Showing posts sorted by date for query vampire queen. Sort by relevance Show all posts
Showing posts sorted by date for query vampire queen. Sort by relevance Show all posts

Wednesday, July 2, 2025

Witches of Appendix N: Robert E. Howard, Part 1: Conan

Weird Tales - A Witch Shall Be Born
Cover by Margaret Brundage
 Of all the authors listed in Appendix N, few loom larger than Robert E. Howard, creator of Conan the Cimmerian and father of sword & sorcery as we know it. Howard’s blend of grim heroism, lost civilizations, black magic, and fierce women has shaped the DNA of Dungeons & Dragons more than most give credit for.

So much so that I need to split his contributions into two posts. There may be three by the time I am done. That is how much of a footprint Howard and Conan left in D&D and other RPGs.

Witches were very much part of Conan's Hyborian world. Witches are mentioned and alluded too, but rarely seen, save for the ones mentioned below. 

So today, for the Witches of Appendix N, let’s journey into the Hyborian Age and meet some of the women who wielded magical power in the world of Conan.

Salome: A Witch Shall Be Born

Howard’s most explicitly witch character is Salome, the titular witch of A Witch Shall Be Born (Weird Tales, 1934). A sorceress and twin sister of the noble Queen Taramis, Salome is the archetype of the evil twin usurper. She commands dark forces, imprisons and tortures her sister, and rules in her place through cruelty and bloodshed.

Salome is described as consorting with demons and sorcerers in her youth, and her magical power is seen in how she influences, manipulates, and brings ruin to a kingdom. She is every inch the pulp sorceress, beautiful, deadly, and corrupted by ancient evil. She was promiscuous where her sister Taramis was chaste, moral, and innocent. In the 1930s, this was akin to evil.

Sarah Douglas (who I'll be talking more about tonight) played the movie version of her, now named Taramis, in Conan the Destroyer. Did all that torture finally break poor Taramis, and she became more like her twin sister? (No, I know the producers didn't want her to be named Salome.)

Salome (and Taramis) have sparked a lot of imaginations, not just the Sarah Douglas movie, but also comics. These two images show the evolving look of Conan from the pulp days to modern comics. 

A Witch Shall be Born by Hugh RankinA Witch Shall Be Born by John Buscema

Honestly, that John Buscema art might be one of the most famous pieces of Conan art ever produced. 

I have even used Salome in my own games, after a fashion, when developing a few of my Witch Queens. 

Tascela: Red Nails

In one of Howard’s best Conan stories, Red Nails (Weird Tales, 1936), we meet Tascela, a woman of ancient Stygian blood, still alive centuries after her time. Like Salome, she is both queen (well...called a "Princess of Tecuhltli") and enchantress. Tascela’s sorcery is tied to life-draining rituals and forbidden rites. She maintains her youth and beauty by absorbing the life force of others, literally sacrificing maidens and children to keep herself young. Valeria is a lot of things, but I never got "maiden" vibes off of her. 

While not explicitly called a witch (except as an exclamation), her power is subtle. She appears regal, composed, but with an air of the perverse and profane. She leers at Valeria throughout the tale. Obviously, in the way a cat does a mouse, but there is a not-so-subtle sexual dimension to it all. Like Salome, Tascela is a witch and morally corrupt. Also, not a very subtle message. 

Tascela’s magic has an Aztec flavor, marked by blood, sacrifice, death, and timeless horror. While "witch" is good, she is more likely some sort of profane necromancer. 

Red Nails Animated
From the unfinished "Red Nails" animation, designs by Jim Stenstrum

Special Mentions

Witches and Wizards: Black Colossus

We meet the wizard Natohk, and "Vampires were abroad that night, witches rode naked on the wind, and werewolves howled across the wilderness."

Zelata and Akivasha: The Hour of the Dragon

Old Zelata admits she is a witch when she first meets King-in-exile Conan.  Unlike many of the other witches, sorceresses, and spellcasters, Zelata actually helps Conan out. She is also helpful in uncovering the Heart of Ahriman. 

Though not called a witch by name, Akivasha, the Stygian princess turned vampire from The Hour of the Dragon (1935–36), is one of the most enduring witch-like figures in Howard’s canon.

Akivasha is undead, beautiful, and incredibly dangerous. Her vampirism is not accidental or cursed; it is the result of necromantic sorcery meant to preserve her youth and power. She resides in the depths of an ancient dungeon and attempts to seduce Conan, not just with charm but with supernatural influence.

“I was a princess in Stygia... more than a thousand years ago... I was beautiful, and I would not fade. So I went into the shadows to cheat age with dark magic. I became... what I am.”

Howard describes her as cold and radiant, her beauty somehow terrible. She evokes the kind of ancient magical evil that remains alluring even as it damns. Or as I always say, "Evil always looks sexy."

An aside. There are lots of Stygian witches here.

Conan's Long Shadow

Without a doubt the Conan stories of Robert E. Howard are fundamental to the foundations of D&D and RPGs in general. Conan is the quintessential adventurer. Penniless one day, rich beyond dreams the next, penniless again. He ranges far and wide, he battles monsters, sorcerers, and entire armies.  He is as much a part of D&D as Gandalf and Bilbo.

It is no shock that there have been so many Conan and Hyborian/Hyperborian RPGs out there. I could talk about them all here, but that is a better topic for my Fantasy Fridays.

Given this, I do find it a little odd that witches were not a more prominent part of D&D. I suppose it has been up to me to fill this gap.

No "Conclusion" today, I have Kull and Solomon Kane to deal with next, and maybe a third post on Howard's contributions to the world of RPGs beyond just witches. 

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. 

Thursday, February 13, 2025

In Search Of...Drelnza, Iggwilv's Treasure

Drelnza, Iggwilv's Treasure
Drelnza holding Daoud's Wondrous Lanthorn aloft.
Art by Jeff Easley, 2012.
My son is getting ready to run Module S4, The Lost Caverns of Tsojconth, one of my all-time favorite adventures. And as it turns out I recently re-acquired my original S4 from my old DM's collection. So I have that, the 5e version from Quests from the Infinite Staircase, the 3e extension, and other variants so I am well prepared to help him out.

Then he asked about Drelnza.

Of course I know who she is in the context of this adventure. I know who she is in relationship to Iggwilv, but beyond that...there is just not a lot about her. So I set out to discover more. Was she once a Lawful Good Paladin? Who was her father? How did she become a vampire? I might not be able to answer all these questions, but I will give them a try as I go In Search of Drelnza, Iggwilv's Treasure.

In Search Of...Drelnza, Iggwilv's Treasure

What can we say we know for certain?

Drelnza (sometimes Drelzna) is a vampire found in the spherical chamber guarding Iggwilv's stash of magical treasure. 

She is called "Iggwilv's Treasure" and is her daughter. Whether that is a biological daughter can be debated.

 She is a standard vampire in the original S4 for AD&D 1st Ed. In later editions, she gets a few upgrades, including fighter (or Samurai) levels and a really powerful sword (named "Heretic").

What is tantalizing about her is how little we really know. 

From reading the original Winter Con V version of the adventure, we do know that she was originally just a "vampiress lord" sleeping on a stone slab, a bit like Sleeping Beauty, and designed to catch the characters and players off guard. It is a ruse that is only likely to be used once and lampooned in the later Castle Greyhawk adventure "Temple of Really Bad Dead Things."

Outside of that, there is very, very little about her in the adventure itself. However, I have learned that on Oerth-Prime, she was killed by Melf.

Drelnza - Quests from the Infinite Staircase
Drelnza's Life and Unlife

Nearly nothing is known here. We have one tidbit of information, though. The warlock Mary Greymalkin is the daughter of Drelnza and an Eladrin. This makes Mary the grand-daughter of Iggwilv. Something I should explore more. 

According to the Dastardly Decimal System Podcast, Drelnza was a warrior Princess. I like the idea of her being something akin to Xena. 

In any case, she must have had Mary while she was young, which means she is not a very old vampire at all.

Who's Your Daddy?

Gary never confirmed, or even really knew, who Drelnza's father was. He firmly left that in the hands of the players to decide in their own games if they ever felt the need.  According to Dragon Magazine #336 (October 2005), Drelnza was born between 481 and 491 CY. But this seems really late into Iggwilv's rule of Perrenland and not long enough ago to be "centuries" since Iggwilv was last seen. Reminder the "current" year in Greyhawk is considered to be 591 CY.  

In the article "History Check: The Iggwilv-Graz’zt Affair" from Dragon #414 it is stated that her father is still unknown and she might be the only being in the multi-verse Iggwilv ever truly loved.  So I'd like to think she was born early enough in Tasha's/Iggwilv's life when she was still capable of loving someone. 

Let's say that Iggwilv conquers Perrenland with her undead army in 481 CY. She is a Queen, but she needs a general, and who better to be a general of her undead army than her own vampire daughter, who also happens to be an excellent fighter (or even paladin/anti-paladin). 

So, her exact date of birth is really in question (by me), but honestly, I would push it back to the 460s or even the 450s. This would give Drelnza time to grow into a woman, have her own child (Mary), and then get turned into a vampire, likely something caused by Iggwilv herself. 

As for her father, there are many interesting prospects here. Let's look at them one by one.

Graz'zt

He has been the father of Iuz since his time with Iggwilv, but it is almost universally agreed that he is not the father of Drelnza.

Mordenkainen

Now here is an interesting idea. I like the idea that Iggwilv, maybe when she was still known as Tasha, and Mordenkainen having an illicit affair resulting in a daughter. The basic trouble here is one of timing. Back when Iggwilv/Tasha was young she had not met Graz'zt yet and it widely held that Iuz is older than Drelnza. Unless Drelnza is older, but was turned into a vampire and the age refers to her "living" age. Still...the timing is not exactly right. 

Tasha and Mordenkainen

Ok. So not Drelnza's father, but maybe there is another child out there where Mordy and Tasha are the parents. Maybe this is the origin of the "Son of Pohjola" who she gave birth to on an alternate Earth?

Orcus

This is who I went with when I created the Noidan Tytär, or the Daughters of Iggwilv. However, I think I will stick with this for Iggwilv's Nine Daughters. I feel less inclined these days to make Drelnza among their number. This means Noidan Tytär, Iuz, and Drelnza are all half-siblings.

Tsojcanth

We also don't have many details on who Tsojcanth was. The ever-helpful OSR Grimoire features a bit of an interview with Gary about Tsojcanth, stating he was a powerful wizard, and almost certainly Good and human. This contradicts what is presented in Iggwilv's Legacy: The Lost Caverns of Tsojcanth. I am more inclined to go with Gary's notion that Tsojcanth was human and good if not Lawful Good. The "fiend" Tsojcanth feels lazy and dull to me. Not to say he was not corrupted later on, but it still feels lazy. Plus it just means that Tsojcanth is the same as Iuz, only instead of Graz'zt and Iggwilv it is Fraz-Urb'luu and Vilhara. Even down to the imprisoning. No. We can do better. 

I am more likely to go with Tsojcanth dying and Fraz-Urb'luu pretending to be Tsojcanth turned evil.

So let's say Tsojcanth was a lawful good wizard. Iggwilv in her search for more power seduces and corrupts him (she is evil, after all) but there is an unexpected consequence; Drelnza. Drelnza becomes a fighter, no, a lawful good Paladin, until Iggwilv twists her into her "treasure" and makes her a chaotic evil Anti-Paladin Vampire.

I like it. It is evil, devious, and filled with tragedy. 

BUT the dates don't work here either since Tsojcanth was also supposed to have been dead for centuries. 

Lerrek

One last choice comes from The Oerth Journal. In Issue #13 Lerrek (and sometimes "Lerrik") is mentioned as the father of "Drelzna." According to author Andy Seale (aka Fallon, Ranger-Sage of the Vesve), Drelzna was born in 453 CY. 

Now this is from a fan publication, but the Oerth Journal has some weight behind it, and in the absence of other details we might as well use it. 

Given her two "birth" years, I am going to say she was born in 453 CY and turned into a vampire between 481 and 491 CY. That 453 CY works well with my own thoughts on when she should have been born. 

Drelnza's Character sheet

Ultimately, I guess it doesn't really matter who Drelnza's father was. The more important relationship is between her and her mother Iggwilv.

In the current state of things, Iggwilv is shedding her past to become the new Arch Fey Zybilna, and her alignment is drifting from Chaotic Evil to Chaotic Neutral. I guess we all slow down as we get older. While it is often stated that Iggwilv truly loved her daughter, I don't think there would really be a joyous family reunion even if Drelnza had somehow survived. 

Still. I would like to say she did somehow and is still out there somewhere in the Multi-verse. Is she searching for her mother? And if so what will happen if they meet up again after so many years apart?

Sounds like something I might want to run someday.

Drelnza welcomes the characters to Iggwilv's treasure room

Links


Drelnza sleeps


Wednesday, December 11, 2024

Larina Nix, The Witch for ShadowDark on Witchcraft Wednesday

 So, I suppose it goes without saying that when I made a witch class for the ShadowDarkRPG, I was going to try out my own witch to see how it worked. I mean, this character is my litmus test for anything witch-like.

Like many of my other books Larina is featured in the book, but no stats. Also, like many of the books, she is featured on the cover, only this time, the art I chose already existed.  Javier Charro is the artist, and his work has been sitting on my hard drive for a while, waiting for the right project.  I mean, it is rather perfect, to be honest.  Since I have given you all the stats for Esme and Amaranth, I figured Larina should also be featured.

Larina Nix for HeroForge

Larina Nix

Who is this "Larina?" Is she the same one I use in D&D or is she different? Well, yes and no.

My conceit here is that the original AD&D Larina, with brown eyes (thankyouverymuchVanMorrison) died while battling a vampire. And by dead, I mean dead-DEAD. Witches in my games do not have access to Raise Dead or Resurrection, AND they can't have those spells cast on them. So when a witch dies, she is dead. BUT she can be reincarnated.  The original Larina died, but she was reincarnated. She next appears as a precocious 6-year-old witch in my AD&D 2nd Ed Complete Netbook of Witches and Warlocks" and as an adult witch in my 3rd Edition games (same character), she also appears as a witch in my WitchCraft/Buffy games. They all share some similar memories and at age 25 they can contact their other selves. There is a multi-verse of Larinas out there now, one for every game I ever play.

This Larina is high-level (for ShadowDark), and she works with Esme and Amaranth. 

Larina Nix from Baldur's Gate 3
Larina Nix

Ancestry: Human
Class: Witch 10th level (Witch Queen)
XP: 114
Alignment: Lawful 
Deity/Patron: Niceven and Baba Yaga
Background: Arcane Library
Familiar: Flying Cat ("Cotton Ball")

Str: 9
Dex: 11
Con: 11
Int: 17
Wis: 17
Cha: 18

Weapon: Broom staff, dagger
Gear: Crawler kit, 1 week of rations, 1 week of tea, cat treats (to supplement Cotton Ball's hunting), Book of Shadows, athamé.
Magic items: Bracers of Defense +1, Broom of Flying, Cloak of Night, Cingulum +3, Hat of Focus-Spellslinger 

HP: 36
AC: 15

Languages: Common, Elven, Diabolic, Celestial

Talents
Human: +2 to Charisma
1st level: Additional Tier 1 Spell
3rd level: + 1 to Occult Spellcasting rolls
5th level: Patron Favor, +1 to any die roll once per rest
7th level: Additional Patron
9th level: Learn additional Tier 5 Spell

Patron Boons: Learn 1 Tier 1 Wizard Spell, Learn 1 Additional Occult Spell

Spells
Tier 1 (4+1): Charm Person, Feel my Pain, Glamour, Häxen Talons, Mage Hand
Tier 2 (3): Call Lightning, Light as a Feather-Stiff as a Board, Blink (Ritual)
Tier 3 (3): Bestow Curse, Coven's Calling, Danse Macabre
Tier 4 (2+1): Ball Lightning, Fear, Witch's Cradle 
Tier 5 (2+1): Cry for the Nightbird, Phantasmagoria, Ward of Magic

Tier 1 Wizard: Burning Hands

One of ShadowDark's greatest features is its ability to generate characters quickly. I have about five or six different ShadowDark versions of Larina on my desk; each one was made to test something different. 

It is interesting (to me at least) that while I often picture her as wearing a cloak and hood, like on the cover of The Witch, the art I am using here has her in a witch's hat.

Yeah, I would play this version of her, but I am discovering that 10 levels feel a little limiting to me. Granted, those are the prime adventuring levels, but I have been pouring over characters from my past and remember how much really high-level play we used to do back then. 

The Witch and Larina's mini and character sheet

I certainly have some to explore with this game.

Monday, October 28, 2024

Review: Expedition to Castle Ravenloft (3.5)

Expedition to Castle Ravenloft 3.5
Near the end of of the life cycle of D&D 3.5 people were beginning to suspect that a new edition was on the way. They were not wrong, but before that happened we saw some changes in the adventure format from Wizards of the Coast. Certainly a trend to more tactical maps. These last few adventures were all mostly re-visions of some of the classic adventures of old. Castle Greyhawk, Queen of the Demonweb Pits, Undermountain, and of course, Castle Ravenloft.

Expedition to Castle Ravenloft (3.5)

2006. by Bruce R. Cordell and James Wyatt. Based on Ravenloft by Tracy and Laura Hickman. Cover art Kev Walker. Interior art, Dave Allsop, Kalman Andrasofsky, Ralph Horsley, William O’Connor, Lucio Parrillo, Anne Stokes, and Eva Widermann. Cartography Jason Engle, Kyle Hunter. 224 pages.

For this review I am considering my PDF and Print on Demand copies

It is not a new edition of D&D unless we have new take on the classic Ravenloft. This adventure sees Ravenloft back in it's original home; not just in terms of the adventure published by Wizards of the Coast after Sword & Sorcery Studios license, but Castle Ravenloft, divorced from the Demi-Plane of Dread. This is the 3.5 revision of the original adventure.

Like the original I6 Ravenloft adventure, this adventure plunges players into the cursed land of Barovia, a realm dominated by a bleak atmosphere and ruled by the vampire lord Strahd von Zarovich. Adventurers take on the daunting mission of navigating Castle Ravenloft, confronting Strahd, and ending his sinister reign over Barovia once and for all.

The revamped (heh) Expedition to Castle Ravenloft expands on the original with enhanced encounters, new rules, and a more comprehensive campaign that immerses players in Strahd’s haunting domain. The new encounter system of 3.5 takes up the later half of the book, but makes it easy for DMs to plan out how they want to do their encounters. Given we are on the eve of 4e, this means which minis to grab and which maps to use.

The adventure is expanded into a mini-campaign of sorts. And really, that has always been one of the strengths of this adventure; its ability to do more. The adventure can cover 20 sessions, raising characters from 6th level to 10th or broken up into smaller sessions. It can even be run exactly like the original adventure as a straight forward 1 or 2 sessions of "Find the vampire and kill it."

While that is a great bit of flexibility for the adventure, I already did that back in the 1980s. It would be a shame not to use all the new great material here that Cordell and Wyatt (two excellent designers) have done here. There are new antagonists and new locations to explore. 

Barovia itself is a character in this module: a mist-laden, gloomy land filled with mystery, danger, and spectral beauty. Players are encouraged to explore its towns, ruined abbeys, and dense forests, meeting unique NPCs who add depth and lore to the journey. The encounters are varied and challenging, balancing tense dungeon crawls with narrative-driven encounters that test both the characters' skills and the players' wits. And then finally getting to Castle Ravenloft itself. A locale that has lost none of its "charm" over the years. 

We still have the Fortunes of Ravenloft here, among other classic notes expanded for this new adventure. And like the original, Count Strahd von Zarovich is front and center. Not just in the adventure but in the book as well. 

I have played and run the original Ravenloft many, many times. I honestly think this version is rather fun. It stays true to the original while updating the adventure is good AND providing more adventure as well. It is rare when a "remake" can improve, but this one does.

Even if I were to run Ravenloft again under the 1st or 2nd Ed of AD&D, I would still import ideas from this version to those, especially all the locales around the castle and in Barovia. The original adventure kinda just drops you in (not a big deal, works fine) but this one gives you more land to explore, more people to interact with. 

Strahd is still awful, tragic, powerful and one of the more interesting villains in D&D. Castle Ravenloft is still wonderful to explore filled with dangers both obvious and hidden. 

The art is amazing, and really the views of Castle Ravenloft alone in both art and maps makes this must have for any fan of the adventure. 

The adventure/book is divided into five major sections, four chapters and an Appendix.

Chapter 1 covers Adventures in Ravenloft. An overview of what one should expect to see (or do since this is a Dungeon Masters' book) in the area. While the demi-plane of Ravenloft is not used here, there are area affects due to Strahd and his evil.  This also features our first encounter areas.

Chapter 2 the Village of Barovia covers D&D's own "Hammer Hamlet." 

Chapter 3 details the Lands of Barovia. We have more encounter areas here and our "Fortunes of Ravenloft" options.

Chapter 4 is Castle Ravenloft itself.

The Appendix details some new feats, a new spell, and various magical items.

About the Print on Demand

Of all the Print on Demand products I have bought, this one might be one of the very best. It is the "Hardcover, Standard Color Book" option and it compares very well to the off-set printing ones of the same era. 

Expedition to ... PODs

The pages are crisp and easy to read. The binding is solid.

Ravenloft's Strahd


Ravenloft pod

I am pretty sure the idea to divorce Ravenloft: The Adventure from Ravenloft: The Demi Plane was a.) to get a new generation into the adventure in it's "original" form, and b.) maybe part of their larger plans for it moving away from 3.x to 4e. But I have nothing to back that up.

This is a great adventure by all accounts for D&D 3.x. It has everything the original AD&D adventure had and more.Maybe it is my "nostalgia goggles" (as my son would say) but I still prefer I6 Ravenloft.

This adventure also marks the end of the 3.x Ravenloft line. Next time we meet in the Land of the Mists it will be under 4th Edition D&D rules.

Wednesday, October 2, 2024

Review: I6 Ravenloft

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

I6 Ravenloft

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

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

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

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

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

Quite well, really.

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

Wednesday, April 24, 2024

#AtoZChallenge2024: U is for Universe

 Often times the campaign settings of Dungeons & Dragons are known as "worlds." If there are multiple worlds then there must be a Dungeons & Dragons Universe. 

So what are these worlds, and where do they come from?  My "map" below features the names of the worlds, so when I talk about them below, I'll go by the "Campaign Setting."
 
The Universe

Let's start with the three "Core" worlds and work our way out.

Greyhawk (Oerth)

Greyhawk was one of the first campaign settings released. It was certainly the first full setting. Blackmoor, created by D&D co-creator Dave Arneson, was published first, but it was never a full world. Both Greyhawk and Mystara would later adopt different versions of Blackmoor for their own world. The World of Greyhawk setting takes place on the world of Oerth and was the home setting of Gary Gygax.

Greyhawk is often considered to be the core D&D world for 1st Edition AD&D.

Forgotten Realms (Abeir-Toril)

This is the world that most people are familiar with. It got its start during the end of 1st Edition but really grew in popularity during AD&D's 2nd Edition. It only got bigger during 3rd edition and today is the setting of the insanely popular Baldur's Gate 3 video game.

Created by Ed Greenwood as a place to set tales of his own invention. He later sold it to TSR for D&D after spending years writing for Dragon magazine.

I have spent all year talking about the Realms and I really enjoy them. 

The "world" of Abeir-Toril, is really two worlds that exist in the same space just shifted. It's weird and its fun and I really love it. I am going to spend some more time talking about it here.

Kara-Tur, Al-Qadim, and Maztica

These are all larger settings in the world of Toril in the Forgotten Realms. Kara-Tur began as part of the World of Greyhawk (in theory), but it was later moved here.

Dragonlance (Krynn)

The world of Krynn is home to the Dragonlance Saga introduced in AD&D's 1st edition as part of the so-called Hickman Revolution. Created by Margaret Weis and Tracy Hickman it was TSR's first attempts at epic storytelling. It had adventures, books, novels (especially novels!) and even a movie. Ok, lets not talk about the movie.

Krynn is often depicted as being very removed and remote from all the other worlds and fiercely guarded by its gods. I put it closer to the core because of the importance it has to D&D's history.

As we move out to the rim worlds, as Star Wars or Traveller might call them.

Mystara

The world and campaign setting of Mystara was introduced with the Basic/Expert sets known as "The Known World."  It could have been a core world, but I wanted to limit it to just three.

Hollow World and Red Steel

These are two larger settings for Mystara. Mystara is a hollow world with people and creatures living on the inside! I have also included Birthright with Mystara.

Mystoerth

This is totally cheating. Mystoerth is my camping world that combines Mystara and Oerth. It's my map, I get to make the rules. My world also includes Kara-Tur, Blackmoor, and an Al-Qadim/Dark Sun/Necropolis mix.

Urt

Urt was the name Frank Mentzer gave for the world of the BECMI set before it was renamed to Mystara. In his vision, Urt was akin to Oerth. Also, Urt was not hollow but a living planet! There are gates between Urt and Oerth but not between Urt and Mystara.

Athas

This is the world of Dark Sun. This is a desert world ravaged by magical despots.  Everyone has some level of psychic powers, and the world is brutal. I have not talked much about it, but I have stolen a lot of ideas from here.

Eberron

This world was developed by Keith Baker for a setting search conducted by Wizards of the Coast for 3rd Edition. This world has some similarities to the other worlds. Low-level magic is common, but higher-level magic is much rarer. There is also a steam-punk feel to it. 

Kingdoms of Kalamar (Tellene)

This is one of the non-TSR/Wizards of the Coast worlds on my list, but due to the working relationship between Wizards and Kenzer & Co. There have been 1st and 3rd Edition versions, with the 3rd Edition published by Wizards of the Coast.

Theros

This world is from Magic: The Gathering and added to Dungeons & Dragons 5th Edition. It is a rather fun mix of Greek and Roman myths.

Golarion

This is the world of Pathfinder. While early versions were part of D&D 3rd edition, it became the home to Pathfinder 1st and 2nd Edition. 

Exandria

This is the world of the Campaign setting of Critical Role. It began as a D&D 4e world, switched to Pathfinder, and finally D&D 5e. The books published for it are all D&D 5e. 

It is between Golarion and the Core Worlds because they share some gods. 

Aihrde

Aihrde is the world of Troll Lord Games' Castles & Crusades. It shares a gritty feel with Oerth and the fact that Gary Gygax contributed to it in the last years of his life. As I have said many times, Castles & Crusades is really the spiritual heir to Advanced Dungeons & Dragons.

Thuerin

This is my oldest son's campaign word. This is my blog, so I get to include it! It has heavy Lovecraftian influences and Gods from both Oerth and Toril.

The Missing Worlds

Some worlds are not on my map above because they do not fit the general idea of a world but are campaign settings.

Ravenloft is my favorite campaign setting, but it is an extra-dimensional pocket accessed from all worlds. It has no world to call it's own.

Planescape deals with the "Outer Planes" of existence where alignment, ethos, and philosophy are all important. 

Spelljammer is...well D&D IN SPACE! The 2nd Edition rules had your characters using "Spelljamming" ships that moved through the phlogiston of space. In D&D 5th Edition, the phlogiston is still there, sort of, but now your characters travel the great Astral Sea. 

My map above was made with my limited knowledge of Spelljammer. I was not trying to replicate anything, but something I could use in SJ if I wanted. 

All these worlds allow access to the other worlds. Though Ravenloft is more like a "Hotel California" characters can get in, but they can't get out.

Other ways for people to travel to these other worlds are by gates and at least one special place. A while back, I suggested that the infamous Temple of Elemental Evil exists in all worlds simultaneously. You can go in but never be sure of where you will come out. Also, my own Tomb of the Vampire Queen has many unstable portals to many worlds.

There are many, many more worlds out there. I have not included them all, but I could have included a dozen more, and that is not counting all the ones I know about. 

It doesn't even count the newest one I have been playing around with, Oestara, which is a reflection of my own Mystoerth world. I don't have anything on that one just yet. 

Tomorrow is V day, and of course, I am going to talk about Vampires.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


Saturday, April 20, 2024

#AtoZChallenge2024: R is for Ravenloft

Ravenloft
 This has been a favorite feature of my A to Z posts over the years, with two of my earliest A to Z posts covering the same topic.

One would think I didn't have any more to say, but those are just two of 56 posts I have here about Ravenloft (soon to be 57). But yet here I am with more to say.

What is Ravenloft?

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

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

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

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

And there were the iso-morphic, 3D looking maps, that helped give perspective to many levels of Castle Ravenloft. 

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

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

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

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

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

I even got my original module from 1983 signed by Tracy Hickman.


This adventure was so popular that it spawned a sequel, Ravenloft House on Gryphon Hill and an entire campaign setting.

Ravenloft: The Setting

I mention that in college, I played AD&D 2nd Edition. The biggest selling point of AD&D 2nd ed was the campaign settings. There were a lot of them. Too many. But my favorite was Ravenloft. They took the events of the 1983 adventure and built an entire world around it with people, magic and lots of horror monsters. It was Gothic horror, to start with, but soon expanded into other realms of horror using the AD&D 2nd Ed rules. Not always a perfect fit, but I made it work.

It even expanded it to Earth in Ravenloft: Masque of the Red Death

It has been so popular that it is one of the few settings to see publication across all five major editions of D&D.  4th Edition made some changes, as did 5th Edition. But that is all within the same vein (so to speak) as all Horror movies, and Dracula in particular, get reinterpreted to fit the times better. Horror is always about what people in the here and now are concerned with. Ravenloft follows suit.

Ravenloft across the editions

Ravenloft has been listed as one of the greatest adventures of all time and Strahd as one of the greatest D&D villains ever. 

I have run this adventure many times under many different rulesets, and it has been a blast every time. 

Even if I am not playing D&D, I return to this adventure and this setting. 


Tomorrow is Sunday, so a break from A to Z, but not my posting. I will cover Dungeons 7 Dragons 4th Edition.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


This is also my next entry of the month for the RPG Blog Carnival, hosted by Codex Anathema on Favorite Settings.

RPG Blog Carnival


Friday, April 19, 2024

#AtoZChallenge2024: Q is for Queens

 I have an inordinate amount of Queens in my games. I am going to talk about two groups in particular, the Vampire Queens and the Witch Queens.

Tea with the Witch Queens by Brian Brinlee
Tea with the Witch Queens by Brian Brinlee

Both groups are near and dear to my heart and make up a lot of my game worlds' backgrounds.

The Vampire Queens

The vampire queens have a special connection to my early days of gaming. They are:

I have been using vampire queens in my adventures for as long as I can remember. I recall reading lurid tales of Erzsébet Báthory and watching movies like "Daughters of Darkness" and "Countess Dracula." I had worked on a very early vampire queen, who was going to be called "Miriam" thanks to "The Hunger" for my Ravenloft games (see tomorrow), but I kept coming up with so many ideas. Miriam is still out there, even if many of her aspects are now part of Darlessa. The non-vampire parts of Miriam survived as my Witch Queen Miriam

In truth I kind of use them all interchangeably, with some emphasis on Darlessa. As they have all evolved in my games, I am slowly sifting out which traits belong to which queen. 

Interestingly enough, both Darlessa and Xaltana are also both Witch Queens. Xaltana combines Iggwilv (a witch queen) and Drelzna her vampire daughter.  

The Witch Queens

While the Vampire Queens are here to challenge the characters as adversaries, the Witch Queens play a much different and far more wide-reaching role. 

This began as an idea of me finding and then stating up every witch ever mentioned in the pages of a D&D or related game. The premise here was that every 13 years the witches of these worlds would meet in one place to discuss what they are up to in their worlds and plan to generally stay out of each other's way. The gathering, known as the Tredecim, became a big part of my games. At the Tredecim, the 13 ruling witches then choose a new High Witch Queen to serve over the next 13 years.  In my campaign, War of the Witch Queens, the then-current High Witch Queen is murdered before a new one can be chosen. This sends the witches into war against each other, but due to their pacts with Baba Yaga, they can't outright fight each other. So, all their worlds get dragged into the conflict.  This includes the characters.

The characters learn first that a once-in-a-century storm has destroyed their home, and they are refugees helping move their fellow town folk to a new home in East Haven. While their first obvious goal is to stop all the weird happenings going on in their own world, they discover these events are playing out across the worlds. To stop it, they need to stop the all-powerful Witch Queens, but to do that, they will need to discover who murdered the High Queen, how, and why.

Since I started working on this and developing it more and more, I have gone over 13 Witch Queens and my planned 13 Adventures. I am using Basic B/X D&D as my rules of choice here, which limits the levels characters can achieve to 14. 

I am running it with my family now, but I'd also like to run it for a dedicated group someday.  I think for that I would take all the adventures I am using for it and edit them all a bit. 

If I keep the levels 1-14 then the obvious choice is D&D Basic B/X.  If I expand it all to level 20 then my choice will be Castles & Crusades.

Either way, I have a lot to look forward to!

Tomorrow is R Day, and I am going with the campaign setting I ran for all of the AD&D 2nd Edition era, Ravenloft.

OH? Like the art of my Witch Queens up there? The artist is Brian Brinlee and he has a Kickstarter of his new art book going on now! Check it out.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.