Day 25
Nice. An orange d8.
I can't say for sure that the zombies in the Monster Manual are based on the zombies from Romero's "Night of the Living Dead," but so many of modern zombie lore is based on them it would be very difficult to tease apart what was Romero and what is say voodoo myths. So tonight I am doing the original Romero classic and the new unofficial sequel.
Night of the Living Dead (1968)
I have lost track how many times I have seen this movie. I mean, let's be honest there would be no "Walking Dead," no "Evil Dead," and certainly no "All Flesh Must Be Eaten" without this movie.
I don't think I really appreciated how much this movie had an impact. This is not even mentioning the casting of Duane Jones as Ben. You can see the DNA of this movie in nearly every single zombie/living dead movie made since.
The acting could be better, but it works.
Festival of the Living Dead (2024)
This one is billed as a sequel and an homage to the 1968 movie. It attracted me for a few reasons. First, it is a Tubi exclusive, so that is great. I love Tubi, and it has been great for me. Second, it was directed by the Soska sisters (who also make a cameo), and that is always a plus in my book. And it stars Camren Bicondova, who played Selena Kyle in the series Gotham.
This movie takes place 55 years after a huge zombie outbreak (that goes nameless). It is Ash's (Ashley Moore) birthday (and she seems related to Ben), and she wants to go to the Festival of the Living Dead with her boyfriend but has to stay home to babysit her little brother Luke (Shiloh O'Reilly). Her best friend Iris (Camren Bicondova) agrees to watch him. Ash goes to the festival with her boyfriend Kevin (Gage Marsh), his friend Ty (Andre Anthony), and twins Lindsey and Destini (Maia Jae and Keana Lyn Bastidas). Interesting that the Soska twins also hired another set of twins for this film.
Kevin drives but is doing drugs while the girls watch a livestream video of the festival where people are snorting metro dust. They nearly hit someone in the road, a zombie, it turns out, and they crash the car, and Linsey breaks her leg.
Back at home Iris's friend Blaze comes over to get high and they decide to go the festival and use Balze's delivery truck to sneak in.
Ash, Kevin, and Ty go to the festival to find help, but soon, it becomes obvious that there are more zombies. Some scenes are obviously inspired by the Romero movie, and even a couple that I swear was inspired by Stranger Things.
Iris, Blaze, and Luke find Destini walking on the road, and it is revealed that the zombie got Lindsey and bit her as well.
Zombies run rampant throughout the festival. Iris manages to find and rescue Ash. They all regroup in the medical building.
Luke starts panicking and we find out he has lost his insulin, prompting Ash to go out to find some in an ambulance they saw on the way in. Iris joins her.
Ty freaks out wants to kill Luke. Zombie Destiny attacks Kevin and Ty shoots him instead of her. Ty runs off and finds the glowing meteor. Zombies seem to avoid. Blaze grabs Luke and heads out. They are covered in zombie blood, so the zombies ignore them.
More zombie craziness. Ash distracts the zombies so Luke, Blaze and an infected Ty can get to a and including Iris, leading all the zombies to the large burning man-like structure. Well. Buring Woman really. Ash saves Iris.
Daylight comes and Luke, Ty, and Blaze manage to find the car, and zombie Lindsey. She attacks Blaze and Ty runs off with Luke. Ty drives off, but Luke grabs the gun and shoots Ty. Lindsey bites Blaze, so he distracts the zombies so Ash and Iris can run away.
The army flies drones in to blow everything up.
Ash, Iris, and Luke drive home.
Okay, this was a fun flick. I wanted to see it because of Camren Bicondova, but Ashley Moore's standout performance was worthy of being Ben's granddaughter.
Featured Monster: Zombies
Zombies in the Monster Manual are not as scary as the ones here. However, they are more akin to those in Night of the Living Dead, moving slowly.
The "living dead" of both movies and the ones in most movies are typically the "hungry dead" and more akin to ghouls.
October Horror Movie Challenge 2024
Viewed: 36
First Time Views: 16
Updates from Harker and by telegram.
Jonathan Harker’s Journal (cont).
24 October.—A whole week of waiting. Daily telegrams to Godalming, but only the same story: “Not yet reported.” Mina’s morning and evening hypnotic answer is unvaried: lapping waves, rushing water, and creaking masts.
Telegram, October 24th.
Rufus Smith, Lloyd’s, London, to Lord Godalming, care of H. B. M.
Vice-Consul, Varna.
“Czarina Catherine reported this morning from Dardanelles.”
Notes: Moon Phase: Waxing Crescent
Harker letting us know that nothing new has happened in a week. A telegram lets us know the Czarina Catherine has been spotted.
Ravenloft Masque of the Red Death d20
2004. by Jackie Cassada, Claire Hoffman, Carla Hollar, Harold Johnson, Rucht Lilavivat, Nicky Rea, Andrew Scott, and Peter Woodworth. Art by Talon Dunning, Jeff Holt, Marcio, Fiorito, Brian LeBlanc, Jeremy McHugh, Claudio Pozas, and Beth Trott. Cover art by Ron Thompson. 288 pages. Hardcover.
There is no PDF option for this title at DriveThruRPG. So, for this review, I considering only my hardbound copy.
I LOVED Gothic Earth for Ravenloft AD&D 2nd Edition. To me, it felt like a bold attempt to try something brand new. Plus, I love Victorian Gothic Horror, so it was an easy win. But despite all of that, some of the things in Masque of the Red Death for 2ne Ed just really didn't work. The "new" Masque of the Red Death for the d20 rules fixes some of those problems. But does it measure up?
The background is largely the same, or at least I didn't see anything jump out at me as very different.
Chapter One: A History of Gothic Earth
This all feels very similar to the AD&D 2nd Ed version. I can't find anything here wildly different.
Like the original, there are sections of "Forbidden Lore" spread throughout the book.
Chapter Two: An Atlas of Gothic Earth
This chapter covers all the continents in a very brief manner. There is more here than the AD&D set, or at least it is presented with some more information. They still use a "Western" or even "British Empire" point of view here. I feel that this is the right way to do this. Why? The British Empire was at its zenith now, and this was the time when "the sun never sat on the British flag" so coming from this point of view works here. Plus why not add in the horrors of colonialism to it all as well.
I feel more lip service is paid to the Domains of Ravenloft here, but I am not able to quantify it in any meaningful way.
Chapter Three: Character Creation
This naturally has the most changes over its predecessor. It also has some changes over the D&D 3.x/d20 Modern rules. The six core classes are Adept, Athlete, Intellectual, Mystic, Sleuth, and Tradesman. For me this is the biggest improvement in these rules. The classes have be redesigned with an Earth-like world in mind. This is much better than trying to fit the AD&D classes into an Earth-shaped hole.
Each class also has a few sub-classes or specializations. I would recommend keeping a tighter hold on the subclasses. Most can be accomplished with the parent class and some roleplaying. But that is up to individual game masters, really. In truth, all the classes are good fits, and there is plenty of choices here.
Skills are expanded/shifted to cover a 19th-Century Earth environment. Same with the Feats.
Chapter Four: Money and Equipment
Re-read Dracula, esp. the last third of the book to see how important this is for a Victorian game. This is not a long chapter but it is an important one.
Chapter Five: The Magic of Gothic Earth
Magic on Gothic Earth is different. It is less powerful and more dangerous to the practitioner than it is in other D&D/d20 worlds. A bit of history is given, providing the background on why magic works and what is happening when the caster calls on these powers.
Spells from the D&D 3.x and the Ravenloft Player's Handbook 3.5 are listed for the new classes and some new spells are also detailed.
Gothic Earth is a magic-seeped world, but that doesn't mean mortals can or even should control it. There are no arch-mages here. Not anymore.
Chapter Six: Combat
Covers the sorts of combat that the PCs are likely to get into. Most importantly this covers the guns of the time.
Chapter Seven: Madness and Mystery
This chapter covers how the supernatural effects everything in the world of Gothic Earth, in particular magic and how people deal with the supernatural. This includes "insanity" rules. Now, I typically have a lot of issues with how games deal with sanity, madness, and psychological trauma. One nitpick here, they use "insanity" instead of madness. I typically prefer madness or even lunacy when doing Victorian-era games since that was the more common term. Thankfully we do not get a long list of mental illnesses here. I would rather see none than horribly wrong lists.
Fear, Horror, and Madness are all dealt with as a subset of the Will Save. Which actually works well for me.
Chapter Eight: A Practical Guide to the 19th Century
This is a great guide for any Victorian-era game. While Gothic Earth is mentioned, this is fairly system—and setting-free. The timeline of inventions (real) and popular books and music of the 1890s is quite fantastic.
We get into some "setting" details with the section on Clubs and Cabals. Some are real, and some are invented for this setting.
The "Language of Flowers" section is great addition. If you know your Victorian-era then you know how important this actually is.
Appendix I: The Villains of Gothic Earth
Ahh...The Usual Suspects! This is the crunchiest part of the book so far and that is expected. Featured here are Dracula, Imhotep, Frankenstein's Monster, Professor Moriarty (still a Rakshasa, not my favorite choice), Xavier Von Tuerin, Madame Delphine LaLaurie, and Sarah Winchester (of the Winchester Mansion).
Appendix II: Monsters in the World
A brief monster section on creatures unique to Gothic Earth.
Appendix III: Lairs of Evil
Covers what I would call "Sinkholes of Evil" and their effects. Some specific examples are given.
Appendix IV: Adventures in Gothic Earth
Covers how to run adventures in Gothic Earth and what makes them different. Several adventure ideas and seeds are given. One of my favorites is the "Ghosts of Salem."
There is a good index in the back to wrap it all up.
Comparing the Two Masques
Both editions of Masque of the Red Death are wonderful to have. There is a lot more detail for AD&D Second Edition (a boxed set and two more books) compared to the single book for 3.x/d20.
The 3.x/d20 edition "feels" like a better fit for the world.
What I can't tell is this. Do I like the AD&D 2nd Edition version because of the impact it made on me when I bought it and the 3.x/d20 version pales in comparison to that? Or is the 3.x/d20 quantifiably lacking in something?
I don't think it is, especially considering that I can use the additional AD&D 2nd ed Gothic Earth books with the 3.x/d20 version. I can also use other supplements like d20 Past, Gaslight, and many other Victorian OGL titles. Not to mention all the Victorian games I already have.
I really need to come back to this world sometime.
Kill, Baby... Kill! (1966)
Also known as Operazione paura (Operation Fear) and Curse of the Living Dead. Dr. Paul Eswai (Dr. Paul Eswai) is summoned to a 1900s village in the Carpathian mountains to perform an autopsy on a girl suspected to have been murdered. He gets help from local nurse Monica Schuftan (played by the always wonderful Erika Blanc). He soon runs into a village full of superstitious locals who all fear the Baroness Graps and a strange ghost girl named Melissa (we later learn is Melissa Graps).
There is also a village witch, Ruth (Fabienne Dali) and her lover the local Burgomeister Karl (Luciano Catenacci), who tries to protect those targeted by Melissa.
We learn that Melissa died while trying to get help and has since cursed the village with her dying words.
The sightings and the fear continue and people die all over the place. Monica wants to get out, but Paul is still convinced there is a logical reason for everything.
We learn that Monica is also Baroness Graps' daughter and Melissa's younger sister. Ruth confronts the Baroness Graps and kills her for allowing Melissa to kill her beloved Karl. Monica, the new Baroness Graps, leaves with Paul.
Well. I was hoping for a new one, but not tonight. But seeing Erika Blanc is always a treat. It was also nice seeing the village witch as someone everyone went too for help.
Featured Monster: Ghosts, Spectres
One of those. Melissa is a vengeful spirit. She will keep killing until the conditions of her undeath are met. In this case the death of the medium, her mother, who summoned her back from the grave.
October Horror Movie Challenge 2024
Viewed: 34
First Time Views: 15
Well. It is. Sort of.
Newly formed Swords and Sorcery Studio is a division of White Wolf and their label Arthaus and its purpose is to publish material for the brand new d20 STL license under the Open Gaming License. They obtained a license from Wizards to produce the new Ravenloft. White Wolf. The makers of Vampire: the Masquerade, now in charge of Ravenloft?!
If you had told me this was going to happen back in 1992 I would have never believed it. But here we are. I remember the very animated discussions on the RAVENLOFT-L mailing lists at the time.
2001. by Andrew Cermak, John W. Mangrum, Andrew Wyatt. Art by Leanne Buckley, Mike Chaney, Talon Dunning, Anthony Hightower. Jeff Holt, Steve Prescott, and Richard Thomas. 224 pages. Hardcover.
Ravenloft 3.0 was one of my favorite books I bought in the new 3.x era and I loved how it looked. I splurged and grabbed the limited edition version from my favorite local game store.
I thought the art was fantastic and loved how well it adapted to the 3.0 rules. But I had already had some experience with 3.0 and had even picked up some Swords & Sorcery Studios books and enjoyed those as well. The races were a nice treat, to be honest. For the first time, I really felt like I could run a Ravenloft game with the likes of gnomes, halflings, and especially half-orcs, now rebranded as Calibans and the new Giogoto.
I think, though, I was expecting more at the time. SSS was part of White Wolf like I mentioned, and I was hoping for some of what made Vampire: The Masquerade so good to be here. In re-reading it now, so many years later, I had unrealistic expectations. In truth, this book is a much better organized and updated version of the 2e Domains of Dread book.
The nice thing about Ravenloft (and many of the D&D worlds) is that the plot kept moving along despite edition changes. However, there is also a nice timeline included so DMs can do what they want. You don't need to know all the details of say, The Grim Harvest, just know it happened.
This book had a black and white interior, while most others were going full color. This is a feature, not a bug. Ravenloft is a world of shades of grey; the art here helps convey this. The book is an introductory campaign guide including the people, the lands, and, most important for Ravenloft, the horrors of the lands. There are some new feats and skills. No new spells, but suggestions on how magic will be altered by the Mists. There is even a section on the Gods of Ravenloft.
Since most of this book covers the lands, their inhabitants, and the Cultural Level of each, there is only a little crunch. Translation: You can use this with any other version of D&D you like. Even the feats look like they would work well with 5e. Even the "Fear, Horror and Madness" section would work well.
It lacks large foldout maps of the 2e days, but it is a surprisingly good resource to me these days. Well worth picking up.
It is available as a PDF and Print on Demand on DriveThruRPG. I do not have the PoD, so I can't speak to that version.
At some point the rights to the 3.x versions reverted back to Wizards and now they sell the PDFs/PoDs on DriveThru and not SSS/White Wolf's storefront.
My physical copy is nearly 25 years old (24 years and 1 week, according to the ISBN database), and it is still in great shape.