1) N
Persona: 17 (+2) A

Fate Points: 1d10
Defense Value: 0
Vitality: 98 
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +5 (base), +3 (STR)
Ranged Bonus: +5 (base)
Saves: +5 to all Wits and Persona Saves, +2 to Toughness (Warrior background)

Divine Warrior Abilities
Sixth Sense, Heal Injury and Illness (13d6), Supernatural Attacks, Protection from Evil

Heroic (Divine) Archetype: Protection

Gear
Longsword, Field plate armor, Holy symbol

Sir Beyrn is a quintessential Diving Warrior. His stats on his AD&D sheet look like they might have been cribbed from Johan II to be honest! Which makes sense. Looks like Grenda created all these characters in a couple of weeks while working and going to school.

Hile Augarin
Hile Augarin

Class: Archer (from Wasted Lands)
Level: 12
Species: Half-elf
Alignment: Twilight Good
Background: Elf (Wasted Lands) 

Abilities
Strength: 18 (+3) N
Agility: 16 (+2) A
Toughness: 16 (+2) N
Intelligence: 11 (0) 
Wits: 15 (+1) 
Persona: 12 (0) 

Fate Points: 1d10
Defense Value: 2
Vitality: 92 
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +5 (base)
Ranged Bonus: +5 (base)
Saves: +6 to agility-based saves

Elf Abilities
Night Shifted

Archer Abilities
Improved Defense, Master Archer, Ranged Combat, Supernatural Attack, Improved Range Damage, Eagle Eye, Incapacitating Shot, Multi Attack x4, Careful Aim, Trick Shot

Heroic (Divine) Archetype: hunter

Gear
Longsword, Longbow, elven chain

I have used Renegades and Warriors in the past for Rangers, in this case Archer is the better choice.

Finneous Sevinhand
Finneous Sevinhand

Class: Renegade (from Wasted Lands)
Level: 12
Species: Half-elf
Alignment: Twilight Good
Background: Elf (Wasted Lands) 

Abilities
Strength: 15 (+1) N
Agility: 17 (+2) A
Toughness: 16 (+2) N
Intelligence: 13 (+1) 
Wits: 11 (0) 
Persona: 10 (0) 

Fate Points: 1d10
Defense Value: 3
Vitality: 87 
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +4 (base)
Ranged Bonus: +4 (base)
Saves: +4 vs Death effects

Elf Abilities
Night Shifted

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-4 d6), Perception, Vital Strike x4, Read Languages, Stealth Skills

Heroic (Divine) Archetype: Thief

Gear
Shortsword, dagger, throwing knife, crossbow

Renegades have a different feel to me than survivors, though both can be used as thieves. 

Meroc Trothgard
Meroc Trothgard

Class: Survivor (from NIGHT SHIFT)
Level: 12
Species: Human
Alignment: Night Good
Background: Hunter/Gatherer

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

Fate Points: 1d10
Defense Value: 2
Vitality: 90
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +4 (base)
Ranged Bonus: +4 (base)
Saves: +4 vs Death effects

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-4 d6), Perception, Vital Strike x4, Read Languages, Stealth Skills

Heroic (Divine) Archetype: Hunter

Gear
Longsword ("Trollslayer"), dagger, longbow

Mechanically, the Renegade and the Survivor are the same. But in this case, I add in the backgrounds to give them a different feel. With Meroc here, I also decided not to go with their multi-class Ranger/Thief and stuck with the Survivor.

Aristobulous Declan
Aristobulous Declan

Class: Sorcerer (from Wasted Lands)
Level: 13
Species: Half-elf
Alignment: Night Good
Background: Scholar

Abilities
Strength: 11 (0) 
Agility: 16 (+2) N
Toughness: 15 (+1) 
Intelligence: 17 (+2) A
Wits: 10 (0) 
Persona: 13 (+1) N

Fate Points: 1d10
Defense Value: 3
Vitality: 72
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +4 (base)
Ranged Bonus: +4 (base)
Saves: +4 vs Magic

Elf Abilities
Night Shifted

Sorcerer Abilities
Beguile, Enhanced Senses, Exorcist, Subtle Influence, Telekinesis

Spells
First Level (5): Arcane Darts, Chill Ray, Gout of Flame, Mystical Senses, Sleep, 
Second Level (4): Conjure Flame, Invisibility, Lesser Renewal, See Invisible
Third Level (4): Concussive Blast, Dark Lightning, Dispel Magic, Remove Curse 
Fourth  Level (4): Conjure Fire, Improved Invisibility, Paralyze Undead, Renewal
Fifth Level (3): Banishment, Shadow Armor, Teleport
Sixth Level (2): Destroy Undead, Dispel Evil
Seventh Level (1): Ball of Sunshine

Heroic (Divine) Archetype: Magic

Gear
Quarterstaff, Dagger, dart

Mages are Sorcerers. This one has a lot spells to help survive Castle Ravenloft.

Father Ercon Valeran
Father Ercon Valeran

Class: Theosophist (from NIGHT SHIFT)
Level: 12
Species: Human
Alignment: Light Good
Background: Warrior

Abilities
Strength: 15 (+1) N
Agility: 18 (+3) 
Toughness: 16 (+1) N
Intelligence: 16 (+2) 
Wits: 20 (+4) A 
Persona: 19 (+3) 

Fate Points: 1d10
Defense Value: 3
Vitality: 87
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +2 (base)
Ranged Bonus: +2 (base)
Saves: +5 vs Wits 

Theosophist Abilities
See Dead people, Turn Undead x2, Summon Dead, Channel Dead, Death Knell, Suggestion, Command the Dead

Heroic (Divine) Archetype: Hunter of the Dead

Gear
Mace ("Skullcrusher"), Quarterstaff, shortbow, holy symbol.

I can't help but notice that Father Ercon's Patron Deity is St. Werper. Nice touch Grenda!

I should stat up Strahd sometime as well. But I think he deserves his own post really. 


You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge


Thursday, January 16, 2025

Character Creation Challenge: Molley Hachit

Molley Hachit
Oh, have I got a fun one today! First off, this is not one of Grenda's characters, it actually belongs to my old Jr. High DM Jon Cook. Jon played with us for a while, but he was the first of our group to get a job (he made enough to buy a new car in high school) and the first of us to get a steady girlfriend. Secondly, this isn't the original version of Molley. It is a version I found with versions of a few of my own characters (Phygora, Nigel, Rogue, and Retsam). I seem to recall a "Greatest Hits" game we played in a few years into High School where we played different versions of our favorite characters. This one is special as well because this one of the very few women characters I can remember Jon playing. 

Molley Hachit (and yes that is the proper spelling!) is obviously based on the band Molly Hatchet. In particular their first album. Jon's older sister Mary (who sadly we also lost last year) had EXCELLENT taste in music. She was also a "Killer DM" so I would not be surprised if one version of Molley had not died at her hands. 

Molley is a fighter, and a pretty buff one at that. Of course, she wields a big axe. Hmm, I bet she would have gotten along with Karlach or Hervor. I can't help but think that the song "Bounty Hunter" was the inspiration for her. I can see her jumping into battle screaming "Hell Yeah!"

BUT. I am going to stat her up in Wasted Lands as a Renegade. This fits better with Jon's playstyle, really, and a nod to Mary, who was the biggest Styx fan in the world. 

Molley Hachit

Class: Renegade
Level: 3
Species: Neutral
Alignment: Twilight
Background: Barbarian

Abilities
Strength: 16 (+2) N
Agility: 11 (0) A
Toughness: 15 (+1) N
Intelligence: 12 (0) 
Wits: 13 (+1) 
Persona: 7 (-7)

Fate Points: 1d6
Defense Value: 3
Vitality: 15
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +3/+1/+0
Melee Bonus: +2 (base) 
Ranged Bonus: +2 (base) 
Saves: +3 vs Death effects (Renegade)

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-3), Perception, Vital Strike x3, Read Languages, Stealth Skills

Stealth Skills
Open Locks: 25%
Bypass Traps: 20%
Sleight of Hand: 30%
Sneak: 25%

Heroic/Divine Touchstones 
1st Level: +1 to Melee attacks
3rd Level: Luck Benefit 1d6

Heroic (Divine) Archetype: Warrior

Gear
Big Axe, Dagger, Chain Armor, thieves tools

Ok, so she is not an optimized Renegade, and this character might be better served as a barbarian-like Warrior. But that is not how Jon used to play characters. The concept was key. And the sacrifice of some combat ability for some "thief skills" was always something he liked to do.

In any case. Damn. It sure was fun to see Molley again.  I should make her a member of the Fearless Five, who would then number seven. The Stalwart Seven, perhaps?


You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge


Friday, January 10, 2025

Character Creation Challenge: Yoln Serpeus

Yoln Serpeus
 Every so often, there is a character who jumps off of the pages of their character sheet, and they take on a life of their own. They go beyond mere numbers, and listings and references to page numbers. They become a real character. Yoln Serpeus was one such character.

He began life as one of the main antagonists in our Great War/War of the Dragons. He was the head of Hell's Armies and a vassal to Mephistopheles. This was the campaign we were running then ended our worlds and a new combined world (which I would later equate with Mystoerth) was formed in the ashes. 

Honestly, I can still see it now. Yoln, clad in all jet back plate, riding his giant ware chariot being drawn by three dragons.  He had already killed many characters, including Morgan "Raven" Ebonflame and Johan Werper III. Though one of the survivors was Larina. (CY 813-818).

Yoln was defeated and he was pulled into the Hells, with Raven in tow it was believed. My other character, Nigel Blade, seeing his daughter pulled into Hell, vowed to follow him and kill him himself. 

I would not resolve that arc until 2001-2003 when Yoln became the primary big bad for my Buffy campaign, The Dragon and the Phoenix, as the "Hand of Leviathan." Nigel did not kill him, but Buffy did in "No Other Troy." Though I will admit, I forgot his last name and misremembered it as "Shadowreaper." But Yoln would use Worluk's nom de guerre.

Back in 1988, Grenda and I revisited Yoln in his earliest days as a human Paladin just prior to his fall in an adventure, "Where Evil Seeks," we were writing to submit to Dungeon Magazine. I have three different versions of that adventure here now. I might dust it off some day.  Anyway, in that "human" Yoln is only 13th level. That seems more reasonable.

It is not an exaggeration that Yoln and the hunt for Yoln from 1987 to 2003 had a HUGE impact on what would become NIGHT SHIFT. So it only makes sense that I should do his stats for Wasted Lands, the "D&D of NIGHT SHIFT."

I am going to cheat here and give Yoln a heroic touchstone at every level instead of every other level. It's a bit much (every other level is a bit much), but he has earned them.

This Yoln is only slight human now. He is becoming an infernal creature and will soon lead Hell's armies. 

Yoln from City of Heroes
Yes. That is Yoln in 'City of Heroes.'
Yoln Serpeus

Class: Divine Infernal Warrior (from NIGHT SHIFT)
Level: 13
Species: Human (Infernal)
Alignment: Dark Evil
Background: Cult

Abilities
Strength: 18 (+3) A
Agility: 18 (+3) 
Toughness: 17 (0) N
Intelligence: 19 (+3)  
Wits: 17 (+2) N
Persona: 17 (+2) 

Fate Points: 1d10
Defense Value: -1
Vitality: 64
Degeneracy: 33
Corruption: 7

Corruption Effects: His eyes glow, his body is decayed, and he must live inside his armor. Can't enter holy lands or buildings. 

Check Bonus (A/N/D): +6/+4/+2
Melee Bonus: +5 (base), +3 (STR)
Ranged Bonus: +5 (base)
Saves: +5 to all Wits and Persona Saves

Infernal Warrior Abilities
Sixth Sense, Cause Injury and Illness, Supernatural Attacks, Protection from Good, Command Undead (level 8), Spot Hidden (1-3 on d4).

Infernal Abilities
Takes x2 damage from Chosen Ones and Celestials. 
Arcane Powers: Beguile, Domination, Enhanced Senses, Incubus, Shadow Walking, 

Heroic/Divine Touchstones
1st Level: Psychic Ability: ESP
2nd Level:+1 to melee attacks
3rd Level: Psychic Ability: Bio-feedback
4th Level: Unique Mode of Attack: Soul Sever (Persona)
5th Level: Favored Weapon, Sword
4th Level: +1 to hit with Soul Sever attack
7th Level: Extra Attack
8th Level: Favored Enemy: Chosen Ones
9th Level: Special Attack
10th Level: Smite
11th Level: Great Attack (Toughness added to Soul Sever)
12th Level: Great Smite
13th Level: Spell Resistance 20%

Heroic (Divine) Archetype: Death

Gear
Longsword ("Pillager"), Full plate armor.

He is a monster. I mean, yeah, all these characters are charmingly Munchkin, but Yoln here is just plain scary. 

Yoln in the Wasted Lands

This is the starting point for Yoln, my D&D stand-in. This is the Yoln I stated above and one that Grenda and I created. Yoln belongs in the Wasted Lands, but he won't stay there for long.

Yoln in NIGHT SHIFT

In truth, Yoln is my first-ever NIGHT SHIFT Big Bad. Yeah, I ran him under the Buffy/Unisystem rules, but that game informed and shaped me to a point where NIGHT SHIFT became an inevitability.  Maybe one day I'll rerun "The Dragon and the Phoenix" as a NIGHT SHIFT adventure, but it has been 20+ years now.

Yoln in Thirteen Parsecs

Yoln was killed once by Morgan. He was killed again by Buffy. Could he still be around somewhere out near the Solar Frontier? Never say never I guess! Could his lifeless appearing armor be out there, floating in space, waiting on some happless ship passing by to bring it into their cargo hold? What happens when an ancient hell knight awakens and attack a crew armed with plasma rifles? I don't know.

Interestingly enough. While digging through my archives on this guy I found his Buffy/The Dragon and the Phoenix stats!

Yoln, The Pillager, The Pit Fiend, The Hand of Leviathan, The Shadowreaper

Yoln: So Slayer. You brought an army to defeat me? (another swing)
Buffy: No. (a parry. Then, wielding the spear with both hands, she swings and knocks Yoln back.) I brought two.
The army of demons continues running while a legion of angels flies up and over them to join in the attack.

Character Type: Human/Demon Big Bad

Attributes
Strength 9
Dexterity 8
Constitution 10
Intelligence 4
Perception 4
Willpower 12 

Ability Scores: Muscle 14, Combat 17, Brains 13
Life Points: 64
Drama Points: 10

Qualities: Fast Reaction Time, Hard to Kill 6, Honorable (Rigid), Nerves of Steel
Drawbacks: Adversary (just about everyone) 6, 

Combat Maneuvers

Name Score    Damage   Notes
Dodge 17 - Defense action
Grapple 19 - Resisted by Dodge
Kick 16 14 Bash
Punch 17 13 Bash
Big Ass Sword   19 31 Stab/slash; two-handed

Damn. He was even a beast here.

Thank you, Grenda, for developing such a memorable character with me. Gods, this was a lot of fun to do this one. I'm listening to RUSH, Krokus, BÖC, and Ronnie James Dio in your memory tonight.

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge


Thursday, January 9, 2025

Character Creation Challenge: Tali Earlingstar II and Tyl Addigndale III

 Two more characters from the same campaign as Pathon and Torr Addingdale III, I am doing two again because I want to show off the flexibility of the classes in Wasted Lands / NIGHT SHIFT. How can I use the same class to achieve different results. 

Tyl Addigndale III and Tali Earlingstar II

I don't know much about Tyl III, but I know Tali. Tali was a Ranger in my games back in the late 1980s, she was Grenda's character when I ran him through the Ravenloft elements of our Great War / The Dragon War. She became trapped in Ravenloft with a bunch of other characters and had to find a way out. Tali, like her daughter Tali II, was a ranger, but more than that she was a Swanmay; a Swan Maiden. Kind of nice to see her again. A bit like running into an old friend from College and discovering she is happy and has a grown daughter now going to the same school you both went too. Swan Maidens have been a lot on my mind recently too, having just reread "Three Hearts and Three Lions" for the first time in decades.

Tyl II died as a child, so this Tyl III is not his son. I'll have to dig up a family tree somewhere to figure out where he fits. 

Tali is a Ranger with some magic. Tyl is a Theif-Acrobat/Illusionist. Both are going to be Renegades. Also, we are dealing with another New Human in Tyl, but I am going to ignore that for now.

Tali Earlingstar II

Class: Renegade/Warrior
Level: 8/8
Species: Human
Alignment: Light
Background: Cult

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

Fate Points: 1d10
Defense Value: 1
Vitality: 80 (d4/d8)
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +4/+3/+1
Melee Bonus: +3 (base)
Ranged Bonus: +3 (base)
Saves: +3 vs Death effects (Renegade)

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-3 d6), Perception, Vital Strike x3, Read Languages, Stealth Skills

Warrior Abilities
Combat Expertise, Improved Defence, Melee Combat, Master of Battle, Supernatural Attacks, Spell Resistance, Tracking, Masters of Weapons, Extra Attacks (x2), Extra Damage

Heroic Touchstones
Level 1: Favored Weapon: Sword (+1 to hit, +2 Damage)
Level 3: Luck Benefit
Level 5: Level 1 of Sorcerer
Level 7: Favored Enemy: Undead
Level 9: Level 2 of Sorcerer
Level 11: +1 to all checks, attacks, and saves
Level 13: Level 3 of Sorcerer
Level 15: Bestow Blessing

Heroic (Divine) Archetype: Protection

Gear
Sword ("Shadowbane"), leather armor


Tyl Addingdale III

Class: Renegade/Sorcerer
Level: 10/10
Species: New Human
Alignment: Twilight (Evil)
Background: Sorcerous

Abilities
Strength: 17 (+2) 
Agility: 18 (+3) A
Toughness: 16 (+2) 
Intelligence: 18 (+1) N
Wits: 16 (+2) 
Persona: 17 (+2) N

Fate Points: 1d12
Defense Value: 2
Vitality: 60 (d4/d4)
Degeneracy: 4
Corruption: 0

Check Bonus (A/N/D): +5/+3/+2
Melee Bonus: +3 (base)
Ranged Bonus: +3 (base)
Saves: +3 vs Death effects (Renegade)

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-3 d6), Perception, Vital Strike x3, Read Languages, Stealth Skills

Arcane Powers
Detect Thoughts, Enhanced Senses, Psychic Power Suggestion, Subtle Influence

Sorcerer Spells
First Level: Chill Ray, Night Vision, Command, Extinguish Light, Summon Familiar
Second Level: Invoke Fear, Invisibility, See Invisible, ESP, Beguile Person
Third Level: Blinding Speed, Clairvoyance, Dispel Magic, Oily Cloud of the Deeper Dark
Fourth Level: Black Tentacles, Improved Invisibility, Protection Against Death, Serpent Arrow
Fifth Level: Shadow Armor, Injure, Commune with Deeper Dark

Familiar: Bald Parrot "Jubilex"

Heroic Touchstones
Level 1: Psychic Ability: Psychokinesis
Level 3: Luck Benefit
Level 5: Favored Weapon: Short sword (+1 to hit, +2 Damage)
Level 7: Psychic Ability: Bio-feedback
Level 9: +1 to all checks, attacks, and saves
Level 11: Additional 1st level spell
Level 13: Additional 2nd level spell
Level 15: Additional 3rd level spell
Level 17: Additional 4th level spell
Level 19: Additional 5th level spell

Heroic (Divine) Archetype: Trickster

Gear
Short sword ("Shadewalk"), leather armor

All the characters from this campaign appear to be cousins, some twice or more removed, and all descended from the Addingdale lines.

It appears, reading over the notes with the characters that Tali and Tyl were once close but are growing apart as Tali becaomes more good and following in her mother's footsteps to become a Swanmay (maybe she has been gifted her mother's cloak?) and Tyl went from trickster rogue to more evil in his intent. 

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge


Wednesday, January 8, 2025

Character Creation Challenge: Pathon Addingdale III and Torr Addingdale III

 Two for one today, mostly because I know so little about these two. Their creation dates are 2/18/1988 and 10/16/1988, respectively. This was a time when Grenda had left the Air Force and before he came down to Carbondale. We were not gaming together at this point; I was in the back half of my Freshman year and moving into my Sophomore year. But looking over the characters he has here, it was a prolific time of gaming for him. 

Pathon Addingdale IIITorr Addingdale III

He had also settled on a format for his character sheets: a standard "golden rod" AD&D first edition sheet with notebook paper for proficiencies, spells, and then named magic items. He was mass-producing characters at this point. 

Here is what I do know about these two characters. They were cousins, descended from the original Pathon Addingdale and Torrin "Worluk" Addingdale, respectively. The original Torr Addingdale (who I have not found yet) was the father of the first Pathon and Worluk. Given what I know about Grenda, these two likely emulated their namesakes to a degree and allowed him to play out their adventures again. 

From what I can find out in my own campaign notes (sparse for this time) is that Pathon II was born in CY 744. For those of you at home, the current CY for the World of Greyhawk is 591. So, a little over 150 years into the future, as it were, and a little over 100 years from Pathon and Worluk's birth.

Again, we see these characters are part of his "Rivendell" era, and Torr is a "New Human." Honestly, I had no idea he was still using our "New Humans" this late in his gaming. They are also repeating a common trope he liked to use, two characters related by blood on opposite ends of the alignment chart. Pathon was Lawful Neutral and Torr Chaotic Neutral. I do admit I am a little surprised Torr is not a Shadowmaster.

The only other bit I remember about Pathon III is that he married a girl named "Brandy." Maybe an ode to the Looking Glass song "Brandy" but more likely a nod to Brandi Brandt, Playboy's Miss October 1987.

Pathon Addingdale III

Class: Theosophist
Level: 19
Species: Human
Alignment: Light
Background: Warrior

Abilities
Strength: 22 (+5) N
Agility: 18 (+3) 
Toughness: 16 (+1) 
Intelligence: 16 (+2) 
Wits: 20 (+4) A 
Persona: 19 (+3) N

Fate Points: 1d12
Defense Value: -1
Vitality: 110 (d6)
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +8/+5/+3
Melee Bonus: +3 (base)
Ranged Bonus: +3 (base)
Saves: +6 vs Wits 

Theosophist Abilities
See Dead people, Turn Undead x2, Summon Dead, Channel Dead, Death Knell, Suggestion, Command the Dead, Life Drain, Slay the Unliving, Call the Reaper

Heroic Touchstones
Level 1: Psychic Ability: ESP
Level 3: Psychic Ability: Bio-feedback 
Level 5: Level 1 of Witch/Sorcerer
Level 7: Speak with Animals
Level 9: Level 2 of Witch/Sorcerer
Level 11: Smite
Level 13: Level 3 of Witch/Sorcerer
Level 15: Great Smite
Level 17: Immunity to Poison
Level 19: Aura of Power

Spells
1st Level: 

Heroic (Divine) Archetype: Divine Warrior

Gear
Mace (Stormshadow), Plate Armor, Holy symbol (crossed lightning bolts)


Torr Addingdale III

Class: Renegade
Level: 19
Species: New Human
Alignment: Twilight
Background: Warrior

Abilities
Strength: 21 (+4) N
Agility: 23 (+5) A
Toughness: 20 (+4) 
Intelligence: 16 (+2) 
Wits: 19 (+3) 
Persona: 20 (+4) N

Fate Points: 1d12
Defense Value: -1
Vitality: 120 (d6)
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +8/+5/+3
Melee Bonus: +5 (base)
Ranged Bonus: +5 (base)
Saves: +7 vs Death effects (Renegade)

Renegade Abilities
Improved Defence, Ranged Combat, Stealth Skills, Climbing, Danger Sense (1-7 d8), Perception, Vital Strike x7, Read Languages, Stealth Skills

Warrior Abilities
Combat Expertise, Improved Defence, Melee Combat, Master of Battle, Supernatural Attacks, Spell Resistance, Tracking, Masters of Weapons, Extra Attacks (x2), Extra Damage

Stealth Skills
Open Locks: 95%
Bypass Traps: 95%
Sleight of Hand: 95%
Sneak: 95%
Climbing: 95%
Perception: 95%

Heroic Touchstones
Level 1: Bonus Melee Attack +1
Level 3:  Favored Weapon: Sword (+1 to hit, +2 Damage)
Level 5: Level 1 of Warrior
Level 7: +1 to all checks, attacks, and saves
Level 9: Level 2 of Warrior
Level 11: evel 3 of Warrior
Level 13: Down but not Out
Level 15: Level 4 of Warrior
Level 17: Level 5 of Warrior
Level 19: Aura of Power

Heroic (Divine) Archetype: War

Gear
Sword ("Soulshadow"), leather armor

Again not bad.

I am not sure how these compare to the characters in play, but comparing them to the AD&D sheets they are pretty good. Obviously not as "muchnkiny" but still good.


You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge


Monday, December 9, 2024

The R. Michael Grenda Collection - The Characters

 I am still in the process of working through my friend's collection of old D&D material.  While I have put his books on my shelves and given my current copies to my kids, I am still working through all the characters.

And he had a LOT of characters.

stacks of characters

There are some here dating all the way back to 1976. The vast majority are for AD&D 1st ed. There is a long period of post 1987 to 1989 where there are dozens and dozens of characters. And then there are a few 2nd Edition ones as well.

Among these I found versions of my characters Retsam, Death Blade, Rogue, and Phygor. But those are not as interesting to me as my nearly forgotten and abandoned SpellJammer characters. And these pale to the shear weight, number, and import of his own characters. Names I have known now since the early 1980s.

Even Yoln is here in his original form.

Yoln

Characters

Characters

Characters

Here are my problems.

What do I do with them all? And what story about them should I tell? 

Also, they have been in a house with cats, and I am deathly allergic. I can only handle them for a little bit. So my son suggested putting them in sheet protectors. That was smart. It will take me a bit to get them all in, but it has been fantastic so far.  Plus, he wants to use them as NPCs in his AD&D 1st Ed game (more on that later).

Here is what I am considering.

I am thinking about participating in The TARDIS Captain's New Year New Character challenge/fest. These are not new characters by any stretch of the imagination, but I feel the need to share them with you all. 

I just hope I can remember enough about each one to do them justice.

In addition, I am considering taking these characters and putting my spin on them. I might even post Wasted Lands or OSE or ShadowDark stats for them. I am still deciding. 

Monday, December 2, 2024

The R. Michael Grenda Collection

 This past weekend I went downstate to see my family and celebrate my Dad's 95 birthday. Yeah, he still doing great at 95! I also stopped by my old friend Michael's house, where his widow gave me a bunch of his old D&D stuff.

Grenda D&D Collection

There is so much here. That black grocery bag is filled with character sheets dating back to 1981. There were a lot of duplicated books too. Much to my surprise and delight, a few of them were mine!

My Fiend Folio

I have always talked about here how in the 1990s I lost a lot of my Basic and 1st Ed AD&D collection in various moves. I know where some of it went. I guess I lent some of it to Grenda back then.  There was my Fiend Folio, Manual of the Planes, Tales of the Outer Planes adventures, a bunch of other modules, and more. My oldest got my replacement copies, and I reclaimed my originals. 

There is so much more here too. 

City books

In addition to a bunch of city books, I found a ton of his notes on our house rules for playing in cities and urban environments. By the way, other than some box damage, that Haven set is in fantastic shape. 

Maybe our "Urban Survival Guide" will see the light of day. 

There are also hundreds of characters here—so many that I don't even know what to do with them all. Some of the main ones, the ones I remember from our time playing, are going to get some airplay here. 

stacks of character sheets

I found maps of our shared world, maps (so many!) of his city, the Riddlemaster, Shadowmaster, Beastmaster, and Starmaster classes—they were so overpowered, but it was a blast when we were teens. Details of his Greyhawk campaigns into CY 800—just so much stuff.

It is also sad. I would have loved to have gotten this stuff out there for others to enjoy while he was still alive. I could have asked him about these complex family histories and the differences in these maps. 

There is so, so much here. It is like walking into a past I only vaguely remember. It is also a reminder of how long ago some of this actually was.  

I tend to think of my University days as being "not that long ago."  Maybe because I am still hanging out with the same girl I was then (best friend. totally married her). But it really was. There is sadness in that. It is sad to know that Warluk, Adnerg, Danis, Finn, Tali, and Alix will never have their stories continue. Well, they can, with me I suppose, but that is really not the same is it?

I do take comfort and joy in the fact that my oldest has been converting over to AD&D 1st ed and will use all of this stuff and my own stuff with his group.

I'll spend more time with all this material and see where it takes me. 

Thursday, October 3, 2024

Review: I10 Ravenloft II: The House on Gryphon Hill

Ravenloft II: The House on Gryphon Hill
Can you imagine a world where Christopher Lee only made one Dracula movie? No. Neither can I. Thanks to the movie magic of Hammer Horror, we got to see Lee's Dracula (who I believe played Dracula more time than any other actor) return time and time again from Victorian England to the Swinging Satanic 70s. Each time, he is confronted by his nemeses, the Van Helsing family, often in the guise of Peter Cushing.  So if Ravenloft is Hammer Horror, then it should come as no surprise that we would get a sequel adventure. 

We did. Strahd is back in Ravenloft II: The House on Gryphon Hill.

This adventure, while not as well received as the first, ground-breaking, Ravenloft it did have a lot going for it. For starters, it was much more classically Gothic in nature. An old family, an ancient curse, ghosts, a strange and charming young Alchemist by the name of Strahd von Zarovich.

I10 Ravenloft II: The House on Gryphon Hill

by Tracy and Laura Hickman*. Cover art by Clyde Caldwell, interior art by Jeff Easley. (1986). Color covers, black-white interior art. Cartography by Dave Sutherland. 48 Pages.

I should point out here that this adventure, while having the Hickmans in the by line, was really just an outline and some notes. Tracy Hickman had left TSR in 1985. The adventure was given over to David Cook, Jeff Grubb, Harold Johnson, and Douglas Niles. Now personally, I can see the sections that were created by Grubb and Niles. I had become very familiar with their works by this point. I honestly believe that if they had started from scratch, this would have been a different sort of adventure. 

Not that I am complaining. I rather enjoy this adventure, significant warts and all. It is more Gothic than Ravenloft I6 was, complete with an epic battle on lightning-streaked moors. 

This adventure introduces many elements that will become central to the Ravenloft campaign setting. The Weathermays, the lich Azalin, the d’Honaires, the Timothys, will all appear again in the Realms of Terror boxed set. 

One thing that won't make that much of a splash though is the big surprise of this adventure; the Alchemist Strahd. Is he the distilled goodness of the Vampire Strahd? Is the Vampire the distilled evil of the Alchemist? Or is there something else?  Like the first adventure, this one has a random plot device. Instead of fortune-telling cards, we get a mesmerist's session. The nature of the two Strahds can be found here.

Or not.

Again, the Alchemist doesn't make a significant impact in the later AD&D 2nd Edition. The Ravenloft campaign setting is all but forgotten in future treatments.  This is not a bad thing, really; the whole Alchemist deal felt like a bit of a retcon in some respects.  Though I can imagine running this adventure now for, say, the 5e players who know who Strahd is would be a lot of fun.

At 48 pages, with more isometric maps, it is larger than the original Ravenloft adventure. There is also a lot more going on. Though fans of "hack n slash" style D&D are going to be disappointed. Oh there are monsters here and they are deadly as hell, but that is not what the adventure is about. Those are just obstacles to the real adventure.

Dreams of Barovia

There is a small section of this adventure titled "The Dreams of Barovia" which is rather fun. The idea is that you play I6: Ravenloft and I10: Ravenloft II concurrently. The character move back and forth between one reality to the other. Playing the same characters but at different times and places. For example, the characters fall asleep in Barovia (I6) and wake up in Mordentshire (I10) wearing different clothing. 

I ran it this way back in college. My old High School DM, Bob Grenda and I ran it together for his normal group. We took turns DMing, with me taking I10 while he ran I6. We did it in a marathon session from a Thursday night to Sunday. It was fun but I forgot to tell my roommates and girlfriend at the time I was doing this and they had no idea where I was. This was the early 90s, so before everyone had cell phones. I found my notes, it was 10/26/1991. 

It worked well, but it was really deadly. HP loss and wounds carried over from reality to reality, which really upped the fear.  I'd love to try it again sometime, but I'd make some tweaks.

If you didn't like Ravenloft I then this one will feel like more of the same. But I enjoyed it and there is still a lot of untapped potential in this adventure for me. 

Rereading it now, so many years later there is a lot I would like to do with it still. A lot I would change, but all in all it was a great time. 

Wednesday, October 2, 2024

Review: I6 Ravenloft

I6 Ravenloft (1e)
 For this October, I am going to focus on Dungeons & Dragons' own horror setting, Ravenloft. I am not going to review every Ravenloft product, nor am I planning on a review of every Ravenloft product I own, but I am going to focus on some select items. To that end I am starting with where it all started, the classic Ravenloft module, I6. 

I6 Ravenloft

by Tracy and Laura Hickman. Art by Clyde Caldwell. (1983). Color covers, black-white interior art. Cartography by Dave Sutherland. 32 Pages.

I have talked about this adventure a lot. It is one of my all-time favorite adventures. Maybe less for what it is and more for what it meant to me.

Ravenloft was originally an adventure for First Edition AD&D, released in 1983, and written by Tracy and Laura Hickman's husband-and-wife team. It was part of the "I" or intermediate series of adventures. Most of these were not linked and only shared that they were higher levels than beginning adventures. Ravenloft, given the code I6, was for character levels 5 to 7. 

Ravenloft is not your typical dungeon crawl, and it is very atypical of the time's adventures. There is less of the typical Howard, Moorcock, and Tolkien here, and it is pure Bram Stoker. 

Ravenloft is Gothic Horror—or, more to the point, it is the Hammer Horror flavor of Gothic Horror laid over the top of Dungeons & Dragons. Harker was a milder-mannered English solicitor. The heroes here have fought dragons, goblins, and other real monsters. How can the Lord of Castle Ravenloft measure up to that?

Quite well, really.

I  picked up this adventure when it was first released and essentially threw it at my DM and told him he had to run me through it. It was everything I had hoped it would have been. Remember, my Appendix N is filled with Hammer Horror, Dracula, and Universal monsters. This was perfect for me. 

Ravenloft was a huge change from many of the adventures TSR had published to that date. For starters, the adventure featured an antagonist, Count Strahd von Zarovich, who was no mere monster. Yes, he was an AD&D Vampire, but he was meant to be run as an intelligent Non-player Character.  Before this, the vampires have been the unnamed Vampire Queen of the Palace of the Vampire Queen, Drelnza, the vampire daughter of Iggwilv in The Lost Caverns of Tsojcanth, and Belgos, the Drow Vampire in Vault of the Drow. By 1983, the amount written on all three of these vampires would not even be as long as this post will be. Strahd was different.

Strahd had a backstory, motivation, and intelligence, and he was ruthless. The goal was to destroy him, and that was not an easy feat by any stretch of the imagination.

The adventure also introduced some new elements. The dungeon crawl was gone, replaced by a huge gothic castle and a nearby village. The adventure could be replayed and unique given the "Fortunes of Ravenloft" mechanic, which allows key items, people, and motives to change based on a fortune card reading.

Finally, there were the isomorphic, 3D-looking maps from Dave Sutherland, which helped give perspective to many levels of Castle Ravenloft. 

The adventure was an immediate and resounding hit. This adventure, along with the Dragonlance Adventures, also by Tracy Hickman (and Margaret Weis), led to something many old-school gamers call "The Hickman Revolution." They claim it marks the time between the Golden Age and Silver Age of AD&D, with the Silver Age coming after 1983. While yes there was change, a lot of it was for the better.

For me, it was a dream come true. Vampires had always been my favorite creatures to fight in D&D, and I was an avid Dracula fan. I bought this adventure and then threw it at my DM, saying, "Run this!" 

I grew up on a steady stream of Universal Monsters, Hammer Horror, and Dark Shadows. That's my Appendix N. So, an adventure set in pretty much the Hammer Hamlet where I get strange locals and have to fight a vampire? Yeah, that is what D&D was to me. You can almost hear Toccata and Fugue in D minor while running it. 

I find that the people who don't like this adventure don't see what makes it great. This is not Lord of the Rings, Conan, or some other Appendix N pulp fantasy. This is Hammer Horror. Strahd has to be played with a combination of charisma, scene-chewing villainy, and absolute brutality. In other words, it is exactly like Christopher Lee playing Dracula.  Even the nearby village is filled with terrified but pitchforks in the ready villagers. 

That is not to say the adventure doesn't have its problems. At times, the Gothic elements are shoved into the Swords & Sorcery fantasy of D&D. And...let's be honest, some of the puns on the headstones in the lowest level are more than cringe-worthy.  If played properly, a vampire like Strahd could wipe out a party, and that is not counting all the other monsters (gargoyles, really strong zombies, werewolves) in the castle. Though Strahd suffers from the same issues that Christopher Lee's Dracula did, completely obsessive that blind him to some obvious blunders. But that is the nature of vampires, really. 

Ravenloft three different printings
Original, 25th Anniversary Edition, Print on Demand Edition

I have played through this once, and I have run it four or five times. I would love to try it sometime under the Ghosts of Albion or WitchCraftRPG rules. I took my D&D 5e group through it when they completed Castle Amber to make for a "Mists" series. It was fantastic.

I even got my original module from 1983 signed by Tracy Hickman the year I ran my family through it.


Much like Dracula, Count Strahd and Ravenloft keep coming back for more and more. 

All versions of Castle Ravenloft
All versions of Castle Ravenloft, so far.

I am sure there will be even another version of this adventure out for D&D 5.5/5r. And I am just as likely to buy it.

Tuesday, October 1, 2024

Review: Vampyre

Vampyre (1981)
 I am celebrating 50 years of Dungeons & Dragons this October by reviewing some select Ravenloft products. But before I get into that, I want to review a Pre-Ravenloft product from TSR that fits the same feel. The mini-game Vampyre.

Vampyre (1981)

I covered many of the TSR mini-games a while back. This one is for 2-6 players. Players hunt the minions of Dracula in an attempt to find and destroy his coffins.  There is a "wilderness" map and a map of Castle Dracula. Designed by Philip A. Shreffler. Art by Erol Otus.

I'll avoid calling this a "bite-sized" game, but it is a game you can set up and play in an afternoon. Preferably a dark rainy afternoon in October.

Up to six players can embody most  of the iconic characters from Dracula. This injects some narrative flair right from the start. There are plenty of antagonists like Dracula, his brides, rats, bats and more. There are even demons and werewolves who were not from the books.

Players can even be converted into werewolves or nosferatu.

There is a Basic game, where you go around Castle Dracula trying to destroy all of Dracula's coffins. 

The Enhanced game takes you outside to Transylvania where you hunt down the count in his secret lair. 

So, essentially just like Basic and Expert D&D!

Vampyre minigame in clamshell, with dice, counters and map


As a B/X Adventure

There is a lot to love about these little games.  The Souvenir font really hits that nostalgia button hard for fans of the Moldvay/Cook Basic and Expert sets. Not to mention some of the best-looking Erol Otus art.   Maybe it is the font, maybe it is the art but when I got these games the first thing I wanted to do was play them as part of my D&D games.  Of course, back then that meant Basic and Expert D&D.  Some of it also came from the desire to get the most out of my purchase with my limited paper route money.

Now, I am a HUGE Dracula and vampire fan, so when I got the Cook/Marsh Expert Set and saw that there were vampires in it, my first thoughts went to vampire hunts.  My first character was a cleric for this very reason.  The game Vampyre is set during the events of the novel Dracula with the same (or rather similar) characters.  So set in the 1890s. Since Ravenloft Masque of the Red Death was still a decade and a half away, I converted this to a simple Expert D&D monster hunt.   If I were to redo it I'd up the threat of Dracula.  In Expert, I made him a Greater Vampire

Vampire chic, circa 1981
Vampire chic, circa 1981

The dual map, a "wilderness" and a "dungeon" again BEG to be used in the Expert game. The parallels between this game and the Ravenloft adventure. No surprise since both draw from the exact same source materials.  The trick the next time I use this is to make it less like Ravenloft.


Thursday, September 5, 2024

This Old Dragon: Issue #146

Dragon Issue #146
 Been a bit since I have done one of these. Looking at my notes I started this in June and just getting around to finishing it. Ah. Well, I have been kinda busy with real life stuff. So lets go back in time, not to an ancient land or a galaxy far, far away, but to the end of the 1980s. June 1989 to be exact. Let's see I had just ended my second year at University. I had settled in on my majors and was getting straight As. I picked up the new AD&D 2nd Edition Player's Handbook three month prior and had just grabbed the AD&D 2n Edition Dungeon Master's Guide. Likely I saw this issue on the stands.  "Rock On" by Michael Damian, cover of the Glam Rock hit by David Essex was number one on the airwaves. In the theaters we were in for a treat, our movie choices were Indiana Jones and the Last Crusade, Star Trek: The Final Frontier (who I saw with my best friend who I would later marry in just 6 years), Batman, and Ghostbusters II. And on our shelves along with the new AD&D 2nd Edition was Issue #146 of This Old Dragon.

My issue is missing the cover, but I do want to talk about it. The cover lets us know this is the 13th year of Dragon Magazine! Rather nice milestone. If Dragon had continued we would have celebrated its 48th year.  Our cover is by none other than Keith Parkinson himself.

Since this is the anniversary issue and it the late 80s early 90s we can expect a themed issue about dragons, and that is exactly what we get. 

This is that odd in-between time of Dragon were both AD&D 1st Ed and 2nd Ed are supported. Leading many of us at the time to just treat them as the same game despite some differences. 

Up first, big ad for the Science Fiction book club. I still have a lot of those books. 

This is followed by a big two-page spread ad for the SSI AD&D Computer games.  This is important later one. BTW you can still get these game cheap on Steam and Gog. 

Following that in the Editorial, Roger Moore asks if traditional Pencil & Paper RPGs are dead due to advancements in computer games. The editorial ends with the question "Will computer RPGs eventually replace 'paper' RPGs?" And then adds, "The future will tell. And DRAGON Magazine will be around to find out."  Well...the answer is a lot more complicated than "yes" or "no." The successes of D&DF 5e and Baldur's Gate 3 (note at the time of writing Baldur's Gate 1 was still 10 years away) seems to show that there is not just room for both, but both are welcomed now by a lot of the same people. Sadly Dragon was not around to address BG3 but future issues did cover a lot of video games.

Letters asks for some new features like tech items in Bazaar of the Bizarre and requests to send fan mail to artists. Forum wants to know if the glory days of D&D are now in the past. 

Sage Advice now has to differentiate between 1st and 2nd Edition books. Where discrepancies occur, 2nd Edition takes precedence. 

Wings of Doom begins our featured section on Dragons.

David E. Cates is up first with Dragons are Wizards' Best Friends, a guide to new small dragons to be used as familiars. These fall under the sub group of dragons known as drakes. We ware even treated to a Crystal Drake art by the late Jennell Jaquays. We get Crystal, Demon, Faerie, and Shadow Drakes. These are al 1st Edition stats.

The Dragon's Bestiary has many new dragons, also in 1st Ed versions. These are the Cobra Dragon, the Obsidian Dragon, Gray Dragon, Rainbow Dragon, Draken, and Minidragon.

Jean Rabe and Skip Williams are up with The New Ecology of Dragons. This is designed for the AD&D 2nd Edition game. 

All three articles are a must read for anyone that love dragons (like my son) and plays AD&D.

The Hatching Magazine by A.D. Young is a look back at the predecessor to Dragon, The Strategic Review. Now like many I knew about the Strategic Review and its place in TSR/D&D history, but I had never seen any copies. That would not be until 10 years later when Wizards of the Coast released the Dragon Magazine CD-ROM with scanned PDFs of the everything. 

The Strategic Review

It was a wonderful insight to an age right before the time I started playing and only knew a little about.

The Ever-After is our short story from eluki bes shahar. Yes that is how it is spelled and it the original name of Rosemary Edghill. I do love how many successful authors and artists got their start with Dragon and TSR.

The centerfold is giant Buck Rogers poster. No need to go over how that went for TSR.

Buck Rogers

TSR Previews tell us what is hot for the late Spring of 1989. Among the choices, lots of Forgotten Realms, AD&D 2nd Ed DMG and the "All New Dungeon! Family Game."

Marvel-Phile covers some "Sage Advice" like questions for the Marvel Super Heroes game.

Not to be out done, there is an add for the DC Heroes 2nd Edition game, focusing mostly on Batman. Batmania is in full force.

Gamma World is not forgotten, well, at least not yet with Dan Salas' Dangerous Terrain. It looks like it could work for any version of Gamma World.

The Lessers are back (Hartley, Patricia, and Kirk) with the Role of Computers.  Chuck Yeager's A.F.T. 2.0 is featured. I had a roommate that played all the flight simulator games on his DAK 386. That was the shit for the time. This article also shows off the differences between the IMB-PC compatibles and the Amiga. I always low-key liked the Amiga. The girl-friend I had at the time had one and I thought it was really great.

Ad for West End Game's Star Wars. Despite my love for Star Wars, I never played this one.

Arrows of the East gives us some new arrows for the Oriental Adventures book. David Kloba gives us a new selection of arrows including how to find them. 

Gamers Guide small ads are up. Many old favorites are here with more about computers and computer RPG help.

Kevin Murphy has a fun article on wishes in If You Wish Upon a Star... AD&D focused, but could be used with any FRPG. It is a pretty comprehensive article. 

Convention Calendar for June to September 1989 is next. There are some local to me ones that sadly no longer are running. 

Dragonsmirth has our comics including Yamara. One day I need to make good on my promise to read those all in order.

So. If you love dragons then this is a good issue to find. It is also typical of the issue for the next year or so until the Powers that Be focus completely on AD&D 2nd Ed; even to exclusion of the BECMI line.