Here are the reviews for April for the Witches & Witchcraft Reading Challenge.
This month I only got a couple of books in. Been very busy with work and the A to Z Bloghop. But I got two quality books!
The Mist-Torn Witches Series by Barb Hendee
I took on the first two book of Barb Hendee's Mist-Torn Witches. I had heard a lot of good about this series and the author so they had been on my TBR pile forever. I am glad I finally grabbed them and got into them.
The books deal with sisters Céline and Amelie Fawe. Céline can see visions of the future and is a knowledgeable apothecary. Amelie is the younger sister and sees images of the past and is just as hand with a sword or dagger.
The Mist-Torn Witches (Book 1)
We are introduced to the Fawe sisters in their small home and shop. They have been orphaned but have been making well on their own. Tragedy strikes and sends them on the run. At the same time their emerging powers places them in deeper harm. They now are working for a prince that they don't know if they can trust and his lieutenant at arms (who has a shady past) to solve a supernatural murder.
I will admit this book grabbed me from the very, very start. I immediately liked Céline but Amelie might end up becoming my favorite before too long. There is some world building in this, but only enough to keep the plot moving. The characters are instantly compelling and Hendee gives you plenty of reasons to like them. The sisters are just coming into their powers, but even so there is an investigation here. Strip away the magic and the fantasy elements you have a compelling murder mystery here. I would LOVE to say I figured it out early, but I didn't. Oh the clues were there, but the mystery is very well crafted and you, like our main characters, will just have to figure it out as you go.
I also liked that while the girls are powerful, they can make mistakes and they have very human failings. There is a hint of romance here, but no awkward hook ups and no bending the rules of logic to get characters together. I will not spoil the end but if this were a movie it would pass both Bechdel test AND the Mako Mori test.
This is a great start to a series.
I am reviewing both the Kindle ebook and the Audible audio-book.
Witch Count: 2 (maybe 4)
Witches in Red (Book 2)
This book takes place soon after the events in book 1. Céline and Amelie are settling into their new lives when they are summoned to the castle by their Prince. A series of murders has been going on at his father's silver mine. Murders committed by men that become giant wolf-like beasts.
This is another supernatural-based murder mystery, but in addition to learning the who we need to learn the how. In this book in particular we see Hendee's deft skill and weaving a mystery plot, but also doing so with wry sense of humor. While this could have ended up as a fairly unimaginative pastiche of werewolf lore and "Little Red Riding Hood", it didn't. Not so much that it didn't do it is how well it didn't do it. Again we see some great character development here. Unlike the last book where the sisters were in survival mode, here they have a feeling of belonging that makes them want to help the Prince. It is a maturity. We learn more about the Prince's Lieutenant, Jaromir and he turns out to be just as interesting as I hoped.
As before the girls use their extraordinary sight to find the who is behind the killing, but that only gets them so far. Detective work and intelligence has to get them to their goal.
There is more world building here as well. We learn more about the world-travelling Móndyalítko, the gypsy-like "children of the world" and Céline and Amelie's bloodline.
I am reviewing both the Kindle ebook and the Audible audio-book.
Witch Count: 4
I should point out that Book 3 Witches With The Enemy will be out next week. Preorder if you can because this is a fun series.
Hopefully I will have a review of Book 3 up next month.
Books read: 10
Current Level: Maiden: Read 6 – 10 Witchy Books
Thursday, April 30, 2015
A to Z of Vampires: Zburător
Here we are at the end of our blogging challenge for another year.
Today let's return to the "home" of vampire legends and myths, Romania and pay a visit to the Zburător.
This creature is somewhat similar to an incubus, a male demon, but it is a vampiric spirit inhabiting a male body. It preys on young girls (particularly virgins) and widows. They always appear as stunningly handsome young men with dark eyes and black hair. It will find a woman and prey on her nightly till she is dead. It will typically charm the woman before hand and then gain an invitation to her home. Once there he will come to the woman's bed and drain her blood while having sex. This results in the loss of 3 Constitution points per night. Typically no one survives more than three encounters with a zburător. Women killed become vampires under the zburător's complete control.
Despite being very fast and very strong the zburător is a stereotypical "lover and not a fighter" they will flee if faced with violence or great numbers. If forced to attack the creature will use a weapon or attempt to charm his way out.
The zburător is a shape shifter. It can become dust, mist, or flame to escape capture. It can also fly.
Though different than other vampires, the zburător has large bat-like wings that grow out of his back that he can hide when needed. These wings are strong and can carry the vampire and his victim. This creature can also teleport (as per the spell) back to his lair once per night. Additional spell like powers include the ability to charm person, hypnotize, cause fear and phantasmagoria.
Like many vampires the zburător is destroyed by sunlight, is repelled by garlic and holy items, casts no reflection or shadow and can only be harmed by silver (or magic) weapons. Additionally garlic or wolfsbane can be spread on windows or made into garlands or wreaths to hang on windows to keep it out.
Zburător
AKA: Zemu, Zmeu
Frequency: Very Rare
No. Apperring: 1
Size: Man-sized (M)
Armor Class: 3 [17]1
Movement
Basic: 180' (60') / Fly: 210' (70')
Advanced: 18" // Fly: 21"
Hit Dice: 9+4 (45 hp)
% in Lair: 50% (coffin by day)
Treasure Type: Weapon + Blood Drain
Damage: Weapon + Blood Drain
Special Attacks: Per Vampire; Blood Drain
Special Defenses: Only killed by silver or magic weapons or sunlight
Save As: Magic-user 92
Magic Resistance: 25%
Morale: 53
Alignment: Chaotic evil
Level/XP: 9/4,250 + 12/hp
STR: 21 INT: 10 WIS: 10 DEX: 21 CON: __(13)4 CHA: 235
1 Descending and [Ascending] Armor classes are given.
2 This is used for Basic games, and S&W. Also for monsters that I think need to save a little differently than others.
3 Morale is "Basic" Morale and based on a 1-12 scale.
4 Have not decided yet if I want to use 3.x style undead Constitutions or not. (15) Reflects what their Con would be if I do use it. I might just put a number in () like I do for Ghosts of Albion.
5 obviously more reflective of personality and character than looks.
The zburător is the prototype of the "suave, sexy" vampire.
I have seen these type of vampires in other mediums, sometimes called "Dark Angels". While they are better looking than other vampires and typically do not fight, they do prey on weaknesses; young girls looking for a 'dream lover' and widows longing for a companions touch. They still leave a trail of bodies where ever they go.
They are still popular enough to have a recent film made about one. "Ultimul Zburător" or "The Last Incubus" focuses more on the "Dark Angel" aspect of this creature.
http://www.imdb.com/title/tt3031914/
Today let's return to the "home" of vampire legends and myths, Romania and pay a visit to the Zburător.
Max Ernst's Une Semaine de Bonté 1934 collage. |
Despite being very fast and very strong the zburător is a stereotypical "lover and not a fighter" they will flee if faced with violence or great numbers. If forced to attack the creature will use a weapon or attempt to charm his way out.
The zburător is a shape shifter. It can become dust, mist, or flame to escape capture. It can also fly.
Though different than other vampires, the zburător has large bat-like wings that grow out of his back that he can hide when needed. These wings are strong and can carry the vampire and his victim. This creature can also teleport (as per the spell) back to his lair once per night. Additional spell like powers include the ability to charm person, hypnotize, cause fear and phantasmagoria.
Like many vampires the zburător is destroyed by sunlight, is repelled by garlic and holy items, casts no reflection or shadow and can only be harmed by silver (or magic) weapons. Additionally garlic or wolfsbane can be spread on windows or made into garlands or wreaths to hang on windows to keep it out.
Zburător
AKA: Zemu, Zmeu
Frequency: Very Rare
No. Apperring: 1
Size: Man-sized (M)
Armor Class: 3 [17]1
Movement
Basic: 180' (60') / Fly: 210' (70')
Advanced: 18" // Fly: 21"
Hit Dice: 9+4 (45 hp)
% in Lair: 50% (coffin by day)
Treasure Type: Weapon + Blood Drain
Damage: Weapon + Blood Drain
Special Attacks: Per Vampire; Blood Drain
Special Defenses: Only killed by silver or magic weapons or sunlight
Save As: Magic-user 92
Magic Resistance: 25%
Morale: 53
Alignment: Chaotic evil
Level/XP: 9/4,250 + 12/hp
STR: 21 INT: 10 WIS: 10 DEX: 21 CON: __(13)4 CHA: 235
1 Descending and [Ascending] Armor classes are given.
2 This is used for Basic games, and S&W. Also for monsters that I think need to save a little differently than others.
3 Morale is "Basic" Morale and based on a 1-12 scale.
4 Have not decided yet if I want to use 3.x style undead Constitutions or not. (15) Reflects what their Con would be if I do use it. I might just put a number in () like I do for Ghosts of Albion.
5 obviously more reflective of personality and character than looks.
The zburător is the prototype of the "suave, sexy" vampire.
I have seen these type of vampires in other mediums, sometimes called "Dark Angels". While they are better looking than other vampires and typically do not fight, they do prey on weaknesses; young girls looking for a 'dream lover' and widows longing for a companions touch. They still leave a trail of bodies where ever they go.
They are still popular enough to have a recent film made about one. "Ultimul Zburător" or "The Last Incubus" focuses more on the "Dark Angel" aspect of this creature.
http://www.imdb.com/title/tt3031914/
Wednesday, April 29, 2015
Harry Potter Videos
Just a little YouTube silliness for a Wednesday afternoon.
Gandalf vs. Dumbledore
Every spell in Harry Potter
I do believe that the Harry Potter books will go down in time as just influential as Lord of the Rings.
Gandalf vs. Dumbledore
Every spell in Harry Potter
I do believe that the Harry Potter books will go down in time as just influential as Lord of the Rings.
A to Z of Vampires: Yara-ma-yha-who
The Yara-ma-yha-who is a vampire of the aboriginal peoples of Australia.
It appears as a small red man with a large mouth but no teeth. He lives in fig trees and jumps on people as they walk by attacking them with his sucker tipped fingers. The Yara-ma-yha-who will then suck blood out the person unless he is flung off. Each attack by the Yara-ma-yha-who makes the person a little shorter. The attack drains 1 point of Constitution while attached. A successful grapple role is needed to remove it.
Anyone drained to death by this creature will become one. The Yara-ma-yha-who will open it's wide mouth and swallow the dead victim whole. It will sleep and then regurgitate the victim who will be small and red like the Yara-ma-yha-who itself. It will rise by the next dawn as a new Yara-ma-yha-who and must find a fig tree of it's own to haunt.
Unlike other vampires the Yara-ma-yha-who hunts during the day and sleeps at night.
Reducing the vampire to 0 hp or turning it will cause it to flee to it's tree.
The Yara-ma-yha-who can only be destroyed is by staking it int he heart with wood from it's own tree and then then burning it and it's tree.
A Yara-ma-yha-who cannot enter a personal dwelling or holy land at all.
Yara-ma-yha-who
Frequency: Very Rare
No. Apperring: 1
Size: Halfling-sized (S)
Armor Class: 5 [15]1
Movement
Basic: 120' (40')
Advanced: 12"
3e: 30ft
Hit Dice: 8+1 (37 hp)
% in Lair: 100% (fig tree)
Treasure Type: Attacks: 2 (claw/claw) + Blood Drain
Damage: 1d4/1d4 + Blood Drain
Special Attacks: Per Vampire; Blood Drain
Special Defenses: Only killed by fig tree wood
Save As: Fighter 82
Magic Resistance: Normal
Morale: 83
Alignment: Chaotic evil
Level/XP: 8/3,450 + 12/hp
STR: 16 INT: 10 WIS: 10 DEX: 19 CON: __(10)4 CHA: 135
1 Descending and [Ascending] Armor classes are given.
2 This is used for Basic games, and S&W. Also for monsters that I think need to save a little differently than others.
3 Morale is "Basic" Morale and based on a 1-12 scale.
4 Have not decided yet if I want to use 3.x style undead Constitutions or not. (15) Reflects what their Con would be if I do use it. I might just put a number in () like I do for Ghosts of Albion.
5 obviously more reflective of personality and character than looks.
I am working on a monster stat block that I can use in my old-games and future publications (if I do any). I want something that anyone can pick up and use regardless of the system they are using.
What do you think?
Tuesday, April 28, 2015
A to Z of Vampires: Xiāng-shī (殭屍)
Jason Rhineville |
The Xiāng-shī shares many similarities with the neighboring Rolang. Both result from improper burial, both appear to be more corpse like than alive, and both have odd means of moving around due to the stiffness in their legs. While rolang has a zombie style jait, the Xiāng-shī hops.
The character 僵 in it's name, means hard or stiff. So this vampire can't bend it's legs at all and must therefore hop about. This is more effective than it appears as this vampire can move about quite well.
Additionally the Xiāng-shī can also fly.
Unlike some vampires the Xiāng-shī does not drain blood, but rather chi or life force from the victim. While the results are the same; draining Constituion points (2 per attack) the difference is the Xiāng-shī does not have to bite the victim to do it. On any attack roll where the Xiāng-shī lands two claw attacks it can grab the victim. Instead of a bite attack it begins to suck the breath or chi from the victim.
The claws of the Xiāng-shī are long, hard as iron and sharp as razors. They can retract them or grow them as long as daggers.
If reduced to 0 hit points, a jiang-shi vampire crumbles to dust but is not destroyed. It reforms in 1 minute with 1 hit point in the same space, or the nearest unoccupied space. Scattering the dust before the jiang-shi reforms destroys it permanently, as does mixing rice into the dust with a dose of holy water. Jiang-shi vampires are also susceptible to wooden weapons carved from peach trees, as such weapons represent the unity of all elements and life to these creatures. Any successful hit from such a weapon that reduces a jiang-shi to 0 hit points immediately destroys the creature. Although they normally retreat from daylight, jiang-shi vampires are not destroyed by sunlight like regular vampires and can move around during the day without harm.
Xiāng-shī turn as vampires. Rice, incense and holy items will keep them at bay. Holy water will burn them.
This Xiāng-shī is based a little on the Pathfinder Jiang-shi.
Trying out a new format here for old school games. This takes the bits from OSRIC, Basic Fantasy and Swords & Wizardry. I am also inserting a bit of 3.x where I need it.
Xiāng-shī
AKA: Jiāng-shī
Frequency: Very Rare
No. Apperring: 1
Size: Man-sized (M)
Armor Class: 1 [19]1
Movement
Basic: 120' (40') / Fly: 180' (60')
Advanced: 12"/18" (Fly)
3e: 30ft
Hit Dice: 9+4 (45 hp)
% in Lair: 100% (home 50%, grave 50%)
Treasure Type: Attacks: 3 (claw/claw/bite) + Life Drain
Damage: 1d6+4/1d6+4/1d4 + Life Drain
Special Attacks: Per Vampire; Life Drain
Special Defenses: Per Vampire
Save As: Fighter 92
Magic Resistance: 25%
Morale: 103
Alignment: Chaotic evil
Level/XP: 9/4,240 + 13/hp
STR: 21 INT: 18 WIS: 15-17 DEX: 9 CON: __(15)4 CHA: 165
1 Descending and [Ascending] Armor classes are given.
2 This is used for Basic games, and S&W. Also for monsters that I think need to save a little differently than others.
3 Morale is "Basic" Morale and based on a 1-12 scale.
4 Have not decided yet if I want to use 3.x style undead Constitutions or not. (15) Reflects what their Con would be if I do use it. I might just put a number in () like I do for Ghosts of Albion.
5 obviously more reflective of personality and character than looks.
I am working on a monster stat block that I can use in my old-games and future publications (if I do any). I want something that anyone can pick up and use regardless of the system they are using.
What do you think?
I should point out that my blogging buddy Natasha Duncan-Drake talked about the Xiāng-shī last year too. http://tashasthinkings.blogspot.com/2014/04/atoz2014x.html
Monday, April 27, 2015
The Dragonslayers Assemble!
The Dragonslayers are fresh off their victory over the Tomb of Horrors. We had one near casualty and one character that had to take that other character back. They are now headed home but the Barrier Peaks are in their way.
We converted our 3e based Dragonslayers game over to 5e last session. I wanted to try something new again, Castles and Crusades, but ended up overruled. So we are sticking with 5e.
Last night we began the Expedition to the Barrier Peaks. I am using 5th Ed. D&D along with the 1st Edition versions of the module (the original, the new reprints and the old S1-4 super-module Realms of Horror) along with the 3e updates and some 5e updates supplied to me by +Rich Howard.
They all mix together nicely in a big vat of D&D goodness. I am also adding in some material from the classic 1st Edition version of Metamorphosis Alpha. I have already specifically decided that this is the Starship Warden. In addition to carrying colonists it was carrying a number of Ilithid prisoners to be dropped of at a penal colony prior to going to high warp.
Since my other 5e game with most of the same players takes place in the future of the Dragonslayers, I am setting up the Ilithids as being one of the major bad guys. It should work out nicely really.
With this adventure I will have run the Dragonslayers through all of the S-Series of modules, and it had been a total blast.
We converted our 3e based Dragonslayers game over to 5e last session. I wanted to try something new again, Castles and Crusades, but ended up overruled. So we are sticking with 5e.
Last night we began the Expedition to the Barrier Peaks. I am using 5th Ed. D&D along with the 1st Edition versions of the module (the original, the new reprints and the old S1-4 super-module Realms of Horror) along with the 3e updates and some 5e updates supplied to me by +Rich Howard.
They all mix together nicely in a big vat of D&D goodness. I am also adding in some material from the classic 1st Edition version of Metamorphosis Alpha. I have already specifically decided that this is the Starship Warden. In addition to carrying colonists it was carrying a number of Ilithid prisoners to be dropped of at a penal colony prior to going to high warp.
Since my other 5e game with most of the same players takes place in the future of the Dragonslayers, I am setting up the Ilithids as being one of the major bad guys. It should work out nicely really.
With this adventure I will have run the Dragonslayers through all of the S-Series of modules, and it had been a total blast.
Labels:
1st ed,
3.x,
5e,
dragonslayers,
games
A to Z of Vampires: Wurdalak
Off to Russia again today to visit the family preying Wurdalak! The wurdalak was popularized by the film, Black Sabbath (from which the famous band gets their name!). I covered this movie in my last October Horror Movie marathon and stated it up for Ghosts of Albion.
Once again going with OSRIC format today.
Wurdalak (Vampire)
(turned as type 11)
Frequency: Very Rare
No Encountered: 1
Size: Man-sized
Move: 120 ft
Armor Class: -2
Hit Dice: 9+1
Attacks: 3 (claw/claw/bite) + Blood Drain
Damage: 1d6+5/1d6+5/1d4+Blood Drain
Special Attacks: Per Vampire; Blood Drain
Special Defenses: Per Vampire
Magic Resistance: 25%
Lair Probability: 100% (home 50%, grave 50%)
Intelligence: Exceptional
Alignment: Chaotic evil
Level/XP: 9/4,240 + 13/hp
A wurdalak is created by a family curse. Typically one laid down by a powerful witch on an entire line. When a member dies they will return as a wurdalak to feed on members of their own family. Sometimes a wurdalak will also spontaneously arise when a member of the family disgraces their family name or when a member (typically a daughter) goes against the wishes of a recently deceased member (such as her father or uncle).
Once risen the wurdalak will return to their home to prey on the family members. It needs blood lke most other vampires and drains it at the rate of 3 Constitution points per attack. A wurdalak can make up to three attacks this way per night. Family members drained by a wurdalak become wurdalak themselves. Non-family members drained by a wurdalak become ghouls.
It is wrong to assume to that because a person is not part of the wurdalak's family that they are safe. The wurdalak will kill anyone in their way or whom they perceive as a threat.
The wurdalak has the following spell-like powers; charm person (3/day), cause fear (3/day), knock, spider climb (at will), and gaseous form (at will). Once per it's "life" it can cast bestow curse as if they were a 9th level witch. Typically this curse is bestowed near their death.
In combat the wurdalak will attack with claws and a bite. If it bites a victim in combat it can drain 1 point of Con. The other drain attack is for sleeping victims. The wurdalak is very strong with a Strength of 22.
The wurdalak can cast shadows and reflect in mirrors. They are not active at sundown like other types of vampires, but wait till 10:00 pm exactly. To kill the wurdalak one must use a dagger that has been in the monster's family for at least three generations. Sunlight reduces it to 0 hp, it will become gaseous and return to their coffins. A sleeping wurdalak has an AC of 10.
Wurdalaks do not shape-shift into animals.
Once again going with OSRIC format today.
Wurdalak (Vampire)
(turned as type 11)
Frequency: Very Rare
No Encountered: 1
Size: Man-sized
Move: 120 ft
Armor Class: -2
Hit Dice: 9+1
Attacks: 3 (claw/claw/bite) + Blood Drain
Damage: 1d6+5/1d6+5/1d4+Blood Drain
Special Attacks: Per Vampire; Blood Drain
Special Defenses: Per Vampire
Magic Resistance: 25%
Lair Probability: 100% (home 50%, grave 50%)
Intelligence: Exceptional
Alignment: Chaotic evil
Level/XP: 9/4,240 + 13/hp
A wurdalak is created by a family curse. Typically one laid down by a powerful witch on an entire line. When a member dies they will return as a wurdalak to feed on members of their own family. Sometimes a wurdalak will also spontaneously arise when a member of the family disgraces their family name or when a member (typically a daughter) goes against the wishes of a recently deceased member (such as her father or uncle).
Once risen the wurdalak will return to their home to prey on the family members. It needs blood lke most other vampires and drains it at the rate of 3 Constitution points per attack. A wurdalak can make up to three attacks this way per night. Family members drained by a wurdalak become wurdalak themselves. Non-family members drained by a wurdalak become ghouls.
It is wrong to assume to that because a person is not part of the wurdalak's family that they are safe. The wurdalak will kill anyone in their way or whom they perceive as a threat.
The wurdalak has the following spell-like powers; charm person (3/day), cause fear (3/day), knock, spider climb (at will), and gaseous form (at will). Once per it's "life" it can cast bestow curse as if they were a 9th level witch. Typically this curse is bestowed near their death.
In combat the wurdalak will attack with claws and a bite. If it bites a victim in combat it can drain 1 point of Con. The other drain attack is for sleeping victims. The wurdalak is very strong with a Strength of 22.
The wurdalak can cast shadows and reflect in mirrors. They are not active at sundown like other types of vampires, but wait till 10:00 pm exactly. To kill the wurdalak one must use a dagger that has been in the monster's family for at least three generations. Sunlight reduces it to 0 hp, it will become gaseous and return to their coffins. A sleeping wurdalak has an AC of 10.
Wurdalaks do not shape-shift into animals.
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