Showing posts with label television. Show all posts
Showing posts with label television. Show all posts

Wednesday, September 16, 2026

The Artemis Club

 My wife and I have been paying for PBS Passport. It's been fantastic, really. We have been watching a lot of Masterpiece Mystery, which I have always loved (back when it was just "Mystery!"). We watched all the seasons of "Miss Scarlet and The Duke," now just "Miss Scarlet." It was great, about a woman detective (whose father was played by Tim Downie, who also played Gale Dekarios in Baldur's Gate 3) set in 1882 and the issues she faced. 

The fun thing about Masterpiece Mystery is that it has all these shows about mysteries and murders in England. I speculated that there are more murders on PBS than in real England.

Victorian Detectives

We also watched the very good "The Law According to Lidia Poët" and the enjoyable "Enola Holmes." Both on Netflix. Though I will admit the caliber of the shows on PBS is much higher in terms of writing, even if the Netflix shows have bigger budgets.

All three have strong women leads as primary investigators. They all take place at roughly the same time as well: 1882 for Miss Scarlet, 1883 for Lidia Poët, and 1884 for Enola Holmes. Given my love of the Victorian era, I could not help but enjoy these shows and wonder if there was something I could use here.

The idea was one I mulled over and sat on for a while.  

I spent some time with SCP and thinking about how I could adapt my ideas for A.R.T.E.M.I.S. as well as an occult investigative organization.  I mean, I really like it. The ideas are not really ready for publication here yet. I am still cooking them...and then I got a little sidetracked. 

While writing, I was wondering about the origin of A.R.T.E.M.I.S. When and where it began. Who started it and why. They are some good ideas. But they don't really fit with what I really wanted A.R.T.E.M.I.S. to be. They do work great for The Artemis Club.

These new ideas began while I was recently re-reading some of my old Ghosts of Albion material. I began thinking, what if A.R.T.E.M.I.S. began as a criminal investigation club in the Victorian era? Certainly has some value to it. This gives me a chance to work it from both ends. I had some ideas I like, but they don't really fit well with the modern A.R.T.E.M.I.S.  

The Artemis Club

The Artemis Club began not as an investigation club, but as a "reading club" for young women associated with Oxford University. 

The Artemis Club

They began meeting informally in the Oriel College Library, often at hours when their presence would attract the least attention. They discussed history, philosophy, literature, science, antiquities, folklore, and current events. Mysteries of all sorts, however, grabbed their attention the most.

Because they were often seen moving quietly through the library stacks and galleries, the women were jokingly called "The Ghosts of the Oriel." The name began as a mockery but was quickly adopted by the women themselves. Though, feeling pressure from the University, the women moved out. 

Aurora Evelyn Ashcombe, better known as Lady Ashcombe, was young, rich, intelligent, and married to a considerably older husband. Lord Ashcombe had little interest in how his wife spent her time or his money, provided her interests remained respectable and she stayed away from younger men. She obliged him by giving him his heir and only keeping the company of other women.

Aurora pays for the new meeting place and suggests the new name as an homage to the Huntress and Protector of Women.  The club members, with renewed dedication, refocused on solving all sorts of mysteries. First, as an academic exercise, then as time went on, the club began hosting what became known as consulting detectives, but for female detectives. Many focused on completely mundane sorts of crimes: missing people, affairs, dishonest staff. A few cover the more complex crimes, like murder. And very few consult on crimes of a paranormal and supernatural nature. These are the sorts that Aurora herself is most interested in, and ones she secretly funds more than the others.

From the 1840s onward, the Artemis Club investigated all sorts of crimes.

The Club eventually developed a simple investigative philosophy:

Observe first. Explain afterward.

A second maxim, usually attributed to one of the original Ghosts of the Oriel, became equally important:

Dismiss nothing merely because it is impossible.

This did not mean the Club believed every tale of ghosts or monsters. Quite the opposite. Artemis investigators became notorious for exposing fraudulent mediums, false hauntings, forged antiquities, staged séances, and criminals who used superstition to frighten their victims.

For this reason, the Club's supernatural case files were not labeled "Ghosts," "Demons," or "Magic."

They were simply marked: UNRESOLVED

Members of the Artemis Club never wore uniforms or carried official credentials, but many wore a small silver brooch showing a crescent moon crossed by an arrow. It was not meant to identify them publicly. Rather, it was a quiet sign between members that help, discretion, and perhaps a warm cup of tea were close at hand.

Throughout the Victorian era, the Artemis Club quietly solved cases that baffled the preeminent and male minds of the time. By the 1880s, they had members throughout England and had begun a chapter in St. Andrews, Scotland.

 But it was not to last.

The 20th Century

The end of the Victorian era and the dawn of the 20th century initially looked like a new age for the Artemis Club. Women were entering universities in greater numbers, taking professional positions, publishing under their own names, and gaining access to institutions that had once excluded them. In some ways, the world was finally beginning to resemble the one the Club's founders had imagined.

Ironically, that success weakened the Club.

The Artemis Club had been born because intelligent women had nowhere else to go. By the early 20th Century, some of those women now had universities, laboratories, newspapers, hospitals, political organizations, and professional societies of their own. The Club remained respected, but it was no longer as necessary as it had once been.

Even in her 90s, Aurora Ashcombe remained an active participant and an imposing presence in Club affairs. She represented a direct link to the earliest days of the Ghosts of the Oriel, but after her death the Club lost more than one of its founders. It lost its greatest patron.

The Ashcombe fortune had supported the Club for decades, but no fortune is endless, particularly once divided between heirs who did not share Aurora's interests. The Club continued, but with less money, fewer staff, and increasing difficulty maintaining its London house and enormous archive.

Membership numbers start to fall. The First World War was a further setback. A good many of the members put in their time as nurses, physicians, clerks, and intelligence workers, some as volunteers or translators. Some did not come back at all; others were killed. And for those who remained, the war put a different complexion on the kind of mystery one would trouble to solve. After the trenches and poison gas, after the mass graves and the millions of dead, stories of strange disappearances and ghosts had a way of seeming quaint.

There was a period when spiritualism made an appeal. Bereaved families were only too eager to think they could speak with the departed, and Club members found themselves looking into mediums and séances, even claims of messages from soldiers who had fallen. Most of it was a sham. In some instances, it was not.

The Artemis Club of the interwar years was a more closed and older organization than its Victorian predecessor. They still took on cases, but they were less of an academic exercise and more likely to involve fraud, blackmail, and political extremism than the cases that defied easy categorization. In other words, they had grown out of the "ghost hunting" business.

By the 1930s, the Club had on its books nearly a century’s worth of unexplained phenomena, which was of some interest to certain governments. They were still consulted, but more often than not, even their extraordinary-sounding cases became ordinary in the end.

Then the Second World War arrived.

The Blitz left little of London standing, and the motherhouse of the Artemis Club was no exception. The building went up in flames, and with it, their grand library. Generations of investigators had amassed casebooks, journals, maps, photographs, and artifacts; all of it was lost.

One might find a file here and there that had been copied or put in safekeeping, and the St. Andrews chapter held on to some Scottish records, as did a few families with their own papers. But the archive proper was gone.

The Club did not formally die that night, but it never really recovered. When the war was done, the rest of the members were scattered and worn out. Britain had to be put back together, as did families and careers. The world that had given rise to the Artemis Club was another matter entirely.

Former members would get together now and then in the 1950s, old friends rather than working investigators. But that too came to an end.

A couple of scholars and investigators attempted in the 1970s to put the old organization back together, riding a wave of public fascination with the occult, UFOs, and the like. They could not make it work. Too much was gone, too many of the old traditions, and the references that remained often told different stories from one another.

So by the close of the 20th century, the Artemis Club was nothing if not a historical oddity.

For most people, anyway.

The Rise of A.R.T.E.M.I.S.

Modern A.R.T.E.M.I.S. did not descend directly from The Artemis Club.

There is no charter passed down from one to the other, no secret chain of command, nor any hidden society that has been in operation since Victorian times.

The link is there, but it is a symbolic one and was put in place on purpose.

A.R.T.E.M.I.S. Agency for Research into Transdimensional Events Magic and Inexplicable Sightings

When the modern agency was being put together in the early 1990s, researchers came across odd fragments of the old Club’s history. What they found was far from complete: some case reports here, a reference in a police file or a university archive there, the odd newspaper clipping or private journal. The founders were not so much interested in the Club’s putative dealings with monsters or ghosts as they were in its approach.

Observe first. Explain afterward.

The Artemis Club had a way of doing things. It would take up claims that the establishment chose to overlook, gather evidence, cross-reference the files, and note what witnesses had to say, even if others were inclined to dismiss them. Above all, it did not turn its back on an event just because the prevailing wisdom held it to be impossible.

That kind of thinking appealed to the new organization, and the name was taken as an homage. The acronym followed in due course: A.R.T.E.M.I.S., standing for the Agency for Research into Transdimensional Events, Magic, and Inexplicable Sightings. The founders were fully aware it was put together in reverse to keep the original moniker, but that was fine with them.

Artemis stood for something of value: the hunt for truth and the protection of those who might otherwise be left out, and a readiness to go where a conventional investigator would not.

In terms of actual legacy, the new body inherited little from the Club. There was no headquarters, no continuity of institution, no command structure, or full set of archives. Just an idea, a few cases, and a name. Which is perhaps for the best.

From time to time, A.R.T.E.M.I.S. reacquaints itself with the past. An investigator may open a file from 1872 and find that the thing he is after has been encountered before. Or a sealed box is turned up in the cellar of an old Scottish property, or a journal comes to light at auction. 

There have always been rumors that some of the more unusual records were removed from the motherhouse before the Blitz. No one knows by whom or where they went. Modern A.R.T.E.M.I.S. officially considers these stories unsupported. Unofficially, more than one investigator has spent considerable time looking for the missing files.

Artemis and A.R.T.E.M.I.S. 

I know I am not done with either organization. Tales of the exploits of the Artemis Club are likely to surface from time to time. Of course, A.R.T.E.M.I.S. is in a solid growth stage and likely to expand and change as I write more. In fact, sitting here now, I remember I have a bunch of notes I wrote about the SCP Foundation that I plan to move over to NIGHT SHIFT, notes I could have used here today but didn't. 

Well, that is another post. 

Monday, November 24, 2025

Monstrous Mondays: Return of the Demogorgon (Stranger Things)

 We have been rewatching Stranger Things in anticipation of the new, and final, season coming on Wednesday. I thought it might be fun to revisit their classic monster for the system that influenced the show so much.

Demogorgon (The Creature)
Demogorgon (The Creature)
Interdimensional Predator

FREQUENCY: Very rare
NO. APPEARING: 1 (rarely 1–2)
ARMOR CLASS: 4
MOVE: 15"
HIT DICE: 8+8
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2 claws
DAMAGE/ATTACK: 4–9 / 4–9 (1d6+3) plus special (bite 1-8)
SPECIAL ATTACKS: Bite latch, dimensional scent, drag
SPECIAL DEFENSES: Regeneration, surprise, fire vulnerability
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal to Low (1–6)* high cunning
ALIGNMENT: Chaotic Evil
SIZE: M (7 feet tall, thin, humanoid)
PSIONIC ABILITY: Nil
LEVEL/XP VALUE: VIII / 1,650 + 12 per hp

A tall, gaunt humanoid creature with elongated limbs and a head that opens like a five-petaled flower. The interior of its "face" is ringed with rows of needle-like teeth. Its flesh is pale, hairless, and amphibian-like. Movement is unnaturally fluid and silent.

Demogorgons exist between worlds. They slip into Prime Material spaces only when the veils thin or when drawn through by psychic resonance or magical disruption.

Demogorgons fight with terrifying speed and ferocity. They prefer to stalk prey for several minutes, using their ability to sense blood, fear, or psychic emanations.

Claw Attacks: Each claw deals 1–6+3 damage. A natural 19 or 20 indicates the Demogorgon has seized the target, granting it a +2 to hit with its bite.

Bite Latch: Once latched, the creature bites for 1–8 damage per round automatically until the victim is freed. Strength checks or magical force are required to break free.

Dimensional Scent: Demogorgons can sense living creatures across thin planar boundaries. They detect invisible, ethereal, or phase-shifted beings within 6", ignoring illusions involving scent or blood.

This ability also allows them to track wounded prey with near-perfect accuracy.

Drag Into Shadow: If the Demogorgon is adjacent to a dimensional weak spot (DM’s discretion: portals, rifts, magical failures, etc.), it may drag a victim through with a successful hit roll followed by a Strength contest. The victim is taken into a dark parallel space similar to the Upside Down.

Regeneration: Demogorgons regenerate 1 hp per round unless damaged by fire or holy/radiant magical effects.

Surprise: Due to absolute silence and unnatural motion, Demogorgons surprise on a 1–3 in 6.

Fire Vulnerability: Demogorgons fear fire. Fire causes it to go last in the initiative round and causes +2 damage per successful hit. 

Demogorgons are apex predators of a hostile parallel ecology. They do not communicate in a conventional sense. They react aggressively to psychic disturbance, emotional trauma, and bloodshed. Some appear to be specifically drawn to magical or psionic children. 

They do not gather treasure, nor construct lairs, but they linger near dimensional bleed sites that link their realm to others. They live only to hunt.

--

Just under 60 hours to go!




Tuesday, November 18, 2025

Stranger Things ... Can We Just Play D&D

Stranger Things Season 5
 Stranger Things and Dungeons & Dragons have been feeding each other energy since episode one. It is one of those rare cases where a piece of pop culture borrows heavily from D&D, makes it part of its DNA, and then ends up shaping the game right back. It is a magical feedback loop, the kind of thing El and Will would draw on a notebook with ominous red pencil.

The Duffer Brothers grew up with D&D, and the show wears that devotion on its sleeve. The opening scenes of the young party around their basement table tell you everything you need to know: D&D isn’t just a hobby, it is the lens through which these kids understand the world. Every monster gets its name from the Monster Manual. Every mystery gets filtered through initiative, hit points, “fireball it,” and the shared imagination they have learned from the game. Vecna, Mind Flayer, Demogorgon, Shadowfell style vibes… none of these are literally the D&D versions, but the kids use D&D terminology as their mythology. The game becomes the metaphor that allows them to survive.

Over time, things get… stranger. The influence starts running the other direction. Stranger Things becomes one of the biggest pop-culture engines driving new players toward Dungeons & Dragons. Stores started stocking Starter Sets with Stranger Things branding. Wizards of the Coast released an official Stranger Things campaign box that lets you play Mike Wheeler’s “lost adventure.” Actual-play groups and D&D livestreams saw traffic increase thanks to the show. Even the big Vecna resurgence in 5e owes some of its spotlight to season four. Vecna was always a major villain, but now he is a household name. Well, thanks to Stranger Things and Critical Role. 

The aesthetics of the Upside Down have quietly shaped D&D as well. 5e adventures started leaning a bit harder into that mix of psychic horror, body horror, and suburban uncanny. A lot of folks writing D&D (and OSR adjacent projects) cite Stranger Things when describing a certain “kids on bikes meets cosmic dread” vibe. Campaigns like Wild Beyond the Witchlight and Vecna: Eve of Ruin are steeped in nostalgia and dark fairy tale logic, the same tonal cocktail you see on screen.

I have been rewatching the series for the first time in preparation for the final season. There is a lot more going on in these episodes than I remembered. There are also more than a few things that made their way into Baldur's Gate 3. The Mind Flayer nautaloid looks an awful lot like the "Mind Flayer" of Stranger Things. The inside of the Nautaloid looks a lot like the Upside Down.

So at this point, the relationship between Stranger Things and Dungeons & Dragons is less a straight line and more a circle, or a peculiar zig-zag thing. The show borrows D&D language to explain the impossible, D&D borrows the show’s style to explore new corners of fantasy horror, and the rest of the hobby branches outward with games inspired by the whole vibe. Dark Places & Demogorgons, Kids on Bikes, Stranger Stuff, Tales From the Loop, the whole retro-weird youth adventure genre owes some of its momentum to Hawkins, Indiana. And Hawkins, in turn, owes a lot to Dungeons & Dragons.

What started as four kids rolling dice in a basement turned into one of the biggest cultural cross-pollinations the hobby has ever seen. Stranger Things reminded mainstream audiences that D&D is about imagination, friendship, and fighting nightmares with the people who know you best. And in return, D&D gave Stranger Things a shared language, a mythic shorthand, and a way for its characters to name the horrors in the dark.  It is kind of perfect, really. D&D taught a generation how to dream, and Stranger Things took those dreams and projected them onto the screen in flickering neon and psychic static. 

I knew D&D had made it mainstream when some 20-something online was super excited to explain who Vecna was to me. 

Season five will probably dial all of this up even more, and I’m honestly looking forward to spotting the threads. Because when a show and a game get this intertwined, the real fun is watching how each new idea ripples out across the other. 

Just one week to go.

Saturday, September 20, 2025

Saturday Morning Cartoon Action Hour!

Dungeons & Dragons Cartoon Book 3 The Witch's Spellbook
 This one came about in a weird way. 

So my oldest and I have been playing AD&D 1st ed. Forgotten Realms at night when he gets off work. He is a chef and works till midnight. Recently though, we have also dipped our toes into the Fantasy Flight Games/EDGE Star Wars, which caused me to pull out a bunch of my original Star Wars figures.  These have been sitting on my desk for a while. Much to my wife's chagrin.  Anyway that is the background.

I have all these Star Wars figures on my desk along with some of the ReAction figures, including a Sorceress I repainted to look like Larina (I am dedicated to my obsessions). I also have a collection of various witches and the Dungeons & Dragons Cartoon characters decorating my desk. We were talking about how much I still prefer d20 Star Wars because of the D&D connections. Liam dislikes it for that reason. He wanted to know if there was a system out there that could do both. So, I told him about Cartoon Action Hour.

I spent some time with Cartoon Action Hour Season 3 a while back and even detailed Zatanna for Super Friends.

We pulled it out and thought about making a silly game with his Mandalorian Bounty hunter (using my Boba Fett from 1979, sent in my Proofs-of-Purchase!), Larina, and my repainted astromech droid KE11-N3R, or "Kenny". Cause why not, anytime we pull out a new game we try something familiar. And there may have been some beers involved. 

Star Witches

It was fun and silly, and we had a great time, really. 

While I was hungover the next Thursday (and Liam was not) I was thinking that this game might make for a good system for the Dungeons & Dragons cartoon. Cartoon Action hour specifically calls out D&D as a great example of the Saturday Morning Cartoon they loved. So, I started to think about what would work.

Dungeons and Dragons Marvel Productions / TSR Entertainment, 1983-85 When an amusement park ride goes nutty, a group of kids riding it find themselves in an entirely different world: a fantastic realm of knights, monsters and wizardry. Each of the kids is given a magical item or weapon by a kindly, diminutive sage with a habit of vanishing inexplicably at inopportune times. The heroes roam the land in search of a way back, while facing numerous threats and hazards, chief among them an evil wizard named Venger. Our Take: When it comes to fantasy retro-toons without sci-fi elements, this is the one that people instantly think of. It was consistently written, nicely animated and boasted a wide variety of adventures. It has very little in common with its namesake roleplaying game (aside from creatures and such), but it stands on its own merits nonetheless.

A while back, I had talked about the new D&D cartoon minis and how Shelia was missing from set. I said this at the time:

 I did not watch the D&D cartoon much, but I was aware of it. I can't help but wonder if the red-headed girl with a penchant for wearing purple and hoods in 1983-85 didn't somehow influence my red-headed witch with a penchant for purple dresses and black hoods in 1986?  I honestly can't say.

In fact, I didn't even think about it until I scored this D&D Cartoon "kids" book at my local game auction.  It is called "The Witch's Spell Book."

That is the image above. 

The basic plot of this  Choose Your Own Adventure is that you have the Golden Wood by finding Agnes the Witch's Spell Book. The spell causes Tiamat's heads to argue among themselves. For reasons, only Shelia can read the spell. You would think Presto, but no, it is Shelia. Each of these books featured a different character, and they tend to go for a lot of money now on eBay. See the books for Bobby (written by Margaret Weis!), Shelia, Hank, and Eric. No idea if Presto or Diana got one, but someone was Book 2. Glad I got mine a lot cheaper than that. 

Now, not to go out on a limb too far, but does this make Shelia an initiate witch?  It would in my games. She is 13 in the show, the age witches often "hear the Call of the Goddess" in my game worlds. (BTW this is what makes Larina special, she heard the Call at age 6.) There is a witch in this book, Agnes. So I guess it is possible. 

I am not 100% out in left field here. Sheila is called "La ilusionista" (The Illusionist) in the Latin American dubbing of the cartoon. And in at least one of the Spanish intros Presto and Sheila are called, "Los Magos," or "The Wizards." Same for the German dub. In the German dub, Diana is "The Princess of Acrobats."

Why not try to make an adventure of this book? I speculated that Shelia was not going to be part of my War of the Witch Queens, but maybe this could be a side-quest. Anyway, I worked up some details for Cartoon Action Hour. I mean, a spell to get Tiamat's heads to argue with each other? That is some profound cartoon logic. don't know if I'll run it yet, but I have everything I need, really.

Dungeons & Dragons Cartoon, 1986 Season

The Dungeons & Dragons Cartoon did not make it to 1986, which is too bad, really. While I did not watch it a lot when it was on, I did watch it a ton with my kids.  I can imagine a continuation of the series (many have) where we finally get to see Skylla show up. Also, since it is my 1986, my witch would show up as well. Plus, I already did stats for her.

So here is my premise. Sheila, having realized she has a knack for witchcraft due to the events of The Witch's Spell Book, seeks out some answers. She finds two witches, one good and one evil, in Larina and Skylla, but which is which? Great cartoon logic, and a chance for me to use some of the ideas originally planned for Skylla in the Cartoon. Plus the title "Which Witch" kinda writes itself. In a perfect world, it would have been written by Paul Dini.

Which Witch is Which? Written by Tim Brannan

Here is our star, Sheila the Thief. I am posting the sheets instead of text because these sheets are just to damn fun NOT to post. I gave her Cloak of Invisibility a score of 6 because it is supposed to be an artifact. 

Sheila the Thief for Cartoon Action Hour


Skylla belongs here. She is a great evil character and always up to no good. Besides, what are heroes without their villains? 

Skylla the Evil Witch for Cartoon Action Hour

Here is Larina, for her as a GMC I would tone her down a bit to the same level as Skylla.

Larina Nix the Witch Queen for Cartoon Action Hour

I fully expect some of my numbers to be off. Please remember, we were drinking while doing this. Well, I am sure Sheila's stats are good.

I also just noticed that the Dungeons & Dragons Cartoon premiered on Sept. 17, 1983. So 42 years ago!

We will have to come back to this game more often.

Wednesday, March 19, 2025

Witchcraft Wednesday: Trese (2021)

Trese
 I just watched the Netflix series Trese. I really, really enjoyed it—more so than I was expecting to. 

I also watched a documentary about the show, which increased my appreciation.

The show focuses on the magic detective Alexandra Trese. She was inspired by detectives like Constantine and Fox Mulder and based on Filipino myths and legends.  

My knowledge of Filipino myths is, well, not great. Maybe better than most, but certainly by no means great. But this show does not penalize people for not knowing. The story-telling and animation are so rich and evocative that you are brought along for the ride. 

The documentary covers not just the monsters featured in the anime (and the comic) but also the locations in Manila. Also nearly everyone involved in the show was Filipino which is rather cool.  Also, they tend to refer to characters with AD&D alignments which was fun.

Of course, there is the big question about Alexandra Trese. Is she a witch? Well, she does use magic; she is the 6th child of a 6th child. She is also a healer and the representative of humans to the supernatural world. She even has a ritual dagger. Plus, she wears all black, her hairstyle reminds me of devil horns, and her name, "Trese," means "Thirteen" in Filipino. 

While it is not an anime per se (it is Filipino, not Japanese), it does have a solid Witch Hunter Robin vibe to it.

Now I need to check out the comics for it. 

Of course, it would be perfect to build for NIGHT SHIFT. Alexandra could be better suited as a Chosen One with some spell-casting ability. 

Wednesday, March 5, 2025

Witchcraft Wednesday: More Witches on TV

A Discovery of Witches
 This past week, I finished a couple of newer witch-related TV shows. One was because we watched it all, and the other was because I just couldn't finish it. Both were based on popular books.

A Discovery of Witches

This was the treatment of Deborah Harkness's books. I read book 1 and book 2 some time back and had issues with them, enough that I avoided the series until now. But my wife wanted to watch it, and who am I to say no? 

Well. I am happy to report that the series was much better than the books. A lot of what annoyed me about the books was lessened or done differently when it hit the small screen. Diana Bishop was much more assertive in this, and any issues she had with being uncertain about the world of "creatures" were just that: uncertainty about a world she had chosen not to participate in not because she deflected to Matthew all the time. She even showed off some power which was nice. 

The casting was good, really, with Alex Kingston as a constant favorite. Matthew Goode performed well as the vampire Matthew Clairmont, making him much more interesting than he was on the page. Teresa Palmer was good as the witch Diana, though often I felt the script worked against the part she was trying to play. There were moments when the Diana I wanted to see came out. But maybe my expectations were out of line. Swedish actress Malin Buska was Finnish witch Satu Järvinen, who got a much larger role in television. Honestly, I wanted a lot more of her. Even Emily gets better treatment here, even though she still dies in the end of Season 2/Book 2. But it was not an empty, off stage death like it was in the books.

They made a little more sense of the time travel aspects, which is good, cause the book made zero sense. Still the rules of Diana's Time-Walking are a bit fuzzy.

I can't judge how well the story in Season 3 stuck to the events in Book 3, but it was much better than expected series. It also was nice to watch a series with a proper beginning, middle, and end. 

It was produced by Doctor Who's Bad Wolf Studio, which also gave us the televised version of "His Dark Materials" (for more great witch moments). Netflix described it as "Outlander meets Twilight," and that is fair. 

All in all, it was enjoyable and redeemed the books in my mind. I mean, I am not going back to re-read them, but the bad after-taste is gone.

Mayfair Witches
Mayfair Witches

I really, really, REALLY wanted to enjoy this one. The AMC version of "Interview with a Vampire" has been great even with, or maybe because of, the changes. And I loved Anne Rice's Mayfair Witches books. Well...the first two anyway. And I adore Alexandra Daddario, who I still hope will get to play Zatanna one day soon.

But this show is a train wreck. Ok, the casting is great really. Harry Hamlin is brilliant as Cortland Mayfair, Beth Grant gave us a Carlotta Mayfair you both want to hate and understand at the same time. 

But there are just so many places where this show doesn't fall short; it falls right on its face.

Lasher is just annoying. Not the evil pervasive influence in the lives of the Mayfairs, but more like a stalker boyfriend or that ghost Beverly Crusher was having sex with in Star Trek: The Next Generation. 

And where the hell is Michael Curry? Some other characters are missing or seem to be merged with others. For example, Ciprien Grieve seems to be a combination between Aaron Lightner and Michael Curry. 

There is also a fair share of "idiot plot" here, the characters, who should be smarter than this, doing stupid things. 

I am not sure how far I am in this one, but I am ready to bail. I mean it has been 25+ years since I read these books, maybe my opinion of them could be less favorable now, but the series is just not great. 

Netflix still has a few more witch series I can check out, maybe one of the European ones I should check out.

Tidelands
Honorable (??) mention, Tidelands

Ok. I am slightly embarrassed to admit this one. 

Described as "beautiful garbage" by IMDB it is really an excuse to watch attractive Australian people run around without any clothes on. It deals with a group of people known as "Tidelanders" who are the offspring of sirens. They have a drug smuggling operation to fund their Queen's (Elsa Pataky) search for an ancient Sumerian (sure why not) clay horn that summons sirens (their mothers) and maybe destroys all the men in world? or Humans? Not clear. There is a rogue Tidelander, Cal aka Caliope (Charlotte Best), who spent 10 years in jail for a murder her human mother set her up for. She is really a powerful Tidelander and her brother (full human) sells all the drugs. 

Cal takes a lot of showers, a lot of baths, has sex with a lot of people and learns that the Queen wants her dead. 

The series ends on a cliffhanger and that was from 2018. Though given the lifespan of Tidelanders Season 2 could take place 10 from now. 

Why mention it? Well, it came up on my suggested watching and I was done with Mayfair Witches. My wife and binged watched the whole thing just to see how bad it would be. Spoiler it was bad. But like I said beautiful garbage. 

Maybe I should go back to watching questionable and dubious documentaries on Tubi.

Use in NIGHT SHIFT

I think I have done witches in NIGHT SHIFT, but the idea of Tidelanders, or more specifically the offspring of sirens or mermaids, has not been done by me.

Photo by Polina Tankilevitch
Photo by Polina Tankilevitch
Daughters of Tiamat

I'll take the Sumerian horn seriously for a minute and say that these half-sirens are offspring of the ancient Goddess Tiamat. Back when she was spawning monsters to fight the new Gods, one of her creatures was the Siren. Their role was to seduce and kill Tiamat's enemies. They also worshipped Dagon, but their ancestry is from Tiamat.

Sirens (full or half) gain the following abilities.

Saving Throws: Sirens gain +3 to Toughness Saving throws. This increases by +1 per 3 levels (3, 6, 9, etc.)

Ability Bonus: Sirens gain +1 to Strength and +1 to Toughness. This may raise their abilities above 20.

Sea Adapted: Sirens can breathe air or water with equal ease. Full-blooded sirens adapt quickly, while half-sirens need one round to fully adapt to breathing the new element. Additionally, Sirens can see in darker depths and withstand the pressures of deep-sea life.

Charming Voice: Sirens can charm as per the spell. Once per day per the number of character levels the siren has.

Slow Aging: Sirens age slower than humans to age of about 300 years. Subject to their Feed (below).

The Feed: Sirens must return to the water, particularly the oceans or seas, or they will begin to lose their abilities and age like humans. Abilities are lost at random for each month, whether the half-siren is land-bound or each day, the full-blooded siren is.

Many sirens also believe that they must lure a human to the water to drown. In truth, they are compelled to do so, and they do derive pleasure from the act, but it is not required to keep their powers. 

Friday, November 24, 2023

Doctor Who RPG: The Lost Children of Time

 A couple of weeks back, I took a bit of a break to talk about some SciFi ideas I had.  Well, it must have nestled into my brain and laid eggs that hatched because I now have a bunch more ideas. Or maybe because Doctor Who has been on my mind a lot lately since yesterday was the 60th Anniversary of the show and tomorrow is the premier of the 60th Anniversary special.  One of those ideas was something I was calling "The Lost Children of Time."  The idea was half-baked, at best, but that ended today.

Redjac

Doctor Who RPG: The Lost Children of Time

Now to be fair this doesn't have to be used with the Doctor Who RPG. But I think the feel of the 2nd Edition game might fit this the best. Plus I think I would run this as a one-shot.  So who are the characters? The eponymous Lost Children of Time?  Well, they are the reason I put this together to start with so let us see who they are.

  • Jonas Kahnwald (Dark) - Age 20, he ceases to exist when his world timeline is destroyed.
  • Martha Nielsen (Dark) - Age 20, from a parallel world/timeline. Her timeline is also destroyed when Jonas' is to make room for a third (or original) timeline where they do not exist.
  • Cal Stone (Manifest) - Age 22. The older version of the Cal Stone that was temporarily displaced on Flight 828. When the time was reset Cal was returned as age 11. This is 22-year-old Cal.
  • DC Iris Maplewood (Bodies) - Age ??. From an alternate future (2053) where England is under near fascist rule. She is sent back in time to 1890, 1941, and 2023.  For reasons unknown, her 2023 counterpart survives the collapse of her timeline.

The characters all bring something to the table. Jonas is our everyday guy. Martha is already used to fighting and dealing with strange things. Cal has a sixth sense and visions (Callings), and Iris is a cop. All have time-travel experience. 

But who is it they are after? Well, that came to me today.

They are fighting a time and space displaced Jack the Ripper.

How is that possible? Easy. Let's take another time travel movie, Time After Time from 1979. It features Malcolm McDowell as H.G. Wells and David Warner as Jack the Ripper. Both who have solid sci-fi credits to their name including parts in various Star Trek movies and series.   In this movie H.G. Wells builds a working time machine, but it is stolen by his friend Stevenson, aka Jack the Ripper. He travels to 1979 where he picks up his killings anew. Wells follows him when his time machine returns.  While in 1979 Jack attempts to escape but Wells removes the "vaporizing equalizer" from the machine. This causes the time machine to remain, but send Jack to "oblivion" according to Wells. We assume he is dead.

But if he wasn't?

Que the Second Season Star Trek episode "Wolf in the Fold."  In this episode (note: it really doesn't hold up well despite being a good horror episode written by Robert Bloch) we meet Redjac, a non-corporeal entity that murders women to feed on their fear. Spock's reasoning aside I am going to go back on to my tried true explanation of psychic ability is a sex-linked trait on the X chromosome. People with XX chromosomes are more likely to have psychic abilities than people with XY. This is what Redjac feeds on. Everyone feels fear, but people with greater psychic potential are a better meal to it.

Redjac in the episode is believed to have been the cause of Jack the Ripper. But what if it was the other way around? What if H.G. Wells sending Stevenson/Jack to "oblivion" only freed it from its corporeal form and sent out into Time and Space to hunt anew?

I would need to figure out how this group comes together. How they find the clues and then how they solve the mystery of the Ripper-like murders of women in 2023.

Easiest of course would be to have Jonas and Martha in London where they get into Iris' cab/Uber. Cal is easy, he has a vision and goes there.  There is my plot twist too. Redjac normally only murders women because of their greater psychic potential, but Cal with his callings is a much tastier target. 

How do they defeat the Ripper/Redjac? 

No idea yet. But it will involve some time travel to be sure. 

The key here was David Warner. He was amazing as Stevenson/Jack the Ripper in "Time After Time." He has played no less than three separate characters in Star Trek and a character in Doctor Who. He was also in an Outer Limits episode about Jack the Ripper that uses a similar idea. 

Also is Redjac/Jack content to travel in time or does he have a greater purpose? 

It sounds like a lot of fun and I can't wait to try it out.

Wednesday, April 19, 2023

#AtoZChallenge2023: Doctor Who PBS (and Pluto)

"Support for this PBS station comes from Viewers like you."

- The Unofficial Start of Every Doctor Who episode in my youth.

At the risk of sounding like a grumpy old man. Doctor Who fans today have it easy. We have DVDs, Blu-Rays, BBC America, BritBox, Pluto (more on that) and untold ways to watch our favorite episodes of Doctor Who.

In the 80s this was not the case. Back in the 1980s we had ONE choice to watch Doctor Who and that was our local PBS station. If your station didn't carry it, well you had to hope you had a friend who did have access and access to a VCR to record them. 

For me that was KETC PBS Channel 9 out of St. Louis, MO. 

I grew up on Channel 9. As a little kid I watched Sesame Street and the Electric Company. As I got older I watched Cosmos with Carl Sagan and 3-2-1 Contact.  I tried to watch Upstairs, Downstairs and Masterpiece Theater. I knew they were good, but I never caught them often enough to know what was going on. But I, Claudius, was amazing.  I was primed to accept that anything on this channel was quality.

KETC Channel 9 PBS

So when I was introduced to Doctor Who in the early 80s (1983) I was ready to accept it as the best thing ever on TV. It was A.) British and B.) on PBS. So of course it was great. Sadly it was not on till 10:30 pm on a Sunday night and I had school and a morning paper route to do on Monday morning. I got into a lot of trouble trying to watch it.

Doctor Who ad

Another issue for me? I only had an old Black & White TV, so my first experiences with Doctor (namely the Key to Time series) were all in Black & White!  I didn't get my first color TV until I, and this is no kidding, traded my 18 ft long Doctor Who scarf for one.

I think there is a sort of rite of passage with older Doctor Who fans. We all can readily identify which PBS stations we watched them on.  KETC always took the individual parts and showed them as one complete story.  Other stations showed 1 or 2 parts a night. This was the case for WTTW in Chicago. I did not get that station then, but now it is my local station.

The whole "Viewers Like you" thing hit me hard too. I felt like I was watching Doctor Who but not a real fan since I didn't help PBS out. So one year I finally asked my parents to send in support. I paid them back and got this sweet TARDIS key chain that I still have to this day.

TARDIS key chain

TARDIS key chain

Still pretty pleased to have that.

The TARDIS Data Core wiki has a great history on PBS and its association with Doctor Who.

Doctor Who on Pluto

Nowadays you can get Doctor Who nearly anywhere, but the closest experience to the old PBS stations is watching Doctor Who on PlutoTV.

Pluto TV
There are "Doctor Who" channels that play the Classic Doctor episodes 24 hours a day, 7 days a week.

Doctor Who on Pluto

I have been catching them as I can and it has been fantastic.  If you are new Who fan it is worth checking out. Plus Pluto is 100% free! You can even watch it on any device.

Additionally, on Tubi, you can catch the old Doctor Who Dalek movies.

Something I never expected to happen back in the 1980s, sometime after 10:30 pm on a Sunday night when I was supposed to be asleep. 



A to Z of Doctor Who

All images are used with permission from the BBC and are copyrighted 2023 by the BBC.

Tuesday, August 23, 2022

Oh, Oh Shelia!

Busy day at the day job today (Fall term is starting) so a quick one today.  I picked up the Icons of the Realms: Dragons of Stormwreck Castle minis over the weekend. I mentioned these back in June and had hoped they would at least include the thief Shelia.  Well...they didn't.

Icons of the Realms: Dragons of Stormwreck Castle minisIcons of the Realms: Dragons of Stormwreck Castle minis
 

I do like the way they all look.

Icons of the Realms: Dragons of Stormwreck Castle minis

I was never a big watcher of the Dungeons & Dragons cartoon. I worked on Saturdays and often missed it. BUT I picked up the DVD boxed set back in the early 2000s and my kids LOVED it. It was the set with the 3rd Edition stats for everyone.  

You might notice that this set is missing Bobby, Uni, and Shelia. I will get to that in a bit.  It does include someone just labeled "Cleric."

I can't help but think that this Cleric is none other than Aleena.

Is that you Aleena?

The outfits are not perfect. And I thought I read somewhere that Aleena was a blonde. But this certainly works.  I have been using Aleena as the Patron Saint of Adventurers for a while now.  Though like the D&D cartoon, the D&D Red Basic set for BECMI was not something I was into then.

Since Kelek was in the D&D Cartoon and Skylla was supposed to be they seem to work well with this set.

D&D Cartoon reunion

Oh Shelia

I said I did not watch the D&D cartoon much, but I was aware of it. I can't help but wonder if the red-headed girl with a penchant for wearing purple and hoods in 1983-85 didn't somehow influence my red-headed witch with a penchant for purple dresses and black hoods in 1986?  I honestly can't say.

In fact, I did even think about it until I scored this D&D Cartoon "kids" book at my local game auction.  It is called "The Witch's Spell Book."

The Witch's Spell Book

The basic plot is you have the Golden Wood by finding Agnes the Witch's Spell Book. For reasons, only Shelia can read the spell. You would think Presto, but no it is Shelia. 

Now not to go out on a limb too far, but those that make Shelia an initiate witch?  It would in my games. She is 13 in the show, the age witches often "hear the Call of the Goddess" in my game worlds. (BTW this is what makes Larina special, she heard the Call at age 6.)

But sadly I don't get to add Shelia to my War of the Witch Queens yet. But all is not lost thanks to Hero Forge!

HeroForge Shelia the Thief HeroForge Shelia the Thief

I could get the print from HeroForge and for the Invisible Sheila download the STL and print her here at home in clear resin.  Like I did for my "Ghost" of Aleena.  Click on the pictures above to buy your own from HeroForge.

Aleena

I think we have some clear blue resin still.

If Shelia has a theme song then Aleena should too.  It kinda works. Or maybe this one, if I go with the idea that she was a blonde. At least the timing of all three is right for me. 

So that only leaves a question for me.  Should I introduce Shelia to my War of the Witch Queens campaign?  I might need to revisit the dual classing or multi-classing rules from OSE Advanced.

They do all fit on my shelf rather nicely together.

Witches in the Realms of Dungeons & Dragons


Tuesday, July 19, 2022

Old School Essentials: Eddie and Chrissy

Old-School Essentials Advanced Fantasy Player's Tome
Stranger Things is still making news and dominating all sorts of geeky-related culture and I think that is great.  While I do agree that Saddie Sink, aka Max, got absolutely robbed of an Emmy nomination this year, I am enjoying all the love that Joseph Quinn and Grace Van Dien, the ill-fated Eddie Munson and Chrissy Cunningham are getting online.

Spoilers for Stranger Things Season 4 follow.

Eddie is the metal-loving, D&D playing, "super-senior" and head of the Hellfire Club.  Chrissy is the popular cheerleader who goes to Eddie to look for drugs to help stop the visions she is getting.  Their few moment of screen-time have prompted the Duffer Brothers to come out and say they regret killing both characters because their chemistry was so good. This has led to the Internet's newest "ship" of Eddie/Chrissy, known online as #eddissy or #hellcheer.

Grace Van Dien has been on her Twitter account and is a huge #eddissy fan. 

It's cute. The metal head and the cheerleader find common ground and even become close. Hell back in, oh about the exact same time, I remember talking to a classmate when we were both outside of our high school social structures and I was very surprised and very pleased that this cheerleader I barely knew had such excellent taste in music (from my point of view).  Certainly opened my young eyes.

So yeah. I am not much of a shipper these days, but this is fun.  Then I got to see this artwork.

Well. Eddie and Chrissy might have fallen to Vecna/#1/Henry in Hawkins, but that doesn't mean a D&D version of them didn't survive somewhere!  So here they are for Old School Essentials - Advanced Fantasy.  And since I just got back from the Bristol Ren Faire I have some ideas. 

Chrissy Cunningham
2nd level Human Acrobat
Chaotic Good

STR: 12
INT: 16
WIS: 12
DEX: 17
CON: 11
CHA: 16

HP: 6
AC: 7
THAC0: 19 [0]

Saving Throws
D: 13 W: 14 P: 13 B: 16: S: 15

Acrobat Skills
CS: 88 FA: 25 HS: 15 MS: 25 TW: 65

Eddie Munson
3rd level human Arcane Bard*
Chaotic Good

STR: 14
INT: 14
WIS: 13
DEX: 15
CON: 13
CHA: 17

HP: 13
AC: 7
THAC0: 19 [0]

Saving Throws
D: 13 W: 14 P: 13 B: 16: S: 15

Powers
Bard skills, Lore, Spell Casting*

*Druid spells don't really fit Eddie, so he is getting Magic-User spells instead. The Arcane Bard from Carcass Crawler 0 is a better fit.

Bard Skills
CS: 79 HN: 1-3 PP: 30 RL: 60

First Level: Charm Person, Shield

--

Based on the wonderful art from JC above, this version of Eddie and Chrissy are street performers by day and thieves by night. I imagine they come into a town Eddie plays while Chrissy dances for tips all the while scoping out the locals.  They try to steal only from the very rich and corrupt. It usually doesn't take them long to figure out who their mark will be.  

They are not evil, so they steal what they can and give most of it away to the needy, keeping a couple of choice items for themselves. They also keep enough from their take and tips to live a comfortable, if nomadic lifestyle.

Since these characters are in OSE-Advanced, I might make them "blink and you will miss them" NPCs in my War of the Witch Queens campaign. I am going to say they have a small apartment above the tavern they perform at in the town of West Haven.  Here they just perform, no theft.

Thursday, July 14, 2022

Trailer: The Lord of the Rings: The Rings of Power

I am a huge "Lord of the Rings" fan.  

I reread the trilogy and the hobbit every couple of years, and I always find new enjoyment. I have read and re-read The Silmarillion a couple of times now and I think it gets better each and every time.  I have enjoyed his unfinished tales, I loved The Children of Húrin, and I have been dying to start The Fall of Gondolin.

Small part of my Tolkien collection

I have all the Lord of the Rings movies and yes I did rebuy them each and every time they were released on a new medium, DVD, Blu-Ray, and Ultra HD Blu-Ray.

So I am a fan.

And I am REALLY looking forward to seeing Amazon's new The Lord of the Rings: The Rings of Power.

I cannot adequately describe what it is like to see the Two Trees after only seeing them forever in my thoughts. Reminds me of the line from Stairway to Heaven. "In my thoughts, I have seen, rings of smoke through the trees, and the voices of those who stand looking."

I love the Harfoots as proto-ish-Hobbits. I think Morfydd Clark will make a FANTASTIC Galadriel.  People complaining about Galadriel wearing armor and fighting obviously know nothing of her history. Before she turns into Cate Blanchet she was a warrior, a rebel and who was the "only woman to stand tall in those days" according to the Unfinished Tales and Silmarillion. She has a dark past full of murder and war.  

We have Pharazôn, before he becomes the last King of Númenor. No word yet on whether or not Annatar will appear, but I am betting he will. In fact. I am sure of it.  No word on Fëanor though. 

Yes, there are certain liberties being taken.  But that is the nature of storytelling and I am fine with it.

But yes. I am really looking forward to this.

Tuesday, June 14, 2022

Happy Birthday to Me!

Yesterday was my Birthday!

 My oldest spent his day off smoking ribs and brisket for me.

Smoked Meats!Smoked Meats and a potato

My youngest made me a strawberry pie with strawberries picked from my wife's garden.

Strawberry Pie

I also picked up some D&D-related gifts for myself. A Hellfire Club t-shirt (from Stranger Things).

Hellfire Club t-shirt

Custom Skylla figure

And a 6" custom Skylla figure.  She looks pretty good with the rest of my Skylla figures and minis. 

Skyllas

I got some other stuff too. A new hard drive for my computer project. A new Dremel for various projects around the house.

Speaking of computer projects, my new one is taking a bit longer, but I am getting there. Had to remove the old CRT faceplate so I can replace it with an LCD.

TRS-80 Computer rebuild

Still debating which OS to go with on this one.  I kinda want to go with Ubuntu Linux.  My CoCo uses Debian Linux, but I am betting I'll have the processing power to go with Windows.  Either way, I really want a program language IDE on it. Maybe Python.

So Happy Birthday to me!