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

Tuesday, June 27, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 6, Room 27

Archway 3, Room 27: The Chamber of the Vampire Queen Altar to Orcus

The central passage way leads you to the grand temple dedicated to both the Vampire Queen and to Orcus.  Though one only needs to look at the walls to see the main veneration here is to Darlessa the Vampire Queen.

Eye of Orcus

There are bodies of shadow elves, centuries dead covering the floors. There is not enough here to determine what killed them.

The columns of this room are all carved to resemble the Vampire Queen as if she is holding up this temple.  The back wall is dedicated to a large statue of Orcus, though his features here are more shadow elf in nature.  

In front of the statue of Orcus are Urnu and Runu from earlier in the adventure (Room 13). They are standing admiring the statue. When they hear you come in they turn and ask you to come and admire it with them.  When the party gets to them there are three shadow elves dead on the ground. 

They tell you that they killed the guards, adherents to an ancient religion forgot even to the high elves. They point to the statue and claim it was carved from a single piece of stone and that the artist apon completion marveled at it for many days straight unmoving. At the end of the seven day he took out a knife and cut his own throat knowing he would never do something again as magnificent. (if asked how they know, they will say it is a common enough story among shadow elves.)

They point to one ruby eye remaining. They will show the party the way to next level, they have no desire to get involved with the Vampire Queen, but they want the eye. They can't get it themselves due to a religious taboo that prevents them. (this is mostly true).

They is trapped and difficult to get too.

A thief will need to climb the statue and find and remove the two traps guarding it. 

The eye itself will need to be pried loose. 

Urnu and Runu want the eye. It is very magical and has a strong aura of necromancy about it. They tell the party they wish to return it to their own homeland where it can be put back where it came from. This is all true, but the eye is an evil artifact all the same. They promise to show the party where the secret exit is.

If the party agrees they take the eye and they show them to Room 30.


Tuesday, October 28, 2014

Into the Lair of the Vampire Queen

Over the weekend my oldest son celebrated his birthday (which is today) and we went through The Hanging Coffins of the Vampire Queen.

We didn't get through it all, but we had a great time.

I ran this under Dungeons & Dragons 5th Edition rules instead of 1st ed/OSRIC since that is the game of choice of my son now.  I think it worked out really well to be honest.

In the party we had:
- A Dragonborn Wizard (Necromancer), 15th level
- A Dragonborn Cleric of War, 14th level
- A half-elf rouge (assassin), 14th level
- A human rogue, 14th level
- A half-orc Ranger, 14th level
and a half-elf warlock (fey pact), 13th level.

My son, since he was turning 15 got the only 15th level character.

They managed to get through a few of the rooms, but the Fire-Giants gave them some issues.  After that the "Jelly" Cubes where pretty easy.

The adventure is crazy.  I am glad I am running it "outside of canon". The module is advertised as a party killer and that is no joke.  Within the first battle many of the characters were down to about half their HP.

We are planning to finish it sometime soon, but since we didn't get started till rather late my players were fading.

the Fearless Vampire Hunters
This is the same group, but not the same characters (though pretty close) that I ran the classic Palace of the Vampire Queen adventure.   Those were lower level characters using the B/X rules.  Given that we have been calling this group "the Fearless Vampire Hunters".    One day I will try to combine all the various "Vampire Queen" adventures together into a large campaign.

I did alter the beginning just a touch to accommodate the player's previous adventures a bit.  Not a big change really and I think it heightened the whole fear factor.


 We used minis cause they are fun and the boys like doing it.

I have two perfect succubi from the recent Pathfinder demon sets that are perfect for  "Sin" and "Diabolica".   The Reaper Bones Female Vampire figure makes for a perfect Lady Neeblack.  The mini is listed as "Naomi" for the metal version. So the Vampire Queen must be Lady Naomi Neeblack!  Sure. Why not.

If I ever re-run this I will do it under AD&D1 as it was meant for.  I fear that D&D5 reduces the power levels of the characters a bit at the highest levels.  Though there is great flexibility in D&D 5.
For example in the adventure there are 8 Fire Giants waiting for you when you enter the pits.  They have 93 hp and do 5d6 damage per attack.  Their D&D 5 counterparts have 160 hp (iirc) and do a lot more damage.  Character can heal faster in D&D5 yes, but their starting hp is still not much better than their AD&D1 counterparts.  Rogues get a d8 vs Thieves d6.  So yeah. Meat Grinder.

I will say this.  If you enjoyed running Tomb of Horrors then this will be right up your alley.

I will get a more proper review of the adventure up soon.

Sunday, October 29, 2017

Weekend Gaming: Halloween Gaming, Return of the Vampire Queen

It was our weekend of Halloween gaming.  It's was also my oldest son's birthday weekend.
He ran games all night long and while he slept today I ran  "Hanging Coffins of the Vampire Queen" again, this time for my younger son and his group.



It was 2014 when I first ran this adventure for my oldest son, so I wanted to run it again this year for my youngest since they would have been the same ages.  Very different experiences!

I picked up this adventure back when +Mark Taormino kickstarted a few years back and it is one of my favorites. It's just so much fun.  I also combine it a lot with the classic Palace of the Vampire Queen and the sequels made by Bill Barsh at Pacesetter.

Combined they really make for a great full palace, dungeons, and vampire pits.

Today's group got much further.  I made some changes based on previous runnings and some advice from Mark.

Sin, the Queen on her throne, Diabolica, and the Queen ready to attack
Combined with mins from three different companies this represents one of the things I love the best about this hobby; everyone coming together to provide something new and exciting.
Standing Lady Neeblack is the Vampire from Reaper Minis.


Ok and a bunch of tombstones and coffins from Michaels.



Oh and an old D&D action figure Umber Hulk to represent a giant Umber Hulk.  Yeah, they were scared about that.



They managed to survive long enough to face the Succubi Sin and Diabolica and finally Lady Neeblack the Vampire Queen herself.

I can't say enough good things about these adventures.  It would not be Halloween without them.

Sunday, January 1, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 1, Room 1

Her Dark Mistress, Darlessa, Vampire Queen
Her Dark Mistress, Darlessa, Vampire Queen
Ok. Let's do this.

For 2023 I have a lot going on. So what is one more thing?  I am going to be participating in the #Dungeon23 challenge.  

It is my homage to the dungeons of old and to some of my favorite monsters.

Tomb of the Vampire Queen

I will be providing more details as this goes on.  But here are the important parts for today.

This megadungeon was designed as the stronghold for Darlessa the Vampire Queen and her hordes.  After her death, her acolytes placed her body in the lowest part of her stronghold to protect her.

The tomb has the following features.

  1. It was built under the ruins of a great citadel of wizards. Magical energies still flow through it.
  2. Darlessa's clan of enslaved dwarves dug deep into already occurring natural caverns and dungeons to expand her base.
  3. The site sits on the confluence of many ley lines and "witch ways."  So monsters wander in from different dimensions, worlds and planes, but can not as easily get out.
I will do this for B/X era (circa 1981-82) D&D. So OSE and Labyrinth Lord will also work. I will fill in more details and even try to put my meager map-making skills to the test.

Level 1, Room 1

The ground floor of the ancient Citadel of Wizards.  This golden archway still stands though the walls around it are long since gone. The runes are unreadable due to fire and age. Passing through the archway gives the characters a sense of unease.  The Morale of hirelings and henchmen is reduced by 2 points.

Before you are remains of the ancient keep of the Citadel. It's basalt walls still stand. Visible in the open doorway (10' wide, 20' tall) is a staircase leading down.

--

Let's see where this takes us!

Tuesday, June 13, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 6, Room 13

 While within the Necropolis, the party moves near an open temple. As the party approaches, they are surrounded by Shadows moving in. Though before they can attack, a haunting music can be heard. The Shadows move back and surround two elves, a male and a female. The woman is playing a long double flute that looks like it is made of bone.  The man is holding a skull with eyes of balefire.  

The shadows move back into the ground.

Runu and Urnu

When the last of the Shadows have gone, the woman stops playing.

They are dressed similarly and even look the same, obviously related.  They look like the shadow elves you have seen, but their skin is darker, and their hair is lighter.  The woman greets you first.

"Greetings. I am Runu, and this is my younger brother Urnu," she says.

There is a snort from the male, and a "younger by mere seconds." escapes his lips just loud enough to be heard by all.

Runu points to a rune on the ground that one of your shoes has kicked dirt onto. 

"The Rune of Ake keeps the shadows confined to the temple. When you walked over it broke the magic. But no matter." She brushes the dirt away, and the great circle of runes glows briefly and then fades.

They tell you they are Shadow Elves, but they are also Drow/Dark Elves and therefore despised by all elves. More importantly, they tell you they are not under the sway of the Vampire Queen.  

They mention they need a particular jewel from an idol in the central temple.  The idol is that of the Demon Lord Orcus and the temple is his.They causally mention they know they are searching for the tomb of the Vampire Queen. ("Why else are you here? It's not the scenery!")  They also add that the large temple is the access to the lower levels. There is a secret door under the idol.

If asked why they are helping, they will say that the Shadow Elves will kill them on the spot, but the adventurers are a curiosity to them and they have a chance to reach the temple.

If asked why they need it, they will claim it was stolen by the Vampire Queen, and they want to return to their home temple. 

If the party tries to attack them, they use their Rings of Invisibility and sneak away. They do want the adventurers alive to face the monsters in the Temple.

The double flute are "Pipes of the Susurrus" and they require training to use.

There is nothing of note in this local temple.

--

Note: Runu is a Profane Necromancer, Urnu is a Gothic Witch. Most of what they tell you is true. Save for a few details.

- The Shadow Elves will kill Runu and Urnu true, but they will also kill the adventurers. Runu is playing up how many Shadow Elves are here.

- Runu summoned the shadows herself to scare the adventurers. 

- They do need the gem, the Eye of Orcus, but it is far more dangerous than they let on.

- They want the adventures to face the monsters of the main temple. 

- They have no love for the Vampire Queen

Monday, June 26, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 6, Room 26

Room 26: The Chamber of the Blood Pool

Going back to Room 24 and taking the next left, this takes you to another dark chamber. 

Room 26

This room is dominated by a large stone pool in the middle of the floor. The pool is still filled with blood.

Upon entering the candles light and six ghostly figures appear. They come into focus as they light the candles, telling the party (in Elvish) that they welcome them and must prepare them for the bath. At this they take out long wicked-looking knives and they attack.

The ghosts are Umbrals, and they are former shadow elf maidservants to the Vampire Queen.

The umbrals can't harm anyone with their knives, but the wail of lament is another story.

The walls are covered in murals that tell the tale of how the Vampire Queen came to the Shadow Elves, slew thousands (she walks on their skulls), and enslaved the others. Other murals show this bathing room where the maidservants cut the throats of other shadow elves to fill the bath, where the Vampire Queen goes in looking like a monster and comes back out looking young and beautiful again. There are a few panels where the Vampire Queen can be seen striking her servants and drinking their blood. 

The umbrals have no treasure, but there are still the remains of some gowns in a dressing nook. They have gold threads and jewels totaling 3,000 gp. 

Sunday, October 22, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 10, Room 22

 This tomb is a bit different than the others. The plaque on the door claims this is the tomb of Sharis Val, son of Ferner Morgenstjernen.

Room 22

Inside the tomb is largely unadorned. 

The sarcophagus for Sharis Val is larger than the previous ones. Opening it, the party can see why. Sharis Val is not a Dwarf, but rather a Dark Elf.

In is hand he holds the head of a morningstar.  

If a Chaotic (any Evil) character touches it they must Save vs. Spells or take 6d6 hp electrical damage. Save for half.

If a Neutral character touches it they take 2d6 points of damage, save vs. Spells for half.

If a Lawful (Lawful Good) character touches it an illusion of Sharis Val appears. He is tall dark elf. He has a damaged leg that causes him to lean to one side. It appears to be some sort of birth defect.

He explains to the adventurers who he is. He was born to a Drow matron, but his deformity caused his mother shame. She tried to hide it and instead was merciless to him, making sure that whatever he lacked in physicality he would make up for in intelligence. But it was never enough and he was cast out to die. He was discovered by Ferner Morgenstjernen a high priest of the Forge Father. Ferner took him in and together they discovered the secret of Necromium. 

He will continue and tell them they had just survived the second attack by the Vampire Queen and know she will strike again. To that end they have forged a new weapon of Necromium in the style of their house emblem. If the party is seeing this illusion it means the dwarves did not stop the Vampire Queen, but they now can. Combine the two pieces, if Ferner has finished the shaft, and they will bond to make a weapon capable of destroying the Vampire Queen once and for all.  The illusion fades. There is no other treasure here.

The Black Morningstar is a +3 weapon, +4 vs Undead, and +5 vs Vampires. When near undead it has a black fire aura that does an additional 1d8 to undead and 2d8 to vampires.  When encountering the Vampire Queen herself this aura is increased to 2d12.  Only a cleric of a Lawful (Good) god can wield it for the added aura.

GMs Note: If no member of the party is a Lawful Cleric then decide who is the most worthy to wield it. 


Saturday, December 26, 2020

Boxing Day: The World of Mayhem Campaign

A couple of weeks ago I posted about getting my 7th adventure from Mark Taormino's Dark Wizard GamesDread Swamp of the Banshee.  It is a great bit of fun and I can't wait to run it.  

I also know exactly what I want to do with them.


The World of Mayhem Campaign and I am going to run it using B/X rules, likely OSE Advanced Rules

OSE Advanced gives me the B/X rules I adore along with some of the rules from the Advanced era I want AND some additional options that were not available to me in either.   


Organizing the adventures from the lowest level to the highest you get a great spread from levels 1 to 14, perfect B/X and OSE levels.


I have talked about this in the past with the first five adventures, but the newer three only support this plan even more.

Arranged like this:

It makes solid coverage of levels 1 to 14.  If anything an adventure for levels 2 to 5  might be good.

With the addition of their Monsters of Mayhem #1, it makes for a full campaign.

I know the feel of these adventures is very much in the spirit of 1st Edition AD&D as well as the OSRIC rule set.  But for me, my "gonzo" gaming years were with B/X.  The rules of B/X were much looser than Advanced and these adventures really need a lighter hand on the rules.

I am thinking of also adding some material from Pacesetter's B/X RPG rules, in particular some of the classes.  Plus the B/X RPG rules play well with OSE, so that is reason enough to use them.  Plus I enjoy combining Palace of the Vampire Queen: Castle Blood from Pacesetter with Hanging Coffins of the Vampire Queen for a full saga of the Vampire Queen.


I have now run Vampire Queen for Basic, 1st Edition, and 5th Edition versions of D&D.  I think Basic was my favorite experience. 

Friday, June 30, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 6, Room 30

Runu and Urnu lead the characters from room 27, to another room behind the statue of Orcus to where there is another statue of the Vampire Queen.

The Vampire Queen

Here she appears in her human guise. The statue is 20ft tall. 

Her hands are damaged, and on closer inspection, it appears that there were once rings on her fingers that have been chipped away.  One ring on her left hand still has a place for a setting, but no stone.

Runu and Urnu will say that by placing the Eye of Orcus into the setting the secret door to the next level will open. It symbolizes the "marriage" of the Vampire Queen to the Demon Lord.  Runu will state that "they were lovers, you see." in a dreamy way that makes you doubt her sanity.

Climbing up to place the Eye into her ring should not be difficult for a thief but a climb walls roll can be used. Grant them a +15% to success. 

Once the stone is placed in the ring an opening at the feet of the statue will open and a gust of hot fetid air will rush out.  If the gem is removed, the opening closes. Anything used to prop it open with be crushed. The closing doors themselves are heavy and weighted. Anyone caught in the doors when the close will take 5d12+25 hp of damage. The weights can be countered but only on the other side of the door on level 7.  Tying a rope around the gem to pull it in afterwards will not work.

Runu and Urnu want the gem. They are willing to fight for it but not die for it. They will mention a rumor of a secret exit on the Vampire Queen's tomb that would allow her to ascend to the surface without dealing with everything in between.

If worst comes to worst Runu and Urnu can kill the PCs, but they don't want too. Whoever is killed while in possession of the Eye of Orcus will haunt the killers.  So if the PC killed Urnu or Runu not only will the survivor try to kill them, they will also be haunted by the dead shadow elves.



Thursday, December 28, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 12, Room 28

The large double door to the the next room is triple locks (needing three separate rolls to open) and each lock is trapped with a fatal poison. Getting past these will take an expert thief. 

This large circular room is the goal of your quest. This is the crypt of Darlessa, the Vampire Queen.

Room 28

Her sarcophagus is located in the middle of this room. A combined strength of 35 is needed to lift of the stone lid. Once open the PCs will have one round to attack her before she is revived. They have +2 on their initiative rolls.

The Vampire Queen is dead but far from helpless. She is shocked you made it this far, but she is prepared all the same. 

Darlessa the Vampire Queen
Darlessa, The Queen of Vampires

Female Vampire Witch, Demonic Tradition
No. Enc.: 1 (Unique)
Alignment: Chaotic (evil)
Movement: 120’ (40’)
   Fly: 180’ (60’)
Armor Class: -5 (bracers of defense, amulet of protection, ring of protection)
Hit Dice: 13
Attacks: 1 (touch, see below) or spell
Damage: 1d10, drain 2 points of Constitution, Witch Spells
Save: W13
Morale: 12
Hoard Class: XXII
XP: 11,400

Str: 18 Int: 15 Wis: 14 Dex: 18 Con: (18) Cha: 22

In addition to the powers of a vampire, Darlessa has the following witch spells and Occult Powers.  She casts spells as a 13th-level witch.

Spells by Level
Cantrip (3+5): Alarm Ward, Black Flame, Daze, Knot, Mend, Mote of Light, Object Reading, Spark
1st (4+3): Burning Hands, Cause Fear, Everlasting Candle, Hecate's Spiritual Dog, Minor Curse, Read Languages
2nd (4+3): Agony, Bewitch II, Burning Gaze, Enthrall, Ghost Touch, Produce Flame, Rite of Remote Seeing
3rd (3+2): Astral Sense, Clairaudience/Clairvoyance, Danse Macabre, Toad Mind, Tongues
4th (3+2): Arcane Eye, Bewitch IV, Elemental Armor, Moonlit Way, Phantom Lacerations
5th (2): Death Curse, Greater Command
6th (2): Death Blade
7th (1): Wave of Mutilation

Occult Powers
Familiar (Undead Raven)
Evil’s Touch
Devil’s Tongue

Magic Items
Intangible Cloak of Shadows, Amulet of Protection* (also prevents cleric turning), bracers of defense, ring of protection, ring spell storing (3 stored Magic Missile spells).

Her coffin can be destroyed after she is dead. There is a spare coffin underneath this one. Even if her body is burned, she can come back due to the dark necromancies she has practiced for centuries. 

Saturday, October 16, 2010

October Movie Reviews: The Lestat Movies

Double Feature weekend!

I watched, for the first time "Queen of the Damned" and rewatched after a long time "Interview with a Vampire". Both based on the first three books of Anne Rice's Vampire series.
I watched them in the same order I originally read the books way back when. I read "The Vampire Lestat" first then "Interview with a Vampire" next. It gave me a very different point of view of Lestat than others reading the same books at the time.
Let's be 100% honest here. If it was not for Anne Rice we would not have had "Vampire the Masquerade" and certainly she gave birth to the latest modern trend in vampires. More so that "Sookie Stackhouse", "Buffy" and even "Twilight". While Rice's vampires are appealing they are also monsters. Sometimes they struggle with that. So we have her to thank (or blame) for the Agnsty Emo Vampire in whole or in part.

Queen of the Damned (2002)
This film combines and shortens the tale found in the books "The Vampire Lestat" and "Queen of the Damned". Lestat (Stuart Townsend this time) comes back after his self imposed exile/sleep to be a rock star (who sounds an awful lot like Korn). Hey in the books it worked. It comes off a bit rushed in the movie though. His songs, especially about the really old vampires wakes Akasha, Queen of the Vampires (played by the late Aaliyah).  Wackieness ensues. Vampires that don't want to be outted try to kill Lestat, Akasha wants to keep him alive.  Marius shows up.  The ancient vampires fight to stop Akasha.

To start out with, this is not an exact sequel to "IwaV", more of a separate interpretation of the same universe.  That being said lets look at the good and the bad.
Good.  The vampires here are very cool.  Their powers have a nice affect on screen and they are still bloodthirsty killers.  The movie itself is better than I had been lead to believe all these years, but if one compares it to the book then it fails.  Lestat does not come off as a spoiled brat in this one as he did in "IwaV" and the books.  More like a vampire that kinda wishes he was still human.  Which of course was NOT Lestat in the books.
Bad. The script is kind of a mess.  They are trying ram two very dense books into a movie footprint and don't do so well.  Granted, Rice's later books needed pruning, but that is the fine skill of an editor, this was the work of a guy with a chainsaw.  Characters have disappeared, entire plots lost and the resolution does not have the same impact in the film as it does in the books.

In the end I enjoyed the movie, but only as a vampire flick, not as something that I know belongs in a larger universe.

Interview with a Vampire (1994)
Everyone had such high hopes for this one.  On the tail of Bram Stoker's Dracula this was supposed to open up a new era of vampire films.  Maybe it did.  But the movie was a disappointment.
Based on the book of the same name, this one has an all star cast.  I mean really.  Brad Pitt as Louis, Tom Cruise as Lestat, Kristen Dunst as Claudia (long before she would kiss Spider-Man), Christian Slater (filling in for the recently late River Phoenix) as Daniel and Antonio Bandaras as Arman.  I mean wow.  Look at that.
Visually the movie is very appealing.  Pretty (and petty) vampires feeding on humans while Louis frets and mourns his lost humanity.  Yeah agnsty emo vamps.
Tom Cruise was great as Lestat, but in some ways not as good as Townsend.  Now, I'll be honest, I don't like Tom Cruise I think he is a nut-job with a lot of issues and belongs to a wacky cult.  But so do a lot of people.  But he certainly made me believe he was Lestat here.  I am going to come back to why in a bit.  Now Brad Pitt I do like, after his bit in "12 Monkeys" and "True Romance" he convinced me he was not some pretty boy actor.  Watching him "Snatch" confirmed that.  But here he is the pretty boy vampire and frankly the best line in the movie was Lestat's "Oh shut up Louis."
I really liked this movie when it came out, but now almost 10 years later I seen the cracks in the veneerer, the flaws.

Basically I have the EXACT same issue I have with the books.  I can't stand Lestat in "Interview" (book or movie) and I liked him in the Vampire Lestat and Queen of the Damned.

Anne Rice's vampires are creatures of their times.  Not meaning when they were turned, but when the books and movies were made.  Since then the entire sub-genre of Paranormal Romance and Urban Fantasy has grown up in the soil she tilled.  Vampires are no longer monsters, they are potential date/S.O. material. To be fair, Rice's vampires are monsters.  They just whine about being monsters.

I am glad though I got to watch them both back to back like this.

Saturday, September 30, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 30

 This is the last tomb of the minor dwarven lords.  Inside though is a completely unexpected sight.

Room 30

Inside a gnome necromancer is having a heated conversation with his zombie wife. The gnome, says he has been locked up in here since the Vampire Queen took over. He had been working on a formula to grant eternal life to undead for the Vampire Queen. He stated he was so confident in his work he would try it on anyone first. So the Vampire Queen killed and raised his wife. When it didn't work she entombed them here.

Since the the gnome, he has completely forgotten his own name, has perfected his formula. He tried it on himself and it worked. But he ran out of material to also use it on his wife.

The gnome is more than a little senile and crazy claims all he needs is about 50,000 GPs worth of gems from the party to make the cure work. He is not interested in fighting. His wife is a normal zombie.  He says once he is done, he will present the cure to her most bloody majesty, Queen Darless the First and Only.  He has no idea how much time has really passed.

If the party spares these gnomes have them pop up in the next three levels, each time asking for something stranger and more outlandish.

Their only treasure is his book of spells he calls "The NecroGnomecon." It is not a spell book but a bunch of chaotic scribblings.

It is likely that if he does get all the ingredients he needs he will only succeed in finally killing himself and wife in a glorious explosion.

The exit for this level was in Room 15.

--

I got my Halloween decorations out!

Thursday, June 30, 2016

The search for Q2

In August I will start the boys on the GDQ series.  Reading through all the material I can't help but wish there was something...more to the ending.

Back in April I mentioned that Q1 seemed lonely because it was all by itself and it does have quite a different feel to it than the G and D adventures.  I mused at the time a "Q2" would be a good addition.   I think I even talked a bit about a drow civil war.

I have been thinking a lot about what a Module Q2 might look like or be.  Since I am also strapped for time I thought a pre-made, published adventure might be my best bet.  I want it also to be something that challenges the characters and players.  Q1 was designed for characters levels 10-14. So I want something near to that.

Plus to make the "Q" in "Q2" mean something I wanted to stick to "Queen" adventures.  BUT not  ones that I might want to put into my "War of the Witch Queens" adventures.

So who are the contestants in my Q2 pageant?

First up is +Mark Taormino's Hanging Coffins of the Vampire Queen.  This adventure has a lot going for it. There is the Queen connection, it's high level and there is a vampire realm briefly described in Q1 that would work for this. Also, I wanted more vampires in the end of the adventure too.
On the con side the module is a slaughter house.  Making it work with Q1 would take some work.  There is also so much going in this adventure that it really could be used on it's own.  I also like the idea of making this part of the old Palace of the Vampire Queen adventtures too.

+Monte Cook's Queen of Lies is another really good choice.  It's a good adventure (having been reprinted three different times), it fits the theme REALLY well, it is about the right level, has that Drow civil war thing going on and calling it "Q2 Queen of Lies" really, really appeals to me.  (Side note I had a rather infamous NPC back in the late 80s whose nickname was "Queen of Lies").   The basic plot though really takes the characters away from the big arc I have going on, but not so much I can't work with it.  It is for D&D 3.0, but I can make that work no problem.

+Wolfgang Baur and  Gwendolyn F. M. Kestrel's Expedition to the Demonweb Pits for 3.5 is an honest to goodness sequel (of sorts) to Q1.  It also has a lot going for it. The issue I have is that Lolth is assumed to be alive when the module starts and there is no way I can guarantee that.  Yes it is unlikely she will get killed in Q1, but it is possible.  Again this one is big. I mean huge really. There is so much going on here that it is also it's own campaign.   Lots of good ideas to mine here though.

P2 Demon Queen's Enclave is for 4e, but it has the whole Drow and demon thing going for it too.  Also it was written in part by +Mike Mearls and +Robert Schwalb so I know it has potential.  It also ties in the whole thing nicely with Orcus.



First (Fantasy) World Problems I know.



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I am up for an Ennie this year for Best Blog!
Please click on the link and vote "1" under "The Other Side".


Wednesday, November 16, 2022

Islands, Hyperborea, and Party Like it's 1979

Sort of an overview, sort of me doing more mental gymnastics. 

Note: This one got away from the original thesis, so I cut chunks out for another post later. 

Some light reading material

I have been thinking about a few things this week, namely my 1979 Campaign and my Isles of Avalon one. I flirted briefly with combining them and then realized quickly that by doing so I would lose everything that made the 1979 Campaign special. So I might have ideas that work for that, but I think I need to keep it as it is for now.  One day I'll play it. 

Isles of Avalon is less of a campaign and more of a campaign location. I have a lot of ideas for it. Too many to be honest. But two things in it are prominent. 1.) It has to include an Island nation of Necromancers. 2.) It has* to be run under AD&D 1st Edition.

How are those connected and what does it have to do with today?  Well, I was going over the materials for the IoA idea and began merging the two projects. I quickly realized that I would lose what made the 1979 Campaign idea special to me (moving from a hybrid Holmes Basic/AD&D to pure AD&D) and I also thought maybe I am not wed to the idea of IoA as a pure AD&D 1st edition setting.

I love AD&D 1st Edition. Really I do warts and all. I do want to do a lot more with it in my personal gaming even if it is never seen by you, my reader. After all I never really talked much about the AD&D 2nd Edition games I was playing in here.

But these last two weeks (and most of October) have given me some moments to pause and think. The question remains "What is it I want out of this really?"

The AD&D First Edition Experience

This one is key. I want something like AD&D 1st ed. Which will prompt many to say "then play AD&D 1st Ed, dumbass!" Which is very, very valid. But I also have all these other games that I want to try and I played AD&D 1st ed, for over a decade. I love it, but it sometimes feels like moving back in with your parents or hooking up with your ex-girlfriend.  So. What are my options?

Old-School Essentials: Advanced Fantasy

This one is great, but it isn't really AD&D is it. Plus this is the system I am using for War of the Witch Queens and it is really great for that.

Hyperborea

I have been reminded this week of how much fun Hyperborea is. It is much closer to AD&D. The game is tied very closely to the world and it is a world I enjoy, but some pieces of it don't fit with my idea of what I want to do for my various campaigns. One thing is certain, the ethos of Hyperborea will inform what I do with my Isle of Avalon.

Castles & Crusades

I do love Castles & Crusades and it does provide the AD&D 1st experience I want. Plus I LOVE all the Codex books on world religions and myths. It doesn't quite have the same feeling to it as Hyperborea though.  On the continuum of gritty to light it goes Hyperborea, then OSE-Adv, then C&C. With the endpoints as DCC on the gritty and Hero's Journey First Edition on the light. Still, though I do love this game a lot and I really want to do a lot more with it. 

Special Note: The 1979 Campaign

This one is a special case. The purpose here is to recreate a certain style of play that I would have done in the Fall or early Winter of 1979.  I will only use materials that would have been available then or is closely related.  Rules are a mix of Holmes Basic (not B/X) and AD&D, in particular the AD&D Monster Manual.

--

Why all these mental gymnastics? I am aware that my kids are getting older and moving on. My oldest is a professional pastry chef now. My youngest is in college and spends all their time writing code. They don't have time for dad and his elf-game anymore. Well...they do still play D&D, just with their own groups of friends. My time to get some games on with them is limited and I want to maximize what I can.

So. Let's see what I can cook up here. I know...get to the point already.

Vampire Queen
Isles of Avalon

While I love this name, people who have seen it online and not bothered to read the posts (if you are reading this then that is obviously not you!) were confused with the Arthurian Isle of Avalon and felt they were informing on something. Thanks, but I wrote tons about that in Ghosts of Albion. Still, though, I might tweak the name to be Isles of Avalon Hill to honor its origins. 

So before I put together a campaign (and this would be a sandbox or hex crawl) and try to figure out what rules to use, I think I need to work out some details.

1. This archipelago of islands is old. Really, really old. An empire rose here, grew to greatness, fell into decadence, finally to infighting and decay, and then to dust and forgotten legends.  

2. There is an island of Necromancer kings. This was one of the key notions. Of all the islands, this one is the one that still yearns for the "old times." I think I am coming around to the idea that there is someone called "The Necromancer." Feels ominous. 

3. There is a small island that is home to the Vampire Queen. The Vampire Queen is a reoccurring character in my games. One of her influences is the classic Palace of the Vampire Queen from Wee Warriors, then Pacesetter, now Precis Intermedia.  Wee Warriors and Precis Intermedia also have the Misty Isles, which is another model for my own Isles.  The Vampire Queen lives on a remote island here. 

4. There is the "Big Island" that still has active wizards. The Empire is gone, but there are still wizards that come here for the same reasons there was an empire here. The connection to magical energies here is the strongest. Whether it is a confluence of ley lines, built on the remains of a long-dead but highly magical creature, a magical meteorite hit here, or some combination of all the above.  The only remaining edifice of those times is a place called the Citadel of Conjurers (or at least my original notions of what that place was when I read it in Dragon #91).

Not looking for grand plots. Not looking for world-changing apocalypses. Just a place to do some hex crawling.

Either Castles & Crusades or Hyperborea would fit this fine.

I am leaning more towards Hyperborea for this, but I really, really want to play some Castles & Crusades.

Anyway, random thoughts on a cold Chicago day.

Sunday, March 10, 2013

Palace of the Vampire Queen

Next weekend my friend Greg is hosting a mini-con for his D&D group, the Streamwood Dungeoneers.  My son plays in his group every weekend, so I was asked to prep and run an Old School adventure.
Greg wanted to give his players, the Gen Con experience since none of us are going Gen Con or even Gary Con this year.

I had a bunch of ideas, but I wanted to play to my strengths.  At first I wanted to do Ravenloft, but that would take to long.  So instead I am going to run Palace of the Vampire Queen using Basic/Expert D&D and my Witch book.

I have been dying to run this since I first scored a copy about three years ago.
This is a classic adventure and has been talked about on various blog before. Here is Grognardia's take and a bit from Jeff's Game Blog.  To be able to run this in a Con like setting is going to be a real treat.

Since that 2010 post I have picked up another copy from Pacesetter (not sure if it is the same Pacesetter that did 1st Ed Chill).

The module is thin.  Not just in size but in terms of plot too.
I'll give the kids some background and I might develop the character of the vampire queen more using my Basic Vampire supplement (which is free by the way).  She is a self-styled vampire Queen in my mind.  So not Akasha or even Marceline.

But in truth it is going to be a simple dungeon crawl with lots of undead and a big bad at the end.
Just like like to old days!


Thursday, July 13, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 7, Room 13

 Moving on from room #12 the party enters a large spherical room 50' in diameter.  The walls of the room are polished obsidian.  The center of the room features a large monolith of the same material. Stalactites and stalagmites break up the otherwise uniform blackness of this room.

Room 13

Free Art Assets - Grey Gnome Games - Jason Glover

This monolith radiates evil and necromantic energies. It doesn't take a magic-user to figure this out, all the characters can feel it.

Touching the monolith a character hears a voice. The monolith is known as the Monolith of Evil. It brags that it is 1000s of years old and was worshipped by 1000s of acolytes. Offerings of blood and lives kept it powerful. But now it is drained of all power, the Vampire Queen drained came and took all of its power.

It lets the characters know that if they could just kill their fellows it will be able to grant them the power to kill the Vampire Queen.  

The monolith has no idea is the Vampire Queen is still active or not. 

There is no magical compulsion here, save for being creepy it has no real power left. 

Wednesday, December 20, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 12, Room 20

 On the other side of Room 12-17 from Room 18 is another set of stairs to an ornate tomb.  This one belongs to the Vampire Queen's Majordomo, the Dwarf Fizko.

Room 20

Fizko was in charge of the household of the Vampire Queen. She rewarded his faithful service by turning him into a Death Knight.

Death Knight

Armor Class -1 [20]
Hit Dice 12+36 (90hp)*****
Attacks 2 × weapons (1d10+4) + Special
THAC0 6 [+13]
Movement 120’ (40’)
Morale 12
Alignment Chaos
XP 5,900
Number Appearing 1 (1)
Treasure Type None

The Dwarf Fizko is a supernaturally strong Death Knight.

He attacks with a great mattock +3 that he can use to hit twice per round.  He can summon 2d6 Haugbui twice per day.

As a death knight, he has the powers and spells of a 12th level anti-Paladin.  His "lay on hands" ability causes damage instead of healing.

Fizko is fanatically loyal to the Vampire Queen, whom he believes is a Goddess and he swore his oath to her.


Tuesday, March 12, 2013

Getting Basic

Getting ready for Palace of the Vampire Queen this weekend.


Got my books, the adventure and five (soon seven just in case) B/X characters around 5th-7th level.
I still want to stat up a witch character just in case.  Just need to throw some dice into that pile and I am ready to go.  I might make the vampire queen a witch with the Gypsy tradition. Mostly because I have had "Sign of the Gypsy Queen" by April Wine going through my head ever since I have started working on this.


Two copies of the adventure, Palace of the Vampire Queen.  Since it is 5 levels and I only have 4 hours the kids will get some rough maps.  From the previous survivors, besides the Queen doesn't mind unannounced guests...for dinner! (sorry. couldn't help it.)

Good, old fashioned dungeon crawl with empty rooms, treasure just laying around random monsters and the big bad at the end.  Gonna party like it's 1981!

Wednesday, June 2, 2021

Van Richten's Guide to Ravenloft, Part 2b. Do You Wanna Build a Darklord?

Darlessa, the Vampire Queen
Wait.  Shouldn't this be Part 4?  Yes, but everything I am talking about here deals perfectly with the material I reviewed in Part 2 and very little of Part 3.  

One of the shifts in design goals of the new Ravenloft book is a move to focus more on the Darklords you can create for your own game. 

While several updated and new Darklords and Domains are detailed, the fun comes creating your own, and in particular, one that has meaning for your players and characters.   Chapter 2 covers this well and comes before Chapter 3 on the existing Darklords and Domains to get the readers and potential DMs to think about what the domains mean to them.

So let's take the advice of the book and create a new Darklord and Domain.  Now my first horror game likely happened as soon as I got my Moldvay Basic set if not before.  I dig horror. A lot. So I have at least 40+ years' worth of horror gaming to draw on.  And while such D&D campaigns I have run in the past, The Shadow War, Ogre Battle, or even The Dragon and the Phoenix had horror elements to them, but none really rose up to the levels of Ravenloft worth horror, though the Shadow War back in 1991 came close and even featured some Ravenloft game sessions.  My own Ravenloft campaign was essentially a tour of the then Domains ala "The Fantastic Journey" only horror and not sci-fi.  I imprinted on a lot of weird shit as a kid. While a lot of fun, it does not give much in the way of "new" material.  Sure there is a lot of old material I could bring back, but that's not what I want to do here now. 

So let's start with Chapter 2 and build a Domain. And do that, we need a Darklord.

Who is My Darklord?

It's going to be a vampire. Why? I like Vampires. I played a cleric as my first class ever so I could be like Van Helsing. My goal what to fight vampires and undead.  Let me put a pin in that idea for a moment. 

I thought about maybe using my cavalier that I ran through Ravenloft as a player or one of my favorite NPCs I used as a reoccurring character that would torment the players because while she was a vampire she was not overtly evil. But my cavalier died in the Shadow War and the NPC, well she ended up the focus of a ritual to bring a vampire back to life.  She is human now, and given the history of that character, I kinda want to keep it that way. 

There is only one NPC that could really be my Darklord.  That is Darlessa the Vampire Queen.

Spend any time here and you will know about my history obsession with the various Vampire Queens.  I love them.  Blame Hammer Horror, blame 60's and 70's Giallo, but they are so great.  Darlessa comes to me via Small Niche Games and the Valnwall products where she is credited with killing St. Johan, my very first Cleric character. So the origin here is still Basic, B/X style at that, D&D.   Truthfully there is a multitude of reasons why this works for me, so I am not going to bore you with the justification and the details and just state "it works."  

So let's start with Darklord Creation.  Van Richten's Guide to Ravenloft says:

A Darklord’s memories, desires, mistakes, and evil deeds shape the domain’s twisted lands, inhabitants, and features. You need not create these in a vacuum, though. When creating your own Darklord, consider the relationship that will define their evil in your adventures: their conflict with your players’ characters.

- Van Richten's Guide to Ravenloft, p. 39

Well...I don't have any players, not just yet.  You all are my players now. The adventures you have had are reading this blog. 

One this is clear off the bat.  The Darklord is evil.  Darlessa might be a lot of things, but a misunderstood villain is not one of them.  This notion of evil and evil deeds is repeated many times in this section. So much for Ravenloft not having good vs. evil. 

What are Darlessa's evil deeds? She kills people. Well, lots of vampires do that. She used her evil and power and privilege to command others.  She tolerated no rivals. She kidnapped the granddaughter of Johan Werper and threatened to kill her. She caused Johan's death instead and this was her last act that damned her.  Let's consult this questionnaire from VRGtR, answers in parentheses:

  • Where was the Darklord before the Mists took them?  (In the swamp outside her castle)
  • Who was the Darklord’s family? (none, she had killed them all centuries ago)
  • How was the Darklord’s family oppressed, oppressive, or both? (domineering over her, killing them might have done the world some good)
  • What was the Darklord’s childhood like?  (oppressive. She was bullied and bullied in return)
  • Whom did the Darklord care about? (Only herself mostly, BUT I am willing to work on this)
  • Who cared about the Darklord? (Maybe a sister?  I will think about this.)
  • Who hurt the Darklord? (everyone, but usually only once)
  • Whose respect or love did the Darklord crave? (only those who had more power than her)
  • What did the Darklord value? (power)

So Darlessa is a vampire, not because she craves lives and blood, but because she craves power. Her desire to control everyone and everything around her was her undoing as a vampire and led her to become a Darklord.  But lots of vampires never become Darklords.  She has to be something else.

In "Corrupt Beyond Redemption" on page 40 we are given some ideas of what makes a Darklord more than your average villain.  The Darklord needs to commit Evil Acts, or "The Dark Powers consider an act to be evil if it is intentional, unnecessary, and successful, and most importantly if it causes significant harm."  Those Harmed have to be significant.  In this case, it was my first character trying to protect my first AD&D 2nd Ed character.  Maybe not significant to you but for me it has gravitas.  And finally, the act has to be Irredeemable.  Darlessa was about to drain the life out of a seven-year-old girl just to get to her parents and grandfather. She managed to cause the death of the grandfather and scar the granddaughter so much she was terrified of the dark.  (Role-Playing tip. Try playing an AD&D character who you have decided is afraid of the dark. All dark, all the time.)

Background

Darlessa always fancied herself as a Queen, which of course is impossible because she is from Glantri. She might have been an upstart Princess if fate had been kinder to her, but instead, the only magic she learned was witchcraft, a "lesser" form of magic to the Glantri ruling class.  Rejected by those she considered her peers and laughed at by those she considered underlings it was no surprise that she turned to evil.  She married a minor noble and soon had him murdered.  She moved up in social status by marrying one of the lesser Princes.  She could not kill him as easily so she had him locked away due to madness, which she of course caused.  She was always vying for more and more power, a better position in the social hierarchy. While she felt she was in control of her situation and had everyone else figured out in truth all the nobility saw through her ruse and were just toying with her.  When discovered this and was laughed out of court she sought out her demon to turn her into a vampire. But even then she chaffed under this yoke and sought to kill her new master. 

She managed to escape and had planned her glorious revenge on all who had mocked her, only to discover that everyone from the court was dead.  Not of some nefarious or evil plan, but of the natural progress of time.  She had taken decades to break free and now it was too late. All that remained were the offspring of those who had rejected her.  She reinvented herself as a noble and re-entered court, this time none knew her.  She would have been successful too had it not been for the cleric Johan.  Clerics had been banned in her day in Glantri, but Johan was distantly related to a noble and had proved a wise council on ecclesiastic and occult matters.  He quickly spotted Darlessa for what she was and thus began 40 years of open conflict between the two.  

Until the night she got what she had desired.  She was going to kill Johan and his granddaughter. Johan had taken his granddaughter to see the court. Her chance had come, everyone who had stood against her were all in one place. She had killed every servant in the castle to get to the girl and had taken her back to her own keep.  Johan followed. The ancient enemies fought and both died by the flaming holy oil.  Only the young granddaughter survived.  Johan was canonized and became St. Johan.  

Darlessa awoke to find herself in a finely appointed castle much like that of the court.  She was surrounded by servants and nobles, and all addressed her as Queen.

Photo by Quang Nguyen Vinh from Pexels
Photo by Quang Nguyen Vinh from Pexels
The Domain

The Domain of Darlessa is a small island, or at least that is what it seems to be. There is the island and it is surrounded by water, but they are on a lake and the island is in that lake.  Beyond are only mists.  Darlessa is the Queen, but she has no subjects. She has servants, the very ones she had killed to get to Johan, but they are mindless, repeating the same tasks every day, day in day out.  Members of her court have the exact same conversations over and over again.  Games of chess or cards always result in the same outcomes no matter how many times they are played. Everyone in the castle adores her and they tell her this, often. Every day. The exact same way.  She has tried to feed on her servants, but they provide her with no life and they are returned the very next day.  She has gone on berserk killing sprees, killing every member of her court, and they return the next day acting as they always have.

The night she was rejected by society plays over and over again as it did in her mind when she was subservient to her demon lord. Now it plays out for real and she holds the place of power and honor. Her every desire has been given to her. And she is tortured by it all. 

This Domain has treated Darlessa everything she ever wanted and she is sickened by it all.  The fawning courtiers, the sycophants, the hangers-on. They all disgust her and there is no release.  The sun remains behind dense clouds and is never bright enough to kill her.  She thirsts constantly, but no one inside her domain can satisfy her.  Even her small cadre of warlocks (of the Undead) who do her bidding are revolting to her.  Though they do leave the island to gather new souls for their Queen.  In truth, she longs for a great Paladin or Cleric to come to destroy her to end her endless torment. Sadly, for her, those were outlawed. 

For the Darklord Connections (p. 44) we have the following:  1: An adventurer reminds the Darklord of their bond, desire or loved one.  OR in this case as the clerics Johan or his granddaughter Celene.  Darlessa is convinced that only Celene would be able to free her. 

Genres of Horror

This Domain is pure Dark Fantasy with bits of Gothic Horror and Psychological Horror. It should feel like a D&D world (Mystara in particular) in the movie Groundhog's Day.  The same day repeats over and over in an endless cycle. It is Dark Fantasy with the trappings of Gothic Horror.  The castle is haunted, but not by ghosts, but by memories.  Psychological horror comes from the "Repeat" and not knowing who is on repeat or not.  Also, how does one get out of it all?

Arevenir
Domain of the Vampire Queen

Darklord: Queen Darlessa
Genre: Dark Fantasy, Gothic Horror
Hallmarks: Undead ruler, same day repeats over and over.
Mist Talismans: Invitation to the Royal Court, a book of beginner spells from the School of Magic, a single candle.

Arevenir is a depressing domain consisting of a small island, a castle on the island and the surrounding village.  The locals are glum and speak no language the characters will understand right away.  The populace will claim the woods nearby are haunted with evil fae creatures and wolves with eyes that glow with balefire. 

The castle offers a respite from the cold, uninviting village. Inside the events of the same night play over and over again. The PCs will find they are trapped inside with no hope of escape except from the evil Queen herself and her warlock acolytes.

To escape they have to find the proper talisman. 

--

I am sure I can develop more if needed. But this is a good start.  With this setup the PCs do not need to fight Darlessa at all. So while I have stats for her I don't need stats for her.  Even if they did like everything else in the castle she would just return the next day. 

What I want here is a land influenced by the French and Italian horror of the mid 1970s.  Similar to the most recent October Horror Movie marathon I just did where I focused on Pre-Exorcist European Horror.

It would be fun little diversion. 

Now if I were making a new Domain for players well I get more player input.  Every successful horror game I have ever run has had one thing in common; Player's buy-in.  They have to want to play it in order to make it work out fine.

Wednesday, March 25, 2015

What are YOUR Favorite NEW Old-School Adventures?

For the longest time I go on and on (and on and on...) about my enjoyment of the many of the old school games.

But I am really doing my contemporaries a huge disservice.   So today I wanted to talk about some of my favorite old-school adventures published within the last few years; aka the OSR adventures.

The Hanging Coffins of the Vampire Queen
I have talked about this one a lot.  It's a meat grinder and just a crazy, gonzo adventure with tongue firmly planted in cheek.  It is great fun and you can read more of my experiences here, http://theotherside.timsbrannan.com/2014/10/into-lair-of-vampire-queen.html

The Shrine of St. Aleena
Another great intro module and a great intro to what Old School Gaming can be.
I also covered this one here, http://theotherside.timsbrannan.com/2013/10/review-shrine-of-st-aleena.html

Oak Grove Whispers
Another great intro module set outside of the City of Domvay (and included in the special edition print versions of the book). If The Shrine of St. Aleena works for you then give this one as a try.  This is more straightforward.

Dwimmermount
A lot can be said (and has been said) about this mega-dungeon/campaign, but one thing is for sure. Autarch really saved this project.  I am not a huge fan of mega-dungeons, but this really is a must have.  I think in the end what sells me on this project is it's vision. Sure it could be described (and has been) as a monumental act of hubris OR you could look at it as a commentary on how the OSR solidified 70s and 80s nostalgia into a post-millennial marketing tool.  It might not be the best at saying what we do, but it is an honest look.

Castle of the Mad Archmage
This might be the closest we will ever get to exploring Castle Greyhawk. Yeah it is not perfect, but the effort and work here is beyond reproach and it is a damn fun adventure.  This is also on the complete opposite end of the spectrum from Dwimmermount.  Like the other mega dungeon this is the vision of one man, in this case Joseph Bloch.  Though were Dwimmeromount received much hype CotMA just quietly got published with no drama.  When Bloch has done Kickstarters they have been on point, fast and he usually gets people their materials WAY before he promised he would.  This is also a good example of the OSR ethic.  There is still nostalgia here but it took a different path.

No Salvation for Witches
I will be honest. I find most of James Raggi's adventures to be unplayable.
Not due to content or anything like that. I just believe that the GMs job is to help characters to greatness, not stick them into an adventure where they have no chance of winning.   I don't mind a meat grinder now and then (see Vampire Queen above) but not a design philosophy centered around fucking with the players.  Tomb of Horrors was a one time deal, not a template for every adventure.
That being said I like No Salvation for Witches.  It still has the same art quality one expects from LotFP and the adventure still has buckets of gore, but author Rafael Chandler brings some of the same splatter-punk horror the he demonstrated in his own Teratic Tome (which would make a good add-in for this).  I like the setting and the plot is something taken out of the most salacious accounts of the witch trails. Well if those accounts were embellished a little by Clive Barker.
NSFW (cute) is set in LotFP's pseudo historical Europe, but frankly I would rather take it and set it in the world of Astonishing Swordsmen & Sorcerers of Hyperborea to give it that "older and colder" feel that AS&SH does so well.

Liberation of the Demon Slayer
Venger As’Nas Satanis has a reputation comparable to James Raggi. Liberation of the Demon Slayer does nothing to change this.  Also this adventure is something I might like to run under Astonishing Swordsmen & Sorcerers of Hyperborea.  There is a mix of demons, devils and Lovecraftian beasts/gods that somehow feels right for that world.  There is a lot of the author's advice for running and some of his house rules. Normally I might ignore these, but they seem central to his design philosophy that maybe, just for this adventure, they should be used.
If you, like me, love eldritch abominations and dark magic then this the adventure for you. The adventure itself "sounds" simple enough. Retrieve a demon killing sword from the caves to stop the demons attack your village. Easy peasy.   Trouble is that the author grew up when dungeons-as-meat-grinders were a thing.  This adventure though is closer in tone and danger to the Hanging Coffins of the Vampire Queen than it is to most Lamentations of the Flame Princess products.  With the right DM this could be a great and dangerous adventure where the party could live. Sure they could all easily die too. One can read this and imagine that all of the author's games are a bit like it.
Actually I have known the author for a number of years and yeah this is exactly the kind of things I expect in his games.  I think the difference here with this adventure and some of his earlier material is there is a maturity here to accept the absurd.  This adventure can be played straight or with a dash of dark humor.  Think of it as a horror movie, even the scariest have a touch of humor to them; it sets you up for the bigger punch later down the road.
Curiously enough in my own games I do have an epic weapon for killing demons. In my current world state this sword is lost and a quest is needed to recover it.  Maybe this is what I need.  If so then the value of this adventure just increased ten-fold for me.   I am going to have to spend some quality time with it and a pencil to see if it can be recrafted into something that fits my world a little better.

The Snake's Heart - A Lost Age Adventure
This is my newest one. The overall feel of this one is like an action movie. Maybe more like a horror-action movie, but you get the idea.  The adventure is hard core old school. It is compatible with S&W: White Box but like most of the OSR adventures it can be used with just about any rules.   The file is a pretty simple affair; 19 pages, line art. So nothing too fancy, but the aesthetic is very, very old school.  It looks like something your older brother's friend who was the first kid in the neighborhood to play D&D might have made; only a lot better.
The adventure itself starts with a simple set up and encounter (I like adventures that make the players DO something right away) and then that simple encounter leads to a confrontation with an evil cult. Shenanigans ensue. The adventure takes a few cues from more modern adventures and separates encounters. The effect this has is to keep the action flowing.  If this were a movie it would be Raiders of the Lost Ark or, more aptly, The Temple of Doom.  At just under $2.00 it is also perfect for an afternoon when you want to play something but don't have an adventure ready to go.  
For myself I might make some minor changes here and there.  Snake Goddesses are fun and all but what if I need a Wolf Goddess or a Centipede one?  It make a great introduction for some characters that have already been through one adventure and are their way to the larger plot brewing.   I say grab this one and use it this weekend.

Hmm...maybe there is a campaign here.

What are your favorites? What have I missed that I should be playing.