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

Wednesday, October 26, 2022

100 Days of Halloween: The Complete Book of Necromancers

DMGR7 The Complete Book of Necromancers (2e)
Yesterday I reviewed the Wizard's Complete Class book and last week I covered the Death Master in Dragon Magazine #76, I thought this would be a good one for today.

In AD&D 1 the example of the Illusionist gave birth to the specialty wizards of AD&D 2nd Ed.  One of those specialty wizards was the Necromancer. Though, unlike the Illusionist, the Transmuter, or even the Evoker, the Necromancer got its own book.  

The Complete Book of Necromancers was one of those books that everyone seemed to want.  I remember picking it up back when it was first published. I paid $15 for it.  Later the cover price jumped to $18 and soon it became very rare. No idea why.  The aftermarket price jumped considerably and I ended up selling mine on eBay back in 2000 for $81. Not a bad deal really. I ended up re-buying again recently at Half-Price Books for $9.

DMGR7 The Complete Book of Necromancers

PDF and softcover book. 128 pages. Black & white interior art. For this review, I am considering my softcover edition and the PDF from DriveThruRPG.

Let's be honest, few classes have had the spotlight quite like Necromancers have had. There have been many attempts before and since. But when comes down to it, the 2nd Ed Complete Book of Necromancers is the gold standard that all other books on Necromancy are compared to. This book is packed. Even the font size is smaller than the other Class books for AD&D 2nd Ed. 

Introduction

Our introduction informs us that this is a book for DMs to make memorable foes. Indeed throughout the book refers to the Necromancers as NPCs.  Even warnings are given about Necromancer PCs of higher than the 9th level. 

Chapter 1: Necromancers

Details "The Standard Necromancer" or even "The Masters of the Dark Art" with minimum ability scores and the rolling methods to gain them (with a table on page 10). Additionally, only humans can be necromancers. Role-playing wise I can see this. Elves would not be concerned with the spirits of the dead and if they wanted to speak to them then they have the books they wrote. Dwarves and Halflings are very much about the here and now. Mechanically though there is no reason to assume they can be, save that this is AD&D.

We get an extended Necromancer (Wizard) XP advancement table to level 30. There are also details about weapon and non-weapon proficiencies. New non-weapon proficiencies are also given.

There are also new Kits for the Necromancer. They are the Archetypal Necromancer, Anatomist, Deathslayer (killer of the undead), Philosopher, and Undead Master. Additionally, two kits from the Complete Book of Wizards and the Complete Sha'ir's Handbook are brought over for use here. They are the Witch and the Ghul Lord.

Chapter 2: Dark Gifts

Covers the powers of Necromancy. This starts with a discussion on Dual Classes characters (remember Human only) each combination is discussed such as Fighter/Necromancer, Thief/Necromancer, Cleric/Necromancer, and the Psionicist/Necromancer.  

Vile Pacts and Dark Gifts cover the powers Necromancers are likely to pick up as they gain the notice of dark powers. 

Despite all the recommendations above, up next is a section on Humanoid Necromancers like Drow and Githyanki. 

Chapter 3: The Price

Details the down-side of dealing with necromancy.  While the social stigma stuff might be a blessing to many necromancers, things like deformities and body afflictions are less welcome. 

Chapter 4: The Dark Art

This deals with the magic and the spells of Necromancy. A great section for any sort of AD&D 2nd ed DM really.  It discusses "Black" or "Criminal" Necromancy, "Gray" or Neutral Necromancy, and "Benign" or "White" Necromancy.

There are 25 new spells from levels 1 to 9 here. Many I note still live on in new editions. 

Chapter 5: Death Priests

Can't let wizards have all the fun. Besides, Necromancy is not just a school of arcane magic but a sphere of divine magic as well. Death Priests (Clerics) get the same treatment as did the Wizards above. Including an advancement table to level 30.  Here different gods/faiths are discussed that might be a home to a Death Priest. The obvious are the God of the Dead. But also the Goddess of Murder, God of Pestilence, God of Suffering, and the Lord of the Undead.

Chapter 6: The Priest Sphere

Cover the necromancy priest sphere and spells. Here we get 18 new priest spells of levels 1 to 7.

Chapter 7: Allies

Covers everything from Apprentices, Henchmen, Familiars (including Undead ones), and Undead minions. Undead minions get the most detail with various sorts of undead discussed. 

There is a great section on Secret Societies. I used this one quite a lot when I developed my Circle of Six Necromancer group.  A group of bad guys that I STILL use today (though only three are still active). 

Chapter 8: Tools of the Trade

Covers potions, poisons, various magical items (including some new), and necromantic lore. 

Chapter 9: The Campaign

Looking back I realize there is a lot in this chapter I *STILL* use. The first is Sahu the Island of the Necromancer Kings. Granted an Ilse of Necromancers is not 100% original and I could have easily got it from Clark Ashton Smith, but this one comes together nicely for AD&D 2nd and still works for me today. 

There are some adventure hooks connected to Sahu and some more connected to the various NPCS found at the end of this section.  That's is the other thing I still use. The NPCs here were quite memorable to me. 

Appendix 1: Common Spells for Necromancers: Lists of spells and their sources by Offensive and Defensive capability.

Appendix 2 and Appendix 3 Necromancy spells for Wizards (2) and Clerics (3).

Appendix 4 Index of Necromantic spells: Alphabetical listing.

There is so much here that would later find homes in the 3e Book of Vile Darkness and the 4e Heroes of Shadow.  And much that is still very useful today.  

I will come back to this one when I decide to work through more of my Isles of Avalon.


The Other Side - 100 Days of Halloween

Wednesday, November 30, 2022

Class Struggles: The Necromancer, Part 2

The Necromancer
I have not done a Class Struggles in a bit. Let's change that today.

The Necromancer is fertile ground for gamers.  I featured the Necromancer as one of the first Class Struggles.  There is still more to be said. Also in the last few months, I have bought at least three new necromancers. So lets see what we have.

Dragon #76 The Death Master
I spoke a lot about this one when I covered Dragon #76 in This Old Dragon and in my original Class Struggles. It really is the model I follow when creating an evil necromancer type though Len's here was a bit of an arcane necromancer with a bit of a death priest of Orcus mixed in. As I became savvier in what I knew about necromancers and the various D&D worlds I decided that Death Masters were unique to the Word of Greyhawk's Oerth. 

The Death Master became a playable class in the 3.x era with the publication of Dragon Compendium Volume 1 (there was never a vol. 2). Here the Death Master got a full 20 levels and was based directly off of Len Lakofka's class. Personally, I think a Prestige Class would have been a better choice. In fact a Prestige Class with just 13 levels like the original. I'd structure the prerequisites to need 3 levels of cleric and four levels of wizard or something like that. Sadly the Dragon Compendium Volume 1 is not just out of print, it is also not available on DriveThruRPG.  But Amazon has a copy and sometimes Noble Knight Games has them too.  

The Genius Guide to the Death Mage
Speaking of the old Death Master by Len Lakofka in Dragon Magazine. Owen K.C. Steven remembers! it! And this 20-level class for Pathfinder "feels" like that class, but it is its own thing.

This class is a stand-alone class (like most of the Pathfinder classes) complete with new powers and spells over 14 pages. In truth, it is a lot of fun. The author compares it to necromancer wizards, death priests, and undead-bloodline sorcerers, and how it is different. A better comparison is to druids. But where the druid is dedicated to life, the Death Mage is dedicated to death and the spirits of the dead.

There are five "Sub-types" of Death Mages presented. Corpse Mages, Ghoul Mages, Tomb Mages, Reaper Mages, and Shadow Mages.

There are 11 new spells. I think an opportunity was missed here to have 13 spells.

One of the newest necromancers on the block and designed specifically for Old School Essentials.  This is designated as "Play Test Material" but it really is ready to go. There have been necromancers for OSE before and there is at least one necromancer for other B/X-Basic games written by Gavin Norman already. Here the Necromancer is a subclass of the Magic-user, as would be expected, and some notes are given about using these new spells for the magic-user.  But thematically they fit with the necromancer much better. The new spells are from 1st to 6th level and there are 12 of each. I see why there are twelve of each; to fit the style and layout of what Gavin does with his OSE games. But I would have been tempted to make it a nice 13 per level myself. 
The spells are good and fit well. Some we have seen in other forms and formats over the past few years, but that does not detract from this book at all. Do you want a great OSE necromancer? Well, here it is.
The format used here could be adopted for all sorts of other magic-user type classes or subclasses like the Illusionist or Enchanter for example.

Castles & Crusades Black Libram of Naratus
I am a huge fan of Castles & Crusades and frankly, I don't think the game gets anywhere near as much love.

So I grabbed this one since it deals with darker magic and was part of the Haunted Highlands campaign (which I also enjoy). There is also the cover which is a call back to the infamous Eldritch Wizardry of OD&D. The first part covers necromancers and necromancer spells. This includes a way for normal spell casters to gain a level of Necromancer. A nice little add-on for any CK really. There is also a great spellbook in here called the "Grimoire of the Witch Queen" that makes the whole book worth it to me all by itself! That's the first half of the book. Later we get into Ritual/Sacrificial magic, magic items, and some new monsters. Given the types of games I run and the magic I like to have this is a "Must Have" book for me. The book is a tight 38 pages.

I have to give special attention to my other "new" necromancer.  This one does not differ from the previous editions of AS&SH/Hyperborea. At least not that I can tell. The necromancer here is cut from the "evil cultist" mold like their warlock and has a lot of great spells and powers. It is still one of my favorites, but the new OSE one has a lot of great spells to go with their's so a combination might be in order. 

For Pathfinder we have a few choices. 

Mysteries of the Dead Side: Sacred Necromancer
This book is presented in landscape orientation for easier screen reading. We are given a 20-level base class for Pathfinder with six "Callings" (sub-types). I have to admit this got may attention since my cabal of evil necromancers is called "The Order of Six" so I could restat them as one of each type here. No new spells, but there is a fully...fleshed out...NPC. So it is worth the download really.

New Paths 7: Expanded White Necromancer
This 17-page book gives a new perspective a, GOOD necromancer that protects the dead. I like the idea, to be honest.  It comes with a complete 20-level base class and six new spells. There are also feats and stats for various undead companions. It makes for a great companion piece and counterpoint to the 3.x Death Master from Dragon Compendium Volume 1.

Special Mention: Shadow of the Necromancer

Not a class, but an adventure from friend of the Other Side Mark Taormino. This is a short adventure for 1st to 3rd-level characters. And most importantly (to me) it comes in both Old-School/1st Edition and 5th Edition D&D versions!
The adventure comes with a map, in beautiful old-school blue for the 1st ed version and full color for the 5th edition version. The module itself is 16 pages (one page for title and credits, one page for OGL , one page blank).  The adventure is a simple "strange things are going on! The PCs must investigate!" situation. It turns into "stop the minion of the Necromancer from finishing his evil plans." It's tried and true and it works fine here.  The adventure, as with many of the Darl Wizard/Maximum Mayhem Dungeons, is a deadly affair. Not as deadly as the Hanging Coffins of the Vampire Queen, but it is not a walk in the graveyard either. It is a fun romp and really captures the feel of old-school playing. Both versions are great and I can keep the 1st-ed version for myself and give the 5th-ed version to my kids to run.

Shadow of the Necromancer


I certainly have enough here to do an "Against the Necromancer" sort of campaign. Or even bring back my Order of the Six.

Wednesday, October 14, 2015

Class Struggles: The Necromancer

Very, very few classes or class concepts have been gone over more than the Necromancer.  For a class that was never part of the original game, and never actually a proper class in it's own right, a lot of ink and pixels have been spent on this class.  So much that I am sure to miss things and might even need a part 2.  Where do we start?

Well to begin with what exactly is a necromancer and what is it that appears in so many games?
Taken from the Greek a necromancer is someone that communes with the dead. So spells like Speak to Dead are a good example.  Historical necromancers, like for example John Dee, spoke to the dead to get advice. or foretell the future.   In modern parlance and certainly in games (maybe one caused the other) necromancy has come to mean a wizard that controls or manipulates the forces of death and unlife.

The easiest Necromancer is simple.  Play a Wizard/Magic-User and then only choose necromancy spells.  Wear a lot of black and hang out with undead.  This is also a very satisfying necromancer since all the trappings have to be role-played.  Alternately one could play a cleric of a god of death, take only reversed necromancy spells and command instead of turn undead.
I think though as time wore on people wanted something that wa little bit of both.

The first, or at least one of the first was from White Dwarf Magazine #22 from December 1980/January 1981.  Lew Pulsipher gives us an article about evil priests, the "Black Priests".  While these are more cultist, there is a lot of necromancy being thrown around.  This is followed by a true necromancer class also by Pulsipher in issue #35 from November 1982.  Either of these classes is fine and represent the design philosophy of the times.  Namely take and rearrange already familiar elements.  The Black Priest and this Necromancer have the same shortcomings though; a reliance of human sacrifice.

The Necromancer is turned up to 11 with the publication of Dragon #76 in August 1983 and Len Lakofka's death master class.  Designed to be an "NPC Class only" I remember seeing it first in the pages of Best of Dragon Magazine Vol. 3.  I admit, I rolled up a death master right away.  He became a major antagonist in my games for many years to come.

In AD&D1 the example of the Illusionist gave birth to the speciality wizards of 2nd Ed.  One of those speciality wizards was the Necromancer.  This continues in practice to the most current version.  Though unlike the Illusionist, the Transmuter or even the Evoker, the Necromancer got it's own book.  The Complete Book of Necromancers was one of those books that everyone seemed to want.  I remember picking it up back when it was first published. I paid $15 for it.  Later the cover price jumped to $18 and soon it became very rare. No idea why.  The aftermarket price jumped considerably and I ended up selling mine on eBay back in 2000 for $81. Not a bad deal really.   I recently picked up a copy at Half-Price Books for $9.  The PDF just about the same price.  Though the book is crammed full of necromancer goodies. Spells, magic items, undead familiars.

Moving out into the world of Fantasy Heartbreakers there is the near-compatible Quest of the Ancients.  This necromancer reads like the Death Master, but has some interesting spells and some powers.  The Arcanum/Bard Games also has a necromancer class.

3.x had, at the last time I looked, at least 3 different kinds of official Necromancer classes.  The two best are from Libris Mortis: The Book of Undead and Heroes of Horror.  Heroes of Horror featured the rather popular Dread Necromancer class.  There is also the Death Master class from Dragon updated to 3.0e.  The Crypt Lord from the aptly named Necromancer Games. Not to mention dozens of others from other third party publishers.  Most take the same elements and reorganize them, but every so often something new is produced.

4e had necromancers as well. It was a type of wizard (much like the witch was) and was introduced in the Player's Option: Heroes of Shadow book.  It had some rather neat features to it as well.

For the OSR things are really no different, dozens of different types and sorts of necromancers. I am only going to talk about a few.

One of the simplest also belongs to one of the simplest OSR games.  Basic Fantasy has a necromancer class on their downloads page for free.  It has a lot of spells and weighs in at an appropriate 13 pages.

I would have to say one of my favorites, at least in terms of style, is the one from Astonishing Swordsmen & Sorcerers of Hyperborea.  The necromancer here is cut from the "evil cultist" mold like their warlock and has a lot of great spells and powers.

Magical Theorems & Dark Pacts also has a great necromancer and the big feature of this class (and this book) is the number of spells.  While this book as more spells, the AS&SH class is slightly better in terms of what I want. Right along with that is the necromancer from the great Theorems & Thaumaturgy. A basic class, but some really nice spells.

Another really cool one in terms of how the necromancer is presented is the one from Adventures Dark & Deep.  Darker Paths 1: The Necromancer is certainly in the vein of the "this is an evil class" but +Joseph Bloch makes no bones about the fact that players will be playing these as evil characters.  It's sort of the point of his "Darker Paths" series. In that respect this is a good one to pick up just to get some ideas on how to play an evil character.  Plus it has some unique spells.


Back at home I have most of these printed out and put into a folder.  I also have a number of character sheets of all the different types of necromancers.  Basically I have six characters with two sheets each; a 3.x sheet and an OSR compatible one (the five above and an old fashioned MU with necromancy spells).  This gives me 12 different sorts of necromancers for 6 characters.  I call them the Order of Six based on a group I introduced in my Buffy games.  I am planning on using them as my bad guys in my games, but right now I am only playing 5e! So I can't really judge how well they all work.  Similar to what I did with the Witch's Nest.  Sounds like a plan to me.

By the way. My son has a 5e game he is in charge of.  He has a 15th level necromancer in that game and it is wicked.

I feel like there is alot more to say but I have only scratched the surface.

What is your favorite necromancer class?

Wednesday, March 31, 2021

Character Creation Challenge: BX RPG

BX RPG
I am posting this at the end of the month instead of the first (new month, new character) since April will be full of monsters.  But in a way, today's character is a monster in his own right.

Last month I posted the stats for Twill Topknot and before that Sarana, the first main NPCs of my War of the Witch Queens campaign.   While I have plenty more NPCs to figure out and stat up, there is one that I do need to do and figure out how he did it.  That NPC is Kelek the Cruel.

I have talked about good (evil) old Kelek in the past and I think stating him out is a good idea. He has his origins in Basic/Expert D&D, Quest for the Heartstone and The Shady Dragon Inn, so Basic-era is the obvious choice.  More so since he is my Big Bad for War of the Witch Queens.

One of the things I want to do with this is pick and choose from various RPG/OSR systems.  I did Old School Essentials with Twill.  While that doesn't mean I can't reuse it, but I would like to see what is out there. I also need to figure out what sort of "magic-user" old Kelek is since I also have that choice.

Much like what I have done with Skylla (with whom he has a history with) I took her Magic-user and tried her out as a witch in various OSR style games. If she is a witch, then what is Kelek?  

Kelek the Cruel from Quest of the Heartstone

He is a type of wizard to be sure.  He learned his magic, so a warlock or a sorcerer (as defined by D&D 3 to 5) is fun, but not really who he is. I need some class that also has the ability to cast gates, maybe even a way to summon a minor demon or two. But not someone interested in controlling undead. Most importantly I need someone that would be able to kill a Witch Queen.  

We know from Kelek's history that he wants some form of immortality or mastery over life and death.  To me that says Necromancer.  But I am kinda bored with necromancers.  I mean I have done necromancers so many times.  BUT this group has never gone up against one of my necromancers before.  Eric over at Swords & Stitchery also talks about Kelek and even has him becoming a lich. Eric usually has very good ideas, so I am inclined to take this as a vote towards Necromancer. 

So if it is a necromancer, then which one?

The Basic Fantasy one is nice, but not really powerful enough for what I need.  The necromancer from Adventures Dark & Deep is good. Has a lot of potential but still not exactly what I want. Astonishing Swordsmen & Sorcerers of Hyperborea also has a great necromancer, but the spell list is not 100% where I want it. Magical Theorems & Dark Pacts are getting much closer, as is Gavin's Theorems and Thaumaturgy. The one that feels the closest is the one from the BX RPG.

I reviewed the BX RPG a while back and have been wanting to do something more with it. 

If he is my big bad for War of the Witch Queens then I am going to take advantage of BX RPGs 1-20 level spread and make him 15th level.

Kelek the Cruel from HeroForge
Get your own Kelek the Crue from HeroForge

Kelek the Cruel
Male Human (mostly) Necromancer, 15th level, Chaotic Evil

Kelek

Strength: 15
Intelligence: 15
Wisdom: 13
Dexterity: 11
Constitution: 14
Charisma: 7

HD: 9d4 +6 (+9)
hp: 40

AC: 0 (Bracers AC 1, Ring of Protection +!)
Base THAC0: 14

Saving Throws (+1 for magic, +1 ring)
Paralyzation: 8
Petrification: 8
Wands: 9
Breath Weapon: 11
Spells: 8

Weapons
Dagger +1
Staff of Striking
Wand of Cold

Spells
First level: Read Magic, Sleep, Necrotic Shield, Fear, Hold Portal, Read Languages
Second level: Hold Person, Knock, Mirror Image, Wizard Lock, Necrotic Touch, Blight
Third level: Fly, Haste, Death Purge, Clairvoyance, Necrotic Blast, Dispel Magic
Fourth level: Dimension Door, Polymorph Other, Necrotic Strike, Wizard Eye, Confusion
Fifth level: Plane of Death, Magic Jar, Teleport, Life Drain
Sixth level: Abyssal Flame, Anti-Magic Shell, Death Spell
Seventh level: Astral Spell, Instant Summons
Eighth level: Clone, Gate

Scrolls*
First level: Chill Touch
Second level: Choke, Speak with the Dead
Third level: Skull Sight, Unhallow
Fourth level: Charm Monster
Fifth level: Death Spell
Sixth level: Knowledge of Life
Seventh level: Summon Demon
Eighth level: Symbol (Pain)

Height: 5'11"
Weight: 156 lbs
Age: 55

*The spells from scrolls are Necromancer spells from Theorems and Thaumaturgy. I am likely to give him other necromancer scrolls from the other necromancers out there. 

I also say mostly human since I consider Kelek to have a bit of orc in his line somewhere.  This explains his high strength and constitution, his low charisma, his pointed ears, oddly shaped head in some depictions of him.  He can also speak orc and hangs out with Zarak all the time. 

Kelek also has a large warg he rides like a horse.  In typical D&D cartoon fashion, his name is just Warg.

Kelek on Warg from HeroForge
Kelek on Warg from HeroForge


The many faces of Kelek the Cruel

Yeah, I have a lot of plans for this guy. 

Now I need to figure out how he killed the Queen of Witches to get us all in the current problems we are in.

Wednesday, April 8, 2020

Review: Calidar How to Train Your Wizard

Next up in the Calidar: On the Wings of Darkness series is sourcebook/adventure for novice necromancers.  So you know I am excited!

CA2 How to Train Your Wizard
PDF 70 Pages, full-color covers, color, and black & white interior art.
This book requires Calidar On Wings of Darkness and A Players' Guide to Caldwen, but it can also be played without those to a lesser degree.  That is, it can be adapted to any game or setting, but I think it looses a bit of the original charm.
This adventure and supplement focuses on the College of Necromancy and assumes novice characters of about 12 years old.  There are guidelines for rolling up novice characters as well as six pre-gen characters you can name and drop into the game.
Given the characters are novices this is a PERFECT introduction game for new, younger players. This is "Harry Potter meets Scooby-Doo (but more like Magicians)." You have young adventures, a mystery and the ghosts are real.

For the background, you get a collection of teachers that will interact with the students, and there is already a built-in rivalry in the school; the White vs. Black Necromancers.  Or Law and Chaos for us old-school types.  The characters are also given homework that can earn them "insight" to be used in the game.  Students can also get "brownie points" from their official Brownie Protector, Bronwen!  These are for good roleplaying that would not necessarily result in Experience Points.
I am just mad I didn't think of this first.

The clues the students/characters can find while working through our plot and subplots.  The adventure is designed NOT to be a railroad. In fact, care is given knowing the characters, being young, will likely go all over the place.

The adventure starts in the classroom (! YEAH, no "you meet in a Tavern/Bar/Inn!) and moves out from there.  The College is very detailed with maps and descriptions of the rooms. There are plenty of NPCs to encounter and combat is NOT expected at every turn.  Clever spellcasting is rewarded, as is finishing homework.

I want to point out here that the maps in this product are a work of art.  Really.


The levels are detailed well and clues to the murder of a student, Odel Talron.

This adventure can be run to support the murder investigation, or as a means to test the new young necromancers, or even just to play out the rivalry between the White and Black factions.  Or all the above.

For my money, I would run it first as an introduction to the College, maybe play up the rivalry a bit, and then hit the characters with the murder in the next session.

The bottom line there is a LOT you can do with this and the ideas are not limited to those above.
It comes in softcover, but for my uses, I grabbed the PDF and printed it out one side per page so I have room to write my own notes.

According to Bruce Heard, there will be Labyrinth Lord and OSRIC compatible conversion guides for this coming soon.

I hope we can see other guides like this for the other Colleges.

Thursday, November 3, 2022

The Isles of Avalon

The Isles of Avalon
One of the reasons I do the long projects here like 100 Days of Halloween or BECMI Month or even shorter week-long deep dives into topics is to take a topic and explore it as deeply as I can. Some topics just need longer to figure out than a one-off blog post. Another reason is to recharge my creative batteries.

So I am fresh off October and last night I feverishly got nearly 10,000 words into a project. Nothing I am ready for the public eye yet, but it felt good to be full of such raw creativity again.

Another little project that grew out my October is this idea of The Isles of Avalon. In truth, it has been there ever since I first picked up Clark Ashton Smith and thought I needed an Empire of Necromancers. But it was rereading my Complete Book of Necromancers and the Avalon Hill game Wizards that the idea became something I want to pursue in depth. 

I do not have all the details yet, but I do know the following.

It is an Archipelago of Islands

There is one large island, the main one, and many smaller islands around it / near it. Right now my mental model is something like the Hawaiian Islands only not tropical. I need some cold places, so another model are the British Isles. Since I am re-reading Tolkien's Unfinished Tales I can't help but add some Númenor into my mental mix.

It is Old

This place needs to have risen to its height ages ago and now fallen into decay. There are still people here and still living their lives, and there are still wizards galore here. But one of the consequences of this is the islands still feel like they are in some sort of lost past. For me to get this feeling I want everything to look like 1970s art. More specifically I am thinking something along the lines of the album art Roger Dean used to do for Yes and Uriah Heep. In fact, those two groups, in particular, would also provide the soundtrack for this endeavor.  This is not the NWOBHM of the 80s I typically do. This needs to sound and feel different to me. 

Another feeling I want is not just that this place is old, but nature has reclaimed it. So there are, or more to point were, mighty citadels here that are now abandoned and nature has moved back in. What strange magics are here? Are there wizards still sleeping in long-forgotten chambers? Do the experiments of long-dead necromancers still haunt the dungeons?  Again with the Yes album cover idea I want this place to look beautiful and feel dangerous. 

It is Advanced D&D

I am pretty well-known for my love for Basic-era D&D. B/X is my jam.  BUT I want a 1970s feel here, and B/X and BECMI are quintessentially 80s.  Now I could very easily merge this with my "1979 Campaign Idea." Indeed, parts of that plan work well in this one, in particular using Warlocks & Warriors as an add-on to module B1.

Though I won't rule out using something like Advanced Labyrinth Lord or Old-School Essentials Advanced.  Especially since I have some new OSE-Advanced books coming from the last Kickstarter and there is a Labyrinth Lord 2nd Edition on the way.

Mix and Match

As usual, I am going to look for existing material to use with it and hopefully things that were published before 1980.  

Again why use other stuff when I can easily create my own? Simple I enjoy doing it. I like to see what pieces I can put together from various other products. That way it feels familiar and new all at the same time. 

I already have a few things in mind I will adapt for this and I am going to have fun doing it. So let's put on some Yes and come with me to these islands and let's visit for a while. 

Friday, August 25, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 8, Room 25

 The exit from Room 24 takes the part to a side entrance of a long grand hallway.

The party's left (a bit of a diagonal) is the main entrance to this hall, not covered in rubble and no long accessible.  To the right is the length of this ancient hall.

Room 25

This hall is ancient, even by the standard the party is used to seeing. The architecture is dwarven, even the most causal dungeoneer can see that. At the end of this once great hall is a throne of Iron and on sits a figure.

As the party approaches they can see the figure is that of a dwarven skeleton in kingly garb.  When the party reaches the dias the skeleton's eyes begin to glow and it raises a hand.  

It speaks.

"Hail, brave and mighty adventurers. You have come so far and have more to go. But rest here and hear the tragedy of House Ironhammer."

If the party pauses to hear the dwarf king's tale they will find themselves healing of their wounds, even their gear that has been damaged begins to repair.

"Millennia ago, the Vampire Queen, Darlessa the First, sought out House Ironhammer in our mountain demesnes. She commanded that we build for her a temple and tomb out of the living rock of the mountain that was greater or equal to our own. We refused her, not wanting to serve any evil. Three times she came and three times we denied her. First my Grandsire said no. Then she returned and my sire said no. Then she returned again and I told her no. But in that time her powers had grown. She said that if we would build her a stronghold she would take ours!"

"We laughed at her and her rabble of conjures. No army had ever taken House Ironhammer! Not even the giant orcs of the Black Mountains whom all dwarves will speak of with revulsion, but also begrudging respect as an enemy."

"Sadly for my people we did not comprehend what she meant by 'take.'"

"Her conjurers gathered around. And the ensorcelled the mountain. The lifted it up by it's very roots and transported it to the seas where it was dropped onto a volcanic island. The mountain of Ironhammer stuck the Island of Necromancers like a hammer on an anvil. She destroyed their ancient towers and dropped our home into a vortex of magic. A few survivors soon killed by hordes of demons. I was kept alive along with a fraction of my enslaved people to dig out tunnels and new rooms and merge the mountain with the island. Many dwarves and many necromancers died that horrible night."

"It is to you I leave this challenge. Your wounds are healed, your gear is as new, your bellies are full. Seek out this undead tyrant and slay her for good. You have the blessings of House Ironhammer and the combined arcana of the Necromancers she killed that day. Please accept the last gifts of Sharis Val."

On the dias, there are weapons appropriate for every character here. They are all +3 weapons, +4 vs. undead, and demons. 

Any Cleric or Magic-user can make an intelligence roll to know who Sharis Val was. He had been a Shadow Elf smith who had been adopted into a dwarf clan and became one of the greatest artificers and swordsmen the world has seen. His final fate was unknown till now.  

Because there is always that "one guy," if there is a fighter in the group who is REALLY into swords, then allow them a roll as well. Sharis Val is essentially the Miyamoto Musashi of this world. 

These weapons grant 2,500 xp each. 

If instead, the party attacks the skeleton they get nothing. It is a normal skeleton with 1 hp.

Monday, April 12, 2010

Orcus for Unisystem

Here is my stab at converting a really powerful demon to Unisystem. Orcus is an old fave of a lot of D&D players and I have every D&D product he ever appeared in. Let me know what you think on my take.

Note: Some of this information is based on previous works, some of it is based on historical records and some more is completely made up.

Orcus, Demon Prince of Undead

Orcus is beyond a doubt one of the most powerful demon lords in existence. Not only is his physical might great, his ability to create and control vast legions of undead monsters has given him the justified title of Demon Prince of the Undead. But Orcus has not always been this way. There was a time when the demon prince was a god and was worshipped openly.

History of Orcus


Before the 5th century BCE the Cult of Orcus spread throughout the Etruscan lands (what is now Italy), Orcus was then the God of the Dead. Never a benign god, he was worshipped out of fear and for his believed mastery over death. Once the Romans came to power in 509 BCE the cult was outlawed and moved underground, both literally and figuratively. The Romans, heavily influenced by the Greeks, equated Orcus to Hades/Pluto, Dispater or Thanatos. Ancient burial chambers became the new altars for the God of the Dead where bulls, sacred to the god, were sacrificed.

By 3rd century CE the rise of the Mithras Cult in Rome further pushed Orcus out of the mainstream. Mithras was seen as a God of Light and many paintings showed Mithras fighting the Bull of Darkness. Orcus went from being a necessary evil, to malicious evil incarnate.

While the Mithras Cult did not last, its relative and heir Christianity continued to demonize the cult, even to point that Orcus was no longer a god, but a demon that plagued on mankind. Orcus symbolic death as a god and revival in a lesser status as a demon also changed his powers. He was no longer responsible for the stewarding of souls in the afterlife, that task belonged to God and Satan for good and evil souls respectively. Instead, his powers became twisted after his Fall and he was to rule over the Undead, those that have moved beyond the grace of God or the grasp (supposedly) of Satan. Orcus does not revel in his new position, he despises the undead as much as he does the living.

Motivations and Goals

Orcus appears to be a slowly calculating and meticulous demon. He is in fact, merely lazy. He is a genius and his power is great, but he lacks the desire for long term planning. His typical response to any situation is to use as much brute force as possible. When his own demonic advisors advised him on a ill-fated battle with his arch-enemy Demogorgon, he killed every one of them and half of his own army. Orcus is rage personified. That is not to say he does not have plans. Orcus ultimate goal is to be reinstated to Godhood. While he loathes his worshippers, he grants them powers and undead to further his own causes. He also supports many seemingly random and violent acts that result in multiple deaths. Modern sages believe that the chemical accident in Bhopal India in 1984 was a result of Orcus plans.1

Any undead-creating necromancy is believed to be currently, or at one time, attributed to Orcus teachings.

Appearance

He can appear as anything he chooses, other known forms he has adopted include a grossly fat middle aged human male (which some say is his original true form), that of an angel-winged specter of death, a statuesque pale woman, or even a tall thin African male. In any form the Demon Prince reeks of death and destruction.

His most often used form is that of a grossly fat demon lord. As described in the Monster Manual by the great sage Gygax, "He stands some 15' tall but walks somewhat stooped over. His oversized stomach (fat from eating the souls of the unfortunates he turns into undead) nearly drags the ground. He is covered in short goatish grey fur that is matted and mange in spots. His head is also goat-like, although his horns are similar to those of a ram. His great legs are also goat-like, but his arms are human. Vast bat-like wings sprout from his back, and his long snaky tail is tipped with a razor sharp poisonous tip."

The Cult of Orcus

Orcus' greatest manifestation in this world is through his cult. These small groups are loosely organized and even more loosely aligned. What they share is common worship for the Demon Prince. The motives of the individual worshippers vary. Some are necromancers wanting to learn more about the nature of life, death, and undeath. Others are undead themselves and regard Orcus as their Prince and God, one that has not abandoned them as God or Satan has. But most are anarchists who see Orcus as a means of causing more evil and chaos in the world. Cultists revel in raising undead, typically zombies, but sometimes more powerful undead such as vampires as well.

The Wand Of Orcus

Orcus holds the Wand of Death (Orcus' Wand) which is a rod of obsidian topped by a skull. This instrument causes death (or annihilation) to any creature, save those of like status (other demonic lords, arch-fiends, avatars, powers, greater ethereals etc.) merely by touching their flesh. This power can be used at the will of the wielder. Often Orcus sends his wand to the Earthly realms to allow it to fall into the hands of some mortal to wreak havoc. When Orcus needs it back he summons it and it comes, usually current wielder in tow, immediately to his side.

Orcus in Your games

How Orcus' presence is felt in your world is of course up to you, but here are some suggestions for adding him to the various Unisystem games. In any case, Orcus is extremely powerful and should be able to wipe out most groups of characters. Orcus works the best when he is the invisible force behind the curtains, the master that manipulates all the puppet strings. He is intelligent and thousands of years old, he should be played that way. Balancing this out are Orcus' mental problems, vices, and attitude that he is invincible.

Orcus in WitchCraft (pre-Reckoning)

Orcus keeps a low profile, relying instead on his secret network of worshippers to further the cause of evil in his name. Members of the Twilight Order, whether willing knowing or not, are modern day relations to the Orcus Mystery Cults of pre-Christian times. The Twilight Order was descended from early Etruscan death cults, though most of the priestly aspects of the Order have been stripped away. Some members of the Twilight Order thought, in particular evilly inclined Necromancers, still venerate Orcus with the original rituals. The other Twilight Order chapters ignore these aberrations in general except in times when their actions reflect poorly on the Twilight Order as a whole. There are in truth, only a very few chapters of the House of Thanatos that will identify themselves directly with Orcus. While most Thanatoi will disguise this with words like Atlantian Scholars or Lemurian Necromancers there is a connection with Orcus that many either don't know about, or ignore. Typically the members of the House of Thanatos oppose Orcus, as they seem him as a rogue and evil element in a situation that is already too delicate (the balance between the living world and the Death Realms).

Orcus in Armageddon (post-Reckoning)

Like nearly every other demonic and angelic being the return of Leviathan shocked even mighty Orcus. Not one to let an opportunity pass him by Orcus is making use of the chaos to spread his influence even further. Of course the Mad Gods seeping influence into the Death Realms is also a cause for concern for the Prince of the Undead. Orcus has discovered that while he can (like most other demons) spend longer times in the Earthly realms, his power over undead that have been exposed to Taint, the Arisen Hordes and the Sheol is very little. Orcus may not care for his undead creations, but the insult of taking them away from him is too much. So in addition to increasing his own power base, Orcus fights the Cult of Leviathan.

Orcus in AFMBE and Army of Darkness

Orcus is not an active or direct mover in the world. Like the generals of old, he prefers to sit back and let the rank and file do his fighting. To Orcus the rank (emphasis on the rank) and file are zombies. Raising undead is something Orcus does. Not just to spread his word, but to inflict as much mass suffering, confusion and evil he can. A zombie/deadite uprising could be due to a group of priests or would-be-priests that have stumbled on a tome to raise the dead. Orcus often rewards these priest by making them the first thing the zombies kill.
Orcus and his cult make a great (if somewhat stereotypical) bane for players in a Dungeons and Zombies game.

Orcus in Ghosts of Albion

Orcus has no special interest in Albion. His cult never got to Albion's shores and his greatest enmity is with those in the Mediterranean that destroyed his cult. That being said, Albion is a place of great mystical power and to tap that power source would be a significant boost to his own power. The recent events of the summoning of Balberith and discovery of Charlemagne's crown by the Necromancer might shift his attention. As one of the most overly populated cities in the world at this time, London is ripe for a supernatural take over.

Unisystem Stats

Orcus

Other names: Thanatos, Thanter, Dis Pater, Pluto, Dis, Hades.
Type: Greater Seraphim (Demon)* (formerly a pagan god/primal of death)
Association: Infernal Legions

Attributes
Strength: 21
Dexterity: 13
Constitution: 17
Intelligence: 10
Perception: 11
Willpower: 9

Secondary Attributes
Endurance: 245
Speed: 60
Armor: 24

Essence: 162
Channelling level: 7
Life Points: 469

Qualities
Acute Senses (all)
Age (as a demon) +20
Charisma +2
Essence Channelling +20 (7)
Hard to Kill +13
Increased Essence Pool +5
Increased Life Points +9
Natural Toughness
Nerves of Steel +3
Seraphim Greater (Demon)
Supernatural Senses

Drawbacks
Adversary (lots, powers of good and evil) 10
Attractiveness 3
Covetous, Greedy 2
Covetous, Lecherous 3
Cruel 3
Delusions (will be a god again) 3
Lazy 3
Paranoia 2
Taint Vulnerability (part of (fallen) Seraphim quality)

Skills
Languages (all) +10
Theophany skill
Brawling +13
Bureaucracy +12
Cheating +9
Craft, Weapons +10
Craft, ritual items +12
Dodge +8
Gambling +10
Hand weapons, mace +15
Hand weapons, sword +12
Hand weapons, others +10
Magic Theory +16
Magic bolts +12
Myths & Legends, Etruscan +16
Myths & Legends, Roman +16
Notice +14
Occult Knowledge +16
Questioning +14
Rituals (Roman, Etruscan, Twilight Order) +12

All other skills at +5

Metaphysics / Theophanies (Malefaica)*
Destroyer 8 Destruction
Dark Aura
Dark Vision
Decay
Domain of the Dead
All Necromantic Metaphysics at level 10
Bad Luck 9
Create Ward 9

*Because Orcus was once the God of the Dead he still holds some of those powers beyond what a typical demonic prince would have.

Combat
Wand of Orcus, 1 attack, bonus: +34, damage: d10(6)x27, Destruction power
Melee, claws, 2 attacks, bonus: +26, damage: d4(2)x27
Melee, horns, 2 attacks, bonus: +26, damage d4(2)x27
Melee, tail, 1 attack, bonus: +24, damage d4(2)x27, poison tip (Poison strength rating 6, damage 2d6(6)).

Orcus can also summon any number of animated dead to aid him. He is limited only by the number of bodies available, but summoning takes time and effort. Typically he can summon up to 50 zombies and 50 skeletons at one time. He can also summon greater willed undead like vampires (vampyres) or wights (Ghosts of Albion). The creature is allowed a contested Will test against Orcus to avoid the summoning. Orcus can also summon up to a dozen lesser demons and fiends to aid him.

1I mention this because this accident had a very profound effect on me back then.

Note:  I have no idea who is the artist of the top picture of Orcus. But it has been making the blogs. I have said it before and I'll say it again, Orcus' plane in the Abyss it needs to make "Tomb of Horrors" look like "Candyland".

Friday, February 21, 2014

D&D40 Bloghop: Day 21

Day 21: First time you sold some of your D&D books--for whatever reason.

Not sure when the first time was.  I do recall though a great 2nd ed purge around 1997 or 1998.  I had a ton of books and I wanted to get things down to the bare essentials.  This also corresponds to the time I was getting out of D&D.

I remember selling some items at the local Game Plus Auction, but I also sold a more significant amount on Ebay.

This was right before the Dragon magazine archive went for sale so I unloaded my old Dragons for a decent price. I sold all my 2e splat books.  My best sell was a near mint Complete Book of Necromancers. I had bought it for $15.00 and it was then being sold at $18.00  I made $83.00 on it.

I almost always regret selling my games and have often bought them back.  I have owned over the years 3 different copies of Chill and Quest of the Ancients, two copies each of BESM, Vampire, Mage and various Star Trek games. There are more.  Interestingly enough I recently picked up a copy of the Complete Book of Necromancers at Half-Price books for $9.00.  That is the same price as the PDF.

Wednesday, October 10, 2012

White Dwarf Wednesday #35

White Dwarf Issue #35 came out for November 1982.
Our cover art is a cool looking druid-like character. Though  given the content it is more likely to be a necromancer.  More on that soon.

Ian Livingstone talks about the differences between favorite game (opinions) and popular games (sales), as well as the differences between the USA and UK markets.  This is a gulf that will become wider.

Lew Pulsipher comes out of the gate with the Necromancer class. If I had a dollar for every necromancer class I have seen, I'd use that money to buy one I hadn't.  Let's be honest here, evil necromancers, black priests (also by Pulsipher) and the Death Master (from Dragon) make some of the best antagonists ever.  While today this one reads a bit like a cliche, this was really before the cliche.
There is this whole human sacrifice factor, but these guys are supposed to be evil.
Mechanics wise the XP per level seems a bit low and for an AD&D class they only get up to 5th level spells.  He makes up for it (a little) in special abilities.   Now I am more of the old-old-school where Necromancer means speakers to the dead and they implore them to do their magic for them.  But this is still better than the weaker necromancers I have seen, or worst, the uber-powerful gods of the dead at 5th level.
One of my first re-occuring bad guys was a cross between this and the Dragon mag Death Master.

Starbase has some Traveller advice for Referees who get caught unaware.
Now mind you, I still think the best book for running a game, any game, can be found in the 1st Ed AD&D DMG. But a lot of people in other games don't know that.  So this article is good Traveller specific advice, but it all sounds like something we had all already been doing in D&D for years.

Open Box has some classics.  Richard Meadows gives 9/10 to Games Workshop's Judge Dredd.  Everything I knew about JD came from the pages of Dragon and White Dwarf.  I don't think I ever truly appreciated it as a property or as a game. Next up we have some classic D&D and AD&D modules. Jim Bambra doesn't spend a lot of time on any of them but in general he likes them.  G123 and B3 get  10/10. He thinks that B3 should replaced B2 in the basic set, though he never goes into it's shady past. U1 gets 1 9/10 for the home team of TSR-UK, and L1 gets an 8.  I think it is partially because of this issue that L1 and X2 were always high on my list of modules to run.  Speaking of which X2 only gets a 6/10, which he downgrades because of the urban areas and chaotic nature of the module.  See that is what attracted me to it!  Oliver Dickinson wrapps it up with Chaosium's Borderlands.  Which always made me thing of B2. He gives this adventure pack a 10/10.

Phil Masters is up with Whips in D&D.  Some text and combat tables (for AD&D) follow.
Quickly after that is Andrew Brice and RuneRites with some weapons for RuneQuest.    I always felt that articles like this could be combined.  Give us the flavor text then follow up with multi stats for various games.

Lew is back with his Part II of A Guide to Dungeon Mastering.  This one covers Monsters and Magic.  Mostly this is about the judicial use of magic items and not making the characters or the monsters too powerful.

Next up a Traveller Scenario for 6 or more players by Marcus L. Rowland, the Green Horizon.  Your jump drive misfires and sends your to 20th century Earth; 1944 to be exact. The goal is to repair your jump drive and get back to more friendly space.  All the while avoiding the Nazis.  I don't really recall this adventure to be honest.

There is a page on Games Day 82 with some pictures.

Letters has some questions on why clerics can't used edged weapons or shed blood (or is it both?). Some issues with calling the Vietnam War "obscene" yet gleefully tossing around fireballs. And oddities about the Mind Flayer god.

Fiend Factory has an adventure and monsters around the Lords of Kanuu. The Spidron is a powerful evil creature based on a recent episode of the Tomorrow People.  The Beggar Louse is basically a giant louse of different types. Wrapping up with some evil bats and undead rats.

Treasure Chest is mixed again with some magic items, a word search and a new spell.

We end with some ads and one of the first ads for Star Frontiers in the pages of White Dwarf.

We are winding down 1982 here and in my personal history I am about to hit some of the best days of gaming in my youth.  It will be interesting to see if this age and my memories of it are in anyway reflected in the pages of White Dwarf.

Thursday, October 13, 2022

100 Days of Halloween: Dungeon Crawl Classics Witch Queen Adventures

Dungeon Crawl Classics: Saga of the Witch Queen
Up first is an update and an important one at that. It was while I was reviewing this adventure in 2015 that I thought that the War of the Witch Queens came to me. I figure I should revisit it now.

Dungeon Crawl Classics: Saga of the Witch Queen

PDF from DriveThruRPG. 84 pages. Monochrome cover and black & white interior art.

This is a meaty module.  84 pages, covers, maps, and OGL still leave a lot of pages for content.

First off, if you are not familiar with Dungeon Crawl Classics modules they are meant to emulate a certain feel of early 80s play.  They went on to create the game Dungeon Crawl Classics, but the adventures are still largely OSR compatible. Actually, I didn't see a single thing in this adventure that screamed ts should be used for one system or the other, though on the cover they claim "1e." That is good enough.

This adventure is actually 3 adventures in one.  Legacy of the Savage Kings, The Lost Passage of the Drow, and War of the Witch Queen (which I will discuss later).  Each one is a different part of the Witch Queen's plan.

Reading through this adventure is one part excitement for the new and one part excitement for the nostalgia.  For the new, I wanted to learn more about Kyleth (the eponymous Witch Queen and not to be confused with Keyleth) and the tome Ars Maleficus.  The nostalgia comes from many little easter eggs throughout the pages that call back to adventures of the TSR days.  I am convinced the Mad Hermit here is the same as the one in the Keep on the Borderland for example.  There are also hints of influences from Vault of the Drow, Ravenloft, and even the rest of the GDQ series.  In fact, the second adventure, "The Lost Passage of the Drow" could be slotted into the D series and no one would be the wiser.   Replace Baba Yazoth with the proper Baba Yaga and have one of the many adventures she features in as a side trek.

There are a number of named characters that would work well as witches, Maeve, Baba Yazoth, and of course Kyleth herself.   While using the title of "Witch Queen" Kyleth is only an 8th-level Magic-user.  Make her a 9th or 10th-level witch and then you have something really scary.

Does it work with The Witch? Yes, absolutely.  There is a number of great items and story points in this adventure for any witch character.  In fact, I would say that any good witch would want to see Kyleth taken out on general principle.  Plus there are a number of encounters and NPCs that would benefit from the rules in the Witch.  Night Hags get more spell-casting powers for example and the medusa can also have some levels of the witch class.

Of course, there is the issue of Kyleth being one of The Thirteen. The Thirteen most evil wizards, witches, and necromancers in the world.  She was the newest member, who are the other 12, and what are their plans?  Is anyone up for an adventure against the Legion of Doom?  I might have to come back to this idea. I can see witches, vivamancers, blood mages, evil wizards, and necromancers as part of this evil cabal. Each provides something different.


About the physical book. The book is 80 pages and printed on very heavy paper.  It is softcover, but the binding looks good. With the heavy paper and glossy cover, I expect this to hold up to wear and tear.  The cover is bound on, so no taking it off to use as a GM screen with maps.  I am glad I have this as a PDF too to print out the maps and the handouts.  I am really, really happy with this module.

UPDATE: Of course, I took this idea and ran with it making Kyleth one of the many Witch Queens that is gathering at the Tredecim. Kyleth was my first choice as the murderess of the Witch Queen, but I quickly dropped that idea. If Kyleth had kill the High Queen then her ambitions would be greater. No Kyleth is an opportunist. She sees the tide turning and decides now is her time to strike. 

Dungeon Crawl Classics #17.5: War of the Witch Queen
Dungeon Crawl Classics #17.5: War of the Witch Queen

PDF. 28 pages. Color cover, black & white interior art. 

This is the precursor to the larger Saga of the Witch Queen. I grabbed it to have a complete collection and to see if there were any differences between this and the newer version. I would still love to get my hands on a printed copy.

This adventure is designed for D&D 3.5/d20 OGC.  This means converting it to Pathfinder is really a non-issue. More to the point we can convert Kyleth from an 8th-level Sorcer to an 8th-level witch.

The main differences here between this adventure and the counterpart Saga adventure, War of the Witch Queen is that this is for D&D 3.5e and Saga is for AD&D 1e. They are the same adventures with very minor tweaks.  

Both send the PCs on a quest to stop and kill Kyleth the self-styled Witch Queen. It is a straightforward dungeon crawl. This is not a weakness, but rather its strength. 

The obvious question is do you need this one if you have Saga of the Witch Queen? I say yes since the systems are different (but can be converted). 

Lady Kyleth the Witch Queen


Use in War of the Witch Queens

Well...yeah. In fact, many of the reasons I wanted to do a War of the Witch Queens can be found here. The other obviously was my love for all these witches.

Kyleth is fun because she can be so unapologetically evil. Even if I was not doing this campaign she would be a great reoccurring antagonist.

Lady Kyleth Witch Queen



The Other Side - 100 Days of Halloween



Saturday, March 4, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 4

Moving on down the hallway, you see a light in the cell to your left.

Cell 4

This cell seems empty but there is a light on the inside.  

The light is a wraith that has been trapped here since imprisoned by the Necromancers long ago. It was a human-bugbear hybrid but it was too stupid to be of use to the Necromancers, it was however violent and ill-tempered.  It died and now only its wraith remains. 

It is so consumed with anger that it will attack first before any thoughts of leaving its prison.

Its stats are the same as a wight, but it is ghost-like. It still drains like a wraith and needs magic to hit.


Tuesday, February 2, 2010

Yamil Zacra: The Infernal Star

I have been a fan of H.P. Lovecraft since high school.  I like his works as much as the next gamer/horror geek (which is to say, a lot), but it was a chance discovery in my college library one day that I happened on a collection of unfinished stories by Clark Ashton Smith.  I had known of CAS for a long time.  I knew he was a friend of HPL and the D&D module X2: Castle Amber, was a pastiche of his ideas.   One story in this collection of unfinished tales was The Infernal Star, a story of a evil star.


Accursed forevermore is Yamil Zacra, star of perdition, who sitteth apart and weaveth the web of his rays like a spider spinning in a garden. Even as far as the light of Yamil Zacra falleth among the worlds, so goeth forth the bane and the bale thereof. And the seed of Yamil Zacra, like a fiery tare, is sown in planets that know him only as the least of the stars .... -Fragment of a Hyperborean tablet.

This story grabbed a hold of my imagination and never really let go.  I could never find that book again in the library, despite my best efforts at looking.  But a couple of years ago I discovered the story online at Eldritch Dark, a CAS devoted website.
http://www.eldritchdark.com/writings/short-stories/101/the-infernal-star-%28fragment%29

This dredged up another half-forgotten memory of Nemesis, the hypothetical red- or brown-dwarf star that obits our sun.  The theory is that Nemesis causes extinction events about 26 million years or so.  The two certainly could be one and the same in a near-apocalyptic game.



Yamil Zacra: The Infernal Star
Somewhere between the stars Polaris and the acknowledged evil star Agol, lies a star nearly invisible to the naked eye; but a star whose ill light shines on Earth still.
The star, Yamil Zacra and it's darker, smaller companion Yuzh, though were once worshipped as evil gods by the Hyboreans and the twisted sorcerers of Mu. Astrologers say that it's foul light was visible when Atlantis sank and the contents moved. In the far future, when many stars have burned out their fuel, they will again be honored by the fell Necromancers of the last continent of Zothique when the Earth is dying.
The ancient Hyboreans believed that this evil star bore the seeds in which all foul magics have grown. That the greatest and most terrible of witches, necromancers and foul wizards were born under it's light.
These magics may be realized when certain amulets of black extraterrestrial metal are grafted into the skin, most often the chest, of those willing. These amulets fell to Earth in ancient times were from the solitary planetary body of Yamil Zacra, a twisted world know as Pnidleethon.

Once in the possession of one of these amulets the dreams of Pnidleethon and Yamil Zacra begin including the means to travel to this chthonic world. When the amulet is finally embedded into the prospective student's chest he forfeits forever his soul and Earthly shell in favor for a form to travel the distances across cold space to the immense world of Pnidleethon.
The scene of these latter dreams was not the Earth, but an immense planet revolving around the sun Yamil Zacra and its dark companion, Yuzh. The name of the world was Pnidleethon. It was a place of exuberant evil life, and its very poles were tropically fertile; and the lowliest of its people was more learned in wizardry, and mightier in necromancy, than the greatest of terrene sorcerers. How he had arrived there, the dreamer did not know, for he was faint and blinded with the glory of Yamil Zacra, burning in mid-heaven with insupportable whiteness beside the blackly flaming orb of Yuzh. He knew, however, that in Pnidleethon he was no longer the master of evil he had been on Earth, but was an humble neophyte who sought admission to a dark hierarchy. As a proof of his fitness, he was to undergo tremendous ordeals, and tests of unimaginable fire and night.
Yamil Zacra in WitchCraft/Buffy/Ghosts of Albion
It is rumored that the possession of such an amulet will increase one's magical energies ten-fold. In game terms increase the character's Sorcery/Magic by +10 or increase their Essence 10 times. While this seems to be great remember at this time there are only two amulets left in the world and the user forfeits their own soul for this power. The soul is not given to some demon or even otherworldly god, but it is consumed whole.

In the Armageddon game I would have Yamil Zacra appear in the nigh sky, a brownish-red blotch on the night sky.  It casts no light, save for those already under Leviathan's influence, but everyone can feel it's heat.

Yamil Zacra in All Tomorrow's Zombies In the present day it is difficult to travel to Yamil Zacra and Pnidleethon other than by eldritch or sorcererous means. But in the future worlds of ATZ such an expedition to a planet that is seemingly dead is different sort of tale.

Option 1: The planet is dead. The crew lands on a planet where there had once been a great, if evil, civilization. Yet something is still out there in the dark picking off the cast one by one. It's Cthulhu meets Aliens, or "Journey To The Seventh Planet" with less suck.

Option 2: The planet is alive. Here the civilization of seemingly advanced humans still thrives. But the cast is trapped. Think of the song Hotel California and apply it to the entire planet. Or, Planet Ravenloft.
Escaping in either case is the goal, the means in each option differ. In Option 1 it is just get back to the ship before you all die. In Option 2 it is figure out how to get back to the ship and get out.

Yamil Zacra in D&D4
Obviously one of the dread and fell stars that grant warlocks their power.

More Revelations of Melech
Yamil Zacra: When civilizations fall, it is the light of Yamil Zacra that falls on them. It is a dark red star barely seen by mortals, those that can see it know it is a portent of doom.

Level 23 Encounter Spell
The Doom of Yamil Zacra                                        Warlock Attack 23
For brief, horrible moment the light of Yamil Zacra shine on your enemy, revealing the doom that must come to all.
Encounter ✦ Arcane, Radiant, Fear, Implement
Standard Action                                                            Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 4d8 + Constitution modifier Radiant damage, and the target grants combat advantage to all your allies until the end of your next turn.
    Star Pact: If this attack hits, the target takes a penalty to Will equal to your Intelligence modifier until the end of your next turn.
    Infernal Pact: If this attack hits, target also takes Fire damage equal to your Intelligence modifier.