Showing posts with label Vampire Queen. Show all posts
Showing posts with label Vampire Queen. Show all posts

Friday, January 15, 2021

Character Creation Challenge: Astonishing Swordsmen & Sorcerers of Hyperborea

Astonishing Swordsmen & Sorcerers of Hyperborea
Another favorite game that came out of the Old-school push was Astonishing Swordsmen & Sorcerers of Hyperborea.  A game that took us back to the pulp-fantasy roots of the RPG hobby. 

The Game: Astonishing Swordsmen & Sorcerers of Hyperborea

I am very, very fond of this game. There is just so much potential here that I become overwhelmed with ideas.  Do I want to do the dawn-time of humanity when the Old Ones have left the Earth?  Do I want to do an older, colder Earth of the far future under a dying sun?  Or just smoosh it into my current games? I want to do it all, to be honest!!

I have mentioned in the past that I see AS&SH as a good combination of B/X and AD&D rules.  Essentially it is what we were playing back in the early 80s.  Where I grew up it was not uncommon to come to a game where people would have an AD&D Monster Manual, a Holmes Basic book, and a Cook/Marsh Expert Book.  The rules we played by were also an equally eclectic mix.

AS&SH is like that. It favors the AD&D side more, but there are enough B/X influences that I smile to myself when I see them.

For me, it is another example of striking the perfect balance between B/X D&D and AD&D1.  This one leans more towards the AD&D side of the spectrum, but the power level, the grit, the overall vibe is far more B/X.  THEN you add in material from Lovecraft, Howard, and Clark Ashton Smith? Well, that is the perfect icing on the cake really.

Of course, it is nearly perfect out of the box, but it can also lend itself to so much more than what is given us to use between the covers.  I have run Zothique games and Pellucidar style ones as well where all of Hyperborea was either one continent in the far future or underground, inside hollow earth (respectively).

Astonishing Swordsmen & Sorcerers of Hyperborea

The Character: Xaltana

Astonishing Swordsmen & Sorcerers of Hyperborea has its own witch class and it really is quite excellent.

Ok, admittedly this one is a bit of a cheat since she is not only not my character, she is a pastiche of other characters.  Xaltana appears in the adventure HS4 The Lost Caverns of Acheron which I talk about here.  She is an evil witch/vampire lord found in the central part of the adventure.  She combines various characters including Drelzna and Iggwilv as well as any number of evil witch and evil vampire type characters found in Conan.  In the adventure, her stats are for 3.x edition. AS&SH is a much better fit for her really.

While I have a number of other Witch-y Vampire Queens, this one is a bit different in that she is designed to be a one and done sort of bud guy.

Xaltana, the Witch-Queen of Acheron
Xaltana, the Witch-Queen of Acheron
Female Witch, 12th level, Chaotic Evil

Race: Human(Common, but could be Hyperborean) Vampire 
Secondary Skill: Scribe

Abilities
Strength: 16
Dexterity: 20
Constitution: 10
Intelligence: 14
Wisdom: 14
Charisma: 20

Casting Ability: 12
Fighting Ability: 5

Hit Points:  36
Alignment: Chaotic Evil
AC: 5 

Powers
1st level: Brew Potions, Familiar
3rd level: Brew Philtre
5th level: Dance of Beguilement, Effigy
7th level: Animate Broom
9th level: Witch's Apprentice

Vampire Powers

Spells
First: (5) Burning Hands, Charm Person, Locate the Dead, Shocking Grasp, Sleep
Second: (5) Cause Blindness, Ghoul Touch, Hold Person, Infernal Tongues, Ray of Enfeeblement
Third: (4) Black Cloud, Explosive Runes, Phantasm, Witch Fire
Fourth: (4) Black Tentacles, Charm Monster, Mirror Mirror, Sorcerer Eye
Fifth: (3) Control Winds, Magic Jar, Sleep Everlasting
Sixth: (2) Disintegrate, See

Magic Items
Bracers AC1


Xaltana, the Witch-Queen of Acheron
Xaltana, the Witch-Queen of Acheron
Female Witch, Malefic Tradition 13th level, Chaotic

Abilities
Strength: 16
Dexterity: 20
Constitution: 10
Intelligence: 14
Wisdom: 14
Charisma: 20

Hit Points: 29
AC: 1 (Bracers)

Occult Powers
Familiar: Bat
7th level:  
13th level: 

Spells 
Cantrips: Alarm Ward, Black Flame, Daze, Detect Curse, Object Reading, Open
First: Cause Fear, Everlasting Candle, Ghostly Slashing, Increase Sex Appeal, Minor Curse
Second: Bewitch II, Burning Gaze, Enthrall, Evil Eye
Third: Feral Spirit, Clairaudience/Clairvoyance, Tongues
Fourth: Dance Macabre, Intangible Cloak of Shadows, Phantom Lacerations
Fifth: Death Curse, Dreadful Bloodletting
Sixth: Death Blade, Mass Agony
Seventh:  Wave of Mutilation

Magic Items
Bracers AC 1

Both versions are good. I might rethink my plan to make her a one-shot villain!

Character Creation Challenge

Tardis Captain is the originator of this idea and he is keeping a list of places participating.  When posting to Social Media don't forget the #CharacterCreationChallenge hashtag. 

RPG Blog Carnival

This month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month.

Check out all the posts going on this month at both of these sources.


Saturday, December 26, 2020

Boxing Day: The World of Mayhem Campaign

A couple of weeks ago I posted about getting my 7th adventure from Mark Taormino's Dark Wizard GamesDread Swamp of the Banshee.  It is a great bit of fun and I can't wait to run it.  

I also know exactly what I want to do with them.


The World of Mayhem Campaign and I am going to run it using B/X rules, likely OSE Advanced Rules

OSE Advanced gives me the B/X rules I adore along with some of the rules from the Advanced era I want AND some additional options that were not available to me in either.   


Organizing the adventures from the lowest level to the highest you get a great spread from levels 1 to 14, perfect B/X and OSE levels.


I have talked about this in the past with the first five adventures, but the newer three only support this plan even more.

Arranged like this:

It makes solid coverage of levels 1 to 14.  If anything an adventure for levels 2 to 5  might be good.

With the addition of their Monsters of Mayhem #1, it makes for a full campaign.

I know the feel of these adventures is very much in the spirit of 1st Edition AD&D as well as the OSRIC rule set.  But for me, my "gonzo" gaming years were with B/X.  The rules of B/X were much looser than Advanced and these adventures really need a lighter hand on the rules.

I am thinking of also adding some material from Pacesetter's B/X RPG rules, in particular some of the classes.  Plus the B/X RPG rules play well with OSE, so that is reason enough to use them.  Plus I enjoy combining Palace of the Vampire Queen: Castle Blood from Pacesetter with Hanging Coffins of the Vampire Queen for a full saga of the Vampire Queen.


I have now run Vampire Queen for Basic, 1st Edition, and 5th Edition versions of D&D.  I think Basic was my favorite experience. 

Monday, November 16, 2020

Monstrous Monday: Daughters of Iggwilv

image of Drelnza holding Daoud's Lantern
It's Tasha's Week of Everything this week here at the Other Side.  So I thought I'd start Monstrous Mondays with a monster that has been suggested to me over the years.

Today's monster comes from a variety of sources. First, there is Iggwilv-Louhi connection that I talked about it in the Finish Mythos.  Louhi, despite being an old witch is said to have lovely maiden daughters that the heroes often seek out.  By extension shouldn't Iggwilv have some daughters too?

If we go with "yes" (and I always go with yes) then there are two issues, what are they like and who is the father.  Let's go with the father question first.  Among the candidates of "people" she has been involved with include the Demon Prince Fraz-Urb'luu, the half-demon Arch-Mage Tsojcanth, the wizard Zagig Yragerne, even Mordenkainen himself is a possibility and of course the Demon Prince Graz'zt.

We know all about Iggwilv's love affair with Graz'zt.  We know from other sources, chiefly the Gygax Greyhawk novels, that Iuz is the offspring of Iggwilv and Graz'zt.  Or maybe not. In the World of Greyhawk Fantasy Game Setting entry for Iuz it is suggested that he is "some by-blow of Orcus."  I personally liked the idea that Orcus had mortal agents in the world.  While this idea was later dropped it became an element of the Forgotten Realms, where I think it works out a little better.  But it still is a tantalizing idea.  

While Louhi might have daughters known as "the Maidens of Pohjola" I am not expecting Iggwilv's daughters to be so innocent. Her only other daughter, Drelnza, was a vampire, described as a "false Disney Princess" (she is not the damsel in distress, she is the monster), and most certainly not the offspring of Graz'zt.  Going back to the Louhi/Lovitar connection for a bit, Lovitar is known as the mother of the Nine Diseases.  Nine is a good number.

Iggwilv taken to Orcus
I think I have something.

When Iggwilv was defeated by Graz'zt the former master was now the slave.  Graz'zt had intended to keep the fallen Witch Queen in the Abyss to have her suffer an eternity of imprisonment as she had kept him.  Iggwilv however was more clever than the Demon Prince knew and soon she went from prisoner to consort, to confidant to his main advisor.  While she was rising in the ranks of Graz'zt courts she was "traded" to the Demon Prince Orcus over a loss Graz'zt had suffered at the hands of the Demon Prince of undead.  

Taken from Azzagrat in chains she arrived in Thanatos at the feet of the Lord of Undead to serve a tredecim (13 years) of service between CY 503 and CY 516.

Enraged, Iggwilv plotted revenge on both Graz'zt and Orcus.  Her carefully constructed lies and seductions learned from Fraz-Urb'luu that were so effective on Graz'zt held no sway on Orcus. Save for the occasional bit of violence Orcus showed no interest in the Witch Queen other than to deprive Graz'zt of her.  Within that century though Iggwilv gave birth to nine daughters that she was able to keep secret from both Orcus and Graz'zt.  These nine daughters were all of the same fierce, dark beauty as their mother, but had the taint of undeath like their father.  In secret, Iggwilv taught her daughters the ways of witchcraft and fashioned Abyssal weapons for each of them.  Once they were grown their curse of undeath took hold and they became something akin to vampires. Iggwilv sent them into the world to cause as much havoc and chaos as they could and, most importantly act against the designs and will of both Graz'zt and Orcus.

Noidan Tytär
Noidan Tytär
Medium Undead (Demonic)
Frequency: Unique (only 9 are known to exist)
Number Appearing: 1 (1)
Alignment:
Chaotic [Chaotic Evil]
Movement: 240' (80') [24"]
  Fly: 180' (60') [18"]
Armor Class: -4 [20]
Hit Dice: 14d8+42**** (105 hp)
Attacks: by special weapon, claw/claw, or by magic or special
Damage: 1d10+6, 1d4+4 x2, special
Special: Magic required to hit (+2 or better), Vampire abilities, Witch spells, Undead
Size: Medium
Save: Monster 14
Morale: 12
Treasure Hoard Class:
Special, see below
XP: 5,150

The Noidan Tytär, or Daughters of the Witch, are a unique group of undead demonically spawned creatures.  These creatures, as beautiful as they are powerful, evil and deadly, are thankfully very, very rare. In fact, only nine are known to exist.  Thankfully they also never work together by order of their mother the Witch Queen. 

Each of the Noidan Tytär is a skilled fighter and possesses both superior arms and armor. Typically magical plate mail of etherealness +2, and a bastard vorpal sword +2 that they wield with one hand due to their preternatural strength. 

In addition to their fighting ability, the Noidan Tytär are also undead akin to vampires. Magic is required to hit them and they are immune to charm, hold and sleep magic as well as any mind-affecting magics. Unlike vampires, they do not require blood to survive but drain the life energy (Constitution points) at the rate of 2 points per touch.  They can go long periods without feeding but it will cause them to go into a deep stupor until a victim can be found.  They can not enter a personal dwelling or holy/blessed land like a vampire and holy items can keep them at bay and cause damage.  They are however immune to the effects of garlic. A stake through the heart will destroy them, but if the stake is removed they will reform in one round.  They can become gaseous, but cannot assume the shapes of animals.  They can fly as per the spell.

They can be Turned as Special (14 HD) by a cleric of high enough level. Any result of a D only discorporates them until the next new moon.  The only way to truly destroy them is stake them, remove their head, and burn both the body and head in separate pyres.  An exorcism or cleanse spell must then be used to force their spirits back to the Abyss. 

Additionally, each Noidan Tytär can cast spells as a 7th level witch of the Mara Tradition. 

The Noidan Tytär are often used as mercenaries for powerful chaotic rulers, demon lords, and evil cults. Secretly they work to undo the efforts of Graz'zt and Orcus.

Tuesday, October 20, 2020

October Horror Movie Challenge: Vampire Ecstasy (1973-4)

Ok. So I have been working my way through the world of European horror and focusing on the era right before The Exorcist, in particular, 1969 to 1973 with 1972 as my sweet spot.  Any search in this time period for "Occult", "Vampire", "Witch", or "Coven" is going to pull up some questionable material.  It is also going to pull up the same few titles over and over.  This one classifies as "all the above."

I have seen this one before. But the copy I saw then was so edited and cut that it didn't make any sense.  I am half-tempted to consider this a "New" showing.

Vampire Ecstasy (1973-4)

I started my research on this one back in September. It is called, in various versions, languages and edits: Vampire Ecstasy, Der Fluch der Schwarzen Schwestern (the curse of the black sisters), the Devil's Playthings,  the Veil of Blood, Le château des messes noires, Schloss der schwarzen Hexen (Castle of the Black Witches), Sexorgien der schwarzen Hexen (Sex orgy of the Black Witches) and more. It was written and directed by Joseph W. Sarno, who was somewhat notorious back then. 

The movie comes in a wide variety of edits and run times. The edits range from a PG-13/R version to NC-17 (or would be NC-17 these days) to a soft X. The version on most Internet channels (like Tubi) seem to be the NC-17 version.  The BluRay is impossible to find, but I did pick it up on DVD with another Sarno movie.  It was worth it just for the audio commentary. 

It was a joint German-Swedish production with most of the actresses coming from Germany. Notable though was Marie ForsÃ¥, who was Swedish. All the actors and actresses had to be able to speak English though. There also seems to be a bit of controversy about when it was filmed.  Many dates say 1974, others say 1973.  The issue might be due to the fact that new star Marie ForsÃ¥ was either 17 or 18 at the time of filming. Some commentary I have read even puts her as young as 16.  True the age of consent in Germany is 14 and 15 in Sweden. But still, it seems a bit, squicky.  But I digress.

The plot of this one is razor-thin.  A 17th century Countess, Danielle Vaga, was burned at the stake accused of vampirism and witchcraft. She was sort of a Countess Bathory rip-off/homage.  Her spirit lives on in her followers who still reside in her castle. The offspring of the Countess shows up at the castle, dark-haired Monica (Ulrike Butz) and blonde Helga (Marie ForsÃ¥). With Monica is their cousin Iris played by Flavia Keyt and these two are obviously having sex, but it is not the only incest happening here.

Also arriving later are Dr. Julia Malenkow (Anke Syring) and her brother Peter (Nico Wolf). They are the descendants of the witch hunter that killed Countess Vaga.  Dr. Malenkow is an expert on local superstitions (so she is Julia Malenkow, Ph.D. thank you very much) and she wants fuck her brother.

Nadia Henkowa plays Wanda, the leader of the cult. She brought an air of authenticity to the role with her severe look and actually a rather great accent.  she has invited Monica and Helga to the reading of their grandmother's will.  If they can stay in the castle they get it and all the wealth.  But of course the "Black Sisters" are going to use their magic to tempt them into acts of lust.  Not just for the fun of it though, they need a living host for the soul of Countess Vaga. 

So we get an hour or so of people having sex with each other. And according to the DVD commentary that was also happening behind the scenes as well.  At one point the producer tells us they could not find ForsÃ¥ because she was always in someone else's room.  It was the 70s. 

Eventually, the spirit of Vaga takes over the body of Monica and Helga is turned into a mindless sex toy. Vaga tries to get Julia to become the willing sacrifice on the stake, or she will make Helga do it instead.  Julia agrees, but stakes Vaga/Monica instead.  Everyone comes out of their trances now that the Vampire Countess is truly dead.

So. It would be easy to dismiss this as just another in a long, long line of European sexploitation movies with a vampire fetish.  But damn if Sarno doesn't actually have an eye for talent (the actresses, especially ForsÃ¥ can actually act) and he has a good eye for cinematography.  The castle they use in Bavaria is an authentic 17th-century one and they paid rent to the Baron to use it. The dungeon scenes were shot in the actual dungeon.  

The filming was also a bit tragic. Anke Syring had to leave the set for a bit because her mother and father had been killed. The producer was driving back on the last day of shooting and was in a terrible accident, but he survived.  One of the coven sisters played by Claudia Fielers would later commit suicide. 

The movie has very little blood and no gore in it.  There is a solid 70s occult vibe to it.

I think Sarno had ideas and vision, I don't know if he didn't know how to pull them off, or was happy with what he was doing.  I know, thanks to the DVD commentary, that the Producer, Chris D. Nebe was pleased. 


Watched: 36
New: 24



NIGHT SHIFT and Old-School Content
It might have been stated before, but really powerful vampires can come back from the death beyond undeath. While guys like Dracula seem to come back in their own bodies, female vampires seem to need a willing, or semi-willing, host.  Not sure why they should be, but it is also something we see in the "Daughters of Darkness" and Hammer's Karnstein Trilogy. 

What I am going to do then is this.  After I run my War of the Witch Queens campaign I will run a Night Shift game. During the War, the players are likely to meet up with Darlessa the Vampire Queen, and hopefully, defeat her.   Later I will run a Night Shift game where her direct descendant will be cursed with the spirit of Darlessa.  Hopefully, it would be the same players.   

The trick here is how to stat her. In the War of the Witch Queens she is a 13th level witch. But here she should be weaker (a nod, no matter how silly, to the movies).  I am thinking of making the NPC human a vampire spawn under control of the spirit of Darlessa; she is also Darlessa.  Confused? Well it's basically a Scooby-Doo plot. 

If I get this worked up I will certainly need my mini of Darlessa. 

Vampire Queen Darlessa


Tuesday, September 22, 2020

Shadow Week: The Shadows of 4e

It seems not many people like 4th Edition Dungeons & Dragons these days.  While not surprising it is a bit disappointing. There was a solid game there and some fantastic lore built.  Creatively the authors were at the top of their design game even if the execution was a little short of the design goals.  Never the less I like to page through my 4e books as use the a lot of the fluff, and even a little bit of the crunch, for my 5e and Basic-era games. 


The following products helped define the Shadowfell, a region in the D&D Universe adjacent or part of the Plane of Shadow and connected to the Prime Material like the Feywild (Land of Faerie) is.  Essentially the Shadowfell would be that part of our world where TV shows like The Twilight Zone or Tales From the Darkside would have occurred.  So as you can imagine I was drawn to it rather quickly.

In every case I am reviewing the PDF and physical copy of the product.

H1 Keep on the Shadowfell & Quick-Start Rules

The Keep on the Shadowfell was the first-ever adventure published for the D&D 4 game.  We are introduced to the game world and the rules via a quick-start set of rules included with the game.  Nearly everything you need to get started with the D&D 4 game is here.  The adventure itself is designed to invoke memories of another keep, the Keep on the Borderlands, but here ante has been raised.  The keep is not near some giant monstrous humanoid condo, but on the veil between the material plane and the mysterious Shadowfell.   There is a lot more going on and it can feel very combat heavy and even a touch predictable.  But that is fine for a 1st adventure.  Everyone is still too busy figuring out moves and markings and surges to worry whether or not rumor X or rumor Y turns out to be true.  

It is here we are introduced to the newest god of the D&D pantheon, the Raven Queen, and this adventure starts an epic quest between the forces of good and the forces of evil in the form of Orcus.  Eventually, in later adventures the players will learn that Orcus is trying to steal the Raven Queen's power and become a God.  So there are also, er...shadows of the Throne of Bloodstone series (1e) here and eventually Dead Gods (2e).  It is also here we are re-introduced to the Shadar-kai, a humanoid race that lives in the Shadowfell and how it has changed them. It changed them a lot actually since in 3e they were elves.  Here they are human.  In 5e they will become elves again.  

I ran this adventure using the 4e rules and then again years later converting it to 5e.  It ran fantastic each time.  I also wrote up a set of conversion for BECMI style D&D Basic. I have run it, but it looks like it should work well with that too.  I start the characters off at 5th level for that. 

If you can find a copy in print it is a fun introduction to the D&D 4 game. The PDF is free at DriveThruRPG so it only costs you a click. 

Player's Option: Heroes of Shadow (4e)

The Shadowfell is now a feature of the D&D 4 landscape and many products have discussed it including many of the adventures and Monster Manuals.  With the Player's Option book we get classes and races based on the shadow realms and how they can be used.

One of D&D4's greatest strengths was it's modularity.  Adding or subtracting material from the game was easier than ever before.  It is a feature that 5e adopted, though not as radically as 4e.  Adding more classes then never felt like a bloat since you could limit the number of classes or races or any other feature.  The Player's Option books were that in execution. Heroes of Shadow introduces the Assassin class, the Blackguard Paladin option, the Vampire class, the Binder option for Warlocks, and additions to other classes such as clerics (death domain),  warlocks (gloom pact for hexblades), and the Necromancy and Nethermancy schools for wizards.  Since classes are so detailed this covers the majority of the book.

The Vampire class should be mentioned since it is different.  The idea behind it is that no matter what a person was before this, they are now a vampire and they can progress in power as a vampire.  Not for everyone, I am sure but there was an elegance to it that can't be denied. It also worked quite well to be honest.

There are some new races of course. The Revenant is back from the dead with the power of the Raven Queen with them. The Shade has traded some of their mortality for Shadow stuff.  This is the best version of the Shade since 1st ed. The Vryloka are living vampires, one of my favorites in 4e, and variations on Dwarves, Elves/Eladrin, Halflings and Humans.

There are new Paragon Paths for many classes and Epic Level Destinies.  A handful of new feats and some new equipment. 

It is a fun set of options that really had the feel of the shadow-soaked 4e world down. 

Plenty of great ideas for a 5e game using the same classes (all have 5e counterparts) or as fluff for other versions of the game. 

The Shadowfell: Gloomwrought and Beyond (4e)

Gloomwrought is a large city located in the Shadowfell. This product came in a box with a 128-page Campaign Guide, a 32-page Encounter book, a poster map of Gloomwrought, monster counters, and a 30-card deck of Despair cards.  The Despair cards were a nice feature since they could add to the mood of "gloom, despair, and agony on me."  While the cards had mechanical effects, the vast bulk of this product is fluff.  The crunch amounts to some NPCs and encounters, all easily converted. There are a couple of monsters, but they analogs in every other version of D&D. 

Gloomwrought gets the most ink here and that is fine. The city is something of a crossroads in the Shadowfell and it is likely where characters will end up.  

One of the nice things about the D&D4 Shadowfell line being done is it is now easier to go back and include something like Gloomwrought in the HPE series of adventures that had come out three years prior.  In fact, it is entirely possible to make ALL your D&D 4 experiences live and act within the Shadowfell if one chooses.  I find this personally satisfying since my 2nd Ed AD&D experiences are largely molded by my chosen campaign world of Ravenloft. 

Use with BECMI or 5e

If you look back at my "sunk costs" posts I have been building this idea of running the HPE series with either BECMI or 5e from a 4e conversion.  These books could work rather well with those ideas.

Thursday, January 23, 2020

Classic Adventures Revisited: Palace of the Vampire Queen

In this new series of posts, I want to look back at some of my favorite classic adventures both from TSR and others.  I'll give a review, though most everyone knows what is in these adventures by now, I'll also talk about how I have used them in the past and I'll also talk about what other games I have used them with or would like too.  So there is a little bit of Plays Well With Others in this too.

Why do classic adventures? Easy, I love these adventures.  I have written hundreds of my own adventures, some I have even published, but these are the adventures that everyone knows and we all have a history with them.

So to start off this series, what better adventure than the one that started it all?


Palace of the Vampire Queen

In the beginning, there was a belief that all DMs would naturally create all their own adventures and there was no market for pre-written ones.  The only printed adventure out at this time was "Temple of the Frog" in Blackmoor.  Seeing a need, the Palace of the Vampire Queen was written by Pete and Judy Kerestan. Yes, the very first adventure was co-written by a woman.
The first edition was self-published, followed by a second and third edition by Wee Warriors (1976 and 1977) and distributed exclusively by TSR.

The "Dungeon Master's Kit" (module was not being used yet) presented a simple adventure with a singular goal; defeat the Vampire Queen.  The plot, such as it is, is very thin even by the standards of what would later be the norm.  The maps are fantastic, but the descriptions are little more than that; what's in the room in terms of monster and treasure.  We get a background, the missing princess of the Dwarf King Arman of Baylor. Vampire Queen herself remains nameless.


The adventure itself is fairly straight forward.  Go to the Palace, defeat the monsters and the Vampire Queen and save the Dwarven Princess.

Despite, or maybe because of, this limited background this adventure can be used anywhere with nearly every version of the game.   I became aware of this adventure many years ago and it immediately went on to my "must find" list. Around 10 years ago I was able to get a copy and I ran it for a group using Moldvay Basic/ Cook Expert (BX) D&D.  It was a lot of fun.  There was no indication on how many characters were needed or what levels.

The adventure reminds me a bit of the Dungeon! board game.  You walk the halls, kick in the door, kill the monster, take the treasure, repeat.  Of course, this adventure is the first of such adventures so it gets a huge pass on this.  There is a lot though here to keep any DM and party busy.

Since 1976 the adventure has had a few reprints.  The first ones were by Wee Warriors.  These prints regularly go for over $1,000.00 on eBay.   There were two such covers, the "black" cover with a castle in the background and the "queen" cover, featuring the vampire queen herself.


The covers were folders with a pocket for notes or other sheets.  I nice idea and one I have used myself. Many of the early prints were 8.5" x 11", some later prints were digest-sized, 5.5" x 8.5" same as the OD&D books.

The next major set of reprints was made by North Texas RPG Con and Pacesetter Games and Simulations who printed a fairly accurate representation of the original back cover in digest format and then later a letter-sized one with images from all the covers.


While they are not the originals, but the content is all there and these were much cheaper.

Now today, Precis Intermedia has a new cleaned up reprint of the adventure.



Daughters of Darkness: Sequels to the Vampire Queen
As can be imagined such a classic adventure has had a number of sequels and homages.

North Texas RPG Con
This is the reprint of the original.  It is a fairly faithful reproduction of the 1977 version of the black cover version.  The first digest-sized version was a fairly faithful reproduction save for the NTRPG Con watermark on every page.  The digest size makes it perfect for use with OD&D, S&W, OSE or other OSR games.


To my knowledge there are no more of this print available save for on eBay and other game auctions.

Pacesetter Games

The first round of reprints and sequels after Wee Warriors came from Pacesetter Games & Simulations.



V2 Palace of the Vampire Queen

This printing was more properly letter-sized, the same as the original and features many of the cover variations on the cover of this edition.
This edition also includes introductions from the author Peter Kerestan and Pacesetter's Bill Barsh. Here we learned that the very first edition was printed by Peter himself with a printing press!
Here we also get a fair reproduction of the original.  After the introductions and the adventure background, we get to the levels proper.  On the two pages are the original maps and descriptions and on the following pages are "updated" AD&D 1st ed stats. These new pages usually cover 3-4 more pages till the next map. This repeats for all five levels.  On the new pages, a little more explanation is given and there is new art.  This makes for a fuller product and detracts none of the original charms.

Print at Pacesetter.

V5 Palace of the Vampire Queen: Castle Blood
The first sequel to PotVQ is Castle Blood.  Now here we get more modern adventure designs and maps. There is more background here too to hook the players in,
The adventure is brief, but it is supposed to be, at just 16 pages. It can be run in an afternoon.  I actually felt this worked better as a prequel to the PotVQ.  You learn more about her history here. The eponymous castle is all detailed and above ground.  You can meet the Vampire Queen here, but killing her is not the goal of this adventure, but rather finding out what is going on.
PDF at DriveThruRPG and Print at Pacesetter.

V6 Palace of the Vampire Queen: Crypts of the Living
Crypts of the Living was written as an explicit sequel to the Palace of the Vampire Queen and makes more overt references to the first adventure.  The booklet, 16 pages worth, says it is designed for 5th Edition, but all the stats are for OSRIC/1st Edition.  No worries. Converting is easy.
There are references to both the Palace of the Vampire Queen and Castle Blood.  The other adventures are not 100% required to play this one, but it does help.
The adventure is a fairly straight forward exploration affair.  There are new monsters and new magic items so that is a nice bonus. Can be played in an afternoon or combined with the others for a longer campaign.
PDF at DriveThruRPG and Print at Pacesetter.

V7 Palace of the Vampire Queen: Cries of the Tormented
This one is not presently available and I don't seem to have a copy oddly enough.
Print at Pacesetter.


Precis Intermedia
Palace of the Vampire Queen
This version of the adventure also preserves much of what made the original a classic.  The PDF of this book has a "special feature" to show a reprint of the original NSFW art.  The print copy is all paper, with the cover made out of heavier weight paper (like résumé paper).
At 24 pages it might be the most faithful reproduction yet.  While the cover is new art, the interior looks like the classic.  No additions have been made to the text. The maps are cleaned up, darker ink and clearer to read.





Other Vampire Queens
Dark Wizard Games gave us the fantastic Hanging Coffins of the Vampire Queen. But I have talked about that adventure many places here. Most of my posts on this are captured below.

0one's Blueprints: Megadungeons - Palace of the Vampire Queen
This product is a pretty bare-bones affair, and that is exactly why you want to get it.  You get 7 pages of "Blue" maps and 7 pages of black and white maps covering over 210 rooms.  The rooms are labeled but that is all the description you get.  There are sheets for you to detail the rooms with monsters, occupants, and treasure.  This is perfect if you want to create a mega-palace for our mysterious Vampire Queen and stock it full of her undead minions.  At just under $2.00 it is a steal.

Other Games / Plays Well With Others

The strength of this adventure is how easy you can adapt it to nearly anything.  The adventure itself, regardless of which one you have, is so bare-bones it begs to be adapted and added too.  I have run this both for Basic, B/X D&D and for D&D 5th edition with no problems.  The level of characters can be adapted to easily with the challenges and the monsters you add.




Palace of the Vampire Queen and D&D5
Converting for D&D is easy. What might be more fun is to run something like Curse of Strahd, but replace the count with a Queen.


Palace of the Vampire Queen and Astonishing Swordsmen & Sorcerers of Hyperborea
This is the easiest of all really.  AS&SH is close enough to AD&D with hints of Basic to make it possible to run this without any conversions at all.
How to run it?  Well all I can say is have you ever read the Conan stories "Red Nails" or "Hour of the Dragon".  The queen would make for a good stand-in for Akivasha.



Palace of the Vampire Queen and Blue Rose
Ah. Now this one has a bit more going on for it.  This is no simple dungeon crawl, to play this one the Vampire Queen is in a battle of wills or "chess game" with the Sovereign, Queen Jaellin. This style of adventure would play heavily on the investigation skills of the envoys/characters.   Our Vampire Queen might even be known as a vampire even, just as a new ruler of a previously unknown island (Baylor).  Of course, you have your suspicions and you are fairly sure there is a strong taint of shadow about the land.



Palace of the Vampire Queen and Buffy,  Ghosts of Albion or Leagues of Gothic Horror
Here is something fun.  A twist on the Dracula story.  The cast comes to an old palace in the mountains from their home.  Expecting an old Lord they are instead greeted by a woman, the Lady of the castle.  Here the horror begins.
Both game systems have plenty of creatures and elements to cover everything in the adventure.  What you as the game master will need to do is smooth out some "D&D" elements and add some gothic elements, but that is so easy that I can't decide which one would be more fun Unisystem or Ubiquity.
All three would be fun to try sometime.




One could get easily lost in the potential of this adventure.  I do hope that future reviews of classic adventures prove to be just as fruitful.

Links
Wikipedia, https://en.wikipedia.org/wiki/Palace_of_the_Vampire_Queen
The Acaeum, https://www.acaeum.com/ddindexes/modpages/dmk.html

Links to Adventures
Links to my 'Vampire Queen' posts

Wednesday, May 15, 2019

Review & PWWO: Maximum Mayhem Adventures

Mark Taormino of Maximum Mayhem Dungeons is in the final week of his latest creation, Maximum Mayhem Dungeons #6: Moving Maze of the Mad Master.

I thought today might be a great time to discuss his previous adventures.


#1 Hanging Coffins of the Vampire Queen
This adventure, written by Mark Taormino might be an homage to the first Palace of the Vampire Queen adventure, but it is more likely an homage to those meat-grinder, total-party kill, fun-house dungeons of the late 70s early 80s. There is a basic plot here, enough to get you in the door and moving along, but really this adventure is about killing things and avoiding getting killed. Example, in one of the first encounters you have to run a gauntlet and get past a bunch of fire giants and their hell hound pets. This is "room 1". It is downhill from there. It has demons and other vampires in the wander monster table. Liches, demons, succubi, greater devils, nearly 50 vampires in total, tons of other monsters and of course the Queen herself, Lady Neeblack.

This is not an adventure to challenge the resolve of hardy role-players. This is an adventure to survive and leave a trail of bodies behind you. It is old-school, but old-school through the eyes of 40-somethings looking back on their times as teens.
The adventure itself has a great lead-in to get you interested, but that is just the carrot on a stick, most people buying and playing this module are going to want to jump right in. Another example (this is not a spoiler), you are captured by Lady Neeblack and told you have to run through her crypts for her amusement. The conceit is the characters will feel coerced into doing this, so they slide down a passage to the previously mentioned Fire Giants. In truth, my players wanted to jump in like they were doing a dive at the pool.

Though to claim people will play this for nostalgia reasons is completely unfair. Mark did a great job of this. The rooms are detailed and what detail! There are interesting encounters and Lady Neeblack herself should really move up the ranks as one of the more memorable NPCs ever. In fact I am hoping that she comes back for a sequel sometime soon. Just like a good Hammer villain she should find ways to come back from the dead. Mark Taormino, this needs to happen.
The text of the book is big, easy to read and despite the "old school" claims still has boxed text to read (screw you Grognards! I still like boxed text even when I don't use it.) Each room is unique and feels like it belongs. Plus the "Hanging Coffins" themselves are the coolest idea in vampire graves since the Lost Boys.
The proof of any adventure is not in the reading but in the playing. So I played it. It rocked.

Now the game is designed for OSRIC but can played with 1st or 2nd Ed AD&D. I played it with 5th Edition D&D. I just replaced the monsters and made a character sheet for Lady Neeblack. I ran the same group of people that I had taken through the original Palace of the Vampire Queen and we all treated it as an unofficial sequel. I worked out well enough. We all had fun, but if this module reads as a deathtrap on paper it's a killer in the playing. So make of that what you like.
Personally I would love to run it again using AD&D1

#2 Secret Machines of the Star Spawn
Let's play a game of what if. What if the Expedition to the Barrier Peaks had been written in the 80s instead of the 70s? What if there were influences of Star Wars, Buck Rogers, 50s sci-fi movies and just a little dash of 70s Blaxploitation?
You might get something like The Secret Machines of the Star Spawn, but it would not be as good as the module Mark Taormino wrote. The module follows a similar flow of the other Maximum Mayhem Dungeons; something weird is happening, there are rumors, a long history of strangeness and a thin excuse to go adventuring. What they PCs will uncover is...well I don't want to spoil it. It's no shock that this adventure will feature a downed starship and some lasers. But it doesn't end there. In truth there is a lot to really, really like about this adventure. In a different setting, the monsters would be scary ass deadly and really, really awesome. Also there is so many references to pop culture, espeically sci-fi and 80s pop culture, that it would be pointless to address them all. The rock band KILL was one of my favorites. Designed for OSRIC, I played bits and pieces of this using D&D5. Though it would work just as well with AD&D1, Castles & Crusades or any other OGL based clone game. The one issue I have with it (and very minor) is that players that didn't grow up in the 70s and 80s would not get all the jokes. I ran Hanging Coffins for my kids and they loved it, but some of the jokes fell flat on them here. No surprise they have no context for them. I thought they were hilarious to be honest. Loved the Pinball Wizard! If I were to run this again I would either merge it with a little bit of Expedition to the Barrier Peaks and run a huge Star Spawn mega-adventure. Or I'd run it as is with some disposable characters and guys that grew up in the 80s too.

#3 Villains of the Undercity
What if the Keep on the Borderlands was destroyed and then humans came in and built a new keep on top of the ruins. Let's also say the caves of Chaos have been cleared, but not all the monsters were killed. Where did they go? What did they do? Now invite the Slave Lords from the A series over. You would get Villains of the Undercity! This adventure is an ode and homage to the great dungeon crawls of the day. While this adventure fits the gonzo style of the other Maximum Mayhem Dungeons this one can also be played straight. Well...sorta. There is a crazy Halfling Illusionist Assassin, but that is for the players to figure out.
With this adventure, anyone that has ever been inside a classic dungeon will find something to love. There are lots of deadly traps, monsters and puzzles to figure out. Of course plenty of treasure too. This adventure is also the one that I can see fitting into a larger campaign, even with adventures from other publishers. I was mentally placing it in Greyhawk or even Dolmvay. Just really a lot of fun.
Like the B and A series it takes so much nostalgia from, this is an introductory module.  But just because it says character levels 1-3 it is still expecting some experienced players or very experienced players with somewhat fuzzy memories!  Like the MM modules, this one is action and combat. Yes, there are some puzzles to solve and everything is deadly.

#4 Vault of the Dwarven King
Another what if scenario for you.  What if the dwarves of Moria were completely crazy for Indiana Jones?  Well, you might get something like Vault of the Dwarven King.  There is the aforementioned vault, part of a vast underground dwarven city.  There is a giant monster that's on fire.  There are also mine-cars, goblin moonshiners, blue trolls and dwarf tossing.
There is a thin coating of silliness over a really fun and REALLY deadly adventure here. All to reclaim the lost dwarven artifact, the Fireheart.  But does it belong to the dwarves or the goblins?  Will you even live long enough to find out?
Like the adventures that came before it, it is an unapologetic romp down memory lane.  This adventure though, maybe more so than any of the others might be more accessible to anyone that didn't grow up in the 80s.  The biggest nostalgia pull is, of course, the Lord of the Rings movies, in particular, Fellowship of the Ring, but that is only one (though very loud) note.  There is enough going on here to keep every player on their toes and their characters running.   This one is also the most classically "fantasy" than the others which also draw on sci-fi, horror and crazy humor.

#5 Palace of the Dragon's Princess
Palace of the Dragon's Princess might be my second favorite adventure in this whole series right after Hanging Coffins.  The premise is very similar to the classic Palace of the Silver Princess.   In this case, the Princess is trapped by a green dragon and you must go rescue her.  Sound easy?  You obviously have not paid any attention to the other four adventures in this series.
This one has a lot of background information, more so than the others.  We know a lot more about Princess Francessca than we do about Lady Neeblack the Vampire Queen (Could Lady Neeblack be Princess Francessa's dead mother??!!?).  There is a knight, a dragon and Torgo. Yup, a nice riff on MST3k with Torgo and the Master.  But is the princess REALLY in danger?  That will be up to the Gamemaster to decide.  There is a lot going on here and because of the backstory a lot more that a crafty DM can add.  I am a touch disappointed there were no three-headed creatures like the Ubues, but that is fine. They were silly enough then.
Like the Vault of the Dwarven King this one is more classically fantasy and it is also one best ones in the series to "run straight".  Meaning you could strip out some of the silliness and have a pretty deadly, serious adventure if you wanted.
In any case, this is one is a lot of fun and a worthy addition to the line of Maximum Mayhem Dungeons.

So check out Maximum Mayhem Dungeons #6: Moving Maze of the Mad Master.  It looks like "Willy Wonka in Hell" so you know it will be fun.

Plays Well With Others
The Maximum Mayhem Adventures are designed with 1st Edition/OSRIC in mind.  But If you organize them in level like this.


I can't help but notice a solid campaign of levels 1 to 14.
Just like B/X D&D.


With some tweaks, mostly to the monsters and alignment, you could have a solid set of adventures for the B/X line of D&D.  Sure they are a bit tough and have some out-there elements, but nothing that B/X couldn't deal with with the right DM.

I have not tried this yet.  I have played these adventures using D&D 5th edition, but I can't see why it would not work.


Plus the boxes look nice together.
Isn't this how we all played back then anyway?  Mixing our AD&D and BD&D all the time.  I think I first went through the A-Series using the Expert set anyway.